[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 215 KB, 488x488, 1507690139681.png [View same] [iqdb] [saucenao] [google] [report]
4424080 No.4424080 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4419179

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.4424083
File: 721 KB, 903x960, coffeeslayer.jpg [View same] [iqdb] [saucenao] [google] [report]


-Seeking for possible improvements and additions

=== NEWS ===

[11-27] Complex Doom v27 update

[11-27] Final Doomer 2.0 released

[11-26] More /vry/spooky updates for testing

[11-26] Anon map release: whirlwind.wad (using textures from epic2)

[11-25] Hunter's Moon - Razor's Cluster Bomb

[11-25] Babel now finalized, in testing >>4419193

[11-25] Doom Retro v2.6 released

[11-25] Potential Mockaward Candidate

[11-24] The Joy of Mapping 5 starting on December 1st

[11-23] Marrub releases Lithium 1.5.3

[11-20] TNT:Evilution UV Speed D2ALL in 38:58 by ZeroMaster

[11-20] Anon wad: sky by Lud/YukiHerz from zdoom forums, for ultdoom

[11-20] A Quake Champions mod for Doom has single player support

[11-20] Anon map: Moonwalker1.wad

[11-20] FKER Enemies Only updated for High Noon Drifter compat (fixed 11-22)

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4424096

>[11-27] Final Doomer 2.0 released
Bull fucking loney.

>> No.4424101
File: 108 KB, 300x300, unnnnn.png [View same] [iqdb] [saucenao] [google] [report]

Final Doomer now, brother.

>> No.4424136
File: 816 KB, 1920x1080, ancientayys stun bow.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4424145
File: 6 KB, 245x130, 2eqcJRp.png [View same] [iqdb] [saucenao] [google] [report]

Recommend me a better megawad than pic related.
I'm having a hard time thinking of one. Best shit I've played as of recent.

>> No.4424146

Need to redo the grapple cuz I've gotten a lot better at zscript since I last touched. Fun to use combined with jetpack though.

>> No.4424148


These are decorative beams, in the future this map is set, all kinds of ornamental lighting is avaliable.

>> No.4424151
File: 520 KB, 1078x635, doom54.png [View same] [iqdb] [saucenao] [google] [report]

Got to a Novice mapping level half a year ago and fell off the track. Hoping to get back into shape by participating in JoM5. I'm going through tutorials again to get ready, it starts Dec 1st.

Anyone else going to join in?

>> No.4424154

This reminds me of a mapset I played where one of the levels was a medieval court/village.

>> No.4424157

It's a very pretty screenshot. I think it's from the upcoming REKKR wad.

>> No.4424194
File: 1.07 MB, 1920x1080, Screenshot_Doom_20171127_191935.png [View same] [iqdb] [saucenao] [google] [report]

I guess running around like a retard is a viable strategy.

>> No.4424197

I have to drink that stuff for scanning yourvstomach. Yul

>> No.4424205
File: 139 KB, 338x338, 1508481521501.png [View same] [iqdb] [saucenao] [google] [report]

>Do majority of JPCP's fourth map with the silenced pistol and katana
>There's no archvile and shitton of chaingunners/shotgunners to take care of

>> No.4424304

So, for which WADs does Final Doomer have custom weapons?

>> No.4424320 [SPOILER] 
File: 49 KB, 469x485, 1511803371650.jpg [View same] [iqdb] [saucenao] [google] [report]

Rocket jump to Marsh where it was imps how it did it Kneed Deep about the shot around the corner

>> No.4424343
File: 308 KB, 1920x1080, ss_a740a63a9800a1cc79bc78670f15b3ff55cd8369.1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]

hey trying to play Shadow Warrior Classic Complete through GoG for the first time, I downloaded a port called SWP but the audio is fucking awful. It's all slow and warped sounding. I'm assuming it's probably the framerate affecting it.

Is there a better port out there or is there a setting I need to turn off/on? I remember I used Eduke way back when I played that, should I just use that?

>> No.4424378

read the changelog fella. it's linked in the thread in the news post, or here:
tnt plutonia ancient_aliens jpcp btsx

>> No.4424394

>Started playing TNT with vanilla a while ago
>basically halfway done
>now there is a weapon set and I'm torn on just starting again or continuing

>> No.4424417

Could 'idclev' to whatever level you were on, and use 'give' if you don't want to pistol start

>> No.4424423
File: 278 KB, 1024x666, 2deadfranchise1cart.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is Polymer fucking garbage

>> No.4424425

finish it vanilla, don't be a pleb.

>> No.4424432
File: 2.99 MB, 1366x768, Base Profile 11.27.2017 - [View same] [iqdb] [saucenao] [google] [report]

>> No.4424437

In AA that's kind of the point.

>> No.4424468

Even with Final Doomer weaponset TNT was rather underwhelming.

>> No.4424493

Maybe I'm just bad at video games, but I'm going through it for the first time and I think it's a lot of fun. I just got done with Plutonia a couple of weeks ago. I appreciate how the maps can be a challenge without spamming dozens of Revenants in every room.

>> No.4424537
File: 2.75 MB, 1600x900, gzdoom 2017-11-27 22-40-51-179.webm [View same] [iqdb] [saucenao] [google] [report]

Alright, so I tried Final Doomer 2 (never tried the first one) and here's one thing that annoys me:

The recoil effect on some of the guns makes the mouse movement "hitch" and stutter, while nearly same effect on other guns does not. It feels as if my mouse stops moving for one frame, then gets back to it.

If tuned off in the options menu, the hitching disappears, but even the smallest bit of recoil (0.1) while unnoticable in stationary position, mkes the mouse movement hitch again.

Aother curious thing: most continuously firing weapon seem to utilise a different method of recoil and produce no such "hitching" effect, while others do.

This hitching gets on my nerves greately, to the point when Im unable to use some guns, even though I like the mod a lot. Sure, I could turn the effect off completely, but the guns loose a lot of their feel with that.

Here's a sample webm, if you look at it frame-by-frame you will see that at some point in firing animation, camera turns back to the previous position at some point in the animation, before returning back where it should be.
Why and how does htis happen and is there any way to fix this without turning off the recoil completely?
Maybe switch the way recoild works on these weapons to the method use in those weapons that don't do that?

>> No.4424574

Why does Final Doomer TNT Marine move so slow when not running? Really sluggish compared to vanilla.

>> No.4424581

Shit I thought I was nuts when that was happening to me earlier.

>> No.4424603

It has somethingto do with the recoil, I imagine, since it's not simple pitch rising.

>> No.4424651

I know that it has somethign to do with the recoil. I just explained it in the post.
There appears to be 2 methods by which the mod does the recoiling: one produces the hitch, the other one does not.
Turning recoil off disables both methods and gets rid of the hitching, but also removes feedback from weapons.
This has to get fixed.

>> No.4424693

>Tried Ancient Aliens after reading the thread rave about it
It looks really cool and the music is great, but that may mostly be the music cover mod I'm using for it.
God damn this is some ridiculously hard stuff though, I'm guessing this isn't really meant for shitters like myself. I found Plutonia hard enough.

>> No.4424703

It starts with gimmicky levels. Basically put, first five or so levels are "puzzles" of sort - you have to figure out what to do, and when you do it actually becomes pretty simple, and if you are having trouble means that you are doing something wrong in the sequence of actions you have to take.

>> No.4424715

How good is Final Doome + in the latest version of Gzdoom?

>> No.4424759

>tight ambushes and monster spam are puzzles

It's tedious game design.

>> No.4424789
File: 274 KB, 500x502, doomguycam.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4424815

>Final Doomer 2.0 released
And is yet another tragic victim of Graf's total incompetence with the ACS string table. I wonder if he'll ever fix it.

>> No.4424829

I think randi is the primary culprit for that

>> No.4424838

You may be right, either way the fact that they've known since March and haven't done shit about it bothers me.

>> No.4424842

what's wrong with the acs string table?

>> No.4424854
File: 26 KB, 710x592, doom escape.png [View same] [iqdb] [saucenao] [google] [report]

>Ape Escape Doom when?
just running after a shitload of zombies in stupid hats?

>> No.4424858

It could be like Chex Quest, with teleporting Imps back to hell, but other enemies are still killable, while there's items from AE, like the magic punch and the sling shoot.

>> No.4424864

would the romero head sprite need a helmet too?
as the boss monster and all

>> No.4424869

Now it lets you play with Quake 2 enemies.


>> No.4424870

Maybe, i dunno.

>> No.4424874

This video makes me wonder. Is there anything similar to Smooth Doom for Quake?

>> No.4424880

how the fuck.


>> No.4424884

Model animation interpolation? Several ports have it.

>> No.4424886

What's Bitterman's special supposed to be?

>> No.4424890


I think its due to the pitch having SPF_INTERPOLATE. I was trying to work with it earlier and I noticed that with the flag enabled, the mouse would hitch whenever it was in use, as if the interpolation was either throwing the player's pitch off or not taking it into account

>> No.4424891

even if final doomer's bugs arent THAT big, will they still be fixed, some day?

>> No.4424892


>> No.4424895

doomero's stuff is always fascinating to watch but a bitch to actually play

>> No.4424898

how do i get the game garphics to look like this, looked everywhere and didnt find how

also, a video to reference the graphics:

>> No.4424909

There's no real good port for SW, even the Steam one has its flaws.

>> No.4424913

it's not, it's just not finished. The author was a Nvidia engineer and left before any real optimising work was done on it.

>> No.4424923

back to saturn x

>> No.4424924

Corrupts if you save and load a game.

>> No.4424929

Doesn't do that for me or I'm somehow doing it wrong. I have different folder for each gameplay mod and set the gameplay mods for autoload via the .ini.

>> No.4424934

interesting, is there a bug report thread?

>> No.4424937

>>4424934 (me)
never mind, i found it
too many subforums to look in

>> No.4424952

So I've never cared about Brutal Doom but I hear it has an actual mapset that comes with it now. Are the levels worth going through?

>> No.4424963

Pretty sure that's just the iwads but with extra shit tacked on or changed.

>> No.4424967


It's not bad. Mark's the best when he does maps.

>> No.4424974

Play the maps, but with a good gameplay mod.

>> No.4424985

the hell on earth starter pack maps are good, especially the city ones.
the enhancer script in bdv21, mentioned by >>4424963, that edits the iwad levels in place is a bit rubbish though.

>> No.4425003

Because Doom not can only run on everything, but it can itself run pretty much everything?

>> No.4425039

bump. everytime i boot it up, it just an heros & leaves this.

Unknown top texture 'BIGDOOR9' on first side of linedef 334
Unknown top texture 'BIGDOORF' on first side of linedef 1684
Unknown bottom texture 'STARTAN1' on second side of linedef 1840
Unknown bottom texture 'STARTAN1' on second side of linedef 1888
Unknown bottom texture 'STARTAN1' on second side of linedef 1891
Unknown bottom texture 'STARTAN1' on second side of linedef 1894
Unknown bottom texture 'STARTAN1' on second side of linedef 1897
Unknown bottom texture 'STARTAN1' on second side of linedef 1900
Unknown bottom texture 'STARTAN1' on second side of linedef 1903
Unknown bottom texture 'STARTAN1' on second side of linedef 1906
Unknown bottom texture 'STARTAN1' on second side of linedef 1909
Unknown bottom texture 'STARTAN1' on second side of linedef 1912
Unknown bottom texture 'STARTAN1' on second side of linedef 1915

>> No.4425040

holy fuck the download link is in the description of the video you posted

>> No.4425041


>> No.4425048

Those errors don't do anything. What IWAD are you using?

>> No.4425057

Wrong game

>> No.4425061

>Asshole Junction
Oh god
Fuck that level
Fuck that level on UV
What the fuck

>> No.4425063

doom 2

>> No.4425076

What (G)ZDoom version are you using?

>> No.4425079

dev build from yesterday

>> No.4425096

I don't really know, then, sorry. Have you tried changing the renderer or sound drivers in the options, and then launching the game with Lithium?

>> No.4425140

>dev build
try official release

>> No.4425143

Speaking of Lithium, I heard a certain someone has been giving Marrub grief for posting bug reports on ZDF. Has that been resolved?

>> No.4425147
File: 64 KB, 498x330, space weed.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some Doom mods that have zero gravity sections?

>> No.4425148

No, because I stopped posting bug reports.

>> No.4425149

this suddenly worked. thanks for the assistance

>> No.4425150

what's this drama?

>> No.4425160


-Modder has issues in his mod related to ACS string tables being corrupted.
-Graf blames this on the compiler the modder is using.
-Modder points out that this happens even when that compiler is not used.
-Graf doesn't care.
-Problem is not resolved.
-Modder is unable to stay bug-free in current GZDoom releases

TL;DR: Graf is being Graf again.

>> No.4425168

Under which circumstances does the issue pop up?

>> No.4425171

Yeah I joined. Hoping to make a map that isn't boring or generic. With all the people who signed up it looks like JOM 5 is going to be massive.
I remember a level in Threshold of Pain had some zero gravity sections.

>> No.4425174

Reminder that this piece of shit is literally holding the entire community hostage.

>> No.4425183

i don't think he was denying there was a bug, or that he doesn't care, it looked more like he was saying he can't reproduce it and needs a more minimal test case. that is the impression i got from this thread >>4424937 once you strip away "graf being graf" and treating everyone else like maggots. (not to defend the way he talks to people but speaking as a hobbyist programmer, i can say that unreproducible bugs are the kind of things you have to pay people to work on, they're not fun in the slightest)

>> No.4425184

>unreproducible bugs
>literally gave an example

>> No.4425193

i wouldnt want to pick through nearly two meg of acs bytecode either, would you? free / open source software does not mean other people will do boring shit for you without compensation

>> No.4425201

As a non-hobbyist and hobbyist programmer, if someone found an issue that could be reproduced and gave an example of reproducing it you're a lazy cunt if you don't fix it in 8 months.

>> No.4425210

i hate to take graf's side on this, but i'm not going through lithium's acs for anything to debug anything

unless there's a simple, reproducible example, it's not worth investigating
just make an example wad, dudebroguys

>> No.4425228
File: 73 KB, 823x590, dc64efe6b7.png [View same] [iqdb] [saucenao] [google] [report]

>BTSX Guy SSG Decorate

>> No.4425231

Thank fuck those exist now. Collapsing docens of line of code down to like three is damn satisfying and much easier to read.

>> No.4425250

Maybe graf shouldn't have been graf and broken ACS compatibility for no reason while tinkering with implementing his new epic memescript.

>> No.4425252

yeah, "don't break userspace" also applies i guess. but then the linux kernel core developers are paid a lot of money to not break userspace.

>> No.4425284

>implementing his new epic memescript.

How many mods actually rely on ZScript? Isn't it like <10? I know a few more are primarily DECORATE-based but use ZS modules.

Hopefully Graf doesn't get assmad over not enough people migrating to ZScript and hamstrings DECORATE to force migration.

>> No.4425289

Building for ZS from the ground up is quite nice, except for the lack of docs. Converting DEC/ACS to ZS where applicable is a nightmare, which is why so few mods currently use ZS/

>> No.4425291

not him but, you know, if the first thing you do when a new mod comes out is to take it apart and find nitpicky things to use to shit on the author, you'll quickly find people will stop releasing mods at all. don't be a fucking asshole.

>> No.4425293

>Section literally labelled THECRIMEZONEPLSNOLOOK
>"Don't be so mean to the poor modder or else he'll stop making mods"
Sounds like you're getting offended on behalf of somebody else who probably doesn't care faggot.

>> No.4425294 [DELETED] 

keep nitpicking new mods to piss off this >>4425291 dweeb.

>> No.4425298

fuck you.

>> No.4425302

The bug was resubmitted by Wild Weasel. The info thingy I made for Final Doomer+ also causes the issue to occur, proving it to not be a compiler thing as I used vanilla ACC to compile it, and also that it is a regression caused by the new save system/metaobject system.

>> No.4425303
File: 1.17 MB, 1920x1080, gzdoom 2017-11-27 20-27-45-53.png [View same] [iqdb] [saucenao] [google] [report]

Randomly put this together without much thought and I'm not exactly sure where I'm going with this.

>> No.4425306 [DELETED] 

what is your favorite undertale ship, assuming you're even interested in the game? just curious.

>> No.4425307

Wow what a surprise Graf was wrong again and also a prick for no reason. Thanks though, at least now it might get fixed.

>> No.4425319

Yeah, I really do hate his attitude of sweeping user issues under the rug because of their perceived difficulty. This was honestly one of the only reasons I wish Randi were still lead developer – they at least kept trying to help people, even if it took them quite a while to get there.

>> No.4425323

Futuristic lights while the rest of the level looks medieval fantasy?

>> No.4425363
File: 333 KB, 1600x900, dddd.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys ever discuss this masterpiece

>> No.4425367

i dont know what this is

>> No.4425369

What wad(s) is that?

>> No.4425371

ayy lmao

>> No.4425383


Ancient Aliens. Neat aesthetic (as you can see) also has some pretty cool music that is very atypical of Doom. Dare to Fly Where Eagles Soar (MAP07 IIRC) is a personal favorite. Like most Skillsaw wads, it is dick-breakingly hard in places.

>> No.4425385

DoomRL, a proper roguelike based on Doom. Also the inspiration for Doom Roguelike Arsenal.

>> No.4425394

I fucking loved it but it's really not retro.

>> No.4425403

He also has Final Doomer 2.0 on in that screenshot, which has a weapon set designed specifically for that map set.

>> No.4425415



also feel free to point out a better way to do it, that was quite literally the only way I could think to make it work.

>> No.4425417

Secondly I'm pretty sure you could do a couple nested for loops across the range of where those rails point and avoid having to commit any warcrimes.

>> No.4425419

Anony functions aren't in 2.8.1/2.1.1

>> No.4425420

Oh christ was that the target version? No wonder.

>> No.4425421
File: 82 KB, 238x269, Yuuka Disappointed.png [View same] [iqdb] [saucenao] [google] [report]

now you understand the true terror and desperation of the crime zone

>> No.4425426

Jesus man, alright then the best way IMO would be a terrible ACS-based approach with decorate actor arguments to some dummy actors that fire the rails. Maybe.

>> No.4425460
File: 1.28 MB, 444x360, 1463444326191.gif [View same] [iqdb] [saucenao] [google] [report]

>nested for loops

>> No.4425463 [DELETED] 


>> No.4425464

bit late there lad

>> No.4425470

>getting angry over correct programming techniques used every day

>> No.4425474

...the alternative being a dozen for loops

Is that what you'd prefer, my liege?

>> No.4425479
File: 166 KB, 452x505, 1462924730942.png [View same] [iqdb] [saucenao] [google] [report]

>Brutal DOOM > DOOM (2016)

>> No.4425480

At least you can play Brutal Doom on good maps, unlike Doom 2016.

>> No.4425481

Until the script ruins those good maps.

>> No.4425482

what exactly are you getting asspained about? Can you demonstrate that having fifty lines of an action repeated is superior to a three-line 'for' loop repeated fifty times? No?

>> No.4425483


>> No.4425486

Goddamn, somebody showed off that thing a couple of threads ago. Shit just BREAKS maps.

>> No.4425487

It can cause maps to be unbeatable. No, really. A few threads ago, somebody showed it putting up iron bars in a Plutonia map that prevented the exit from being accessible

>> No.4425491

When was that feature implemented?

>> No.4425494

It doesn't prevent the exit from being accessible, but it sure as fuck gets in the way of fighting.

>> No.4425496


He's been showing it off for a while, but I think it's the newest version.

>> No.4425498

So just play with a previous version that doesn't have that shit then.

>> No.4425503

Imagine playing Doom 2 with Brutal Doom and the game is scripted to swap Dead Simple with the Slaughterfest 2012 version.

>> No.4425510

The game already slows to a halt thanks to the shitty fireball effects, now image that times a thousand

>> No.4425515

How about gore effects? Aren't those also coded/made in some manner which can cause computer hiccups?

>> No.4425529

IMO TNT is pretty good until like the last third, where it falters (sometimes not so badly, sometimes very badly).

>> No.4425534

Going into the mod, and removing SPF_INTERPOLATE from all the pitches indeed solved the issue. Why the hell was it even used if it is known to cause that shit?

>> No.4425536

That looks so bad, particularly the 3D models sloppily turned into sprites, that's a very 90's modding thing, and I mean that in the worst way.

>> No.4425540

>TFW it took me 20 years to realize the tactical advantages of the chainsaw
Goddamn I feel dumb for never realizing what an important tool it is, I just thought it was ammo conservation and :fun:

>> No.4425545

Christ this looks fun

>> No.4425546

Brutal ruins maps to me. Doom 4 has decent maps.

>> No.4425548

The hell do you mean > now?
"hell on earth starter pack" existed for a while

>> No.4425558

> an official stable release, as opposed to buggy dev version specifically released to search for bugs
> suddenly worked

>> No.4425563

Because no one noticed this infinitesimal microstutter until now. Across a ton of mods made by multiple people. Even pointing it out, I still don't see it.

No one would know about something no one ever noticed.

>> No.4425568

What's it used for? Stunlocking?

>> No.4425569

It's still pretty much for ammo conservation, but yeah you can painlock Pinkies, Cacos, Spoders and even Pain Elementals which can mean damage avoidance in tight spots.

>> No.4425574

Many people also don't notice how bad filters make the game look, so what?
At least 3 people in this thread did notice the stutter.
It happens when you play at FPS higher than 35 (i.e. 60)
Check the webm I posted, going on frame-by-frame. You will clearly see the moment when camera snaps back where it was befoere instead of going forward, then snaps again.

>> No.4425575

The barrel explosions and blood spray effect look really nifty, if perhaps not quite fitting.

>> No.4425578
File: 17 KB, 280x224, iunno.jpg [View same] [iqdb] [saucenao] [google] [report]

3 people, compared to everyone else who has ever played either Final Doomer, LegenDoom, or any other mod that uses pitch like this.

I totally understand that it's a problem for you and stuff, but I just can't justify changing it across the mod based on this. I'm sorry.

>> No.4425579
File: 67 KB, 540x268, framerates.jpg [View same] [iqdb] [saucenao] [google] [report]

You're right, the human eye can only see 24fps anyway. Only extreme hobbyists could possibly notice that stutter

>> No.4425582

completely irrelevant to something that literally only three people reported

>> No.4425597
File: 6 KB, 434x58, hurtme.png [View same] [iqdb] [saucenao] [google] [report]

So the proper solution is to just ignore the problem rather than implement a small fix because it's a minor problem?

>> No.4425606

The fix is to make the pitch changing uninterpolated. So everyone else would have stuttery pitch changes on their weapons.

This is not a simple problem.

>> No.4425613

Mh, I see.

>> No.4425630

So, I guess ACS problems are not important at all and do not need any fixing, because only 2 people reported them. I see.

>> No.4425646

i don't know what that has to do with anything, but sure

>> No.4425659

He's not Shivers or Yholl, it's probably Sarais. He did this year's ago with Term too, pretended to be him in the thread to create drama.

>> No.4425663

but that's the way Sergeant Mark IV intended.

>> No.4425664
File: 2.92 MB, 640x480, hitcheroo.webm [View same] [iqdb] [saucenao] [google] [report]

4th person here. Always noticed it. Haven't seen anyone reporting it so I thouhgt it was something wrong with me - like some people get motion sickness from doom. But looking at the video I can clearly see view going back and forth as the recoil makes it snap.

Also here's some eggregious example from me.

>> No.4425667
File: 113 KB, 350x366, 1374405990069.jpg [View same] [iqdb] [saucenao] [google] [report]

what's a good way to filter these threads?

>> No.4425668

Filter the line
and go about your soyboy life?

>> No.4425669


>> No.4425672
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

Learn how to use 4chanX you shub-human

>> No.4425673

the same way you would go about everything in your life, by giving up.

>> No.4425675
File: 6 KB, 380x210, sgtmark.png [View same] [iqdb] [saucenao] [google] [report]

Make that five. It's super noticeable when moving around firing the BTSX starting pistol.

>> No.4425680
File: 41 KB, 669x201, file.png [View same] [iqdb] [saucenao] [google] [report]

Apparently that's because you're a shitter that has mouse smoothing enabled.

Also, hi Yholl :3

>> No.4425681

Just finished half-life for the first time and I wanna try more old fps. Should I play quake or doom first?

>> No.4425682
File: 185 KB, 400x293, Skeletor thonking.png [View same] [iqdb] [saucenao] [google] [report]

I don't actually, but I definitely see that AA Plasma Rifle doing it now. I'll have to thonk on this for a while, but I'm leaning towards getting rid of the interpolation now.

>> No.4425683

Quake and Doom have some fundamental similarities, but also some fundamental differences, flip of a coin in my opinion.

Also try out Duke Nukem 3D, extremely good game.

>> No.4425684

Doom->Doom 2->Doom 1 E4->Heretic->Duke 3D->Duke Crribean->Blood->Quake->Quake 2->Unreal->Wheel of Time->Return to Castle Wolfenstein
Shadow Warrior is not up to evereyones taste and most of the levels are crap.
IMO RTCW is the last shooter that has a bit of oldschoolness left in it.

>> No.4425685

Damn that looks choppy as fuck

>> No.4425693

>weapon balance just means an inverse relationship of damage and fire speed
When will this meme die?

>> No.4425710 [DELETED] 
File: 19 KB, 234x248, diagram.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4425720

>That one level in PL2 where you step off the platform and are instantly surrounded
>Keep dying
>Narrow corridors in all four directions, only place of safety, but there are cacos wedged in them
>No supershotgun and at 30 health so can't do shit
>Decide fuck it
>Pull out chainsaw, sprint into corridor and shove it into cacodemon's face
>Can't bite or spit because RRRAWR CHAINSAW
>Turn around and put the cacodemon between me and the horde
>Use his fat ass to block incoming fire while chaingunners and revenents kill the imps closest
>Caco dies and I have a shitload of breathing room without taking damage or spending ammo
>Ever time I'm in a corridor now with a chainsponge I just use it as a shield

>> No.4425726

delete system32 and shoot yourself
xenogears was a great game btw

>> No.4425796

If I have to assume by a piss into the dark here, isn't this the same problem Nash's tilt view mod has due to 60FPS rendering interpolation not cooperating well with Doom's inherent 30FPS code or some shit like that? People complained about the microstutters then, but they only show with the interpolation on.

>> No.4425804 [DELETED] 

Also if we're talking Final Doomer 2.0, boy howdy do I not like the JPCP katana or its enhanced variant. If only because of Yholl's approach to the iai; apparently the deselect mechanic was intentionally chosen for keeping things simple, since only pistols have alt-fire functions with the TNT chainsaw replacement being an exception.

Except said replacement has three different modes to swap between, and it's kind of a really.. bad replacement since it;s entirely supportive functionality. Meanwhile having to deselect the katana to get the iaido functionality back means you have to swap to another weapon, wait for it to come up, then swap back and watch your ammo counter changing, all in the middle of combat; by not just being able to alt-fire sheathe it, it actually makes combat more complicated than it needs to be by having to deal with more busywork than any other weapon. At least an alt-fire usage for the resheathing could act like a 'reload' of sorts; instead it feels like i'm basically punished for using it as anything other than a finisher or mook swiper.

>> No.4425806

Also if we're talking Final Doomer 2.0, boy howdy do I not like the JPCP katana or its enhanced variant. If only because of Yholl's approach to the iai. Apparently the deselect mechanic was intentionally chosen for keeping things simple, since only pistols have alt-fire functions with the TNT chainsaw replacement being an exception. Except said replacement has three different modes to swap between, and it's kind of a really.. bad replacement since it;s entirely supportive functionality.

Meanwhile having to deselect the katana to get the iaido functionality back means you have to swap to another weapon, wait for it to come up, then swap back and watch your ammo counter changing, all in the middle of combat. By not just being able to alt-fire sheathe it, it actually makes combat more complicated than it needs to be by having to deal with more busywork than any other weapon. At least an alt-fire usage for the resheathing could act like a 'reload' of sorts; instead it feels like i'm basically punished for using it as anything other than a finisher or mook swiper.

>> No.4425810

Dunno, heh.
Apparently the interpolation resets itself to where it was when it started or some crime like that.

And that's why there's a cvar in the menu to make it not switch away.

>> No.4425821
File: 4 KB, 202x184, 1385466237444.png [View same] [iqdb] [saucenao] [google] [report]

How do I fix the soundtrack not playing in the Steam version? Bought it for pocket dust, a button and a clip

>> No.4425824

I'm talking about Quake 1 and the expansions btw.

>> No.4425827


use the deselect-to-sheathe option

>> No.4425830

pocket dust?

>> No.4425842
File: 9 KB, 210x240, shackleford.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4425843

Yeah, it was stupidly cheap. Five bucks all quake games

>> No.4425849

not bad

>> No.4425850

Use quakespasm instead.

>> No.4425851

no, i was asking, what is pocket dust?

>> No.4425854

a way of saying dirt cheap, i'd imagine

>> No.4425862

>le soyboy meme

Congratulations on finding away to be just as bad as the shitter.

>> No.4425863
File: 152 KB, 1496x777, 1511863014.png [View same] [iqdb] [saucenao] [google] [report]

Rewrote my dialogue compiler.
Nerd shit details: Ported a tokenizer I made for another project from DGE-targeted GDCC C to ZDACS-targeted GDCC C and fixed a bunch of pointer dereference errors caused by incompetence.
Less nerd shit: I fixed a bunch of stuff that caused weird issues when using the dialogue compiler. This doesn't get used in normal gameplay, but the upcoming map set will use it extensively. I also made the syntax nicer and easier to work with, including adding binary conditionals (previously you could only do if with no else.)

>> No.4425864

>Zdoom is a fuck
>7034752345 script errors

okay this is a reference isn't it. but to what? Also what does DGE stand for?

>> No.4425865

Oh, also I should mention that the compiler is in-engine, ie done via ZDACS C. The virtual machine that runs the dialogue bytecode is also in-engine, of course. pls kil me hudmessage is satan and zscript's drawing api is no better

>> No.4425870
File: 47 KB, 600x601, BORN_TO_DIE.jpg [View same] [iqdb] [saucenao] [google] [report]

DGE is the Doominati Game Engine, the other engine GDCC can compile bytecode for.

>> No.4425875

ah, i knew i'd seen it before. thanks.
never heard of the Doominati Game Engine.

>> No.4425879

so you've written a virtual machine on top of a virtual machine?
impressive, but it strikes me as having a great potential to be unperformant

>> No.4425902

Don't be so sensitive.

>> No.4425906

I got the GOG version of Thief II, and installed it, and there's also a file called "patch_thief2_2.0.1.19.exe" included in the same directory as the setup file.

What exactly is this for? Should I run this program?

There is also a subfolder in there called "Essential Improvements", which includes these files:
>NewDarkGraphicsSettingsToolv1.0 --FULL.exe
>NewDarkGraphicsSettingsToolv1.0 --LIGHT.exe

Do I need this shit? Should I do something with it? What is it and what exactly does it do?

>> No.4425909

Sure, but it only runs when you see a new page. It's got no lag because of its simplicity.

>> No.4425915

Hmm. Put an int User_Counter variable on each playerpawn. Make an ACS script that adds one to that value, another that checks for it, and a third that resets it to zero.

Now you can make a decorate loop by calling TNT1 A 0 ACS_NamedExecuteAlways(increase counter value here)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(check for desired value here)

and in the state that the loop jumps to when finished, you call the script that resets the value.

>> No.4425919

>You're right, the human eye can only see 24fps anyway.
I really hope you don't honestly believe that.

>> No.4425920
File: 20 KB, 450x350, older meme.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4425928
File: 27 KB, 376x440, 1511103499084.png [View same] [iqdb] [saucenao] [google] [report]

>re: mapping stuff

What are some things in WAD's that have actually creeped you out or been unsettling?
A good example I can think of is a part of Unloved where you're in an area and all the monsters are dormant (can't interact with them or kill them) and you know they'll all go ballistic when you grab a key.

I'm wanting to have moments that can be creepy or unsettling to a player but not jump scare crap or ghouls forest instant death stuff.

>> No.4425931

release a boss monster by opening a poly-object door. Have it roar and slam the door which moves it slightly into the room then back while calling an A_Quake effect a few times. Then have the door burst open as the monster enters.

>> No.4425935

Shit man.....I actually had something exactly like that already. Now I feel bad because you'll think I took it from you :(

>> No.4425941

i know it's a joke but at the same time i can't see this "hitch" in the webm that started this, >>4424537. it does look slightly jittery but not something i'd particularly notice, maybe it's different when you're actually playing though, plus i still stick with 35fps cap so maybe i'm just used to it

>> No.4425945

not him but i wouldn't worry about it, some ideas are obvious enough that multiple people have them independently.

>> No.4425947
File: 440 KB, 500x375, 4b4.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone still play the first Quake online?
If so how can I play it? Where do I look for servers?

>> No.4425978

I've been browsing Doomworld forums, and this guy Graf is fucking insufferable, it makes me feel bad using Zdoom. He's always posting ridiculous shit, like bemoaning the fact that people use Prboom+ and thus are holding back the advancement of Doom. What a tool.

>> No.4425981

if he gave a fuck about "advancement of DooM" he would implement proper netplay and demo support

>> No.4425985

People use PRBoom+ because it runs 5-6 times faster than GZDoom (with no mods)

>> No.4425994
File: 87 KB, 1021x768, hurl.png [View same] [iqdb] [saucenao] [google] [report]

The Chocolate Doom devs are the best, makes you feel all warm and fuzzy using a port made by such bros.

Now if only fabian stopped being stubborn and gave me an option to use original automap colors in Crispy. I really don't get why these dudes try to fix what ain't broken, the colors are horrible. Prboom+ also does the same shit, but you can change 'em at least.

>> No.4425995
File: 3.93 MB, 4240x3276, 1510342116720.jpg [View same] [iqdb] [saucenao] [google] [report]

Graf is very productive in what he does, but yes the autism which has enabled the productivity has also enabled the stubborn bull-headedness he has.

The only thing that would stop it is somebody pulling autism rank on him. So John Carmack would have to join and tell him the score.

>> No.4425997

Carmack would probably make a shitty port of Doom, since he doesn't seem to care about accuracy. The original GLQuake sucks.

>> No.4425998

maybe we could leave a trail of diet coke to luke Carmack into a trap and then force him to write a successor to GZDooM with all features community wants? assuming he doesnt choke and murder everyone beforehand

>> No.4426002

i'm sure this has nothing to do with the lithium guy putting out a gzdoom fork that implemented things graf said was literally impossible and graf is still asshurt about it

>> No.4426024
File: 1.34 MB, 1920x2000, modelsquish.jpg [View same] [iqdb] [saucenao] [google] [report]

can anyone give me a hand?
I have imported a model into gzdoom and it appears fine in editor, but its "squished" in game, as you can see I have used doors as a height guide, I have no idea why that is happening and help would be appreciated

>> No.4426039

GZDBdoes not seem to account for AR correction in case with models.
Expand it upwards by 20%.

>> No.4426062
File: 77 KB, 800x533, spheres.jpg [View same] [iqdb] [saucenao] [google] [report]

Who is your favorite Final Doomer? I'm going through Scythe with Ancient Ayys guy

>> No.4426075

This obnoxious shit on top of his refusal to even give a fuck about legacy support is why I have something like twenty versions of GZDoom alone and ZDL to keep track of my load orders + version used.

It's the only way to be sure a mod will work.

>> No.4426083

I just imagined a mod about this...
Also imagined one where not only do you feed the ducks but you axe or shotgun chickens.

>> No.4426109

>GZD will never have its own dialogue system you can use and expand
>mfw too dumb to go HACKERMAN on the engine like this anon


>> No.4426114

Fuck off /pol/.

>> No.4426115

what did he mean by this

>> No.4426116

"soyboy" is a word that everyone in /pol/ uses, just like they use the word "cuck" as an insult.

>> No.4426118

That meme always makes me laugh, every line is so good.

>> No.4426123

When you do.

>> No.4426129

Newdark is the bare-bones easymode setup. Otherwise tafferpatcher is generally the recommended thing to do. just don't put in any hd textures or models, since no one seems to have gotten them right.

>> No.4426138

It's a ancient trope that's been used in many games and movies. I didn't come up with it first and neither did you. Besides, all my ideas are completely free for taking. Otherwise I naturally wouldn't post them.

Anyway the general trick to a tense mood is the buildup, hinting at what's going to happen before it does. The graveyard fight in Unloved as you mentioned is a good example. The release of the first Fiend in Quake is another.

>> No.4426142

The Z scale of your model should be 1.2 times higher than the X and Y scale. So assuming the base model is large enough, put

scale 1 1 1.2
in your modeldef

>> No.4426147
File: 479 KB, 1028x800, 1510872123640.png [View same] [iqdb] [saucenao] [google] [report]

You would rank Quake 2 as superior to Unreal? I found both the gameplay and the aesthetics of Unreal to be vastly preferable to the unending orange-and-brown of Q2. The soundtrack too, which was original and had a magical colouring to it, whereas if I recall correctly Quake 2 just licensed various rock/metal songs.

Not that Quake 2 is bad, but I don't see how it can hold up against the resplendent science-fantasy vistas and more engaging gunplay of Unreal.

>> No.4426149

if you look closer you might notice that he typed -> instead of just >.

>> No.4426150

I thought he was just listing them in release order.

>> No.4426151

Quake 2's soundtrack was composed by Sonic Mayhem for the game, I don't recall any licenced music in the game at all.

>> No.4426152
File: 268 KB, 800x532, 1503222226408.png [View same] [iqdb] [saucenao] [google] [report]

Ah, my mistake

>> No.4426160

>Sonic Mayhem

>> No.4426162

I'm on the edge of my seat waiting for this new method of repeating lines of code without using nested for loops.

>> No.4426164

For a list of "old school" FPS's, there is also Blood 2, Soldier of Fortune, and that... gangster game... can't remember its name. I had a looooot of profanity, that's really all I remember.

Also for retro FPS enthusiasts, I can't recommend the Cube series enough. Has various games; Cube, Sauerbraten, Red Eclipse, Tesseract, AssaultCube, and others. They're all fundamentally the same game - Quake1/2 style deathmatch with real-time editing in maps. The game is the level editor, and people make beautiful arenas with it. Is anyone else here familiar with the games?


>> No.4426176

>that... gangster game

Weapons don't feel too nice, and music/enemies are rather repetitive. It's worth playing for the really nice level design though.

>> No.4426194
File: 1.72 MB, 1273x1174, 1506735310050.png [View same] [iqdb] [saucenao] [google] [report]

any more ideas?

>> No.4426198

silent teleporters are a good start

>> No.4426201
File: 61 KB, 605x605, BURN KNUCKLE.jpg [View same] [iqdb] [saucenao] [google] [report]

Any melee focused gameplay mods other than GMOTA or Demonsteele?

>> No.4426203
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

BTSXGuy because I have a massive boner for energy weapons.

>> No.4426234
File: 1.72 MB, 1282x1043, crsh.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4426256


>> No.4426264
File: 581 KB, 1920x1080, Screenshot_Heretic_20171128_161655.png [View same] [iqdb] [saucenao] [google] [report]

Working on my wizard mod, quick question: Should the focus be entirely on spells or should the player have access to other weapons as a fallback incase their mana runs dry?

>> No.4426269

Only spells. Have some limited range cantrip that doesn't cost mana.

>> No.4426273

other weapons as it adds some way to spice things up, plus people will just think "as if a battlemage couldn't hit some shit"

>> No.4426279
File: 35 KB, 480x246, Musclewizard.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4426294

>hole at the front of the gun isn't modeled

>> No.4426323

I see that you trying to do something like Arx Fatalis's system of spell making (draw spells to cast them).

So here's an idea of implementing a spell memorization mechanic of Arx in form of a weapon (magic staff).
It has a basic attack that allows you to smack your enemies, but its main use is different: With it equipped, the spells you cast are stored in it, and can be invoked with altfire in the stacking order (first spell you cast into it comes out last, last spell sits on top and is readily available). Limit the ammount of spells to 3 in the beginning, but have it grow as player progression, which allow player to come up with spell combos to rapidly fire out of the staff.

>> No.4426324

look at how low poly the rest of it already is, not to mention you're not gonna be seeing that hole because of the wave of plasma traveling at your face

>> No.4426378
File: 383 KB, 1124x679, Base Profile Screenshot 2017.11.28 - [View same] [iqdb] [saucenao] [google] [report]

Kind of, it's actually similar to Legend of Grimrock 1's spells. Though in Grimrock you have 9 symbols you can select, in mine they are 8 points of a star.

In game weapons are replaced with chests, which drop a random enchanted page, which has a correpsonding symbol. I don't really know how well my system would work with your idea, though it does sound cool.

I was thinking a small set of weapons, some magical artifacts which have their own primary attack, but can still use the player's selected spells too. Maybe also a gauntlet that leeches an enemy's health to restore a little bit of mana.

>> No.4426382

I know the symbol graphic is crappy as hell, but Slade's TEXTURES tool doesn't like translucency that much, or truecolour graphics. Not to mention the crappy scroll graphic was something I stole from google images, probably won't stay for very long.

>> No.4426391

an hero

>> No.4426423

I was listing them in what I think is the best playthrough order

>> No.4426430

Why couldn't the folks at Steam and id manage to put the original soundtrack for Quake 1 in?

>> No.4426439

Copyright stuff, probably. The OP has a guide to using a downloaded soundtrack with a sourceport.

>> No.4426471

Quakeworld. EZQuake is the port of choice.

It has an integrated server browser.

>> No.4426535

hexen souls guy is that you?

>> No.4426578
File: 463 KB, 1434x890, whewh.jpg [View same] [iqdb] [saucenao] [google] [report]

This mod is really neato. Found a bug with the sounds tho, if you force pistol start, looping sounds of weapons will persist until you pick up/select a new weapon.

>> No.4426579

What mod is that?

>> No.4426582
File: 145 KB, 1632x1824, crap (2).png [View same] [iqdb] [saucenao] [google] [report]

8-point stars you say? Shit's fun. I made this thing just today.

>> No.4426592

Final Doomer +

>> No.4426607

Now you got me thinking
seeing JPCPguy bfg and plasma rifle weapons
Makes me think they were a [spoilertouhou hijack

>> No.4426619

Seeing as JPCP has a weapon set for Final Doomer, I wonder if the Japanese players know about it.
That said, they probably don't use GZDoom.

>> No.4426620

Those are nice textures you have there
I wonder what would happen if someone stole them

>> No.4426624
File: 385 KB, 1431x895, blinded_by_light.jpg [View same] [iqdb] [saucenao] [google] [report]

My biggest annoyance is this prism-launcher. It is wonderful for keeping demons off your lawn, but blinding player if you go to close? I kinda understand of having drawback instead of not getting self-splatted, but it is such an eye-sore.

New version of Final Doomer, 2.0.
Demon sealing amulets and etc. have existed in shinto religions before.
it is probably touhou hijack tho
Dunno, perhaps.

>> No.4426628

Cringiest post on /vr/ today.

>> No.4426629
File: 433 KB, 1435x893, trivial.png [View same] [iqdb] [saucenao] [google] [report]

It kinda does trivialize some fights, though.

>> No.4426632


Now you can extract the resources from Chasm: The Rift.

>> No.4426634

Who knows anything about AI, machine learning, and neural networks?

How could they be applied in DooM or quake?

>> No.4426635

Cringy is not a word

>> No.4426639

Well, depends on how you apply it.
I think you could use it to generate maps with sufficient sample set, but I getting valid output might be hurdle, plus the maps wouldn't complete-able probably.

You might teach it to play, but it probably would be extreme map-specific solution-wise.

>> No.4426642

What about monsters?
What about an AI that controls where monsters spawn?

>> No.4426648

I thought that word existed for a while and wasn't popular until like 2013 or something.

>> No.4426651


>> No.4426652

go away, redead

>> No.4426653

they do
and they do

>> No.4426664

As in just monster placement? Maybe?
Dynamic spawning might be more difficult.
I am not very well-versed in these, I have just surface knowledge.

>> No.4426695
File: 346 KB, 390x351, reals.png [View same] [iqdb] [saucenao] [google] [report]

how can i make mp3 files sound like they do in doom 1,2?
in midi form i mean, i've tried online converters but it turns into some instrumental thingy instead of doom-sounds

>> No.4426701
File: 1.88 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Found a curious bug in the High Noon Drifter: grenades some times "roll over" the heads of monsters. And I do not mean "go over their hitbox", but actually alter their trajectory: get higher, roll over then get lower and continue on flying. So far I noticed it with Cacos when lobbing grenade fom higher up, so IDK maybe its a special feature or something.

>> No.4426710

action doom

>> No.4426714

woah what, what does that exactly mean? chasm source port?

>> No.4426715

Grezzo 2.

>> No.4426719

Any wad recommendations for Trailblazer?
I just finished playing through all four main iwads and now I just want to blast through something as Duke Nukem's 80's obsessed brother.

>> No.4426721


>> No.4426724

No, no, no. You can import models, animations (and aninmations?) and so on.

But some russian did a modern client, it was in the news some time ago

>> No.4426727

o i played that actually, worked fine.
what about chasm themed quake map?

>> No.4426732
File: 52 KB, 551x226, dsfdsf.jpg [View same] [iqdb] [saucenao] [google] [report]

A man can dream

>> No.4426735
File: 309 KB, 1433x890, replace.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, BTSX SSG is pretty damn powerful, flinching arch-viles with oneshot, killing with second.
I thought I was in sort of trouble, too.

>> No.4426739

How many maps is that thing compatible with?

>> No.4426743

ahh, i see.. wonder if there is some way around. thanks for all the info

>> No.4426748

I mean I don't think it messes with dehacked so Scythe II/DVII might have issues plus things with custom monsters? Maybe for sealing/debuff effects but...
I could test it quickly.

>> No.4426760
File: 372 KB, 1432x897, valiant.jpg [View same] [iqdb] [saucenao] [google] [report]

Seems like it works with Ifrit and such.
Just maps with custom weapons perhaps. Perhaps it overrides them. I don't know. Let's see.

It does have issues with Valiant, the chapter-selector overrides weapons-set selection so you are left in this weird... nothing state.

>> No.4426765

wait what.

>> No.4426775

Didn't Valiant had a "vaccinated" edition, for it to be playable with mods?

>> No.4426781

>New version of Final Doomer, 2.0.
I thought it only was for Final Doom?

>> No.4426796

how about monster combat?

Or a bot ai?

>> No.4426798

It has. It does rid of all weapon/monster alterations.

Well yeah, it was bit redundant. The new version.

>> No.4426802

So what, it has new weapons for a bunch of other specific mapsets not mentioned in the zdoom OP post?

>> No.4426807

Thanks for the info, I'll go beat that up.

Yeah, it's more of a "these things exist in touhou games" so I pull a lot of sounds from them, but it's not a reference to it.

Valiant probably overwrites the playerclasses. Use the Vaccinated Edition.

Yes. Plutonia, TNT, Doom II, Ancient Aliens, JPCP, Back to Saturn X.

>> No.4426810

The one yesterday, with weapons for;
Ancient Aliens

Yep, overwrites playerclass.

>> No.4426849

88alice/Kurashiki, Manbou and Toooooasty, three people who mapped for JPCP, helped with the weapon designs.

>> No.4426854


>> No.4426884

Yeah the 8 pointed star features prominently in my mod

Yeah it is me! This isn't strictly hexen souls related but it's something

>> No.4426885

so uh, is hexen souls still alive?

>> No.4426892

yeah, I'm not abandoning it. I just have a lot of irl stuff to work through. Not to mention Hexen Souls is a clusterfuck of years of code. So a lot of it I look at and think "what the fuck was I smoking"

basically it requires a massive overhaul & cleanup but it is something I very much want to finish

>> No.4426904
File: 93 KB, 288x343, Heretic.jpg [View same] [iqdb] [saucenao] [google] [report]

Heretic doesn't like the sound card in my retro rig. Whats the best way to play it on a modern system? Also, why can't I find a copy of Powerslave anywhere?

>> No.4426907
File: 5 KB, 132x168, 1500424161813.png [View same] [iqdb] [saucenao] [google] [report]

>Pickup JPCP BFG

>> No.4426919

Hahhahaha, blame Term

Anyway, I just finished the bugfixes and pitch alteration for FD+ 2.1, so I just need to wait a bit for Shivers to appear so we can put it in the main post.

>> No.4426923
File: 239 KB, 535x335, Romero and Carmack.png [View same] [iqdb] [saucenao] [google] [report]

Do you think they still hate eachother?

>> No.4426954


>> No.4426981

do you think they still go naked waist down?

>> No.4426987

Final Doomer compatible with monster wads?

>> No.4426992

I remember at one point in 2011 or so, Graf said he disliked Chocolate Doom because it brought in a revival of vanilla compatible mapsets.

>> No.4426993


>> No.4426998

that's not a bug with HND
it's with all projectiles that bounce off everything except monsters

term if you are reading this: messing with specialmissilehit can fix it

>> No.4427001

also not compatible with any mapset
only with mods that change the player class and weapons

>> No.4427010

Romero and Adrian are on friendly terms and were to do "Blackroom" together. Adrian has worked professionally with Sandy Petersen, doing illustrations for some Cthulhu themed RPG book or whatever. Romero keeps tweeting "notice me senpai" type tweets to Carmack.

I think the only animosity is between Adrian and Carmack. Carmack also probably feels the human equivalent emotions of disdain and pity for Romero.

>> No.4427012


hey marrub
hey marrub

you probably know this, but when you're playing as cybermage, and you have the spell selection 'weapon' displayed, and you open the menu, the cursor freezes.

>GZD will never have its own dialogue system
It does, it's called ZSDF. It's a bit toss, but as long as you don't need the player to have 6+ dialogue options, it can work.

>> No.4427017

and you open the menu, the cursor freezes.

Whoops, probably should have specified that by 'menu', I meant Lithium's menu, not GZDoom's.

>> No.4427021

There's a heretic version of Chocolate Doom. GZDoom can of course also play it.

>> No.4427025

Reminder Carmack killed id software's cat calling him a liability.

>> No.4427028

Will Lithium be a complete stand-alone game?

>> No.4427030

heretic maps with doom enemies, does that exist?

>> No.4427035

What map is that?

>> No.4427036

It was his own cat.

>> No.4427041

no he didn't. taking it to the animal rescue shelter because they were unable to care for it any more isn't killing it

>> No.4427047

>Man, BTSX SSG is pretty damn powerful

Anyone who plays BTSXguy and is confused about why they don't have similar results, his SSG is basically a melee weapon; damage dropoff is drastic at even short range.

>> No.4427048

Hordes of Chaos adds some Doom enemies.

>> No.4427056

"Entering Aquatic Desert", map21 of Sunlust.

>> No.4427057

the greyscale floating skulls remind me of sunlust, but i don't immediately recognise the map

>> No.4427062

oh it was map21, i suspected map21 but i must have missed that part of it

>> No.4427069

It is secret area, open after you raise bridge to exit. From that bridge, go to left and there will be a teleporter to YK room and stairs down to secret area. After you pick up item down there, monsters will teleport in.

>> No.4427071

I think its hilarious he blames PrBoom+ for holding back the advancement of Doom, when I'd honestly argue Zdoom deciding to abandon demo support very early on is exactly what lead to the PrBoom+ situation today in the first place.

>> No.4427115


>> No.4427172
File: 201 KB, 1248x912, cobble.png [View same] [iqdb] [saucenao] [google] [report]

Wow, I'm having a real streak here. If I can keep up the pace, an actual release might be possible in the coming days. A very early alpha of sorts. Still lots of stuff to make, but I'm kinda getting tangled up in the thing and could use some feedback, so... We'll see.

>> No.4427175

I know, that's intentional.

No, unless someone wants to provide me with free textures, sprites, and sounds equivalent to those in Doom 2.

>> No.4427178

Oh that's beautiful.

>> No.4427194

>the PrBoom+ situation

>> No.4427207

Now THAT'S how you do HD textures.

At least that's what they look like to me god damn.

>> No.4427209
File: 1.84 MB, 1920x1080, whatis.png [View same] [iqdb] [saucenao] [google] [report]

2 things, if I wanted to play Blood would that be through a sourceport? Is there a dl anywhere?

Also can anyone identify the wad in the picture?

Sorry for being a mong

>> No.4427223

I recommend bloodgdx it will summon some autists here though that screech

>> No.4427229

ZBlud :^)

>> No.4427232

I apologize for not answering your second question but judging by the hud its https://forum.zdoom.org/viewtopic.php?t=29815

I dont know about the map

>> No.4427235

>FinalDoomer's exitmessage states that more weaponsets will be added in future

Really? What other mapsets are famous enough to warrant it? Doing weaponsets fro BTSX and AncientAliens made sense, because those are visually distinct from vanilla Doom... but what others could you do it for? I suppose that Lovecraftian-themed mapset (Forget the name) that Term suggested HND be run on would be a good candidate for a FD weapon set, but I'm at a loss for others.

>> No.4427238

Thank you!

>> No.4427239

the map is doom2 map08, the north room with the cacodemons

>> No.4427240

Map is Tricks 'n Traps, from Doom II. The weapon mod is wildweasel's Nazis!, I think?

>> No.4427241

Strange Aeons
Scythe 2
Would Action Doom 1 and 2 count?
A Dead Air. guy?
Some sort of Slaughtermap levelsetGuy?

>> No.4427246

I'm pretty sure at least a bit of the Ancient Aliens weaponset was inspired by Strange Aeons.

>> No.4427252

Just moving my feedback for the last Project Babel release to this thread, since I think I got the very last post:

Some feedback for Project Babel:

I've noticed that while crouching the pump shotgun's pellets disappear when you shoot. This means crouching and shooting at something has no effect. I don't know if you intended to have this played with jumping/crouching enabled, but just figured I'd let you know. I think I'm using the latest release but it's hard to track them, you might want to get a trip or make sure to always have Project Babel in your release posts or something.

>> No.4427258

No, why would it?

In any case, 2.1 of Final Doomer is now out, anyone who was distressed by the pitching before, please try it out and see how it feels now.

>> No.4427260

Deus Vult/Deus Vult II
Epic II
Going Down

>> No.4427264

The machinegun reminds me of SA, at least.

>A Deus Vult weaponset
Dear god...

>> No.4427265

>Would Action Doom 1 and 2 count?
>A Dead Air. guy?

But those already had its own weapons. I thought the point was to make a themed weapon for a mapset that *didn't* have its own weapons.

>Scythe 2
This seems the most likely, given its long-term popularity and the evangelizing Term gives it.

>> No.4427274

>Deus Vult/Deus Vult II

Didn't those have their own weapons too? I remember at least one of them having dual-wield pistols. Been a while since I played.

>> No.4427298

>Really? What other mapsets are famous enough to warrant it?
A generic fantasy-guy for maps using gothic dungeon textures or themes.

>> No.4427315

Well, that's about the extend of it. DVII just had slightly better pistol(s). DVI didn't have custom weapons.

>> No.4427318

Oh yeah and Sauron's Gauntlet as chainsaw replacement.

>> No.4427330

Most mappers mapping for PrBoom+ compatibility.

>> No.4427335
File: 163 KB, 1300x956, police-swat-team-at-an-exercise-anti-terrorism-and-crime-unit-special-BN5MPG.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd really, really love to see a Going Down weaponset. I imagine it could probably be very inspired after real life weaponry and urban combat, with stuff like an M4 Carbine or MP5 as the chaingun weapon,or a stungun or a taser for the fist weapon/chainsaw. Maybe breaching charges somewhere in the mix too.

Shame I think it got very few votes in the thread.

>> No.4427336

it's just one tryhard crying over the palette.

>> No.4427338

I'm sure Sunlust is interesting enough.

>> No.4427357

Any reason why scimtar is acting strange with krigsland monsters only? I just played through it and some of the monster spawns were really weird

>> No.4427358

>kama sutra guy
>chainsaw could be a chakra or a katar ohko weapon
>plasma could be something be a weapon that sends psy waves in rainbow form
>bfg is a floating buddha head that sends a likeness to himself out forth to search & destroy a la wraithverge

>memento mori guy is a man who has all the souls of dead war vets inbound & has a weapon set that reflect those wars
>chainsaw: sword
>pistol: .45
>shotgun: 1897
>ssg : db flintlock shot
>chaingun: m16 with dogtags wrapped around the barrel shroud
>rl: piat
>plasma: some sort of experimental tesla weapon
>bfg: a less dumbass versions of the fatman from fallout

>hell revealed guy basically has shit from 40k

>> No.4427362

>bfg is a floating buddha head that sends a likeness to himself out forth to search & destroy a la wraithverge
Combine with JPCP BFG for maximum enlightenment.

>> No.4427376

How do you think the different Final Doomerguys look like?

>> No.4427380

power rangers

>> No.4427383

Doomguys with different hats

>> No.4427389


>> No.4427395

>kama sutra guy
>no weapon referencing to how that wad ends
oh come on now

>> No.4427398

Seriously, dude?
Strange Aeons already has its own weaponset, as does Dead Air, and Action Doom 1 and 2.

>> No.4427407

>>memento mori guy is a man who has all the souls of dead war vets inbound & has a weapon set that reflect those wars
>chainsaw: sword

Na, man. Since there's already a playerclass with a sword, I say a spear for Moriguy's chainsaw replacement. Better range, better damage, but more windup to compensate.

>> No.4427409

It could be kind of neat if the weaponset associated with the slaughtermaps-type of wad was op as fuck.

>> No.4427415

spear could be a fun idea, high damage - low attack rate - longer-than-average-melee reach weapon could be really fun to poke barons with

>> No.4427416


how does it end

>> No.4427419

Steam version doesn't come with the soundtrack for some reason. Get an ISO of the game and rip it to OGG or something that quakespasm supports.

>> No.4427424

Like cute anime girls.

>> No.4427438

notice how it's called kama sutra?

>> No.4427443

oh, right

>> No.4427446

KamaSutraguy's BFG should be a pair of metallic women's legs that shoot out rainbow death lasers

>> No.4427458
File: 2 KB, 48x67, thingken.jpg [View same] [iqdb] [saucenao] [google] [report]

Now that Final Doomer had its big update, does this mean DRLA will go at full steam ahead?

>> No.4427487

considering that making anything in DRLA is several magnitudes more complicated than FD, don't count on it.

>> No.4427506
File: 5 KB, 64x128, just like terra cotta.png [View same] [iqdb] [saucenao] [google] [report]

Even I notice 35, but I choose to lock it to 35 just to avoid it feeling more artificial.

24fps is just the lower limit to where humans will perceive motion rather than individual frames. But even then the graphic quality has to be slightly blurred or you'll still notice the chop (hence why movies for decades seemed fluid, but when video quality improved they had to raise it to 30)

Probably a CRT shader of some kind.
> using filters, well it is /vr

>> No.4427515

>Thanks, bye!
Marrub you cheeky

>> No.4427517
File: 1.08 MB, 1920x1080, Screenshot_Doom_20171111_041358.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4427527

That map's Torment & Torture... 3, right?

>> No.4427535

First map of UTNT

>> No.4427547

As someone who never comes into /vr/ and who hasn't played doom in years, I accidentally stumbled in here and watches this and it looks amazing.
What is it and where do I get it

I've never played quake ever

>> No.4427549
File: 27 KB, 640x480, black_shot_07[1].jpg [View same] [iqdb] [saucenao] [google] [report]

how would a alien vendetta weapon set be? i'm trying to see a resistance fall of man/halo type with human, alien & reverse engineered class but all i'm envisioning is it clashing with the aa weps

>1994tu guy
>all the weps are human but has ridiculous mussle flash

>> No.4427554

A doom mod replicating Quake Champions, except with actual single player that so far lets you pick between doom, quake and quake 2 enemies. It's not out yet.

>> No.4427563

>I've never played quake ever
Why not? It's good. Trust me.

>> No.4427592
File: 66 KB, 596x481, 1511917094833.jpg [View same] [iqdb] [saucenao] [google] [report]

So I take this is pretty much how Doomguy carries his stuff, right?

>> No.4427604

Wasnt there something in the manual/Doom Bible that said Doomguy had some kind of teleportation technology that he used to store all his weapons?

>> No.4427623

Anyone have good suggestions for alternate soundfonts? At the moment I've picked up Chorium & Arachno.

>> No.4427750

What are those ones comprised/based off of?

Also people will disagree cause dur tinny and ack, but

>> No.4427775

I'll try to, I've got a lot to do, heh.
For now though, I'll mostly be lurking and watching for any bug reports for Final Doomer, to try and make sure I don't miss any.

>> No.4427802

Why do the Carmack brothers dislike each other?

>> No.4427803

They're not related. IIRC there was something about Adrian being forcibly evicted from his co-owner position at id sometime around when Bethesda bought them.

>> No.4427804

That's one big coincidence then cause Carmack does not strike me as a common name at all.

>> No.4427805
File: 11 KB, 606x449, 1469226508361.png [View same] [iqdb] [saucenao] [google] [report]

*apparently it was way earlier than Bethesda, closer to a proposed Activision buyout, but basically he owned half the company and they forced him out by trying to pay him way less than his share was worth. Romero was long gone by this point so he's got no beef with him, and I dunno if Adrian has any carmack with Tom Hall or McGee or etc.

You can't spell coincidence without id.

>> No.4427809

His departure seems earlier than when ZeniMax got id for good.

>Adrian Carmack left id Software in 2005. At the time, the press was told he felt he had done all he could do in the gaming field and was planning to concentrate on his art. However, in September 2005, the Wall Street Journal revealed that he was taking his former business partners to court, claiming he was effectively fired by them in an attempt to force him to sell his 41% stake in the company for $11 million under the terms of a contract he wants the court to nullify. $11 million is thought to be a fraction of the true value of his stake, which is thought to be closer to $43 million after the company received a $105 million bid from Activision in 2004.

>> No.4427813

>I dunno if Adrian has any carmack with Tom Hall or McGee or etc.
Should say 'has any problems with ...' How the fuck did I put 'carmack'- not even capitalized- in place of 'problems?' Oh god I think I'm having a seizure.

>> No.4427837

Except they are not HD :P

>> No.4427840
File: 349 KB, 933x718, cal.png [View same] [iqdb] [saucenao] [google] [report]

what's HD?

>> No.4427841

"carmack" is the new "beef".

E.g.: "I'm having a carmack with Graf."

>> No.4427846

High Definition.

In other words, high resolution.

>> No.4427856

........ Hot Dogs.

go get a hot dog.

>> No.4427861

Where's the Carmack?

>> No.4427882

where were you when the squid totally carmacked it?

>> No.4427887

Hey man, sorry for the late reply, I'll look into it. I didn't really intend for crouching to be used but since it's there I might as well do my best to support it. Thanks for the bug report.

>> No.4427939
File: 1019 KB, 1920x1080, Screenshot_Doom_20171129_005536.png [View same] [iqdb] [saucenao] [google] [report]

how to ruin the tone when you forget your player setup

>> No.4427950

If it's a PETA shelter it's as good as dead.

>> No.4427964

Do you mean sound effects or music?

>> No.4427974

What map is that?

>> No.4427975

dont play with hell or smth like that.
It's a Brutal-duum balanced map from a russian mapper.

>> No.4427976

Don't Play With Hell, a GZDoom mapset

>> No.4427987

Thank you

>> No.4427989
File: 25 KB, 512x256, high res sprites.jpg [View same] [iqdb] [saucenao] [google] [report]

A mistake

>> No.4428018
File: 432 KB, 1920x1080, Screenshot_Doom_20171129_101633.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4428020

> >>4425667
Oh fuck, sorry
Accidentally linked

>> No.4428034

Do you draw or sketch map ideas/tidbits on pen and paper or notepad files or etc. first before you map, or do you just dive on in and see what happens?

>> No.4428063

whats the download link to the animu girl player sprite

>> No.4428067

there is none, it's a personal mod i made from an h-game character

>> No.4428069

Make random squares and connect them with hallways, and just hope something interesting happens.

>> No.4428073

no chance of you uploading it then?

>> No.4428095

Who is it or what game?

>> No.4428096
File: 469 KB, 512x807, 1509136528803.gif [View same] [iqdb] [saucenao] [google] [report]

Is it just me or are there proportionally a lot of Finnish modders

>> No.4428097

What the hell is that pixelated blob supposed to be?

>> No.4428105

which one? :^)

>> No.4428106

meikyuu no marionette

>> No.4428108

Jesus Christ making a good map start area is hard, especially if the old 'slipgate in a corner' standby is unfitting.

>> No.4428110
File: 1.31 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

In GZDoom resolution scaling does not work with Nearest filter - only with an ugly linear one.
Scaling with nearest only scales text messages. but nothing else.
Example of nearest scaling 0.25 (rendering itself is unscaled)

>> No.4428112
File: 1.81 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Same shit, but with liunear scaling - now it is scaled, but is blurry as fuck

>> No.4428120
File: 1.17 MB, 1920x1080, gzdoom 2017-11-29 23-03-05-79.png [View same] [iqdb] [saucenao] [google] [report]

>Scythe MAP26

I don't play a lot of WADs. Is this basically a slaughtermap?

>> No.4428131

So I recently purchased The Ultimate Doom since I have never played this game before. I am a little afraid that I might suck. What is the best starting difficulty to where I can shoot loads of demons but not on the "I'm too young to die" setting?

>> No.4428145

what makes you think that

>> No.4428158

I know there are a considerable amount of South American modders, not sure about Finnish specifically.

>> No.4428163
File: 24 KB, 640x400, WhmPY3I.png [View same] [iqdb] [saucenao] [google] [report]

I finished btsx, should i go for episode 2 beta or wait for full release?

>> No.4428168
File: 2.22 MB, 512x384, 1491131066187.gif [View same] [iqdb] [saucenao] [google] [report]

Whatever you're most comfortable with. While UV may be the default for most, there's nothing wrong with going lighter. It's all about enjoying yourself, my dude.

>> No.4428170

Forgot to add: I feel Hurt Me Plenty is pretty good for someone who might be new, so give that a try.

>> No.4428172

i always play hurt me plenty, even tho im into wads for years. i dont feel like i have to prove anything to anyone.

>> No.4428184

I'm Too Young To Die halves damage taken and gives you double Ammo.
Only differences between Not Too Rough, Hurt Me Plenty, and Ultra-Violence are Monster Count.
Nightmare doubles ammo, but enemies and their projectiles are faster, and they can respawn.
The first episode of Doom 1 isn't that hard, so consider it dipping your toe into the game to see if you can handle it.

>> No.4428194

Faster projectiles and monsters are only on the +FASTMONSTERS setting, independent of difficulty.

>> No.4428197

Nightmare enables fast monsters you dingus

>> No.4428221


>> No.4428223

What weapon mod is that?

>> No.4428224

final doomer.

>> No.4428225
File: 37 KB, 640x480, Doom_alpha_0.2_tomandjules.png [View same] [iqdb] [saucenao] [google] [report]

tom and adrian never got along

>> No.4428227
File: 263 KB, 1280x720, Screenshot_Doom_20171129_203248.png [View same] [iqdb] [saucenao] [google] [report]

>floating health bars


>> No.4428228

Final Doomer, using a class with a Ancient Aliens-themed weapon set. That weapon is the BFG equivalent that fires a charged-up beam of death, balanced by the mod's charge system for Slot 7 equivalents.

>> No.4428230

Man, id was dysfunctional as fuck. It really puts into perspective how fucking lucky it is they even made any games.

>> No.4428231

which version of wrath of cronos is this?

>> No.4428235


Seems like it's been updated recently

>> No.4428236

More monsters? Never saw this one in a WoC multiplayer server.

>> No.4428237

file is twice as big than 1.8a2, ill check it out

>> No.4428243

Couldn't figure out what it does either. Don't know if I'm loading it right.

It requires Zandronum 3.0

I don't know if this still applies to the latest update, but when I tried the first version 2 release, there was a massive jump in difficulty, like the mod is more balanced around cooperative play.

>> No.4428247

keen's symbolic execution at the end of map32 was the final revenge, or so it is said.

>> No.4428252
File: 46 KB, 1025x708, 1511960455.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4428254

Fuck Romero, seriously.

>> No.4428258

It was barely holding together when they were making Doom 2.

>> No.4428259

That tweet he made about telling everyone who disagreed with him to unfollow him made me lose what little respect I had for him.

>> No.4428261
File: 46 KB, 291x400, bitch.jpg [View same] [iqdb] [saucenao] [google] [report]

You had respect for Romero by the time Twitter existed?

>> No.4428265

That wasn't his choice though. That was the marketing team going full retard

>> No.4428274

And then they went on to make Quake, and how in the goddamn did that turn out as well as it did?

>> No.4428275

Romero's Heresy


>> No.4428276

>tribute to John Romero
I want to puke.

>> No.4428280

Romero got fired after everyone got tired of his shit.

>> No.4428287
File: 319 KB, 1440x781, dfdahrt.jpg [View same] [iqdb] [saucenao] [google] [report]

oops at it again

>> No.4428296

Mostly because of the engine, and some of the DM maps.

Arguably the most memorable official DM map is one of American's maps anyway.

Quake still had it's issues though, smaller maps, lesser enemies, bullet sponges, intentionally slowed down gameplay, two joke bosses. Some from the engine and it's newness, others from id coming apart.

>> No.4428297

>tribute to John Romero
Please tell me somebody fapped onto a picture of Romero and they didn't dedicate a mod to him.

>> No.4428298

What's new in this one? The latest one I have is 2.0, I really wish the author would actually post somewhere and give changelogs.

>> No.4428307

They didn't dedicate a mod to him.

They dedicated TWO.

>> No.4428308

Are you working on an ancientaliens weapon pack or something? I'm definitely interested.

>> No.4428309

Who is this Sandy mentioned in the pic?

>> No.4428310

That's from the final doomer update.

>> No.4428314

Why so bitter and hateful? Have an actual reason, or just trying to provoke?

>> No.4428315

>smaller maps
>but infinitely better made, especially compared to the shitfests in Doom 2, with no sprawling, flat mazes to go key-hunting in and vertical connectivity everywhere
>lesser enemies
>but more complex than doom's slow target practice
>bullet sponges
stopped reading there

>> No.4428318

Seriously? Did you not see the picture posted? Did you forget about Daikatana? Did you forget about his childish "fuck everyone that thinks otherwise" behavior? How his selfishness screwed his co-employees and the products he worked on?

Romero is that you?

>> No.4428320

Is this a genuine question? Do you go to rock concerts and ask people "hey, who's that fellow up on the stage with the guitar?"

>> No.4428323

And people say /doom/ isn't being invaded by newfags.

>> No.4428324


>> No.4428325

Bonus for Carmack, the most emotionless robot on the planet, losing his shit over Romero's incompetence and telling him to leave. Romero is that unlikable. A walking liability. And now he makes shitty mobile games.

>> No.4428328


>> No.4428330

Are they NECESSARY to play the game though?

>> No.4428331
File: 13 KB, 341x294, biff.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you gonna cry, chicken?

>> No.4428336

Not to mention: Promised to revolutionise the genre once again, having nothing to show for his words.
Backpedalled and promised to show something.
Made 2 so-so doom maps instead.
After all this time shown nothing of substance to prove his "gamedesign genius"

>> No.4428337


>> No.4428338

Is it called Final Doomer because its creators couldn't beat Final Doom normally?

>> No.4428341

Man what the fuck is with this thread as of late, it's giving me an angry impotent rage vibe as of late.
You know, like /v/

>> No.4428342

The 2 Doom maps were before he announced anything, though.

>> No.4428345

It's still riding on an aggro wave that started with that BD release.

>> No.4428347

the poster seems to have an abnormally large hateboner over a bunch of stuff a guy did 15-20 years ago when early success went to his head, and appears now to mostly regret as age has mellowed him out. definitely smells of underage-/v/tardism.

>> No.4428351

>15-20 years ago
As if that excused it. Especially since it affected other people and Doom itself.

Also the tweet certainly was not 15-20 years ago, it was last year.

>> No.4428353

Also I like how you make it seem like there's only one person who could possibly dislike Romero for what he did.

>> No.4428354


>> No.4428359

oh i remember now. it was after the election wasn't it?

>> No.4428362 [DELETED] 

>and go about your soyboy life?

>> No.4428367

Gettin real fuckin sick of it too. It's pretty easy to spot them because of their posting habits. Guess we'll have to ride this out.
So let's talk about some non-gay shit:

What would you guys replace the chainsaw with? It's always been a utility weapon, and seeing how different people change it up is fun.

>> No.4428368

>It's always been a utility weapon
it was a secret weapon. an easter egg, almost. i reckon they only put it in because of Evil Dead. if you look, every chainsaw found in doom is in a secret area, except the one on e2m6, which looks like a secret area but isn't marked

>> No.4428369

>everyone's first E4M1 UV-Max attempt

>> No.4428380

Wow, your textures are really good.

>> No.4428387

>What would you guys replace the chainsaw with?
Assuming this includes an additional type of ammo placed around the maps, then a flamethrower seems like the obvious choice.

>> No.4428396

>What would you guys replace the chainsaw with? It's always been a utility weapon, and seeing how different people change it up is fun.
I like the Scrappers out of Dakka, they get their ammo from you using other guns and they're pretty much a pair of mini-UT Flak Cannons.

>> No.4428398
File: 830 KB, 1600x900, Screenshot_Doom_20171129_174534.png [View same] [iqdb] [saucenao] [google] [report]

>gzdoom turns greyscale
What in the fuck?

>> No.4428403


>> No.4428408

Truly ancient ayys

>> No.4428409

Fisting a couple of Barons is not fun, even through the bars

>> No.4428414

>fisting barons

This is why we don't merge Hdoom with Brutal Doom, anon.

>> No.4428421

But I olny had Smooth Ketchup Doom
So atleast the fisting was Smooth

>> No.4428430
File: 176 KB, 640x480, Necrogauntlets.png [View same] [iqdb] [saucenao] [google] [report]

Gauntlets of the Necromancer

>> No.4428438

I see what you did there.

>> No.4428456

It can still work if the Tome Of Power came with it.

>> No.4428502
File: 91 KB, 1523x848, unloved2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Unloved 2

I'm trying to get out of the very first area and I cant. I've tried walking through this door, using it, running at it, shooting it and damn near everything else. Then the walkthroughs I see they just go to the next area no problem

What am I missing?

>> No.4428510
File: 349 KB, 960x540, Screenshot_Doom_20171129_181326.png [View same] [iqdb] [saucenao] [google] [report]

>mess around with settings more
>make chaingunner memes real

>> No.4428534

Nice Doom 3 screenshot.

Get it? Because it's dark, haha.

>> No.4428604

I didn't, he was always childish in attitude, I just expect that sort of thing of him.

>> No.4428607


>Hell Revealed guy
>all weapons are rocket launchers

>Alien Vendetta guy
Complex Doomer

>> No.4428613

But not that far, he was innocently (ish) childish before, especially since he was just some dumb kid nerd alongside other dweebs making computer games in the 80s and 90s. This was him as a middle aged man throwing a tantrum and telling anyone that disagreed to go away.

>> No.4428618

It's extremely childish, but Romero is also a very childish person by heart, I don't expect maturity of him. Part of that is probably rooted in his ADHD and abuse as a child.

He's had like 3+ marriages, there's the infamous hubris of Dai-Katana, there's his huge ego during the id days, etc.
If I knew him in person and was his friend, I'd probably feel a bit dejected for it, but I'll know he also doesn't hold a grudge, not for long.

>> No.4428623

There were SO many things more wrong with Dai-Katana besides the marketing, and Romero is directly responsible for many of them.

>> No.4428624

JPCP weapons
>Epic II
Ancient Aliens weapons
>Going Down
TNT weapons

>> No.4428629
File: 152 KB, 830x597, sandy.jpg [View same] [iqdb] [saucenao] [google] [report]

A jolly fat mormon nerd with lots of grandkids and a great love for H.P Lovecraft and pen and paper RPGs.

He made a substantial amount of the iwad levels and had a lot of input into the style of the game, the arch-vile was a joint idea of him and Adrian Carmack, for instance.

>> No.4428638
File: 1.82 MB, 800x448, gzdoom 2017-11-29 21-18-52-290.webm [View same] [iqdb] [saucenao] [google] [report]

Here's a thing. Grenades of High Noon Drifter bounce off the bottom and top of the monsters, even if set to detonate on impact.

>> No.4428648
File: 1016 KB, 982x658, jazzrobot.png [View same] [iqdb] [saucenao] [google] [report]

>Going Down
>not cyriak-like mindfuckery

Imagine. Guns that look normal at first, then grow smaller gun parts and turn into dancing killing machines.

>> No.4428663

I wonder what Sunlust chainsaw will be.

>> No.4428664

>lots of grandkids and a great love for H.P Lovecraft
trying to beat the black goat's record?

>> No.4428670

How "complete" is Hammer of Thyrion, the Hexen 2 source port? How Windows 7 friendly is Heretic 2?

>> No.4428673

You know, Fractal Doom is a bit Cyriaky

>> No.4428675
File: 103 KB, 320x200, tumblr_ndo10wNUdP1s3uhtzo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

That sounds right up Shivers' alley.

>> No.4428707



>> No.4428718

But these were set to explode on contact with anything, and not bounce off at all.

>> No.4428720
File: 209 KB, 1217x806, dfdahrt.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4428728
File: 100 KB, 640x480, 1511978796.png [View same] [iqdb] [saucenao] [google] [report]

nice, looks Baron's Lair-ish.

>> No.4428730

As is Mod Oh Fun.

>> No.4428743



>> No.4428746

He was also known for doing some incredibly autistic maps that were impressive but autistic all the same.

Tricks and Traps, Barrels o' Fun, Grosse and Icon of Sin were all his.

>> No.4428756
File: 280 KB, 1920x1017, Screenshot_Doom_20171129_201749.png [View same] [iqdb] [saucenao] [google] [report]

It begins

>> No.4428775

Does JPCPguy's shotgun have splash damage for its projectiles?
because i wonder if that could make it up for the weapon not being hitscan and how the RL was replaced with something different.

>> No.4428841

>sector spurdo

>> No.4428851
File: 24 KB, 500x372, abstract kind of hell.jpg [View same] [iqdb] [saucenao] [google] [report]

He just has a lot of kids, and his kids just have a lot of kids, that's what mormons do, they fuck a lot and don't do birth control, no fucks given except the literal ones.
He's a real cool grandpa.

Well yeah, he made a lot of 'concept maps', but those also change things up, lord knows Doom 2 needed some spice in it's levels, Barrels Of Fun does something new by putting you in a situation where you have to absolutely run for it or die
It's also true what they say on Evolution Of The Wad, a lot of staple concepts and ideas we see in map making, old and new, was first pioneered by him.

I think some of my very favorite maps in all of Doom are the ones where they were alpha or beta maps by Tom Hall which were then retooled and finished by Sandy, it makes for a mix of Tom Hall's more 'realistic' architecture with Sandy's Wild Ride

>> No.4428890

But true.

>> No.4428895

What do the walkthroughs do at that door?

>> No.4428904


Still primarily a GZDoom bug, unfortunately.
Either way, thanks for letting me know. BOUNCEONACTORS has been bugged for quite some time, gives me something else to yell at Graf about.
I PM him with my bug reports so that he gets a notification every time.


I'll fiddle around with SpecialMissileHit and see what I can do, unfortunately.

>> No.4428908

>Icon of Sin
What were they thinking for this map? If I had got to that map back when the internet was shit I wouldn't have had a clue what to do. I'd have figured that the BFG was needed or somethig due to being the superweapon.

>> No.4428910


I meant thank you. I'll see what I can do, thank you.
Wow, that's a typo.

>> No.4428917

The guy that made all the bad maps that Doom 2 is hated for.

>> No.4428923

My only issue with his maps is the way he insisted on hiding important items like keys in secret areas, or otherwise hid them.

>> No.4428924

I unironically like Doom 2's maps more than Doom 1's. Not Final Doom's though, I think they're on another level.

>> No.4428937

I like Doom 1's first episode a lot, but the other maps aren't that great
Doom 2's maps start off good but descend into shit.
Final Doom depends. I do not like TNT's maps at all and can't see myself wanting to play through it again, but Plutonia's maps were alright for the most part, barring the occasional shitty decision like inescapable death pits and spawning you with your back to a chaingunner at point blank range.

>> No.4428942

Speaking of dead projects

>> No.4428959
File: 212 KB, 718x398, ts alex lick.webm [View same] [iqdb] [saucenao] [google] [report]

What the fuck, are you LITERALLY me? Those are my exact opinions.

>> No.4428971

is this yuri?

>> No.4428982

Personally I go Hurt Me Plenty on harder wads before I can ease into Ultra Violence.

>> No.4429010
File: 240 KB, 1920x1080, Screenshot_Doom_20171103_180547.jpg [View same] [iqdb] [saucenao] [google] [report]

pillowblaster has a new new project underway that i know nothing about except this screenshot


>> No.4429016
File: 1.43 MB, 510x3106, bdd.png [View same] [iqdb] [saucenao] [google] [report]

it's "every fetish ever: the show"

>> No.4429025


>> No.4429040

same thoughts except TNT and plutonia swapped around.

>> No.4429054


Holy repeating textures Doomguy.

>> No.4429064

It's going to be exactly the same as his last three mods, but those all put a big dumb smile on my face. Trailblazer especially, it's the closest thing he's made to a balanced mod in that you can actually die on the crazier wads.

>> No.4429080

Ironically, this cartoon wasn't the only one that did that, Courage: The Cowardly Dog and Ed Edd and Eddy were also like that.

>> No.4429134

is there any way to turn off moving forwards and backwards with the mouse in blood?

>> No.4429138

- really pretty graphics
- guns can destroy everything in a room
- lots of blood and gore
- framerate-destroying FX

>> No.4429190

check for mouse movement in the options I guess.

>> No.4429196

turn mouse looking on
U by default

>> No.4429206

thanks dad

>> No.4429217

Speaking of Final Doomer, you know how the BTSX shotgun has projectiles that reflect to hit enemies?
I wonder if Plutoniaguy's grenades from his GL could do something like that, because i thought MetaDoom's grenades did it or something.

>> No.4429240

the mouse kinda just gets in the way in this one way or another

>> No.4429246
File: 984 KB, 640x480, 2017-11-29 18-02-05.webm [View same] [iqdb] [saucenao] [google] [report]

I've had issues with 'attaching' 3d models to the player - such as laser beams, chains etc. for a long time and it turns out's impossible to interpolate something based on how the player turns due to deep hard coded stuff...

..unless the player uses chasecam for some ungodly reason. The later half of the webm shows the difference with one at 0 distance.

>> No.4429250
File: 254 KB, 1012x666, PAINFUL.png [View same] [iqdb] [saucenao] [google] [report]

Such a pain to setup

and still not done with this room, aaah.

>> No.4429252

What is this

>> No.4429287

I'm pretty sure he's making a doom map and posting his progress.

>> No.4429307

you think you're funny

>> No.4429324


>> No.4429328

Everybody funny. Now you funny too.

>> No.4429332

if I wasn't here, yes

>> No.4429338


>> No.4429347
File: 339 KB, 828x778, rewhkisgds.jpg [View same] [iqdb] [saucenao] [google] [report]

map and my personal hell
the slime trails
oh god the slime trails

>> No.4429362
File: 2.93 MB, 640x400, qzdoom 2017-11-30 01-18-07-68.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4429368

are you the same mad bastard that created that massive sprawling library level set to castlevania music?

>> No.4429373
File: 233 KB, 1366x768, gzdoom 2017-11-29 18-33-07.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone out here who plays with ReShade know how to make MXAO *not* show through sprites?

>> No.4429375
File: 443 KB, 704x528, disjunct.png [View same] [iqdb] [saucenao] [google] [report]

... I did do some other things too.

>> No.4429381

I knew it. Don't ever stop doing what you do, your architecture is a fucking inspiration.

>> No.4429414

So I basically decided to just make a tiny static website to hold some info on Babel like the DL link and other stuff once I get it written up.
Every time a new version is posted the link will be here, so put this in the news post OP anon. Thanks.

>> No.4429478

Sure, no problem, just figured I'd report it in case, since I wasn't sure what the default play method was.

Overall I like the weapons, the shotgun in particular is really satisfying to shoot. I'd say the chaingun and the BFG are probably the most underwhelming feeling. The chaingun might need a better sound to feel more beefy, like the shotgun noise the Mastermind's chaingun makes or something. The BFG is definitely functional, but feels kind of boring in how it just throws out a bunch of little balls.

I'll keep playing with it and try and let you know if I notice any bugs come up, haven't seen anything so far.

>> No.4429481

Is that Dead Marine? That mod's pretty cool for a vanilla + styled one. I'd recommend it to anyone who hasn't tried it yet. It's simple, but adds a lot of nice effects.

>> No.4429486

I may have asked this before, but are you the guy who made the rest stop architecture map?

>> No.4429608

There is a Steam Guide (i think it's called ultimate quake?), i'll tell you good source ports and how to get the soundtrack

>> No.4429624

or you can read the goddamn OP

>> No.4429627

I'd expect that from the rocket launcher onwards. But it wouldn't make much sense if the early weapons were like that too. Just like how Ayyguy doesn't get ayy weapons from the start.

>> No.4429631

I think it is just a very big, wide projectile.

>> No.4429635

>Courage: The Cowardly Dog
Wait what.

>> No.4429639

After doing the Halloween swamp map, I ended up with a constant fear of angering the slime trail gods.

>> No.4429640
File: 2 KB, 192x256, KeenMad.png [View same] [iqdb] [saucenao] [google] [report]

I'm sorry but..... Actually, scratch that.

'Jules' seemed more of an asshole than Tom ever was. All Tom wanted to do was doodle cute 'n cool characters, and it seemed Adrian hated him for that reason alone.

>> No.4429646

>Tom Hall went from the father of Billy Blazes to the director of FEMA

>> No.4429652

No shit?

>> No.4429662

how did something as dysfunctional as id soft churn out good ass games like doom & quake

>> No.4429682

because when you get a bunch of crazy dudes drinking beer and churning things together combined with the surprisingly crazy capabilities of those present, you never know if you might get lightning in a bottle

>> No.4429687

Rest Stop? Probably not.

>> No.4429713
File: 18 KB, 480x480, 778235-waltonsimons[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Oh yes.

>> No.4429742
File: 161 KB, 500x361, thatsapaddlin.png [View same] [iqdb] [saucenao] [google] [report]

>muh ssg

>> No.4429793
File: 15 KB, 479x319, those are some fuckin' shambler teeth lemme tell you.jpg [View same] [iqdb] [saucenao] [google] [report]

....ohhh you cheeky...
Ya got me.

>> No.4429818

New thread.


>> No.4429909

Quake's maps are pretty unmemorable though, they're all brown bland and boring.
Yeah nah, nothing in Quake is as complex as the Arch Vile. Quake's enemies are mostly annoying as shit, especially with how they love to use ogres everywhere, imagine if Doom 2 used archviles in the same amount as they use, say, chaingunners.
>bullet sponges
They are, though. Look at the leaping motherfucker, the only reason he's an issue is because he's a damage sponge.

>> No.4430038

'annoying' serves as a nice anagram for 'I can't deal with a thing reliably'.

the comparison you draw between archviles and chaingunners in doom to ogres in quake is astounding. are we even talking the same game?

>They are, though. Look at the leaping motherfucker, the only reason he's an issue is because he's a damage sponge.
and how much health should an enemy of that kind have for it to become fair and balanced? why can't you learn to dodge the leaps and use the nailguns?

seriously, goddamn, I wonder you didn't dish out a complaint about the shotguns somewhere with all the low effort complaints you're shitting out here.

>> No.4430048

>Courage: The Cowardly Dog and Ed Edd and Eddy were also like that
No, no they weren't, that's just you.

Totally Spies has the excuse of pretty girls in skintight bodysuits, the others do not. Go think about what you just posted.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.