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4362221 No.4362221 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4355834

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



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









>> No.4362223


-Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.
-Last test build released (also contains latest textures)

-Officially released. Go play it!

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

=== NEWS ===

[10-30] DooD, underwater, and beer goggle shaders for GZDoom

[10-25] ZeroMaster breaks his recent Doom 2 Nightmare speedrun record - 21:54

[10-27] High Noon Drifter v1.2 pre-release

[10-27] Gregor Punchatz confirms the mancubus display model was a remake

[10-27] QUMP released

[10-23] Skulldash Expanded Edition released, a speedrun mod

[10-20] Babel gets a Pre-ZScript-Conversion Release >>4340720

[10-20] Jovian Palette: another attempt to CRTify the game palette

[10-18] Anon mod release: cgunner.deh >>4337002

[10-17] Hexen Fighter Skill 4 in 12:34

[10-17] Some tribute cover songs from the DOOM soundtrack

[10-16] Mod-agnostic pistol start addon in ZScript, by Matt from ZDoom Forums

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4362237

Whats better? Valiant or Ancient Aliens?

>> No.4362243


They're both good.

>> No.4362250

Yes, but which is the better one?

>> No.4362263
File: 121 KB, 1920x1080, dead-space-standard-edition_pdp_3840x2160_en_WW.jpg [View same] [iqdb] [saucenao] [google] [report]

Any good horror DOOM/Quake mod recommendations?
I just replayed the dead space series over the last week and its making me crave space horror again

>> No.4362268


>> No.4362279


Dunno, they're both good.

>> No.4362308

Definitely AAliens.

>> No.4362316

>How do you guys like your starting rooms?
>Do you like them nice and simple or do you like to just drop in in the middle of a demon mosh-pit?

i do like/appreciate a few moments to get my bearings, but i don't mind either as long as i can "establish a beach-head" (learn the lay of the land, get some weapons/ammo/armour, find health caches to fall back on, etc.) without having to die and restart dozens of times.

>> No.4362326

Ancient Aliens if you like AESTHETIC. Valiant if vanilla mechanics get too boring.

>> No.4362338

Skulltag minigun or Valiant super chaingun?

>> No.4362340

Asylum of the Wretched
Unloved (not the shitty procgen standalone game made later by the same guy but the mod)
Dark Doom + Shut Up And Bleed + Doom 64 Soundtrack mod + almost any mapset.

>> No.4362342

DRLA Minigun

>> No.4362357

Why do Quake expansions suck so much?

>> No.4362371

Someone released the Halloween pack anyway in last thread. They forgot to link to the OP though.


>> No.4362391


>> No.4362394

>Doom 64 Soundtrack mod
can you post a link please

>> No.4362395

apparently hexenkessel has the wrong sky texture

>> No.4362491
File: 953 KB, 371x209, mr bones, off me.gif [View same] [iqdb] [saucenao] [google] [report]

What wads will /doom/ play this Halloween?

>> No.4362493 [SPOILER] 
File: 6 KB, 100x100, .gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4362512

Final Doomer update when?

>> No.4362518


well, that really makes me think

I'm learning ue4 but I think it's overkill for a classic fps

>> No.4362520
File: 2.43 MB, 1360x768, qzdoom 2017-05-02 14-40-29-95.webm [View same] [iqdb] [saucenao] [google] [report]

Not soon enough.

>> No.4362521

I just hope they drop a playable demo or something

>> No.4362524 [DELETED] 

Shut up idiot, you won't make it happen any faster with your shitposting.

>> No.4362526
File: 6 KB, 100x100, 1509366911572s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4362527
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google] [report]

>a demo for a mod
Something about that just seems silly to me.

>> No.4362529

*Tips corpsehat*

>> No.4362532 [DELETED] 

Great post, dumbass.
You're a fag. Stop posting.

>> No.4362536

wait why does that image have a white hue over-OH MY GOD ITS A GHOOOOOST

>> No.4362539

Oh, wh-- oh for fuck's sake.


>> No.4362540

Actually never mind, it seems you can set the style back to your preference. No idea if it will stick or if you'll have to keep doing it on every thread you click on though.

>> No.4362541
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Please don't not listen to him. Refresh the page, it is perfectly safe.

>> No.4362543 [SPOILER] 
File: 2 KB, 43x58, 1509368399667.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4362549

What is with 4chan and its obsession with revenants.

>> No.4362554

it just dawned on me chaingunners are black

>> No.4362556
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]

They're tall skeletons that walk funny, scream loud, throw an amazing haymaker punch and are generally a fucking nuisance to fight, they leave an impression

>> No.4362569 [SPOILER] 
File: 69 KB, 300x300, 1509369314729.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4362575
File: 445 KB, 1920x1080, Screenshot_Doom_20171029_093056.png [View same] [iqdb] [saucenao] [google] [report]

Are we chainposting now?

>> No.4362589
File: 41 KB, 896x644, 1475545497307.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4362597
File: 699 KB, 800x600, Screenshot_Doom_20171030_142120.png [View same] [iqdb] [saucenao] [google] [report]

Heureka! Instead of actually using sprites with all the annoying sprite name limitations, I can instead use a flat 3d model weapon that covers the screen and use my "sprites" as textures on it.

Due to how model definitions work, I can use whatever long descriptive file names I want and also use something like FIRE A 1 for every single firing frame of every weapon. Just don't tattle to graf. Another bonus is that as soon as the game allows normal maps for models I can render some of those and have my sprites shaded dynamically.

Sorry, don't have it on hand. I just remember that as a really nice combination as suggested by someone else here a long time ago.

>> No.4362601

I dunno. I kinda liked both Q1 expansions Q2's The Reckoning.

Q2 Ground Zero can go choke on a big one though.

>> No.4362629

I thought they were pretty good. What's your problem with them?

>> No.4362635

is it the one with the ogg files? if so I think I found it

>> No.4362657

Yeah pretty sure. Please post the link if you would be so kind. It won't make it to the forums because muh copyright

>> No.4362671

found it

>> No.4362673

Scourge of Armagon was decent, IMO. I kinda liked that it gave techbases a proper episode.

>> No.4362681
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon.

>> No.4362684

They mess with the weapon balance.

>> No.4362686

the proximity mine and the laser cannon thingy are fine though.

>> No.4362695
File: 61 KB, 500x280, doomguy has locked himself in the freezer.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4362712

that's a pretty neat thing actually, especially with the normal maps that would be pretty cool.

>> No.4362720

I'm not into modding, why don't you use the 3d model directly?

>> No.4362724
File: 38 KB, 750x750, 1502992837936.jpg [View same] [iqdb] [saucenao] [google] [report]

>sent resume
>another day without calls
I just want to be able to run nudoom

>> No.4362735

For starters I simply want the mod to be sprite-based (well visibly). Second, I'd have to put a lot of work into reducing the triangle count of every model that's too high resolution for game use, in particular since GZDoom uses vertex animations rather than skeletons, meaning every single frame basically contains the entire model. Third, it would still tank performance something fierce.

>> No.4362738

not anon you are replying to, but I did some torture tests long ago (around time GLOOME got released) and found out that models dont have to be more expensive than sprites, and were cheaper at multiple instances, so I would recommend using these for things that you actually want to be 3D to a degree without resorting to voxels, on the other hand I absolutely understand and support your decision to have weapon models as animations on a simple plane, vertex animation is pain in the ass to work with and doesnt look that great.

>> No.4362741

> found out that models dont have to be more expensive than sprites, and were cheaper at multiple instances
Could you give some examples? I thought gzdoom just conjured up models for everything and plastered "sprites" on them as textures anyway.

The only things I'm using 3d models for so far are the weapon sprites and special effects actors like tracers, lightning, shields and certain explosions. All of them are flat and have duplicated sides with inverted faces which apparently you don't need to do anymore.

>> No.4362747

its been long ago as you can guess from GLOOME I mentioned, but I made a 12k poly sphere and copypasted it around the level multiple times, it was a simple decorate object without any interaction, it was tested against some regular decorate object I dont remember, but it was also without any interaction, it may have been animated tho. well result was that models gave me higher framerate. game was running at hundreds of frames per second, so its not a difference I was going to experience anyway, but that was the conclusion I got to.

>> No.4362750

Hexenkessel did it by overwriting the d2e1 sky texture so other maps had the wrong sky; I added the other custom textures it used, if they want to use sky transfer and a different patch name I'll add it in.

>> No.4362758

I see. Thank you senpai. Means I don't have to worry about my spherical effect models' poly count too much.

>> No.4362773

people wrongly assume that high polycount = bad
what you should worry about is vertex density and transparent effects among other things
gzdoom uses opengl for rendering, so I dont know if following rule applies to it, but in DirectX games, number of materials applied to a model = number of times that model is rendered, so if you got a gun model that has two materials applied to it, one for metal parts and one for wooden parts, your model is rendered twice, which is hardly optimal. there are more rules like that, but again I dont know if they apply to OpenGL, another would be transparency, as engine gotta figure out what is rendered first, thats why transparent models are more expensive

>> No.4362783

Huh, I had no idea. There's a lot of disinformation being spread about these things.

But I really thought high poly count did inflate file size and vram footprint for models with a lot of keyframes in a vertex animation format like md3. Shows what I know.

>> No.4362787


use .md2, I unironically like quake animations with all that vertex jittering

>> No.4362790

I will do it myself. Are you planning to make a thread on Doomworld or such?

>> No.4362801


does this has the updated swamp?

>> No.4362820
File: 16 KB, 596x146, explorer_2017-10-30_17-04-16.png [View same] [iqdb] [saucenao] [google] [report]

higher polys obviously do increase size, but models tend to fit within a megabyte or less, pic related are files for a custom combine soldier I have for my hl2 mod, what really chews up Vram are textures and materials

>> No.4362827


>> No.4362834

But what size would it be in md3?

>> No.4362840



Just add BSKY to TEXTURE1 and the patch table in SLADE and everything should be fine.

>> No.4362849
File: 205 KB, 1366x768, doom20.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't, but here it is. Sorry for the delay. Also including the skybox to use with it just in case.



I wish I could've added more, but I've been rather burdened on my end. At least you can actually see where you're going now.

>> No.4362875

smaller considering that hl2 model has all animations in it, LOD models, attachments and bones used for animations.

>> No.4362889 [DELETED] 
File: 127 KB, 1230x283, vroom.png [View same] [iqdb] [saucenao] [google] [report]

Is he right?

>> No.4362904 [DELETED] 

sounds about right

>> No.4362906 [DELETED] 

literally me.

>> No.4362909 [DELETED] 

The reason Donald Doomkart knows so much about Doom Babies is because he is one. That post is autobiographical.

>> No.4362916 [DELETED] 


are there cameras in my room?

>> No.4362918

Knee Deep In Zdoom
> my first playthrough, im on level 5 now

>> No.4362919

GZQuake needs to be a thing. Also, Quake1 but with more shamblers and niggurath spawn running around in the game.

>> No.4362921

please quit while you're still ahead. its for your own good

>> No.4362931
File: 78 KB, 512x288, the face just before rape.png [View same] [iqdb] [saucenao] [google] [report]

I love that there's an SSG in it even though its doom1 (thats helps, it really helps). I know there's a Rifle and a GL in there somewhere but I haven't found them yet.
> ive examined the GL's stats and im not happy with it so I wont be using it... in terms of GLs it should work like the Q1 grenade not the SkT grenade.

My only criticism so far is...
Why arent monsters infighting, even zombies?
Thats not so much a purist thing but rather a core mechanic of all ID games.

I also wish the weapons werent fucked with, the forced usage of shell casings and sfx ricochets. Even if I packaged a Smooth Doom that only affected weapons id have to re-tune all of them to specially cater to this map pack.
> im thinking of getting into KDiZD and purging all weapon modifications to it.
> as well as the .deh tag that is removing infighting

>> No.4362934
File: 1 KB, 305x216, 1509387990.png [View same] [iqdb] [saucenao] [google] [report]


Which Oldschool FPS weapon would you most like to turn on yourself?

BFG9000 for me

>> No.4362935

What exactly would that entail?

> Quake1 but with more [...] niggurath spawn
this too

>> No.4362948
File: 349 KB, 1366x768, Screenshot_Hexen_20171029_221950.png [View same] [iqdb] [saucenao] [google] [report]

Caption this.

>> No.4362951
File: 452 KB, 631x344, 1483153943850.png [View same] [iqdb] [saucenao] [google] [report]

>Which Oldschool FPS weapon would you most like to turn on yourself?
>BFG9000 for me

>> No.4362956

Is this a BFGijinka?

>> No.4362958

OpenGL support? But I think there's already sourceports for Quake with that, so...
Unless they mean zscript and shit, but I don't think Quake needs it.

>> No.4362960

Quake has had OpenGL support since the first official sourceport (GLQuake) in '97.

>> No.4362963

Yes. The boorus should have the full (NSFW) version.

>> No.4362968
File: 1.10 MB, 1280x893, 1477936872938.png [View same] [iqdb] [saucenao] [google] [report]

Should've been a Halloween OP.

>> No.4362979

Then I have no fucking clue what anon is talking about.

>> No.4362991

Would much rather have GZBuild

>> No.4363003
File: 48 KB, 1366x768, Screenshot_Doom_20171030_191523.png [View same] [iqdb] [saucenao] [google] [report]

Repost from previous thread;
If you were thinking of playing PSX DOOM but haven't been bothered to fight with getting it to work yet, then fret no more -- I've created a PSX PortaDOOM package: a pre-configured, ready-to-go version of PSX DOOM TC including the Lost Levels.

Just download "PortaDOOM_PSXDOOMTC.7z" from here: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/

>> No.4363004

What is what though?

>> No.4363016

OpenGL and Zscript capable source port of the Build Engine, Capable of running build engine games like Redneck Rampage or Witchaven,

Never gonna happen since the only Build game to get a reliable source-port was Duke3D.

>> No.4363017

presumably a "what if" the gzdoom devs had started with the build source instead of the doom source.

>> No.4363026

I tried adding the patches and adding them to the patch table and texturex and it's still not running with the correct skybox; what needs to be done?

>> No.4363029

nvm, I got it

>> No.4363031

actually, nope
it's in the texture1 lump in the texture pack, and showing up correctly as SKY1 in the editor, copied directly from the .wad you linked, but still isn't showing up properly in game

>> No.4363053
File: 145 KB, 640x400, F1 Help Screen - Weapons 2x.png [View same] [iqdb] [saucenao] [google] [report]

I wrote up an expansion to the High Noon Drifter F1 help screen to have a second page, as requested, and...I dunno, it doesn't seem like there's not a lot of stuff that isn't obvious or could be found with experimenting. Maybe that's just me, though, creator bias and all.
For the folks that requested the second page of a help screen, what did you have in mind? What did you think deserved more explanation?

>> No.4363057

Also it looks like it replaces sky1; do other map authors using sky1 (AP02 - Dreneckcide, HexenMapper; MAP03 - Hallowpeen, Sarais) want the starry moon instead of default? If not then it's should probably get the hexenkessel treatment. I would do it myself but I'm short on time.

>I will do it myself.
Thanks so much! It's in and working.
>Are you planning to make a thread on Doomworld or such?
Probably not, as I'm not the actual organizer and this is basically an unofficial build so that people that want to play it but were waiting for the full maps compiled together can play them.

>> No.4363071

well just from that graphic i just found out that the boomerang blocks projectiles, the grenade can be dropped, and how the heki works.
As for me personally, i wasnt sure what exactly the radio was till i tried it out and i was confused that you have to access the inventory to switch between the dead man's holster and basilissa, considering you never usually have an inventory
I feel like the SSG altfire should be kept a surprise, though

Also the things i was curious about were

>> No.4363075

I like how the end of hallowpeen sets well for spoop_delete map-continuity-wise.

>> No.4363085

Weapons can be worked out, excepting only alt-fires or zoom (such as the bow).
I would focus on the pickups. Think of the title screens in 1980s arcade games where they would flip through a few pages that listed the types of enemies and the scores they gave and what bonus items did what.

>> No.4363089

Map03 can use any sky desired; but it does use Sky3 as a flesh texture in the map.

>> No.4363116

Any way to get Darkplaces to use square particles?

>> No.4363119
File: 28 KB, 1024x128, 1507851777.png [View same] [iqdb] [saucenao] [google] [report]


if you're using my sky texture may i ask you credit me (RjY) ?
otherwise i am very happy for you to use it -- as it means that even though i was not able to finish a map, i was still able to contribute to the project in some small way.

original posts

>> No.4363120


>> No.4363157

Are there any props or textures based off the vending machines from Doom 3?

>> No.4363161

I heard Yholl is still working on the JPCPguy because of his BFG.
That may be one weapon away from it being polished enough.

>> No.4363163

eww, how dare you so much as suggest quake should look boxy and gritty? where else would my pretty graphics come in then?

>> No.4363165

So you were the cool anon who did it? Thanks again! I remember searching the whole web for a good sky texture and having no luck. Sorry for not crediting you man, I had no idea it was you who did it (I could only mention "a cool anon" when I first posted the map).

>> No.4363198
File: 351 KB, 1280x1024, Screenshot_Doom_20171030_174429.png [View same] [iqdb] [saucenao] [google] [report]

If anybody still wants to do halloween maps; have a nice possible bit of inspiration. Lifted in a way from the "zealous machine"

>> No.4363212

holy misalignments, batman

>> No.4363225
File: 62 KB, 970x478, grand ping pong.png [View same] [iqdb] [saucenao] [google] [report]

Touched up M1 sprites some more, highlighted some, played with contrast on the metal.


>> No.4363249

what's that little bit sticking out on the stock?
make the dark line at the end of the barrel blend better

>> No.4363256

meant to reply to >>4363053

>> No.4363258

God love that style. Large, realistic and paletted 2d art makes me think of adventure games.

A loop for attaching a sling I'd wager.

>> No.4363260

yeah it was. if there's a stupidly long imagemagick command involved, it's probably me :). i didn't bother to credit myself at the time as i was going to use the sky for my own map, and would have taken credit then, but that didn't work out. but like i said, very glad someone else (i.e. you) liked it enough to use yourself. thank you for your kind words.

>> No.4363261

Ah give it a rest. It's a map-pallet swatch example and not every map is going to be van-gouge. Even romero's maps didn't perfectly adhere to Romero's Design

>> No.4363268
File: 15 KB, 896x177, Photoshop_2017-10-30_22-12-53.png [View same] [iqdb] [saucenao] [google] [report]

dont be afraid of wider color palette anon, stronger contrast between highlights and shadows will help player notice the weapon in the level

>> No.4363273

Good point.

Which line?

>> No.4363279

not him but what i think is worse is you spent all that time carving skintek into a screaming, bloodsoaked horror show, but couldn't find the time to change startan2/ceil1_1/floor0_2 into something more fitting

>> No.4363284

It's not exactly like I was making a whole map and it didn't really take me that much time to do.

>> No.4363285

I don't see any outstanding misalingments.

This actually, the floor and ceiling screams for some circuitry and pale skin to compliment the cool walls.

And maybe fit some tech pillars here and there.

>> No.4363287

[10-30] Castlevania: Simon's Destiny (GZDoom .ipk3) released

>> No.4363289


Hm, so I guess the focus should be on the items rather than the weapons, then.
I thought having their function in the brackets would be good, but I guess not. Sorry about that. I'll whip up another example with the items.

>> No.4363290

traductus furiously beats himself off in awe of the demon queen

>> No.4363292

Very nice, very nice.

>> No.4363298
File: 97 KB, 640x480, 1509402170.png [View same] [iqdb] [saucenao] [google] [report]

i understand, i am sorry. please accept this picture of e3m5's similar wall constructions.

>> No.4363303

Well, I've already lost the map file as it wasn't saved. Nonetheless; I'd like to see some examples; after viewing a couple of the maps in the wad already; we can easily draw inspiration from there.

Also the icon in map03 was just a basic idea of "hey what if they used -you- as the bossbrain"? and you'd sort of have to go do puzzles and crap to damage it in tandem with yourself whilst it's spawning nuisances to interrupt you.

tl;dr what if we had an icon of sin map but with heavy use of inter-actable voodoo dolls as a gimmick (ae; pushing them onto unreachable buttons, shooting them across a gap, etc.)

>> No.4363306

graciously accepted, gift is.

>> No.4363318 [DELETED] 
File: 13 KB, 817x207, Blood Community is Toxic.png [View same] [iqdb] [saucenao] [google] [report]

>The Blood community. Its toxicity follows it around like a deadly trail to other forums and sites.

Is this true?

>> No.4363320


>The Blood community.
What blood community? There's not enough of them to even have a deadly trail.

>> No.4363325
File: 1.10 MB, 320x240, everyone_was_harmed.gif [View same] [iqdb] [saucenao] [google] [report]

Im doing this.

Im going to make a KDIZD which is compatible with smooth doom...
> removed some extra frames from the IZD chaingunner so he doesn't even need a definition file
> removed the weapons definition file, you lose the grenade launcher and rifle but I dont think people will care about this
> monsters will infight now but they have broad species alignments so there will be quite a few who wont fight back and forth

Still working on it though, no telling if it works yet.

>> No.4363326

Fuck if I know, I didn't even know it had a community.

I mean it has what, like one worthwhile map pack and then nobody ever did anything of note? Not much to pay attention to.

>> No.4363328

don't acknowledge or engage

>> No.4363329

if zygo and the people who wanted caleb in samsara are any indication, i would say yes.
but that's far too small a sample to dictate.

>> No.4363330

KDIZD the way /vr/ did when?
>same general idea; high detail, bunch of features, all that crap
>except we clean up the layout a bit and make it less of a clusterfuck
I mean, KDIZD was good but you got caught up on everything; and it was confusing on where to go at times; plus the general idea and direction of layout.

>> No.4363334

Good luck anon, you'll need it
>There's not enough of them
>I didn't even know it had a community.
That's pretty much what I thought, hence bringing the question here where I know there are experts.
Sorry if it came off as a question in bad faith

>> No.4363336

Unless BLOOD's source code is ever brought back to the light of day, or WB makes a new BLOOD game; then we're not going to see this change.

>> No.4363339

Speaking of this; who would be the best role for Caleb if they ever made a new one? J. Depp seems like he's got the personality, face, and prior experience to pull it off.
>evil tonto
take my money

>> No.4363346
File: 45 KB, 504x626, 426ff85ccbee4081cc6b4ee35bb5612b--wayne-pygram-geek-t-shirts.jpg [View same] [iqdb] [saucenao] [google] [report]

Wayne Pygram, aka Scorpius in Farscape. Imagine this with Caleb's hat on.

>> No.4363351

Far better makeup than what I could of came up with. Still; dress them up as our beloved cowboy-Indian crossbreed and we're golden.

>> No.4363370

> removed the weapons definition file, you lose the grenade launcher and rifle but I dont think people will care about this
he says when he hasn't played completely through the mapset. The final encounter would be an absolute slog without the rifle.

I would really like this. KDiZD has a lot of potential with all the details, but is very bogged down with the shitty encounters and unnecessary level add-ons

>> No.4363372
File: 47 KB, 512x336, translations01.png [View same] [iqdb] [saucenao] [google] [report]


Meh I dont know, there are alot of enemies that are standalone things so removing the stuff that makes the map pack a problem doesn't seem to interfere with that.

Keep in mind this isnt a patch, its a re-engineered pk3 so it would require a full download, and loading it instead of the normal KDIZD.

However you'd load Smooth Doom after it, then probably the RemasterSFX if you're into that.

The idea here is making sure the two don't conflict and the weapons and all the native monsters get replaced by the smoothdoom.

The only thing im concerned about right now is whether the lack of Rifle Bullets is going to screw with the end-map screen script, im going to have to look through it to replace all such mentions with "Cells". The lack of a Rifle and GL does mean that the player will get a Plasma Rifle and BFG9000 instead.

(technically I cant even leave the rifle in there because it has the same name as the rifle used in smooth doom, so rather than try to sort that out im just going to give the player their plasma rifle back)

(Im thinking of making an alteration to the Rifle Zombie so it shoots a short volley of plasma shots instead of a rifle shot, and its dropitem will be a cell. Probably also translation recolored to have something blue on it.)

I also removed the recolored hell knight graphics from it, since technically doom 1 didn't have a hell knight.
> Instead the hell knight just extends from the Baron Of Hell but without any state definitions, that way it inherits all the Baron's states.
> Recolored using a custom Translation. With all the other properties that make it a proper hell knight instead of a boss.

Doom1 doesnt have an SSG so im just going to leave the existing (custom) SSG sprites in there and rename them. Then smoothdoom will just replace that.

>> No.4363374
File: 933 KB, 817x718, hybrid theory.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4363376

What is your favorite way of adding detail to huge and seemingly empty rooms?

>> No.4363381

staring at it for four hours and then crying

>> No.4363383

No I havent played the last map yet, thats how annoying some parts of this thing are, that before I even finished it im already modding it.
> it is a good map pack though, at least in terms of the ones ive played, the dark imps are rather annoying and cheezy though but I will keep their projectiles as is.

If the last level is a slog because of lots of enemies to shoot through then either the SSG will finish that, or if you can get a GL then that is going to be your BFG9000 and it may become easier.

>Rifle becomes Plasma Rifle, near as I can tell the Rifle was only doing ~40ish damage per hit because of two bullet strikes that each do 10d3... since every two plasma shots cause 45 damage you're getting roughly 2x damage per Cell compared to a Rifle Ammo pickup. Unless those enemies are at incredible distances, and even if they are honestly, that sounds even more effective.

>> No.4363385
File: 1.16 MB, 1600x900, Screenshot_SimonDestiny_20171030_191107.png [View same] [iqdb] [saucenao] [google] [report]

This game is pretty but plays kind of clunky. Which I suppose is the point, really, and on that it replicates it wonderfully.
Man do I hate every subweapon except for the knives, though.

>> No.4363390

That's what i have been doing for quite some time and it didn't help...

>> No.4363392

what's that?

>> No.4363397


The new Simon's Destiny fangame thing.

>> No.4363402

Tell SArais or Captain FootFetish to do it.

>> No.4363412
File: 16 KB, 383x464, shambler in the nick of time.jpg [View same] [iqdb] [saucenao] [google] [report]

You need to look at the floor tiles and start putting chipped floors and missing hex panels, etc...

Partial Success (1/3 complete)
With things removed the game loaded with no errors, but its not out of the woods yet. Need to test it some more to see if it has sudden crash syndrome.

>> No.4363456


Decide what the room's function was before it became a battleground. Was it a computer lab? Barracks? Mess hall? Give it some features that would suggest this function.

The drawback to this method is that it only works for manmade spaces.

>> No.4363458
File: 894 KB, 1600x900, Screenshot_SimonDestiny_20171030_195826.png [View same] [iqdb] [saucenao] [google] [report]

Oh Batandy, you and your continued insistence on making perilous platforming work in Doom.
Those gear platforms move, by the way.

>> No.4363469

lighting. make the room dark-ish then add some wall lights or lamps that throw beams across the room or cast shadows. they don't have to be anything recognisable as an object. also wall coving is pretty nice just don't have too many bits sticking out to get caught on. a trim around the top corners where the walls meet the ceiling.

>missing hex panels
argh this is such a cliche

>> No.4363485
File: 112 KB, 640x400, Screenshot_Doom_20171030_190301.png [View same] [iqdb] [saucenao] [google] [report]

Its working, some minor glitches here and there which im correcting...
(KDiZD + Smooth Doom, with only changes made to the former)

>> No.4363489
File: 80 KB, 640x400, Screenshot_Doom_20171030_190722.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4363531

Hey, what are the main obstacles to making a fully functional GZQuake program? You could play not just Quake and Quake 2, but also at least several other games such as Half Life 1, and Laser Arena?

>> No.4363541

#1. several thousand hours (estimated). probably be quicker to code a new engine from scratch

>> No.4363551


So many.
Unlike GZDoom, in which all the games still work off of the basic idtech1 engine, all of the games you've listed work off of different engines.

>> No.4363552

Those games aren't all on the same engine. Q2 idtech 2 and GoldSrc are directly branched from Q1 idtech 2 and share a number of the same tools and formats, but they aren't directly backwards-compatible at all.

>> No.4363624
File: 25 KB, 970x478, 1509400848940.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4363631

For GZDoom, does anyone know how to bind fullscreen toggling to a hotkey? Using alt+enter in GZDoom is a pain in the ass because it reads enter as a separate input. I lost my current progress in a game because I used alt+enter while in the load game menu.

>> No.4363640

Had this for a sec but had to leave and was afk for a while.
Here is updated vr halloween, new versions of map01 and map07 in, sky for map07 in and running correctly, files for sky and texture lump listing in, credit for them in, but the sky is currently not working in map01, might fix it later if I have time or if someone else wants to tinker with it they can do it too.


(not the same link)

>> No.4363714

Looks great. Keep up the good work.

>> No.4363781

FTEQuake exists

>> No.4363832
File: 454 KB, 1920x1080, jack-sharpe-m1-garand-underside.jpg [View same] [iqdb] [saucenao] [google] [report]

That would be the bottom of the fixed magazine.

The en-bloc clips are inserted whole from the top, holding all the ammunition together for fast loading, while also functioning as the magazine's feed lips.
The last round fired chucks out the empty clip and locks the gun open, allowing you to rapidly insert a new clip.

For a pre-WW2 gun it's really a pretty expedient and clever system, arguably made the most sense for a weapon of it's kind for the era, you can shoot and reload substantially faster than any other infantry rifle in common use at the time.

>> No.4363850
File: 332 KB, 600x565, 1493544459987.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way for GZDoom to have demos of any sort run similar to a vanilla launch?
Whether they are converted or just auto-generated.

I saw a script that played Doom for you in GZDoom so that got me thinking

>> No.4363857

how do you return a string in a function/script?
it seems like gzdoom refuses to do anything that involves returning more than 1 char in a return statement

>> No.4363870

In ACS or ZScript?

>> No.4363872


>> No.4363876
File: 81 KB, 450x450, smug pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Graf tells you the bug you found isn't a bug, so you just go ahead and fix the bug because you're not incompetent, except you fix it in ZS so that everyone who wants to use the fix will spread around ugly hacky code you wrote
Not very damned easily, that's for sure. You'd be better off hardcoding logic based on return numbers. ACS essentially can't return strings, so I believe the only real option is to make a lump and index through it.

>> No.4363879

got it, time to make a 256 long if statement check

>> No.4363883

Well, what are you trying to do? Does it actually require a string or are you only going to return a few different values? Switch statements may be ugly but they do work.

>> No.4363889

checking a 256 element array if any of them exist, if they exist print out their string value

>> No.4363891

Printing it? You can use Log(s:<thing); if you just want them in the console. No reason to go outside ACS in that case.

>> No.4363894

well i should have specific it has to print it via hudmessage

HudMessage(s:get_item_name(item_num), s: " x", d:pinventory; HUDMSG_PLAIN, 500+i, CR_RED, 0.2, 0.21+i*0.05, 0.03);

>> No.4363898

Can't you just access the appropriate field of whatever struct you're analyzing in get_item_name() inline? This is difficult without seeing more code, but you can probably do it.

>> No.4363910

there isnt a defined list anywhere, the # came from a DECORATE item

on the world, you pick up a item, DECORATE executes the ACS script to add it to your inventory array (it cannot have a string since DECORATE does not support parameters to be strings)

so ACS takes the number, increments the value in the array in its position
ex: pick up hp potion, its value is 2 on the element list, so pinventory[2] += 1;

this wouldnt even be a thing if i could just output the strings from DECORATE

>> No.4363916

https://zdoom.org/wiki/StrParam ? I'm not sure of it would work but you might be able to get something through with this. You could also always make a string array 256 long that corresponds to each item, then just use that string.

>> No.4363919

yeah i can do that except heres the kicker, i want it to have a total_items count as well

so the solution is simple right? just make a 2 dimensional array, inventory[name][count], except ACS doesnt support interchanging types like that

so now im just sticking to having it do count only and i already know the positions because im going to hardcode them

thank you based gzdoom

>> No.4363923

Well if item 2 is potion, in the name array have entry 2 be "potion", and in the item array have the count, then just display both as part of your message. Make 2 arrays, no need to make a 2D array of width 2.

>> No.4363928

forgot to mention this is all part of the global array count, and i cant waste a valuable slot like that since the maximum is 64

it has to be global anyway since i need every function to be able to access it

>> No.4363935

Are you sure this mod isn't more suited to ZScript? Honestly it may be worth learning it. I didn't want to dive in either but once I did I didn't regret it.

>> No.4363937

at this point ive gone too deep into ACS and i really cant think of any of my solutions in zscript like i can in ACS/decorate, i just work a ton faster with this

>> No.4363946

When you're hitting the limits this hard it may be worth it to swap some stuff over. Stuff like this is trivial in ZS, you can just create a global holder object with some methods for doing whatever you want. Now, writing with HUDMessage specifically is a bit of a pain, but there are other ways to convey into to a player. In fact, you could probably just use ACS to enumerate the names, and leave the rest to a ZS object, then hook them together with ScriptCall.

I gotta get to bed but consider it if you've got the time.

>> No.4363948

i probably will have to swap once i get to real hud shit
but for now just moving more shit to arrays when i hit the max is the most effecient bandaid solution in ACS

>> No.4363969
File: 487 KB, 1169x603, firefox_2017-10-31_06-44-57.png [View same] [iqdb] [saucenao] [google] [report]

Dat sphere is agitated

>> No.4364004

Anyone here remembers the fusion drawthreads?
If yes, anyone has the fusion pic of The Revenant, Heretic's skeleton knight and Hexen's Reaver

>> No.4364039
File: 831 KB, 680x597, 321.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind, of all places i found it, it was on know your meme.

Those fusions should be real monsters for a mod or monsterpack

>> No.4364109

One of the inherent problems with GZDoom is that it has no interest in demo support. Every new version will make demos recorded in previous versions no longer work, and any demos recorded in vanilla or prboom are never going to work in the first place.
I'd recommend just getting PrBoom+ or Eternity, as they both are demo playback friendly, without being strictly vanilla.

>> No.4364118
File: 558 KB, 1024x899, Ultimate Spookfusion.png [View same] [iqdb] [saucenao] [google] [report]

Here's the original fullsize version. There were a few other fusions of classic fps monsters.

>> No.4364121
File: 877 KB, 1015x1024, Voretaur Protector.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4364123
File: 660 KB, 1024x1002, Iron Hereshambler.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4364127
File: 180 KB, 900x701, 253246436.png [View same] [iqdb] [saucenao] [google] [report]

Unfinished fusion of the three Serpent Riders; this is Korax + Eidolon.

>> No.4364128

>the final result is a medieval Judge Death

>> No.4364149
File: 118 KB, 1920x1080, Screenshot_Doom_20171031_001336.png [View same] [iqdb] [saucenao] [google] [report]

guarenteed proof of concept by december

>> No.4364180


Oh yeah, now that mention it that "adventure game" touch is so fucking sexy.

>> No.4364260
File: 1.16 MB, 1920x1080, sneaky2.webm [View same] [iqdb] [saucenao] [google] [report]

Silly skeletons!

>> No.4364264
File: 18 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4364265

u guys playing any fun wads?

>> No.4364270

With sound

>> No.4364271
File: 510 KB, 1920x1080, spook.png [View same] [iqdb] [saucenao] [google] [report]

i think the moon sky works for me on map1 with that fullmoon wad fix

>> No.4364282


>> No.4364283

all right nice, but wow, sky stretching doesn't do it any favours

>> No.4364529

is there anything wrong with using Doom95 over any other source port?

>> No.4364538

it has a lot of bugs, isn't compatible with newer versions of windows without workarounds, and isn't open source. if none of that bothers you, knock yourself out.

>> No.4364548

Doom95 doesn't like Midis, and only likes MUS. So wads like Alien Vendetta and BTSX end up not working on it for that reason alone.

>> No.4364557
File: 1.52 MB, 400x300, Cryptic_Passage_20th_Anniversary.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.4364687

>download a lot of shit
>doom works perfectly and the WADs do as well

>except no music at all
sound effects are fine tho
what did I do wrong?

>> No.4364693

Checked the settings?

>> No.4364696
File: 291 KB, 1018x833, Captura.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4364702

change the midi device

>> No.4364706

it worked
thanks senpai

>> No.4364720

It's kind of old and shitty, PrBoom will let you do all the same thing without the bother and with better performance and compatibility.

>> No.4364730

If you want to you can set up fluidsynth to make the music sound even better.
It's a bit of a pain, but worth it imo

>> No.4364753

Music doesn't work in map 01 when playing on GZDoom, kinda similar to what happened with 300 minutes of /vr/. What could be causing this?

>> No.4364760

do you have something in your autoload to block D_RUNNIN ?

>kinda similar to what happened with 300 minutes of /vr/.
there's no problem there, i tried it in several ports and it worked fine, so it's something on your end

>> No.4364762 [DELETED] 

[10-31] Tangerine Nightmare, a Halloween wad by FranckFRAG.

>> No.4364765 [DELETED] 

>by FranckFRAG
sorry that should be "by members of the French Doom community", I didn't read closely enough

>> No.4364771 [DELETED] 

actually never mind, there's no download link yet

>> No.4364803

Not him, but with the latest version of 300mins I get the same probelm on map 01. It works on PrBoom+ though, and may be the track's file format or something.

>> No.4364838

Not him, but I'm not experiencing this problem.

>> No.4364845

>>4364838 here. Just redownloaded 300 mins of vr, and the latest gzdoom to be sure, and still no issues on my end.

>> No.4364919

What's with the d_runnin hate? Is everyone just tired of hearing the first 15 seconds every time they test the latest iteration of their maps?

>> No.4364925

Random compiler guy here
I didn't have issues on my end, also just used the file from the alpha, same as the one in the updated swamp map

>> No.4364927

no one is hating on d_runnin

>> No.4364928


>> No.4364931
File: 77 KB, 450x320, f0c83e6113ec8a5e0eb0bc566a7b968d.jpg [View same] [iqdb] [saucenao] [google] [report]

I know what my next project is gonna be.

>> No.4364932

A bit of that, alongside numerous single map releases that don't include new music. I always feel like map editors should include a "no music" toggle for playtesting.

>> No.4364934

only click if you hate yourself

>> No.4364938

Don't think he was referring to this thread specifically.

>> No.4364946

If youre using a computer from 1996 and don't know how to use dos, and only want to play vanilla doom wads then its ok.

>> No.4364957
File: 5 KB, 225x225, Costanza.jpg [View same] [iqdb] [saucenao] [google] [report]

I know what it is dum dum make it a little lighter there's too big of a contrast

>> No.4365021

>What's with the d_runnin hate?
in 300minvr i asked for replacement map01 music after reading this
>Some cool MIDIs here, but I almost missed this fact, because D_RUNNIN made me exit immediately and add a music pack that I didn't remove until well into the wad.
from https://www.doomworld.com/vb/post/1798916

>Is everyone just tired of hearing the first 15 seconds every time they test the latest iteration of their maps?
pretty much this i think. overexposure.

>> No.4365079

Part of it is the testing, part of it is playing a single map that could be a lot nicer if it just used ANY other Doom track but that.

Of all of Bobby Prince's renditions of rock and metal, I think D_RUNNIN is the weakest, it really fails at capturing the tone and tempo of Hangar 18, which I think is a very good song.

>> No.4365142

Finally someone is calling out Bloodite's absurd ironman runs

>> No.4365148

What's the deal with the PSX TC? Is it just for the nostalgia factor? I've never played PSX Doom, I downloaded this TC, and it's just Doom with really simple architecture, garish colored lighting everywhere and an ambient soundtrack, is that all? Why is it shilled so much?

I'm using this package, fwiw:

>> No.4365152

It gives doom a different feel compared to the PC. It's entertaining.

>> No.4365157

I dunno, e1m1 looks like garbage with it, half the stuff is missing, why would you want to play Doom like that.

>> No.4365161

The music is super overrated in my opinion, but it IS very different and I guess it sets an atmosphere.

The maps are a different balance, some Doom 2 enemies appear in Doom 1 maps, there's a cool echo/reverb effect in many places, which adds a lot to atmosphere. A bunch of the sounds are replaced, like, the zombies sound awesome.
There's the addition of colored lighting, also there's some exclusive maps.

There's definitely some appeal, it has some good stuff, also has a bunch of mediocre and outright poor stuff (mostly the 'Final Doom', release, which is a couple of TNT and Plutonia maps, then a bunch of Master Levels, as if anyone fucking wanted that).

I think it's up to nostalgia for a lot of people though.

>> No.4365164

I can't imagine the lighting looks good unless you play it on an SDTV.

As to why its cool, it changes the atmosphere from a sort of heavy metal action to a more suspenseful horror just by changing the music.

I like the original PC soundtrack slightly more, but the PSX version is legit.

>> No.4365174

>it changes the atmosphere from a sort of heavy metal action to a more suspenseful horror just by changing the music.
Only just barely, as it is.

Though I'd imagine those converted PSX Doom maps would fit Shut Up And Bleed pretty excellently in terms of tone (and monster count).

>> No.4365175

E1-E3 was based on the Jaguar port which was stripped down much more than was necessary for the PSX. There's 166 levels between PSX DOOM, Final DOOM & Lost Levels, so it's not all like that at all.

>> No.4365176

>it changes the atmosphere from a sort of heavy metal action to a more suspenseful horror
You mean Doom 64, right? That one's actually good. The PSX one, however, feels like a downgrade all around. Huge empty rooms with few enemies. The reverb effect kinda emphasizes how empty it is.

>> No.4365183

I think the reverb effect helps make the map feel more claustrophobic, like you can feel how tight the space is and how the sound bounces around in there.

I haven't played Doom 64, but it's soundtrack sounds exactly the same and the levels are seem to be pretty gray.

>> No.4365194

All of the sound effects from Doom PSX were used in Doom 64.

>> No.4365197

i know
i'm getting caught in the crossfire

>> No.4365205

>I think it's up to nostalgia for a lot of people though.
The Brutal Doom guy grew up on PSXDoom. It shows.

>> No.4365213


>> No.4365274
File: 834 KB, 720x360, kill.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4365279

ooh mummy cna i have one of those for christmas??

>> No.4365290

I've been away from Doom all year, what have I missed?

>> No.4365298

New GMOTA when?

>> No.4365310

have to say, that weapon looks out of place in a medieval setting. it's proper cool though.

>> No.4365345

so no more secrets, huh?
have to say i'm not really 100% on the new character, but we'll see how he plays.

>> No.4365406

I have an idea for making quick-button melee viable: a melee attack has a high chance of putting a monster into pain/stagger state, and while in such a state monsters take extra damage from bullets fired at close range. As an abstraction of the player taking careful aim at an exposed weak spot.

That sound good? The mod uses a damage system where attacks have both damage and penetration values and monsters have armor, so it would allow a weaker weapon to put the hurt on a heavily armored enemy if the player gets close and is fast.

>> No.4365529
File: 50 KB, 1024x683, john-carmack-featured-1024x683.jpg [View same] [iqdb] [saucenao] [google] [report]

>medium pepperoni with a diet coke
Now that absolutely everyone on this thread knows John Carmack's pizza/drink combo, what's yours?
Mine's pepperoni and mushroom with Dr Pepper.

>> No.4365534

Medium Pepperoni with a proper coke. To hell with the diet coke fad, you're drinking something bad for you, go for the real thing.

>> No.4365535
File: 264 KB, 260x146, 1493265701619.gif [View same] [iqdb] [saucenao] [google] [report]


homemade onion, pepper and tomato sauce, cheese, ham, anchovy, olive, chopped egg and not diet coke

>> No.4365538

I drink sugar free or otherwise I would be kill.

>> No.4365539
File: 37 KB, 399x604, cokemack.jpg [View same] [iqdb] [saucenao] [google] [report]

I couldn't agree more. Dunno what Carmack saw in that shit.

>> No.4365546


don't fall for the memes, all drinks are sugar-free, there is not enough production to cover the demand and they are cheaper to produce

>> No.4365547


Large/XL Pan Pizza thick crust
> Pepperoni and Mushroom
> or Ground Beef and Olives

Mountain Dew
> or Pepsi

Go for the "Zero" branded versions then, they have sucralose and its a step up from the usual diet drink

>> No.4365548


I'm currently on a diet, and sometimes, when you're having the munchies, being able to drink something sweet but without the calories is reassuring and incredibly helpful.

>> No.4365549

Home made from 48 hour cold rise dough. I buy pre-made tomato sauce because there are high quality ones available. Then mozzarella, strips of smoked ham, fresh sliced portobello mushroom, and some basil and oregano. I bake this at the highest temperature my oven can handle on a slab of polished granite(that's been heated in the oven for a fairly long time), so it gets browned on the under side.

>> No.4365550

I wonder what kind of pizza John Romero eats.

>> No.4365559

Spic here. My drinks do have sugar.

>> No.4365560

If you have an electric oven and it has a Broil setting (top coils) try this:

* Cook the crust for a few minutes before taking it out and adding the sauce/ingredients. This gives the crust a resistance to permeability of the sauce.

* Cook about 5-8 minutes until the crust is done.

* Turn it on Broil and let the top coil bake and brown the cheese on top - but be very careful to keep an eye on it (technically leaving the oven door open wont slow down cooking with that much thermal radiation). As soon as you start seeing brown spots its done, by the time you're able to turn it off and get it out it will be perfect.

>> No.4365562

>Go for the "Zero" branded versions then, they have sucralose and its a step up from the usual diet drink
That's what I do, yes.

>> No.4365571

>Go for the "Zero" branded versions then, they have sucralose and its a step up from the usual diet drink

Does it taste like toothpaste infused shit the way the usual diet drink does?

>> No.4365573

It's... just okay. Nothing great, but won't rape your taste buds either.

>> No.4365578

I might be able to tolerate that.

>> No.4365585

I just have cheese on toast, pizza is too fancy and foreign for me

>> No.4365590

See this is what I'd expect John Carmack to say.

>> No.4365594

Because of the (enormous) rock I use I don't have to do any of that. It's a good idea if you only have a steel tray or grid to put your pizza on though.

~5 minutes high up in the oven is fine for the thin crust I prefer. Just have to put it in there directly after putting the sauce and ingredients on it.

>> No.4365596

He's into Ferraris though. You don't get much more fancy and foreign

>> No.4365607

No doubt. It's that weird quirk he had. He never went fancy or foreign in any way unless it was food, cars, and spouses.

>> No.4365613
File: 79 KB, 640x400, 0000-0074.webm [View same] [iqdb] [saucenao] [google] [report]

Half of a reload animation left. Then a variant with the slide locked back and a flick of the slide release, then finally for gun autism purposes a topping-off animation where a single cartridge is inserted into the chamber (accessed by holding down the reload key).

Every frame has a slide-locked-back variation. Never mind the red dot reticle being visible, alpha channel takes care of that in-game.

>> No.4365619

This satisfies my inner /k/, good job!

>> No.4365632

I'm basing my animations on Jerry Miculek's videos since I'm nogunz.

>> No.4365663

my quakespasm autoexec.cfg refuses to save my FOV and the r_lerpmodels 0 command.

what do I do?

>> No.4365667

Did you edit the autoexec externally? You can't write console commands and expect them to save to the autoexec

>> No.4365670

where do I do it then? I thought I was supposed to open the file via notepad, write stuff in there, then save it. I'm just tired of having to manually type in those two settings everytime I boot up the game.

>> No.4365678

Oh that's what I meant. It ought to work then. Strange. Is the FOV cvar defined twice in the file perhaps?

>> No.4365686

oh snap, I recall there was one called 'fov_adapt'. Jesus I'm a retard, if I got rid of that maybe it'd work. still doesn't explain the models forcing themselves to be smooth everytime, though.

I'll look that up further when I have the chance. gotta go fast now.

>> No.4365702

>ok with a thinner round one just as well as a nice thick rectangular one
>thick layer of tomato sauce, preferably with some chunks of tomato
>extra cheese
>helpful sprinkle of oregano
>strips of bacon or large, thin slices of salami
>fresh bell peppers chopped over it, green or yellow, they taste the best
>fresh white mushrooms, plenty of them, sliced over it
For drink I can just as well have milk, lemonade, or a coke.

>> No.4365705

Goddamn those are some patrician toppings. I'm gonna try out that chunky tomato sauce.

>> No.4365706

Red wine goes extremely well with pizza too.

>> No.4365707


I just had a shitty Little Ceasar's pepperoni pizza. Tonight fucking sucks.

>> No.4365714

Consider yourself lucky.
I'm stuck at work in a hotel that's currently holding 6 out of 70 people.
And the only pizza place near me has a fucking delivery charge, plus tip

>> No.4365729

Any pizza is better than no pizza.

>> No.4365737

>6 out of 70
so you must be able to slack off a bit? could be a lot worse, i mean hey you've enough downtime to be able to post. or is that the point, you're bored as hell and would be rather playing doom and eating pizza

>> No.4365739

>you're bored as hell and would be rather playing doom and eating pizza

>> No.4365749

why dont you just play doom on the job?

>> No.4365753
File: 40 KB, 820x484, doom.png [View same] [iqdb] [saucenao] [google] [report]

Sounds like a good idea to me.

>> No.4365758

swap pepperoni for salami
otherwise identical to yours

>> No.4365768
File: 130 KB, 670x503, 1501781223811.jpg [View same] [iqdb] [saucenao] [google] [report]

my man.

>> No.4365790


I just started playing Shadow Warrior for the first time. Is there any way how I can trigger suicide by evil ninjas?

>> No.4365815

Its gotta be home made:
Red/Green capsicum, red onion, salami, olives, mushroom, mozzarella, and chilli flakes
and a Root Beer

>> No.4365851
File: 51 KB, 510x735, DNaxCcbXkAI2Ns9.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4365859

Someone modded Doomguy into Neversoft's Spider-Man


>> No.4365941

I need your guys' advice. I'm that guy that was making that silly God Hand inspired brawler mod. I've kind of lost interest in it but I don't want to let you guys, or the people on the zdoom forums, down. But I don't know if I'd even be able to get it done. I like the idea but I think I really need to come back to it later.

>> No.4365953

>I've kind of lost interest in it but I don't want to let you guys, or the people on the zdoom forums, down.

Don't keep making something because you think people will be 'let down' if you don't.Take a break, play some other Doom mods, or play some non-Doom games. The inspiration that gets you to pick it back up and finish it could come from just about anything.

>> No.4365963

You're not letting anybody down, stop comparing yourself to and motivating yourself based on other people. If you feel that bad about it post the source and someone else might pick it up.

>> No.4365967

Well, alright. Thanks for the advice. I'll get working on doom mods again soon and I'll come back to the brawler idea eventually.

>> No.4365986

>playing alien vendetta
>map 25
>eventually grow tired and just god mode the rest of the level
>map 26 is even more and worst slaughterfest shit

Does /vr/ generally like slaughtermaps? I don't mind them as long as they are used in moderation and are only a couple per wad at most. Its really something you just got to be in the mood for imo and when you aren't in the mood it is tedious as fuck to play through.

>> No.4366002

As long as the slaughter doesn't hinder the level design I'm always fine with ripping and tearing.
If it's just a rectangle full of shotgunners then of course I'm not gonna like it.

>> No.4366007

Well I thought map 26 level design sucked so I just pretty much stopped playing there.

>> No.4366012

Almazan is that you?

>> No.4366020

I only just heard of it yesterday. I had the PSX version of the game years ago when PS1 games came in those DVD cases rather than the smaller jewel case. Its cool but Doom is definitely meant to be played on PC so I can see the need for a mod just like for Doom 64.

By the way how the hell do you get this thing to work? It isn't intuitive to use at all.

>> No.4366039


>> No.4366071
File: 2.73 MB, 576x324, SoF 10_29_2017 10_06_56 PM.webm [View same] [iqdb] [saucenao] [google] [report]

On a scale from 1 to 10, how retro is webm related?

>> No.4366073

Dreamcast game/10

>> No.4366096

Can you strafejump in SoF 1/2? Seeing how they're on the Q2/3 engines respectively.

>> No.4366115

I wasn't posting this on /vr/ because I wanted to keep it a surprise for you guys, you double nigger.

>> No.4366165

I seem to remember a lot more gore in that game.

>> No.4366184

You can circle jump and double jump but there's a gap between jumps.

>> No.4366186
File: 2.98 MB, 1360x765, Base Profile 10.31.2017 - [View same] [iqdb] [saucenao] [google] [report]

>> No.4366194

nope, still not working. autoexec refuses to remember the two commands.

do I put the two under the vid_restart command at the bottom? cause so far I've been them in alphabetical order and I haven't had luck with that either.

>> No.4366196

I carry gzdoom and quakespasm on a USB drive I can just plug in on whenever and play right away.

>> No.4366201

Why is there a vid_restart in your autoexec? That shouldn't be there. You are editing the autoexec.cfg file in your \id1 directory, NOT the config.cfg file, right? They're separate things and not interchangeable; config.cfg is for the engine to save your settings to for settings that CAN be saved, autoexec.cfg is where you stick things you want to always be entered that aren't normally saved (like FoV, texture mipmapping setting, model interpolation).

>> No.4366204
File: 274 KB, 1920x1080, 20171101004242_1.jpg [View same] [iqdb] [saucenao] [google] [report]

How does one make WWII G.I./NAM fun?

>> No.4366208

yeah, mistyped. sorry. still weird.

>> No.4366221

I don't like them and think they ruin perfectly nice looking and well designed levels. Every slaughterfest is just tedious to me.

>> No.4366224

bbq chicken or non-bbq beef, onions, black olives, green peppers, banana peppers, & a cherry coke or dr p

>> No.4366241

I take it the Halloween pack was not released at all on any other site? Cause I can go about uploading Hexenkessel on the ID archive then.

>> No.4366252
File: 37 KB, 1360x768, 20171031231707_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Aside from the jpeg artifiacts, does this look like it could work as a gun sprite? I'm trying out gmod posing as a source for sprites, as I'm making a mod starring a skeleton (way late for halloween) and I'm wondering if this would even work. The gun is low and looks small, but I'm afraid of making the gun super large and contorting the limbs of the ragdoll too much.

>> No.4366254

you could make the main character a revenant

>> No.4366294
File: 50 KB, 251x356, 1488695026323.jpg [View same] [iqdb] [saucenao] [google] [report]

>skeleton with a gun


>> No.4366307
File: 38 KB, 640x480, 640full-quake-iii_-arena-screenshot[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4366308
File: 172 KB, 768x768, 1503737160909.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4366312

Unfortunately it turns out that using gmod posing for sprites, at least in my case, doesn't turn out very well. I'm not a graphic designer or spriter by any means. Does anyone know a source for some doom-style skeletal hands?

>> No.4366334

though also keep in mind if your mod surpasses x+1 amounts of downloads, people will whine about how you're not still updating it if you decide to drop it

>> No.4366348
File: 157 KB, 200x200, COLTA0.png [View same] [iqdb] [saucenao] [google] [report]

Good news! Through some hacky nonsense (Running the game in a window and using printscreen because steam's uncompressed screenshot feature is borked) I got a somewhat okay looking pistol sprite. This is technically ripping, though, and people on the doom discord are complaining about it.

>> No.4366350


>> No.4366351

>[horse noises intensifies]

>> No.4366357

It's literally the worst Doom has ever been. If you absolutely need an 'official' experience than use doom2.exe under Dosbox. Doom95 was shit in 95 and is beyond inexcusable now.

>> No.4366449

Bring in the supernatural and don't focus on the obvious big battles

>> No.4366450

What kind of weapons will this mod have?
Will the shotgun be good?

>> No.4366478
File: 10 KB, 223x41, pinger10.png [View same] [iqdb] [saucenao] [google] [report]

More touch-ups.

>> No.4366487

n1 anon, whats the actual weapon sprite like?

>> No.4366515
File: 48 KB, 600x400, cosplay3.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing terribly special yet, but I've made some bayonet stabbing frames I think could work decently.

My PC is packed down and I'll be in a car all day, I'll see if I have something presentable tomorrow.
I really want to do some stuff with the chainsaw too. Won't maybe look all that special but I'd focus mainly on animations and behavior.

Also I fucking forgot I was doing the Arc-Vile's spine and have lots of work to do, worse is that it maybe isn't so consistent looking.

>> No.4366530

Nope. Dunno who that is.

Who gives a shit what they're saying. That looks good and I want skeledoom.

>> No.4366543

>What kind of weapons will this mod have?
In short: the near-future kind found in Neill Blomkamp films or the Alien series. Open to suggestions.

>Will the shotgun be good?
I think I want several guns that work as a shotgun with alternate ammo, like frangible railgun slugs. Have not decided on the design of the actual shotgun.

>> No.4366558
File: 151 KB, 250x330, what.png [View same] [iqdb] [saucenao] [google] [report]

>Bones in Q3A/QL actually says "I've got a bone to pick with you"

I thought this was just a meme

>> No.4366560

Bone puns galore. Also, one of Hunter's nicknames is Shemale.

>> No.4366624

Army Of Darkness /10


>> No.4366746

Guys does this mod have a name yet?

>> No.4366789

i like them, but i don't play them under competn rules (for want of a better description). i turn the skill level down, or use patches e.g. to speed my weapons up or make the boss monsters friendly

>> No.4366793

not him but, i don't care about the surprise, i am a fan of your work and would rather follow what you're working on, so tell me where i can do that please because i miss your posts here.

>> No.4366803
File: 1.75 MB, 550x374, 1495908327223.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck it. I'm gonna just post this stuff here again cus I'm certain it'll happen again.
I'm working on adding the Doomslayer for GMOTA, he's going to be the only character with a full set of weapons and more traditional doom style gameplay, compared to the other heroes and their two weapon limits. The plasma rifle replacement is nearly finished, all that's left is the BFG (berserk rune), and his subweapons.
I'm still waiting on some sprites for the cyberdemon replacement too, though I might have to take matters into my own hands.
Even with me spilling the beans here, I still have surprises in store for you all, just not as big as this.

I'm still massively fucking annoyed about this though

>> No.4366881

>people on the doom discord are complaining about it
i don't think there is such a thing as a doom discord. not officially anyway. unless i've heard wrong of course.

>> No.4366889
File: 127 KB, 989x665, blezz.png [View same] [iqdb] [saucenao] [google] [report]

and while I'm in the process of bean spillage, have some doomslayer weapons:

Wrath Caster rocket launcher: https://webmshare.com/qNWO9

Hydra Repeater: https://webmshare.com/9rQYa

>> No.4366893

oh okay that's cool but why? i mean there's already been like a dozen doom4 for gzdoom mods already. i guess you must feel you have something new to distinguish yours from the rest. perhaps it will be more simple than all the mods with complex upgrade systems? i don't care for those as they kind of need you to play multiple maps in a row while i prefer to pistol start. so i prefer simpler mods like high noon drifter and of course your own combined_arms. sorry if i seem like i'm sucking up too much.

>> No.4366904

I've been wanting to take my own spin on the Doom 4 arsenal ever since I got a chance to screw around with it, and don't worry, the Slayer's arsenal is going to be simple, I don't want to fuck with upgrade systems, I just liked the altfires the Doom 4 weapons had. I also need to retool the weapon pickup system for all of the characters anyway, so that gives me a chance to make this work right now.
I've also been itching to make some more conventional-ish weapons for awhile now, so I can kill a lot of birds with a single stone here.

>> No.4366907

okay great to hear, i'm once again super hyped for GMOTA: The Next Generation.

>> No.4366965
File: 1.42 MB, 720x360, early altfire.webm [View same] [iqdb] [saucenao] [google] [report]

Started work on the altfire attack for the Inferno rifle, though the behavior's a little weird right now, I need to work the kinks out. But I'm glad the animation looks good.

>> No.4367027

>people on the doom discord are complaining about it
think of the children

>> No.4367074

we better get to use that sick ass demon sword you see in the end of doom 4

>> No.4367076

is it just me or are secret walls in blood absolute bullshit? half the time they're not even distinguishable at all from the usual texturing.

the life leech cranny in E6M1 is fucking retarded.

>> No.4367097

>a gun that fires skeletons
when do i get to give Plutonia a taste of its own medicine!?

>> No.4367165
File: 47 KB, 450x358, stock-photo-burning-skeleton-riding-a-motorcycle-60027199.jpg [View same] [iqdb] [saucenao] [google] [report]

>Inferno rifle

Turn them into fire skeletons.

>> No.4367178

Woah what wad is this?

>> No.4367185

This doesn't make sense at all. How the hell can you tell?

>> No.4367206

That caco is happy AF, its like he's on the beach tossing beach balls at you kinda happy

>> No.4367208

Thanks but what now? Can I just drag and drop into gzdoom and it works?

>> No.4367283
File: 417 KB, 477x584, doom 2 rpg holy water pistol.png [View same] [iqdb] [saucenao] [google] [report]

Is the pick up sprite for MetaDoom's water pistol the exact same one that was used in Doom 2 rpg or just a faithful recreation?

>> No.4367286

>Not CacaGigo

>> No.4367287

>I'm working on adding the Doomslayer for GMOTA
...why? gmota should be about fantasy medieval action, not doom 4 in doom.

>> No.4367292

He said so?

>> No.4367303

Its fantasy spin on the doomslayer.

>> No.4367313
File: 145 KB, 1920x1080, 1509563709.jpg [View same] [iqdb] [saucenao] [google] [report]

1. Many common PC doom sound effects replaced with PSX versions in BD.
2. Extremely faithful recreation of PSX animated hell sky for IoS/HoE:SP mapsets.
3. BDv21 map altering scripts adding secret exits to PSX exclusive maps to Doom2 maps that had them in PSX Doom.
4. He literally objectively fucking said "I grew up on the PSX version" during the last dev diary you cumguzzling knobrider >B^V

>> No.4367321

>the map enhancement can also add secret exits to existing maps

boy I'm sure looking forward to when this breaks the fuck out of everything

>> No.4367336

What is wrong with growing up on the PSX version?

>> No.4367338

I don't know. What makes you think there's something wrong with growing up on the PSX version?

>> No.4367357

I don't think so, I haven't heard anything of it yet so far.

>> No.4367373

I think he meant the specific games called that.

In which case, you don't. I mean, they're based almost entirely around the outdoors and no engine before Unreal could really handle the outdoors properly, of course they're gonna suck.

Just play some better Build shooters like Duke, Shadow Warrior or Blood, they use the engine much better.

>> No.4367407

Would it REALLY be Castlevania without platforming?

>> No.4367452
File: 63 KB, 498x477, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

What franchise do you want to see get the wad treatment?
My pick is Splatterhouse. That atmosphere and lore would fit the shit out of Doom's engine.

>> No.4367453

Is this a dungeon crawler in Doom? Damn.

>> No.4367474

>cumguzzling knobrider >B^V
you seem miffed.

>> No.4367479

Still waiting on Hexen Souls. It looked so cool.

>> No.4367483

Damn, man. Where the shit did that go?

>> No.4367484

Someone already made some Splatterhouse 3D games, actually.
They're pretty damn Doom-y.

(apparently GZDoom version of these was in the works, but unfinished)

>> No.4367490
File: 9 KB, 497x284, six months ago.png [View same] [iqdb] [saucenao] [google] [report]

I think he forgot to set his alarm clock.

>> No.4367503
File: 81 KB, 480x320, D2RPG_Holy_Water_Pistol_Pick_Up.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4367512

So is thing on top of the box meant to be based off that cross thing next to the gun?
Either way, thanks for posting this.

>> No.4367570

Here's a gallery of the sprites for the pistol for the current unnamed skeleton project. It's a little tedious, but for rips, I actually like the results.

>> No.4367582

why not just use HLMV to render these?

>> No.4367589

Because I'm a moron and don't know how to use HLMV, and these aren't just first-person animations. I'm posing ragdolls in Gmod and taking photos to make these, which is probably the least efficient way to do it.

>> No.4367596
File: 237 KB, 1093x1040, hlmv_2017-11-01_21-45-18.png [View same] [iqdb] [saucenao] [google] [report]

gee anon, that sure does look hard!

>> No.4367606

I never said what I was doing was difficult. Sorry if it seems like I was.

>> No.4367608
File: 631 KB, 1056x387, Clipboard05.png [View same] [iqdb] [saucenao] [google] [report]

This entire thing is based on a reliquary, container for relics in catholic faith.
Because reliquaries were/are meant to act as shrine on its own, they were usually designed to resemble a miniature chapel/church.

Hence the look.

>> No.4367613

Makes more sense.
The HWP should be a returning weapon in a modern Doom game.

>> No.4367615

Not grimdark enough.
Not to say this isn't true for old Doom either.

>> No.4367617

I meant like a secret easter egg or something.
Surprised hell in the new Doom didn't had shit like the evil eye from the older games, because it could have helped to make hell more terrifying.

>> No.4367621

Aside from the figures, new Doom takes itself too seriously.

>> No.4367627

This; and also why I disliked it a bit.
Old-Doom has a very cartoony/silly/distinct artstyle that gives all the monsters an endearing yet still deeply indimidating feel.

This was not present in the nu-doom; trying to hard for "gritty realism"

>> No.4367628

>(apparently GZDoom version of these was in the works, but unfinished)
Bummer. I'll check out Splatter 3D, though.

>> No.4367629

>Hexen Souls
I jizzed my jeans when that popped up.

>> No.4367634

Why is Rick voiced by a cockney chav?

>> No.4367649

It's up

>> No.4367652

Time to kill El Grade Padre Del Pecado. Why the fuck is that IoS boss still in?

>> No.4367653

I never felt that Doom was TOO cartoony, and honestly the atmosphere mostly feels pretty straight.

Like, E2M6 is fucking scary and dark, it's not cartoony or cheerful at all.

>> No.4367657

can i go Blanco (Completo) during the fight?

>> No.4367661

You can only go Blanco (Completo) if you retain a megasphere for the previous 3 levels to charge your energy, then execute a perfect airborne kick combo into chainsaw execution on El Grande Padre Del Pecado, which will cut one of his horns off and give you enough ki points to transform.

>> No.4367672

I wouldnt say that NuDoom is super gritty & realistic. Designs for a lot of monsters have a bit of a cartoony edge to them. The Pinky & Cyberdemon have a bit of a goofy look imho.

>> No.4367683

The pinky and caco has some personality to them too, and I like that a lot.

>> No.4367687

[11-1] BDv21 public beta released

>> No.4367695

I fired it up and it's what you'd expect.
At least he managed to fix the biggest flaw of v20b, this one runs
Also he made a tactical mode? Which just seems like a slower version of normal gameplay with less ammo and slower movement.

>> No.4367696


Nope. And honestly, almost all of my issues with the wad come down to trying to replicate the clunkiness of the NES CastleVania.
It's still a fun little thing, though.

>> No.4367703

>Repugnus had to put the mapping project on hold due to lack of submissions

Feels bad man. I ran away from the internet to plan a funeral and left my Halloween map 90% done. I just assumed that /vr/ had plenty of stuff in the works and it wouldn't make a difference.

>> No.4367706

I wish when you picked up a subweapon, old one would drop on the floor, most modern Classicvanias do that.

Though I get that he wanted to preserve 'feel' of the original.

>> No.4367707

This guy makes way too much updates to the mod. I'm perfectly satisfied with my version 19 or whatever it is.

>> No.4367710
File: 27 KB, 353x313, 2016-09-08 22_28_38-Underpants - Genocide Ending (SPOILERS) - YouTube.png [View same] [iqdb] [saucenao] [google] [report]

>the zip is a bundle of zandronum with the mod in the skins folder

don't know why I should be surprised with this

>> No.4367712

to be fair, your spoiler sounds more important than making a map for a 23 year old game for an anonymous board on a burmese basket forum.

>> No.4367716

he knows his audience. 90% of them aren't doomers who understand the difference between engines and iwads. yeah i couldn't believe there are people out there like that either but it's a big world

>> No.4367719

Honestly, I wonder if at this point SgtMark is actively setting out to ruin the balance of original game. Like, before I thought ruined balance was an accidental side-effect of his 'enchancements' but now I'm starting to believe this is on purpose.

I mean, now that you can headshot archviles and their flames don't fill the whole screen they're no longer as scary as they used to be, and they're just another enemy.
Because of that, all archvile encounters in all maps that rely on their sheer pants-shitting factor will become underwhelming - and so on, et cetera.

>> No.4367724
File: 463 KB, 900x780, a464b2dccd005b29c59dff4840c1b0da.png [View same] [iqdb] [saucenao] [google] [report]

Literally lowest common denominator in his audience.

I mean I hate saying that, but that's what we're looking at.

>> No.4367728

It's as if SgtMark is making his own "Doom starter packs" made for people who want to get into Doom, except it's a version of what they think Doom is, rather than the real deal.
It's like complete historical revisionism and this is something i feel like it happens usually in video games, where most game journos saying Sonic was never good just happen to get into the medium, during the time of Sonic 06 and 7th gen in general.

>> No.4367729

You could kind of mitigate that by making the monsters way stronger as well, everybody is a glass cannon to some degree. I don't just mean as in "their attacks hurt more" but also in "their attacks and behavior are more dangerous"

Now, I haven't played BD in years so I don't know how that handles.

>> No.4367732
File: 131 KB, 671x745, fuck me sideways.png [View same] [iqdb] [saucenao] [google] [report]


I don't have an anime girl smug enough for this.

>> No.4367750
File: 641 KB, 1920x1080, Screenshot_Doom_20171101_184413.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, I'm already aware BD is geared towards the unironic franku/h3h3/ice poseidon viewer types, but that he doesn't even have a standalone version without zand for this test for players familiar with the game is hilarious.

>> No.4367751

The worst part of this is that this will then auto-load, so it will play every time, and you'll have even MORE of these fuckwits who demand that anything and everything should be compatible with BD.

>> No.4367765
File: 440 KB, 1616x939, ss+(2017-11-01+at+06.51.12).png [View same] [iqdb] [saucenao] [google] [report]

what are these fucking high-res textures
why would you do this

>> No.4367774

If I had the sprites, I would use them, so instead he just wields a very, very long sword.
Not to mention I like to picture this variant of the Doomslayer takes place before the events of Doom 4, before he gets outwitted by demons and has a roof dropped onto his head, leaving him trapped, and unable to kill.

What that other guy said, all of the Slayer's weapons have a weird magitek spin on them, so like the rocket launcher shoots missiles powered by pissed off skeleton ghosts, and the pistol is a combination of a sapphire wand and a Beretta.

>> No.4367775
File: 500 KB, 1600x900, Screenshot_Doom_20171101_185400.png [View same] [iqdb] [saucenao] [google] [report]

what the fuck is with the hud, why is there a different graphic entirely where the arms are
why is there a voodoo doll here
why are the grenades crammed in the widescreen margins
why are there shitty footstep sounds that don't even follow the player so i'm constantly hearing them fade off with distance

>> No.4367780

those aren't textures my dude

>> No.4367781
File: 606 KB, 1600x900, Screenshot_Doom_20171101_185653.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4367783

Graphics are considered textures in high-res texture packs, for some reason.

>> No.4367784
File: 513 KB, 1920x1080, Screenshot_Doom_20171101_185724.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4367786

brutal doomguy confirmed THICC

>> No.4367787
File: 600 KB, 1600x900, Screenshot_Doom_20171101_185844.png [View same] [iqdb] [saucenao] [google] [report]

how the fuck does ADS work?

>> No.4367789

That's not an arm
That's a goddamn chicken leg

>> No.4367791

You think if he could make a game that plays like a modern game (think Call of Duty) except it has everything else resembling Doom that we know (imps, zombies, hell knights, hell levels, etc) that this is what he would actually want to make? You also think that this may be something that the majority out there that aren't huge Doom fans would prefer?

I ask this because a lot of his mod screams modern game design to me only with an edgy gory coat of paint. Everything from aiming down sites, grenades, lower health enemies, etc. Its all present with really the only thing at this point being no regenerating health.

>> No.4367794
File: 557 KB, 1600x900, Screenshot_Doom_20171101_185944.png [View same] [iqdb] [saucenao] [google] [report]

i'm sure this feature would be rad as fuck if the hud didn't block it

>> No.4367797
File: 767 KB, 1600x900, Screenshot_Doom_20171101_190125.png [View same] [iqdb] [saucenao] [google] [report]

Why the FUCK

>> No.4367798

>Modern cancer

>> No.4367801

Most people have low standards for mods, so if he were to make a real game, it could either expose who he is or at least still manage to trick idiots into buying it.

>> No.4367806

Yeah but I'm just saying that if he even had the funds really or the backing of a publisher and a development team behind him. Say for example instead of Bethesda making that new Doom 2016 game they went to Mark to lead the games development.

II think its pretty clear from the popularity of the mod and his constant revisions that if he were to make a Doom game it would probably resemble the gameplay of something like CoD or Borderlands only with a Doom coat of paint and many fuck you's. I'm also pretty sure that this type of Doom game would have probably been more popular with the masses out there as well.

>> No.4367807
File: 2.40 MB, 1280x720, gzdoom 2017-11-01 19-02-37-154.webm [View same] [iqdb] [saucenao] [google] [report]

so for some reason i tried reloading the map and my dude was stuck moving at half speed
even with cl_run toggling on and off, nothing changed it
had to kill myself, and then i respawned as a different character

good mod, 10/10

>> No.4367808

i remember hearing that the new sly cooper game (thieves in times) was made by fans and was so bad, its story felt like a bad fanfiction.
mark making an official doom game could be a lot worse, but at least actually break the illusion of him being a good modder in general.

>> No.4367814

you can think whatever about religion and the such but there's no denying their designs for stuff are fucking beautiful

>> No.4367815

Yeah fanboys tend to have almost a strange sort of fantasy with their favorite games and often they aren't a good choice for leading the development of a game in the series they like. It worked well for Sonic Mania however.

I swear I could picture an alternate universe where Mark's dream Doom game becomes reality and I could also imagine Brutal Doom fans seeing it as the second coming of Christ.

>> No.4367816
File: 10 KB, 250x250, c337c30b68e481c60e3ff1eaa4cfe4f9.jpg [View same] [iqdb] [saucenao] [google] [report]

has he still not fixed 0.l

>> No.4367818

He has.

>> No.4367820
File: 1.24 MB, 1122x964, cacocar3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4367823

these iwad map "enhancements" are a fucking abomination

>> No.4367824 [SPOILER]  [DELETED] 
File: 9 KB, 213x187, 1509578140401.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4367825

Only took like 2 years to use that Find + Replace function.

Mark, you star.

>> No.4367827
File: 26 KB, 112x112, INFINITYLUL.png [View same] [iqdb] [saucenao] [google] [report]

>set to on by default

>> No.4367828
File: 727 KB, 1600x900, Screenshot_Doom_20171101_190956.png [View same] [iqdb] [saucenao] [google] [report]

Okay, autistic rage over, I'm calming down.

First impressions is that this isn't too good. The extra features aren't really integrated well, the HUD options require too much fiddling and I still don't know what does what.
The new blood looks...awful. Seriously, look at this picture, this doesn't look like blood. It looks like someone took the MSPaint spraycan tool all over the floor.
Why does purist have kicking and grenades?
The new map changes look hideous, too. Hell on Earth mapset was a much better way to do this.
I try not to blindly get on-board with kicking on BD, but it's like everything new in this release is grinding me the wrong way.


He has, it seems.
Loads up in GZDoom perfectly fine and I'm not finding anything with a cursory look.

>> No.4367829


But it's still there though?

>> No.4367834

>having a few modern game mechanics means he adores the core gameplay of the games he lifted those mechanics from
i mean would he really be modding doom so much if he didn't like it?

>> No.4367835 [DELETED] 
File: 2 KB, 150x100, hg.jpg [View same] [iqdb] [saucenao] [google] [report]

>Claims to make multiplayer+improvements
>Just slots in Zandronum

>> No.4367837

Pressing - and = don't clear the helmet hud?

>> No.4367838

you would be surprised how many people don't actually like playing doom and just want something cheap + easy to mod
the creator of complex doom has gone on record absolutely hating how doom plays

>> No.4367839

why are there fire ants all over the floor

>> No.4367842

>the creator of complex doom has gone on record absolutely hating how doom plays

>> No.4367845

I can't wait until some gamejourno retard points out the poorly edited unused pistol snapshot from the 1993 doom model photo session and spruces up three different articles talking about it, and calling mark a genius or whatever.

>> No.4367848

Holy shit this blood looks awful.

>> No.4367849

>You think if he could make a game

>making anything
>that isn't >=75% other people's work
>and probably not even credited properly
>for several years

The only place he could get away with this for any length of time is Steam Direct, and he'd get his shit tossed right quick with the kind of attitude he's got.

>> No.4367851

I can't wait to see Mark becoming an indie dev making an early access title through kickstarter

>> No.4367853
File: 407 KB, 1600x900, Screenshot_Doom_20171101_192320.png [View same] [iqdb] [saucenao] [google] [report]

Hey Mark, you forgot somethin'.

>> No.4367856
File: 221 KB, 449x401, 043.png [View same] [iqdb] [saucenao] [google] [report]

kek wtf is this shit? does he not realize how awful that looks?

>> No.4367857

didn't he have direct input on ROTT 2013 as creative counselor?

>> No.4367859

yes, and ultimately ended up contributing shit all due to not being able to run the game

>> No.4367861

is this why it was so bad?

>> No.4367862

you mean the rise of the triad remake, that nobody liked?

>> No.4367863 [DELETED] 
File: 80 KB, 710x479, Leprechaun.jpg [View same] [iqdb] [saucenao] [google] [report]

Chop off his balls and let's see how fast he coddles mark's!

>> No.4367864
File: 246 KB, 1600x900, Screenshot_Doom_20171101_192418.png [View same] [iqdb] [saucenao] [google] [report]

>green armor spawns offset from its original position, in all cases
How do you even do this by accident?

>> No.4367867

is it an actual spawn offset or a sprite offset?

>> No.4367869

Yeah, i get you. There's a lot of stuff to criticise mark on, but saying his mod makes doom like call of duty because it has grenades feels like incredible reaching to me.

>> No.4367870

>That nobody liked
You're right. I did like the game.

>> No.4367871

Spawn, it's centered around a new position.

>> No.4367872

>everybody hates brutal doom
>everybody still downloads and plays it the day of release

ever thought you yourself might be the prime source of misery in your life?

>> No.4367873

>no regenerating health
But there was regenerating health in Project Brutality, so he definitely experimented with that.
It doesn't seem to be in the newest BD beta which is sad, because BD gameplay (which has little to do with Doom gameplay at this point) is more fun if you have some 'breathing room' from enemies.

As for your question - I don't think so. Brutal Doom isn't just "CoD with a Doom skin", it's a bizarre mish-mash of everything Sgt Mark IV finds cool, randomly grabbed from CoD, PSX Doom and Duke Nukem 3D, probably some other games.

He's a game designer in the same way Michael Bay is a filmmaker, in that he thinks a way to make a cool game is just to throw bunch of shit he thinks is cool together, without having any deeper plan or meaning beyond that.

Even going "I'm gonna make Call of Duty with Doom enemies!" is more forethought than Mark puts into his designs.
He just does stuff because he thinks its cool, and easily impressed tweens seem to think so too. There is no masterplan or endgame here.

>> No.4367875

I think it was like 'gore consultant' or some bullshit title that meant he wasn't actually helping with dev. The team making the game clearly were convinced that his association with the game would give them some exposure. Which was really stupid, because retro doom modding is niche as fuck and you're not going to make your money back off them alone, even if you make a game they love.

>> No.4367876


I aim to give everything a fair chance, whether I think I'll like it or not.
Hating on something without even trying it out is dumb.

>> No.4367878

i was here before the controversy in 2014 so no.

>> No.4367879

maybe I downloaded it because I actually like the mod and I hate what's in this version?

>> No.4367881
File: 26 KB, 187x183, do i look stupid to you.png [View same] [iqdb] [saucenao] [google] [report]

Sure am glad I didn't touch it

>> No.4367883

i like brutal doom
i hate like half of these terrible new features

>> No.4367884
File: 14 KB, 308x145, tl3Pr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4367886

>no regenerating health.
It used to have it. Was kinda necessary if you did fatalities around other monsters.

>> No.4367887
File: 500 KB, 1920x1080, Screenshot_Doom_20171101_193041.png [View same] [iqdb] [saucenao] [google] [report]

The old blood looked much better and actually fit the graphic style, so of course he had to change it to appease the redditors and because muh hi-res.

>> No.4367891

he fixed that ages ago he just didn't bother to do a release because he thinks any release must be accompanied by a huge fanfare of hype and trailer videos.

>> No.4367894
File: 97 KB, 640x800, ketchup.jpg [View same] [iqdb] [saucenao] [google] [report]

That's unbelievably bad looking. Like, I never liked the gore the way Mark did it before, but this is clearly a step down.

What a fag, the base gameplay in Doom is solid as fuck, that's like a third of it's lasting appeal (the other two thirds is easy avenues for usermade contents and 20+ years of it to choose from, as well as style and atmosphere).

>> No.4367897
File: 1.63 MB, 1280x720, gzdoom 2017-11-01 19-28-00-921.webm [View same] [iqdb] [saucenao] [google] [report]


I agree. Criticize him for the stuff that he actually does.
Speaking of which. Remember when purist mode couldn't get the BFG?
Deja vu, I've just been in this place before.

>> No.4367901

i actually really like how the blood looked in v20, the new pepper blood is the shittiest thing


>> No.4367902


>> No.4367904

>someone stole all the rocket launchers

Speaking of blood, put a tampon in it.

>> No.4367905
File: 11 KB, 210x240, dis iz jimmee.jpg [View same] [iqdb] [saucenao] [google] [report]

What in the actual honest to god fuck.

>> No.4367906


I play brutal doom as I play other mods, I'm not autistic about this

saying that, why the fuck do I need to enable cheats to reload now?

>> No.4367907 [DELETED] 
File: 13 KB, 128x104, 230453283725115394.png [View same] [iqdb] [saucenao] [google] [report]

Can we just ban Brutal Doom from the community?

>> No.4367908 [DELETED] 

go back to shilling evolve on the other /v/, s'arais

>> No.4367909

I want to try it.

>> No.4367912 [DELETED] 

why the fuck are we bringing up that trainwreck again

>> No.4367913 [DELETED] 

Report, filter and hide shitposts. Don't engage him.

>> No.4367915 [DELETED] 

It already is because of a corrupt moderator.


>> No.4367919

yes, that's why we've been talking at great length about it


>> No.4367923 [DELETED] 

Still; any and all mention of brutal doom in the community should be purged&banned on sight.

>> No.4367924

Don't. Seriously.

>> No.4367926
File: 344 KB, 1130x472, Clipboard06.png [View same] [iqdb] [saucenao] [google] [report]

Man, he's gotten worse.
His Brutality download actually introduced me to ZDL launcher I'm using to this day, and helped teach me load orders and stuff.

I guess he's now targeting people too stupid to understand wads and sourceports now for MAXIMUM MONEY.

>> No.4367928

It could certainly be brought up less, but I think that just as it's important to look at good stuff to see what to do, it's important to look at bad stuff to see what to not do.

Further, some bad stuff has good ideas, just executed badly, if that idea is taken and made good, someone learned.

>> No.4367929

You're aware he's not speaking in good faith, right?

>> No.4367931

I know, but if there's someone who considers to learn from the mistake of others, I think it's worth it.

>> No.4367934


Oh, absolutely. We can learn just as much from the mistakes and missteps of others as we can learn from shining quality stuff.
Even if it's a pile of garbage, doing a blanket ban on it is a terrible, terrible idea.

>> No.4367943
File: 436 KB, 600x649, 1509424826888.png [View same] [iqdb] [saucenao] [google] [report]

my god who was the music composer for TNT

I will suck that man's vitality straight from his balls

>> No.4367947

Not to mention Janitors aren't allowed to enforce rules outside of how it is -exactly- written so we could end up with even less moderation on this site.

> Janitors ARE NOT... Interpreters: Rules are to be enforced as written. Janitors enforce site policy only and personal motives should never influence deletion. They are objective, not subjective.

Remember that janny that started throwing his weight about and threatening people when he got the job?

>> No.4367948

You were probably stuck in Tactical Mode.
Which adds a CoD-style sprint function with stamina limits.

>> No.4367952

>Slowing shit down to a crawl with pissant aim is considered 'tactical' now
This offends Kane.

>> No.4367956

hideous destructor has a distinct approach to it
in brutal doom however, not unlike a good portion of its concepts, is done poorly

>> No.4367960

Jonathan El-Bizri, Josh Martel, L.A. Sieben, and Tom Mustaine.

>> No.4367965

I think slaughtermaps are great for co-op but alone they can become a pain in the ass.

>> No.4367967

Don't shoot the messenger. You've got the Rifle and Pistol Starts, Purist mode (which is borked as all hell of course), and "Tactical Mode" which cripples your speed and gives you a shitty inconsistent sprint.

Honestly if I dick around with Brutal Doom, I use CustomDoom to give myself a slow, basic regen, put the game into Realism Mode difficulty (I can at least thank Mark for removing the speed crippling there in favor of Tactical Mode) and pretty much zip around trying not to get one-shotted by most monsters. The weapons do feel better in this version at least.

Fuck if I know what the overall goal with this shit is at this point, though. Does anyone have a list of which maps/mapsets are affected by the "enhancement"?

>> No.4367972

hey can someone send me the startan texture

>> No.4367976

Ironsights can be great assuming they're implemented decently, make it an actually useful feature.

>> No.4367978
File: 94 KB, 579x425, 👌.png [View same] [iqdb] [saucenao] [google] [report]

gotchu senpai

>> No.4367979


Does Brutal Doom run in software mode?
seeing as I cant use hardware mode, I wanna know before I even bother downloading it.

>> No.4367981

I have a feeling this is porn

>> No.4367984
File: 48 KB, 355x266, 1410363459755.jpg [View same] [iqdb] [saucenao] [google] [report]

>oh hey it includes bots for DMs now
>decide to look at their chatfiles

>"Where the fuck are we now?"
>"If I must kill every single of you to get out of this place, I will!"
>"And stay the fuck down!"
>"Just don't get up. Stay on the floor goddamit!"
>"You will fucking pay for that!"
>"This fucking hurts goddamit!"
>"Argh! You son of a bitch!"
>"How the fuck am I alive again?"

>> No.4367991
File: 18 KB, 128x128, STARTAN.gif [View same] [iqdb] [saucenao] [google] [report]

Here you go. Fresh off SLADE.

>> No.4367992
File: 602 KB, 1143x1600, 3de.jpg [View same] [iqdb] [saucenao] [google] [report]

>and "Tactical Mode" which cripples your speed and gives you a shitty inconsistent sprint.

Awww, isn't that precious, Mark thinks he's Hideous Destructor now.

>> No.4367995

you're really STARTAN2 annoy me

>> No.4368001
File: 144 KB, 800x600, Screenshot_Doom_20171102_012341.png [View same] [iqdb] [saucenao] [google] [report]

Yep, it seems it does no problem.

>> No.4368005 [DELETED] 
File: 15 KB, 344x352, jay leno.jpg [View same] [iqdb] [saucenao] [google] [report]

With the feature creep it entails it's only natural

>> No.4368010

I only downloaded it because I'm curious what do the 'map enhancements' entail.

>> No.4368016
File: 1.12 MB, 1920x1080, Screenshot_Doom_20171101_193259.png [View same] [iqdb] [saucenao] [google] [report]

They entail shit like this.

>> No.4368017

forgot there was a 2 at the end, found it now

>> No.4368020

Yeah, I guess after Mark realized he can't go any further with making monster gore, he started doing mapping gore.

>> No.4368021
File: 83 KB, 441x162, firefox_2017-08-01_21-59-03.png [View same] [iqdb] [saucenao] [google] [report]

oh my fucking god

>> No.4368026


lemme guess; it's running an ACS script that checks for certain floor textures and populates them with foliage actors

that certainly isn't going to cause problems in big maps or in maps that use textures in nonstandard ways

>> No.4368027

What map is this? I genuinely don't recognize it.

>> No.4368031
File: 383 KB, 1600x900, Screenshot_Doom_20171101_204032.png [View same] [iqdb] [saucenao] [google] [report]


Plutonia map01.
I cannot see through this fucking tunnel.


Worse. Much, much worse.
Mark checks maps by checking the placement of different actors and comparing them to the placement of different actors to identify what map it is, and then spawns different actors in different locations to "decorate" the map.

>> No.4368032

Why don't he just make actual replacement maps? I know he can make good maps, I've played them, just make spruced up versions of the original mapsets instead, that'll work way better.

>> No.4368035

That's the PSX version of the first Plutonia map.
And trees are covering the chaingunners, so all you have to aim on are where their bullet trails are coming from.

>> No.4368037

Plutonia MAP01
No, really.

>> No.4368038

Technically brilliant; execution is pissant.

>> No.4368041

>so all you have to aim on are where their bullet trails are coming from
Which is an interesting idea but you need to actually design your map around that, not do this shit.

>> No.4368043


i've been looking forward to it. as with all previous releases i've tried, i knew it would have some cool shit to mess with for a few days until i get bored (i'll probably play through all the usual maps with it) and i also know it'd have some hilarious bugs i could laugh about with the lads here.

>>everybody hates brutal doom
bullshit, everybody has a wide range of opinions on it, the one thing we all do agree on is its fanbase is annoying and clueless, while also being so numerous to overwhelm everything else.

>> No.4368047
File: 758 KB, 1600x900, Screenshot_Doom_20171101_204402.png [View same] [iqdb] [saucenao] [google] [report]

These bars block your bullets, by the way.
Don't block enemy projectiles.

>> No.4368049
File: 843 KB, 1600x900, Screenshot_Doom_20171101_204609.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4368050
File: 184 KB, 340x349, 860568786536543.png [View same] [iqdb] [saucenao] [google] [report]

>Mark checks maps by checking the placement of different actors and comparing them to the placement of different actors to identify what map it is, and then spawns different actors in different locations to "decorate" the map.


>> No.4368058

This video explains it.

It's.. technically clever, but also incredibly "what the fuck"

>> No.4368059

Fucking hell! Doesn't he know what compatability.txt is?

You know what? I don't know why I expected him to know what that is.

>> No.4368060

>Makes some genius shtick for using map props as a checker
>Uses it to create fucking garbage
Are we sure he's not the stepson of Graf Zahl?

>> No.4368061

i mean, is there a better way of doing it? Isn't doom modding filled with clever hacks like this?

>> No.4368063

Yes; but what he's done and what he's doing with it hasn't actually been done prior.

>> No.4368065

>i mean, is there a better way of doing it?
Though you won't see many modders making use of it, mainly because most modders have the fucking sense to not break maps as seen in

>> No.4368070


There also isn't any reason to do it.
If you want to make an enhanced set of the vanilla Doom levels... Make a fucking mapset.
Mark's good at making maps. Legitimately good.

>> No.4368072
File: 1.70 MB, 1280x720, gzdoom 2017-11-01 20-53-14-534.webm [View same] [iqdb] [saucenao] [google] [report]

These water effects are hot garbage.

>> No.4368075


>> No.4368076
File: 1.91 MB, 1280x720, gzdoom 2017-11-01 20-57-05-818.webm [View same] [iqdb] [saucenao] [google] [report]

The blood is even worse, my god.

>> No.4368078

It's an incredibly dirty hack and the results are poor at best.

Like it's impressive that it works at all but the end results are super shoddy and there's just endless potential for problems based on how it works.

>> No.4368079

Also, the cutscenes where doomguy doesn't give a fuck about the technology are pretty light-hearted.

>> No.4368080

>Mark's good at making maps. Legitimately good.
It pisses me off that he's doing this shit when I could be playing a cool purpose made map.

>> No.4368082

What the fuck?
WHAT THE FUCK?! I thought this guy was a mapper too, wouldn't he know doing this shit will break stuff?

>> No.4368086

it pisses me off that it took two years and 500dollarydoos per month to get this shit

this is inexcusable

>> No.4368089

Why didn't he just replace it with Quake 2 water?
I recall Temple of Lizardmen wad having great looking water that doesn't look like shit.

>> No.4368090

you can see what he's trying to do, it's not a bad idea exactly just the execution and end result was not really good enough to release and should have been removed pending reworking, but i guess that's what beta releases are for
also what are these maps? are these also the results of the map enhancement script on vanilla maps?

>> No.4368091
File: 121 KB, 700x670, koume tense.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4368093


>> No.4368096

i genuinely look forward to HoESPv21 or whatever he's renamed it to.

>> No.4368097

>Mark's good at making maps. Legitimately good.
I know he's made shit like a decent Hollywood Holocaust remake on the Doom engine before, lord knows the guy can't get enough inspiration from Duke Nukem already, but how much of the starter pack mapset did he even make and not just fancy up?

>> No.4368098
File: 359 KB, 657x950, oh look at what time it is.jpg [View same] [iqdb] [saucenao] [google] [report]



> cartographically

>> No.4368101

>Giving mark money to rape DOOM further
there's your problem

>> No.4368103

I think the idea is that he's aiming at lowest of lowest common denominators, the people who wouldn't even know how to download a WAD and apply it.
So he bundles Brutal with Zandronum and puts his 'improvements' into vanilla maps.

>> No.4368104
File: 666 KB, 1600x900, Screenshot_Doom_20171101_210542.png [View same] [iqdb] [saucenao] [google] [report]

ZDoom mapset that I remembered broke with a previous version of BD by spawning plasma marines instead of the zombies in the first room.
Now it spawns 150 HP zombie headless guys that can't be headshot.

>> No.4368106

>your problem
i don't think it's his problem actually. i doubt he's actually giving money actually.

>> No.4368109

>hundreds of dollars a month for this
>actual competent modders couldn't get a fraction of this
truly, this is the worst of all possible timelines

>> No.4368110

I definitely recall looking at several of the maps in Starter Pack and going "hey, isn't this from old version of Freedoom?"

>> No.4368112

but the lowest of lowest common denominators wouldnt even know how to get the iwads (would they?)
so if that were true he'd be also bundling the iwads

>> No.4368118
File: 65 KB, 411x412, hising catte.jpg [View same] [iqdb] [saucenao] [google] [report]

holy fuck
how could he possibly look at this and think "this is fit for release"

>> No.4368119
File: 142 KB, 291x335, a4f.png [View same] [iqdb] [saucenao] [google] [report]

oh that doesnt look so b-PFFFFTTTTT

>> No.4368123

yes but that is one of the things freedoom is for. you're allowed to base work off it and share without restriction or even sell it. some of my work in old freedoom maps ended up in HoESP, and i was happy

>> No.4368128

This makes me want to start up a patreon just to see this sort of thing done right.

>> No.4368134

I mean, you can buy Doom/Doom 2 on Steam, it's not that hard.
It's not, it's 'open beta'.
Unsure what is the point of releasing an open beta with obvious bugs and glitches - aren't open betas there so people can report NEW bugs?

>> No.4368137

I believe a Freedoom map is also in 10 Sectors? I forgot which set the map was made in first, though.

>> No.4368138

Betas are for handling glitches and bugs. A crappy water/blood effect that's been in for years with minor tweaks isn't going to be "fixed" probably.

>> No.4368139
File: 47 KB, 322x420, fun.jpg [View same] [iqdb] [saucenao] [google] [report]

why is doom so fun ?
so far i have played up to level 16 or so on evilution , and i just beat the first episode of doom1 . i haven't touched 2 or plutonia. I got my ultimate doom wad from a mac cd release of the ultimate doom i have in box

>> No.4368140

Yeah, but the discussion was about how much mapping skill Mark even has.
I'm not knocking on his use of Freedoom stuff, it's just it's not exactly showing off his skill, does it?

>> No.4368143

It's fun because it's well designed, if you play your cards right you can avoid almost all damage, which means that when you succeed you feel like a god - but if you fail you know it was your fault.

>> No.4368146

Core gameplay is just fundamentally very solid, and the aesthetics, atmosphere and presentation is great.

>> No.4368150
File: 1.49 MB, 1920x1080, Screenshot_Doom_20171101_200215.png [View same] [iqdb] [saucenao] [google] [report]

Looking at the list of remaps, all Mark did was fuck with a limited number of Doom 1, 2, TNT and Plutonia maps. And Epic1's second map, so he could fit a few tanks and helicopters in there for "muh vehicles"

god these tanks control like shit, since they have to rotate and turn like a tank does

>> No.4368152

>hese tanks control like shit, since they have to rotate and turn like a tank does
isn't that what you would expect from a tank though?

At least he sped them up to be as fast as the player

>> No.4368156

do you think the mac ultimate doom wad is any different from the windows wad ?

>> No.4368157

>god these tanks control like shit, since they have to rotate and turn like a tank does

how does that even work? Do you lose access to y-axes (side-to-side) movement while in a tank?

>> No.4368161
File: 571 KB, 1405x803, w.png [View same] [iqdb] [saucenao] [google] [report]

i've been having fun on hurt me plenty, is nightmare fun ?

>> No.4368163
File: 1.07 MB, 1920x1080, Screenshot_Doom_20171101_203044.png [View same] [iqdb] [saucenao] [google] [report]

Also like with my earlier screenshot that started the "what the fuck is this map enhancement shit doing" >>4368016
if you just so happen to be playing a map with identically placed actors, it'll still work. so some PSX maps on the Consolation Prize pack will have the enhancements appear like Plutonia and TNT's starting maps, others like the starting D1 and 2 maps don't.

Actually you can still strafe, but you're still having to move depending on the angle the lower half is facing. The problem is that the lower half's turning is glacially slow, and you can still move forward and backward rather awkwardly in ways that don't make sense for tank controls. It's less like proper tank controls and more like "if the tank is facing this direction, movements in that direction aren't hindered but movements in the opposite direction basically fuck up"

>> No.4368164

> enemies have almost zero reaction time and will attack relentlessly
> enemies respawn after some time once killed
> pinkies move and attack twice as fast
> enemy projectiles are twice as fast
> you take more damage
i don't know, is it?

>> No.4368165

No. They just converted/wrote a new .exe
The .wads are the same

>> No.4368169

>brutal doom is still bad
>water is wet

>> No.4368171

what about ultra violence ?

>> No.4368173

Ultra Violence is more enemy spawns. Lots more enemy spawns. But if you're playing with keyboard & mouse and are already fairly good at Hurt Me Plenty, you shouldn't have much issue until you hit up shit like Thy Flesh Consumed and TNT/PLUT.

>> No.4368174

Ultra violence is personally my go-to difficulty with and without gameplay mods, so I can vouch for it.

>> No.4368178

There is value in discussing BD, anon, namely, showing those less familiar with it why it has the reputation it does, and as another example possibly showing newer modders how NOT to do things.

>> No.4368184

I definitely don't recommend it, it's literally unfair. Definitely go for Ultra-Violence, it's probably the 'definitive' way to play Doom once you get a hang of it.

Nightmare is best played on a single map basis, on a map you know very well and you're not afraid to redo it several times.

>> No.4368186

The monster respawning makes it more fit for speedrunning challenges than anything IMO.

UV+Fast Monsters is close enough.

>> No.4368187

That's a fair point. Sorry, I just popped into the thread after being gone for a few hours and saw all that, and it was my initial reaction.

>> No.4368193
File: 416 KB, 1366x768, Screenshot_Doom_20171101_224342.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4368197

doomier than doom

>> No.4368201
File: 482 KB, 1366x768, Screenshot_Doom_20171101_224600.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4368203


>> No.4368206

>Not just disabling monster respawn on Fastmare

>> No.4368207


ultra violence -fast is the patrician choice

>> No.4368210

Most of that stuff sounds cool, it's just the random respawning that ruins Nightmare for me. God, I love maxing out that Monsters Killed tally.

> you take more damage
I don't even think this one's true

>> No.4368215
File: 485 KB, 1366x768, Screenshot_Doom_20171101_225409.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4368220
File: 62 KB, 455x550, confused.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4368224

You weren't really supposed to see it at that angle, but granted, you can kind of glimpse it in vanilla anyway.

>> No.4368230

that happens in vanilla

>> No.4368241


This isn't really Marky Mark's fault, it's like that in vanilla because you can't freelook.

>> No.4368278

BD hasn't been good since sperglord
no reason to play other versions.

>> No.4368284
File: 17 KB, 675x292, ss+(2017-11-01+at+10.36.42).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4368294

Well, shit.
When I thought BD couldn't get any worse, it does.

>> No.4368296
File: 1.61 MB, 640x361, output.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4368302

i was hoping he was genuinely using the phrase "open beta" rather than as some kind of pre-release buzzword
i don't know what i expected, really

>> No.4368303
File: 28 KB, 239x258, 59800d1158ea109538f0aa10746282606c33e071.png [View same] [iqdb] [saucenao] [google] [report]

/r/ing this but with revenants:


>> No.4368304


>> No.4368306

nani the fuck

>> No.4368320

So THAT'S what it'd look like if we could bhop IRL.

>> No.4368326

reminds me somehow of silent hill

>> No.4368334

I lve what was done with the plasma shots there, reminds me of a real sci-fi movie.

But im tellin ya, if that car wasnt there, you wouldn't have got your ass ripped open by that spider. Eating every single shot (I counted 6 hits).

>> No.4368343
File: 1.10 MB, 1920x1080, Screenshot_Doom_20170518_110207.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4368347

What's your skin?

>> No.4368350

A personal one of a character from a random indie h-game

>> No.4368351

>not just sticking with an earlier version of BD

Actually on second thought...

>playing brutal doom at all

>> No.4368353
File: 2.87 MB, 640x361, output.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4368361

That Huelander wouldn't know stable if it slapped him in the face.

>> No.4368362
File: 1.55 MB, 1920x1080, Screenshot_Doom_20171101_214118.png [View same] [iqdb] [saucenao] [google] [report]

There really needs to be an option to not spawn with the ammo dropper. It's a waste of a slot outside of multiplayer and a pain in the ass.

>> No.4368397
File: 2.92 MB, 640x361, output.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4368440

This is seriously some fanfic level bullshittery.

>> No.4368450

It's retarded, but then it's also pretty much the same battle with this asshole firing at you nonstop compared to the overpowered and extra retarded fight at the end of the starter pack

>> No.4368452

Just activate Ultra Instinct Blanco Completado form by firing your BFG at yourself while flipping it off.

>> No.4368457

> anyumatiens

seriously what the fuck is that shrug jump

>> No.4368461

>huh huh huh

>> No.4368462
File: 7 KB, 276x216, doomguy lounging.png [View same] [iqdb] [saucenao] [google] [report]


I'm thinking about this more and more, and I wanted to ask you guys about it.
What would you expect from a patreon content creator? What would you like to see, and what sort of things would you want to be worked on for it? What do you think would need to change for someone who works on stuff "for fun" if they decide to pursue it more seriously?

>> No.4368463


>> No.4368467

as long as they consistently work on stuff and don't act like a faggot in public, i'd be fine with it
i likely wouldn't donate, though

>> No.4368469

to be fair in the second screenshot, that's from Torment and Suffering and it's a mastermind blowing up on the other side of a window
but in the same map run I had to stop firing a few times so I could actually see where the fuck the enemies were with all the smoke and gibs flying everywhere

>> No.4368472

effort, quality, taking legitimate criticism seriously, doing and using 100% original content

>> No.4368481

Set your patreon up so you only get the money once you've released the thing you're making

in other words, the opposite of what 90% of people do with patreon, looking for infinite monies for life

>> No.4368483

>What would you expect from a patreon content creator?
For them to engage the public regularly.
>What would you like to see, and what sort of things would you want to be worked on for it?
Either a variety of different content, or content that other people can use.
>What do you think would need to change for someone who works on stuff "for fun" if they decide to pursue it more seriously?
Consistent updates. Consistent updates as to what you're doing, what you're making, how things are working. Don't wait two fucking years just to fix a bug.

>> No.4368484

Basic animation test for the unnamed skeleton mod, it looks better then I expected gmod rips to look, but at the same time the normal reload animation looks a bit choppy at the end. Opinions?

>> No.4368486 [SPOILER] 
File: 1.05 MB, 1600x773, 1509594392311.png [View same] [iqdb] [saucenao] [google] [report]

I feel legitimately bad for making this
If I'm paying you on patreon, I expect you to work on your shit and make progress. And by progress I mean I expect to be able to enjoy the results in incremental steps and not be waiting for years between updates on your work.

>> No.4368493

don't be a faggot, accept criticisms, and give updates as to what you're working on

i understand with the reasoning behind this, but this has a lot of possible pitfalls in that it hinders making more in-depth time-consuming stuff, not to mention it requires people to always have X amount of money ready at any given moment

>> No.4368494

not making money of the back of other peoples works without so much as a passing mention of them

>> No.4368497


>What would you expect from a patreon content creator?

actual delivering

>What do you think would need to change for someone who works on stuff "for fun" if they decide to pursue it more seriously?


>What would you like to see, and what sort of things would you want to be worked on for it?

a smoothdoom with 16 rotations and up and down views (also with 16 rotations)

a converter that divides a bsp into sectors and automatically creates 3d floors and slopes (or you know... actual bsp into doom)

or a doom port into quake would be also ok, I just want to use trenchbroom

>> No.4368506

This is a really big thing, yeah. If you're going to make money, then you need to be autism-tier about your credits.

>> No.4368507

turns out I was using config.cfg to place cvars in after all instead of autoexec.

I want to fucking die.

>> No.4368508
File: 2.86 MB, 720x360, 2017-11-02 05-45-26.webm [View same] [iqdb] [saucenao] [google] [report]

stacked sector portals are fun and cool
also underwater airlock thing

>> No.4368515


does this work in prboom+?

>> No.4368517

UDMF, soz

>> No.4368519

>exiting these "new" vehicles kills you

>> No.4368520
File: 46 KB, 720x719, holly.jpg [View same] [iqdb] [saucenao] [google] [report]

>so fucking done with BDv21 actually turn to BDSE to relive some fond memories

>greeted by 10 ACS error messages as soon as I start cycling between guns
>enemies kill themselves at random

>> No.4368526


can I see it?

>> No.4368528

turns out you can't build a skyscraper on a landfill of garbage

>> No.4368534

doesn't BDSE rearrange brutal doom's code to a less stupidly tangled mess?

it worked perfectly before, can confirm the enemies offing themselves inbetween runs.

>> No.4368538
File: 320 KB, 1500x1486, 1505123813980.png [View same] [iqdb] [saucenao] [google] [report]

Quality control.

>> No.4368542

It may be a problem that occurred with updated versions of GZDoom or whatever. Sperglord Edition may not play very nice with it now.

>> No.4368552

be warned, flat portals are really finnicky if you don't know exactly what you're doing
ranging from flat out not working to hard crashing the game

>> No.4368553

>sperglord edition
that's a short-term nostalgia two-fer right there.

>> No.4368556


thanks anon, I just want to see it in doombuilder

>> No.4368575

what should I play after doom 1, 2, final, master levels and 64?

>> No.4368581

Try Scythe 1 & 2.

>> No.4368583

No Rest For The Living. DTWID. Suspended In Dusk. Scythe.

>> No.4368591

Why are there suddenly DBS memes in my doom thread?

>> No.4368593

because of a huelander mod

>> No.4368594
File: 27 KB, 450x358, 20-bucks.jpg [View same] [iqdb] [saucenao] [google] [report]

For Patreon I pretty much agree with >>4368486
You're paying for a service more-or-less (I could see exceptions, like if they're consistently showing progress or some such). For Kickstarter, or just an online tip-jar sort of thing you're funding a final piece, or showing appreciation for work already done.

>> No.4368598

/k/ here. The eye can only focus on so many things at once, when aiming with iron sights you should focus your eye on the front sight, this naturally causes the rear sight to become blurry.
Therefore, this effect is more or less correct.
Still doesn't change the fact that depth of field looks like complete ass in Doom and Sgt Mark is a retarded BR

>> No.4368607

It looks like shit in most games.

>> No.4368615


This is definitely something I'll need to think about.
Thank you all for the answers, though.

>> No.4368635

eyes also don't suffer from camera lens flare and monocular vision

>> No.4368640
File: 4 KB, 427x91, temp.png [View same] [iqdb] [saucenao] [google] [report]

oh my fucking god

>> No.4368642
File: 16 KB, 480x273, brain.jpg [View same] [iqdb] [saucenao] [google] [report]

What am I seeing here?

>> No.4368656

2 copies of the exact same weapons

>> No.4368658

Oh right fuck

Are the files the exact same?

>> No.4368659

> same filesize
i'd given it bonus ducks if their contents were different

>> No.4368674
File: 608 KB, 1280x1024, Screenshot_Doom_20101125_000051.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4368745
File: 7 KB, 195x195, DFt6eA4XcAECMCm.jpg [View same] [iqdb] [saucenao] [google] [report]


The actual most popular mod for Classic Doom.
This is what most people associate with this game.

>> No.4368747



Netronian Chaos was updates a few days ago.

>> No.4368748

With all the jumpkicks and shit, i'm surprised that no one's tried to modify Brutal Doom into something more akin to FEAR
then again, modding Brutal Doom is probably a fucking nightmare

>> No.4368752


There was an anon a while back who wanted to make a punchmod that did exactly that.
I dunno what happened to him.

>> No.4368754

To springboard off this guy's thoughts, I've thought about putting up a tip jar or kofi thing on my tumblr. But I don't want to be considered an asshole for that.

>> No.4368756

you mean the Fisticuffs guy? I played on some of his testing, I remember that one
what a shame

>> No.4368763

>Retarded BR who steals gets a billion articles
>Yholl and co who slave away at OC get fuck all, even when making a superior unmaker to the HHEHEHEHUEHUEEEUEUHUEHUEHUEHU

fuck this gay earth i wanna go back to 2015

>> No.4368773

wow looks super fuckin good, the sprites really fit in with their surroundings

>> No.4368776

>expecting anything from weebshit

>> No.4368801

32-in-24 16 is out after forever.


>> No.4368814

I'll hide some weebshit in my work just for you, Anon.

>> No.4368817

joke's on you, i'm a quaketard who doesn't play doom mods

>> No.4368819

Hey, guess what?

>> No.4368867

needs more frames

>> No.4368872

the world is cruel and unfair

>> No.4368873

And we made it worse.

>> No.4368950

I see Sgt Mark IV's Patreon as an allegory of the US Military and it's budget.

>> No.4368959

so you admit you're here just to shit up a thread for a game you don't like?

>> No.4368962

yeah it was the other way round. Jon (former freedoom maintainer) added his own 10sectors map into freedoom, IIRC more or less as a placeholder.

>> No.4368972

i didn't see a single mention about not liking the game

>> No.4368973

>i didn't see a single mention about not liking the game
so you admit you're here just to shit up a thread for a game you've no interest in?

>> No.4368979

this thread encompasses all retro fps, not just doom
you're the only one shitting up anything here

>> No.4368987

that encompassing does not extend to shitting on mods for other games other than your favorite. how about you read the chain of replies before you post. he comes in here to shit on a doom mod >>4368776 (because he doesn't like chinese cartoons despite being on the premier chinese cartoon website) then admits he's a quakefag who doesn't play doom mods. >>4368817. if that's not being a cunt dickhead asshole and shitting on things you don't like, what is?

>> No.4368997

>No Rest For The Living
I totally forgot this

>> No.4369000

How would you want jumpkicks implemented? The one in F.E.A.R takes control over your camera and I'm not sure that's something one wants to really do in doom.

>> No.4369003

that conversation ended three hours before you posted and it was clearly not a very serious exchange to begin with
contain your autism

>> No.4369005


do somebody here actually play ctf?, I'd like to try it since ut2k4 one is utterly dead

>> No.4369034

probably not aside from a very small group of hardcore doom players who really enjoy doom's gunplay and movement mechanics.

>> No.4369058

No the inferno rifle doesn't launch skeletons. I was just fucking around.
What it really does is vent different levels of fireballs depending on how hot the gun is running.

Stage 1 of the vent does a basic spreadgun shot of the normal fireballs, nothing fancy, but hey, the vent doesn't cost ammo.
Stage 2 shoots bigger fireballs that have splash damage and hit harder
and Stage 3 launches far bigger fireballs that hit like freight trains and leaves fire all over the goddamn place
The weapon passively generates heat as well, even when holstered. So you could theoretically never fire the gun and use the vent attacks only, but it'd take a long ass time to build up to a level 3 vent.

Fucking webm limits.


>> No.4369069

Where did you get the doomslayer hand sprites from? I'm suprised you didn't borrow the ones from D4T

>> No.4369070

I edited them from default doomguy hands and shadow warrior bracers. I wanted my version of the Doomslayer to have a more classic look, and have his arms/gloves look like gauntlets.

>> No.4369080

Pistol done, other than a few clicking and rustling noises for the reload and dryfire.

Every time you fire it empties the boolean chamber variable and fills it from the integer magazine count variable. You only lose inventory items when you actually put rounds in the gun during the reload.

>> No.4369091

That reload seems so short.

>> No.4369095


>> No.4369098
File: 40 KB, 640x480, Screenshot_Doom_20171102_105002.png [View same] [iqdb] [saucenao] [google] [report]

it works for me, maybe an opengl bug

>> No.4369119

>Huge tracers instead of actual hitscan
Why do people keep doing this?
What started this trend?

I get it when enemies do it, feels like I'm going really fast and can see their bullets when it comes to aesthetics and for gameplay it lets me dodge shit

But my shots being slow just makes my guns feel like shit

Doesn't help that those tracers are coming from both below and behind the gun as well

>> No.4369120

I just like having big fat projectile bullets.

>> No.4369125


too many fps for doom

>> No.4369132

Probably should slim it down for that kind of pistol and get a huge handcannon for the big shots.

The size of the tracer alone is contradicting to how much damage the shot does.

>> No.4369136
File: 869 KB, 720x360, Hydra repeater.webm [View same] [iqdb] [saucenao] [google] [report]

Oh I'm not that mod dev, I do agree that his tracers should be smaller. But I have big exaggerated weapons so I use big exaggerated tracers

>> No.4369139

is that ispook or am i getting confused?

>> No.4369141

looking at that closely it seems like the muzzle flash isn't moving quite right, it looks distinctly separate from the weapon

>> No.4369145

I just noticed that too, which is weird because the frames are properly lined up, though I AM using offsets for a little bit of extra recoil. To be fair if you watch real close the muzzleflashes desynch from the vanilla doom guns, it drives me crazy

>> No.4369152

Some of those tracers look like they are coming off the side of the gun even when standing still but that's about the only nitpick I guess

It at least kinda makes sense if it's an energy weapon or looks like an energy weapon

That big exaggerated weapon looks kinda small

>> No.4369157
File: 6 KB, 228x221, images.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4369164

Yeah, I wound up making all of the Slayer's weapons kinda stout and compact. Especially the SSG replacement.


>> No.4369165
File: 2.91 MB, 800x450, Base Profile 11.02.2017 - [View same] [iqdb] [saucenao] [google] [report]

I don't think I like this map all that much.

>> No.4369168

Actually pretty fucking cool right here

>> No.4369171

>those clicky noises on reload
i've said this before but you have the best taste in sound effects

>> No.4369172

it's not
it's an optical illusion
you pause the webm and check it frame by frame

>> No.4369173

okay fair enough. i'm not going to do that. i'll take your word for it.

>> No.4369174

i recognize quake 2 grenade launcher sounds when i hear them
speaking of, love the firing sound of the thing

>> No.4369182

Good ear. I've been blending weapon sounds from Doom 2, Quake 1, 2, and 3, along with some serious sam and shadow warrior here and there.
Check out the sounds for the rocket launcher and chaingun replacements here >>4366889

>> No.4369183

> firemace gun

>> No.4369186

you know, quake champions has some revamped Q3 MG sounds
and they sound BEEFY

>> No.4369201

A pro shooter can reload within a sec. Timing is off between the movemnts though.

Muh f.e.a.r

Won't be any doom left when done.


>> No.4369208

That's the mourning star.

>> No.4369215

That "punch" that he does to get the clip inside, could use more uhh "punch", i guess. Feels a bit weak i dunno

>> No.4369227
File: 522 KB, 720x360, Harder punch.webm [View same] [iqdb] [saucenao] [google] [report]

How's this?

>> No.4369251

New thread.


>> No.4369252

Yup, lookin good.
cant believe someone made a webm just for me

>> No.4369272

Feedback is important to me. You helped me make the animation better.

>> No.4369337
File: 191 KB, 1500x1300, DDW17O1U0AECciV.jpg [View same] [iqdb] [saucenao] [google] [report]

Could you not just either:

Increment total_items by 1 whenever an item is picked up, and decrement it by 1 anytime one is expended,

Or add each variable in the pinventory (pinventory[0]+pinventory[1]+...pinventory[n]) to get total_items?

I'm not familiar with coding for Doom, so forgive me if this is useless.

>> No.4369628

You could move onto Heretic if you're sticking to official releases.

>> No.4369635

Quake Arcane Dimension, Rubicon Rumble Pack.

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