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/vr/ - Retro Games

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4402621 No.4402621 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4397187

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.4402624


-Looking to clean parts of the OP that aren't active

=== NEWS ===

[11-14] Dark Tide, a huge gothic castle map by Lutz

[11-14] La tailor girl first full release

[11-13] EZDoomJukebox, a Python-based .pk3 jukebox generator

[11-11] GMOTA 1.0 pre-release

[11-10] High Noon Drifter 1.2 officially released

[11-10] Anon map release: Garosaedris.wad, to be loaded with current Halloween map pack
https://www.dropbox.com/s/0ax73gdft90b75c/Garosaedris.wad?dl=0 (updated)

[11-9] Anon release: Custom Smooth Doom upgrade

[11-9] /idgames archive now accepts 12 character filenames

[11-8] Anon map release: Cave Complex >>4385037

[11-8] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4402634

The guys behind Evolution of the WAD should do more episodes based on shitty map ideas like the Dead Simple episode

>> No.4402636

Quake 1 expansion packs: The Quake EU.

>> No.4402641
File: 185 KB, 907x312, fd.png [View same] [iqdb] [saucenao] [google] [report]

Is Final Doomer V2.0 finally out?

>> No.4402645

I mean, again, there's nothing explicitly saying they're NOT canon, they're just not referenced anywhere. Hell, if anything Quake is an even better fit for the "All maps are canon" stuff than Doom, given that as of Q:C Ranger's canonically spent two full decades dimension-hopping and the worlds of Quake apparently have slipgates out the wazoo.

>it swings at around the same speed as Scout's bat
Would still be a minus compared to the Gauntlet, the main advantage of which is you can just hold M1 and +forward/+back to get the initial hit.

>> No.4402646
File: 410 KB, 1600x900, Screenshot_Doom_20171116_175227.png [View same] [iqdb] [saucenao] [google] [report]

you didn't know?

>> No.4402647

Shit, second reply is to >>4402640, I fuckered up the quotes there.

>> No.4402649

But Yholl and Shivers didn't mentioned it was finally out.
I thought that video game was just playing a pre release version.

>> No.4402652 [DELETED] 
File: 298 KB, 1280x1024, Screenshot_Doom_20171115_174228.png [View same] [iqdb] [saucenao] [google] [report]

xth for play my shitty maps

>> No.4402653

Would love an episode on Icon of Sin maps.

>> No.4402658

Well, one of the guys at tthe end of Dead Simple podcast says they're eventually gonna touch Map 30, aka Icon of Sin.

>> No.4402659

No fucking way Final Doomer is out.

>> No.4402673


It's not.
Hold your horses.

>> No.4402675 [DELETED] 

go away, s'arais

>> No.4402676

Okay, thanks.

>> No.4402705 [DELETED] 
File: 238 KB, 1280x1024, Screenshot_Doom_20171116_003224.png [View same] [iqdb] [saucenao] [google] [report]

it's not happening

>> No.4402708

18th for report shitters on sight.

>> No.4402721
File: 82 KB, 850x755, when yholl is asked for drla/finaldoomer update.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4402729 [DELETED] 
File: 177 KB, 1280x1024, Screenshot_Doom_20171116_182243.png [View same] [iqdb] [saucenao] [google] [report]

Oh the irony.

>> No.4402750
File: 2.95 MB, 1280x720, GAMMA TO THE MOON.webm [View same] [iqdb] [saucenao] [google] [report]

>Get new video card
>It's nVidia
>want to try out this NVENC shit I've been missing as an AMDshitter
>decide to record a little GZDoom
>gamma so high you can get a buzz by looking at it
What the fuck

>> No.4402757

Of course the webm compression would reduce it, goddamnit. At least there's that.

>> No.4402758


>> No.4402759

looks all right to me

>> No.4402763

Some proprietary nvidia codec for video encoding.
Yeah the source looks like trash but it seems like Webm for Retards fixed the gamma a bit.

>> No.4402764

yeah apologies, >>4402757 hadn't appeared when i pressed submit.

>> No.4402769

No need, I hadn't even watched the result file. Either way this GTX 1060 is pretty sweeto.

>> No.4402772

i can't get over that reload animation

>> No.4402807
File: 165 KB, 1280x1024, Screenshot_Doom_20171116_185516.png [View same] [iqdb] [saucenao] [google] [report]

How's your project coming along? Have you made anything for the /vr/y spooky halloween project?
You do realize it's on hold and not cancelled; so nothing's stopping you from adding on, which was Repugnus's original intent, right?

>> No.4402826

So when are we releasing it? XMas?

>> No.4402829

not even thinking about it. i've done one map this year, that's about my limit. as i always say i rather fix other people's maps than make my own. as such i may ask to take over compilation. i seem to recall thinking the packaging needed some work. last time i looked the sky texture replacement wasn't working right. probably needs some juggling of texture1/pnames lumps.

>> No.4402831

>How's your project coming along?

>Have you made anything for the /vr/y spooky halloween project?
Nope, don't intend to.

>> No.4402843

what a shame- the lack of submission. How come?
Good show that your line of work is coming along nicely.

Not even a clue. I think repugnus said it's left open to expansion, what with most people dealing with fatigue or something, and i'm working on roughly 5 or so maps for it.

Yeah, there seems to be a couple of issues with it, Still, I'd say to have multiple hands on the project for QA purposes would be spot-on, helps smooth out the rough edges and the tweaks would probably help those struggling to produce something. The bar for maps is raised so high these days we're starting to expect Fibonacci spirals.

>> No.4402848

>How's your project coming along?
Pretty good. Getting ready to redo subweapon pickups. Though honestly I'm still petrified about this. I got a bad feeling that this is gonna be a pain in the dick
>Have you made anything for the /vr/y spooky halloween project?
I haven't. Sorry. I haven't tried making a map in over a year

>> No.4402851


Not due to anything against the project itself, but I've got quite a lot on my plate as it is.
I already have two community projects waiting on maps from me, I'd rather not have a third.

>> No.4402853

seriously until i can write a program to automate away all the tedious parts of mapping i will never be a mapper

>> No.4402854
File: 91 KB, 648x546, image.gif [View same] [iqdb] [saucenao] [google] [report]

Acorn Archimedes

>> No.4402858
File: 388 KB, 1280x1024, Screenshot_Doom_20171116_192418.png [View same] [iqdb] [saucenao] [google] [report]

Perfectly understandable.

Well, if you ever get upset or frustrated with it; you know where to turn. Hope the pickups don't try to castrate you.

>> No.4402863

i had one of those

>> No.4402895

thank you for using my pic, op =)

>> No.4402925

Yes. Kinda. Most things Doom are on hold due to being busy irl. I can put out a map for a project in a couple days here and there when there are concrete deadlines or a time limit but not larger projects. I fully intend to complete it (and a million other things) but I don't know when I will. I also need to decide whether to switch it to zscript; will probably depend on how soon it looks like zand will get it.

>You do realize it's on hold and not cancelled; so nothing's stopping you from adding on, which was Repugnus's original intent, right?
I don't know if this was his intention or not due to radio silence. It probably doesn't matter since its a group project so anyone can add or put out new releases. If someone wanted to fix RjY's sky for map01 as part of their releases that would be super.

>> No.4402938

I can do that. Should be as simple as cracking the map open and plonking a skytransfer.
I haven't enough progress on my second map to consider it yet; it's technically just got some basic placements. I could always release an updated version of it including the WIP map and the Other-Map-That-Needs-A-Music-Conversion-Because-The-Programs-To-Convert-A-IMF-To-A-Mid-so-i-cant-start-on-it-yet don't work on this PC.

>> No.4402953

yes precisely, my first interest is in fixing it so my sky texture shows up properly
>I can do that. Should be as simple as cracking the map open and plonking a skytransfer
no it's nothing to do with maps missing sky transfers, it's texture1/pnames definitions, the doom2 sky1 is not being overridden properly.
anyway i don't have time now, i'll try to find the latest version previously uploaded and fiddle with it tomorrow

>> No.4402956

Is there a program that lets you listen to Doom music lumps? I'd really like to have Doom tunes to listen to while I'm modding.

>> No.4402960

...And lets you load different soundfonts?

>> No.4402964

Extract the midi/mus files and play them with foobar2000+midi plugin.
Now, it'd be cool as fuck if there was a foobar2k plugin to play files directly from inside wads.

>> No.4402968

>foobar2000+midi plugin
Different guy, but I fucking hated this, it used it's own soundfont that was awful and wouldn't let me change it.

I just got old Winamp instead and keep that around for when I want to listen to .midi or .mus

>> No.4402972

What the fuck is that OP pic?

>> No.4402973

The same effect could be achieved with a transfer, however.

>> No.4402981
File: 60 KB, 729x371, file.png [View same] [iqdb] [saucenao] [google] [report]

Wut, ypu can configure it.

>> No.4402983
File: 456 KB, 576x675, 644e5f225dc078bdcaf064b620218d7ff8e5ba54.png [View same] [iqdb] [saucenao] [google] [report]

Looks like today's OP is just making fun of Graf Zahl.

>> No.4402989
File: 6 KB, 137x114, witness he.jpg [View same] [iqdb] [saucenao] [google] [report]

>that switch staring in DIS

>> No.4402993

I tried making it do that but it wouldn't do it.

>> No.4402996

not the plugin's fault if your computer throws random errors m8

>> No.4403018

In case I explained myself poorly, I meant fix whatever was wrong with the textures/pnames, not that the sky itself was broken/wrong. I actually tried to add it with textures but have no idea what I did wrong; the sky shows up in the texture editor with the same name as it has in the separate file, and works when you load the file with the separate map file, but not in the compilation file. I am not the best at that sort of thing.

>> No.4403027

Honestly dude, don't feel bad. Most of this shit confuses the hell out of me unless it's direct interaction between two or more chaps. I added a couple of textures in with Garosaedris; but I didn't fix the sky there. I'll need to look at the issue the next time I update it all.

If any of you wanted to start on the fleshcaves map, for lack of a better music, I was planning on https://www.youtube.com/watch?v=iNDJPebuF1c as stated many times prior. Obviously, I can't extract it. I've tried.

I think there's a couple of conflicting textures, and I know at least one person used Rsky3 as a midtexture so there is that.

>> No.4403094

Yeah I'm hoping the same too. I'll need to figure out a smooth and consistent method of making the subweapon pickups change appearance depending on which hero is looking at it. Thankfully I can just make it give the same thing to everyone, more or less.

>> No.4403117

There might be some kind of weird hack for it out there somewhere. Sounds like it will take out your one good eye.

>> No.4403162

Smooth Doom upgrade anon, you think you will be making more updates? I think I've got another suggestion for the chaingun (which by the way now has the most satisfying sounds I've ever heard in a mod).

>> No.4403313

there's a server up on zandyjan go fucking get it.

>> No.4403324
File: 560 KB, 1920x1080, Screenshot_Doom_20171116_192306.png [View same] [iqdb] [saucenao] [google] [report]

Ancient Aliens is cool. I died a lot, there was also some pretty hefty lag.

>> No.4403384

I don't get it.

>> No.4403385

graf zahl maintains gzdoom
he is a damned bastard who hard cooperates with anyone and makes changes nobody really wants, while getting mad and berating others who think he should act otherwise

>> No.4403390
File: 59 KB, 586x191, file.png [View same] [iqdb] [saucenao] [google] [report]

What, that image of the OP?

>The OP image
The maintainer of GZDoom often turn down feature requests with [No].

>The quoted image
A quick hash search reveals the original drawfag request.

>> No.4403431
File: 176 KB, 800x600, Screenshot_Doom_20171117_005318.png [View same] [iqdb] [saucenao] [google] [report]

Some days ago i posted a bigass wall of text about GMOTA, i've been enjoying the mod and i finally had time to fight the cyberdemon on scythe1 map20 and....

Yeah, nerf this fucking laser thing subweapon to death, killing the cyberdemon in FOUR SHOTS is not ok when the a full hypermode blazter barrage doesn't even stunlock him, i forgot i had it and stocked up on so much ammo i just cheesed out that level with the greatest of ease, this is by far the ONLY overpowered and outranking weapon in the entire mod, everything else is either nice or is "git gud and you kill gud" but this stank bitch is just dangerously cheesy.

>> No.4403446

and nerfed, I reduced the damage individual chains of the laser and also slowed the fire rate down.

>> No.4403449

Did you do something about the lingering explosions on impact?
Because those are what melted the cyberdemon.

>> No.4403453

There's no damaging explosion, the heat beam is a long ass chain of projectiles. So on stationary targets, that entire chain plows into them
Blaz is quickly becoming a boss killer, and honestly I'm kinda fine with that. The other guys won't have this level of boss crippling power.

>> No.4403472

Also, i found a gamecrashing bug with the slime elemental, more specifically when he's at its Groundslime form. Try Summon Groundslime then fire with the blazter, i think it eventually crashes when you shoot it at broodlings spawning or at least when they're splashing

>> No.4403504

use this next time shitty op >>4402983

>> No.4403506

Yeah. Turns out this whole time the broodlings had no pain state which I think was the cause of it. I think I have fixed it in this current version I'm working on, but god damn it's been an issue that was been bugging me for awhile, I was worried I'd have to remove the crystal stun effect

>> No.4403507
File: 214 KB, 800x1219, 54988240_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

Well i'm glad i helped. Keep it up

>> No.4403534

I agree, Graf is such shit.

>> No.4403543

don't think i've ever got that. i seem to be very unlucky with drops, at least the sphere-in-a-box types.

also related: drops in out-of-reach places. it's kind of annoying that gmota's chain doesn't grab items. however, having said that, i have to admit i've been spoiled by the boomerang from high noon drifter.

>> No.4403548

I thought about adding that feature but given how the chain works it'd mean every powerup and item would block the chain and stop you from grabbing monsters unless the path was 100% clear.

>> No.4403550

fair enough, t.bh it's better if you just finish what's left to do rather than fiddle with already-done features

>> No.4403559

That's the plan. Add more small quality of life shit in future updates, like being able to pick up and throw barrels, a double lariat for Blaz, and a unique nightmare difficulty, I won't be fucking with it this update but later I'm gonna make it a royal bastard.

>> No.4403563

>tfw trying to think of how to start a map but every idea is shit people have done before a thousand times and better

>> No.4403574

might as well give up

>> No.4403575
File: 1.01 MB, 1280x720, WARNING - JUMP SCARE.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4403583
File: 129 KB, 1440x1308, DFIVBryXgAMmyDi.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4403586

i would bone that skelly

>> No.4403602
File: 86 KB, 615x407, sad-man-and-rain[2].jpg [View same] [iqdb] [saucenao] [google] [report]

way ahead of you, buddy

>> No.4403606
File: 736 KB, 929x1100, Yuuka Laugh.png [View same] [iqdb] [saucenao] [google] [report]


Honestly should be "when yholl is demanded to release updates", though.

No, it's not.
At this point, I'm hoping to get some feedback from Term on AA, and if nothing seems out of place, release.
Right now, it's done, I just want to be sure the latest changes to AA work well, as there were a few of them.

>> No.4403612
File: 2 KB, 120x120, Ranger Face.png [View same] [iqdb] [saucenao] [google] [report]

Best sourceport for a vanilla Quake experience? I looked that image in OP, but the ftp listed there for the vanilla port doesn't work. (the one that ends with glq1114.exe)

>> No.4403615

Quakespasm or Mark V.

>> No.4403616

I'll check them out, thanks.

>> No.4403620

i masturbate only to quakespasm, but not sure how faithful it is

>> No.4403623

don't you fucking do it.
make that map you little bitch
even i've been told to fuck off a million times.
ain't happening tho, i'm here for DOOM.

>> No.4403627
File: 165 KB, 600x599, screaming skeleton.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4403661

heh nice

>> No.4403662

man, trying to get blood type colors to blend nicely onto existing textures is hard

>> No.4403681
File: 32 KB, 1600x1200, 1510919109.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4403686
File: 400 KB, 488x519, Decaf is for faggots.gif [View same] [iqdb] [saucenao] [google] [report]

I forgot to make a pickup sprite for the Berserk Rune. Let me fix that.


>> No.4403689

lol that's so over the top

>> No.4403690

(i love it btw)

>> No.4403717
File: 8 KB, 175x240, 62b465e0909f8416d33be3ae736a7e96.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4403790

Dunno why I wanted to do that, but whatever.

3:05 - Metal Gear Doom (didn't try playing it fairly, quickly dismissing it as an alpha. But decided it's pretty good for an alpha)
13:08 - Batman Doom (Actually tried playing until first death, after that just went through different maps, while being baffled how a 90s mod can be so well made)
35:20 - MoDohfun! (he immediately loved it and never stopped loving it)
54:25 - WOAH (memes)
1:01:50 - Boom Power (After playing through first level with it, he got a NUTTY idea to load it with you_know_what. Que tons of lag and maniac laughter)
1:11:00 - Japanese Community Project (A perfect showcase of Joels goldfish memory and his amazing ability to easily get lost on the first map. Not to mention his sensational skill of running around like a headless chicken.) (He actually check out all maps in the wad)
1:52:10 - He finally turns off filters ("Thaat's more like it")
2:09:40 - DIO (he loved it, obviously)
2:18:50 - Space Hunter (liked it)

He did occasionly mention the upcoming second contest
Atleast it'll be more limiting with only one level per entry

>> No.4403812

>Doom Mod Madness
Way to steal the title from MrIcarus.

(I'm kidding, I guess it's just a coincidence because alliteration)

>> No.4403814
File: 5 KB, 303x243, 1357385989920.png [View same] [iqdb] [saucenao] [google] [report]

You're alright for adding them timestamps.

>> No.4403829
File: 101 KB, 787x859, firefox_2017-11-17_15-23-22.png [View same] [iqdb] [saucenao] [google] [report]

That didn't go unnoticed

Thank you!

>> No.4403838 [DELETED] 

>all that dick sucking

>> No.4403840

Moorhuhn is a pretty underrated game.

>> No.4403842

Someone tell him to play Hideous Destructor or MooN

>> No.4403850
File: 71 KB, 348x540, big-spikes-rivets-fitted-on-strong-huge-main-entrance-gate-small-wicket-et0x4r.jpg [View same] [iqdb] [saucenao] [google] [report]

>Something's off with this church door, can you tell why? *laughs*
Jokes on him, things like that actually exist, it's called a 'wicket gate'.

>> No.4403852
File: 5 KB, 406x324, 1510928651.jpg [View same] [iqdb] [saucenao] [google] [report]

>even i've been told to fuck off a million times.
>ain't happening tho, i'm here for DOOM.
Fuck off.

>> No.4403858
File: 40 KB, 512x699, 1494755536827.jpg [View same] [iqdb] [saucenao] [google] [report]

No giving up. I believe in you. I want you to make something you find fun, and I want you to share that joy with us.

>> No.4403860
File: 38 KB, 640x574, 1493969340695.jpg [View same] [iqdb] [saucenao] [google] [report]

He should've loaded JPCP with some gameplay mod, could've been more interesting that way

>> No.4403863
File: 3.93 MB, 4240x3276, 1510342116720.jpg [View same] [iqdb] [saucenao] [google] [report]

Does GZDoom/UDMF support silent, momentum carrying teleports?

I wish to give the illusion of falling down a hole into a new area but can't do that if the teleport effect is there or if you suddenly stop having "weight" to your fall.

>> No.4403871

Solution: Make the fall a crossfade to black

>> No.4403891

No can do, but thanks for the suggestion.

>> No.4403896

I wish more games like that were made, they're basically modern day descendant of light gun games.
(What would you even call that? Rail shooters? Moorhuhn isn't really on rails...)

>> No.4403902

I think Strange Aeons does several tricks like that, maybe look into that. I definitely recall there's one where you walk into a non-euclidean one-way doorway in the void, and one where falling off a ledge will make you "fall" back to the start of the level.

>> No.4403906

I'll load it up and look but there is already a way to silently teleport, there just isn't any momentum.

Would it be possible to write a script that silently moves a player and has them have momentum?

>> No.4403913

is there a command or a mod for quakespasm that makes the ogres actually shoot at you?

>> No.4403915


>> No.4403916

Can't you just check player's momentum before teleport, and reapply it after teleport?

>> No.4403926
File: 2.93 MB, 1280x720, 1494179834755.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4403929

That's just silent teleports, man. Cool though.

I'll check it out, I'm new to scripting and while level design ideas flow to me, i'm a brainlet on scripting.

>> No.4403930
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4403936

Alternate idea, let's call it a "Russian pencil solution": make player fall down a pitch-black hole with nothing to orient themselves about. Without orientation, they won't notice lapse in momentum, they will only notice they were falling at the beginning, and are falling at the end.

>> No.4403940

I like how objects spawn in doom. they just plop into existence.

>> No.4403943

i wanna see him try meta doom

>> No.4403953

has he tried demonsteele yet?

>> No.4403969

Were the Quake1 and Quake 2's expansion packs digital only, or were they on physical CD?

>> No.4403972


Physical CD. What on earth would make you think otherwise.

>> No.4403974

Digital downloads via shareware aren't that new. But thank you though.

>> No.4403978


The digital part was for the shareware, Anon. The full-monty almost always came on a physical medium.

>> No.4404018
File: 1.72 MB, 1273x1174, 1506735310050.png [View same] [iqdb] [saucenao] [google] [report]

So how lame is it considered to have an MIDI of "Fuel" by Metallica as level music?

>> No.4404025

well doom already has a soundtrack of slightly off metallica midis, so

>> No.4404040

garrulismo had a straight-up stairway to heaven midi in one of its maps.

>> No.4404070

at least pick a good metallica song, "Aint my bitch" would be a lot better pick if you are going for load/reload vibe

>> No.4404072
File: 3 KB, 126x114, donald_duck1.jpg [View same] [iqdb] [saucenao] [google] [report]

Where can I find the Quake 1 and 2 full, with all episodes to play with DOSbox? I'm having a lot of trouble trying to find them, all I've found is shareware.

>> No.4404075

read the OP

>> No.4404082

I've read OP, I'm >>4403612While I was about to play it with WinQuake, I've remembered that DOSbox exist and it can't get more vanilla than that. The problem is that the quake files in the pastebin doesn't have any executable to run or install in DOSbox.

>> No.4404090
File: 29 KB, 657x527, 1509812014821.png [View same] [iqdb] [saucenao] [google] [report]

blis resbond

>> No.4404098

Is there a way to adjust dynamic lights in the latest stable version of GZDoom?
I think they're a bit smaller than I'm used to.

>> No.4404102

If you're looking that hard for a song from Metallica that hasn't been done, you might as well dig into Voivod.

>> No.4404107

>I think they're a bit smaller than I'm used to.

If the map is using attenuated lights then they are working as intended, well you can try to see if you are not used to regular lights trough gl_attenuate, -1 is "leave it to map preference", 0 turns all attenuated lights into normal ones and 1 turns all lights into attenuated ones.

>> No.4404110

I'm playing a vanilla/boom map, I don't think it has such features.

They're small on everything, I want to make them bigger and brighter. Are there any lines in the .cfg I can adjust?

>> No.4404117

It's probably you not used to the new renderer then, and to be honest despite 3/4 of people here disliking Graf, i liked that he actually removed all the disgusting options of ambient light level and dynamic lights to the modders and mappers so we can finally have our fucking default environment setting instead of bleeding out into when stumbling into a video where someone plays them with a totally different configuration.

>> No.4404119

let me get this straight
so you can't change dynamic lighting settings while playing anymore?

>> No.4404124

Yep, all what is left as user option now is that lil variable i mentioned, everything else is up to modders and mappers.

>> No.4404126

Golden Souls 2 Demo 3 available

>> No.4404154

why would it be

>> No.4404157
File: 220 KB, 500x206, wankwankwank.gif [View same] [iqdb] [saucenao] [google] [report]

>i liked that he actually removed all the disgusting options of ambient light level and dynamic lights to the modders and mappers so we can finally have our fucking default environment setting instead of bleeding out into when stumbling into a video where someone plays them with a totally different configuration.

>> No.4404163

wtf is that Jason Isaacs?

>> No.4404178
File: 1.07 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

teach me your secrets

>> No.4404179

DOOM wads were better in 2000-2003 than they are now

Just the same ol fucking weapons wads and oldschool maps, no inventiveness at all to speak of.

>> No.4404182
File: 578 KB, 1920x1080, quakespasm-sdl2 2017-11-17 13-48-13-29.png [View same] [iqdb] [saucenao] [google] [report]

Wow okay, not sure what happened there.

>> No.4404185

Ogres are by default not Z-aware in Quake. Some mods change this but it also requires redesigning levels (As in vanilla Quake some maps rely on Ogres firing straight forward to bounce their grenades off walls towards the player).

>> No.4404189

>teach me your secrets
% convert \( -size 320x200 tile:rw24_2.png \) \( -size 320x240 xc:none -font ./bloody.ttf -pointsize 60 -gravity center -fill '#500' -annotate +0+0 'BLOODY\nHELL,\nMATE' -resize 320x200! \) -define 'compose:args=75' -compose dissolve -composite +dither -remap ~/images/doompal.png -scale 500x600% x:

in english, text in appropriate font, rgb #550000, overlaid onto texture at 75% opacity, converted to doom palette.

the font is:

>> No.4404191

arcane dimensions does it.
legit spooked me the first time.

>> No.4404194
File: 1.13 MB, 800x450, Super Quake Bros.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4404198

It'd probably fit better than Carry On My Wayward Son, desu

>> No.4404209
File: 24 KB, 688x422, pen.png [View same] [iqdb] [saucenao] [google] [report]

That's some neat gobbledegook for whatever command line based graphics editor (why?) you're using but #550000 just overlaid on that texture at 75% opacity (or 192/255) does not give the same color-blend effect at all, before or after palette conversion.

>> No.4404214

news request - Defrag World Cup is back for first time since 2014 - https://dfwc.q3df.org/comp/dfwc2017/

>> No.4404221

Tell Graf.
Tell Nvidia.


>> No.4404229
File: 52 KB, 420x388, 1505582221996.jpg [View same] [iqdb] [saucenao] [google] [report]

sometimes I make the doomguy frowm subconsciously. looking left and right suspiciously included.

how autistic am I

>> No.4404230

oh it seems i misunderstood what the dissolve composition method actually does. sorry.

>> No.4404236
File: 20 KB, 406x294, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure how that program handles things but in GIMP at least 'dissolve' never seems to really do anything other than be a really crappy single-color spraycan effect. No worries, I just wish this type of thing was easier to Google for as every relevant phrase you can think of gives 99% pre-made splatter effects on a transparent background, which doesn't help for actually making it look good on a texture.

>> No.4404237
File: 504 KB, 720x513, 1505337743619.png [View same] [iqdb] [saucenao] [google] [report]

>Playing through The Chasm

>> No.4404256

Hey, do you guys know how to set up some sort of automatic config that runs Quake through Dosbox while also mounting the music CD image? I haven't been able to figure it out. I hate having to input the commands every time I start a game.

>> No.4404263

shotgun and chaingun buddy, and kill imps as soon as you find them, abit tedious but itll make your life easier
> then you try to run down those pillars into the electrical room...

>> No.4404264

For someone who actually doesn't much like late Doom 2 maps, I actually kind of like Chasm.

>> No.4404270

you're a goof for playing through dosbox

>> No.4404273
File: 14 KB, 422x326, 1433131187539.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sourceport fantards

>> No.4404276

why not just use winquake or glquake, wich I believe we're also made by id. Afaik they're pretty much the original game, just with support for higher resolutions and actually runnable on windows.

>> No.4404281
File: 53 KB, 600x500, the ride.jpg [View same] [iqdb] [saucenao] [google] [report]

> a dos only sourceport

>> No.4404282

I have reQUiem on my computer tho. Its just not fully installed yet.

>> No.4404284

It's kinda easy, but it's still pretty ugly and "meh" level overall where the only difficulty is doing Max Payne nightmare level platforming.

>> No.4404294

WinQuake is fanmade but one of the earliest ports; GLQuake is official, but has a number of bugs. Fitzquake and its descendants (Quakespasm and Mark V, among others) are essentially "GLQuake but with the bugs fixed that id themselves added or skipped over."

>> No.4404297
File: 360 KB, 1152x864, latailorgirl.png [View same] [iqdb] [saucenao] [google] [report]

So I played this. It's... Well, I'm really not a fan of how the additional functions are handled. GZDoom has enough additional bindings now that you really don't need to define your own.

>> No.4404314


Midi metal is the best, I don't know what you're talking about.

>> No.4404325

My projects are on hold due to mapping fatigue.

My Halloween /vr/ submission is 95% done, but I'm thinking about adding some new areas to it since I don't have to rush for deadline anymore. After that, might make a smaller level for Halloween.

>> No.4404326

Probably better than anything off St. Anger
But not by much

>> No.4404329

I just want a wad to have a decent version of Apocalyptica's Path for old times sake

>> No.4404341
File: 66 KB, 640x400, Screenshot_Doom_20171117_143002.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia 2
Map 13 "Hard Facility"

Just discovered that by taking the alcove you can gain access to the Red Room without ever bothering to get the Red Key.

>> No.4404351

>He calls that gamma
Go play ZDaemon.

Rad. Love to see it when submitted.

>> No.4404352


Fun fact about Plutonia 2:
Revenants are the second most-used monster in the wad, right behind Imps.

Make of that what you will.

>> No.4404356
File: 173 KB, 2688x2688, 9d5.png [View same] [iqdb] [saucenao] [google] [report]

should i get gzdoom or zdoom?

>> No.4404361

Uh, both are still available.

>> No.4404364


"I am hereby eschewing further ZDoom development. There will be no future releases. Consider QZDoom or GZDoom as replacements."

>> No.4404365

>Go play ZDaemon.

Whoa man back the fuck up, we don't need to be handing out bad advice like that

>> No.4404367

but which one is better?

>> No.4404369 [DELETED] 

your mom

>> No.4404370

Its the least most used monster in Map11 though.

I dont have a problem with revenants other than their speed. I think they'd be just about as dangerous if their speed was set to 7 or 8.

Fact is they can be dealt with pretty effectively if you know what you're doing: they seem to be magnets for infighting against mancubuses and arachnotrons, rocket launcher fucks whole groups of them, and the chaingun is surprisingly effective if you're willing to sit there and wait for it. And you can bait punch them with berserk.

Id suggest zdoom until they work out the bugs with gzdoom, after version 2.4 they really fucked some shit up and they havent fixed it yet.
(GZ 2.4 is okay too)

>> No.4404371


If you want the original 2D renderer, it will let you do that. Also, you can use the 2D renderer with full colors if you want to.

>> No.4404373

gzdoom, but in software rendering mode

>> No.4404384

>want to make a floor portal
>if I recreate the example wad with my own linedefs it does not work
>but if I copy the example linedefs and adjust tags it does
>the settings are otherwise identical

What the hell?

>> No.4404407

I thought that revs were already the most common monster in Plutonia 1 but that could just be confirmation bias talking.

>> No.4404412

So I've played through all the official Doom games and TNT Evilution.
But I skipped Plutonia in order to play a bunch of wads instead, due to its reputation as being hard as balls. Should I go back and give it a go anyway? Or is Scythe better, because that's what I'll play through otherwise

>> No.4404415

Try it on Skill Level 2 and see how you like it.

>> No.4404424

scythe is easier for the first 20 maps, even easier than doom2, but map21 onwards are harder than pretty much everything in plutonia

>> No.4404425

>That Smooth Doom unofficial upgrade mades the explosions and plasma bolts look amazing
>but for some reason makes everything too dark
Why was this done in the first place?

>> No.4404439

yeah, the new palette is pretty eh for me

>> No.4404445

There's literally no reason to keep with ZDoom unless you really, really, really, really, really hate Graf (understandable) and want to be petty by not using his thing (less understandable).

>> No.4404463
File: 217 KB, 1290x749, 1510954319.png [View same] [iqdb] [saucenao] [google] [report]

Unfortunately for me, my mod is somehow more stable in ZDoom. I've pinpointed two issues but I have no idea how to fix either of them, and Graf has thrown away all of my bug reports for both of them. :/

Also, most of the stats work now.

>> No.4404471

Did you play D64? Despite the compromises caused but the console's limitations, it's a great game. It actually has some technological advancements compared to Doom2. It uses some clever lift sector manipulation to create illusions of rooms above rooms.

Someone can link the download for the PC version if you want it.

>> No.4404486

>Graf has thrown away all of my bug reports for both of them. :/

Graf's moderation privileges on ZDF need to be revoked. He constantly fucking abuses them, and the mods, every time, without fail, act like it's the *first time* he's done it and give him a mild love tap on the wrist for it. Unfortunately, he is now the sole maintainer of the port, so they can't actually take him to task in any substantive fashion, because there's always the chance that he'll pull a MaxED and drop development.

but hey, I'm not saying anything anyone already didn't know

>> No.4404487

the download is up for grabs a Google search away, the converted ROM file itself is an issue. I think I still have it on me somewhere.

>> No.4404489

>Unfortunately, he is now the sole maintainer of the port
No he's not, dpJudas helps too as well as some other people. Mub needs to just @ those guys on Discord or something and bypass graf's bullshittery.

>> No.4404490

>because there's always the chance that he'll pull a MaxED and drop development.

So fucking do it. There would be no difference. Maybe somebody would actually fucking bother with it.

>> No.4404495

Lithium's cool stuff, Marrub. Here's hoping you can get those bugs quashed.

>> No.4404497

_mental_ has helped me a few times, though I don't know if he'd be able to help with those two bugs. In specific, they're both hard to track down and old, so they're buried under tons of abstraction and madness.
The first bug is that HudMessages somehow use the garbage collector wrong (or the garbage collector marks them wrong) and so they get free'd right before being written to and the game crashes.
The second is that save games corrupt the ACS string table, somehow. This one makes me especially salty because Graf refuses to look into it because he doesn't like the compiler I use. Which is bull, because it happens in any mod with ACS, as I've found through my own testing.
I might resubmit both of them or try to get _mental_ or dpJudas to help, I know the former has been around as long as HudMessage has, and the latter has been around as long as the new JSON-based save system has.


>> No.4404501

So, what's with the classes? New weapons for each and stuff, or is it just cosmetic?

>> No.4404506

>The first bug is that HudMessages somehow use the garbage collector wrong (or the garbage collector marks them wrong) and so they get free'd right before being written to and the game crashes.
Oh my lord that is some basic-ass mistake shit tbqh famalampai.
>The second is that save games corrupt the ACS string table, somehow.
? How? I made that jukebox thing recently so I'd like to know if there's a way to avoid it. GJ on lithium btw, I hope that depression gets better too.

>> No.4404514

Each class will have its own playstyle and weapons, etc. Cosmetic classes are an interesting idea, but I think they should be more diverse than that.
There are 7 planned (including Marine and Cyber-Mage), but I'm only promising a third one, Informant. His playstyle will be mostly melee based, with bullet weaponry for sniping or big blasts of damage.

The first seems like a basic mistake, but it's eluded Kate, Kyle873, Graf, Randi, and myself for at least 5 years. Nobody has any idea what's causing it.
And no, there's no way to avoid the ACS string table getting corrupted. It happens in even the most basic of scripts. For example, the weapon info thing for Final Doomer I made a few days ago, breaks after saving and loading a few times.

>> No.4404515

I did play Doom 64, just finished it yesterday (via the retribution mod)
It was alright, if a little too happy to spam Barons at later points.

>> No.4404520

>The first seems like a basic mistake
Yeah that's what I mean, how do you even forget to do that? I don't doubt that the inner workings of it are completely fucked though.
>there's no way to avoid the ACS string table getting corrupted

>> No.4404521

I should've readen the opening post of the Lithium thread before asking about the classes. Will eagerly await for the next version.

>> No.4404527

Different weapons w/ slightly different mechanics. The big difference is Cybermage gets spells. IIRC it's his fist replacement. You select the 'weapon', and then a GUI with your currently acquired spells come up. You select them with a mouse cursor that appears. One of the first spells you can get is Delear(?) it causes an array of energy balls to appear in front of you, and than you rapid-fire them by holding the fire key. Cool stuff.

>> No.4404528

>a third one, Informant. His playstyle will be mostly melee based, with bullet weaponry for sniping or big blasts of damage.

awww yiss

>> No.4404540

Any mods that are like thief? Lots of stealth, hiding in shadows, making no noise etc.

>> No.4404541

Any good map sets for Shut Up And Bleed?

>> No.4404549

I experimented a long time ago with stealth in ZDoom. It didn't work well. Maybe it's more doable now with ZScript, but I haven't seen any mods that properly emulate it.

>> No.4404570

Been wondering that myself. I know a few that are good in atmosphere, but structurally there are just too many monster placements that it becomes this slugfest.

I'd lick someone's feet if they figured out how to make SUAB work with Unloved, though.

>> No.4404575

>I'd like someone's feet
... go on.

>> No.4404585 [DELETED] 

>""""""""""ironically""""""""""" bringing up your fetishes
Fuck off.

>> No.4404594 [DELETED] 


>> No.4404597 [DELETED] 

Fuck off. You're not welcome here.

>> No.4404603

chill, it was a joke.

>> No.4404614
File: 8 KB, 256x160, darkforces.jpg [View same] [iqdb] [saucenao] [google] [report]

This reminds me...

Not many people know this but Dark Forces has a working stealth system. All of the enemy AI filters their perception through a vision system that determines the player's visibility based on their distance and surrounding sector lighting. It's almost entirely unnecessary but in the 90's developers actually cared about the games they were making. So when a little 8 year old child played a game, they applied real world logic in what they percieved as realistic at the time. And it actually worked. Same can't be said about most games these days.

>> No.4404617 [DELETED] 

You'd like the general to be dead, wouldn't you? Five years, buddy.

>> No.4404624

Why do people like Hexen? I can't fucking stand this game
>Classes are barely any different statwise
>Melee weapons feel like shit and are boring
>Enemies are fucking obnoxious(Centaurs, Slaughtaurs especially)
>Hitting switches to open doors in entirely different levels
Heretic is better in every way

>> No.4404628

How often do you guys draw out your maps on paper or do you just start building off the top of your head?

>> No.4404630 [DELETED] 


>> No.4404631

>There are 7 planned
talk about bloat

>> No.4404635
File: 357 KB, 1280x1024, Screenshot_Doom_20171117_180853.png [View same] [iqdb] [saucenao] [google] [report]

I can't draw at all; so building off the top of my head doesn't work for me. The times I did, did not execute well into maps.

>> No.4404638

I've noticed this with quite a few mods, it's only getting worse the further from about 2.5 that GZDoom gets for them too. Graf gives no shits about legacy support too, but bitches when anybody recommends using an earlier than current version.
After the Lilith shitshow he should be put on moderated posting, though it wouldn't help if one of his buttbuddies like Rachael were doing the moderating.
This, or if somebody forks GZDoom and goes a different direction with it, he would lose his fucking shit.

>> No.4404640

I find myself not enjoying heretic outside of the main game. the gameplay is like doom for the most part but a good chunk my runs through usermaps I yearn to be blasting demons with my guns.

>> No.4404643


Heretic really could've benefited from a Heretic 2 on idtech1. Doom 2 really fleshed out a lot of Doom in terms of weapon power scaling and enemy variety, which are both very big problems with Heretic.

>> No.4404647


heretic's good, just... limit yourself to the campaign. everything else feels like a total drag for some reason.

>> No.4404653

>enemy variety
Funny you say that, considering Hexen has less enemy types than Heretic

>> No.4404662
File: 311 KB, 1290x749, 1510960732.png [View same] [iqdb] [saucenao] [google] [report]

i know right who even needs gameplay variety we should all make our mods reskins of doom weapons like it's 1993

>> No.4404670
File: 41 KB, 670x377, tumblr_olds6uHTyb1qdab4fo1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4404671
File: 135 KB, 640x384, PCHide.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'd lick someone's feet if they figured out how to make SUAB work with Unloved, though.

Don't count with me for that for fucks sake.

>> No.4404674

not what i said, but if a harmless negative reaction gets you worked up like that then feel free to drive your menu simulator how you want

>> No.4404675
File: 102 KB, 593x170, corzofield.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4404684

>caco makes askew glance at camera

>> No.4404686
File: 1.82 MB, 575x458, 1431793524004.gif [View same] [iqdb] [saucenao] [google] [report]

I'd kill to see basilissa in that

>> No.4404689

what's the original strip

>> No.4404690

>feel free to drive your menu simulator how you want
I kek'd
If you are actually serious I would like to hear more, I was just making fun.

does nobody ever at all know about egyptian mythology or is everyone just a memelord
because literally everyone I've shown that name to has immediately thought of thot instead of https://en.wikipedia.org/wiki/Thoth

>> No.4404691

>we should all make our mods reskins of doom weapons like it's 1993

I would unironically play a mod like that.
There's all sorts of mapsets that aim for capturing old-school style of mapping, I'd love to play a mod that uses fancy ACS and ZScript to try and replicate old-fashioned DEHACKED gameplay.

>> No.4404692

hexen's roster is limited per episode, which makes every new encounter you come across a tad more special

I liked the weapons a lot too.

>> No.4404694

WildWeasel made a mod like that, it's really fun. I think it was called ww-oldschool.

>> No.4404696

i thought of thoth, but as the god i ascended nethack with (neutral wizard)

>> No.4404697

>is everyone just a memelord
I'm sorry you had to find out this way.

>> No.4404698

Could anyone here please help me with Yamagi Quake? I'm encountering errors in the Ground Zero expansion pack. It's also not clear at all what version of the expansion packs the sticky uses (stock or Yamagi-fixed?).

>> No.4404706

If you don't know the map yet it can be tedious as hell but once you know how much of it can be skipped you can pass it in about 2 mins.

>> No.4404707

>Thoth (/ˈθoʊθ/ or /ˈtoʊt/; from Greek Θώθ thṓth; derived from Egyptian ḏḥw.ty) was one of the deities of the Egyptian pantheon.
Egyptians were being epic memesters here, it seems like

>> No.4404708

- mixture of 2d sprites and 3d modelrips
- mixture of centered weapons and angled weapons
- sprites cut off at the widescreen
- quake/quake 2/half life sound effects
- recolored doom hud with an inventory item that takes the place of the doomguy face
- black smoke coming from the player on shooting instead of the gun
- movie quotes for the secret message

fucking do it

>> No.4404713

theta omega theta. yeah that's how it's spelled. not their fault you're some pleb who never had a classical education.

>> No.4404714

It's even better because he's a god of knowledge, so people would actually say
>Θώθ, what's this?

>> No.4404716
File: 95 KB, 1280x720, doom 64 ending.png [View same] [iqdb] [saucenao] [google] [report]

>"A Winner Is You" article
>Doom 64 ends with a text saying "Finally, the Mother of All Demons is dead".

Plus all this other text. Fucking TVTropes.

>> No.4404718

Fund it.
I'd play the hell out of it.

>> No.4404719

>The lord of the porcelain throne is slain

>> No.4404729

"A Winner is You" means that the game ends with some text basically saying "Grats" instead of giving any animation or anything else for an ending.
TVTropes is meant to give you basic idea of stuff and not give you a novel.

>> No.4404730

What do you expect, it's the site that worships Joss Wheadon

>> No.4404741

It's a demon sitting on a toilet, right? It has to be belphegor! It isn't a big deal for a high school girl to read the Dictionnaire Infernale!

>> No.4404746

I wish he had seen Batman Doom's MAP32.

>> No.4404753

Are there any good Heretic wads that use both Heretic and Hexen monsters?

>> No.4404757

Christ, the zdoom forums are utter cancer.

One day I hope we can make our own fork of gzdoom or something.

>> No.4404760

But it's implying that Doom 64 ends only with that exact text and nothing else. Someone should edit it so it paraphrases the text instead, like "After slaying the mother of all demons, you decide to stay in Hell so no demon ever rises again.".

>> No.4404762

Graf Zahl is a necessary evil.
Sure he gets in the way of progress
But what progress will there be without him?

>> No.4404769

some /vr/s did, it was called Gloome, but it was sadly shitcanned after one game.

>> No.4404776

The Federation of /vr/ shitposters needs to have a word with him.

>> No.4404779
File: 228 KB, 1280x1024, Screenshot_Doom_20171117_190009.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4404780
File: 16 KB, 407x470, 1494356159281.jpg [View same] [iqdb] [saucenao] [google] [report]

>Look up video on youtube
That was weird.

>> No.4404781

Quake 2 and 4 could have at least been loose spin-offs of Quake had Id had the story at least imply that the Strogg were a concoction of Shub Niggurath while she was on another planet before the events of Quake 1's fourth episode; a creation that took on a life of their own some time after her destruction by ranger.
Just saying.

>> No.4404784

what about doomworld?

>> No.4404787

>Getting this bothered
>Over TVTropes

Priorities, anon.

>> No.4404790
File: 58 KB, 183x370, ql-default.png [View same] [iqdb] [saucenao] [google] [report]

When we were making Quake III: Arena, John Carmack found Orbb very disturbing. The character just didn’t seem like it should be running around in the Quake world firing rockets at you.

John Cash (a former programmer at id) relayed to me one day that Orbb freaked Carmack out so much that he lost games because of it. For a period of several days we all tested this theory by chasing poor Carmack around on the tournament levels with the very disquieting and (apparently) creepy Orbb.

- Paul Steed

>> No.4404791 [DELETED] 
File: 32 KB, 742x512, JoeIlyaBestEverPost.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4404792

They'll tell you that modern DW is basically Reddit.

>> No.4404793
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]

>Carmack scared of an eye

>> No.4404794

fucking weird

>> No.4404798

Well there is still the doom wikia on wikia network as well as qaddicted(maybe)

>> No.4404802

no need to toot your own horn joe

>> No.4404803

>Well there is still the doom wikia on wikia network

>> No.4404805

>using the terryshitter backed wiki

>> No.4404806
File: 100 KB, 500x775, orbbvan.jpg [View same] [iqdb] [saucenao] [google] [report]

>all the things in the world to scare Carmack and it isn't nonexistent network protocols or magic-number light bounce computations, it's a fucking eyeball on hand-legs

>> No.4404807

>suggesting a wikia

Please don't do that anon. Wikia is fucking trash.

>> No.4404809

last i saw it was also basically the Brutal Doom wiki

>> No.4404812

No one chooses their phobias.

>> No.4404816

Isn't Wikia that one place where people make wikis and articles for fanfics and OC's?
Because that's what comes to my mind, when i hear "Wikia".

>> No.4404818

Nobody chooses their fetishes either
Do you think Carmack gets off to well-organized strings of code?

>> No.4404819

no idea. i was just talking about doom.wikia.

>> No.4404823
File: 119 KB, 225x227, 1465575803971.png [View same] [iqdb] [saucenao] [google] [report]

Give me more of your favorite/best joke WADs.

>> No.4404824

That is more so with fanfiction.net and wattpad

>> No.4404826

[ ] jokewad
[ ] goodwad

Choose one.

>> No.4404829
File: 108 KB, 702x854, 1510964459.png [View same] [iqdb] [saucenao] [google] [report]

I do.
The alignment of assignment operators in this screenshot may or may not make me completely erect.

>> No.4404832

it's terryshit but i liked before the nightmare

he didn't say good wad, just favorite

>> No.4404837

heh if you like that kind of thing you should take a look at haskell

>> No.4404850

I actually used to think id software was pronounced I-D like in "ID card"

>> No.4404852

Total Madness: It Always Gets Better

>> No.4404856

same, and i can't break the habit even though i know it's wrong. i still read it as "Eye Dee" then mentally correct myself

>> No.4404858

the trouble with this is you have to get it right first time, and then never add to it. because if you later need to add extra things, they'll either not line up, or you'll have to change the whitespace in a bunch of unrelated lines, and shit up the VCS blame annotation.

>> No.4404863

I reduce whitespace to the point where other people really don't like my code

>> No.4404864

Heh, I have a vim plugin that automatically aligns stuff for me. Typing "ga3j*=" aligns the next 4 lines' assignments without me needing to do anything else.
Also since I'm the only contributor, git blame isn't very important to me :D

>> No.4404868

Do we have like, three s'arais in here or something?

>> No.4404870

Laundry 2: Dry Hard

>> No.4404873
File: 204 KB, 800x600, Screenshot_Doom_20171117_175735.png [View same] [iqdb] [saucenao] [google] [report]

These gray hellknights are mean mamajamas. Just like there are normal imps and the gray imps, the gray hellknights stop, then stand in place while repeatedly pelting you with deadly red hellfire, until you move out of sight or you hurt them. Highly dangerous if you're not quick on your feet or have cover.

I really appreciate the vicious encounters these make for, especially considering how cramped environments can actually be in Nihility.
Of course, they're also devastating for causing infighting, his fireballs just decimate imps, zombies and pinkies, because he just keeps handing out pain, he has no trouble dusting an entire horde of mooks if you guide his fire right.

>> No.4404874

I always got it right, but my friends insisted it was pronounced 'eye dee'. So I explain to them that 'id' s a psychoanalytical concept, and then they look at me like I'm from Mars, and then I go HUNH.

>> No.4404880

well, merge conflicts, then. i tend to make lots of tiny commits then sort them all out with rebase -i afterwards. even if nobody else ever sees my history i still want it to look proper.

>> No.4404882

no. i may be a sperg, but i am not a narcissistic furry deviant with a messiah complex.

>> No.4404883 [DELETED] 

the wording does peg you as an expat though

>> No.4404886
File: 201 KB, 800x600, Screenshot_Doom_20171117_180109.png [View same] [iqdb] [saucenao] [google] [report]

There's two BFG9000's in the shareware episode Infinite Teeth, and only one of them you're meant to actually get (the other is a deathtrap). In the secret level Hirntod, when you pick it up, you're put face to face with a Spiderdemon.

You're in a straight alley with no cover in this encounter, there's a little bit of cover, but it's in damaging floor (blood). You have a brief window of time to blast him to moon (no, not this one, the other one), before his chaingun cannon grinds you to bits.

I had max health and armor when I got in here, I survived by the skin of my teeth.

>> No.4404887

how so?

>> No.4404890

what did he mean by this

>> No.4404891
File: 218 KB, 800x600, Screenshot_Doom_20171117_223705.png [View same] [iqdb] [saucenao] [google] [report]

Here's an infirmary I found...

>> No.4404892

Where do you enter Hirntod from?

>> No.4404893
File: 133 KB, 800x600, Screenshot_Doom_20171117_223718.png [View same] [iqdb] [saucenao] [google] [report]

... there's a dead guy on the table, and the floor appears to be bare dirt, there's no light and there's a couple of medipacks in here.

This is a really shitty infirmary, even M*A*S*H got a concrete floor... eventually.

>> No.4404895
File: 111 KB, 466x492, 1510352574819.png [View same] [iqdb] [saucenao] [google] [report]

>Infinite teeth
>There's no teeth.

>> No.4404905
File: 102 KB, 800x600, Screenshot_Doom_20171117_224533.png [View same] [iqdb] [saucenao] [google] [report]

So here's a REALLY cool trap, the yellow keycard is in the center of a spiral with damaging blood floor.

So what you do is that you grab a radsuit from a previous room, then blast your way through to the center, and grab the key. BUT WAIT! The floor is rising! You have to hurry out of here or you get crushed into pulp in a second!

But you don't have the time to actually go back the way you came, you have to let the floor rise enough that you can reach an alcove you saw on the way here, to step into a teleporter and escape.
I really like the inventive little scenarios you're put in.

There's plenty of cacos, pinkies and imps tho

Secret exit in I think E2M6, but don't take my word for it. It was in the same level where you find the first BFG9000, the deathrap. I'm relatively sure of it.

>> No.4404910

custom monsters? what port is this for?

>> No.4404913
File: 1.66 MB, 1366x768, Screenshot_Doom_20171113_000730.png [View same] [iqdb] [saucenao] [google] [report]

today is a nice day for killin

>> No.4404915

Alright I guess I'm a bit stumped. If any of you have any ideas for map10, let me know.

Not much really changed; but Map09 and Map10 are added. Map10 was to be using Ominous from K6, but I'm gonna have to find another it seems; Until then I may just use 'sphereful'

>> No.4404916

apart from the big brown tree i cannot even tell if that is doom

>> No.4404918
File: 126 KB, 800x600, Screenshot_Doom_20171117_232023.png [View same] [iqdb] [saucenao] [google] [report]

Well isn't that cheerful. Really fits the melancholic theme of the .wad though.

I think Boom format, using it's extended DeHacked features, but you can play it on GZDoom or ZDoom.

Feels very much like classic Doom, yet completely new, uses alpha and beta resources very well. It's a demo episode of a larger planned work.

>> No.4404920
File: 238 KB, 1280x1024, Screenshot_Doom_20171116_003224.png [View same] [iqdb] [saucenao] [google] [report]

Map09 rather. Map10 is just some flesh map.
9 is non-exitable; 10 has nothing in it and is just a triangle

>> No.4404927

Atmosphere and probably the artstyle. Shit looks like it's from a metal cover too which is cool. Shame about the rest though.

>> No.4404929

It does have pretty good atmosphere and aesthetics, it's a shame the gameplay isn't very fun.

>> No.4404930 [DELETED] 

>but i am not a narcissistic furry deviant with a messiah complex.
So you're not Pillowblaster?

>> No.4404939

I tried running through the game with 'Hexercise' which at least made Centaurs less of a shitfest but it still felt off.

>> No.4404951

Yeah, the combat stands improving, but fundamentally, I just don't like the level design at all, it's just mindless keyhunting and switchhunting in the worst of ways, it's like the worst of Eternal Doom.

>> No.4404952

All of this talk of Hexen is making me wonder if anybody tried to take the maps and turn them into a more episodic form instead of a grueling trudge through hub worlds.

>> No.4404957

I just see Hexen praised way more than Heretic, which baffles me.

>> No.4404958

Awful use of geometry and textures, though some of the textures themselves are nice. That thing to the left is shaped like a natural feature but has a low res tan side that looks like marble or whatever but the top is dirty stone tiles. And natural rocks make zero sense with the rest of the environment. And why the heck are there trees growing on gravel inside a tech base courtyard?

>> No.4404959

I think that'd be really cool.

>> No.4404963

forgot one.

The Archives Are Doomed

>> No.4404965

Or just port Heretics weapons into Hexen (I guess you can do that with samsara)

>> No.4404967

And there's techbase textures randomly interspersed with the marble in the pit as well.

>> No.4404968
File: 193 KB, 1487x1111, AAAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]

Somehow I missed that OBLIGE is now on its definite final 7.70 version like 3-4 weeks ago.

>A final bug-fix release of OBLIGE has been made, version 7.70. This fixes two serious bugs, and also integrates support for Heretic, which was previously a separate add-on.
>My thanks go out again to everyone who helped the development of OBLIGE. It has been an interesting journey, my only regret is that OBLIGE never reached my vision of what a great random level generator could be.

I don't mind the hub approach at all, but the overall level design and goals need to be more interesting beyond mostly hitting just switches. Like fuck it, it might as well be a first-person Metroidvania or something.

Probably the same people.

>> No.4404969

Yeah. It is over all really bad. The sky and relatively consistent palette are okay I guess.

>> No.4404972


>> No.4404980
File: 15 KB, 256x128, eternal switchhunt.png [View same] [iqdb] [saucenao] [google] [report]

Well that'd make the weapons much better, but you'd still have Eternal Doom style maps.

>> No.4404989

oh for fucks sake
we can't ever escape the memes

>> No.4404990
File: 1000 KB, 1366x768, Screenshot_Doom_20171112_122043.png [View same] [iqdb] [saucenao] [google] [report]

what would you expect from a oblige map?

>> No.4404996

>I don't mind the hub approach at all, but the overall level design and goals need to be more interesting beyond mostly hitting just switches. Like fuck it, it might as well be a first-person Metroidvania or something.
A lot of it seems like aimless guessing where to go, at least with most Metroidvanias you had a good idea where you were heading.

>> No.4404997

I think Heretical Doom works for that too, though they're not the vanilla Heretic ones.

>> No.4405005

Why does some of FreeDoom's art involve chains and some text mentions the main character bein an "experiment"?

>> No.4405017
File: 3 KB, 137x103, caleb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4405020

are those doom 3 textures?

>> No.4405025


>> No.4405026

Or port Hexen's monsters into Heretic, to give it Doom 2 levels of enemy variety.

>> No.4405030

This was my biggest complaint

>> No.4405038

I suppose what you could do is use a randomizer to have relatively applicable monster spawns swapped with the Hexen versions.

Ettins for the golems and so on.

Might work for items too, least the ones that aren't already duplicated.

>> No.4405068

Don't forget Kek the frog-headed god.

>> No.4405103

>am I being memed on?
>check Wiki article on Egyptian gods
>"Kek (also Kuk)"

Fuck, how did this write itself?

>> No.4405116

ancient aliens was right
egyptians were nothing but memers

>> No.4405131

doesn't compare to ancient fucking roman shitposters.

>> No.4405142

I told you about the timeloops bro.

>> No.4405149

Some more ancient history or mythology-based Doom wads could be neat. What kinds would /doom/ be interested in?

>> No.4405183

Stuff that ends up in different interpretations of hell, like the Greek underworld?

>> No.4405189

>The blight of Jupiter upon ye who defecate upon this spot!

>> No.4405214

>I made bread

>> No.4405228

>VIII.2 (in the basilica); 1882: The one who buggers a fire burns his penis

>> No.4405235

that was very intriguing
I wonder if he ate it

>> No.4405259

I sketched out both my stimpack and purgatori maps to get an ideabut the real work really came from figuring out how player progression thru the level would pan out given a semi-strict lock on layout.

>> No.4405326

>ask about quake
>other people ask about quake
>everybody just keeps fucking talking about doom

Look, far be it from me to dictate to a group of people what they focus their collective autism on, but can OP please quit pretending that this is also the thread for other retro shooters when it's plainly obvious that only Doom stuff ever gets replies?

Gets kind of irritating.

>> No.4405335

Are you the fella asking about Quake source ports? We've replied to you every time, as well as pointing out how silly it is to use DOSbox.

>> No.4405336
File: 249 KB, 1130x900, 1452205239158.png [View same] [iqdb] [saucenao] [google] [report]

Wow it's almost like this is a Doom thread, and the Retro FPS part was just added because the exact inverse kind of autist that you are would complain whenever someone posted something not-Doom.

>> No.4405338


No, I'm >>4404698 . And I have no idea what is going on with the Q2 distribution linked in the OP. Particularly the music is acting....hinky.

>> No.4405339

Oh, sorry. I wish I could help but I know absolutely diddley-squat about Q2's ports and common problems, I'm a Q1 guy; Q2 isn't very popular for singleplayer anyway, it seems, multiplayer is still somewhat alive with weekly tastyspleen shenanigans but for SP I think there's one or two anons who've posted here regarding mapmaking for it and those are the guys that could probably help you.

>> No.4405340


Oh. Prolly gonna give up on Q2 then. Seems dead.

>> No.4405350

what's a good mapset to play with project msx?

>> No.4405352

1994 Tune Up Project
Back to Saturn X

All 3 have plenty of big maps for you to really use your advanced movement options

>> No.4405357
File: 3.61 MB, 2480x5024, shitposting through the ages.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4405362

>edited picture of Pynchon

Every fucking time.

>> No.4405375

Guys I have downloaded quake and its expansions it is like only ~200 mb but on gog and saw some torrents that have quake one like 800mb - 1gb, my regular quake without any expansion was like only 24 mb what am I missing?

>> No.4405380

The soundtrack, possibly? Quake's main data files- PAK0.PAK and PAK1.PAK- come in at just over 50mb. With music in .ogg format you're looking at around ~160mb for the base game, ~400mb for \id1, both expansions, and the soundtrack for all three.

>> No.4405397

Seems the only difference between then and now is that there were no annoying as fuck meme images back then.

>> No.4405468
File: 236 KB, 1904x1129, T8UIBvQ[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Why is Knee-Deep in ZDoom hated so much?

>> No.4405472

way too big maps that are easy to get lost in

>> No.4405487

>still no catgirl/nekomimi-maid outfit
ai amu disappointo

>> No.4405532


I actually tried to play KDIZD the other day because I was bored and it won a cacoward. The map design is fucking atrocious and shits over the immaculate design of the original devs with a bunch of unnecessary sector spam

>> No.4405548
File: 834 KB, 1280x800, GKx1Qp4.png [View same] [iqdb] [saucenao] [google] [report]

what map was this from?

>> No.4405563

>actual angles

A game with a much better engine

>> No.4405565


>> No.4405567

So I got to the end of Alien Vendetta with GMOTA and I realized

Blaz has basically no weapons that can hit the Icon of Sin unless he's using the Earthquaker shot and angles it into the hole, but that requires him to be close

>> No.4405574

I could have sworn I made the hyper bullets have splash damage, if not, don't worry, I recently tweaked the wave buster to fire a single straight flying non-wavy shot along with the other wavy projectiles, and those have splash damage.
The crush missile should also work though.

>> No.4405579

The rocket sword dosent work?

>> No.4405580

It's the same old story of remaking the originals by over-complicating them to all fuck because they didn't quite get why those worked but they felt they knew better than the original mappers.

>> No.4405585
File: 67 KB, 800x600, 1510414862173.jpg [View same] [iqdb] [saucenao] [google] [report]

You know a project I'd like to see?

"Doom 3 if it was 1999 and Romero was still at ID"

I'm imagining early Zdoom features.

>> No.4405587

Rocket sword didn't seem to fit in the hole and the cooldown timer makes it very impractical if the shot is missed I suppose

Hyper bullets don't seem to have much range as that was the first thing I tried

Forgot about Crush missiles but they didn't appear at all in the last two levels so I had no luck there unfortunately

>> No.4405591

I meant splash radius, damn it

>> No.4405593

Damn, if it wasn't for that health pack, I'd thought this was a HL mod.

>> No.4405594

Which hole? I managed to bomb the icon with the rocket sword in Doom 2 okay. But yeah with the tweaks I've made after that one dude playing plutonia, the wave buster will make for a good icon of sin killer.

>> No.4405607

Zdoom and its sister versions do that just so you know

>> No.4405608
File: 321 KB, 1200x900, roman_penis.jpg [View same] [iqdb] [saucenao] [google] [report]

Also ancient dick drawing.

Saw another one once on the side of a fort, so when the concrete was setting a legionary came up and drew a huge cock in the side of it.

>> No.4405609

Knowing ancient people where just as amused by dick jokes as we are today makes me happy.

>> No.4405614

There's stuff like sling stone ammunition from Greece with dicks and words like "catch me" carved into them.

>> No.4405615

>Quake 2 engine is finished and Q3A engine is well under way on the verge of release
>still thinking in terms of fucking Zdoom
What is wrong with you?

>> No.4405617
File: 36 KB, 631x591, 1506419803083.jpg [View same] [iqdb] [saucenao] [google] [report]


I remember arguing with a teacher in school once was was like "anon why do you always draw dicks on things, it's so juvenile".

So I said that dick drawing crosses all cultural barriers, everybody gets it without needing language or nuance. Random cock drawing is also pure art, it's not done for fame or money (I drew them thinking nobody would find out it was me) and the cock pictures is also a form of rebelling against authority.

I also got out of trouble once when the whole class was busted because somebody drew a huge dick on a wall and the teacher had seen so many of mine that he could tell it wasn't me (and it really wasn't).
Then I got busted again later and nearly kicked out because dick drawing took off bigtime on our floor and people kept writing "by [my name]" next to random cocks and I had to explain why would I do that for aforementioned reasons and I draw my cocks differently anyway.

>> No.4405618

I'm pretty sure there's a project like that currently underway.

>> No.4405621

There was one that completed, I think.

I don't think it quite had the "If Romero did D3" in mind but it tried to bring some more of D1/2 to the mapping.

>> No.4405667

>the teacher had seen so many of mine that he could tell it wasn't me (and it really wasn't)

"I don't recognize that cock"

>> No.4405679 [DELETED] 


>> No.4405694

The hole in Alien Vendetta

The platform to shoot from is pretty far and I'm not sure if the Romero head is close enough to the wall to make it easy enough to splash damage it.

I'm sure the change will make it work fine. Just about everything else was fine in AV except for the slaughtermaps made me really prioritize having the Earthquaker and using Fatal draw slashes.

Nothing wrong with those being the dominant setup for hordes of enemies either

I forgot how much I dislike AV

>> No.4405703 [DELETED] 


>> No.4405704
File: 1.05 MB, 1280x720, kim.png [View same] [iqdb] [saucenao] [google] [report]

I honestly don't know where to go with my project after completing MAP02, I'm out of ideas.
Pic related, it's the end of that map.

>> No.4405706 [DELETED] 


>> No.4405708 [DELETED] 


there i finished it for you

>> No.4405709 [DELETED] 


>> No.4405712

fitting you'd be finishing with dicks.

>> No.4405715
File: 1.25 MB, 3872x2592, god_rays.jpg [View same] [iqdb] [saucenao] [google] [report]

How would you implement light shafts in a map?

I'm not so much talking dynamic lights, but more sector based lighting. You can do it with textures if it's straight down and not that long, but imagine a big diagonal one.

A big diagonal 3d sloped sector?

>> No.4405721

you can't have translucent 3d slopes unfortunately

>> No.4405738



>> No.4405749
File: 355 KB, 571x640, RYsPsh0.png [View same] [iqdb] [saucenao] [google] [report]

>ancient dick drawing.
discovery was made today.
we must adore this hieroglyph.

>> No.4405751

A 3d model cone (or rectangle with one end smaller than the other) with a linear light gradient texture.

>> No.4405765
File: 72 KB, 881x881, 1318820932954.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4405767
File: 24 KB, 320x480, PjR1iqO.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4405768

if a Chinese man had come up with one I guess you could say it was a tiny chinese secret.

>> No.4405779
File: 115 KB, 540x503, 7ddce570-dec2-423d-b166-889d846659c5.png [View same] [iqdb] [saucenao] [google] [report]

why is he so fucking perfect

>> No.4405780

Why is he speaking backwards.

>> No.4405781

Heroes get remembered, but legends never die.

>> No.4405782

when's final doomer yholl?

>> No.4405784

side effect of open brain surgery

>> No.4405785
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

Before I jump into my first time making a UDMF format map, what are the no-no's of said format? I want to make sure to do as close to none of them as possible.

>> No.4405787

lmao what is that gif

>> No.4405789


>> No.4405791

don't try to use every new feature it allows you all at the same time.

>> No.4405792
File: 86 KB, 347x177, gumplane.png [View same] [iqdb] [saucenao] [google] [report]

yholl a cute!

>> No.4405795
File: 8 KB, 566x172, the fate of final doomer.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4405804


I think it was some anon fucking about in OE-Cake

>> No.4405807

Anyone here know why Sourge of Armagon with Quakespasm tries to load fucking track 98 on the fourth demo for it?

Is it a bug? Is there maybe a patch for it?

>> No.4405810


>> No.4405825
File: 8 KB, 261x191, 1503539228752.jpg [View same] [iqdb] [saucenao] [google] [report]

holy shit

>> No.4405827

Even finding your way through the first maps is a CHORE.

>> No.4405841
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


*** S C R E E N S H O T *** S A T U R D A Y ***


>> No.4405862

For those who play with WinQuake, do any of you know how to save all your configuration preferences after quit the game? It's getting tedious to go to options every time I want to play some Quake.

>> No.4405865


No one actually answers Quake questions here. Good luck.

>> No.4405876

Use autoexec.cfg. look up quake console commands on Google IG you don't know what it os.

>> No.4405887


Any idea about >>4405807 ? Pretty sure it's a bug, (no way any "Track 98" was legit pressed onto one of those CDs), I just don't know if it's in QuakeSpasm, or the pak0.pak. If it's the latter I suppose nothing can be done (SoA never had a patch of its own, right?), but the former could be solved by using a different version of QuakeSpasm.

>> No.4405896
File: 128 KB, 512x154, cyberpunk sky 05.png [View same] [iqdb] [saucenao] [google] [report]

Still have nothing to show. Haven't gotten used to my new PC quite yet, and pulling a molar kind of put a halt in everything I was doing for about a week.

Since I haven't done anything new, here's that cyberpunk skyline I made a while back, that someone wanted to use. The line of buildings is from the SNES Shadowrun game, I can't actually remember where the cloud overlay came from, I think the mountain line in the background is from Hexen, or something. Credit Chopblock if you want to use it, beyond that, do whatever you want with it.

It tiles horizontally, obviously not vertically. It's not palletted, as it's meant for GZDoom. It looks ok ingame.

>> No.4405898
File: 184 KB, 800x600, Screenshot_Doom_20170825_194928.png [View same] [iqdb] [saucenao] [google] [report]

Here's an ingame screenshot.

>> No.4405943

From www.gog.com

>> No.4405959
File: 164 KB, 1024x768, QII.jpg [View same] [iqdb] [saucenao] [google] [report]


It there any other source port other than yamagi quake 2 for linux that also supports its mission packs?

>> No.4405965


I actually gave up on Yamagi. About to give up on Quakespasm too. Neither have a community here and I'm not going through the riggamarole of making an account offsite for a game I just wanna kill dudes and blow off steam with.

>> No.4405968

I really wish I could help you with this, but I haven't ever had those issues.
Have you considered using a windows sourceport through wine?

>> No.4405969
File: 2.60 MB, 800x450, WIP.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4405971


Quakespasm works for me. Extract the archive, cd into the folder, make id1 folder, copy pak files here, then go back to extracted folder and run ./quakespasm or ./quakespasm-sdl. Add -rogue or -xatrix for expansions.

Yamagi quake 2 works but i get some strange graphics glitches which breaks the game.

>> No.4405972


Could you check demo 3 of Ground Zero and drop to Qconsole after and see if you get the error? And perhaps with Scourge of Armagon on demo 4 same method?


>> No.4405974

Where can I get those orange textures? Looks handy.

>> No.4405976


I get some graphics anomalies too with Yamagi, but I try for solving one thing at a time, you know?

>> No.4405980

Fucking 24/7 crit servers.

>> No.4405986

From me.

Devtextures based on Source engine ones.


Now if only you could change the default textures in GZDoombuilder.

>> No.4405992


the pak files have to be in lower case in linux otherwise it wont work. (pak0.pak)

>> No.4405994
File: 3.77 MB, 2300x2000, 1484014476807.png [View same] [iqdb] [saucenao] [google] [report]

Nice job on the textures then, they're a p good idea. Also thanks for the upload.

>> No.4405995


I grabbed every pak file from the sticky.

>> No.4405997


rename the id1 paks to lower case, it might solve your problem..

>> No.4406002
File: 25 KB, 640x400, swirl.png [View same] [iqdb] [saucenao] [google] [report]

I was gonna make a vanilla map but messing around with .deh files was too much fun so I guess it's kinda vanilla swirl

>> No.4406034
File: 248 KB, 1280x720, Screen Shot 2017-11-18 at 10.41 AM.png [View same] [iqdb] [saucenao] [google] [report]


Still getting this. Accordingly, no music plays on demo4.

>> No.4406035

Hexen, objectively, has more enemy types than Heretic. Even if you remove copy/paste enemies (ie Green and Brown Chaos Serpent) or upgraded enemies (ie Nitro Golems or Slaughtaurs) Hexen still pulls ahead.

>> No.4406036
File: 520 KB, 1022x722, 1511023372.png [View same] [iqdb] [saucenao] [google] [report]

Running GZDoom Builder via Wine on Linux.

>> No.4406063
File: 2.16 MB, 1600x900, 2017-11-18 13-41-16.webm [View same] [iqdb] [saucenao] [google] [report]

Hi, that guy who said he was working on a metal slug mod for doom like a week ago here, posting progress to show that I have finished the Heavy Machinegun and the Rocket Launcher (but I still need to put the rocket's slight homing capabilities in).

>> No.4406079

Looks neat and a bit abstract. Is that sand you're going for there?

>> No.4406084


Wait a minute.....Anyone here got tools for manipulating a PAK file? If you've some free time on your hands, could you check if hipdemo1.dem actually *is* marked internally to play a bad track?


>> No.4406086

I got a windows tablet so I could run it at work and get mapping done. Plus they have these neat pens with 256 levels (or some such) of pressure...

>> No.4406096

FWIW you can in anotak's DBX fork
this is based on db2 not gzdb though.

>> No.4406103 [DELETED] 

how exactly is doomworld almost as bad as reddit overall, there are some retro vidya subverses on www.voat.co, just saying.

>> No.4406104

>[11-3] Eriguns v2.2.0 released
holy shit I somehow completely skimmed past this for the past three days

how is it though??

>> No.4406105 [DELETED] 


Isn't voat just "/pol/ does reddit" anyway?

>> No.4406106


>> No.4406108
File: 412 KB, 356x506, 1511007055266.png [View same] [iqdb] [saucenao] [google] [report]

What do you listen to while doom modding/mapping?

I used to listen to podcasts/debates.

>> No.4406109
File: 11 KB, 640x400, swirl2.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. Yeah, I was hoping CRATOP2 would pass for sand in a pinch.

>> No.4406115

you got dev textures, now do a true hl2 demake

>> No.4406116

Final Doomer v2 will never come out because this whole time, it never existed.

>> No.4406121

chill stuff usualy
but sometimes I like to bump up with the edge so I pick some slipknot/death/cannibal corpse/samael anything in that taste, podcasts dont really work for me as its just a background noise, might as well listen to what others around me say

>> No.4406124

I listen to slint a lot these days

>> No.4406126 [DELETED] 

Voat is not just politics and economic discussion. there's also v/tv, v/film, v/wtf, v/nostupidquestions, v/videogames, v/outoftheloop, v/gamergate, v/ass, v/3ds, v/3dshax, and many other subverses.

>> No.4406129

Streams, let's plays, or assorted music.

See OP pic.

>> No.4406130

I usually loop a single song that I think fits the theme of the map visuals I'm going for.

>> No.4406134

then I will do it motherfucker if you feel like Graf

>> No.4406135

Why did you post this.

Now I want to do a Nepeta mod.

>> No.4406136

We just need to get into this Kestrel, shoot through some space demons, and send this info to the head of the fleet.
What could go wrong?

>> No.4406139

Then go ahead? Sorry, I have my plate full already with other stuff.

>> No.4406145

>looping a song

Yeah I've tried that myself, but I start to think I'll get sick of the levels music when I'm eventually done and then end up changing it.

>> No.4406157

I don't have anything to show, but I've been researching to make my grappling hook code part of a generalized custom physics engine. I kind of really want to be able to grapple onto an actor and drag them with me if I have enough speed, or being able to reel in flying enemies.

Also if I can make force propagate through a chain of actors it should be possible to make realistic rope physics.

>> No.4406182 [DELETED] 

>how exactly is doomworld almost as bad as reddit overall
i have no idea, but i only go in the classic doom section. i've no interest in the newer games or the off-topic board.

>> No.4406190 [DELETED] 


Could've fooled me, Anon. I gave it half a year and left because all I read was "shill!" as far as the eye could see.

Well, that and how disgusting black people were.

>> No.4406193 [DELETED] 

>off-topic boards

I made a mistake of going there once, never again.
If you've ever wanted to know if big doomers are weirdos, it's the place to go. It's what put me off Hideous Destructor.

>> No.4406194 [DELETED] 

Oh god what manner of insanity does "Matt" have?

>> No.4406197 [DELETED] 

SJW nonsense.

>> No.4406201 [DELETED] 

That's pretty bog-standard for ZDF, at least it's not some Major Cooke shit.

>> No.4406206 [DELETED] 

Strangely, on the topic of strange types I didn't mind Ceeb. He was certainly eccentric but he was pretty funny at times and he was productive.

>Major Cooke
What's the skinny?

>> No.4406210 [DELETED] 

he's into mlp vore or some shit like that

>> No.4406212
File: 761 KB, 1508x644, TEMP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4406216 [DELETED] 

Wtf man, how'd that shit even get out or is he on the level where he admits it.

>> No.4406217

yes nice

(ugh i've been playing too much gmota, thought that switch on the right was one of the spinny box things you get subweapons from)

>> No.4406221 [DELETED] 

he used to be on the level where he denied it, actually

even after it was all made public

>> No.4406226 [DELETED] 

>Made public

Oh geez, now how did that happen.

>> No.4406230 [DELETED] 

iirc he posted a youtube of a mod he was working on, where you play as a giant rainbow sparkle, going around stomping on doom monsters and eating them. then somebody unearthed his deviantart. also he thought someone on /vr/ was impersonating him? i can't remember.

>> No.4406231 [DELETED] 
File: 16 KB, 576x314, 55ac536163.png [View same] [iqdb] [saucenao] [google] [report]

sums it up quite nicely
janitor pls no delete

>> No.4406235 [DELETED] 

I see.
It's like a joke here where people have screenshots with off-the-wall tabs open.

>> No.4406245

/vr/ - Retro Games

>> No.4406248
File: 629 KB, 700x385, qBaghJO.png [View same] [iqdb] [saucenao] [google] [report]

I think what I'm gonna do is make a maps-only version... Remove all the rekkr specific items and do a find/replace on the remaining monsters/weapons/whatever with their vanilla doom counterparts so the maps will work with gameplay mods... We'll see how that goes. There are some gameplay mods that replace mundane things with usable gameplay-effecting objects that might not work so well.

>> No.4406249 [DELETED] 

18+ board

>> No.4406258

they're not gonna hear your pleas since it's not related to retrogaming in the slightest.

>> No.4406259 [DELETED] 

Yeah god forbid there be a community associated with certain games. That screenshot probably just saved us 50 posts of idiotic speculation.

>> No.4406260
File: 1.12 MB, 1272x724, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Any Quake mappers here? I'm learning to use trenchbroom and for some reason the textures aren't aligning in-game while in the editor they look fine.

>> No.4406267 [DELETED] 

>This is what dramashitters actually believe

Go back to /sthg/.

>> No.4406273
File: 67 KB, 500x282, 4ee.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4406274


You're doing god's work REKKR guy. I cannot wait for the finished product...

>> No.4406275
File: 687 KB, 610x805, 1454459100038.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4406283
File: 8 KB, 64x64, NEWSAND1.png [View same] [iqdb] [saucenao] [google] [report]

Try this and see if it works. Might have to adjust the colors if you're going to use it with the standard palette.

>> No.4406291

I remember the opening level of this was on a beach.


You can check how they're doing it.

>> No.4406292

rekkr: rekkinated version? heh

>> No.4406296

Stop being so sensitive.

Is that invisible trees? That's such a strange and nightmarish visual, bright sand but a dark starry sky, eyes shooting at you.

All it needs now is a staircase stretching off from the very edge of a cliff and off into the void.

>> No.4406301

In Final Doomer, how come you can't use the Plut shotgun's scope to zoom?

>> No.4406303
File: 63 KB, 1077x940, firefox_2017-11-18_20-56-02.png [View same] [iqdb] [saucenao] [google] [report]

I googled "Ancient Greek Shitposting" and found this neat discussion

>> No.4406307

I saw ages back logs of really early chatrooms, they talk very similar to how we talk here.
I mean why wouldn't they, but still it's strange to read a frozen in time conversation and everybody else has moved on.

There are plenty of 4chan threads and posts captured from years ago. People will be reading ancient threads from other boards many years into the future.

>> No.4406308

Front lens is shattered

>> No.4406314


>> No.4406319
File: 173 KB, 1613x1020, doom_map_planning.jpg [View same] [iqdb] [saucenao] [google] [report]

i don't have much, i'm just returning to try doom mapping again
recently got a wacom tablet so i've been drawing map ideas

>> No.4406324

Yep. We sure are. OOPS! I've said too much. BYE

>> No.4406326

>look at thumbnail
>"is that a pair of tits?"
>enlarge it
>didn't notice the dick before

>> No.4406327

even jpegs are traps these days

>> No.4406329


>> No.4406351

>About to play Plutonia for the first time
Should I go in on Ultra-Violence? I've played everything else so far on this setting, including the first half of Final Doom.

>> No.4406353

have you done ultimate doom episode 4? it reaches about the same level of challenge as the first two maps there. perhaps less if you don't pistol-start every map, though.

>> No.4406358

Eh, I'm not going to pistol start. Maybe for the second playthrough, I guess.

>> No.4406360

Just remember Final Doom is meant to be extremely challenging, if you beat that then play Hell Revealed.

Be warned though, the maps in Plutonia are not very attractive and that mapset gave me an enduring hatred of revenants which I still carry nearly 10 years later.

>> No.4406367


>> No.4406370 [DELETED] 
File: 5 KB, 350x480, smile.png [View same] [iqdb] [saucenao] [google] [report]

Why specifically Nepeta?

I wanted to post a reaction to that original post, but I felt that just writing "holy fuck" could be interpreted in more than one way.
(Specifically I thought that webm was both hilarious and amazing.)
So I wanted to post a reaction picture with that
But I don't usually hoard reaqction pics
But I do have a bunch of Karkat talksprites
So I just posted the one that's laughing
And the I for some reason still added the "LOL"
Also sice I was posting with Karkat, I capitalized my post

>> No.4406371

It's cool, I already find Revenants very annoying. I generally either tempt them into their stupid haymaker a-la Pro Doom Monster Strats or just play peek-a-boo with a rocket launcher with them.

>> No.4406383
File: 875 KB, 1360x1536, Main UAC Hangar - Vehicle Entrance Corridor.jpg [View same] [iqdb] [saucenao] [google] [report]

Finished this corridor today, proceeding into the machinery room.

>> No.4406385

tell me more about that floor and the green computer monitors up top

>> No.4406396

>tell me more about that floor

A trick i learnt back in 2010 if you use a pure black texture as reflective floor and stack a 3D floor of 1 pixel height right above it with a PNG texture that has transparency you get this effect.

>and the green computer monitors up top
My Industron maps takes a timeline very far away from main Doom, while Doom is mainly in the beginning of the 22 Century, those maps in around 27 Century, monitors are rarely used, if they are is probably it is attached to a machine to show its status, otherwise everything else is holograms.

TL;DR those are no monitors, they are holograms.

>> No.4406405

very cool and a neat trick

>> No.4406408

God, I want to use your maps for gameplay testing so much. They fit the aesthetics of my mod so well.

>> No.4406412

I'd bet they'd be freaking kickass with Project MSX if he made them large enough.

>> No.4406415

hmm looks like sunlust-style black+neon but higher res graphics and more colours, very nice

>> No.4406420

Well... https://forum.zdoom.org/viewtopic.php?f=19&t=36152&p=684249

This mapset has 2 maps with Industron visuals, the first and the last ones.

Little curiosity thing: Those two maps is the ones who established Industron as is, i mean they were really the first maps i made out of this visual some weeks after i watched Tron: Legacy back in 2010 in the release day on theaters.

>> No.4406427

Curiosity 2: If anyone here played this mapset already, the screenshots i linked above is from the remake map i'm doing from the first map in the mapset.

>> No.4406487

Hmm. That'd look great with Mutiny.

>> No.4406494

I don't know what that is but go ahead.

>> No.4406495


>> No.4406497

Thank you senpai. You won't mind me posting development webms using your maps I hope?

>> No.4406498

Check yourself before you REKKR yourself.

>> No.4406502
File: 31 KB, 550x578, 1508435058076.jpg [View same] [iqdb] [saucenao] [google] [report]

>take teleporter
>somebody fucked with it and you get teleported to Daggerfall by mistake

You have to find Todd Howard and stop him before he fucks up Fallout.

>> No.4406504

Definetely not, afterall i stated in the topic that i adapted those maps to vanila and they are compatible with mods now because originally they were from my first mode that was a TC and was shitty.

>> No.4406508

It's a cyberpunk-ish wad.

>> No.4406523
File: 1.87 MB, 379x423, 1510407776745.gif [View same] [iqdb] [saucenao] [google] [report]

Do you have any particularly fond Doom memories?

I have two.
First is playing through Plutonia, Hell revealed 1 and 2 while listening to a huge playlist of Metallica and other heavy metal music for the first time, you could really see where the art direction was coming from.

Second would have been playing Unloved late at night and it was raining constantly for a few nights. Sucks Unloved II was never finished.

>> No.4406528

if it's optional I don't see the problem.
we already have weapons spawn projectiles from the center, a gauntlet skin with tic-specific animations wouldn't be that far off.

>> No.4406531
File: 8 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google] [report]

>would have to travel like a year in real time to reach todd howard because fast travel doesn't exist in doom
>however doomguy runs at 50 mph
>6 days

>> No.4406537

the math is off i guess
non stop it would take like half a year or some such... but then you need to sleep...

>> No.4406540

> Doomguy
> Needing to sleep ever

>> No.4406542

Playing Skulltag for the first time in 2009 and having a ton of fun with Armageddon Invasion 2.

>> No.4406545

Awesome. Had a lot fun driving cars and swinging like spiderman with the grapple in akzos city.

>> No.4406547
File: 933 KB, 1920x1080, quakespasm-sdl2 2017-11-18 16-24-20-39.png [View same] [iqdb] [saucenao] [google] [report]

It's gotta be a bug in the demo file someplace, I just checked myself and it does the same thing. The actual map has the sound set proper, but the demo is wrong- maybe the demo was recorded first and they changed the file for the map music later, knowing that since it isn't time or entity related it wouldn't mess up the demo (which is just a big set of instructions)?

>> No.4406548

i first saw that and thought it was the intro to one of those "walk" comics.

>Hey pussy! RIP AND TEAR!
>"n-no please!"
>Hey man, it's just me, Doomguy, lol you alright bro
> >:[ "fucking Doom guys I hate ID Software so much"

>> No.4406551

"To win the game you must kill me, Todd Cacoward!"

>> No.4406568

Sometimes happens when you've got brushes aligned at odd angles, I think. Did you pick standard or Valve format when making the map?

Assuming you're using ericw's compiling tools, I think there's also an option to use old-style texture alignment in qbsp someplace; check the documentation, I think it's −nooldaxis. Worth a shot.

>> No.4406569

>Armageddon Invasion

I'm kinda sad that those servers are all dead now. They were a blast and with infinite lives it was fun to compete for the top of the scoreboard.

>> No.4406581

can anyone reccomend any g/zdoom mods that completely overhaul the gameplay (no longer an fps) I recall some guy made some rts demos a while ago, one being set in space, didnt work that well though was nice idea. Also there was zkart but that still functioned the same at its core as normal doom.

>> No.4406592

Look up a tool called PakExplorer, it's able to read, extract from, and add to Q1 pak files. Later games like Q3's paks are just zip files with a different extension, but Q1 is proprietary.

also firefox highlights ctrl+f stuff in purple now what

>> No.4406692

There's that TPS mod, Black Warrior, I think it's called. It also feels very weird.

>> No.4406698
File: 4 KB, 200x200, site-cacoward.png [View same] [iqdb] [saucenao] [google] [report]

exactly three weeks away.

what are your picks?

>> No.4406707

Rise of the Wool Ball
Simon's Destiny
Scuba to come out and shill for Blade of Agony again.
If Final Doomer gets RELEASED ON TIME it for gameplay mod. Otherwise uuhhhhhhhhhhh Metadoom I guess idk?
Doot for mockaward. This year was really fucking weak for jokewads.
Randi for Espi.

>> No.4406712

I'd nominate Nihility but it came out last year and it's a WIP.

>> No.4406721

Dark Tide, the nearest thing to the classic Eternal cacowardbait release formula seen since the man himself mostly retired

>> No.4406723

Lilith deserves something, both on it's own merits of the effort the dude went to emulate how glitch shit goes instead of just doing randum XD /x/ shit and just to piss off Graf.

>> No.4406729

Man that Smooth Doom patch/upgrade is nice.
I'm not a maasive fan of the weird recolours it causes, but the shotgun and chaingun sound amazing and the plasma rifle is now a thing of beauty.

>> No.4406737

Anything by 'lilwhitemouse like mechcommander GZ

>> No.4406738
File: 32 KB, 640x400, swirl3.png [View same] [iqdb] [saucenao] [google] [report]

Thanks! Does this look better?

To be honest I was kinda halfassedly throwing stuff in there, but if you guys are really interested I could go the extra mile and try to make it a real worthwhile experience. Extend it into a full episode, maybe.

>> No.4406741

What's the las version of smooth doom that runs in old gzdoom? Before they switched to opengl 3.0?

>> No.4406745

That's the idea. I think my version of the mod will end up working the best with large maps that have small/moderate amounts of enemies.

>> No.4406746

Think you misquoted f a m

>> No.4406748

Nah, you merely posted with the wrong number.

>> No.4406753

I'm drunk; it happens. Good night.

>> No.4406828

It looks great! See if you can do something a bit mindbending, a short episode would be cool.

>> No.4406904

Simon's Destiny was harder than I thought. I can't tell if I just suck or if the platforming is a bit off.

>> No.4406915


Platforming in the ZDoom engine is absolute pure ass most of the time.

It also doesn't help that Simon's jump is pathetic in the mod.

>> No.4406950

More importantly, when are we going to give Golden Boners again?

>> No.4406960

next year. will call for nominations in january.

>> No.4406961
File: 55 KB, 1024x576, shotgun-red-dot-1024x576.jpg [View same] [iqdb] [saucenao] [google] [report]

I always assumed it was more like an Aimpoint red dot sight or something similar. So no zoom, but it would explain its relatively high accuracy.

>> No.4407095

Haven't played Doom in about a year.
What are the hot new mods & mapsets of 2017?

>> No.4407112

high noon drifter is a pretty good weapon replacement and final doomer is also another really good weapon replacer and it's supposed to be getting an update Soon™ so you can wait for that. as for maps i don't really know, 300 minutes of /vr/ was pretty good

>> No.4407134

Just recently downloaded the Plutonia experiment and played it on GZDoom. Man, its much harder than doom 1/Ultimate! I chose "Hurt Me Plenty" for the difficulty, not Ultra-violence, let alone nightmare!

>> No.4407135

Some people dislike the gimballing, extra details, and such, but I just think that's mostly b/c of nostalgia goggles making them like the more minimal style.

But easily the biggest problem most people have is the much larger levels that lack direction leading to back-tracking and getting lost nearly every level.

>> No.4407148


>> No.4407162
File: 2.75 MB, 646x400, GAME OVER, MAN! GAME OVER!.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4407164

or fuck, what's the term? for adding detail by cutting grooves for visual purposes only

>> No.4407176

Oh, that. Greebling. I learned it from Lego detailing.

>> No.4407178

Has anyone tried to recreate the Marathon games in Doom?

>> No.4407181

That's the one. I'm not that crazy then, it sorta sounds like gimballing

>> No.4407225
File: 28 KB, 803x121, the man with no hands.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4407238

I've a couple, playing through Doom and Doom 2 in my childhood with god mode on, making my first dehacked where I turning the shotgun into an automatic and one where the Archvile suicides when it tries attacking you, and playing Zandronum (don't know why I never did try Skulltag).

>> No.4407273

New thread.


>> No.4407929

Never really played Marathon.
Can someone clue me in what's the difference between movement and jumping in marathon and modern doom sourceports?

>> No.4408012

Movement is much more floaty for one, open Samsara and play security officer, it's a lot like that.

>> No.4408501

Aliens (TC) 2017, in case anybody was wondering.

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