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4384536 No.4384536 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4376154

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.4384537


-Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.
-Last updated WAD

-Officially released. Go play it!

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

=== NEWS ===

[11-6] Doom2 UV-speed in 18:45 by eLim

[11-5] Crispy Doom 5.0 released: now switched to SDL2

[11-5] Dakka apparently updated a month ago

[11-5] Hexenkessel map released on idgames archive

[11-3]eriguns v2.2.0 released

[11-3] Marshmallow Doom: new source port based on Crispy Doom has first release

[11-3] Anon brings up a few Hexen II things

[11-3] La Tailor Girl beta released

[11-2] 32in24-16 released

[11-2] Netronian Chaos updated

[11-1] Death Wish for Blood updated

[11-1] BDv21 public beta released

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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4384539

Damn I came just in time

>> No.4384547
File: 181 KB, 1199x1043, 1501568634814.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4384551

what the heck is a netronian

>> No.4384579
File: 2.99 MB, 2200x1600, LCB5.png [View same] [iqdb] [saucenao] [google] [report]

Since DBT is doing QCD, this one will make him go nuts

>> No.4384581

A minor request: auto-switch to third-person view whenever the player dies. I feel that it's a waste to not see those "deaths" in full ecchi glory

>> No.4384587

>yfw Simons Destiny

>> No.4384590

yeah and call it "charcola mode" ;)

>> No.4384615
File: 11 KB, 698x100, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

put this on in the display options

>> No.4384623
File: 1.49 MB, 500x364, 1492107310888.gif [View same] [iqdb] [saucenao] [google] [report]

Pretty gud
Farming hearts gets a bit tiring though.

>> No.4384636

not him but i had no idea this option existed... thank you

>> No.4384650
File: 109 KB, 800x600, Screenshot_Doom_20171105_121741.png [View same] [iqdb] [saucenao] [google] [report]

I can do this...!

>> No.4384651
File: 192 KB, 800x600, Screenshot_Doom_20171105_121749.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4384652
File: 223 KB, 800x600, Screenshot_Doom_20171105_121801.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4384656
File: 195 KB, 800x600, Screenshot_Doom_20171105_121824.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4384658
File: 224 KB, 800x600, Screenshot_Doom_20171105_121723.png [View same] [iqdb] [saucenao] [google] [report]

C'mon now

>> No.4384659
File: 122 KB, 800x600, Screenshot_Doom_20171105_121859.png [View same] [iqdb] [saucenao] [google] [report]

YES! I'm the fucking best!

>> No.4384663
File: 129 KB, 800x600, Screenshot_Doom_20171105_122904.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4384669

spam? how is he posting faster than 1min apart?

>> No.4384671

Maybe he's got a pass

>> No.4384678

Thanks, I might as well ask this. So the "cool" gun has an alternate fire and an alternate alternate fire (+reload), but I'm in a quandary as to what is the purpose of the latter; is it simply a frozen enemy breaker or it has other enhanced functions on certain suits?

>> No.4384679
File: 94 KB, 800x555, 1507683194714.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sorry you had to see all that fireblu.
Here's some more.

das rite

>> No.4384687

i had no idea that reduced the posting delay.

>> No.4384736

Just a breaker

>> No.4384767
File: 479 KB, 900x702, 2a20ce7d8f5896b2ac0123419462d1d706b94016c8df5ddb0a42b29eafcf784c.png [View same] [iqdb] [saucenao] [google] [report]

Ranger from Quake 1 meets the soldier character from Quake 2. What would happen at first?

>> No.4384790

they both HUH in case you forgot

>> No.4384805

ha ha

>> No.4384812


surprise HUH sex

>> No.4384814 [DELETED] 

Why is Brutal Doom not on the "so you want to play" image when D4D is?

You're putting a mod inspired by Doom 4 on the list but not the mod that inspired elements of Doom 4's design?

That's fucking insane.

>> No.4384819


go back mark

>> No.4384821
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google] [report]


Probably a surprise arm wrestling competition.

>> No.4384827

Hunter's Moon is not there as well yet i'm not complaining because i recognize they may have not put it there due to the shitty mistakes i did with the mod in the past so...

>> No.4384830
File: 135 KB, 538x509, quake_champions_ctf.png [View same] [iqdb] [saucenao] [google] [report]

ranger spams rockets in every doorway while bitterman sits back with a railgun on the other side of a map

>> No.4384832

this has been asked many times before with the exact same results.

deny him.

>> No.4384845

I'd wager it's because Hunters Moon is so far removed from actual doom. The only people who have strong negative opinions about your mod are people who care more about intellectual property laws than you and me.

>> No.4384849
File: 712 KB, 1250x878, weapons_rifles_and_shotguns_4796_6497_Small.jpg [View same] [iqdb] [saucenao] [google] [report]

In other news I'm modeling a ks-23 to make sprites out of. Would /vr/ prefer short or long barrel, folding stock or a wooden one?

>> No.4384852

Short barrel with full stock.

>> No.4384857
File: 28 KB, 650x329, tkb022_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Been gravitating towards that too. And a colorful bakelite foregrip like the furniture of pic related.

>> No.4384860

It might be that, but afterall people here seems to like Quake 3 a bit, and the other pieces from Quake 4 and Doom 3 is what compose the mod in being a "Quake 3 Coop", but i'm also pretty sure half of the people here would agree that HM was 80% weird due i me running into "some problems" with monster designs.

>> No.4384863

P.S: Don't mind my grammar atm, i'm checking board while modding it right now, i am currently adding abilities in some characters before 2.9.3 release.

>> No.4384870

>but i'm also pretty sure half of the people here would agree that HM was 80% weird due i me running into "some problems" with monster designs.
I think that's just memes. It's odd and easy to joke about. I never gave a fuck and played the mod a decent bit - the big issue for me was the poor compatibility (or suitability) with most normal maps. But it is a niche kind of mod.

>> No.4384884

Yeah, i may be memes now, but it was a problem i wasn't being aware until i started to visit here.

Anyways i agree that the mod for all these years stood too shallow in being anything but strictly "Quake 3 with Doom 3 monsters in GZDoom", however things is about to change now hopefully.

>> No.4384904

this thread is all good and all

have you taken the lead?

>> No.4384907

the railgun ruse was a distraction
i have the quad

>> No.4384909

have you ever dragged a good player, like a, like a champion?

>> No.4384910

have you ever unlocked a lore skin?

>> No.4384914

no but the quad just spawned so i think ill be able t-ENEMY HAS THE QUAD ENEMY HAS THE QUAD ENEMY HAS THE QUAD ENEMY HAS THE QUAD

>> No.4384920
File: 47 KB, 900x435, ks23.png [View same] [iqdb] [saucenao] [google] [report]

Is is going quite painlessly.

>> No.4384926

*rings out*

>> No.4384954

>>4384904 >>4384907 >>4384909 >>4384910 >>4384914 >>4384926
what are you people going on about?

>> No.4384959

it's a call of duty thing you wouldn't understand.

>> No.4384962 [DELETED] 

[11-07] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster

>> No.4384965

I don't know what day it is any more, try again

[11-08] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster

>> No.4384983

Guys I'm doing a chex mod with a bunch of kids at a day care center, how do you suggest I can distribute it so it's easy to use even for parents that might potentially be totally potato with computers ?
I'm thinking of burning it to cds, but if I ask people to "drag & drop (file).pk3 onto gzdoom.exe" I'm afraid a few of them would be too computer illiterate to do that.

How would you do it so it's piss easy for anybody ?

>> No.4384987

Any good megawads released recently?

>> No.4384992
File: 14 KB, 322x321, 4654.jpg [View same] [iqdb] [saucenao] [google] [report]

What if someone had taken that red keycard with them instead of leaving it on that ledge for you?

>> No.4384993

.lnk file with "-file yourmod.pk3" parameter. Make sure to name it something like "CLICK THIS ONE YOU DORK".

>> No.4384995

script a monster so it drops a key when killed?

>> No.4384997

do you play doom et al with MIDI/GUS or SOUNDBLASTER

Midi here with SC-55 soundfont

>> No.4385027

Midi, Timidity++

>> No.4385035


Thanks, I'm going to try that.

>> No.4385037
File: 1.27 MB, 1920x1080, Cave_Complex.jpg [View same] [iqdb] [saucenao] [google] [report]

After like three months of several huge changes I finally finished the level I was working on. Probably the biggest and longest map I've worked on that I didn't scrap half way through. I've posted it a few times over the last few weeks and got some great feedback. Only problem I've noticed with this level is that it might be too easy and I was originally going to overhaul the monster placements, but I decided against because I think most people would prefer an easier fun map than a hard tedious one. The plan was to break it up into 2-3 levels, but I eventually decided to put it all together in one big map. Either way if you have time let me know if you liked or hated it.

Almost forgot to mention that this is for GzDoom (UDMF).


>> No.4385047

should we start the xmas mapping project now so we don't have a halloween part 2: uncompiled boogaloo?

>> No.4385098

this makes me want to ask, does anyone play with high fov?

>> No.4385105

set mine to 110 in zdoom at 16:9 ratio
I dont use any other sourceports at the moment because I am not really interested in mods or multiplayer

>> No.4385113

[11-08] Anon map release: Cave Complex >>4385037

>> No.4385116

it reminded me I wished bloodgdx supported an fov slider
been playing the game nonstop ever since it was released and I'm only now realizing how limiting your worldview and movement really are

>> No.4385151


>> No.4385154

> bomp
> bomp
> bomp
> bomp

>> No.4385176


Please tell me the name Feliz NaviDOOM isn't already taken.

>> No.4385184

thats a good name

>> No.4385191


I haven't put Hunter's Moon on there because I haven't played Hunter's Moon so I don't really know how suggestable it is.
Simple as that, really.

>> No.4385197

Midi with the Roland Sound Canvas synthetiser to emulate that SC-55 goodness.

I pirated it because 115€ for video game music is a bit expensive, I could buy a real SC-55 with that.

>> No.4385206
File: 2.23 MB, 1920x1080, blue-team.jpg [View same] [iqdb] [saucenao] [google] [report]

Why take the lead when you can have a

>> No.4385209

What about making different images, for certain categories?
Think of it like pages for a small book or something.

>> No.4385213

If you're interested in watching someone play your map from start to finish, fda: http://my.mixtape.moe/lixuoq.lmp recorded in ZDoom 2.8.1
I can only describe it as an average newbie mapper work.

>> No.4385217 [DELETED] 


Who are these guys replying to?

>> No.4385218


>> No.4385220

a man pleading for brutal doom to be put on the 'so you want to play DOOM?' image

>> No.4385221 [DELETED] 

WTF? It's not?

>> No.4385225
File: 57 KB, 234x153, time travel.png [View same] [iqdb] [saucenao] [google] [report]

Watching "the making of" certain 80s-90s action movies makes me wish I could go back in time and get my hands on all the old tech I remember as a kid

> supposedly with the help of John Titor this is possible

Having a real chill retro moment here.

>> No.4385235

i've been looking forward to this for ages thanks to all your development screenshots, so i broke my usual rule of ignoring maps that require zdoom to record a first playthrough.


recorded in gzdoom 3.2.1. unfortunately there is a long pause at one point, as i was interrupted, and you can't menu-pause a recording like you can in prboom+. i missed a couple of monsters but found all four secrets. the total time is about 27 minutes including the pause (i forget what time the intermission screen said).

the texturing is excellent, i really like the consistency of the gothic/hell theme you've put together.

the layout amounts to a tight maze of narrow corridors and small rooms. i enjoyed exploring it first time, but i feel it would have little replay value now i have gone through it once and lost the sense of discovery.

gameplay is mostly straightforward, you just clear the monsters as you go. there are some traps, but nothing too deadly. the secrets were good, all nicely hinted, although i was mildly surprised the first backpack wasn't secret.

i didn't really care for the crusher running sequence (personal preference, i never like those sort of things), and i was also briefly stumped by the double-sided switch (near the red door) - it looked as if you were meant to find something to raise the bars around it, not just shoot it. i also don't care for switches that need to be shot repeatedly because the action they trigger reverses itself after time.

nonetheless it was an enjoyable map, thank you for making it and i hope this feedback helps.

>> No.4385238
File: 39 KB, 598x289, the laziest edit in the history of man.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4385240
File: 2.52 MB, 400x225, MNOfsru.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4385252


>> No.4385257



>> No.4385261


>> No.4385264

terrywads are good quality fun

>> No.4385268

Ah well if that's the case then, even if you play it recently, i would like to it to not be adressed into the image yet, i have many things to do on it and probably it will change a lot again as the mod have changed in many aspects from 2012 to now.

>> No.4385273

You looking for wads closer to vanilla or is crazy sourceport stuff like Pirate Doom okay? Because Pirate Doom was the shit.

>> No.4385280

Alpha Accident
DDAMN0.9.wad (rough at first but gets progressively better and better)

>> No.4385345


That might work if the image keeps on growing bigger and bigger.

>> No.4385348

Dont play with hell part 1
Darkstar Doom

>> No.4385371
File: 218 KB, 640x480, Screenshot_Doom_20171108_213207.png [View same] [iqdb] [saucenao] [google] [report]

>Memento Mori map 15 (i think)
>There's some switches that open up a new path, a bridge and some enemies popping up
>Getting to these switches led to me not being able to go back where i was, making me stuck in the area with all the toxic waster
Am i missing something?

>> No.4385375

And boy, are my settings so fucking bad.
There was supposed to be a nightmare imp throwing a fireball, in that image.

>> No.4385382

>Am i missing something?
almost certainly, let me check

>> No.4385385
File: 168 KB, 640x480, Screenshot_Doom_20171108_214024.png [View same] [iqdb] [saucenao] [google] [report]

I just watched a video and i realised there was supposed to be 4 switches, but i got 3.

>> No.4385389

okay there's 4 switches from left to right, you press the first three, wait a while, then press the fourth, one of them raises a bridge slowly, the last one then lowers it temporarily.

>> No.4385393

hmm sounds like you accidentally triggered multiplayer mode somehow
that map alters itself if you run it in multiplayer, via voodoo magic

>> No.4385398

That description is fair enough and you're probably not that far off. Anyway I do appreciate you for not only trying it out, but recording it too. It's very interesting to see how other people play your stuff. That being said designing the map for freelook was a huge oversight on my part and it's definitely something I will keep in mind for future stuff. I just assumed everyone played with freelook and didn't think twice about it.

Same to you thanks a lot for playing and recording. I actually had no idea you could record playthroughs and share them so that was a pleasant treat to learn. I can only assume you were one of the few people who responded to the stuff I've posted in the past. You're 100% right about the replay value point. I tried to battle this by making it so some harder enemies would spawn early on, but only if you managed to find the super shot early. In your case you found it no problem so that's something to work on. As for the crusher sequence I will admit was kinda shitty and I probably could have done without it or done it totally different. Don't know what my thought process was during that I guess I just wanted to mix up the gameplay a bit. This goes double for the switches you had to shoot. That was done very early on and I don't really have an excuse for that. It was tedious plain and simple.

The thing I found most interesting about both of your playthroughs was that you two often would sit at the door and shoot at the enemies as they came to you. Especially at the final door with the Spiderdemon boss. I obviously never planned for that thinking most people would just run in which is why I made that room so big. Definitely something I need to be more aware of in the future. Thanks again both of you for sharing your recordings. This has been a huge help and hopefully the next level I do will be better than this one.

>> No.4385402

no wait i got it, it's not voodoo magic. there's a supershotgun at the start that you're expected to pick up in solo but in multi it is surrounded by torches. but if you pick it up you also trigger a bunch of lines that do stuff to make the map playable in solo, including revealing the fourth switch.

it's pretty clever but it relies on you "taking bait" at the start of the map, which you might not do if for example you came onto the map with 100 shells already. so basically not pistol starting has fucked you ;)

>> No.4385434

Spear Revisited - Special Edition. It's neat.

>> No.4385472

I just never thought that i had to pick up the SSG at the beginning.
I wish i was less retarded.

>> No.4385501

>I can only assume you were one of the few people who responded to the stuff I've posted in the past
these are all you aren't they? easy to find as you name your screenshots all the same way. it's fun seeing how the map layout changed over time with several parts being completely scrapped and removed.

>you two often would sit at the door and shoot at the enemies as they came to you. Especially at the final door with the Spiderdemon boss
yeah door camping is Doom safety tactics 101. when doing a first attempt you want to simply survive the map. on later runs you might try to go faster to get a better time, especially if you're planning to do a speed or max demo. that's when you'd charge in the room and let fly with the BFG, but then you'd have already learned the map and would know what other monsters might be lurking, apart from the spider. but on a first attempt, you don't know that, so you hang back and shoot what you can, from a position of safety.

>> No.4385509

>I just never thought that i had to pick up the SSG at the beginning.
>I wish i was less retarded.
no, this isn't really something you can blame yourself for entirely. MM does this a few times as it was made for co-op. you wouldn't know this unless you were informed. there are better ways to achieve the same effect, e.g. putting the player 2 start in a place player 1 can't reach, and surrounding it with linedefs. this is much more foolproof. but some of the MM guys made the maps for co-op first and then added bypasses for single player by means of these "bait" pickups that in multiplayer are blocked off. they never considered the possibility that a solo player would not take the item.

>> No.4385578


>> No.4385584


>> No.4385591

five minute warning

>> No.4385595

>The thing I found most interesting about both of your playthroughs was that you two often would sit at the door and shoot at the enemies as they came to you. Especially at the final door with the Spiderdemon boss. I obviously never planned for that thinking most people would just run in which is why I made that room so big. Definitely something I need to be more aware of in the future.
This is the magic of demo recording, you either push forward or, in case of failure, start all over again. I, in example, don't like doing the latter, especially if death happens somewhere 1 hour into the map or after a series of tough situations, so going with what seems to be the safest tactic available is the way to go which in overwhelming majority of situations happens to be "shoot everything from the room you've just came from".
I know -recordfromto exists but I prefer to not to use it in FDA's. Besides, it isn't ZDoom's feature.

>> No.4385616

yeah on that note i'd like to remind any readers who are aspiring mappers: if you want test recordings of your maps, don't fucking make them so they only work in g/zdoom, because it absolutely sucks at everything demo-related, not just for its legendary lack of backward compatibility, but also in terms of lacking convenience features prboom+ has had for years

>> No.4385624

does prboom+ support UMDF format?

>> No.4385626


Wodden stock.

>> No.4385627

no, there's no reason for it

>> No.4385632
File: 300 KB, 1600x900, DN6_tW_UEAIwq4Q.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

hey, what's the map in this screenshot? it looks like e2m2 with the crate and cement walls, but tekwall is a doom2 texture, so it's not that.

>> No.4385634

then why bother?
does it atleast support hexen format?

>> No.4385635

can't see shit, so i can't identify it

though mind that a lot of doom 1 "remastered" projects use doom 2 textures, so it could very well be a take on e2m2

>> No.4385642


>> No.4385647

no, why would you need hexen format for boom compatible maps? come on use your noggin

>> No.4385652

you're SoL if you think anyone can see anything in that

>> No.4385656
File: 1.35 MB, 371x209, [pain].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4385661

yeah. I mean, one of the big draws to doom after all was not being able to know what was happening at any given point in time, due to your view being constantly obscured by debris and other mounds of unnecessary shit hacked on top hindering your ability to play the game.

after all, we're all well aware the overall quality of a doom game is judged entirely by the amount of overblown effects and decals in it. doom 4 didn't have enough weapons warping your FOV and overdone bloom effects, how could it even dream of standing up to masterpieces like BD and the such.

such hacks.

>> No.4385663

i know you're being sarcastic but have you ever tried to navigate a room full of cacodemon corpses..?

>> No.4385682


>> No.4385756

Hell grounds
Nobody ever talks about it and it pisses me off

>> No.4385763

Every time someone complains about someone else spamming or being annoying, I imagine that I'm the annoying person and get upset

>> No.4385764

Just tried DoomRL (the game) for the first time
On the third playthrough i got to tower of babel and got fucked by the cyberdemon
Aside from the kinda wonky controls which kinda fucked me at the end, i liked it. Relatively easy to pick up and play, and there's a lot of depth to be uncovered. Also the first proper rougelike i ever played
What do you fellas think about DoomRL?

>> No.4385767

that's the driving force behind 99% of posts on the internet from people who have absolutely nothing to do in an argument.

>> No.4385770
File: 87 KB, 960x540, KS23_2.png [View same] [iqdb] [saucenao] [google] [report]

gotcha senpai

>> No.4385773


>> No.4385783

Hey Yholl
Wanna watch my Rayman 3 stream? :^)))))))

>> No.4385792
File: 375 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google] [report]

>random anon makes the same shitpost to yholl I would constantly make 2 years ago

This is really bizarre holy shit.

And no I'm not kidding.

Is that you spook?

>> No.4385795
File: 9 KB, 199x253, 1506146851280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4385797


>> No.4385802

i've been enjoying sound canvas va a lot! therefore sc-55

>> No.4385815
File: 290 KB, 640x768, Dafuqpc.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck, this is too much, reminds me of the few Complex Doom matches i tried to join in Zandronum and all what i could see half of the time was effects that covers your sight entirely.

>> No.4385816
File: 179 KB, 612x752, proof 2.png [View same] [iqdb] [saucenao] [google] [report]

I legit wish I could multiply, that'd be pretty cool.

>> No.4385821
File: 2.77 MB, 1000x563, knee deep in the vomit.webm [View same] [iqdb] [saucenao] [google] [report]

Have we ever gotten worse than this?

>> No.4385852
File: 206 KB, 800x277, KilledByFilters.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4385870
File: 251 KB, 298x1208, Filters.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4385878
File: 317 KB, 640x760, ULTIMATESUPAHFILTERS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4385889
File: 164 KB, 857x1202, 57c.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4385929

I like to imagine that imagining the filter would be in a similar way of thinking as playing Doom in 1993 and imagining what it'd look like in real life.

>> No.4385950

that's the magic of high quality pixel art; it allows your brain to construct the rest of the visuals with your imagination, making you feel more immersed... okay, at least for me, i don't speak for everybody else

>> No.4385960

how the fuck do I show the FPS counter in GZDoom? I'm using vid_fps 1 and it's not fucking working

>> No.4385989

lol wtf, what is the one on the bottom from? is that just photoshop

>> No.4386017

it's from an Unreal Engine 4 re-creation of doom of course

>> No.4386059

That's drastically stupid and bad design. You can't just put a possibility that player will accidentally fuck themself over in your level, that's like Game Design 101.

>> No.4386068


>> No.4386089
File: 2 KB, 256x256, doompal.png [View same] [iqdb] [saucenao] [google] [report]

Jesus, the bottom one looks like cancer.
I noticed that's a thing all these IMPROVED HD WHATEVER versions always miss - that Doom has a very simple, but deliberate aesthetic - it's based around mix of dull colors like gray, brown and olive - contrasted with vivid and saturated blue, red and green (hence the infamous FIREBLU). That's it, it's a pretty simple but effective color scheme - but so far I haven't seen a SINGLE 'improved' version of Doom that stuck to it, except maybe Smooth Doom.
They ALWAYS add giant puddles of dark red blood or big splotches of glowing lime-green in the interface that breaks everything.
Color in Doom is important, all you need to do is to see a grayish-brown blob with red dots and green on top to tell that a zombieman is on-screen, you don't even need to parse his shape, you can just instinctually know.

>> No.4386105

nevermind got it to work

>> No.4386145
File: 47 KB, 512x336, translations01.png [View same] [iqdb] [saucenao] [google] [report]

custom UPGRADE on Smooth Doom
just barely cranked it out in time tonight...
* Awesome chaingun sound
* PSX Shotgun sound (though will be overridden by the remasterSfx package if you load it afterwards)
* Better sparkles, and more sparkles on things
* Better impact effects in many cases, some color tweaks on things
* an HD palette
* Chaingunner has 4 variants (the three that are available in smooth, plus the chaingun major, though the major is not smooth it adds variation in case people want that)


This is for the version of smooth doom that has the alternate doom64 weapon variants to choose from, I think this is the latest version since its more comprehensive than the other one.

>> No.4386147

why the fuck would you need a weapon list in the heist of that clusterfuck mess of a hud
why the fuck would you put it all the way up there
why the fuck would you use such a small font while you're at it

>> No.4386196


>HDR cacodemon

I like dat.

>> No.4386216
File: 438 KB, 1280x1024, Screenshot_Doom_20171108_233419.png [View same] [iqdb] [saucenao] [google] [report]

Working on another map for the halloween thing. Not sure what to do with it. Have a glance.

Likely to include d1 textures like E3 sky.

>> No.4386223
File: 94 KB, 536x512, 110285.png [View same] [iqdb] [saucenao] [google] [report]

Tonight on: "I was ZScripting before I went to bed and made something that might be useful to others", a simple ZS method of changing armor pickup conditions.
In this example, the game will only pick up the green armor if the player's armor & health are such that it will give them more potential HP protection. It can easily be modified to have more cases, and is commented to help people read and understand it. Maybe someone else will find it useful.

>> No.4386228

I don't know if you noticed, but it's been November for over a week now and the Halloween project was abandoned.

>> No.4386232

I don't even map and this got me sad

>> No.4386235

last night i rip and teared your sister's gibblets?

>> No.4386239

whatever man

>> No.4386280

Last night I ripgib your sister?

>> No.4386317

So that Sun-whatever survival was fun.

We should use the /vr/ steam community thing more often.

>> No.4386365
File: 201 KB, 1280x960, wut.png [View same] [iqdb] [saucenao] [google] [report]

Boo I missed it

the problem is only a handful of people would get the joke

>> No.4386445
File: 370 KB, 1280x1024, Screenshot_Doom_20171109_025030.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4386451

Been playing 300 minutes of /vr/. Doing pistol start for every level on UV. I'm up to map 27. Most of these levels were pretty great. This one is even better than 200 minutes of /vr/.

What is the song that plays in Map 21? I really like it.

>> No.4386481 [DELETED] 

>Music: "Course Select" from Thunder Force IV
read the fucking text file cunt

>> No.4386483

Fuckin hell, I'm on my 30th run and have only managed to get past the bruiser brothers once. Maybe i should stick to fps's...

>> No.4386494

Alright, I'm a bit of a nonce, Does anybody terribly mind me just including d1tex alongside the map? It takes map08 slot and will use the same zip as the main /vr/y but with a diffrent name for the zip.

I'm an idiot and can't understand how to translate the needed textures into a simple format

>> No.4386496 [DELETED] 


>> No.4386498 [DELETED] 


>> No.4386501 [DELETED] 

he is being rude but you should also read the text files or check in SLADE before asking people what up

>> No.4386508

Yeah same. I always think I'm being told off, and everything is my fault even though I didn't have anything to do with it. Other people seem to believe it too, I was always getting in trouble at school for stuff I hadn't done. But somehow I was always a convenient scapegoat, and nobody believed me or stood up for me. I just couldn't take it any more, and after I finished school I withdrew from society.

>> No.4386517

nice blog faggot, where can i subscribe

>> No.4386521


>> No.4386546
File: 310 KB, 580x282, c4jt321.png [View same] [iqdb] [saucenao] [google] [report]

Oh hey, someone recorded playing my map and put it on youtube!


>Plays with Crash bandicoot mod
>keeps calling the Crashes "pedophiles" in an accent I can't quite place

>> No.4386579

Good news! Someone has recorded a video of playing your map.
Bad news: He's ruined your map with some shitass gameplay mod.

>> No.4386621

Finished No Rest For The Living. It was great. Gunna start plutonia now.

Using smooth doom, is there anything else I can throw on top of this shit for the ultimate 'enhanced' vanilla experience?

>> No.4386623

he really reminds me of a early 2010's/late 2000's LPer. nothing interesting to say and just says shit as it happens.

>> No.4386627


>> No.4386678

Hey guys - help me out here.
I want to switch from zdoom format to UDMF and i thought that i could learn it by making the first level of MGS in it.
So - here's my question.
Are there any MGS-themed doom mods?
I don't really want to rip someone's idea.

>> No.4386687

Never heard of one. Cool idea anon. You'll never want to go back from UDMF once you get used to it.

>> No.4386691

have you put marlene in any other maps? i swear i saw a screenshot of an easter egg with her in it

>> No.4386695

There are hifi renditions of the original sound effects and music which are awesome.

There is a patch that adds Ketchup to SmoothDoom, which adds Brutal Doom's gore and blood but none of the gameplay or other changes. Obviously makes it a bit more flashy than vanilla, and SmoothDoom's blood is already pretty good, but it's an option.

>> No.4386697

Yeah i can see already that UDMF has way more useful shit like texture scaling and the ability to align flats and so on.

>> No.4386702


nice, I'm just starting work, so I'd have to wait until ten minutes from now

>> No.4386704

And vertex slopes! Those are cool as heck. You can import 3d models for them even.

>> No.4386710
File: 3.19 MB, 460x402, viledoor.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4386712

So I got hold of a copy from a reasonably local music shops which dabbles in retro games, I paid £25 for it and I finished Master Levels last night. Of the thirteen levels on HMP mode I can say so far it has easily justified its price, I'm starting on TNT after work today and I'm gonna do a go pro lets play on it.

The Playstation Doom games are my favourite vanilla Doom games and I'm gonna do a massive play through on them.

>> No.4386726


Awesome game, lots of things to do but can be finished reasonably quickly if you forsake red stairways and 100% kills.

Find a decent shotgun and pasma rifles and youre set.

Lots of different ways to play it too, angel of berserk being the hardest. The horde mode is good too.

I rate it 4/5.

>> No.4386736
File: 1.08 MB, 960x1080, snek.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone explain to me what's the deal with texture scaling in UDMF?
When i scale textures they look fine in the visual mode, but then when i look at them in the game they look like shit.
Please be patient i have autism.

>> No.4386740

Cheers me dears.

The Hi quality sounds are great. Not really a fan of the ketchup gore or the high quality music but at least I know that now. Got my perfect 'vanilla' experience going.

>> No.4386749

>breaking the 1 texel to 1 map unit rule

>> No.4386751


this, don't do that, or at lest keep it consistently throughout the map, if you want to use a 0.5 or 0.25 texel scale do it with all the textures

>> No.4386767

GZDoombuilder has two visual modes, use the other one

>> No.4386845
File: 7 KB, 509x752, 1510238408.png [View same] [iqdb] [saucenao] [google] [report]

if you mean this character then yes he has

>> No.4386848

nice crate textures

>> No.4386857

Recently played Quake 1 on DOSBOX on Normal difficulty. The atmosphere fits, and I'm currently on the level that comes right after Castle of the Damned. Also, whoever said that you only need to fire your weapons like 8 times in the entire game was WRONG!

>> No.4386874
File: 9 KB, 163x183, Screenshot_150.png [View same] [iqdb] [saucenao] [google] [report]

So... no matter what i do those textures still look like shit.
I tried setting texture scaling back to 1, making a new map and applying those textures on some nice linedefs with the same dimensions, i even went back to GZdoom in hexen format and still - nothing worked.
And that got me thinking...
Could it all be just because textures i'm using have some unusual dimensions?

>> No.4386881

Aw shit, are you recreating Shadow Moses?

>> No.4386884

So far i just wanted to make the first hangar and that helipad right after it, but it's first time in UDMF and i'm struggling a bit with it.

>> No.4386892

are you recreating shadow moses in doom?

>> No.4386896

obviously he is.

>> No.4386908
File: 20 KB, 198x314, scared caco.png [View same] [iqdb] [saucenao] [google] [report]


Picture is not indicative, trust me guys you're in for a treat. But it is an HDR palette.

I cant record any video on my computer otherwise id post a webm or gif.

>> No.4386916
File: 98 KB, 640x400, Screenshot_Doom_20171109_092339.png [View same] [iqdb] [saucenao] [google] [report]


This is the linkspam

SmoothDoomUpgrade v0.9
(put it in the load order after smooth doom)

>> No.4386920
File: 90 KB, 640x400, Screenshot_Doom_20171109_092350.png [View same] [iqdb] [saucenao] [google] [report]

I also fixed the sparkles toggle so that when its set for Player Only it will still generate sparkles for the plasma rifle

(im about to do a wiz-bang job on the BFG as well)

>> No.4386928
File: 54 KB, 640x400, Screenshot_Doom_20171109_093131.png [View same] [iqdb] [saucenao] [google] [report]

And I refined the sparks the bullet puffs give off, instead of simply losing brightness they get smaller.

>> No.4386935

I just played with it for a bit and damn - it's fucking gorgeous.
Something tells me i'm gonna use this for quite some time.

>> No.4386938
File: 95 KB, 640x400, Screenshot_Doom_20171109_093114.png [View same] [iqdb] [saucenao] [google] [report]

The rocket explosion also generates sparks now, and it has an "expanding shell" effect similar to a percussion blast to give it a smoother and more dynamic type of presentation. It also becomes Additive transparency. And I removed the "spikes" from the initial frame of the explosion.

>> No.4386948
File: 73 KB, 640x400, Screenshot_Doom_20171109_093652.png [View same] [iqdb] [saucenao] [google] [report]

Chaingun Major added as a random variant.

A chaingun sound effect is also used (for the the monster chaingun and the player's) that id say sounds kinda like a musket shot. Its got alot of testosterone to it.

Someone complained about an initial test run having sparkles like this and said they looked "too magical" - so I increased the speed on them to make it look a tad bit more violent than airy.

>> No.4386956
File: 72 KB, 640x400, Screenshot_Doom_20171109_093910.png [View same] [iqdb] [saucenao] [google] [report]

Some care was also given to the duke nukem explosion. Because of the palette change the orange hue of it really comes alive, but darker parts of the mushroom cloud stick out more so these were smoothed over using a custom color transition. Its also an Additive render now.

> the inspiration for the new sparkles on plasma shots and some fireballs was the way the Vore Firepod was handled in another mod for a nicely done Shalrath conversion.
> these use a genetic blob sprite, specifically one near the end of the plasma impact range, and recolor it with a transition while doing other things like changing the size of it.

>> No.4386960
File: 62 KB, 640x400, Screenshot_Doom_20171109_094616.png [View same] [iqdb] [saucenao] [google] [report]

The revenant was given some love too, the revenant ball impact looks more like a miniature rocket explosion now. (its scaled to about one half, this is a direct hit)

>> No.4386963
File: 45 KB, 640x400, Screenshot_Doom_20171109_094357.png [View same] [iqdb] [saucenao] [google] [report]

initial frame

>> No.4386972
File: 65 KB, 640x400, Screenshot_Doom_20171109_094312.png [View same] [iqdb] [saucenao] [google] [report]

Also changed the Mancubus Fireball, increased the temperature on it so that I could remove the Additive rendering (actually removed it) so that the fireballs and the impact look more solid and imposing again.

They do become additive/transparent about halfway through the impact animation to round them out.

>> No.4386975

Is there a way to remove the transparency on monster projectiles in regular GZDoom?

>> No.4386982

I have had more immersion from lower detail graphics than higher detail. That is the theory I have run with is that my mind is filling the gaps.

>> No.4387009
File: 104 KB, 640x400, Screenshot_Doom_20171109_100501.png [View same] [iqdb] [saucenao] [google] [report]

(pic unrelated, the hissy is mad as hell... caco fireballs have sparkles and an impact reminiscent of a missile explosion)

Yes but you'll have to make a pwad for it since the settings are hardcoded in the gzdoom pak file.

All you have to do is change the renderstyle of the fireballs to: Normal, or Translucent... then change the Alpha value to 1.0

For DIY modding instructions:
Make a DECORATE lump in the pwad you're creating, copy and paste all of the decorate code for the fireballs you want to modify... erase most of the code in the brackets for them, then set the Renderstyle and Alpha as above.

Make sure you rename the actor names for the fireballs and replace the existing ones so that you're actually modifying them.

Actor ModifiedDoomImpBall : doomimpball replaces doomimpball
Renderstyle Translucent
Alpha 1.0

(in above case, the colon inherits the code from the imp fireball, the keyword "replaces" tells the game to replace all further calls to spawn the imp fireball with This Version instead - and since this object has a different name it wont conflict with the original)

Thats because with a certain threshold of higher quality graphics your brain switches gears and starts looking for imperfections since its expecting "realism" and looking for the ways that it can be improved or where it is not matching up to expectations.

With pixel art, as long as its smoothly and slickly done the willful immersion is complete because This is the way you're expecting it to look.

However when pixel art tries to do things its not supposed to do, like some of the early days of cheesy 3d renderings, it has just as much if not more of a discordant feeling because it is no longer matching its own formula.

> usually has to do with character faces, animated cutscenes, that sorta thing

Since we've been exposed to much better 3d these days, that suspension of disbelief people had back then about it no longer applies.

>> No.4387018


>> No.4387047
File: 92 KB, 640x400, Screenshot_Doom_20171109_103505.png [View same] [iqdb] [saucenao] [google] [report]

> muh plasma sparkles

>> No.4387050

I'm curious, are there any mods out there that add unique sounds to all the monsters? Like they practically all share the same pain noise for example. Barons could definitely make some stompy noise when walking around too. I feel like some more sound variety could be cool.

>> No.4387056
File: 83 KB, 640x400, Screenshot_Doom_20171109_103731.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4387061

whats wrong with that palete?

>> No.4387067

this must be a trick question, since there is nothing wrong with it

>> No.4387098

it's depressed

>> No.4387121 [DELETED] 

>BDv21 public beta released
Why is this mod's name shortened when every other mod in the post has the full title?

>Crispy Doom 5.0
>Marshmallow Doom
>La Tailor Girl beta
>Castlevania: Simon's Destiny

>> No.4387124

i was lazy when i wrote the news post and the guy who made the thread copied my post verbatim. i am sorry.

>> No.4387126

sorry that should say "when i wrote the reply to the previous thread's news post" i did not mean to imply i wrote the entire news post i do not wish to take credit for the work of others

>> No.4387130
File: 855 KB, 1280x720, 1492101034689.webm [View same] [iqdb] [saucenao] [google] [report]

How would you guys feel about tracers in realistic bright red and green? I know people are used to orange/yellow because games have always used that for some reason.

>> No.4387132

fine by me. make them violet for all it matters lol

>> No.4387138

As long as they stand out you can make them even pink.
Or fuck it - make everything pink.
Make the most fabulous doom mod ever.

>> No.4387148

Great. Thought I'd differentiate tracer color by caliber to both give some variety in appearance and also give a hint what your enemies are firing at you. Will do then.

>Or fuck it - make everything pink.
>Make the most fabulous doom mod ever.
I don't do fabulous. Not that kind of fag.

>> No.4387165
File: 56 KB, 640x480, Screenshot_Doom_20171109_174409.png [View same] [iqdb] [saucenao] [google] [report]

>You've found the Magical Rod! This shouldn't be here...

keggles my man, what the heck is this thing meant to be?

>> No.4387169

lol so today i learned gzdoom does not include the player sprites in screenshots in traditional 8bpp software mode

>> No.4387182

that looks metal as fuck
also doom had red muzzleflashes, id say go right ahead

>> No.4387197

Did you report this bug? Because this is definitely not supposed to happen.

>> No.4387207

>I don't do fabulous. Not that kind of fag.
I just thought of something.
Why hasn't anyone made Y-Doom yet?

>> No.4387210

the clue is in the sound of the name

>> No.4387212
File: 19 KB, 75x75, tumblr_inline_ovx20eLUGP1qmi7a3_75sq.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4387229
File: 203 KB, 620x776, filters.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4387236


>> No.4387240

i'm not sure it's a bug, and not user error. i suspect there is a don't screenshot the hud option which i turned off once then forgot the name of it.

>> No.4387242

Because anime is bad.

Just gotta figure out how to have them play sonic bang noises when they fly past. Sound design/code implementation isn't my strong suit.

>> No.4387245
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]


we get it already

>> No.4387252

nice rebuttal, that sure showed them

>> No.4387253
File: 80 KB, 500x500, asd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4387258

because h-doom isn't finished

>> No.4387261

>Because anime is bad.
No, it's good.

>> No.4387273

I guess I'll have to wait then...
That said - YDoom would make much more sense than HDoom, at least gameplay-wise.

>> No.4387291

no, but I am
several times in a row, even

>> No.4387304
File: 318 KB, 900x1000, shinobu brando.jpg [View same] [iqdb] [saucenao] [google] [report]

Anime is fine.

>> No.4387312

Or you know, start a project yourself. Can't expect people to make what you want for you. My mods are based entirely on what I want to play that is not available.

Only good anime is Redline

>> No.4387316

Well - i was kinda joking there, but i get you.
The thing is - i just suck ass at making sprites and all that stuff.

>> No.4387329

what are your mods?

>> No.4387336

[11-09] /idgames archive now accepts 12 character filenames

>> No.4387357


Is funny to me. Cause her name's Eileen.

And yeah, I guess it's a calling card of sorts.

>> No.4387359

Eileen Dover?

>> No.4387368

WHy hello marlene
I'm sharlene!
Why hello sharlene
I'm marlene!
Oh, chew your gum.

>> No.4387370

Eileen Roberts.

>> No.4387371

Pretty sick. Well done.

>> No.4387382
File: 36 KB, 683x536, RANGER'S FUCKING PISSED.png [View same] [iqdb] [saucenao] [google] [report]

Played Quake, Doom, HL and Unreal. What other SP retro FPS are MUST PLAY?

>> No.4387392

Serious Sam, Painkiller (even though some don't really consider it to be "retro") and RTCW - those are the three that i think you have to play.

>> No.4387397


>> No.4387402

>Serious Sam
Oh shit, I forgot that I already played First Encounter and 2. Is Second Encounter good?

>> No.4387409

Second ecounter is the best one.
Well - at least for me.
It has more variety in level design, it's divided into three episodes with pretty cool bossfights at the end of each one, and it gives you a chainsaw right at the start.
Oh and music is way better too.

>> No.4387416

soldier of fortune
postal 2
delta force
red faction

>> No.4387429
File: 198 KB, 1078x1348, are you serious.jpg [View same] [iqdb] [saucenao] [google] [report]

I played FE on the second highest difficulty and remember getting stuck for hours in certain parts because the game would throw thousands of skeletons at me on small maps or tight corridors with little to no space to back pedal or circlestrafe. Does SE do this too?
>postal 2
Ah yes, also played that. Is the first one worth it?

>> No.4387439

>and remember getting stuck for hours in certain parts because the game would throw thousands of skeletons at me on small maps or tight corridors
Nope, SE adds flamethrower which absolutely shits on Kleer mobs.

>> No.4387440

>Is the first one worth it?
not really, if you played Hatred you played postal 1

>> No.4387442

Not really.
I mean - SE still loves to throw a lot of enemies at you but instead of doing that in a long, empy corridor, it does that in a room with a bouncy floor, or low gravity - stuff like that.
Also it has more of those nice, open areas.

>> No.4387453

Another vote for Blood from me.

>> No.4387457



>> No.4387462


>> No.4387513

I think bright red/bright green would look good in Doom's aesthetic.

>> No.4387530
File: 349 KB, 898x562, tumblr_oz62p15zxz1r2to8go1_1280.png [View same] [iqdb] [saucenao] [google] [report]

"This image was posted to id software’s twitter and deleted ~20 seconds later."
Got it from the-goddamn-doomguy tumblr.

Is it real?
What does it mean?

>> No.4387531
File: 878 KB, 1920x1080, Screenshot_Doom_20171109_232517.png [View same] [iqdb] [saucenao] [google] [report]

Can't stop seeing demon tears in that medkit.

>> No.4387535
File: 104 KB, 640x400, Screenshot_Doom_20171109_143222.png [View same] [iqdb] [saucenao] [google] [report]


I tried to accomplish an interesting effect here but tell me do these beta orbiters actually detract from the alpha-ness of this BFG shot?

The kinda linger for a few tics before quickly evaporating upward.

>> No.4387540

DOOM (2017)

>> No.4387547

D44M2 is still far away from being complete, its probably and Easter egg of RAGE2, since said game is still being worked ATM

>> No.4387548
File: 82 KB, 640x400, Screenshot_Doom_20171109_143314.png [View same] [iqdb] [saucenao] [google] [report]

it has orbiters and sparkles in flight as well but im not entirely satisfied with the orbiters (was hoping to get a "cloud" effect similar to the BFG10K from quake 2)

Though instead of actually orbiting they sorta spawn around it and display for 1 tic so its kinda like a radiation trail of sorts.

>> No.4387557
File: 119 KB, 640x400, Screenshot_Doom_20171109_144219.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4387558
File: 120 KB, 900x896, Screenshot 2016-01-07 21-17-23.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah - i played around with the BFG just now and at first i thought it was a minor glitch.
It looked like they were flying off to outer space right away.
Could you make them a bit slower or change the values so that they stay in place for a while and then disappear? Maybe that would look better but idk...

>RAGE2 in production
Are you serious? I thought it was cancelled.

>> No.4387559 [DELETED] 

>beta orbiters
fuck off. don't bring that shit here cunt.

>> No.4387564 [DELETED] 

20 seconds? does he sit there refreshing it constantly? stop sucking corporate dick you fucking slave.

>> No.4387569

Nope, it lives, but they had to delay it for a bit because of nuDOOM and EW2

>> No.4387580

holy fuck

>> No.4387587

Twitter can still show images even after it was deleted, probably he was lucky enough to notice this

but if you really want to meme
>>>/v/ is over there

>> No.4387607
File: 10 KB, 294x369, dumb.png [View same] [iqdb] [saucenao] [google] [report]

help me be less retarded why doesnt it work

>> No.4387608
File: 147 KB, 239x492, ComplexAddons.jpg [View same] [iqdb] [saucenao] [google] [report]

The list is still growing omg

>> No.4387613
File: 108 KB, 640x400, Screenshot_Doom_20171109_145225.png [View same] [iqdb] [saucenao] [google] [report]


Okay I think I can do that, ill give them a longer lifespan and fan out wider. I forgot id replaced the default green sparkler which also applied to the bfg (hadn't intended on touching it until now).

The orbiters are fine from what ive noticed, but the impact radiation effect I think its a mite bit off-key to put on the main projectile. So im putting it on the BFGExtra splash hits (since these can pile up fast on tougher targets ill have to tighten the number that it generates, and the area that they spawn in, in picture related its still too wide I think).

I think after I get this clamped down and tightened up fine ill leave it as a 1.0 modification on smooth doom and I wont do any other changes to it.

If I can figure out how to do ACS/Menu Options/Variables I can add to the list and provide an optional Gameplay tweak.

> you should be warned that it does already modify gameplay a slight bit but nothing more than common sense would suggest
> the rocket explosion actually does 13 A_Explode calls for stepped damage so that monsters will get hit multiple times by it and greatly increase their stun chance, it still only does 128 explosive on a direct hit though.
> For example monsters like HKs or Archviles can be reliably stunned by a rocket now.

>ill come clean and say the revenant fireball and rocket also do +Strifedamage and hit for 18 and 36 dice respectively, although that doesnt really change much it means the minimum damage these hits do is abit higher.

>> No.4387617


No, I'm pretty sure they canceled it completely since literally nobody wants it.

>> No.4387624

A long time back, when I was younger, there was a Heretic mod taking the Heretic 2 weapons and putting them in Heretic 1.
I've never been able to find the fucking mod again.

This is a complete shot in the dark, but does anyone know of it, have it, or know where to get it?

>> No.4387636


>> No.4387640

How about making something like a modified RevenantTracerSmoke class that spawns those green particles?
Keep in mind that i don't know shit about making stuff like that, but there could be a way to modify it to spawn those green particles in random directions that still follow the projectile

>> No.4387654


Why the fuck did I guffaw uncontrollably like a retard.

>> No.4387661


>> No.4387679

>literally nobody wants it
that can always be solved by marketing, sadly

>> No.4387687 [SPOILER] 
File: 389 KB, 960x509, 1510263928885.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4387696

ijon is that you?

>> No.4387701

Where did the idea of Final Doomer having weapon sets based off unofficial megawads came from?

>> No.4387716
File: 111 KB, 640x400, Screenshot_Doom_20171109_153635.png [View same] [iqdb] [saucenao] [google] [report]

I got it hammered out, most of the control on that is in the particle itself based on its lifespan. I also made what spawns the particles spawn more of them.
> if you spawn a bunch but they have a short lifespan, its still underwhelming, more of a twinkle than a trail of sparks

Anyway thats solved, and also the radiation sparks which are given off by the bfgspray are just about perfect (it creates short lived bright blue ones combined with the longer green ones). I didnt expect it to work out that perfectly, it seriously enhances the flash and makes the spray attack feel Very Dangerous, like bits and pieces of these creatures are being teleported into space or some shit.
> be forewarned if you got a slow machine like mine you might get a frame lag when it hits a boss monster since thats alot of objects its generating, thankfully they go away within a few tics.

So I think im going to leave it as it is, if I do any modding on it at all I will probably be replacing some of these particles with actual particles rather than a resized glob. Hard to imagine I did all of that with just a 225kb package.

> I am not associated with the smooth doom project, im just trying to improve on it in the face of extended delays. Smooth Doom may have other problems im not aware of, this only enhances it and corrects a couple problems I noticed.
> Credit for the HD palette goes to whoever did the PalPlus, which I used as a base to modify from.

Smooth Doom Upgrade 0.99

This is the version of Smooth Doom that ive got (they never included the version number in the credits?)

>> No.4387724

Thanks, those particles look great in motion.

>> No.4387730
File: 318 KB, 1280x1634, quake's fiend and yoshi.jpg [View same] [iqdb] [saucenao] [google] [report]

Look at this.

>> No.4387737
File: 365 KB, 1280x1024, Screenshot_Doom_20171109_170538.png [View same] [iqdb] [saucenao] [google] [report]

i unfucked myself.

>> No.4387747

I unironically want Rage 2 because I think if you fixed the outstanding flaws and built on the strengths of the first game, you could make something that's actually pretty good.

>> No.4387750

I like what I see.

>> No.4387764

Same, I actually really liked the world that was built up for it, also thought the guns were at least fun with the ammo types. Not only that, but it's pretty rare to see a modern fps that lets you hold more than two or three guns.

>> No.4387829

What would quake 3 Arena have functioned and looked like on the Dreamcast?

>> No.4387832

play ps2 version to find out

>> No.4387887
File: 35 KB, 640x400, WIP_KS23_fpview.png [View same] [iqdb] [saucenao] [google] [report]

Glorious bakelite

>> No.4387901


>> No.4387912


heretic 2
hexen 2
duke nukem
shadow warrior
redneck rampage
goldeneye/perfect dark with keyboard and mouse

>> No.4387927


like this?


>> No.4387930

>heretic 2
>hexen 2
>must plays
Not to most people I think.

>goldeneye/perfect dark with keyboard and mouse
They play fine with their controllers. Just get a controller that doesn't have a worn out stick.
Apply some mechanical grease to the bottom of the stick to extend lifespan.

>> No.4387959
File: 441 KB, 1280x1024, Screenshot_Doom_20171109_184935.png [View same] [iqdb] [saucenao] [google] [report]

I'm not entirely sure what I'm going to do to finish it up. Technically next to done, just have to polish up the visuals and pick up the gameplay.

Load me with the current halloween wad. Map08 >>4384537

>> No.4387974

The magic rod? It's from the original NES Zelda.

>> No.4387982

Dumb question about UT99, but do the difficulty affects the damage? I'm watching a speedrun, and the enforcer seems to deal 25 damage.
I don't remember it dealing that much damage, even to AIs.

>> No.4387990

right but is it meant to be available? the message suggests it was dummied out but the code left behind, and that i've managed to get hold of it through a bug. perhaps i misread it.

>> No.4388018

A small proble with the plasma rifle, it seems like the sound is muted if you strafe to the right when firing it.
Really cool little add on though, It's going to be a must-have for the next wad I play through.

>> No.4388040
File: 17 KB, 248x414, blank.jpg [View same] [iqdb] [saucenao] [google] [report]

High Noon Drifter 1.2 is released.

>Corzo's hat is no longer capable of killing him.

>> No.4388061

The new text and shotgun animation is nice.
>also just realized the HUD is the collar of Corzo's jacket

>> No.4388092

>Corzo's hat is no longer capable of killing him.
sounds like something for the strangelog

>> No.4388094

That wouldnt be anything having to do with my adjustment, I didn't modify the plasma gun code. Its probably an issue thats existed since vanilla where the weapon sound has priority but could also get cut off by the impact sound as well
> strafing to the right wouldnt have any effect on it as far as I know compared to going left
> also the code in smooth doom doesnt really do anything funky to the weapon either, I havent noticed anything odd about the Pgun yet...

>> No.4388110

Yoshi's Island looked better than Yoshi's Story.

>> No.4388153

oh it's early, i heard nov. 16th. perhaps one of those things where you make yourself look good by setting a generous deadline which you easily keep? :)

>> No.4388156

Knowing Terminus, yes

>> No.4388171

Are the texture packs on realm667 okay to use as long as you credit the authors?

>> No.4388175


All that was left was waiting for a couple reports from bugtesters and wrestling with some bugfixes.
The fixes ended up being easy and all the testers reported back to me that night. So everything got finished up in one fell swoop.
Go figure, right?

>> No.4388185

fair enough mate, sometimes you're lucky. shame you don't have such facility with sprite artists.

>> No.4388216
File: 87 KB, 640x400, Screenshot_Doom_20171109_200825.png [View same] [iqdb] [saucenao] [google] [report]

Totally not an ambush...

>> No.4388220

Nah that was me having fun with the pickup message. Seeing as you get them from nazrobes, and those guys are out of place too

>> No.4388229

Speaking of nazrobes. Has anyone here seen what happens if you get killed by one with death cam on? That was another little thing I had fun with

>> No.4388251

Just an idea Shivers had at one point. He made Eternal Doomer, and later on I convinced him it'd be a cool thing to continue doing.

>> No.4388261
File: 400 KB, 1280x1024, Screenshot_Doom_20171108_202336.png [View same] [iqdb] [saucenao] [google] [report]

link replaced

>> No.4388286

What is the best mod and why is it Grezzo 2?

>> No.4388360

what if a quake map where instead of starting with the shotgun you start with the nailgun
how hard would that be to balance, i.e. rate of ammo usage

>> No.4388383

Babelguy, if you're here, I'm getting an errorless crash about in about 10 minutes of playing with both gzdoom 3.0 and 3.2

>> No.4388397

hot, unsolicited opinions incoming
for one, when I ran it in GZDoom, it was missing textures, so most of the outside was checkerboard
giving the player the rocket launcher before the short final encounter would also be rad
shotgunning all those hell knights to death wasn't really tense, especially with the glut of shells around
there were just a bit too many imps in the beginning for my taste
additionally, you have a lot of great setpieces, but the player doesn't interact with them in any meaningful way
for example, it would be rad if there was a teleport to a secret BFG in that center tentacle pillar thing, or if one of the screaming face windows (those are cool, btw) was a transparent wall that you could walk through

>> No.4388405

I'm here but getting into bed, RC1 is definitely a bit buggy but I never got anything like that, tested in 3.0. Errorless crash is usually an engine thing, but I don't doubt that some of the hackier shit I did might have caused it. Was this on any particular wad?

>> No.4388410
File: 78 KB, 706x694, scared.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4388415

Fuck man, I gotta sleep. Got work tomorrow, but message me on Discord Xangi#8619 or if you're more of an email type I have a cock.li at [email protected] Thanks for playing either way, hopefully whatever the issue is RC2 will resolve it or I can fix it locally.

>> No.4388420
File: 25 KB, 640x480, HELPPIC1.png [View same] [iqdb] [saucenao] [google] [report]

I'm also surprised no one has noticed the thing I made in the help screen too

>> No.4388467

that fiend is a smug faggot

>> No.4388547

it's interesting how even a full two years after quake was released it was already deemed a classic in the videogame industry.

>> No.4388618

Hey Kegan i just want to say that the latest WebM of the berzerker rune for the gmota doomslayer that the sword feels very weak.

>> No.4388657

Even the one where revenants fly out with every punch?

>> No.4388706

That's a really fucking good painting for a magazine cover. Look at the excellent shading, multiple colored light sources and realistic skin tones of the monster.

>> No.4388716

i saw it and thought it was cool but i don't see what there is in particular to remark upon. what is the singular thing in the help screen you are referring to?

>> No.4388717

Well it's not a singular thing, it's what the four panels convey.

>> No.4388719

oh. i'm not /v/ enough to spot that pattern, outside of the context of a reading an appropriate thread. certainly not while i'm in the game engine, away from the browser.

>> No.4388721

I'm pretty loss is more than just a /v/ thing

>> No.4388724

I'm pretty sure* fucking hell.

>> No.4388726

well it's not a thing on any of the boards i go on regularly.

>> No.4388770

so, how does the quickdraw move in HND work exactly?

>> No.4388776

pick up quickdraw item
hit use inventory
target enemies
kill 'em

>> No.4388780

i thought he meant "how does it work in code" not "how do i use it"

>> No.4388782

well, in that case, i don't really know

>> No.4388802
File: 11 KB, 480x480, 14670824_659287614248655_2943142157311736762_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4388810

reminder: if you write the link like this
then it is directly downloadable

>> No.4388813
File: 31 KB, 1853x226, final doomer.png [View same] [iqdb] [saucenao] [google] [report]

two more months guys!

>> No.4388817
File: 40 KB, 640x480, How2play as a manlet knight.png [View same] [iqdb] [saucenao] [google] [report]

Just eight more years, guys!

>> No.4388826

fuck off, cuntface.

>> No.4388828

Taking the rest of the year off, you can have it in 2018. Thanks for the excellent idea!

>> No.4388831

I can't be a cheeky fucker while posting my own progress?
I mean that guy ragging on Yholl is one thing, but I think I can give myself shit while working on GMOTA.

>> No.4388835

didn't realise it was you. thought it was some shitter. many apologies.

>> No.4388837
File: 920 KB, 2500x2700, spaghetti.png [View same] [iqdb] [saucenao] [google] [report]

It's all good. I'm just having a little fun while I post stuff.
Thankfully it won't take another eight years to finish this shit, once the Doomslayer is done I'm gonna knuckle down and playtest the shit out of GMOTA and hammer out any kinks or glitches, and this shit'll be ready.
I'm pretty excited to get this update out

>> No.4388838
File: 10 KB, 204x136, agitating.gif [View same] [iqdb] [saucenao] [google] [report]

I can't contain the hype.

>> No.4388846

>I'm pretty excited to get this update out
same, just try to avoid coming up with new feature ideas while you're playtesting :)

>> No.4388848
File: 396 KB, 1304x1018, snootwizard.png [View same] [iqdb] [saucenao] [google] [report]

Oh god no. I've spent this whole year trimming down Blaz's moveset and features, the only feature I could possibly want to add to Blaz is a double lariat, which I might sneak in at a later update as a secret move. But at this point I'm pretty happy with how Blaz plays. There's a proper melee focus now and it's a pretty fucking tough mod.

I'm terrified of how well it'll perform on Zandronum online play, I've been poking at that every so often but haven't done a proper co-op run.

>> No.4388865

That reminds me - are there any wads that use this revenant sprite? I only know of DemonSteele

>> No.4388869

GMOTA's golden boners do that dance, and I'd probably make the other skeletons do it too if I had the sprites for them.
The pocket revenants from Dump 3 also do that dance.

>> No.4388878

>DUMP3 Pocket revenants
Oh yeah - i forgot about them.

>> No.4388897

DRLA also does, but only in one very specific thing.

>> No.4388904

when you shoot the yuuka statue? i remember doing that once, i was going through the output of dumpclasses and wondered what it was, so i summoned it, and when it didn't really do anything besides animate, i shot it

>> No.4388907

Hhahahahahaha yes

Oh wait, there's another place where you can find them, you can get them from the N-modded Reality Distortion Array.

>> No.4388932
File: 159 KB, 1280x720, Screenshot_Doom_20171110_080715.png [View same] [iqdb] [saucenao] [google] [report]

I RETURN FROM THE DEAD TO BRING YOU nothing because I'm a lazy asshole have a screenshot of rain instead

>> No.4388939
File: 987 KB, 680x384, FPHandsTest.webm [View same] [iqdb] [saucenao] [google] [report]

Added first person hands in attacks where the camera don't execute in third person.

It's a good practice for when i add the entire Versus Mode back to the mod and makes this stuff with monsters as well.

>> No.4388941

Cool gun!

>> No.4388943

That video isn't loading for me. Anyone else has that problem? Says it's unsupported.

>> No.4388948

Are you on iPhone?

>> No.4388950

Who are you again? Welcome back nonetheless.

>TO BRING YOU nothing because I'm a lazy asshole have a screenshot of rain instead
Pretty good.

>> No.4388951

doesn't work for me either.
firefox-esr 52, debian.
mpv can play it, though.

>> No.4388957



Youtube link then >>>>>>> https://www.youtube.com/watch?v=kfVbyV4BfjA

>> No.4388972
File: 364 KB, 1286x745, 1502812063.png [View same] [iqdb] [saucenao] [google] [report]

Marrub, emitter of Lithium
now that I don't have crippling depression it's a lot easier to work on things consistently

>> No.4388974

>punching rocks

>> No.4388975

Oh, you can actually play as those big ass monsters?

You just gotta make a futurism style city with 3d model buildings that have baked breaking apart animations my man. I want to godzilla some shit up.

>> No.4388976

I have the the same issues. I bounce between complete inactivity and frantic development. Unfortunately projects get abandoned in between.

>> No.4388978

Well not really "play as them", this Tamer is like Basilissa in HND, a powerup that summons an OP monster to aid in battle.

As for the second thing, well i can make some mod in that style someday if nobody does it before me ofc.

>> No.4388979

well i could play it using mpv but that's better in a way because it has sound

anyway what's going on? do you play as that huge thing? looks like it could destroy entire armies of hellspawn in one shot. maybe need to run it on a giant slaughtermap.

>> No.4388982

never mind was answered a few seconds before i posted

how'd you cure it

>> No.4388984
File: 26 KB, 1280x720, Screenshot_Doom_20171110_084614.png [View same] [iqdb] [saucenao] [google] [report]

Some day I will actually use this terminal system for something.

>> No.4388987

Is that a custom font?

>> No.4388996

oh well enjoy it while it lasts. i've been on antidepressants for 7 years, they were good for a few months but now i only take them to avoid the withdrawal symptoms.

also https://www.youtube.com/watch?v=liDdir5FBr0

>> No.4389006

I can't remember where the fuck I found it, it's called Alagard.

>> No.4389009


>> No.4389017
File: 173 KB, 1280x720, Screenshot_Doom_20171110_090605.png [View same] [iqdb] [saucenao] [google] [report]

Oh, I know. I was prescribed them for 2 years previously. And then after 2 years of not taking any everything slid downhill slowly but surely. Only really thought to see a doctor after lying in bed for two weeks just thinking of ways I could kill myself.

>> No.4389025

>looks like it could destroy entire armies of hellspawn in one shot. maybe need to run it on a giant slaughtermap.

It doesn't one shot entire hordes, but surely it can clean up 600+ monsters in a minute: https://www.youtube.com/watch?v=PghB5kocWjA

Anyways, now i need proceed into making Razor's ability of raining bombs in an AoE.

>> No.4389031

I make sure to take mine to avoid withdrawal symptoms, because they're actually very nasty, but I also find that they do something for me, when I forget to take them, I really do feel miserable that day.

>> No.4389038
File: 62 KB, 634x357, 36D4D63600000578-3721353-image-a-17_1470215521352.jpg [View same] [iqdb] [saucenao] [google] [report]

I think the black hole lacks some audible and visual "pop" when it disappears. Is it front of the guy or right below him when active? If in front, a quick and violent gamma ray burst straight up into the sky would be pretty badass.

>> No.4389042


When I forget to take mine I get a high that lasts a day or two. Then comes the crash and withdrawal.....

>> No.4389052

Not that guy.

I should get on meds, but the condition they'd be for means I'll never go get 'em.

>> No.4389053

Yeah i was been thinking in add some secondary explosion effect for closing the black hole and it is casted right below, i can leave the gamma ray burst thing for another Tamer when i rework the other ones, probably one of them will cast a neutron star instead of a black hole.

>> No.4389086

>neutron star
I'm all for degeneracy.

>> No.4389113

heh heeehhhn

>> No.4389114
File: 132 KB, 1074x716, 1466601760550.jpg [View same] [iqdb] [saucenao] [google] [report]

>Watch through the Final Doomer previews
>mfw BTSXGuy seems to have visually very boring arsenal

>> No.4389224 [SPOILER] 
File: 770 KB, 960x509, 1510332224089.png [View same] [iqdb] [saucenao] [google] [report]

You can now squirt all over enemies

>> No.4389232

Not quite what i was expecting...

>> No.4389308

Are there any guide to HND features?
Mod page has fuckall.

>> No.4389321
File: 80 KB, 762x598, time.jpg [View same] [iqdb] [saucenao] [google] [report]

>not letting the enemies squirt all over you

>> No.4389324

squirt blood and die, i hope

>> No.4389338

did you remove that god awful "binocular" feature?

>> No.4389340

Well, hey - i'm still waiting for my Y-Doom.
Then i'll let everyone "squirt" all over me...

>> No.4389342

why not X-Doom instead
or Z-Doom

>> No.4389343

>a neutron star
not an astrophysicist, how do those work?

>> No.4389361

enough mass to overcome electron degeneracy pressure causes atoms to collapse and protons/electrons to merge into neutrons at the centre. they're not neutrons the whole way through though, the surface is iron (atomic nucleus with lowest binding energy)

>> No.4389362


Is there something you're having trouble with?

>> No.4389363

not sure how you'd fit one into doom though, it's just be like a cross between a black hole and a bowling ball that went through walls

>> No.4389370

How do I throw grenades? They look like a handgrenade, but are not a selectable weapon, and there is no hotkey.
What does revolver spin do?

>> No.4389375

are you retarded?

>> No.4389379

you have to pick up the rocket launcher replacement, which looks like a pile of hand grenades.

or go into mod options and change "grenades acquired" to "on ammo pickup"

revolver spin doesn't do anything afaik it's just a comedy effect.

>> No.4389390

Thunder Force IV - Course Select
I advise you to get Slade, it's fairly useful for looking up stuff like this

>> No.4389393

>How do I throw grenades?
by picking up the rocketlauncher weapon
>What does revolver spin do?
nothing, it just looks cool

that wasn't so hard

>> No.4389394


Grenades are the Rocket Launcher replacement weapon. You pick up the weapon before using it.
Revolver spin just looks cool. That's it.

>> No.4389402

>or go into mod options and change "grenades acquired" to "on ammo pickup"
this is cheating

>> No.4389417

Oh, fuck off.

>> No.4389420 [DELETED] 


>> No.4389428 [DELETED] 

Go get concussed again.

>> No.4389432 [DELETED] 

that really stung, huh?

>> No.4389434 [DELETED] 

>says something stupid
>y-y-you mad?

You don't deserve even rape.

>> No.4389435 [DELETED] 

that really stung, huh?

>> No.4389443 [DELETED] 

who got concussed before?

>> No.4389446
File: 78 KB, 512x288, the face just before rape.png [View same] [iqdb] [saucenao] [google] [report]


This gives me an idea for survival horror style conditions. I watched a playthrough of Silent Hill Downpour and you dont even get any guns until at least halfway into the game, and the shotgun is unusable because you dont get ammo for it. In fact the ammunition for the shotgun isnt even regarded in terms of ammo count... its like getting a gas can for a chainsaw or something. The shotgun does have limited ammunition but I dont think it tells you how many shots you have, its kinda like a key for an ignition that enables the weapon to work.

Then again for the segment of the game where you use it (the prison) it is tanamount to the BFG of that game.

I had a similar idea for doom modding where you get powerful weapons and the ammunition comes with the weapon pickup and thats it. It could even be a random amount like a Halo-Style rocket launcher in terms of firepower that comes with 4-6 rockets.
> and thats all she wrote.

Ive done this with the BFG before and I didnt experience any blowback from it in terms of game balance. It just forced me to use the plasma gun/cells I was picking up for some of the situations I would have used the BFG for. And I used the BFG alot less often, only when it was advantageous (because like Doom3 it only came with like 4-5 shots and the only ammo pickup for it was grabbing Another BFG).

> in fact I scripted a dummy weapon to switch to after you ran out of ammo for it which impressed the point further, by deleting your BFG so that the #7 weapon slot was no longer illuminated
> I could have made it spawn a junked BFG with sparks coming out of it but I didnt want to go quite that far
> The gun be powered by interdimensional energies but UAC never perfected the capacitor array or superconductors for it and it fries after 4-5 shots, ammo is a product of durability rather than battery juice.

You could do this with Explosive weapons, making them the equivalent of super weapons.

>> No.4389539

Trying to play Plutonia on UV with just level start saves, but I suck too much. How do I get good?

>> No.4389554

practise practise practise
watch demos/videos and try to mimic them

>> No.4389558

>watch demos/videos and try to mimic them
some plutonia level seem almost impossible without foreknowledge. map15 for example is a lot easier if you know exactly where to run at the start, and clean out a couple of secrets, get weapons/armour etc.

>> No.4389579

All these goddamn archviles fucking my shit up. Traps that keep trapping me even when I know they are traps.

Man am I screwed if I ever get to plutonia 2

>> No.4389590

which map are you on?

>> No.4389596

Only map 4. I really do suck, at least I can whine about it here.

The archviles were map 3. Now I am trying to run past all the unavoidable hitscan at the start of 4 without then bumping into a bunch of other deadly shit.

>> No.4389598

Is there a good list of Doom RLA assemblies?

>> No.4389604

yeah 4 is extremely annoying. i think the best strategy is to run for the place where there's the frozen chaingunners, it's relatively covered and you can have ssg and chaingun online pretty quickly. then grab the yellow key and fetch the rocket launcher from just inside that door before it closes.

>> No.4389619
File: 31 KB, 484x366, this is how I roll.png [View same] [iqdb] [saucenao] [google] [report]


Tweaking more but I probably wont put this out until ive got alot more crap added (this will also apply to the arachnotron plasma too). Decided to use the roll function since everyone uses gzdoom now pretty much (I think it works in qzdoom?) for spinning some projectiles at random, in addition or possibly instead of their existing spin.

Mostly just sharing this as an inspiration for others but ive seen a few mods that use the dynamic. Requires setting +ROLLSPRITE flag for an object (you can set it in its frames using A_CHANGEFLAG if you dont want it to roll until required).

>> No.4389625


Possible happening in progress: mapper apparently throws tantrum and blanks all his posts after bad reviews of his wad. Bleeding hearts proceed to lament in the thread and apologise for their criticism. Waiting for sufficiently insensitive twat to come in and throw insults/condescension around. More as story develops.

>> No.4389628

>behave like a child
>people start to apologize
>instead of learning lesson you learn that this behavior is encouraged
fucking doomworld

>> No.4389631

>breddit doomer

Of. Fucking. Course.

>> No.4389634

not /vr/

>> No.4389636

No fun allowed

>> No.4389637
File: 26 KB, 540x540, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

There are definitely spots in Plutonia that are bullshit without foreknowledge, primarily due to unfair use of chaingunners.

>press button
>drop down
>8 heavy weapons dudes say hi
>pic related

>> No.4389638


fuck off.

>> No.4389652

Finally did it. Wasn't so bad after I got a foothold. Thanks for the tips.

>> No.4389653
File: 154 KB, 619x665, Scared.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4389654

>removed filters
>added brightmaps

>> No.4389658

I was starting to think I was the only one who completely despised brightmaps

>> No.4389659
File: 777 KB, 1280x720, sshot006.png [View same] [iqdb] [saucenao] [google] [report]

Why is Doom64 so fucking awesome?
I just finished it for the first time and i had the time of my life.

>> No.4389660
File: 155 KB, 619x665, Scared.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4389667

Anyone still have a link to the mapset in question?

>> No.4389672

Never mind, found it myself

>> No.4389673

I also was hoping somebody here would have it. I don't want to post in that thread

>> No.4389674

Ah cheers.

>> No.4389680 [SPOILER] 
File: 1.61 MB, 1920x1080, 1510352081925.png [View same] [iqdb] [saucenao] [google] [report]

Oh dear
Hello 1994

>> No.4389682
File: 1.61 MB, 280x296, 1463237921412.gif [View same] [iqdb] [saucenao] [google] [report]

>that texture usage

>> No.4389685
File: 8 KB, 253x200, What were they thinking.jpg [View same] [iqdb] [saucenao] [google] [report]

holy shit

>> No.4389687

fucking infinitely tall water monoliths up in this bitch

>> No.4389690
File: 111 KB, 466x492, tumblr_inline_ok9zdeNk2F1s4w1av_500.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4389691

What ever happened to the whole MAPINFO situation? The colorful hell options still aren't in the options menu in gzdoom

>> No.4389693

it's beautiful. i love 1994 shit. shame it's full of zdoomisms though

>> No.4389694

Graf is most likely responsible

>> No.4389704


Any way to "fix" it?

>> No.4389715

as someone who regularly played d!zone & the like, i seen way worse

>> No.4389726


> they dont go up and down and produce the elevator lift sound

>> No.4389731

Okay so for the longest time mod creators have replaced the entire options menu rather than add separate options menus of their own because there's been exactly zero guidelines and documentation on this. This means that when mainline GZDoom changes or adds menu options those wouldn't appear in the menu if a mod like that is loaded. This pissed graf off, so in recent versions GZDoom simply doesn't allow you to fuck around with the internal options menus, breaking compatibility with old mods that did it the "wrong" way.

Yell at the mod creator.

>> No.4389734

>Yell at the mod creator
Fuck off graf, if you're going to just allow some shit that everyone uses for nearly a decade then suddenly fuck up literally every mod that used it you can blow me. It should have either never have allowed menu replacement in the first place or not broken backwards compat when fixed.

>> No.4389738

if you're gonna go that route you can fucking leave too

>> No.4389740


>> No.4389749 [DELETED] 

ITT: Graf being a shit

>> No.4389750 [DELETED] 

my favorite bedtime story

>> No.4389752

anyone got a writeup about differences between zdoom and prboom when it comes to conveyor belts? I want to learn more on that before I go with some crazy logic using voodoo dolls and conveyors

>> No.4389757

Surreal af. Got anymore?

>> No.4389759

It feels like a large majority of weapons are unsatisfying
>JPCP's weaponset entirely
>AAGuy's weapons past the shotgun

>> No.4389760 [DELETED] 

as much as i wish graf was actually here, someone like him wouldn't seem to have the interest of being in a place like this... unfortunately.. he should just [No] the rest of his life and neck himself as soon as possible

>> No.4389763
File: 175 KB, 500x390, 1.png [View same] [iqdb] [saucenao] [google] [report]

So... Is making a shitty wad the best way of getting any feedback? Or is it because of that """drama"""?
I should try it on Zdoom forum - maybe that will work...
I'm joking of course.

>> No.4389764 [DELETED] 

He just uses GZDoom as a way to have people suck his dick anyway, that's why he butts heads with the devs who outshine him like judas.

>> No.4389772 [DELETED] 

> thread posted on june
i thought they got that menu shit sorted ages ago

>> No.4389773 [DELETED] 
File: 77 KB, 800x533, 425882613676.jpg [View same] [iqdb] [saucenao] [google] [report]

not only suck his dick, but give his ego a good handjob and a rub probably, too

also yeah, remember when dpjudas came in last year and one of the first posts in response to his feature suggestion was graf basically the equivalent of telling him to fuck off? boy do i remember!

>> No.4389774

>It should have either never have allowed menu replacement in the first place or not broken backwards compat when fixed.
I agree. I just told the guy the only way to fix it no matter what you, me, or anyone else thinks of it.

>> No.4389784
File: 80 KB, 640x400, Screenshot_Doom_20171110_170859.png [View same] [iqdb] [saucenao] [google] [report]

Making a minor enhancment on the plasma gun (double damage, double cell use, twice the firing tics).

Projectile seems to be working great
>>ohh yeah, reminds me of 90s sci fi movies

But now the fucking gun wont add itself when cheated in, either that or its just not selecting, even when cycling weapons.

>> No.4389785 [DELETED] 

>I was hoping to get rid of it before such action was taken...
every time.

>> No.4389790

You fucked up its name in the player definition, try changing that.

>> No.4389802 [DELETED] 

>as much as i wish graf was actually here
yeah he's way too up himself to come to 4chan. or at least, to be seen coming to 4chan.

>boy do i remember!
sounds hilarious, link please

>> No.4389804
File: 75 KB, 640x400, Screenshot_Doom_20171110_171903.png [View same] [iqdb] [saucenao] [google] [report]

Nah it has a new name, plus I put it IN the player definition under the weapon slots block, which should have worked but I guess it didnt.
> I put Weapon.SelectionSlot on the weapon instead just to make it work

I had to create a replacement player definition so I already had this set up (reason being for adding damage types that are nerfed against the player - shotgun sergeants do full shotgun damage in this mod but the player is still supposed to take nerfed damage from them... ironically the damage multipler is 0.357)

Its generally working now. Need to tweak the plasma shots though, they look a little bit too big and fluffy (they do cause 45 damage apiece though, but still, they appear to be more intense now to compensate, they dont need to be big).

>> No.4389806 [DELETED] 


(i was wrong, it's literally the first post)

>> No.4389815 [DELETED] 

hahaha thanks, guy is like "i've done the work to add 32bpp software, how may i collaborate with you to get it merged" and he's like "not worth my time, fuck off" without even taking a second to look at it, even though the dude has ***done the fucking work already***. what a shitter. judas must have really believed in his work to persist and stick around even in the face of that kind of shit treatment.

>> No.4389818 [DELETED] 

I really wonder what rachael thinks of the guy.

>> No.4389819 [DELETED] 

he probably makes her wet lol

>> No.4389820 [DELETED] 

Considering she's an absolute cunt to everyone I'd imagine she hates him just as much as everybody else.

>> No.4389825 [DELETED] 

I've gotten a sense of quiet exasperation

what have I missed?

>> No.4389831 [DELETED] 

one thing is for sure, debating rachael on the forums is the equivalent of slowly taking a razor into your own radial artery, gradually over time until you finally puncture it and it explodes

>> No.4389837 [DELETED] 

how do these totally unreasonable people end up in positions of power. remember that woman who was a skulltag admin?

>> No.4389840 [DELETED] 

i wasn't ever a part of the skulltag community, but apparently it was the epitome of cancer

>> No.4389841 [DELETED] 

Went okay for me every time I found myself in that seat.

>> No.4389843 [DELETED] 

not literal dick sucking and nepotism

>> No.4389849 [DELETED] 

i've seen her find many holes in ppl's arguments, enough to completely take their argument and purposefully blow it out of proportion and make them look bad, including one of my own

spot_on comrade

>> No.4389861 [DELETED] 

>i've seen her find many holes in ppl's arguments, enough to completely take their argument and purposefully blow it out of proportion and make them look bad, including one of my own
Might just be my poor English skills but that sounds like basic argumentation.

Or that I'm nearly incapable of being irritated at people. There's only one guy in the community I've ever been pissed off at.

>> No.4389870 [DELETED] 

is it me? it's me, isn't it.

>> No.4389871 [DELETED] 

well, i'm fine with her having perfectly valid arguments that don't automatically take what you say and assume it means something, and then use it against you. for example, in the argument that she made against me, she strawmanned it and then the rest of the ppl in the thread followed behind and started attacking me as well for disagreeing

arguing fairly is fine, but arguing fallaciously imho isn't

>> No.4389873 [DELETED] 

>There's only one guy in the community I've ever been pissed off at.

lets try to guess who that is
>Graf Zahl
>Sergeant Mark IV

>> No.4389879 [DELETED] 

I can only take your word for it, obviously.

Last time I debated her (and both with and against other people quite civilly) graf was unsurprisingly the only one who said what amounts to "if you disagree with my enlightened opinion you're illiterate and a retard"

>> No.4389883 [DELETED] 

Nope, none of those. It's a guy I was working together with on a project for a short time.

>> No.4389907 [DELETED] 

look at all this not/vr/ not doom discussion

>> No.4389915 [DELETED] 

>i've seen her find many holes in ppl's arguments, enough to completely take their argument and purposefully blow it out of proportion and make them look bad
that sounds like a problem with your argument, t b h!!!

>> No.4389920 [DELETED] 

the thread evolved into a graf/zdf shitposting thread


>> No.4389923

so how about them video games

if you want to go discuss people on other forums, go to those forums

>> No.4389929

Don't pet the caco

>> No.4389932 [DELETED] 

>literal anal bleeding

>> No.4389942 [DELETED] 

that really stung, huh?

>> No.4389945

this, friendly reminder

>> No.4389947

Well of course. That's the whole point of that site.

>> No.4389950

so anyone know some maps that are huge? like ones you end up playing for 30 minutes or more each?

>> No.4389970 [DELETED] 

They did..
They sorted it out by autisticly updating ZDoom/GZDoom to filter out menus that weren't made using their preferred method, thus intentionally fucking up backwards compatibility with a metric fuckton of Doom mods

How is this off-topic, shitdick?
Go do it for free somewhere else

>> No.4389978
File: 154 KB, 1366x768, Screenshot_Doom_20170904_163658.png [View same] [iqdb] [saucenao] [google] [report]

You're not the boss of me!

>> No.4389980

Is there an addon for D4T that removes multiplayer weapons?

They're all really bad and I can't imagine why the mod maker would replace Super Shotgun spawns with two of the worst guns that can't even pretend to fill the same role

>> No.4389989 [DELETED] 

>if you want to go discuss people on other forums, go to those forums
you know exactly how well that would go, idiot. it's even enshrined in your stupid site rules - no criticiseing 4chan moderation on 4chan. do you think other places are any different? fuck off, there's always a need for a place where dissent can be aired freely, and an anonymous web board is the best place for it.

>> No.4389994

go back to 8gag, subhuman

>> No.4389995

found the expat

>> No.4390000

there should be a cvar for that, check mod menu, I remember such option in OG version of the mod, not sure about D4T tho, but worth a try

>> No.4390003


>> No.4390026
File: 283 KB, 1280x974, 689c94250e7e6a401277452ef00c97c1.jpg [View same] [iqdb] [saucenao] [google] [report]

look at those numbers
(pic unrelated)

speaking of variables I just came up with an ingenious idea to pass variables to a spawned object (at least before it becomes visible) by storing them as part of its inherent variables such as ScaleX, ScaleY, Roll... and these need not be integers either since they're float to start with. At least with spawnitemEX you can pass these along and then take advantage of them in the worst way.

For example change the size of the sprite before spawning the other thing, that gets passed along, then you can reference the object's scale in a random function to deliver a certain number of loops/jump state chance, or dictate the size of the dispersion of particles, etc.

>> No.4390029

So, is there any way I can edit the mod easily to fix the mapinfo issue?

>> No.4390031

>speaking of variables I just came up with an ingenious idea to pass variables to a spawned object (at least before it becomes visible) by storing them as part of its inherent variables such as ScaleX, ScaleY, Roll
Oh... no... no no no man. If you want to do that just use ZS and make an Init() function, fucking hell. If you absolutely must use Zandybam I suppose you could have the fuck out of it but why.

>> No.4390054


AddMenuOption it in the menudef.

>> No.4390064

Yes, but where do I put the addmenuoption?

>> No.4390085

If the Revenant has two shoulder canons then why does he only shoot one fireball?

>> No.4390089


Because he's a bonehead.


That's...actually a good question, I haven't messed with it before.

>> No.4390103

I hate how all the Doom 4 mods insist on adding the shitty multiplayer guns. At least it's optional.

>> No.4390106

one is the one that fires homing shots, the other one is the one that doesn't. it never uses both at the same time.

>> No.4390135

I thought the only one that mattered was the GL, because it felt like it was something missing from the campaing.

>> No.4390149

When does the Revenant ever fire shots that don't home?

>> No.4390154

about half the time

>> No.4390167

When he starts the firing animation but you manage to get out of his sight when he spawns the projectile.

>> No.4390175

good to know your still around

>> No.4390194

What's the problem with Brightmaps?

>> No.4390206 [DELETED] 

Don't listen to him, he's the resident brightmaps shitter, Khornerose, he throws autistic fits on dw and zdf all the time, then comes here to shitpost anonymously about brightmaps.

>> No.4390215

brightmaps are pretty tho

>> No.4390220

I dislike it general when mods add more weapons to cycle through on top of the normal nine weapons.
It's why most of my mods often have only two or three weapons

>> No.4390228

I just don't like them.

>> No.4390247 [DELETED] 

wew, namedropping hard.
who do we call out for shitty history next, Bloax? Decay?

>> No.4390278

Explain? You really aren't saying anything.

>> No.4390287

Not him, but many of the sci-fi style guns in the BTSX set seem to feel weak and unsatisfying to use from the videos. The guns are too gimmicky in places and some just lack the bite the mod gives the original Doom weapon set.
It's nice they're trying to make all the sets unique but honestly the new sets don't look as fun to use as the current ones.

>> No.4390294

So far in the preview they look fine to me, is Yholl still making these in only decorate? Because god damn some of this stuff must get complicated.

>> No.4390296

Basically, the BTSX guns are all different varients of plasma rifles and that's not very interesting to use after a while.

>> No.4390308

I think the repeater is pretty good.

>> No.4390309

Just imagine that whenever the cunt deals 80 damage to you, it is because he fired both cannons.

>> No.4390413
File: 1.80 MB, 311x228, Nutted_But_She_Still_suckin.gif [View same] [iqdb] [saucenao] [google] [report]

Does someone have the gif of David Byrne from the Once in a Lifetime getting shot by the doom shotgun?

>> No.4390415
File: 1.41 MB, 320x240, 1503893779206.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4390423

Thanks bud

>> No.4390443

Do you have any thoughts on how to make them more satisfying to use? I am interested in hearing.

I just shouldn't make energy weapons because they're all plasma rifles no matter how they actually function?

Some things, but generally the stuff is pretty simple. The most complicated stuff is usually stuff like the dynamic lights on the player, weird cosmetic things like that.

Final Doomer is very much made under the rule of "Keep It Simple, Stupid". Sometimes I go too far with trying to make things cool, but Shivers is there to bring me back to simple designs, heh.

>> No.4390513
File: 240 KB, 952x768, blazass.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys, I've decided to pass out a pre-release version of GMOTA v1.0. The Doomslayer isn't playable here but Blaz is completely overhauled and there's a full proper roster of monsters.


The only bug/issue I can find with this version is you can sometimes pick up weapons but not the sprite of the weapon, which are separate actors from how they change from character to character.
It's also a little too easy to stay at max ammo still, which annoys me a little. But other than that, this should behave and be a hell of an upgrade from the old version.

The official release should be soon-ish, I still gotta finish the Doomslayer and get sprites for the Cybermancer, along with some boring crap like font stuff

>> No.4390518
File: 98 KB, 800x480, the greater communicator.jpg [View same] [iqdb] [saucenao] [google] [report]


whaddya know, hell froze over & he actually released the thing

>> No.4390520

It's technically not released yet, so hell's still pretty warm.

>> No.4390523

still, GJ.
CA is still confirmed q1 2018 right

>> No.4390538

Maybe not Q1 but I definitely plan on working on an update shortly after GMOTA's update is out.
Might at least take a week off for a break. I've been working on doom mod stuff all year.

>> No.4390547


>> No.4390615
File: 24 KB, 475x165, meme.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4390620

>Can finally play GMOTA again
My god

>> No.4390634

>Wave Buster
Oh my fucking god this is great

I missed GMOTA so much

>> No.4390656

>high noon drifter update
>GMOTA pre-release
life is good

>> No.4390664

what's a good set of maps for these but not so good that I should play it vanilla first?

>> No.4390685

My problem is the weapons on BTSXGuy don't seem to have any real 'oomph' factor to them, they're simply just 'pew pew' and stuff dies. Very hard to put my finger on what the problem is, but to me they just look really boring to use.

>> No.4390691

Mmmm. I'd been thinking it might be the impact sounds. I'll try and get beefier ones, see how that helps. Thanks.

>> No.4390695

The thing in weapons is anticipation. Shotgun is so fucking cool because you gotta wait before the shots, it builds up the tension and makes you slightly hyped up for every time you pull the trigger.
The same with rocket launcher and BFG, which make you wait for the projectile to hit. The faster the projectile travel/reload is, the less anticipation there is.

Chaingun instead is cool because you can pernamently stunlock some enemies, but it's random, so many chaingun encounters will turn into you standing close to tough demon, unloading your chaingun into them, while you crap your pants hoping that pain chance will kick in every time until it dies, because if you get bad luck you're getting damaged.
It's kinda like gambling - and because you have no control over it, that's why it creates tension.

There's also other stuff like sound, raw power and visuals, but the feel of a weapon mostly boils down to tension and anticipation.

>> No.4390702

This is fucking great.
Finally a good kegan mod.

>> No.4390705
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google] [report]

You didn't like space hunter?

>> No.4390718

not a fan of metroid or the 8 bit gun sprites.

>> No.4390729

>Do you have any thoughts on how to make them more satisfying to use?
You need some sound effects with more oomph to start with
Also those rockets with the light field? As useful as a damage field can be it just kind of fizzles out

Maybe have a slight boom at the end

Or remove the field and give it a regular explosion if it must be simple still

Just an idea anyways, sound design might be more important for energy weapons than traditional ones. That's my thought on it anyways

tl;dr, it needs more Zazz

>> No.4390765
File: 35 KB, 640x400, 0181-0213.webm [View same] [iqdb] [saucenao] [google] [report]

Working on the shotgun animation. It'll have two recoil animations depending on what kind of shell you fire. This'll be the high recoil one (high pressure slug) that kicks your view up a bit and twists you around slightly.

>> No.4390767

Is this a pump action shotgun?
I hope it is

>> No.4390768

Too much recoil to the right without enough roll on the gun. Looks good though.

>> No.4390771

i thought combined_arms was supposed to be the literal crime against doomm modding

>> No.4390773

Sure is. With a max capacity of three shells in the tube no less.

Good idea anon. Still just in the early stages.

>> No.4390775

>This pissed graf off, so in recent versions GZDoom simply doesn't allow you to fuck around with the internal options menus, breaking compatibility with old mods that did it the "wrong" way.
Didn't Graf fixed it in 3.2.0 and he just made custom options appear at the bottom?

>> No.4390776

You might be thinking of Comfy Doom, Combined_Arms was a result of me asking anons and a few other people "If you could replace one doom weapon, what would you replace it with?"

Though for the future weaponsets I plan on going for "themed" sets of my own choosing. Like one based around the various grodbort weapons from TF2, or the weapons of Xexyz for the NES

>> No.4390778

That sounds pretty neat

Also is the gray part of the shotgun supposed to look so long? Don't think I know that shotgun

>> No.4390779
File: 55 KB, 217x190, 1467734615334.png [View same] [iqdb] [saucenao] [google] [report]

Ahh shiet my favorite modder. Tried it a bit, seems really fun.
Gonna wait for the final release before digging further.

>> No.4390780

i was just taking the piss based on that one guy who really seemed to hate c_a


>> No.4390783

You probably should tweak the lightning stab somehow

As cool as it is the travel distance needed means I'm probably going to fly through a ton of projectiles since I can't dodge while stabbing

Besides that everything else is pretty great

>> No.4390785
File: 96 KB, 546x504, rig.png [View same] [iqdb] [saucenao] [google] [report]

Might just be the perspective playing tricks. I drew the mesh on top of photographs of the gun so it should be more or less accurate. Not really sure about scale tho'

>> No.4390787

this cracka know what's up.

>> No.4390793

I'm gonna win that guy over in time too, just you wait.
and I'm so glad the Bison got unfucked, I was so upset about it it's one of the reasons why I want to make a Grodbort themed set.

I was thinking the same thing, I might make it just a powerful stab you "hold" and charge up rather than a dash.

>> No.4390807

It's probably my bad then, it still looks nice was just wondering

Most shotguns I've seen are more uniform in color

You could also make the rush much faster if you didn't want to change it to a charge up attack

I don't think there's much wrong with the impact of the attack itself just using it is unfortunately really awkward and regular lances don't feel quite enough to justify it

I also think the ice slashes are a tad weak unless using the blazter freezing to supplement it, but having to swap back and forth is not even remotely a big deal and is engaging

>> No.4390816

Again, I was noticing the same thing, the ice slashes are a little lacking but the icicles you throw at the end are crazy stronk, I'll buff the ice slashes, shorten the time needed to electrify the stinger, and speed the dash up.

>> No.4390819

Ooooh, I like that idea a lot, thanks!
I'll make em WHOOMPH at the end of their effect.

I'll try and mix some oomphier sounds too.

>> No.4390826

Energy weapons need a nice THOOM sound to it or a VHSSHRROOWWWWW for something maybe beam related

Just needs some really nice sounds and maybe a bit better impact sounds and that will help energy weapon focused stuff a lot

After playing 8 maps of Alien Vendetta I'd say so far the only real weapon I can't find a use for would be the needles shot for the blazter

Also does punching not boost up the blue meter? Was wondering a bit if it was just reduced gain or off.

So far I have been having an absolute blast, I'm not sure what is keeping this from being a full version release personally

>> No.4390829

>I just shouldn't make energy weapons because they're all plasma rifles no matter how they actually function?
You can make energy weapons that have a similar feel to real guns. Either hitscan or really fast projectiles and short, loud and percussive sound effect. Like the combine rifle in HL2 you know?

>> No.4390830

I should probably slightly buff the spike vulcan, it originally fired a LOT of needles per volley, but after watching Term walk through entire levels just holding altfire and never running out ammo because of the low ammo consumption, I put a stop to that pretty quick, and yeah, your fists don't grant sword energy, if you're unarmed you'll need to either get your sword back or collect gems to charge your energy back up.

I'm glad you're having fun with it, that means a lot dude, and it's not quite ready for a full release, I still want to drop the Doomslayer in this update as an extra surprise and he's seriously like 80% done at this point, and I still need to get sprites for the Cyberdemon replacement, and some fancy font stuff if I can pull it off.
Also more music for Blaz, because even with the extra 20+ tracks I've added thus far, I'm still getting repeats.

>> No.4390845
File: 55 KB, 640x400, 0200-0233.webm [View same] [iqdb] [saucenao] [google] [report]

You're right about the color. I really just chose that lighter shade because it made the model easier to work with. I'll go over all the metal surfaces before finalizing it.

Anyone have thoughts on the animation? Tried to give a little bit of weight to it.

>> No.4390846
File: 1.26 MB, 720x360, anger issues.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4390851

That looks like sex.

That also looks like sex.

>> No.4390852

A tiny bit extra damage would probably help the spike vulcan a lot.

It's not even really bad so much that the other weapon types outshine it just enough to not consider it

Also listening to the synchronized explosions after a fatal draw slash is so good

>> No.4390856


i lol'd

>> No.4390858
File: 15 KB, 162x170, lemme_at_them_sweet_mimosas.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to run this with the Ancient Aliens Megawad and it's saying:
"22 errors while parsing DECORATE scripts"

I'm using zandronum 3.0 alpha what do bois?

>> No.4390860

I love how the hands move around when you're standing still. Gives that adrenaline filled feeling. The sprite shake on hit looks great too.

I think there should be some kind of indication in the hud that Berserk is active though - like a screen vignette or animated flames on the status bar boxes. Are you supporting the software renderer btw?

>> No.4390861

I have no idea how far I'm supporting software renderer, last time I tried it I got a mysterious error message when striking things in melee with the omen warhammer but everything SEEMED fine, it was fucking weird.

and yeah, I'm gonna add some extra HUD flair when you're raging as the Doomslayer.

>> No.4390862

Zandronum is officially at 3.0

Use GZDoom

>> No.4390878
File: 267 KB, 320x320, nEp1S4w.png [View same] [iqdb] [saucenao] [google] [report]

just did w/ gzdoom-g3.3pre-65-g5716dfe and now I'm getting 20 errors while parsing DECORATE scripts

>> No.4390889
File: 1.03 MB, 449x250, DirectAlienatedCavy-size_restricted.gif [View same] [iqdb] [saucenao] [google] [report]

Recoil should kick the gun directly backward, absorbing the recoil causes it to raise a bit and maybe a little bit off to either side. The trigger hand shouldn't really move much besides backwards a bit.

>pic related
Obviously it should be less dramatic when the user can handle the caliber, but this shows the general motion well I think.

>> No.4390894
File: 1.87 MB, 379x423, JIGGLE ME BONES.gif [View same] [iqdb] [saucenao] [google] [report]

>that guy's face and shoulder

>> No.4390895
File: 187 KB, 720x360, HAET.webm [View same] [iqdb] [saucenao] [google] [report]

I added a little extra shake to the fists themselves when he's getting fired up

>> No.4390896

>I'm gonna win that guy over in time too, just you wait.
You won't because he's not opining in good faith.

>> No.4390897

Humans do look a lot like jello in slow-mo

>> No.4390898

Mmmm, I'll do my best. Thanks.

Trouble with really fast projectiles is that the trail will start to segment in a nasty manner.

>> No.4390907
File: 1.06 MB, 1920x1080, 1509759999220.gif [View same] [iqdb] [saucenao] [google] [report]

Who are the real whiz kids on ACS scripting in the community?

There are some people that seem to know all the ins and outs of everything.

>> No.4390912

Mega boomstick when?

>> No.4390918

How do you know that the anon whose posts got deleted was from 4X2chan anyway?

>> No.4390920

Trailblazer's BFG replacement is technically one, or one-half, at least.

>> No.4390921

I tried to do something like this vid:

Is the second webm I posted any better? It has some linear movement but I can increase that if you think it is apt.

>Trouble with really fast projectiles is that the trail will start to segment in a nasty manner.
That's why I use 3d models for both my tracers and trails.

>> No.4390923
File: 6 KB, 292x173, 1433176534861.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw no super rocket launcher like there is a super shotgun

>> No.4390925
File: 211 KB, 378x296, tumblr_inline_owrcmwqBR71qmi7a3_400.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no super fist that allows you to perform zandatsu on a cyberdemon.
Somebody get on this shit right now.

>> No.4390926

> a RL that uses 2 rockets and shoots 2.7 rockets

>> No.4390927

Second webm is definitely an improvement, but I think it kicks way too far to the right. You can see in that video, the gun doesn't really move towards the camera at all.

>> No.4390941
File: 394 KB, 750x1000, Casshern.jpg [View same] [iqdb] [saucenao] [google] [report]

>Zandatsu with your bare hands
Could be awesome

>> No.4390948
File: 56 KB, 640x400, shotgun slug recoil.webm [View same] [iqdb] [saucenao] [google] [report]


Thanks for the critique by the way. I really want gun handling to be relatively realistic but I've never actually shot one in real life.

>> No.4390951

Isn't the KS23 a semi-automatic?

>> No.4390952

>I just shouldn't make energy weapons because they're all plasma rifles no matter how they actually function?

It really depends on you about if you want make redundant functionality on these weapons, it can be the same for "i just shouldn't make ballistic weapons because they're all assault rifles no matter how they actually function?"

In Hunter's Moon i took special care about this and no weapon functions exactly like each other probably the only one which does that is Shotgun and Nailgun, but then this is more because Nailgun was already a "Shotgun of Nails" in Quake 3 Team Arena.

>> No.4390956
File: 23 KB, 256x213, tri-rocket launcher.jpg [View same] [iqdb] [saucenao] [google] [report]

here's how you do it

>> No.4390959

Lookin better imo! I think a more noticeable kick backwards at the start would be good, and I think you could speed up the drop back down. In the fray he'd be pulling the gun back down to quickly aim again, rather than just letting it fall back into position.

>> No.4390960
File: 17 KB, 600x272, RL for people which don't know how to play UT.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4390961

What Stalker mod is that?

And a different question: Is there a way to make a reflective actor that redirects the incoming projectiles into a single aiming point (for example where the player is aiming).

The only reflective properties I found on ZDoom Wiki are "random", "+-45 deg" and "180 deg back"

>> No.4390964

Nope. It was designed for police use primarily, where you'll want to be able to fire low pressure gas and non-lethal shells which wouldn't cycle a semi-automatic action.

>> No.4390967

That looks moe like a 16bore than 4 bore. Size is too small, the kick is too low.

>> No.4390969


>> No.4390973

Will do! Thank you senpai.

Well there is a huge muzzle break on the thing and the player character is wearing powered exoskeleton armor.

>> No.4390980

Don't know the mod, status bars look Misery but Misery doesn't have a minimap.

Also don't ask me about ACS my man, I'm clueless.

>> No.4390993

>And a different question: Is there a way to make a reflective actor that redirects the incoming projectiles into a single aiming point (for example where the player is aiming).

Yeah you can!
There are reflection flags and one of them makes the reflective monster/actor aim the projectile towards its target.

>> No.4390996

>8gag(too extreme for 4chan chan as it was also known as)
>not overhuman

Thank God for finally releasing the 1.0(well, the pre-release at least)! Or should it be 2.0, because of the sheer amount of changes you've made since 0.9.9?

>> No.4391008

That one reflects the projectile back at the atacker (who becomes "its target" when the projectile connects), not in the direction the actor is facing, which is what I want.

>> No.4391018

Oh, sorry I misremembered how it works. Then you'll have to override CanCollideWith() in zscript.

>> No.4391058
File: 90 KB, 400x300, phone.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to look at a map in a pk3 in DoomBuilder 2, which of course you can't do.

It's Enjay's water map.
I have SLADE installed so I want to pull it out but it's screwing up.

I've not edited in years so forgotten how all this works, how do I go about this?

>> No.4391068

New thread, Doom thread. I hope I got everything.


>> No.4391071

I think that the author is either trolling or an oblivious noob (more probable the latter given his reaction), and the guys who said that they unironically liked the wad should gtfo.
The apologies for the criticism are ridiculous, even more since it was all reasonable and not offensive stuff. And shame that this attitude of seeing stuff with rose-tinted glasses on seems to become more prevalent there.
If the archive still allowed revies from non-registered users the wad would have been drowned in 0/5 stars reviews as it deserves.

>> No.4391078

>forum drama

This is why I love Chans so much, there isn't any dickwaving (and if you make an ass of yourself it won't follow you forever).

>> No.4391102

looks fine. gj

>> No.4391163

>If the archive still allowed revies from non-registered users the wad would have been drowned in 0/5 stars reviews as it deserves.

fucking terryfags, always ruining things for everyone.

>> No.4391168

Do people even make terrywards anymore? Or are people just making those EPIC TRAPS that just rape your ears and eyes?

>> No.4391174


from what i've heard they still make them, but obviously you don't see them in the archives anymore because they get insta-deleted by the admins

>> No.4391330

Nothing. They're nice.

>> No.4391337

I have an iso of that, if you don't want to pay for it

>> No.4391431


Can you post what some of the errors are?

>> No.4391857 [DELETED] 

Hey dudes, what's the best way to learn script huds?

>> No.4392248

>and if you make an ass of yourself it won't follow you forever

it only does in some extremely specific cases

>> No.4392260

and some people will attempt to make an ass of you simply for the fun of it

>> No.4392369

and i still don't know what's a netronian

>> No.4392408 [DELETED] 

Strange Aeons is a good one for HND, in fact I think it's better with HND than normally. Just remember to grab the compatibility patch from HND thread.

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