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/vr/ - Retro Games


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File: 386 KB, 1280x800, HDoomTitlepic.png [View same] [iqdb] [saucenao] [google]
4335920 No.4335920 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4328172

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4335921 [DELETED] 

/vr/ HALLOWEEN MAP PACK
-Test build released (also contains latest textures/sprites)
-https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1
-New Deadline: October 22
-https://desuarchive.org/vr/thread/4328172/#4330289
-Rules
-https://desuarchive.org/vr/thread/4294178/#4298105

QUMP
-Beta released
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

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

=== NEWS ===

[10-17] Hexen Fighter Skill 4in 12:34
https://www.youtube.com/watch?v=nZ53y0h56DY

[10-17] Some tribute cover songs from the DOOM soundtrack
https://soundcloud.com/totigerus/totigerus-on-the-hunt-from-the-doom-soundtrack

[10-16] Mod-agnostic pistol start addon in ZScript, by Matt from ZDoom Forums
https://drive.google.com/uc?id=0B2IErgIQg4pkcFQ1ckNIYVJqSFE

[10-15] Doom novels, in the event you wanted to read them
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

[10-14] Demo: Slaughterfest 2012 UV-Max 99:48 by Yatima
https://www.doomworld.com/vb/post/1807159

[10-10] Smooth Doom updated
https://forum.zdoom.org/viewtopic.php?p=1022234#p1022234

[10-10] QC model rips
http://steamcommunity.com/sharedfiles/filedetails/?id=1126969999
https://facepunch.com/showthread.php?t=1576581

[10-9] Qump Exclusive /vr/ Release >>4316161 >>4317567
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

[10-8] The /newstuff Chronicles #539
https://www.doomworld.com/news/the-newstuff-chronicles-539-r5284/

[10-7] 300 minutes of /vr/ updated
https://www.doomworld.com/idgames/levels/doom2/megawads/300minvr

[10-6] Hunter's Moon v2.9.2 released
https://forum.zdoom.org/viewtopic.php?t=30942

[10-6] Fox Sports Chile features Doom WADs
https://twitter.com/FOXSports_Chile/status/915664353906561024

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== 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.4335923

=== CURRENT EVENTS ===

/vr/ HALLOWEEN MAP PACK
-Test build released (also contains latest textures/sprites)
-https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1
-New Deadline: October 22
-https://desuarchive.org/vr/thread/4328172/#4330289
-Rules
-https://desuarchive.org/vr/thread/4294178/#4298105

QUMP
-Beta released
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

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

=== NEWS ===

[10-17] Hexen Fighter Skill 4in 12:34
https://www.youtube.com/watch?v=nZ53y0h56DY

[10-17] Some tribute cover songs from the DOOM soundtrack
https://soundcloud.com/totigerus/totigerus-on-the-hunt-from-the-doom-soundtrack

[10-16] Mod-agnostic pistol start addon in ZScript, by Matt from ZDoom Forums
https://drive.google.com/uc?id=0B2IErgIQg4pkcFQ1ckNIYVJqSFE

[10-15] Doom novels, in the event you wanted to read them
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

[10-14] Demo: Slaughterfest 2012 UV-Max 99:48 by Yatima
https://www.doomworld.com/vb/post/1807159

[10-10] Smooth Doom updated
https://forum.zdoom.org/viewtopic.php?p=1022234#p1022234

[10-10] QC model rips
http://steamcommunity.com/sharedfiles/filedetails/?id=1126969999
https://facepunch.com/showthread.php?t=1576581

[10-9] Qump Exclusive /vr/ Release >>4316161 >>4317567
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

[10-8] The /newstuff Chronicles #539
https://www.doomworld.com/news/the-newstuff-chronicles-539-r5284/

[10-7] 300 minutes of /vr/ updated
https://www.doomworld.com/idgames/levels/doom2/megawads/300minvr

[10-6] Hunter's Moon v2.9.2 released
https://forum.zdoom.org/viewtopic.php?t=30942

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== 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.4335931

>>4335920
that's... amore

>> No.4335939

>>4335923
>Some anon found the Doom novels
Holy shit
Hey, you wouldn't happen to have the Shadow Warrior novels either, would you? I've been wanting to read that for years, but I don't even live anywhere near an english speaking country, so my chances of finding the real deal are pretty much null.

>> No.4335945
File: 467 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4335945

Third for I don't know how to make custom wad textures or change the sky

>> No.4335952

>>4335939
There are Shadow Warrior novels? What the fuck?
Next you're gonna tell me there are Duke novels.

>> No.4335954
File: 827 B, 800x42, 1508358092.png [View same] [iqdb] [saucenao] [google]
4335954

>>4335931

>> No.4335958

>>4335863
Have you tried this on different maps? This sounds really odd.

>> No.4335960
File: 23 KB, 307x494, images[1].jpg [View same] [iqdb] [saucenao] [google]
4335960

>>4335952
I don't think so. To be honest I don't think Duke is the kind of character I'd like to read abou for a whole book, he's better as a player avatar.
Shadow Warrior though? Hell yeah, I want some Wang!

>> No.4335962

can someone hook me up with a proper DUKE3D wad? The version I have is some russian hack that swapped the music with r-pop

>> No.4335963
File: 951 KB, 1191x666, image.png [View same] [iqdb] [saucenao] [google]
4335963

>>4335920
Cyclops doom?

>> No.4335967

>>4335863
in case you missed it in the past thread, please check the reject table in your test map isn't blind. zennode's reject builder has a bug that produces blind reject tables for single-sector maps.

>> No.4335969
File: 855 KB, 1845x1485, high noon drifter, low budget.png [View same] [iqdb] [saucenao] [google]
4335969

>>4335920
For those that don't understand

>> No.4335970

>>4335923
Can we swap the chainsaw graphics for the Gauntlets of the Necromancer sprites? It would fit the "halloween" vibe- Or we could recolor the weapons, like put some blood on the chainsaw or something.

>> No.4335982

>>4335970
Or have the fists have the gauntlets, but with normal punching, but the chainsaw is demonic/possessed and zaps enemies with green lightning while sawing them in two.

>> No.4335986

>>4335969
I still don't get it. And it's dumb.

>> No.4335987
File: 2.98 MB, 1360x765, Bombin.webm [View same] [iqdb] [saucenao] [google]
4335987

Reposing because stupid good.

>> No.4336006

>>4335960
Shadow Warrior deserved a tv series, I could imagine it as a adult swim action comedy.

>> No.4336031

>>4335945
put a bunch of image files in a folder called "textures". Zip that file up. Change ".zip" to ".pk3" in the file name. That's it. Just load in gzdb/gzdoom.

>> No.4336032

>>4335986
Youre too stupid for this board. Go back to /v/.

>> No.4336035

>>4336006
Fuck yeah, give him it to the Black Dynamite team
YOU NO MESS WITH LO WANG

>> No.4336042

>>4335969
feels good, i was in the stream while term was making that title screen and always knew the chaingunner was there

>> No.4336057
File: 216 KB, 720x1280, 1b6.jpg [View same] [iqdb] [saucenao] [google]
4336057

>>4335960
Duke has comics, tho. They're kinda fun.

>> No.4336069

>>4335986
Ok, so. This is a splash screen for a mod called High Noon Drifter. OP picture is the raw original, the actual thing you can see in the screencap and it's a black silhouetted version.

The chaingunner thing is a meme in Doom maps, especially Plutonia but also later where a mapper will put a chaingunner far, far away from the player. Hitscanners have pretty much infinite range and will continuosly drain player's health, as player might not even realize who is shooting them as chaingunner might be a few pixels tall at this point. Hence, hidden chaingunner on a faraway mountain.

Is that spoonfeedy enough for you?

>> No.4336073

>>4335986
autism

>> No.4336090

>>4335967

I don't know what zennode is, I'm just using Doom Builder. I'm still new to this.

>>4335970
>>4335982

Guys, you're killing me here. I need to learn how to properly change existing thing states before I start adding new ones.

>> No.4336109

>>4336057
This is great

>> No.4336124

>>4336057
>Shitler

>> No.4336127

how do i remove space-ants in gzdoom

>> No.4336135

>>4336069

Wait what? Meme?

>> No.4336136

>>4336031

It needs to be PrBoom+ compatible..

doesn't matter, I'll check it last

>> No.4336140
File: 306 KB, 1024x683, 1487461862889.jpg [View same] [iqdb] [saucenao] [google]
4336140

Broodwich in Doom when?

>> No.4336141

>>4336135
a recurring idea passed through interaction

>> No.4336143

>>4336136
Open SLADE3, create a new WAD archive, within that create two new lumps called "SS_START" and "SS_END". Put your texture between those and right click -> convert to paletted doom graphics. There, done.

>> No.4336145

Final Doomer update whe?
It's not even funny anymore.

>> No.4336149

>>4336145
n
e v e r
v
e
r

>> No.4336161

>>4336140
i want me a doom wad where the story is doom man eats the Broodwich and fights his way through Hell.

>> No.4336173
File: 527 KB, 800x600, spasm0000.png [View same] [iqdb] [saucenao] [google]
4336173

Screw secret hunting in this level.

>> No.4336176

>>4336140
also are those little hot cheeto puff horns

>> No.4336217
File: 102 KB, 1366x768, Screenshot_Doom_20171013_152207.png [View same] [iqdb] [saucenao] [google]
4336217

rip

>> No.4336226
File: 66 KB, 1366x768, Screenshot_Doom_20171018_152450.png [View same] [iqdb] [saucenao] [google]
4336226

>> No.4336230
File: 95 KB, 1366x768, Screenshot_Doom_20171018_152508.png [View same] [iqdb] [saucenao] [google]
4336230

lol

>> No.4336239

>>4336141
Interaction?

>> No.4336245

>>4336173
here's a dillemma for you
> lots of small secrets, increaseing chance of players finding multiple secrets even on blind runs
> very few secrets, making memorizing them and getting 100% easier for those who know them

>> No.4336246

>>4336090
>I'm still new to this.
oh well see i don't use doombuilder so i can't tell you how to figure out what it's doing. also i don't know what other people use to examine reject tables so i can't say "load it into X and do Y and tell me what it says". so i am left with asking you to post the test map so i can examine it.

>> No.4336260 [DELETED] 
File: 298 KB, 1235x650, 1508366139314.png [View same] [iqdb] [saucenao] [google]
4336260

What wads let me kill americans?

>> No.4336261
File: 136 KB, 891x689, hexen maniac.jpg [View same] [iqdb] [saucenao] [google]
4336261

>> No.4336265

>>4336239
playing doom and getting shot by chaingunners from far away
stop this metal gear questioning madness at once

>> No.4336268

>>4336265
Metal gear questioning madness?

>> No.4336269 [DELETED] 

>>4335920
jesus christ, who is the fucking loser that keeps making these dumbass doom threads

>> No.4336280

>>4336265
Metal gear?

>> No.4336290

>>4336265
SNAAAAAAAAAAKE

>> No.4336292
File: 2.26 MB, 3264x2448, elmo.jpg [View same] [iqdb] [saucenao] [google]
4336292

>>4336265
>metal
>gear
>questioning
ñ

>> No.4336305

>All other retro FPS welcome

I'm replaying Deus Ex right now - haven't played it since release. I won't moan about the graphics or anything, but I think the story and setting has aged the game dreadfully. It's so top-heavy, too long, and filled with too many pointless parts with little individuality. It especially seems to get really boring and convoluted after you blow up the ship.
It makes me appreciate Doom just that bit more. I'll probably replay Doom 64 after this.

>> No.4336310

>>4336245
The problem I've had is finding all the tomes because by the time I've got blood key on my hands I forgot where the door for another silver key was.

>> No.4336327

>>4336261
not thicc enough

>> No.4336329 [DELETED] 
File: 14 KB, 192x144, 1343203003990.jpg [View same] [iqdb] [saucenao] [google]
4336329

>>4336305
>but I think the story and setting has aged the game dreadfully. It's so top-heavy, too long, and filled with too many pointless parts with little individuality.
What the fuck am I reading? Do you have ADHD or something?

If you don't, maybe you're just not smart enough for a game with actual story that touches on real-world issues and should stick to your mindless fantasy demon-shotgunning.

>> No.4336334

>>4336305
deus ex is fun but desperately needs a streamlined intro, i m o

>> No.4336335

>>4336329
lol

>> No.4336338 [DELETED] 

>>x336329
(you)

>> No.4336339

>>4336305
>>4336329
actually the length of the game is a common complaint, runs on far past where it needs to go. think the designers themselves have even copped to this

also it never does feel as well-designed later on, with generally only one path to go instead of the several in earlier areas

>> No.4336342

>>4336329
how about you fuck off?

>> No.4336352

>>4336305
>>All other retro FPS welcome
deusex isn't retro

>> No.4336356

>>4336342
maybe you should try getting a job

>> No.4336361 [DELETED] 

>>4336352
in 2014 it was ruled that games made games made 15 years prior were retro. 2014 was 3 years ago, so you add 3 to 1999 (you can use a calculator) and you get 2002. Deus Ex was made in 2000 ergo it is comfortably within the 4chan definition of retro

>> No.4336364

>>4336356
I'm at work.

>> No.4336368

>>4336361
>in 2014 it was ruled that games made games made 15 years prior were retro
[citation extremely fucking needed]

>> No.4336374

>>4336368
>>1392415

>> No.4336378

>>4336361
>/vr/ - Retro Games
>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other games on platforms launched in 1999 or earlier. Sixth generation and later consoles are not considered retro.

get the site rules updated then we'll talk.

>> No.4336384

>>4336361
>>4336374
it says games made 1999 and before were retro. not games made 15 years ago. if you want to play at rule lawyering i suggest you fuck off to wikipedia.

>> No.4336387 [DELETED] 

>>4336361
Brainlets CAN'T actually work that out even with the use of a calculator.

>> No.4336403
File: 491 KB, 245x210, c6650-madness[1].gif [View same] [iqdb] [saucenao] [google]
4336403

>>4336265

>> No.4336408

Slammed
https://www.doomworld.com/forum/topic/96943-doom-builder-x-2133-sep17-2017-map-editor-forked-from-db2/?do=findComment&comment=1809301

>> No.4336423

>>4336217
>>4336226
>>4336230
What mod is this, again?

>> No.4336425

>>4336140
With the little sun dried tomatoes

>> No.4336426

>>4336361
That's not the rules, but Deus Ex looks so fucking dated that people forget it actually isn't from 1997, so often it slips through.

I personally think it'd be worth changing the rules in the year 2020 to allow any game that's at least 20 years old.

>> No.4336435
File: 5 KB, 280x192, wizardry1[1].png [View same] [iqdb] [saucenao] [google]
4336435

Is it possible to make a wizardry clone in doom?

>> No.4336440

>>4336435

sure, just take several years to learn zscript

>> No.4336442

>>4336435
Probably with a bunch of ACS and ZScript.

Also wasn't that the game that went apeshit with the fourth entry or something? Like you play as the villain of a previous game, and the ghost of a king he killed stalks you throughout the game no matter what you do, and he would continue stalking you even if you paused the game, taunting you as he got closer and closer, and if he caught you it was game over, maybe it even deleted your save or something, I can't remember.
What was it, the Ghost Of Trebor? I don't think you could fully recreate his abilities, you could make him noclip and just make him ceaseless, but he couldn't move when paused.

I think they also took people's submitted player characters from previous games (which were power leveled, of course) and made them enemy encounters.

>> No.4336452

>>4336440
i know c++ and ive done failed projects before with ACS and GDCC compiler, how hard could zscript be?

>> No.4336459

>>4336452

the fact that they can't be assfucked to provide documentation for it certainly isn't helping

>> No.4336465

>>4336423
i think it's called "Low-Res Doom"
https://www.doomworld.com/forum/topic/97468-low-res-doom/

>> No.4336468

>>4336459
what the hell d'you call this then?
https://zdoom.org/wiki/ZScript

>> No.4336474 [DELETED] 

>>4336442
Trebor mints are a minty bit stronger

stick em up your bum and they'll last a bit longer

when you eat them they'll taste really yummy

but next day you'll be dead in the graveyard

>> No.4336480

>>4335970
Chainsaws are Halloween as fuck, let's not replace them.

>> No.4336484 [DELETED] 

>>4336329
>dude sex nigger sees his chance to post his meme game and spergs out
classic

>> No.4336491

>>4336327
Not supposed to be, shush.

>> No.4336497

>>4335920
Blood inspired a Manwha, just so ya know!

>> No.4336504

>>4336265
Metal Gear mod when?

>> No.4336506

>>4336335
>deleted post
Was it the Brutal Doom sperger or Balrog this time?

>> No.4336513

>>4336504

Doom engine is not a fun engine to try to do stealth in. I've done experiments with it. Another problem is implementing the Soliton radar (the minimap that shows the enemies FOV cone). There's been some progress with making minimaps using ZScript, but apparently its very computationally intensive.

>> No.4336514

Anyone has that popeye doom gif?

>> No.4336518
File: 63 KB, 500x385, 1472146992924.jpg [View same] [iqdb] [saucenao] [google]
4336518

Ugh, I just realized I misplaced two textures in the swamp map.

>> No.4336525

Curious question, if you go to any level on doomwiki, it will tell you that
>xxx object has no flags set so it doesnt appear in the level
this happens probably 100 times across all levels. was this just human error. they had to set the flags manually for every single object and just forgot about some?

>> No.4336527

>>4336140
Do you get to marry a bag of bones?

>> No.4336540
File: 951 KB, 500x375, berserk pack.gif [View same] [iqdb] [saucenao] [google]
4336540

>>4336514

>> No.4336552

>>4336540
thanks

>> No.4336557

>>4336140
TASTE

>> No.4336561

>>4336140
That sumvubitch got an axe

>> No.4336563

>>4336140
No bacon?

>> No.4336565

>>4336563
>bacons extra

>> No.4336569

>>4336480
It's just a reskin. Throw blood on it or the other guns or something.

Who's played the mapset yet?

>> No.4336573

>>4336506
does it matter?

>> No.4336582

>>4336569
I've tried it, looks pretty good so far. I take the last map is the one that's a WiP, right?

>> No.4336591

>>4336582
I presume they all are, but I'd need additional edits to my map (map02) from other people to see what they would have done with it.

>> No.4336624

>>4336591
I could say the same about my swamp map.

Well, that and fixing this >>4336518

>> No.4336667

Alright, sawguy has achieved some semblance of completion. Behaviour mostly works, graphics mostly work, they no longer speak German.

>> No.4336669

>>4336667
Awesome. You're doing god's work, man.

>> No.4336709
File: 273 KB, 1024x757, spooky enjoying the show.png [View same] [iqdb] [saucenao] [google]
4336709

>Spooky's House Of Jump Scares mod for Doom
>it's just the game in the Doom engine

No, I'd just play the game itself if I wanted to play the game. I was hoping to shoot some specimens with guns, dammit.

>> No.4336714
File: 701 KB, 1920x1200, Screenshot_Doom_20171018_222618.png [View same] [iqdb] [saucenao] [google]
4336714

Forgot to mention, for those still building maps, sawguys use the pinky's bite as their attack, and thus deal the same amount of damage. Take that into consideration for balancing purposes.

Also, graphics are now properly fixed (previously they were falling through the floor when gibbed).

>> No.4336721

>>4336714
So they replace the Wolf SS guy?

Any chance of getting a wad with them in it so I can playtest with them?

I am building a map, hope to have it done by 22nd

>> No.4336747

>>4336667
Amazing!

>>4336714
So their attack behavior is like the Pinky, they 'bite', repeatedly?

>> No.4336750
File: 20 KB, 400x516, pizzaman.jpg [View same] [iqdb] [saucenao] [google]
4336750

>>4335969
>why use a pizza
Did people really not instantly think of Carmack?

>> No.4336754

>>4336750
Everybody loves pizza though, there's a reason that every country in the world has it, and that they all have their own takes on it.

It's one of those really fundamental things, like a burger.

>> No.4336757

>>4336754
To say Carmack loves pizza is like saying a weeb kind of likes Japan.
That motherfucker's probably eating pizza right now.

>> No.4336761

>DoMMMMMMino's
>Pizza HUHt
>Papa Junf's

>> No.4336768
File: 16 KB, 400x307, 1496789356581.jpg [View same] [iqdb] [saucenao] [google]
4336768

>>4336761
>Little Romero's

>> No.4336771

>>4336442
>Like you play as the villain of a previous game, and the ghost of a king he killed stalks you throughout the game no matter what you do, and he would continue stalking you even if you paused the game, taunting you as he got closer and closer, and if he caught you it was game over, maybe it even deleted your save or something, I can't remember.
Time to get back to playing Wizardry again.

>> No.4336774

>>4336714
>>4336721
Seconding.

>> No.4336775
File: 127 KB, 560x375, 1451883405582.jpg [View same] [iqdb] [saucenao] [google]
4336775

>>4336761
>>Pizza HUHt's

>> No.4336809

>>4336140
Never again.

>> No.4336814

>>4336809
did he die, /doom/?

>> No.4336839

So, Duke's chaingun cannon/ripper vs Doomguy's chaingun, which one is better?

>> No.4336860

>>4336839
I like the Ripper a lot.

>> No.4336872

>>4336839
Ripper's just cool and unique.
Chaingun is really cool and practical

>> No.4336878

>>4336839
the chaingun cannon kinda locks onto target instantly, and it feels cool to use
if the chaingun had a different firing sound maybe I'd go for it

>> No.4336887

http://www.mediafire.com/file/y4ky4cyy9075nkd/spookygfx2.zip

Here's the files. The wad has the graphics and sound data, the bex changes the behaviour of the SS to that of the sawguy. You need them both in your load list. You can get rid of spookygfx1.wad, this second version has all the same content.

I changed the rate of sawguy's attacks so that he wasn't just a reskinned pinky. I also made him a little faster than the other humans. Go easy with them, they can do a ton of damage in a very short time.

>> No.4336890

>>4335554
Umm
There is TNT before Plutonia

> better idea to play some wads BEFORE going for Final Doom
There is only like a year gap (or something like that) between Doom 2 and Final Doom
Not a lot of wads to choose from
And sure, Plutonia is hard, and both TNT and Plutonia have their flaws, some people may not like them
But you stiil should play them atleast once
They're an important parts of Doom history and a lot of wads and maps were inspired by them.

>> No.4336896
File: 69 KB, 366x401, a a a a a a a a a.png [View same] [iqdb] [saucenao] [google]
4336896

>>4335920
https://www.youtube.com/watch?v=wlNZ7bK_NOI

>> No.4337002
File: 29 KB, 575x398, TEMP.png [View same] [iqdb] [saucenao] [google]
4337002

play my mod. you shoot things with a chainfun and they drop health. also all the former humans are chaingunners and all the chaingunners fire faster. plus you only have a chaingun. other monsters are a bit faster too.

https://www.mediafire.com/file/jzlgjs1c4cqub8w/cgunner.deh

>> No.4337016

>>4337002
this sounds like... hell

>> No.4337026

>>4337016
No no. All good clean fun. I almost replaced every monster (except spider mastermind) with chaingunners, but I dunno if that would be a good idea or not.

>> No.4337042

>>4336356
Okay, where?

>> No.4337058

How close to vanilla is Quakespasm? Otherwise what's the best option for a first time Quake player, I just want the vanilla game.

>> No.4337060

>>4337058
One of the more vanilla-oriented parts out there. Closer to GLQuake than original DOS Quake obviously so it doesn't have texture dithering, but perfectly fine otherwise- make a text file named 'autoexec.cfg' in your \quake\id1\ folder and add the lines
gl_texturemode gl_nearest_mipmap_linear
r_particles 2
for a more vanilla look.

>> No.4337062

>>4337002
>>4337026
chaingunners you say my son

>> No.4337071

>>4336750
I haven't read Masters of Doom in a while, is it because of how convenient pizza is being good hot or cold?

>> No.4337079

>>4336569
I played it yesterday but I'm now at work so apologies if I misremember something

map01 - it definitely looks like a swamp although I think deep water (not the slowing kind) could add a lot to the atmosphere, the encounters could also do with reworking, most of them are large flat spaces with trees for cover - very basic, I really liked the lava sky but the way it abruptly ends kind of ruins the effect

map02 - i didn't play this as I played the first draft earlier but of course he adds a void area. I don't recall much gothic texture usage, it just looks like all your other infested techbases

map03 - some cool setups here but they really suffer from restricting yourself to revs, I got the impression that you're supposed to run at the start (which is great!) but then you're cornered against 6 revs with just enough ammo to survive but then the alternative - to attack each group separately - isn't as fun, those two revs behind the door would work better as pinkies I reckon, same with the lowering revs room: a couple spectres would go along way. and again with the final room, a horde of revs is very predictable and very tiring by that point

map04 - not much to say here it looks like an early WIP, I actually don't mind the wall not being lowerable

>> No.4337090

>>4336890
>There is only like a year gap (or something like that) between Doom 2 and Final Doom
>Not a lot of wads to choose from
are you suggesting there were not a lot of wads released between sept. 1994 and june 1996? because there were thousands.

>> No.4337093

>>4337060
I actually think I just want to play with WinQuake. But getting the music to work is a pain in the ass. Anything that's literally just WinQuake with proper music playback?

>> No.4337095

>>4337093
why
it's a single file, you can do it man
winquake is about fifteen years old, has no hardware acceleration or modern resolution support and is completely unsupported

>> No.4337096

is there any way in ACS to get an input string from the player, save it to a string variable, then output into the game?

doesnt matter if its from the main menu or ingame

>> No.4337097
File: 230 KB, 1280x720, 1462039093875.jpg [View same] [iqdb] [saucenao] [google]
4337097

I bougt Unreal on Steam. What's the rendered I should choose? Is there a widescreen patch or similiar?
I'm excited

>> No.4337101

>>4337095
The Quakespasm interface looks like complete shit, at low resolution at least. WinQuake looks a ton better.

>> No.4337102

>>4337101
Show us exactly what you mean 'cause QS doesn't change the vanilla Quake interface at all and in fact has even less extra options than a lot of other ports. This is an imageboard.

>> No.4337103

>>4337101
what interface?

>> No.4337104

>>4337102
>>4337103
I'm an idiot and had UI scaling turned up

>> No.4337110

does quakespasm play the demos at the beginning or is it just that ugly ass background forever

>> No.4337113

>>4337110
If you want it to play demos instead of starting at the console and give confirmation prompts before quitting, add the launch option -fitz to your QS shortcut (if you're launching right from the exe, make one).

>> No.4337114
File: 105 KB, 500x522, dog.png [View same] [iqdb] [saucenao] [google]
4337114

>>4337113
cool beans, thanks

>> No.4337130

>>4336452
>>4336468
Zscript is much friendlier to use than ACS/GDCC. It works with your rather than against you. Way less jumping through hoops.

>> No.4337136

>>4337096
String CVARS perhaps, if that's even a thing. Don't think there's any other way.

>> No.4337146

>>4337060
Should I turn animation interpolation off for the most authentic feel? It looks pretty awesome turned off

>> No.4337152

>>4337146
On or off, it doesn't really matter. QS automatically leaves certain things uninterpolated (i.e. the Nailgun muzzle flash) no matter what 'cause they look like shit interporlated, but for enemies or other animations it's up to you.

Even if you turn animation interpolation off, though, make sure you leave MOVEMENT interpolation (cl_lerpmove) enabled, even if the readme/help/other forums tell you to toggle both at once- turning off movement interpolation means having enemies 'move' by teleporting around in small steps and sometimes really big steps, which works fine on DOS at 320x200 on a fuzzy CRT but is a hell of a lot more noticeable at 1080p on a modern monitor.

>> No.4337267

>>4336305
>Too long
You gotta remember that DX is as much an RPG as it is an FPS.
Some RPGs clock twenty+ hours, FPS usually below ten. DX team tried to find a middle ground.

>> No.4337268

>>4336435
I'd play Doom RPG remade in Doom engine, honestly.

>> No.4337280

>>4335987
That mod was neat but I can't play past E2M2 due to Komachi dropping my FPS to like 2. Every level before that is fine but no matter what I tweak in the settings Komachi's attacks fuck my toaster harder than she fucks my runs in PoFV.

>> No.4337347

>>4337097

Install the... I think the last community patch is 227i

>> No.4337353

>>4337267
>twenty+ hours
A good RPG is at least 50 hours long.
Well, most of them are anyway. I can't remember the original Fallout taking that long.

>> No.4337397

Guys I'm looking to get back to Quake MP and I'm wondering what's the best game nowadays in terms of popularity and netcode, with the exception of Quake Live.

>> No.4337468

>>4336525
bump for still being curious

>> No.4337534

>>4337468
well i can't think that it was intentional

>> No.4337567

>>4336757
I could be eating pizza right now, so why aren't I

>> No.4337574

>>4337567
damn I want pizza now

>> No.4337586

>>4337567
I'm eating pizza right as we speak.

>> No.4337587

>>4337574
So do I.
What's Carmack's favourite pizza anyway?

>> No.4337690

>>4336140
Are sun dried tomatoes that bad?

>> No.4337709

>>4336140
ATHF doom?

>> No.4337752

>>4336140
what the fuck

>> No.4337787

>>4337752
It's the freak of the week

>> No.4337797

>>4337752
Don't worry, if there's a Hell down below. WE'RE ALL GONNA GO.

>> No.4337816

>>4337152
What if I'm playing at 640x480 on a fuzzy CRT

>> No.4337823

>>4337816
I sort of wish there was a way to play Quake with the old, creepy "jerky" animation the enemies used to have. Quakespasm is too smooth.

>> No.4337826

>>4337823
r_lerpmove 0
r_lerpmodels 0

>> No.4337830

>>4337823
That's what we're talking about

>> No.4337832

>>4337826
Thanks

>> No.4337834

how do you input a name
like the game asks at the start input your name, then you type it in and itll display ingame

>> No.4337842

>>4337834
ZScript menus, AKA "Abandon all hope ye who enter here".

>> No.4337885

>>4337079
>it definitely looks like a swamp although I think deep water (not the slowing kind) could add a lot to the atmosphere
I thought that was a ZDoom only thing?

>the encounters could also do with reworking, most of them are large flat spaces with trees for cover - very basic
True, I think I could improve that a bit. How, though, I'm not quite sure, so any suggestions are welcomed.

>I really liked the lava sky but the way it abruptly ends kind of ruins the effect
It's supposed to be burning treetops. The forest is on fire because a couple of Mancubi couldn't listen to Smokey.

>> No.4337895

>>4337842
>you can learn it by looking at the pk3
t. Graf

kill me pls

>> No.4337909

>>4337895
The menus? Fuck no. Zscript guns and monsters are easy to learn from the pk3+wiki though.

>> No.4337916
File: 40 KB, 1600x1200, DOOM06.png [View same] [iqdb] [saucenao] [google]
4337916

>>4337885
by deep water he means the self-referencing sector trick that makes it look like you're waist-deep in water. https://my.mixtape.moe/gevpig.wad

note that the self-referencing sector has a higher sector number than the sectors it's touching - if it doesn't, it breaks the effect by creating a massive slime trail from the higher-numbered sectors.

>> No.4337918
File: 42 KB, 1600x1200, DOOM07.png [View same] [iqdb] [saucenao] [google]
4337918

>>4337916
and here's what it looks like when the self-referencing sector has a lower sector number than the sectors it's touching. https://my.mixtape.moe/udyrqx.wad

>> No.4337934

>>4337916
>>4337918
Okay, I'll study that and try to include it in the map. Thanks!

>> No.4337943
File: 498 KB, 300x222, Devastator NO.gif [View same] [iqdb] [saucenao] [google]
4337943

>>4336435
I wonder if that pic is of the IBM PC or Apple ][ version?

Also,
>every character name is Hebraic in origin
Tch!

>> No.4337954

>>4337943

Based on the colour aberration, I'd say it's the Apple 2.

>> No.4337957

So do most of you just stick with one version of GZD and only update if new mods bitch about it on loading, or do you update every time a new version rolls out.
I used to try and keep up, but it's more trouble that it's worth what with new updates breaking some of the older mods. It also gets updated far too often and seems to add very little from a non-modder's perspective.

>> No.4337960

>>4337957
I tend to stick to GZDoom 2.2 for general mod stuff and 3.0 only if necessary.

>> No.4337967

>>4337960
What's special about 2.2? I see plenty of people saying they use that version.

>> No.4337969

>>4337967
I just notice that from there onwards a little lag appears every now and then. Especially 3.0 and newer versions.

>> No.4337980

>>4337969
I'm using 3.0 and don't notice that. But I'm not upgrading any more for a while, all the recent editions of my favourite mods run fine with it and I don't want any more errors or crashes because Graf had to play with the sourceport again.

>> No.4337981

>>4337934
oh yeah I totally forgot you can just use transfer heights since doomoween (or whatever it's called) is using boom format. https://my.mixtape.moe/nnsuxd.wad

>> No.4337996

>>4337981
I actually like the term "Doomoween" more than Spooky Doom.

>> No.4338004

>>4337079
>map03 - some cool setups here but they really suffer from restricting yourself to revs

Yeah it was like the initial idea was to have only revs, but then even myself was thinking it was a bad idea. I think I'll change it for the revision and spice it up a little. Also I guess I wasn't taking into account the chainsaw-dude SS-replacement so I will test it for some of the encounters

>I got the impression that you're supposed to run at the start (which is great!) but then you're cornered against 6 revs with just enough ammo to survive

Yeah. i designed that room initially to run and then hold your ground against the first group, but then got the idea for the second surprise. I guess I will nerf the second one

>with the final room, a horde of revs is very predictable and very tiring by that point

Yeah I thought so, I tend to do an uninspired swarm in the end of my maps. The idea of the swarm was a scare for a secret. Now I think a pair of arch-viles and some revenants would have that same impact and be less tedious to fight

Thanks for your input

>> No.4338032 [DELETED] 
File: 10 KB, 272x216, Somemong.png [View same] [iqdb] [saucenao] [google]
4338032

*blocks your path*

>> No.4338058
File: 2.49 MB, 3264x2448, dsc02255fnk17.jpg [View same] [iqdb] [saucenao] [google]
4338058

post doom on crt

>> No.4338063
File: 793 B, 260x40, noclip2.png [View same] [iqdb] [saucenao] [google]
4338063

>>4338032

>> No.4338065
File: 655 KB, 1920x1080, Screenshot_Doom_20171019_212315.png [View same] [iqdb] [saucenao] [google]
4338065

>>4338032

>> No.4338074
File: 1.36 MB, 2344x896, 1506497819090.png [View same] [iqdb] [saucenao] [google]
4338074

>>4338058

>> No.4338087

>>4338074
>cherrypicking

>> No.4338090

>>4338074
Fuck off back to your containment threads.

>> No.4338102

>>4338087
>>4338090
AT THE COPA, COPACABANA. The hottest spot north of Havana, music and passion were always the fashion at the COOPPPAAAA. Don't fall in loooove.

>> No.4338104
File: 384 KB, 1600x905, IMG_20150802_173913.jpg [View same] [iqdb] [saucenao] [google]
4338104

>>4338058

>> No.4338139

is there anyway to change a cvar via listmenu? or is it only possible in optionsmenu

>> No.4338151

>>4338074
I think John Carmack is right.

>> No.4338164

>>4338058
>>4338104
This is like trying to demonstrate 3D or HDR screens on a regular TFT. For low resolutions, CRTs give a really nice picture and the colour is something to behold if you've not seen a CRT in person for a long time. YES, you should play on a CRT *if* you can deal with the bulk, but these photos of CRTs don't communicate the experience what-so-ever.

>> No.4338172

>>4335920
this might be the weirdest OP pic ever in a Doom General Thread

>> No.4338184

>>4338164
>but these photos of CRTs don't communicate the experience what-so-ever.
what was the experience really like

>> No.4338185

>>4338184
Not as amazing as people say they were.

>> No.4338187

>>4338185
then it wasn't on CRT? Are you an alien or something.

>> No.4338192

>>4338187
I grew up with them, and I don't see why people are so fucking enamored with Cathode Ray Tube displays, I mean they were OK but I don't understand what the big deal is, the image is fuzzy and the tube is noisy.

>> No.4338194

>>4338185
This much is true, but if you're young enough to have never used a CRT, you won't be aware of the *massive* step down in colour reproduction when we moved from CRTs to early TFTs.

It's only now, 15 years later, that a modern IPS panel can match the colour of even a crappy CRT. So if you're not currently sporting a decent monitor, a CRT is a noticeable improvement in colour.

>> No.4338207

>>4338194
I really hated having to choose between high resolution or high refresh rate with the monitors our family had at least.

>> No.4338223
File: 301 KB, 1300x866, 18301743-Background-Close-up-of-CRT-Screen-Stock-Photo.jpg [View same] [iqdb] [saucenao] [google]
4338223

>>4338194
What was so colorful with CRTs?
I haven't used one in almost a decade but basically everything was filtered through something that looked like this that made everything slightly fuzzy and diffuse, moving from a CRT to a 720p flat screen was like night and day for me, 100% improvement.

It never felt like it was less colorful than a CRT, and it wouldn't make a super high pitched EEEEEEE noise like CRTs do.

>> No.4338225
File: 436 KB, 1680x1050, 20171019222424_1.jpg [View same] [iqdb] [saucenao] [google]
4338225

Is there a more fun retro grenade launcher?

>> No.4338227
File: 386 KB, 960x540, grifle.png [View same] [iqdb] [saucenao] [google]
4338227

Working on a moderate tier weapon, a 20mm smoothbore nailgun/shotgun/grenade launcher.

>> No.4338229

>>4338194
CRT were dark as black man's ass, early LCD were crappy indeed but they become better in middle 00s.

>> No.4338232

does anyone have the xcom doom mod made by a /vr/ dude?

>> No.4338234

>>4338227
smooth faces on that barrel, and your body/stock thing looks like it has some bad shadingm same for handle, whats your wireframe?

>> No.4338249
File: 92 KB, 780x611, fruity loops.png [View same] [iqdb] [saucenao] [google]
4338249

>>4338234
Yeah there's lots of errors. I'm extremely knew to this.

>smooth faces on that barrel
They are, it's just the rendering settings with the mirror material that makes them look like that.

>your body/stock thing looks like it has some bad shadingm same for handle
Bad join between the edge loops of the pistol grip and the foregrip/trigger guard. Not sure how to join an area with lots of loops to an area with few of them.

>> No.4338268
File: 104 KB, 780x611, ngons.png [View same] [iqdb] [saucenao] [google]
4338268

>>4338249
for a new guy to 3D modeling you are better than many others I had experience working with, this is Blender I assume?
your topo is not as bad as I thought it could be, there are few big mistakes tho, ngons specifically, note the areas in red circles, polygon with more than 4 verts will shade improperly most of the time, connect some of the verts.
also Instead of mirror mat I would use metal with specular/gloss maxed out.

>> No.4338281

>>4338268
>This is Blender I assume?
Yes.
>your topo is not as bad as I thought it could be, there are few big mistakes tho, ngons specifically, note the areas in red circles, polygon with more than 4 verts will shade improperly most of the time, connect some of the verts.
I've gathered that ngons are bad. How should I solve them where the barrel connects to the body of the gun though? Or basically any time a cylinder connects to something with fewer radial vertices.

>also Instead of mirror mat I would use metal with specular/gloss maxed out.
I really just wanted to play around. Can't use mirrored surfaces when I render the sprites obviously.

>> No.4338301

Anyone know why CheckClass doesn't work in weapons? For example:

Fire:
TNT1 A 0 A_JumpIf(CheckClass("ExplosiveBarrel",AAPTR_TARGET),"Ready")

This won't stop a weapon from firing if the player has an explosive barrel in their crosshair.

>> No.4338305

>>4338281
you are not bound by precise vertex connections and polycounts when you render models as sprites, so dont worry about connecting barrel to other models, it can be a separate object if you want, just make sure its rigged properly if you are animating in blender.
myself I am not a fan of blender, but you should still be able to do everything other 3D packages do when it comes to modeling simple things like that.

>> No.4338313

>>4338192

They looked cool.
That's it, really. Personally, I prefer crisp, clear pixels, but for some folks they like the a e s t h e t i c.

>> No.4338331
File: 78 KB, 1280x720, maxresdefault(3).jpg [View same] [iqdb] [saucenao] [google]
4338331

>> No.4338338

>>4338305
Thanks for the help f a m

>> No.4338345

>>4338184
Get snes9x and look up a crt shader. There's one that actually looks pretty accurate (cgwg). It emulates pixel bleed, and distortion (if you want it). Each pixel has the rgb diodes and if you push your face against the screen you can see them. It's actually kinda neat imo...

Aside from lacking the glare you would get on the glass, it's probably the closest you'll get without just buying a crt display.

>> No.4338350
File: 24 KB, 192x192, Animated_Chain_Gun.gif [View same] [iqdb] [saucenao] [google]
4338350

Has anyone calculated the rate of fire (in rounds per minute) of the Wolfenstein machine gun and chaingun?

>> No.4338354

>>4337885
encounters usually come naturally as you're designing the layout so I'd start with that, there's plenty of space at the end that you can mess with, get some cliffs or trenches in there

>> No.4338362

>>4338350
Chaingun is 700RPM, machine gun is 350.

>> No.4338363

>>4336057
Someone please post the page with dying black soldier in Vietnam saying "hail to the king", with Duke saying "DAMN RIGHT".

>> No.4338371

>>4338331
[NO]

>> No.4338372

i like that prop in freedoom that's a cross with an eye in it

>> No.4338374

>>4338362
Thanks.

>> No.4338384

>>4337957
I still run 1.8.2 for everything I can because FMod with forced mono sounds way better than any other MIDI soundfont.

>> No.4338390

Anyone know if it's possible to alter what an enemy drops upon death with BEX? I'm sure no one will complain about extra ammo, but it doesn't make much sense that sawguys drop magazines. Is it even possible?

>> No.4338398

>>4338390
It should be possible, yes.

>> No.4338406

>>4338390
in plain dehacked, you could replace the dead lost soul thing or something with the chainsaw zombie - that won't drop anything. ancient aliens does that for its two custom enemies.

>> No.4338415

>>4338390
yeah you have to copy the entire definition to a different mobj, dropping stuff is hardcoded to specific mobj types sadly

>> No.4338459
File: 10 KB, 233x487, ss+(2017-10-19+at+03.48.27).png [View same] [iqdb] [saucenao] [google]
4338459

how come my struct isnt working?
only p1 actually works correctly, p2 p3 p4 dont exist and accessing them only puts out garbage values

>> No.4338504

>>4338459
Why are you using structs for part members in the first place?

I'd have them be actors inheriting from a PartyMember class and refer to their variables like

actor pmember_1 = spawn("SomeLameGuy"), [...]);

let pm= MyBaseActor(pmember_1);
A_LogInt(pm.Health);

>> No.4338509

Oh and the LogInt function there or whatever you'll have should be enclosed with if(pm){stuff;}

>> No.4338582

>>4338504
dunno it seems the easiest and the members wont actually exist in the world physically, theyre in the background at all times

i really want to know why my struct doesnt work in the first place htough

>> No.4338589

>>4338582
Never worked with structs. Tried once; failed.

I'd still use actors though, even if the're just.. inventory items. Making a Might and Magic mod?

>> No.4338601

>>4338589
it just makes things simpler if i dont use any actors at all and just treat them like a world scope variable
>>4336435 im this

>> No.4338620

>>4338601
I'd suggest pm:ing nash at the zdoom forums then. Don't think many other people have been doing those kind of things.

>> No.4338661
File: 386 KB, 1600x900, Screenshot_Doom_20171019_175719.png [View same] [iqdb] [saucenao] [google]
4338661

>tfw worst culprit of shit performance in Babel isn't the AI, but the particles
I really don't want to remove them but god damn does it ever suck how much they tank the framerate.

>> No.4338667

>>4338661
you can set limit of particles, just halve it and you should get a considerable boost without noticing much difference

>> No.4338670

>>4338661
Make particle trail sprites and have the fireball continuously spawn them in flight.

It will look vastly better and eat not even close to as much memory.

>> No.4338675

>>4338667
Yeah I've implemented 5 density settings too, but it still isn't as good as I'd like. I blame the fact that they're basically individual actors with small sprites instead of proper primitives. Fug.
>>4338670
I'm considering it, but fuck man, I liked the look of the particles. In motion it really does look good.

>> No.4338681
File: 2 KB, 270x78, ss+(2017-10-19+at+05.29.22).png [View same] [iqdb] [saucenao] [google]
4338681

>>4338620
nvm fixed it with retard shit

>> No.4338683
File: 813 KB, 800x600, tesla3.webm [View same] [iqdb] [saucenao] [google]
4338683

>>4338661
I think it's the constant spawn functions rather than the rendering of the particles themselves that really messes things up. If not, there's a max particle cvar that's easy for anyone to set.

Remember going overboard with particles for the first version of the lightning function. Funny how it's so much less performance intensive to use 3d models for this. This caused massive performance hits, and since it ran on ACS had to be finely tuned to not run into the instruction limit.

>> No.4338686

>>4338675
>I blame the fact that they're basically individual actors with small sprites
They supposedly take way less performance to initialize though. But yes they're sprites, AKA flat plane 3D models.

>> No.4338694

>>4338683
Well I'm on an AMD lol card so I get shit performance no matter what because Graf refuses to even try to optimize for them. I really do want to keep the current look but yeah, it really doesn't perform well at all in really intense situations. The mod itself is basically done so now I'm optimizing and my god is it ever a pain.
>>4338686
Yeah, supposedly but then again there's a lot of stuff that supposedly works fine in GZDoom that doesn't work well at all.

>> No.4338723

>>4338694
>Well I'm on an AMD lol card so I get shit performance no matter what because Graf refuses to even try to optimize for them
In this one instance I think he has a legit reason (not owning such a card that is). This boner he has for vulkan and the resulting refusal to open up any interesting renderer-related modding features does get on my nerves a bit though.

It's fairly well known that AMD and OpenGL don't exactly go hand-in-hand but you probably knew that. Easy to see for yourself in D44M where basically if you have an AMD card you choose the vulkan renderer and if you have an NVidia you use the OpenGL one.

> I really do want to keep the current look but yeah, it really doesn't perform well at all in really intense situations. The mod itself is basically done so now I'm optimizing and my god is it ever a pain.
What about using voxels, (or voxels converted to 3d model cubes with identical appearance for XY axis rotation i.e pitch) and instead of spawning a new cloud of them every frame you have a single one and make it warp with the projectile while iterating trough a pattern of "random" frames?

>Yeah, supposedly but then again there's a lot of stuff that supposedly works fine in GZDoom that doesn't work well at all.
I know that. Very, very well. To be fair it's been getting better rapidly the last year or so.

>> No.4338768

>>4338723
>not owning such a card that is
No, people offered to send him cards, he rejected them. His real reason is that he's either too lazy or not competent enough to optimize for AMD, so he doesn't even try.
>What about using voxels
I'm trying to have methods that don't use sprites in place, but aren't voxels even more expensive?
>instead of spawning a new cloud of them every frame you have a single one and make it warp with the projectile while iterating trough a pattern of "random" frames?
Oh you just gave me a wonderful awful idea, I might have to try it.
>To be fair it's been getting better rapidly the last year or so
I agree, but until there's proper ZS docs (pk3 doesn't count graf) and somebody tries to optimize for AMD a bit it's still going to be half in the gutter.

>> No.4338792

>>4338768
>No, people offered to send him cards, he rejected them
what the fuck. Really, he rejected that offer?

>I'm trying to have methods that don't use sprites in place, but aren't voxels even more expensive?
I'm pretty sure it's not VRAM issues that make your particles lag but the CPU hit from the spawning. Using a single warping actor, even if it demands a little bit more from the GPU, might be beneficial. And you can run DistanceCheck on them in that case.

>proper ZS docs
They're slowly growing into place. I wish it was all more documented from the start (I mean at least some *comments* in the damn pk3..) but compare it to quake modding documentation and shudder. That said, I could really fucking use some "ZBar" tutorials/docs.

>> No.4338797

>>4338792
>Really, he rejected that offer?
As far as I remember yeah.
>'m pretty sure it's not VRAM issues that make your particles lag but the CPU hit from the spawning.
Yeah I figured, my terrible awful idea is to have each projectile spawn some set amount of particles and just warp them around behind the thing and fade out, then when they fade warp them back into place. The mod isn't ZS but if I get really bored I might just convert it. It's already 2.4.0 minimum so I might as well just up it to 3.0.0 and be done with it.
>They're slowly growing into place
At about the same rate mountains slowly turn into hills by my measure. Fuck's sake one of those discord nerds could spend a week if they weren't all so busy shitposting.

>> No.4338809
File: 2.86 MB, 1280x720, 2017-03-16 17-29-23.webm [View same] [iqdb] [saucenao] [google]
4338809

>>4338797
>Yeah I figured, my terrible awful idea is to have each projectile spawn some set amount of particles and just warp them around behind the thing and fade out, then when they fade warp them back into place.
A_SpawnParticle Particles can't do that. Otherwise it's a sound idea with individual sprite actors.

>> No.4338815

>>4338683
looks awesome man! can't wait until this is done

>> No.4338816

>>4338809
Yeah that's what I mean, simulate the particles but spawn the whole allotment then just warp them around. That or do something even better looking.

>> No.4338832

>>4338354
>there's plenty of space at the end that you can mess with, get some cliffs or trenches in there
I kinda intended the last segment to be a calm, innocent looking field of grass leading to the exit, mostly so that the boners at the end would be more of a surprise. Though I do plan to mix things up a bit more with the encounters in the forested areas.

>> No.4338903

Man, the guy who made lilith and DBX really doesn't like Graf Zahl. I like that.

>> No.4338917

>>4338903

Graf's recent horseshit with MENUDEF & other squabbles has brought the salt back

>> No.4338925
File: 69 KB, 438x503, 1439494951540.jpg [View same] [iqdb] [saucenao] [google]
4338925

Fuck it, I'll convert Babel to ZScript to get better performance. Time to want to kill myself.

>> No.4339018

>>4338925
May you find fortune and glory in your quest.

>> No.4339028

>>4339018
I've already gotten past the first batch of syntax errors, now on to all the fun shit where Graf changed how the language works for almost no reason.

kill me senpai

>> No.4339050 [DELETED] 
File: 75 KB, 640x400, duke3d_001.png [View same] [iqdb] [saucenao] [google]
4339050

Not sure about other Build engine games, but why doesn't Duke offer the option of 640x400? Setup offers 320x400 and 640x480 but not 640x400. I know it can be forced in the config but it's just a curious thing.

>> No.4339081

>>4338917
>>4338903
there's also that graf personally tried to ostracize lilith and anotak from the community
that isn't exactly something you forget overnight

>> No.4339090

>>4338065
oh no

>> No.4339102

>>4338065
oh man, that brings memories.

>> No.4339179 [DELETED] 

Retard here, how do I get Quakespasm to work?

>> No.4339205

>>4339179
copy the ID1 folder from your quake directory into the quakespasm one.

>> No.4339216
File: 16 KB, 320x240, 0000002447.jpg [View same] [iqdb] [saucenao] [google]
4339216

what weapon even is this

>> No.4339228

>>4339216
drill

>> No.4339237

>>4339216
Cardboard matter annihilator

>> No.4339267

>>4339216
holy shit it's like reliving a fever dream seeing this screenshot again

>> No.4339269

>>4339267
I was always confused as a kid by the weird looking viewmodels on the idsoftware.com screens

>> No.4339279

>>4339267
I recall eyeing pre-release screenshots for every game I was planning on getting, and trying my damn hardest to find everything I had seen in them.

I never succeeded.

>> No.4339390

Is it just me or is Blood 10x harder than the average Doom wad? It seems like enemies can shoot you on the same frame they see you, making it really trial & error.
Or maybe there's just a big gap betwen my skill at Doom and Blood.

>> No.4339396

>>4339390
blood is hard, yes. The cultists are competent and don't telegraph their attacks like doom enemies.

You have to actually use cover and ideally use a lot of dynamite alt fire thrown around corners before the cultists actually see you.

Flaregun alt fire is very handy too when cultists are in groups.

>> No.4339401
File: 83 KB, 302x389, 1489128351304.jpg [View same] [iqdb] [saucenao] [google]
4339401

>Take a Cyberdemon rocket to the face because you get caught on some little decoration while strafing.

>> No.4339415
File: 19 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google]
4339415

>>4339401
>blow yourself up because you strafed behind a piece of rock or wall while firing your rocket launcher

>> No.4339439

>>4339216
it looks like part of the floor

>> No.4339441
File: 434 KB, 1920x1040, HEXEKESS at 2017.10.20 10-24-02.910 [R2787].jpg [View same] [iqdb] [saucenao] [google]
4339441

Makin progress.

>> No.4339468

>>4339441
is the the fanta processing plant

>> No.4339475

>>4339468
There is actually not much Fanta this time around.

>> No.4339517

>>4338681
By the way guy you were asking about typing in values.

Check out bool UiProcess(UiEvent e) in https://zdoom.org/wiki/Events_and_handlers

>> No.4339628

>>4339441
You don't need to use every orange texture you know!

>> No.4339661

>>4339628
we need orange version of FIREBLU now

>> No.4339671

>>4339661
..but then it's just "fire"

>> No.4339675

>>4339671
make it orange-cyan then

>> No.4339684
File: 510 KB, 1920x1080, Resepto_burst.webm [View same] [iqdb] [saucenao] [google]
4339684

>> No.4339721
File: 22 KB, 128x128, firegrn.gif [View same] [iqdb] [saucenao] [google]
4339721

>>4339671
>>4339675
how about this

convert -depth 8 \( -size 1x1 xc:#f72 xc:black xc:#7f6 -append -resize 1x5! -write mpr:clut +delete \) -size 128x128 xc:gray +noise random -monochrome -virtual-pixel tile -blur 0x1 \( -clone 0 -contrast-stretch 2,0% mpr:clut -clut \) \( -clone 0 -contrast-stretch 0,2% mpr:clut -clut \) -delete 0 +dither -remap ~/images/doompal.png -set delay 10 firegrn.gif

>> No.4339724

>>4339721
THANKS SATAN

>> No.4339738
File: 1.39 MB, 320x180, WsXI6D.gif [View same] [iqdb] [saucenao] [google]
4339738

>>4339721

>> No.4339756
File: 68 KB, 620x621, 1507921653903.jpg [View same] [iqdb] [saucenao] [google]
4339756

>>4335920
So I'd like to do a doom map with hexen monsters/textures involved. Anyone know of any wad I could use to quickly import them? I can't wrap my head around the color palette editing :\

>> No.4339767

>>4339721
I've always wanted to have a seizure.

>> No.4339772

>>4335920
Can someone link The Masters of Doom?

>> No.4339774

Oh goddammit why is Slade's interface fucking tiny? Are all my editing programs just fucked because of my screen and resolution now?

>> No.4339789
File: 34 KB, 750x455, Xo36Pbc.png [View same] [iqdb] [saucenao] [google]
4339789

I'm sure this has been asked before, but

has anyone implemented different player sprites for all the different weapons?
I feel like as far as modding goes, that should've been one of the first major things to be accomplished by the community.

Considering all the sprites that have been made, it just seems logical to me.
I found this but the DL links are dead and it's from 2007
https://forum.zdoom.org/viewtopic.php?t=24210

Basically every time someone switches to a different weapon their skin changes, I guess.

>> No.4339793

>>4339789
The mod doesn't have the best reputation around here, but Complex Doom has this.

>> No.4339825
File: 44 KB, 269x136, fire not so blu 1.png [View same] [iqdb] [saucenao] [google]
4339825

>>4339661
>>4339675
>>4339721
This isn't palletted but how does it look?

>> No.4339830

>>4339756
copy textures into wad with slade
convert to... > select appropriate pallette for the input image > select doom pallette for output / output as truecolor png

>> No.4339838

>>4339830
Slade is beyond me man I'm too much a of a meathead. Surely by now there is a doom wad with hexen/heretic resources that I can just use?

>> No.4339886

FreeDoom's textures remind me of soup and vomit

>> No.4339887

>>4339825
>>4339721
isn't there a limit to the amount of animated textures you can have? the FIREBLU slot in the current texture pack is used by some crucified man

>> No.4339893

Just beat the original three Duke Nukem 3D episodes for the first time. What a glorious masterpiece of a game. I didn't think anything would ever top DOOM for me but this comes close.

>> No.4339963
File: 2.79 MB, 720x320, 2017-10-20 17-16-20.webm [View same] [iqdb] [saucenao] [google]
4339963

3d spherical explosion stress test
finally got this shit to work properly
i know it freezes up, but that's a total of 8000 seperate actors in that cube

>> No.4339989

>>4339721
That kinda lookslike it would work better for christmas

>> No.4339994

>>4339963
geomod doom when?
can you make a building out of these and fuck it up? seriously tho, would be nice to see some destructible 3D cover made out of that

>> No.4340000
File: 105 KB, 1280x720, maxresdefault (9).jpg [View same] [iqdb] [saucenao] [google]
4340000

>>4339963
We GeoMod now

>> No.4340004

>>4339994
GeoMind

Anyway to make the performance more sensible you'd have the cube be one actor for purposes of collision and store the "particles" in an array, rendering/spawning actors only the outermost layer and updating the array as a function of an explosion or collision interacting with the actor.

>> No.4340007

>>4339887
Boom can define new animated textures.

>> No.4340020

>>4339628
I didn't spend time editing these to not end up using them!

>> No.4340021

>>4339963
Meanwhile if you did this in 1993, your 386 would've nuked itself.

>> No.4340023

>>4339963
what's the map?

>> No.4340034

>>4340023
double impact

>> No.4340035

>>4340000
pic looks like Red Faction 1.

>> No.4340048

>>4340035
That picture is.

>> No.4340069

>>4340035
Ah, Red Faction, the game where they completely forgot about their one major innvoation about a quarter-way through the game and then proceeded to _never use the technology again_.

>> No.4340131

>>4335923
[10-20] Jovian Palette: another attempt to CRTify the game palette
https://www.doomworld.com/forum/topic/97646-jovian-palette/

>> No.4340136

>>4340131
Pretty close. I feel like it doesn't hit some of the highs quite right, but it's been 10 years since I used a crt, so who knows.

>> No.4340140

>>4340069
They really should've made a different type of game. Something more like a trench warfare game or some such.

>> No.4340142

>>4340069
One of the first 3d games with deformable map geometry ought to be Vigilante 8, a vehicular combat game for the PS1. Strong attacks could make large craters, and one amusing weapon i particular (an oversized boombox mounted to a pimp mobile) would unleash radial sinusoidal shockwaves that warped the ground and flung opponents away.

>> No.4340184

Recommend me some atmospheric maps to play during comfy autumn evenings and nights.

>> No.4340221
File: 54 KB, 269x136, fire not blu at all.png [View same] [iqdb] [saucenao] [google]
4340221

>>4339825
Oranger.

>>4340184
Nihility.

>> No.4340226

>>4340221
total, utter, complete, pervasive, categorical failure. fireblu isn't fireblu without the horrible colour clash. you've completely missed the point. go and stand in the corner and think about what you've done.

>> No.4340237
File: 312 KB, 500x382, fireblu.png [View same] [iqdb] [saucenao] [google]
4340237

>>4340226

>> No.4340238

>>4340237
>old simpsons / doom crossover reference
That must be a Linguica creation.

>> No.4340242

What are the best gun mods? Trailblazer propably.

I know Combined Arms is the worst.

>> No.4340246

>>4340238
Just made it, fagerino.

>> No.4340250

>>4340242
>I know Combined Arms is the worst.
ooh this is one off the trollodex! haven't seen it in a while.

>> No.4340258 [DELETED] 

When will be the CA update? Author once posted that it will be ''soon''.

It's 5 months later where is the fucking update motherfucker?

>> No.4340272 [DELETED] 

don't reply

>> No.4340283 [DELETED] 

Is Brutal Doom really that bad

>> No.4340285

>more bait

>> No.4340292
File: 52 KB, 1280x720, the end.jpg [View same] [iqdb] [saucenao] [google]
4340292

Finished Ancient Aliens. Should I do Valiant and Vanguard next?

>> No.4340297

>>4340292
vanguard is cool. i never played valiant, i tend to avoid wads with gameplay changes

>> No.4340301
File: 80 KB, 883x1045, DMf4X05UMAAPymI.jpg:orig.jpg [View same] [iqdb] [saucenao] [google]
4340301

cute

>> No.4340309 [DELETED] 

>>4340283
It isn't, but people get upset because there are potentially stolen textures and ideas in it.
Even the wad scene itself realizes this is a flimsy reason to hate something, plagiarizing is absolutely rife in the scene after all, but they still hate Brutal Doom anyway because it's more popular than any of the crap they'll ever put out, so they will always avoid actually answering this sort of question.

>> No.4340313

>>4340301
I want to princess carry a small tomboy.

>> No.4340326

>>4340297
That's what vaccinated edition is for.

>> No.4340341 [DELETED] 

>>4340309
Wow, so is it basically that people that hate bd are just jealous small dicked cucks complaining about the Chad alpha mod?
Lol at these anti-BD shills, I'm laffin

>> No.4340350 [DELETED] 
File: 53 KB, 838x509, 1479870585889.jpg [View same] [iqdb] [saucenao] [google]
4340350

>>4340283
>>4340341

Brutal doom is liked by noobies who don't appreciate the original 320x200 35fps no vertical aiming experience, and is largely responsible for an influx of such into the communities.

Also it """stole""" assets (which personally I think is BS, since I thought it was just understood in an open source game modding community that everything is shared, and putting assets together to create cohesive and good mods was just something everyone approved of from the get go, and that in any mod with tons of assets it was assumed that some of those were taken from earlier mods, seeing as DOOM itself is open source and the whole modding community resides on something someone else made, also he put credits in the credits page)

Also he's kind of an ass (which I think doesn't matter, I don't have to talk to him to play his games, and if he's a content creator he's worth more than 50 'cool chill' guys who don't produce anything anyway)

Also I hear the code is shit, and shitty to read, which does sometimes suck because of the frame drops


But still I haven't seen a mod like it with animations put to such effective use, it really makes the game 'come alive' in my opinion.
Doesn't really keep the original balance or pace of the game, but that's what you get with mods.

>> No.4340353

>>4339789
This has been done forever ago
I think the sprites are included in skulltag.pk3
fractal doom included them for whatever reason

>> No.4340361

ok, but do they work with current up to date Doom source ports?
(by which I guess I mean GZDoom and Zandronum)

Like can someone just load the pk3 and then when they look at people they see them holding the correct weapon?

>> No.4340369

>>4340353
Skulltag.pk3 doesn't work with GZdoom 3.2.0

unfortunately

>> No.4340382 [DELETED] 

>>4340309
Idiot, you have him an opening.

>> No.4340386

>>4340350
>Also it """stole""" assets (which personally I think is BS, since I thought it was just understood in an open source game modding community that everything is shared, and putting assets together to create cohesive and good mods was just something everyone approved of from the get go, and that in any mod with tons of assets it was assumed that some of those were taken from earlier mods, seeing as DOOM itself is open source and the whole modding community resides on something someone else made,
The rub is that, unlike other works, mark didn't credit any of the people whose assets he used, going so far as to antagonize the people who he refused to credit and go after people for using "his" assets when they had actually got permission from the original creators. When called out for this he never admitted it, just suddenly disappeared from a thread.
He also put his name and nobody else's anywhere in credits for the mod, meaning he got credit for alot that wasn't his, and his fans would attack artists using their own assets for using things bd used.
He also has a habit of, while not outright claiming he did things source ports do, going along with suggestions that he did, eg
>clickbait journalist: It's so neat how you hacked doom to use 1080p display and dynamic lights and 3d floors and made a million custom pixel arts, when did you find time to do this all by yourself?
>mark: haha yeah man its been a lot of work!
He also puts up tons of youtube videos of standard gzdoom features labeled "tech demos", leading to the impression he is responsible for them
>also he put credits in the credits page)
He put an incomplete credit list in only seven years after he released the mod

>> No.4340390

>>4340369
You can extract them and use them, is what I mean

>> No.4340408

>>4340386
hmm I see

>> No.4340412

>>4340390
oh

>> No.4340415

>>4340301
Is this the first fanart of the Doom Bible concept ever made?

>> No.4340419

>>4340415
technically it's fanart of Doom Delta

>> No.4340426
File: 1.16 MB, 857x1202, 1508526853157.png [View same] [iqdb] [saucenao] [google]
4340426

hey doom_txt, got another repost for you

>> No.4340451
File: 633 KB, 1280x720, visible confusion.png [View same] [iqdb] [saucenao] [google]
4340451

>The size drop down menu in GZDoom Builder's texture browser increases the size of the textures displayed, not show square textures of the size as I thought

3+ years I have been mapping with hard to make out textures and guessing which of the many stripes would make for a good 16xY texture.

>> No.4340469
File: 1021 KB, 856x1455, doom memes.png [View same] [iqdb] [saucenao] [google]
4340469

>>4340426

>> No.4340482

>>4340451
use the width/height boxes right next to it

>> No.4340483

>>4340482
I know that. This was mainly about the displayed texture size.

>> No.4340508 [DELETED] 

>>4340386
There is none of this is true
There are a few things in the mod since nash gore became replaced and each is listed in the credits
There has been credits since 2012 and the only difference between then and now is there also is a separate text file because whiners are too dumb for reading the second credits screen
It is also hilarious and dumb to blame the mod author for the sins of people like kotaku

>> No.4340519

>>4340508
difference being he backhandedly implies the nature of the concepts used in brutal doom as his and his alone.

Kotaku are fucking stupid, yes, but he enables them and asserts those misconceptions.

>> No.4340528

>>4340519
Mark also possibly takes advantage of the fact that people don't know much about his mod or Doom modding in general, which is why he even has a Patreon.

>> No.4340546 [DELETED] 

>>4340519
Show me how many DOOM mods there were in 2009 with limb removal and head shots and iron sights versus much less how many there were that won cacowards
Even if these things were in other games the fact is literal that these are original to the DOOM community in Brutal Doom
Getting upset at what a website does to the mod author is stupid
Hey how about we blame the mod author for 9/11 too?! Websites reported on that!!

>> No.4340569
File: 45 KB, 1000x1000, e0d.jpg [View same] [iqdb] [saucenao] [google]
4340569

>> No.4340585

>>4338301
anybody?

>> No.4340613

>>4340585
Use AAPTR_PLAYER_GETTARGET as your pointer f a m

>> No.4340617

>>4340613
thanks senpai

>> No.4340621

this recent attempt at stirring up drama again has reminded me

it's nearly the 2-year anniversary of brutal doom v20's release
2 years since 0.l and it is still unfixed, with v21 still nowhere on the horizon for release

neat

>> No.4340629

>>4340621
fucking l0.l

>> No.4340636

>>4340621
>Most popular Doom mod is a terrible example of Doom modding, from its code to its overall design
This should only be allowed for stuff like Skyrim modding, because its modding scene is actually shit, but i guess Mark having a Patreon kind of mirrors the Creation Club.

>> No.4340643
File: 58 KB, 441x302, wheeze.png [View same] [iqdb] [saucenao] [google]
4340643

>>4340621
>0.l
>zero point fucking L
HOW DO YOU EVEN DO THAT
WORSE, HOW DO YOU IGNORE FIXING THAT FOR AN ENTIRE YEAR
LITERALLY FIND AND REPLACE 0.L as 0.1

GODDAMN

>> No.4340650
File: 117 KB, 372x351, 7575474587754.png [View same] [iqdb] [saucenao] [google]
4340650

>>4340621
I know, right?

It's a shame that SLADE3 doesn't have an easily accessible feature that allows you to find and replace all instances of a particular string of characters in just a few clicks.

>> No.4340660

>>4340621
Is he still spawning the 'head' actors repeatedly every few tics, instead of spawning one and putting it in a master/child relationship with the 'body' actor through pointers and then repositioning it with A_Warp?

>> No.4340661

>>4340621
>2 years since 0.l and it is still unfixed

Wait, what. Motherfucker still hasn't fixed that shit?
I know all these 0.l jokes but I thought that was something that happened and was fixed already.

>> No.4340667

>>4340661
he didn't want to put out a whole new release for one tiny bug that doesn't affect the version of gzdoom the mod comes bundled with. i believe in his mind making a release must be accompanied by a fanfare and lots of new features. he doesn't believe in bugfix/point releases.

>> No.4340672

>>4340661
> I thought that was something that happened and was fixed already.
That would require a modicum of competency.

>> No.4340685

>>4340672
>>4340661
Well - speaking of...
What's your opinion on mapsets with shitty scripts?
Do you care if scripts are nice and tidy or just not give a fuck how they're written as long as everything works?

>> No.4340695

>>4340297
Except Valiant's modified gameplay is objectively superior to vanilla Doom:
>Chaingun has doubled rate of fire, no longer being overshadowed by Super Shotgun, kinda like Plasma Gun except trades perfect accuracy for hitscan
>Pistol has nearly doubled rate of fire, now a decent sniper weapon vs frail enemies
>50% extra bullet max capacity and 50% extra ammo in clips, no longer disproportionately scarce compared to their low damage-per-ammo
>Imps and Demons buffed to be actually threatening
>Hell Knights buffed so hard they're a much larger threat than Mancubi and Revenants
New monsters are meh, but buffs to old staples are very good. The mapset itself also has a higher good-to-shit ratio than Ancient Aliens.

>> No.4340702

>>4340695
>Except Valiant's modified gameplay is objectively superior to vanilla Doom
IMO the monster placement feels like quantity over quality.

>> No.4340703

>>4340695
>>Pistol has nearly doubled rate of fire, now a decent sniper weapon vs frail enemies
But... that was the point of the Chaingun?

>> No.4340705

>>4340702
Don't play on UV when you know it's a slaughter-map?

>> No.4340710

>>4340695
i stopped reading at "objectively superior", it proved your post is worthless gibberish.

>> No.4340720
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4340720

Alrighty, since I'm going on the foolhardy mission of ZScript conversion, I figured I'd just release this for the hell of it since it won't represent the final mod anymore.

I present to you, Babel RC1: Particle Shitshow Edition
https://mega.nz/#!P4E0AaqR!4BgoQGKW-Zow6AY2V6CrqOsfCIWsEaNBYk78BW8cXTI

Feel free to enjoy so long as your processor can handle it, and take it apart to learn how bad of a coder I can be when I'm trying to force shit to do what it isn't meant to. By the next version I should at least have it able to not melt your computer when more than ~20 enemies shoot at you at once. I'd also highly recommend tuning the performance options if you do encounter issues, turning off particles and using model tracers can be a big boost.

>> No.4340725

>>4340685
>mapsets with shitty scripts?
Even if they work now, the chances are high that they won't work a year from now. Unless you're targeting vanilla compat.

>> No.4340728

>>4340720
cool thanks

>>4335923
[10-20] Babel gets a Pre-ZScript-Conversion Release >>4340720
https://mega.nz/#!P4E0AaqR!4BgoQGKW-Zow6AY2V6CrqOsfCIWsEaNBYk78BW8cXTI

>> No.4340731

>>4340728
Oh, thanks man. Forgot about that.

>> No.4340735

>>4340705
I remember someone complaining aggressively when I called Valiant slaughter once.

>> No.4340751

>>4340703
The difference is that Chaingun fires its projectiles in pairs and both of the first two start with a perfect accuracy, letting you preserve it with minor drop in effective rate of fire by tapping the fire button. Valiant's pistol still fires single projectiles, so it takes more effort to time the shots perfectly and you'll likely drop your rate of fire further. Long story short, it no longer takes forever to kill small groups of humans and imps or snipe individual ones, but fighting something like Revenant with it is still not viable. So it actually fills a set but minor niche in your arsenal both before and after acquiring Valiant's Chaingun and other weapons.

>> No.4340753

>>4340735
/*\ Just Because It's Too Hard For You Doesn't Mean It's Slaughter /*\

>> No.4340762
File: 124 KB, 640x400, Screenshot_Doom_20171020_155956.png [View same] [iqdb] [saucenao] [google]
4340762

>>4340569
Made a baked-on double revenant rocket (intended to be set at 0.7 scale, with a player rocket explosion as its impact graphics). Its working pretty well, ill release the sprite sheet if I get around to it.

>> No.4340764

>>4340735
you gotta expect some saltiness following your opinions on the internet, Anon.

>> No.4340768

>at least 100k total starting monster HP
>at least one fight where you face at least 30 (?) monsters at once with at least 300 HP each

>if a map doesn't meet this definition, it's not a slaughter map
>if less than 10 maps in a wad meet this definition, it's not a slaughter wad

Does this sound good?

>> No.4340776

>>4340753
I don't play maps at levels that waste my time. More enemies does not always mean more difficulty, but it does always mean more slog.

>> No.4340779

>>4339390
there is delay but its short compared to doom's monsters
crouching makes it harder for them to shoot you

>> No.4340789
File: 30 KB, 500x385, dcc2cb56fdfb1efcc795b62b6c08becb.jpg [View same] [iqdb] [saucenao] [google]
4340789

>>4340768
>its another 'the author downloaded the entire contents of Realm667 Bestiary and dumped the unedited .zips into a pk3' mod

>> No.4340792

>>4340753
So at what point will we be applying that logic to nuts.wad?

>> No.4340794
File: 5 KB, 574x187, notice me senpai.png [View same] [iqdb] [saucenao] [google]
4340794

Just got done with Dead Symmetrical in Vanguard. This wad is some good shit.

>>4340695
>The mapset itself also has a higher good-to-shit ratio than Ancient Aliens.

Every single map in Ancient Aliens was good. Don't you ever post again.

>> No.4340795

>>4340768
> fight 30 cyberdemons all at once
> 120K total starting monster HP
> press a button and they all start getting crushed to death, or a teleporter opens up so that you can telefrag each and every one of them on the pillars they're standing on

>> No.4340796

>>4340792
probably never, nuts.wad will always be a joke. but the community is long past the point of making "serious" maps with More Monsters Than Nuts.wad™

>> No.4340803

>>4340776
>I don't play maps at levels that waste my time.
Lol okay Quentin. Gotta get back to reading Homer in the original Greek?
>More enemies does not always mean more difficulty, but it does always mean more slog.
I bet you use savegames constantly to avoid "difficulty"

>> No.4340805
File: 122 KB, 1280x720, aamap15.jpg [View same] [iqdb] [saucenao] [google]
4340805

>>4340794
>Every single map in Ancient Aliens was good. Don't you ever post again.

Asshole Junction can fuck right off.

>> No.4340812
File: 185 KB, 880x991, optical-illusion-make-up-mimi-choi-30-59841f6ca2de4__880.jpg [View same] [iqdb] [saucenao] [google]
4340812

Hey guys I really want to try out different weapons from realm667 but I can't seem to get them to work? I load the resource wad when opening my map in gzdb but nothing shows up?

>> No.4340814

When I make the level name graphics for the Halloween mod, should I include the map creator's name in that graphic, or just in the credit graphic? I've seen it done both ways, but which would you prefer?

>> No.4340815

>>4340803
you're so combative

>> No.4340816

>Playing FreeDoom with Doom: The Way id Did
It's like Doom pretending to be not Doom pretending to be both Doom and a half bootleg half unofficial spiritual successor of Doom, based on Doom.

>> No.4340817

>>4340805
I had to check my glasses, is that a filter or is the image just .jpeg'd to shit?

>> No.4340818

>>4340803
I enjoy playing Doom however I want and don't hold myself to any single way of playing for every WAD.

>> No.4340823

>>4340817
filters+a youtube frame rip

>> No.4340825

>>4340817
the latter; couldn't find a better quality image that gave as good an idea of the kind of raging clusterfuck that MAP15 becomes almost immediately.

>> No.4340826

>>4340816
yeah :)

>> No.4340840

>>4340803
You should like, chill.

>> No.4340843

fuark why is it so hard to add custom weapons to hexen?

>> No.4340849

>>4340695
>>Hell Knights buffed
I thought the whole point of Hell Knights was to have a more manageable obstacle than the Barons of Hell. Wouldn't you just buff the Barons if you wanted that?

>> No.4340851 [DELETED] 

>>4340843
what's your problem?

>> No.4340853

>>4340815
Not usually. But that person really needs to get the hell off his high horse. Also "it's not hard, it's just tedious" is one of the classic fallacious arguments against slaughter maps, made by people who savescum through them. Of course they're no challenge if you save every 30 seconds and reload every time you get shot.

>> No.4340857

>>4340843

what's the problem you're having?

>> No.4340859

I started using Chocolate DOOM since I wanted to see how much of the original experience I was missing by using ZDOOM with its super high resolution and such. Boy, this is an eye-opener, hitscan enemies are terrifying in the original version due to it being hard to see them from far away. I really like it and I'm going to play TNT like this instead of using ZDOOM for it like I was planning. Is there a way to display killed monsters/found secrets in the map, though? That's one thing I miss from ZDOOM, since I don't have to save my game and end the level to check if I did everything.

>> No.4340861

>>4340859
>Is there a way to display killed monsters/found secrets in the map, though?
not in choco, no
if it ain't in vanilla it ain't in chocolate.

>> No.4340867

>>4340861
Oh, does that mean vanilla DOOM has vertical mouselook? I notice Chocolate had it, though I turned it off to try and make things more authentic, and figured it was added as an optional enhancement.

>> No.4340870

>>4340867
uh what version of chocolate doom were you using that had vertical mouselook?

>> No.4340872

>>4340853
so it's because they choose to play a certain way, got it

>> No.4340875
File: 32 KB, 656x438, Chocolate DOOM vertical mouselook.png [View same] [iqdb] [saucenao] [google]
4340875

>>4340870
I just grabbed the latest version from its website.

>> No.4340882

>>4340875
Vanilla Doom, which Chocolate is supposed to replicate with QoL features, did not have mouse look. That option refers to moving the character forward and backwards with the mouse, which was part of the original DOS version though there were TSRs to disable it.

>> No.4340883

>>4340875
> https://doomwiki.org/wiki/Chocolate_Doom
> Mouse acceleration control, which was previously available through certain mouse drivers.
> The ability to turn off vertical mouse movement. This was previously possible using a DOS program called "novert".

>> No.4340886

>>4340853
>made by people who savescum through them.
>Of course they're no challenge if you save every 30 seconds and reload every time you get shot.
how do you know this?

>> No.4340889
File: 50 KB, 540x482, 1448364909461.jpg [View same] [iqdb] [saucenao] [google]
4340889

>>4340882
>>4340883
Oh, well I feel silly for misunderstanding it then. Thank you for the correction.

>> No.4340890

>>4340814
>When I make the level name graphics for the Halloween mod, should I include the map creator's name in that graphic, or just in the credit graphic?

I would include the author's name in the map title graphic so everyone sees who made what map, just in case they happen miss the credits graphic.

>> No.4340891

>>4340886
Have you ever watched a YouTuber or Twitch player who played a slaughtermap, saved every five steps, and then complained about how slaughtermaps aren't hard? It's extremely, extremely, extreeeemely common.

>> No.4340892

What's a gameplay mod concept that hasn't been done, or hasn't been done well yet, that you'd really like to play?

>> No.4340893

>>4340891
dirty streamers, get them off my dedicated doom thread.

>> No.4340895

>>4340892
proper turn-based roguelike, where movement is on a grid, and enemies only act when you do.

>> No.4340896

>>4340857
I just want to try custom hexen weapons from realm667 for my map but they either don't show up at all or load with a shitton of errors. I don't like Slade... I have 0 programming experience so the whole thing feels very unfriendly

>> No.4340901

>>4340892

I'd like a magic-style mod where it's just magic, not magic-and-guns.

>> No.4340905

>>4340901
turn psprites off. now bullets and missiles are magically coming out of your stomach!

>> No.4340915

>>4340896
have a look at some hexen mods that do this - look at 'a Morte', it has a bunch of custom weapons.

If you want to add weapons to slots 5 - 0, you will need a KEYCONF lump that adds the weapons slots, as hexen only has the 4 weapon slots. a Morte has a KEYCONF lump you can look at and copy

>> No.4340916

>ZScript doesn't let you make static variables in Actor classes
>ZScript does force you to use singleton pattern if you want to do anything remotely like this
Fucking Graf.

>> No.4340917

>>4340891
2 of the 3 major doom streamers I know of are collossal faggots to be avoided so no.

>> No.4340920

>>4340892
Shut Up And Bleed with all the unnecessary weapons and items removed/consolidated so you're not carrying around like 5 cool weapons and 10 mediocre ones.

The bestiary is wonderful in SUAB though, 10/10 for dark and spooky maps.

>> No.4340921

>>4340915
ok thank you I'll give it a shot!

>> No.4340926

>>4340915
>still using KEYCONF for weapon slotting

Don't do this. You can set the weapon to a slot through the weapon's own definition through Weapon.SlotNumber, or through the playerclass with Player.WeaponSlot

https://zdoom.org/wiki/Actor_properties

>> No.4340928

>>4340890

Alright, that solves that.

By the way, are you going to merge the assets into the level wad for the final version?

>> No.4340936

>>4340890
Oh yeah, I think some classic megawads did that.

>> No.4340940

>>4340928
Yup, and I'll probably also include seperate download links for the spooky graphics/gothic orange textures edits so other people can use them without having to extract them all from the wad. But only if you and Herbidian Isle are okay with that.

>> No.4340959

>>4340892
Rhythm based shooting (or dance battles)
I doubt Doom could even work this way, but it's yet to be done.

>> No.4340962

>>4340940

I can't rightly give away permission for ALL the graphics, since the medikit/berserk pack, spheres and sawguy involved contributions from other people. But as for the rest of the stuff, I'm fine with it.

>> No.4340963

>>4340936
>300minvr is a classic megawad
thumbsup.jpg

>> No.4340968

>>4340915
how come when I load A Morte's resources onto a blank map I get over 200 errors?

One new weapon works, a bunch of enemies work. But... why does importing custom stuff have to be so touchy?

>> No.4340969

So I just finished Doom 2 The Way ID Did.
It was alright, better than the original project and actually much better than Doom 2's maps in general. I'd rather play The Abyss than Chasm any day.
The Icon of Sin was a pain in the ass though, but I don't know any wad that makes that thing fun to fight anyway.

>> No.4340971

>>4340940
>>4340962

Oh, and I suppose that goes for the custom sounds as well. I cooked up a few for extra spookiness.

>> No.4340975
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google]
4340975

>>4340962
I'm fine with others using Mr. Saw
I mean arguably some would say to ask Cory Whittle too, but I don't think anyone in the community has heard of him in like 12+ years, he might not even care anymore.

But basically just leave the credit for me and him with those sprites.

>> No.4340990

>>4338225
Q1
a shit in Q2 tho

>> No.4341009

What can I do to enjoy Wolf3D in 2017? I've always wanted to enjoy it, but it has always seemed really primitive and the engine seems finicky.

Are there any engine replacements or mods which make it more palatable?

>> No.4341020

>>4341009
The base game is what it is, it's a relatively plain corridor shooter.

I guess play one level a day or so of the first three episodes to avoid fatigue? I think the game is pretty decent arcade fun but it is pretty simplistic for the most part.

>> No.4341028

>>4341020
Are there any solid source ports then? I just hate how you can run at hyper speed if you whip the mouse forward.

>> No.4341030

>>4341009
ECWolf

Also the game is just not really that great. It's decent fun and I appreciate it greatly for laying the groundwork, but DOOM is infinitely better

>> No.4341049

>>4341028
>I just hate how you can run at hyper speed if you whip the mouse forward.
That's mouse movement, you should be able to turn that off.

Honestly though, with how there's no real up or down in Wolf3D worth considering, I found that doubling mouse movement with regular running and strafing I could make some really Jackie Chan tier dodging maneuvers.

>> No.4341053
File: 149 KB, 796x940, Screenshot_Doom_20171020_213036.jpg [View same] [iqdb] [saucenao] [google]
4341053

GRAAAAAAAAAAAAAAAAAAAAFF

>> No.4341071
File: 69 KB, 640x400, Screenshot_Doom_20171020_190606.png [View same] [iqdb] [saucenao] [google]
4341071

>>4340762
upgraded the sparkle effects in Smooth Doom

>> No.4341079
File: 68 KB, 640x400, Screenshot_Doom_20171020_190809.png [View same] [iqdb] [saucenao] [google]
4341079

>>4341071

>> No.4341082
File: 89 KB, 640x400, Screenshot_Doom_20171020_190943.png [View same] [iqdb] [saucenao] [google]
4341082

>>4341079

>> No.4341084

>>4341071
It's starting to look a bit "magical".

>> No.4341085
File: 106 KB, 640x400, Screenshot_Doom_20171020_191042.png [View same] [iqdb] [saucenao] [google]
4341085

>>4341082

>> No.4341087
File: 103 KB, 640x400, Screenshot_Doom_20171020_190901.png [View same] [iqdb] [saucenao] [google]
4341087

>>4341085
>>4341084
its kinda more like sparks being scattered from impacts, they have some velocity

>> No.4341090

Smooth Doom should have Chex Quest weapons.

>> No.4341091
File: 79 KB, 640x400, Screenshot_Doom_20171020_191352.png [View same] [iqdb] [saucenao] [google]
4341091

>>4341087
okay well I guess it does look abit magical
ill probably need to tighten the dispersion

>> No.4341093
File: 99 KB, 640x400, Screenshot_Doom_20171020_191530.png [View same] [iqdb] [saucenao] [google]
4341093

>>4341091
but at least the bfg gets good sparkles now

>> No.4341097

>>4341091

I'm just nitpicking, man. Don't mind me. I've tried sprite work before; either I'm stupid or sprite work is difficult.

>> No.4341098

>>4341030
Honestly playing this with max screen size checking health and ammo with Tab is surprisingly fun. Thanks for the solid port.

>> No.4341104

>>4341097
somebody should do this to Heretic...

seeing bright blue white sparks scattering off of Claw shots... seeing green sparks cast off of crossbow shots... a shower of orange sparks blasting off a phoenix strike...

>> No.4341107

>>4337071
Reading it now, and I love it.
"Pizza was id's fuel. It was, as Carmack enjoyed noting, the perfect invention: hot, quick, and containing a variety of food groups."

I started reading Masters about three days ago when I got my wisdom tooth pulled and can't eat overly solid food. Thanks to this book I want a pizza so fucking bad it hurts, but I have to wait another day.

>> No.4341112

>>4340794
>you will never angrily plow the equally dominant doomgal

>> No.4341115

>>4337587
From what I know, classic pepperoni. He ordered a medium pepperoni so often that his Domino's charges him 1995 prices to this day.

>> No.4341117

>>4340990
every single weapon in q2 save for the chaingun and the railgun felt like shit.

>> No.4341120
File: 433 KB, 1920x1167, Pizza-to-boost-productivity.jpg [View same] [iqdb] [saucenao] [google]
4341120

>>4341107
we need a mod that replaces medkits with pizzas

>> No.4341124

>>4341120
I'm amazed there aren't more pizza themed wads.
Or more Commander Keen or Dangerous Dave wads now that I think about it.

>> No.4341125

>>4341120

Large for medikit, personal pan for stimpack, slice for bonus? It can be made to happen.

>> No.4341126
File: 218 KB, 1457x1032, Future_Is_now.jpg [View same] [iqdb] [saucenao] [google]
4341126

>>4341124
>>4341120
https://www.youtube.com/watch?v=TR35EkkB_p4

>> No.4341127

>>4341125
>this doesn't exist, despite over two decades including most of the 90s
I'm frankly amazed.

>> No.4341130
File: 97 KB, 640x400, Screenshot_Doom_20171020_193551.png [View same] [iqdb] [saucenao] [google]
4341130

>>4341093
Ive done something interesting with the baron fireball too, it looks decent in motion, using momentum variables to spawn particles it creates a tail for the fireball which is up/down directional

>>4341107
>>4341120
> I used to play teenage mutant ninja turtles too, in the 90s

right on, pizza is one of my favorite food groups

I like thicc pan pizza, especially with pepperoni and mushrooms

>> No.4341131

>>4341127

It won't be that way much longer.

>> No.4341134

>>4341126
>love pineapples on my pizza
>finally found a gf
>first thing she asks is if I'm the kind of guy who eats pineapples on my pizza, with a somewhat disgusted look at the concept

Of course I said no. If she's as shallow as I am, and she is, it would've been over right then.

>> No.4341136
File: 538 KB, 320x240, doom-guy-nodding-kid-computer-thumbs-up-1407541825R.gif [View same] [iqdb] [saucenao] [google]
4341136

>>4341130
>especially with pepperoni and mushrooms
Patrician toppings.

>> No.4341137

>>4341112
>doomgal
Her name is Crash, you pleb.

>> No.4341141

>>4341137
In my heart of hearts she'll always be Doomgal.

>> No.4341142

>>4341136
My alternate loading is Ground Beef and Black Olives... with Onions if I can swing the cost for it.

>>4341134
she was checking if you were a beta male thats all

>> No.4341143

>>4336497
It did!

https://en.wikipedia.org/wiki/Priest_(manhwa)

It's actually super good. I like it a lot.

>> No.4341146

>>4341142
>she was checking if you were a beta male thats all
Not sure about that. Too weird a question with an answer that most people knew. And she seemed genuinely relieved when I said no.

>> No.4341150

>>4341117
Super Shotgun. Come on.

https://www.youtube.com/watch?v=C1cIgpDoYJk

I need a mod that adds a muzzleflash to this or something because then it'd be the perfect videogame shotgun.

>> No.4341151
File: 25 KB, 748x350, Wonder (2017).jpg [View same] [iqdb] [saucenao] [google]
4341151

>>4341143
>tfw they tried to make a movie based on Priest, but they got this fucking idiot, who instantly ruined it through his non-presence alone

Urban and Bettany almost saved it.

>> No.4341153

>>4341146
I would be horrified if I was going out with someone, they order pizza and automatically choose pineapple as a topping before anything else. Id just sorta slink back in my seat and kind wish the date was over.

>> No.4341154

>>4341150
>Quake 2 II

>> No.4341158

>>4341153
See, there are some vices you have to lie about. I put pineapple pizza right next to my tranny fetish for a reason.

>> No.4341160
File: 49 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google]
4341160

>>4341141
But your heart is wrong. That is specifically Crash from Quake 3 Arena, by word of the artist themselves, if the design wasn't obvious enough.

>> No.4341165

>>4341160
I know this. I always jokingly called her doomgal back when I played Arena all the time. No real logic behind it. The green top and the helmet were the only reason I called her that.

>> No.4341171

>>4341142
Not quite my second choice, but still respectable.
My alt is Philly cheese steak.

>> No.4341172

Yikes, the Doom palette isn't very friendly to the toppings most commonly found on pizza. Maybe that's why no one has done it before. Still interested?

>> No.4341173

>>4341165
What about the shiny blue butt?

>> No.4341181

>>4341173
The name cemented itself in my head by the time I was staring at it.

>> No.4341182
File: 97 KB, 640x400, Screenshot_Doom_20171020_194932.png [View same] [iqdb] [saucenao] [google]
4341182

>>4341130
there thats better, made it create a puff of green stuff every tic instead of every 2 tics

>>4341150
Ironically in the alpha release of quake 2 they had sprite based explosions that I thought were better than the 3d ones (or could have been), and they had something for muzzle flashes too but it was never implemented. Instead they used the same effect as a bullet puff for a muzzle flash (succcks)

We have had the discussion of weapon balance about Q2 before and nobody could come to a consensus. However as a master game designer I put forth my recommendations:

The normal shotgun should be replaced by the SSG and the amount of damage it does should be reduced slightly (while also firing two narrow cone hitscans side by side that do 20 damage each - so the weapon fills both roles of spread and distance shooting).
- I would set the damage at two 20dmg musket ball slugs (4 degree cone each) + 16 pellets that do 4 damage each (104 damage total).

Keep the Chaingun but reduce its fire rate and introduce it 1 level later (max fire rate 900rpm, which is 50% faster than the machinegun anyway). Give the player more hand grenades in place of the first machinegun pickup.

Rockets and Grenades should be the same ammo, you should only get a Grenade Launcher. However a clip-on module to the weapon gives you an Alt-Fire (or switchable on the same weapon number) that allows you to fire the grenades as RPGs with it. However since you have to cycle through the arcing GL weapon first to select the RPG it hampers quick switch to it.

> the GL looks sexier than the RL, and I can easily see it shooting rockets.


Making a comeback as a nod to Quake 1, in multiplayer games the BFG should be replaced by a Lightning Gun that looks and functions mostly like the Q1 version.

> this would solve people bitching about the BFg being unbalanced, since they don't get to use it in multiplayer anyway
> most servers scripted it out anyway

>> No.4341187

>>4341131
I'm proud to have played a small part in resolving this.

>> No.4341192

>>4341172
Even brown pepperonis would be recognizable.
You could also try contacting John Carmack. He seems to be the type to make time for pizza related problems.

>> No.4341194
File: 2 KB, 128x128, HDdoomPalette.png [View same] [iqdb] [saucenao] [google]
4341194

>>4341172
how about breaking the rules and using a different palette? may I suggest the HD one I came up with? (palette is in the pic, its 8bit)

You load this up by making a new playpal, importing from a .png file (this one), then build the extra palettes off of it.

Then you build a Colmap from that.

> I think the only textures that will have a problem with this palette are purple ones, I confiscated a couple of the purple colors to add some slate blue options.

>> No.4341213

>tfw ZScript actually lets me properly track sync fire signals between monsters
Oh my god, despite the growing pains this is so much better than mucking about with ACS.

>> No.4341216
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google]
4341216

To the anons who suggested (and taught me how) to add deep water to the swamp map, thanks a lot! It's looking 100% better with it.

>> No.4341220

>>4341150
the initial boom firing sound is good
it's the chachink that comes afterwards that makes it lose the punch

>> No.4341221
File: 133 KB, 637x640, rippenteris.png [View same] [iqdb] [saucenao] [google]
4341221

Well, these kind of suck, so top compensate, I threw in a box logo for them.

>> No.4341223

>>4341182
>clip-on module
but I want my gun model
I don't like it when my guns are just mods

>> No.4341230

>>4341221
>rippenterri's
kek
Those sprites might look fine in the map itself, to be completely honest.

>> No.4341235
File: 26 KB, 275x314, Chef Excellence.jpg [View same] [iqdb] [saucenao] [google]
4341235

>>4341221

>> No.4341249
File: 60 KB, 640x400, Screenshot_Doom_20171020_203907.png [View same] [iqdb] [saucenao] [google]
4341249

>>4341182
>>4341087

I make demons spit big fireballs now. They do hefty damage but they're slow and they have a grav arc. Now if they're piling up down in a pit (or even above you) they can still be deadly to you. But unlike imps or other monsters they cant shoot across the map, so they're still a close-up type of monster.

> also gets them to do infighting too, but their projectiles do 7 dice of damage so they can really take a chunk out.


>>4341223
Probably an upgrade weapon that looks abit beefier but generally the same kinda look as the grenade launcher. Different color too (hazard yellow is awesome, as proven by the rocket launcher frmo UT).

Also I would have made the hyperblaster look more like some kinda machinegun, not a multi-barreled weapon but abit more like a thicc laser rifle of some kind. I would have reduced its fire rate a tiny bit to compensate for the lack of a spin cycle.

Another big thing they messed up on, continuing the trend from quake 1, was making the enemies who use the same ammo as you do cause much less damage. Instead I would have had those monsters do the same damage as the player's version of the weapons and given the player a 2/3 damage reduction against them (ie, so enforcer grenades do 40 instead of 120). And would have made all monsters receive 1/3 damage from their own weapons.

>> No.4341252

>>4341249
However by doing that, any splash weapons used by the enemy would have the same splash radius as your own grenades and rockets - they would just cause 2/3 less damage than usual at a given distance from ground zero.

I just find it silly that you can pick up grenades or bullets from enemies, but the ones they're shooting do pitiful damage. Especially when they shoot each other with them, it takes so long for them to kill each other while I can pop 2 grenades and practically wipe a whole room.

Infighting should be quick and brutal between monsters - yeah its an effective tactic to reduce their numbers, but it also means it wont really buy you any time to run away.

>> No.4341262

>>4341120
pizza pasta put it in a box

>> No.4341264

>>4340968
Probably because the textures were badly loaded - I was learning how to do texture stuff in that mod.
Hopefully shouldn't be any DECORATE based errors...

Here's a test map that only adds the MP40 - in slot 5:
http://www.mediafire.com/file/5iqhfkbh2vovt2n/test.wad

You can reload it mid-magazine if you bind a key to reload

>>4340926
yep you're totally right - don't need KEYCONF at all (perhaps for setting a reload key?), just set the weapon slot number you need.

>> No.4341272

>>4341262
cheesy on my peeny

>> No.4341320

Demonsteele had pizza.

>> No.4341358
File: 28 KB, 360x360, ChL6GasUcAABQYR.jpg [View same] [iqdb] [saucenao] [google]
4341358

>>4341320
Still a shocking rarity considering Carmack's reputation.

>> No.4341412
File: 56 KB, 454x435, mfw zscript.jpg [View same] [iqdb] [saucenao] [google]
4341412

>ZScript is easier than the shit code I put up with at the office
Maybe I should help with the docs, because god damn they're pretty bad still.

>> No.4341438

>>4341134
>>4341146
>>4341153
What's wrong with pineapple?
I'm just really unfamiliar with pizza culture.

>> No.4341441

>>4341438
Recently there's been a lot of hate for pineapple on pizza because it's sweet instead of savory.

>> No.4341447

So I tried playing KneeDeep in ZDoom and wow, this sucks.
What is with these 'showcase maps' that care more about looks than gameplay? Like, this shit is still Doom, it's never gonna have amazing graphics, regardless what source port you run it on.
All you're doing is neglecting the gameplay, the sole reason why people still play this fucking game. Damn.

>> No.4341448

>>4341441
>recently
It's always been terrible as a topping.

>> No.4341450

How is No End In Sight? Doom 1 megawads aren't exactly common.

>> No.4341453
File: 247 KB, 1920x1080, Screenshot_Doom_20170904_093916.png [View same] [iqdb] [saucenao] [google]
4341453

>>4341009
This:
http://www.afadoomer.com/wolf3d/about.html
It has all three original episodes + all three nightly missions + spear of destiny + those other two episodes (back to danger and... something else, i firgit)
So basically everything Wolf

Also it's kinda compatible with doom mods

At least I recommend using it with Ketchup
Painting corridors with nazi blood can actually be fun sometimes.

>> No.4341458

https://www.youtube.com/watch?v=CqvBJcEoRjU&user=ICARUSLIV3S
Somebody finally made an incremental idle mod
Nice

>> No.4341460

>>4341458
* Story *

Doomguy was relaxing after a busy day. He was playing some games on Firefox 829. Suddenly, he had an idea. He phoned his friend at UAC, John Science.

John: Hello, Doomguy! How are you?
Doomguy: Unf! Urgh grunt!
John: An idea to effortlessly destroy all of Hell? We run a teleporter to Hell, pull them in one by one and a we fire half a dozen BFGs at what comes through? Sounds good! Can't see that going wrong!
Doomguy: Ungh oomph!
John: I'll talk to my boss tomorrow, see if he thinks we can do it. Pass by the lab when you got the time.


The next day...

Doomguy: Yeaargh!
John: Hey there, bud! I talked to my boss and I got some bad news. UAC cut our funding on Hell-related matters. Screaming something about "more rendering servers to the megatexture gods!," whatever that means.
Doomguy: Urgh...
John: Don't worry, it wasn't a flat out no. We got a pistol and a small teleporter.
Doomguy: Go f*** yourself!
John: Easy buddy, no need to get brutal. We show them that the idea works by killing demons and he gets us funding to upgrade the system. We'll build your dream killing machine. Let me show you the prototype...

>> No.4341484

is there any way to get whats written in the player chatbox and save it as a string to display it out again?

>> No.4341529

>>4336887
VR SPOOKY SUBMISSION:

http://www.mediafire.com/file/6729yyur15pibpa/Dreneckcide.wad

Credits are in the credits.txt. new music included (file named D_RUNNIN)

tested in prboom+

>> No.4341563

>>4341450
They're not uncommon, but you find a lot more episode replacements for Ultimate Doom vs. Doom II megawads. NEIS seems really good considering its roots in Doom The Way Id Did, but also the combined efforts of three very qualified mappers who can stick to vanilla and later lose the limits for crazier ideas.

>> No.4341564

>try to download that quake for android APK I got for free off of amazon months ago
>all I can find is that q-touch port that only has fucking darkplaces
COOL GRAPHICS

>> No.4341569

how can i send a object parameter in ACS
lets say we have class test, and we made an object called t1

would i write it out like ACS_NamedExecute("zzz", 0, int num, test t1)
or
ACS_NamedExecute("zzz", 0, int num, t1)

>> No.4341584

>>4341529
The music bloated the filesize a fuckton. You might want to find a shorter track or something.

>> No.4341591

>>4341564
it was too good for this world.

>> No.4341596

>>4341584
I halved the length of it:

http://www.mediafire.com/file/x7zzkdz87oukm6n/abisheka2.ogg

>> No.4341643

>>4341453
>http://www.afadoomer.com/wolf3d/about.html
Bat files don't work properly with modern GZDoom, you gotta load it manually.

And the game is much easier than regular Wolf. It seems there's less guards, enemies miss you, and they don't hit you as hard - I can stand right next in the enemy's face while surrounded and just wait there for a minute, where in Wolf if you stand close to enemy they will wreck your shit.
It's super fucking easy compared to the original.

Just play Wolf3D on ECWolf, you also get 1080p, automap and circlestrafing but it's much closer to originally intended difficulty.

>> No.4341656

>>4341643
>>4341450

Wait, nevermind! It's not just easier, it's almost unplayable.
In Wolfenstein, you can hold down action button and run along the wall to see if there's any secrets while holding the button. This 'wall licking' let's you quickly check for secrets and since unlike Doom secrets are usually not indicated by anything, it's the only real way to 100% the game.

In this Doom TC? IT DOESN'T WORK. If you hold down action button, game will just register it as pressing it once. So you'd need to mash it constantly. Terrible and useless.

Considering that entire point of Wolf is that it's 50% a maze exploration game where you're supposed to find all the secrets, that makes it basically unplayable, and playing original in Dosbox is a better idea.

>> No.4341670

>>4341643
> Bat files don't work properly with modern GZDoom, you gotta load it manually.
So what?
You can just the ketchup file on the bat file and it works fine

> It seems there's less guards, enemies miss you, and they don't hit you as hard - I can stand right next in the enemy's face while surrounded and just wait there for a minute, where in Wolf if you stand close to enemy they will wreck your shit.
But that's wrong
Are you sure you're playing on the hardest difficulty?
Because I find there is enough guards, and they can kill you really fast
Especially those zombies in second episode

>>4341656
You don't need to wall hump in here anyway, secret walls are shown on the map

>> No.4341721

>>4341569
>lets say we have class test, and we made an object called t1
I have some very bad news for you anon

>> No.4341832

>>4341412
How does zscript compare to 'real' coding?

>> No.4341862

>>4341832
the fact that it still heavily resembles decorate, which is super simple to get the hang of

>> No.4341864

>>4341670
>secret walls are shown on the map
That's still bad. Wolf is partially about exploration, without exploration it's just a sub-par version of Doom with only hitscanners.
Showing secrets on the map kinda takes out the 'secret' part out of it, right? It's about as challenging as playing an adventure game with a walkthrough in front of you and just going through the motions.

>> No.4341870

>>4341862
I know zscript but I've no experience with actual programming I mean.

ACS is pants-on-head compared to real languages, so I was wondering how close zscript feels like the real thing.

>> No.4341880

>>4341569
>acs
>classes

the only data type ACS actually understands are 32 bit signed integers
fixed point numbers are actually just integers, that's why you have to use special functions for them
strings are actually just integer indexes in a string table
nothing else exists

>> No.4341895
File: 148 KB, 1318x683, drip.jpg [View same] [iqdb] [saucenao] [google]
4341895

I was watching the latest EOTW episode and one of the wads they played (Reclemation map02) has a dripping orange liquid texture

I know it's a bit late but thought it might fit in with those Halloween maps you've been making

>> No.4341995

>>4341880
I had a really insane idea about how to implement pointers/TID-less actor reference in ACS back before ZScript came about: You spawn one invisible actor anywhere with ACS and give this single one a unique TID. Then in a loop you spawn a couple of hundred of them and set each of them to be the Target of the preceding one. To store a monster in this construct,you loop SetActivator(Pointeractor_TID, AAPTR_TARGET); an equal number of times to your index number then set whatever monster you wish to store there as the Tracer of that invisible actor.

>> No.4342001

>>4341995
I remember something like that, actually. it's still a fucking awful idea, but then that describes half the shit you gotta do in ACS

>> No.4342038

GZDoom bloom effect question here... i play under linux in both PCs, one with an intel i5 and no dedicated graphics card and other with an i7 and one nvidia optimus card, with the computer with the i5 processor and no dedicated video card I don't get the bloom effect even if i turn it on, but it works in the i7 with the nvidia card, why is that? isn't it supported in the intel chip integrated card?

>> No.4342039
File: 229 KB, 1920x1080, wN67BEp.jpg [View same] [iqdb] [saucenao] [google]
4342039

playing deus ex my first time. are shadows just supposed to look like ass like this in the unreal engine?

>> No.4342040

>>4342001
>the shit you gotta do in ACS
*LANGUAGE abuse intensifies*

>> No.4342048

>open up btsx wad to extract midis
>notice it has every doom 2 sprite
I wonder if split was actually necessary.

>> No.4342068

Apparently the shareware version of DOOM was sold in different stores that each had their own box art. Anyone got pictures of them?

>> No.4342073

>>4342068
Romero has a whole collection of them.
He showed them off in a interview for noclip.
You can find the whole thing on youtube.

>> No.4342112
File: 2.22 MB, 512x384, 1492560001108.gif [View same] [iqdb] [saucenao] [google]
4342112

>>4342048
Just tried running it without an IWAD. It works flawlessly, but there's no sound effect.
Isn't that kinda illegal?

>> No.4342121

>FreeDoom Phase 1
>E2M1's song sounds like someone trying to make a parody of metal, like it's intentionally bad
>E4M8's sounds really cool
FreeDoom's quality is basically a ping-pong, that you can't even put it in the middle.

>> No.4342134

>>4342121
An item on my "what to do if I become a billionaire" list is to hire a professional team and bash out a complete free DOOM conversion like Freedoom, only actually good.

>> No.4342165

In the qzdoom 2.0.0 changes list (https://forum.zdoom.org/viewtopic.php?t=58078)) there is a line " (Source code) Some OpenBSD support is now in the source. Please note that this is currently HUGELY unsupported by the dev team and comes as a user contribution. (From our perspective: 'here be dragons, tread ye carefully')" so there's hope for a OpenBSD QZDoom/GZDoom port?

>> No.4342195
File: 333 KB, 1680x1050, deusex3.jpg [View same] [iqdb] [saucenao] [google]
4342195

>>4342039
Yup is normal, but you can try the directx 10
render it has hdr lighting

>> No.4342213

>>4341870
It's basically C# without a good IDE and manual.

>> No.4342253

>>4342134
I'd buy the rights to Blood and Duke Nukem and their expansions, then pay the original level designers to make two complete new episodes.

I would then have sourceports made for them, all allowing for EDuke32 tier enhancements and settings, with both OpenGL and original software style rendering as options, as well as fixing issues of previous ports.
On top of having software style rendering, they would have menus of compat flags to let you toggle certain features and bugfixes, allowing you to pick between original behavior and enhancementams as you see fit.
They would feature full mod and multiplayer support with available public servers.
Duke Nukem would feature the World Tour commentary track as a feature, and if it would at all be possible, interviews with old Sunstorm employees about their expansions, similar for Blood.
I'd like to include all the old Duke Nukem sidescrollers as bonus material as well. I'd have downsampled variants of AWO Duke Talk as an option, and feature downsampled variants of new lines.

Each game would have it's own bundle, and I'd price them at $10, porting them to all current consoles and operative systems. A decade down the line, I'd port them again, this would be available digitally at the low price, and for consoles I would also retail it as a double pack for $20

Also the software would be open source. Also I'd do this for Powerslave (both versions) and Shadow Warrior, on top of trying to license console ports of the original Quake and Quake 2 so kids can easily access and play them.

>> No.4342264

>>4342134
It'll be amazing to give torcs and speed-dreams projects a great cash investment so that they can get on par with more modern racing games

>> No.4342267

>>4342134
But i think that better that all that, will be to make an investment on open source hardware also, in the current fucked up world of no choice hardware manufacturers, x86_64 compatible hardware that can run today software will sell alone and really be a game changer, even something raspberrypy-like would be amazing

>> No.4342276

>>4342112
yes very
>>4342121
well freedoom1 e4 isn't just rubbish made by freetards.

>> No.4342279

>>4342134
it's only people who have no money who say stuff like this. if you actually did become a billionaire your attitude would change completely, you'd fight tooth and nail to keep as much of it as you could and to take as much of everyone else's as you could as well.

>> No.4342283

>>4342279
You're right, there are no rich philantropists or eccentrics, they don't exist.

>> No.4342345

Next thread ------->

>>4342339
>>4342339
>>4342339

>> No.4342383

>>4342048
it changes colors
remove the custom pallette and behold ugliness

>> No.4343240

>>4341438
Some American thing. People don't really have a problem with it on other countries.

>> No.4343275

>>4343240
wrong

t. briton