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/vr/ - Retro Games

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File: 674 KB, 755x648, GOODNIGHT DOOM.png [View same] [iqdb] [saucenao] [google]
4456943 No.4456943 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4451805

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/1512/04/1512043037238.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
+ Download: https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
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.4456945


-Seeking for possible improvements and additions
-Current points of interest for some posters include
--Build game downloads w/ all their xpacks
--Migrate infographics to other external hosting?
--Updated 'Our Wads' pastebin?

=== NEWS ===

[12-12] La Tailor Girl v1.1 released

[12-10] Sonic Mayhem: 7 maps for Quake 2 for its 20th birthday

[12-10] Cacowards 2017 published

[12-8] Tangerine Nightmare RC1 released

[12-8] Bytesize maps: 10 small (100-line) maps by traversd

[12-8] Anon intending on starting community mapping project

[12-5] Yet another /vr/spooky update

[12-4] Dead Marine - "general enhancement" mod from maker of Smooth Doom - beta released

[12-4] Anon release; MAP07 replacer 'Panas'

[12-2] Hunter's Moon Version 2.9.3 released

[12-1] Hellscape final version on idgames

[12-1] New Quake infographic

[11-30] Babel creator hosts website to hold current DL links and information

[11-29] Exporting resources from Chasm: The Rift now possible

[11-27] Complex Doom v27 update

[11-27] Final Doomer 2.0 released (now 2.1)

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4456976
File: 2.37 MB, 512x448, Doom (SNES).webm [View same] [iqdb] [saucenao] [google]

>> No.4456986

Profiles for Doom modders and mappers could be interesting, where you get to show off people why they were considered to be great or projects they didn't expect these creators to be a part of.

>> No.4456987

>no doom port on the switch

>> No.4457003

there was something like that for a while, Behind The Bossbrain, but it died a horrible death


>> No.4457023
File: 675 KB, 2006x1105, Screenshot_Doom_20171212_170102.png [View same] [iqdb] [saucenao] [google]

How do I make transparent floors like these ones solid in GZdoom so they stop eating my shots?

>> No.4457036


You can't, without editing the map.
Those aren't technically "floors", they're just linedefs painted around the solid area so that it looks like it's in pieces. There's only one floor.

>> No.4457046

What are some wads that are visually similar to and play like Alien Vendetta?

>> No.4457048

Oi, spacemarines! Can you recommend me some lovecraftesque wads to run with Strange Aeons content?

>> No.4457051


>> No.4457063

Clarification for the Duke link...
It's a link to a mega folder that will hopefully have the most talked about games on /doom/, not just Nukem. Not being a faggot, just want to point it out.

>> No.4457089

There was this one that had a picture of Cthulhu as its titlepic, can't remember it for the life of me though. It began all moody, with an urban setting, and had a library with a portal in it. Anyone know what I'm talking about?

>> No.4457095
File: 1.73 MB, 512x321, 1471015923955.gif [View same] [iqdb] [saucenao] [google]

What is your favourite wad and why?

>> No.4457106

my favorite wad is a wad of cash

and the golden souls cause im a nintendrone

>> No.4457127

golden souls 2 full version never.

he even announced, released a demo and the full version of another wad in the meantime, Castlevania.

>> No.4457139

teeeeeeeeeeeeeeeeeechnically, there is, but that's nudoom. and this is /vr/

Give it some time, and someone will figure out how to crack it. It'll probably be one of the first things to happen.

>> No.4457145 [DELETED] 

>dewm babbeez

>> No.4457151

I agree, Hovertank 3D is better.

>> No.4457160

>even trolls moe-ify themselves now

>> No.4457187

has anybody managed to repack the Duke World Tour episode as a GRP to be played with eDuke yet?

>> No.4457209
File: 1.87 MB, 755x648, Goodnight Doom 3.png [View same] [iqdb] [saucenao] [google]

>tfw that's your edit
I'm absolutely flattered.

Also, I made an updated version.

>> No.4457210

when other people use your OC it feels like sex in your heart.

>> No.4457212

>tfw one time you got your OC into the OP three times in a row and just about creamed your pants

>> No.4457215
File: 184 KB, 1280x1024, brakka.png [View same] [iqdb] [saucenao] [google]

>> No.4457216

If the source code for all the Marathon games got released and made open-source, then maybe someday(probably either shortly after the remake is released or a year after) the same will happen with SS1

>> No.4457224

I thought the Marathon games' source code was released years ago?

>> No.4457226

read his post again.

>> No.4457227
File: 118 KB, 500x397, waiting Skeleton is waiting.png [View same] [iqdb] [saucenao] [google]

>Doom sourceport for both 3DS and PSP
>Quake Sourceports for 3DS
>But no System shock sourceport for either Vita or 3DS

>> No.4457230

It's not particularly clear, there's a reason English teachers hound you about precision and clarity.

>> No.4457231

probably cause it's less popular, less known for being on every electronic platform known to man and a much more complex game.

>> No.4457232

No idea what you're talking about, I'd say it's pretty clear the fact that he stated that the source code for Marathon had already been released, you misread.

>> No.4457237

Or you know, the source code has never been released, so you can't make a source port.
You could make a compatible engine, but you'd have to reverse engineer the whole thing.

No, he said "if" which is ambiguous.
A clearer sentence would be "Since the source code for all the Marathon games got released and made open-source, then maybe someday(probably either shortly after the remake is released or a year after) the same will happen with SS1"
See? Change one word and there's no longer any question as to what was meant.

>> No.4457241

True. My mistake there.

>> No.4457246

No problem.

>> No.4457278

That's cool. Too bad you can't change the image of the post.

>> No.4457282
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google]

>PSP port was decent for what it was, but the Vita one is just the same thing
>3DS Doom source port doesn't have functional music
>Haven't bothered checking if ctrQuake has functional music

I wish 'it runs Doom' was sometimes a bit more than just a proof of concept and then swept under the rug.

>> No.4457285

>shitty rotated pixels

>> No.4457287

I checked doom 2 3ds on youtube and it does have music.

>> No.4457289

You try to do it then.
I'm not going to completely redraw them for an isometric perspective.

>> No.4457293

How recently has it been since Doom had to change the medikit red cross?
I got my current copy on Steam only a year or so ago and mine has the old style health.

>> No.4457295

Are you drawing the sprites? It should be some simple transformations.

Besides, SLADE will let you get the sprites straight from the IWAD.

>> No.4457305
File: 9 KB, 250x246, What do you think I did?.jpg [View same] [iqdb] [saucenao] [google]


>> No.4457307


>> No.4457341

When bfg edition was releases

>> No.4457354
File: 46 KB, 720x540, whos in there.jpg [View same] [iqdb] [saucenao] [google]

whos inside the thing?

>> No.4457357

It's a crime that we still don't have a proper Dark Forces sourceport.

>> No.4457358
File: 952 KB, 320x200, Blood control menu.webm [View same] [iqdb] [saucenao] [google]

how can he recover?

>> No.4457361

I think I prefer the pill look for the stimpacks. I imagine they're literally just packaged stimulants, while medikits serve as proper first aid. I think everyone knows what health bonuses are.

>> No.4457363

is should have just been a heart. much less jarring

>> No.4457364
File: 1.01 MB, 1200x680, 1470185491452.png [View same] [iqdb] [saucenao] [google]

To whoever posted that Makaron pic, source pls and thank you.

Nothing to see here, people. Just a bunch of demons doing demon things.

>> No.4457378

>playing Beyond Belief
>tfw proper Cthon boss fight
Are there any Quake maps with a proper boss fight against Shub?

>> No.4457381

I always wondered that. Presumably some Martian royalty.

>> No.4457384

what part of Doom 3 is this?

Also: Playing Sunlust map90 now, and hear the music from UT'99
Go check the WAD in Slade. It's in MIDI.
How the hell did thery convert UMX to midi with next to no loss? Is there an UMX-> midi converter somewhere?

>> No.4457387

iirc Unreal games had tracker music, maybe they got converted with a custom soundfont packed in?

>> No.4457391

the secret before the final boss iirc

>> No.4457394

You can pack a soundfont into a MIDI?

>> No.4457395

That's near the end of Doom 3, you descend into the archeological dig, where you'll first fight the spider lady boss again, but this time there's two of them, then further down at the bottom you'll find the final boss, the cyber demon.

In general, the boss battles of Doom 3 I think are pretty ok, with the standout bossfight being The Guardian, because you need to fight him in an unconventional way, he's actually really interesting.
The final boss fight is pretty bland though.

>> No.4457396
File: 83 KB, 1274x895, door.png [View same] [iqdb] [saucenao] [google]

>> No.4457402


>> No.4457405

not a clue, I dont know shit about music, but maybe wad author had this midi and some text file telling it to use specific soundfont packed into pk3/wad as well? not a clue m8, just guessing

>> No.4457409

final boss is a blunder
>get stocked with shitload of all ammo
>cyberdemon hype
>can only be killed with soulcube
>its a cutscene kill

>> No.4457410

How do you even do that?

And why does it fuck with the sightlines?

>> No.4457414

There's nothing like a soundfont in the wad, only the usual stuff, and no scripts either since it's a Boom-compat.

>> No.4457415
File: 176 KB, 1274x895, firebluity.png [View same] [iqdb] [saucenao] [google]

It's a secret!

>> No.4457416




>> No.4457417
File: 252 KB, 1280x1024, eiy.png [View same] [iqdb] [saucenao] [google]

this eye even swivels around to 'look' at you in certain angles. it's a bit buggy tho.

>> No.4457418
File: 333 KB, 1200x875, tumblr_nj9pmaG7cM1r2to8go6_1280.jpg [View same] [iqdb] [saucenao] [google]

I only found out about this artist recently, but I love her stuff.

>> No.4457421

Please I need to know

>> No.4457430

Doom 3 was a blunder in general
>unsatisfying shit guns
>jump scares
>no sprinting around blasting monsters in the face at top speed
>Cyberdemon had to be fought with the magical macguffin
>Audiologs. Audiologs everywhere.

>> No.4457434

What's the best way to map?

Fully design each room at a time or come up with a general layout first and then fill in the details?

>> No.4457440
File: 93 KB, 507x707, Evil Sarais Secrets.png [View same] [iqdb] [saucenao] [google]

It's a fake!

>> No.4457441

honestly first time you go to hell I thought "fuck yes the game is finally starting!"
turns out its a short stroll, you are then sent on another a bit longer stroll that feels more like doom, still hella disappointing

>> No.4457446

I'm dissapointed.

Oh, well, I guess I'll have to be satisfied with an OOB glitch found by a TASer.

>> No.4457448
File: 379 KB, 1280x1024, tempel.png [View same] [iqdb] [saucenao] [google]

let's not neglect the ceiling.

>> No.4457449


Rip & Tear wasn't a meme back then when Doom 3 came out.

>> No.4457452
File: 304 KB, 1280x1024, thinkcenter.png [View same] [iqdb] [saucenao] [google]

I tried to make a brain on the ceiling and a rune on it/the floor. Didn't work out too well. Oh well.

>> No.4457453

I don't know, I would be scared by a guy running around at ~40 mph with a double-barreled shotgun and an extreme hatred for anything that threatens him.

>> No.4457454

I've assumed that Hell was getting nervous about this guy since the end of Doom 2.
Not to the extent that Doom 4 made him out to be - Hell's own Devil to fear - but more of a "Holy shit what is this guy?"

>> No.4457459

Rip n' Tear wasn't a meme until 2011 to be honest, Brutal Doom is what overused that and the meme came along which before it, was just a little joke about the comics.

>> No.4457460

>Hell was getting nervous about this guy since the end of Doom 2.
you mean DooM 1 where you get resurrected by hell to stop invading their shit

>> No.4457462

he was just a regular marine like everybody else, not some badass power fantasy & the weapon reflected that

>> No.4457471
File: 250 KB, 1280x1024, aaargh.png [View same] [iqdb] [saucenao] [google]

And the room with the two archviles inside of the large hell-tick-thing. I still need to fix it, they're a pain at the moment.

>> No.4457472

WAS a regular marine. Then he kicked hell's ass and became the motherfucking Doomguy.

>> No.4457476

Considering they immediately fucked Earth over after this, I think they assumed he got lucky one time.
Then he stomped them again.

>> No.4457484

I thought doom 3 wasn't doom guy
. He helped break open doom guys crypt the demons sealed him in or something.

>> No.4457487

It is doomguy, it's a reboot. Doom 4 is another reboot.

>> No.4457493

Doom 4 implies it could be the same guy from the original games too.
The Argent knights may look like something from a fantasy world, but the Doomslayer wears technological power armour and knows how to use UAC tech.

>> No.4457498

>Doom 4 implies it could be the same guy from the original games too.
That's more of a "reboot that accomodates the previous games events in its new story". Think of it as if DmC took place after DMC3. Hence all the new shit in Doom 4 and how things like the Spiderdemon are treated as new enemies.

>> No.4457507
File: 784 KB, 1774x775, QC.png [View same] [iqdb] [saucenao] [google]

D44Mguy is doom classic guy. Quake Champions confirmed it. 3guy on the other hand, im not sure. I think its implied classicguy is in the sarcophagus in >>4457354 3guy could be from the future or something

>> No.4457512

doom slayer is d64 guy
doom 3 guy is just a guy who got lucky

>> No.4457514

doom 3 is doom guy, again, it was a reboot, they had no idea about doom slayer or any of that shit yet, and no we don't know if doom 64 is even canon.

>> No.4457516

How do I play Death using bloodgdx

>> No.4457521


>> No.4457523

id confirmed that Doom 3 is in a separate timeline from Doom 1, 2, 64, and 2016

>> No.4457524

between skyrim, wolfenstein & DOOM 4 being on the switch now I'm suprised that bethesda hasn't done a id classic collection.

hell, I'd even settle for a VC port of DOOM 64.

>> No.4457527
File: 44 KB, 736x683, 1505666621109.jpg [View same] [iqdb] [saucenao] [google]

>people seriously discussing doom lore

>> No.4457530
File: 18 KB, 480x480, 778235-waltonsimons[1].jpg [View same] [iqdb] [saucenao] [google]

get the hell out of here, Carmack.

>> No.4457548

How dare you speak to god himself that way.

Seriously though, doom lore isn't super important.

>> No.4457553

Yeah but it's fun and makes for some interesting discussion

>> No.4457554

no shit
it's still fun

>> No.4457558


Although anyone who takes a person that can run at basically the speed of sound with no enhancements that kills the entire army of hell seriously is asking to get some weird looks at the very least.

>> No.4457563

Dude, people talk about JoJo's Bizarre Adventure ALL the time!

>> No.4457571

Are you a weeb for posting this, or am I a weeb for laughing?

>> No.4457573
File: 58 KB, 800x600, Map32_commander_keen.png [View same] [iqdb] [saucenao] [google]

Poor Tom.

>> No.4457575 [DELETED] 

You're a f*cking f*ggot

>> No.4457578

>unsatisfying shit guns
the rocket launcher, chaingun, and plasma gun are top tier
>no sprinting around blasting monsters in the face at top speed
but you can literally do that and strafe jump

>> No.4457579

Romero's such a jackass.

>> No.4457589

That was Adrian's idea though.

It had a really good chainsaw.

>> No.4457591
File: 11 KB, 419x314, Doomguy.jpg [View same] [iqdb] [saucenao] [google]

The only thing that should be known about Doom lore is this: Doomguy's initials are J.C.

>> No.4457592

Dead Keen was Adrian Carmack's doing. Romero and Tom went on to form Ion Storm after both left id.

>> No.4457597

>That was Adrian's idea though
I'm talking about the fact that Romero made the map editor thinking about just himself not caring about the other employees like Tom or American McGee. The whole reason Doom 2 is hated is thanks to Romero and he was rightfully fired after Carmack BTFO his ass later on.
Yeah, for Romero to make fucking Daikatana and forever ruin his reputation. Meanwhile Tom went on to work on Deus motherfucking Ex proving how massively superior he was to Romero.

>> No.4457603

you forgot
>pretty uninteresting maps until hell
>rarely fight more than five monsters at a time thanks to Glorious Carmack Engine 3.0™

>> No.4457604 [DELETED] 

No christfaggotry in this thread, please, I've dealt with enough of your kind in other boards already.

>> No.4457606


>> No.4457608

What the fuck does the map editor have to do with anything?

>> No.4457609

is his last name denton?

>> No.4457610

Is it just me, or was the Doom 3 chaingun the inspiration for mods like Final Doomer, that like to show a modern take on the Doom chaingun as a weapon that doesn't fire any faster, but instead deals heavy damage per shot?

>> No.4457613

I only recently started playing with 110 FOV and I can't go back.

doom's standard 90 just doesn't do it for me anymore. fucking quake, man.

>> No.4457614

Carmack really can't do anything right since Doom 3. He was arrogant and autistic enough to think that his shitty engine would be preferred over ragdoll physics and he lost pretty hard. Then he moved on to muh megatextures on Rage and that one was a mistake too.
>until Hell
Hell was extremely disappointing, the levels were boring, straightforward and nothing special, even the uac levels were more interesting because at least they had SOMETHING every now and then, like the puzzle with the capsules and the crane, or the room where you use a machine to turn a scientist into a skeleton.

>> No.4457615

*tips green armor*

>> No.4457620
File: 58 KB, 321x400, 1478917359428.jpg [View same] [iqdb] [saucenao] [google]

>*tips green armor*
>not *tips armor bonus*

>> No.4457623
File: 152 KB, 748x574, oooh yeah.png [View same] [iqdb] [saucenao] [google]


>> No.4457627

Doom 3 has ragdoll physics. It was also their bestselling game.

>> No.4457628

In a lot of ways Doom 3 was a victim of the success of Half-Life & hype for Half Life 2: Now We Can Physics!

>> No.4457629

i wanted to pick something that was in both doom and quake (due to quake's famous crucified jesus mural) and so green armor it had to be, as doom lacks yellow/red armor but quake 1 lacks blue armor/armor shards

>> No.4457631 [DELETED] 

>no sprinting around blasting monsters in the face at top speed
You can do this in Doom 3. Also this isn't something everyone constantly did in the original Doom games either, the whole "lightspeed fast unstoppable Doomguy" is a modern meme reinforced by nu-Doom. Average person playing Doom was not speedrunning it, and overall the game had a stop and go style, often trying to take key enemies out from a distance. You would know that if you had played anything other than Brvtal Doom.
>jump scares
Doom was always meant to have a scary or at least tense atmosphere to it. Time and soyboy memes have effaced that but Doom 3 was staying faithful to the original game by trying to make a somewhat spooky experience.
doombabbies need to go

>> No.4457632
File: 39 KB, 276x355, CheckingForSecrets.jpg [View same] [iqdb] [saucenao] [google]

He's the only one who can kill the demons though.

>> No.4457634

>is a modern meme reinforced by nu-Doom.
God I hate nu-Doom so much. It pretty much ruined Doom for me.

>> No.4457640

I personally wish I could travel back in time to 10 years ago. The Doom community was great back then and MP was really active.

>> No.4457641

Didn't for me, I loved it for what it was and I'm excited for the sequel.
Mind you, I had extremely low expectations for the game.

I prefer to just look at it as a separate thing from the original games, and that way it feels fine.

>quake's famous crucified jesus mural
That was cool as fuck, anyone who opposes having things like that in a game is a fag.

>> No.4457643

If that's all it took for you to hate Doom. Then you really didn't like Doom in the first place

>> No.4457648
File: 694 KB, 854x480, peeceemasturraece.png [View same] [iqdb] [saucenao] [google]

>not playing with 360 FOV
some goddamn console kiddies in here right now

>> No.4457651
File: 295 KB, 1274x995, prbROOM.png [View same] [iqdb] [saucenao] [google]

Retextured the inside of the castle. Now has pain elemental and a small slaughteresque part (the player's intended to backpedal and the knights will appear to come out into the courtyard after them)

>> No.4457658

the doom bible exists for a reason

>> No.4457659

Someone please respond

>> No.4457661

Your texture work is giving me eye cancer

>> No.4457667

I forgot this was a thing.

This is amazing.

>> No.4457670

the game operates at a much slower pace. seriously, the whole 'you can play doom 3 fast if you cheese the shit out of X' does not equal fast game flow at all. it was meant to be slower paced from the get-go and if you got a different notion from it it's because it was the first doom game in 3D and that's why you had to accommodate yourself and adapt to it. there weren't that many monsters, there wasn't any verticality to the maps, there was no openness, all three things doom excelled at while keeping tone in check. doom 3 dragged itself out for way too long and lingered about with its combat pace.

you could argue the reason nudoom feels lacking in atmospheric tone is because the horror element wasn't as reinforced but with doom 3 it was the exact opposite. I'll gladly take fighting 12 guys in a moshpit over one imp with the futuristic equivalent of a blunderbuss any day.

what does this even mean.

>> No.4457676

>Superman Costume Color Scheme: The Level

Oh, and your sky a shit.
Also, which sourceport washes everything out like this? It looks hideous.

>> No.4457680

I draw the layout and then map it in GZDB, but I'm not a very good idea.

>> No.4457681 [DELETED] 

Don't be so mean, your posts will get deleted.

>> No.4457686 [DELETED] 

totally haven't tried this tactic before

>> No.4457687


>what does this even mean

The appearance of 'The Mod Which Shall Not Be Named' has caused various old farts in the community to become increasingly hostile towards anyone they perceive as being newer than themselves, or whom they perceive as liking Doom for different reasons than themselves. Doom is high fuckin' Shakespeare to these folks, and certainly not cooked up by some college guys who took their love for 90s metal, D&D and other inspirations and crafted it into a game.

>> No.4457696 [DELETED] 


>> No.4457704 [DELETED] 

>deleting my post for calling out doombabbies
This board is for homos.

>> No.4457727

don't let the door hit your ass on the way out, then

>> No.4457731

he's really mellowed out

>> No.4457739


>> No.4457749

The little boy reading this.

>> No.4457756

its a meme that exactly one person is trying to force, and it isn't working because noone else is that retarded

>> No.4457787

Besides, even if it wasn't so forced, who even qualifies as one these days. Sure, I'm still in school, and I know about Doom, but I don't wear it like a badge everywhere.

>> No.4457792

>who even qualifies as one these days.
anyone who plays quake/quake 2/quake 3/doom 3/serious sam/basically any game other than doom and the first words out of their mouth is "the super shotgun isn't powerful enough"

>> No.4457796

What kind of fucking autist would say that? Personally, I think it's too powerful in some situations. 2 shells for one zombie is a bit excessive, isn't it?

>> No.4457815

>posting screenshots with toolbars on the bottom
When will this meme die?

>> No.4457817

I think it's less a meme and more sheer laziness and inability to put enough effort to crop despite GIMP being free and not that hard to use.

>> No.4457837
File: 9 KB, 320x268, 1451126884961.jpg [View same] [iqdb] [saucenao] [google]

>man /doom/ is slow today...
>turns out I missed the new thread link

>> No.4457838

Isn't there a screenshot button?

>> No.4457843

I thought all of Doom 3 was pretty great. Just not what people expected.

>> No.4457845

>and certainly not cooked up by some college guys
oh no kidding, where did john carmack and john romero get their college degrees? I'll wait.

>> No.4457846

>Meanwhile Tom went on to work on Deus motherfucking Ex
tom hall didn't work on deus ex, he was the project lead for anachronox at the time, dipshit.

>> No.4457847

>I think its implied classicguy is in the sarcophagus
No, it isn't. Everyone wants to say this because Doom4guy was also trapped in a sarcophagus, but there's no resemblance between the two sarcophagi whatsoever.

It just holds a dead, cherished martian.

>> No.4457848

Even MS Paint can crop stuff nicely now.

>> No.4457849
File: 250 KB, 500x500, No HUUHs today Will.png [View same] [iqdb] [saucenao] [google]

Alt + Print Screen also captures only the active window.

>> No.4457850

I would say after 15~ years of continuous play the kick behind the boom has decreased a lot

>> No.4457851

Which [No]'d feature request upset you the most?

>> No.4457852

Carmack stole it and Romero made college his bitch. everyone knows that faggot.

>> No.4457853

Trying out GZDoom Builder for the first time (as opposed to Doom Builder 2) and I'm getting terrible fps in visual mode (as opposed to perfect fps in DB2). Any tips for fix this?

>> No.4457854

would you open me a slipgate?

>> No.4457858

Less Graf Zahl

>> No.4457863

Wasn't multi-monitor support shitcanned? Would be cool to have the automap and other data on one screen, could open up cool potential for mods. Like, have Psychic, Guncaster, D4D etc have their shops on one screen or something. Lithium could go nuts.


>> No.4457865
File: 277 KB, 456x442, 1405638798053.png [View same] [iqdb] [saucenao] [google]

I suggested (MERELY SUGGESTED, NOT DEMANDED) that there would be an option to scale your doom player in the player settings.

Like, not to an extreme either. Just like from 0.9 to 1.1, even. And he didn't even give a reason why it wouldn't work, he just used his famous autograf on me and that was it.

It was just an quirky idea for like more player variety.

>> No.4457868

i wonder if anyone else here played trough some wolfenstein-like andrid games like gloomy dungeons or freaklabs

>> No.4457871

The one where he refused to expose a very simple hard-coded camera feature to ZScript.

Whenever you fall from jumping, your view height dips down a little before moving back up into the default position.

He responded to my request with explaining how jumping works in the engine as if I am fucking stupid. Then I made another feature request directly pointing to the code that can be exposed for the user to alter in ZScript, he ignored it completely.

>> No.4457873

>Automap on a seperate screen
By the Gods, who created you and what church do I have to go to to worship them?

>> No.4457876

The problem with that is then everyone would be 0.9 because hitboxes.

>> No.4457878
File: 555 KB, 694x733, 769.png [View same] [iqdb] [saucenao] [google]

Who said that the hitbox size would have to be modified at all?

>> No.4457880

No, like the hitboxes would be the same, and if they wanted they could make the option to disable the scaling visuals in the client's player settings.

>> No.4457881

Then everyone would be 1.1 because it would because it makes it harder to discern where your hitboxes are.

Kinda like how the revenant is actually half his sprites' height, but far less extreme.

>> No.4457884

Wait, I misread it.

Then no one would use this scaling.

That feature would amount to nothing.

>> No.4457895


Also, apparently Doom Retro actually does this from what I hear. Too bad there's no real incentive to use it.

>> No.4457902
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]

>Alt + Print Screen also captures only the active window.
fucking hell. I had no idea

>> No.4457903
File: 323 KB, 624x957, 1506109128146.png [View same] [iqdb] [saucenao] [google]

I guess.
The skins option on Zandronum can be turned on or off. But do most enjoy using skins or not, would probably be more or less the same as scaling.

>> No.4457906
File: 12 KB, 645x215, strifeacs.png [View same] [iqdb] [saucenao] [google]

Figured out how to have ACS scripts get triggered by a choice in a ZSDF conversation. (Although I don't see why it wouldn't also work in USDF.) Probably not NEW, but I'm pretty sure a lot of people think the two scripting types are inoperable so it was nice to find a way. More people need to mess with Strife dialogue scripts!

Dunno if you can coax it into doing named scripts, though. Might only be numbered. If you figure it out, please tell the class.

Here's what I did with it, making a dialog option trigger a script where the Shotgunner gets out of the way and there's some A/V confirmation stuff. https://webmshare.com/play/ZjxDK

>> No.4457909
File: 181 KB, 1280x1024, skybridhe.png [View same] [iqdb] [saucenao] [google]

PRBoom doesn't play friendly.

My map for the "space castle" project should nearly be ready for playtesting. The only major issues you should run into are this bridge-over-bridge likely needing tweaks by the project manager (I'm having issues with it lowering to the absolute lowest floor when it should only lower to the pathway, but it DOES work correctly. Additionally; alignments.

>> No.4457915

Not being able to change height of an actor in-game

>> No.4457926

I wanna say you can do this with ZScript by changing self.height, but I didn't bother testing it enough to check for CHILLING CONSEQUENCES like stuff getting stuck inside a growing actor or whatever.

>> No.4457928

my actor is growing right now

>> No.4457930


>> No.4457931

>Would be cool to have the automap and other data on one screen, could open up cool potential for mods. Like, have Psychic, Guncaster, D4D etc have their shops on one screen or something. Lithium could go nuts.

Imagine connecting a tablet as your second monitor and using menus WiiU-/Switch-style.

>> No.4457936

I don't think there's really much in the way of modern standards for "second-screen" stuff in non-casual games after all the initial attempts at it either flopped (Wii U) or superflopped (Xbox Smartglass etc.) I believe Intel was working on a second-screen system for Deus Ex Human Revolution Directors Cut on PC, but I don't think it ever got released because it was announced roughly three seconds before people stopped caring.

>> No.4457956
File: 244 KB, 1280x1024, fuckd.png [View same] [iqdb] [saucenao] [google]

Aforementioned issue. Any fixes?

>> No.4457960

uh oh, who found your porn folder

>> No.4457968

That's what happens when you raise the gamma.

>> No.4457972

Why haven't I heard/seen this before? is this part of the game?

>> No.4457976

Yse, it's an easter egg of the help screen

>> No.4457981

Same, except for the Unreal Tournament series. Now heaps and heaps of community made stuff is just gone, lost to the void.

>> No.4457991

No option to turn off autoaim in Boom. I prefer to play with mouselook and I can't stand autoaim.

>> No.4458014
File: 37 KB, 594x286, coronas.jpg [View same] [iqdb] [saucenao] [google]

Light coronas that are rendered on top of the scene, visibility and scale based on camera position.

>> No.4458017
File: 200 KB, 384x446, dumgay.png [View same] [iqdb] [saucenao] [google]

So basically like a Nintendo DS

>> No.4458019
File: 75 KB, 606x736, this is madness i'm getting out of here.png [View same] [iqdb] [saucenao] [google]

Not sure what I did to fix it, but it's done. Now to do the cyber and spider fights

>> No.4458032

are you talking about gzdoom's boom / boom strict compatibility mode or actual boom?

>> No.4458059

Actual boom

>> No.4458086

this was fixed last month in pr+

>> No.4458090
File: 207 KB, 1269x604, S'Arais is being an utter cunt!.png [View same] [iqdb] [saucenao] [google]

Cyber fight is ready to go. Oh, and there's voodoos. The fight is entirely possible but difficult, considering you can be killed if the voodoos are.

>> No.4458094

you literally cannot go without bringing attention to yourself, huh

>> No.4458115

You can do that with a fragment shader anon.

>> No.4458126

I don't know if it's been denied or nobody has the desire to program it, but I wish we could have baked-in static lighting like Quake. Shadows of the Nightmare Realm was a bit choppy for me and there'd have been significantly less processing if the lights had been baked in.

>> No.4458136

I think we could get that eventually. Anway AFAIK the issue is that every sector can have its floor and ceiling move up and down through line triggers and scripts, which would bork up baked lighting.

>> No.4458145

>fragment shader
I have no idea what you're talking about, but it doesn't seem like you could.

>> No.4458148

Cylindrical collision

>> No.4458151
File: 2 KB, 100x91, killmedead.png [View same] [iqdb] [saucenao] [google]

Time for enemy placement.
To get euthanized.
I am ready.

>> No.4458152

You can do that in zscript actually.Check Cooke's post in the Script Library sub forum (or maybe it was Tutorials).

>> No.4458158

Oh yeah. I suppose with some trial and error the engine could keep dynamic lights for sectors it expects to have trouble with.

>> No.4458175

I saw the script thread! Brilliant, but..
>this does not work with level geometry (walls, floors, ceilings, etc). Sorry, but there's no way around that. This is actors only.
>There are plenty of caveats to using this -- sliding along actors for one goes down the toilet, mostly. You'll have to come up with your own bouncing algorithm of things that impact it.
>The actor's box is still a square, and is still AABB. You are only changing collision with other actors.


>> No.4458184
File: 38 KB, 1517x275, lilith.png [View same] [iqdb] [saucenao] [google]

It keeps happening. This years cacowards have really turned into a spectacle.

You might just be able to work around some of those things with horrible hacks, depending what you specifically want to do. Otherwise yeah, physics is one department that has been rather neglected in the engine. I think there's a lot of hard coded assumptions and such in the original source code that makes changes to this a pain in the ass to implement.

What do you want to do anon?

>> No.4458192

>put GZDoom on indefinite hiatus

>> No.4458193

>i'll put gzdoom on indefinite hiatus
we know he won't do it, the massive pussy.

>> No.4458198
File: 12 KB, 217x248, hammergal.jpg [View same] [iqdb] [saucenao] [google]

How did he miss the point that much?

>> No.4458203

how did people reply to him in the forum?

>> No.4458207

the post was split off into the graveyard board

>> No.4458214

From what thread?

>> No.4458215

the main lilith thread

>> No.4458237

>mfw this is the face of the most popular and robust sourceport for Doom
How could this happen?

>> No.4458243

>GZDOOM on hiatus
>implying this is a bad thing

>> No.4458251

you'd be able to make a mod, and it would still work next week. or even next month

>> No.4458261

just make mods for zandronum, then you never have to worry about version updates

>> No.4458262
File: 104 KB, 324x809, 3243q6426.jpg [View same] [iqdb] [saucenao] [google]


>> No.4458264

>just make mods for zandronum
point taken, but i'd rather not.

>> No.4458267


>> No.4458273
File: 363 KB, 714x308, what the HUH.png [View same] [iqdb] [saucenao] [google]

>GZDoom netplay would never have a chance of not being shitty if development stopped
>But it means Zandybam could possibly catch up in several years

>> No.4458276

What about skull tag?

>> No.4458278
File: 7 KB, 267x227, 1369531755011.png [View same] [iqdb] [saucenao] [google]

Are you pulling my leg or did you wake up from a coma

>> No.4458285

I certainly did not wake up from a coma. I mean, How do we know for sure that Skulltag won't have any more official updates?

>> No.4458286

you might as well be asking if doom 3 is gonna get dlc any time soon.

>> No.4458327


the perfect dark bots are randomly scaled to add variety, but you have no control over it

>> No.4458328

>What do you want to do anon?
Just have cylindrical actors pretty much. would make corners and diagonal linedefs easier to navigate, more consistent hit detection with hitscan (admittedly at a loss) and projectiles (less explosives blowing up in your face from clipping a wall), and let larger monsters like Mancubi and Masterminds fit in spaces better.

Thinking about it though, cylindrical geometry collision would break a *lot* of maps, so it's for the best I guess. (unless I was making a TC anyway)

>> No.4458330
File: 536 KB, 381x512, 1492932732798.gif [View same] [iqdb] [saucenao] [google]

a total rewrite of the game for bsp support

>> No.4458334

it had one 8 years after release

>> No.4458339

How strange that he didn't kick up a fuss when Erkattäññe got first page.

>> No.4458386
File: 1007 KB, 640x360, saltmine.gif [View same] [iqdb] [saucenao] [google]

Oh lord, his ass anguish nourishes me.
Someone should make a map based on a salt mine in honor of his savaged posterior.

>> No.4458387

that's not dlc, that's an updated re-release, and it came out 5 years ago anyways.

>> No.4458420

GZDoom updates invariably break mods anyway, I don't know who he thinks is clamouring for an update every couple of months.
I use an older version and it works just fine for the mods I like to play.

>> No.4458427

It doesn't have to be this way. At the end of the day it's just software and what priorities a project chooses shapes how it works. Graf's priorities are not smooth, reliable transition.

>> No.4458432
File: 44 KB, 375x379, 1503646274840.jpg [View same] [iqdb] [saucenao] [google]

>It doesn't have to be this way.
it never has to be, Anon.

>> No.4458439

I must admit I actually really like most of the new features. Especially the scriptification of a lot of previously hard-coded things.

I reaaally like the virtual function override thing for actors, like CanCollideWith, DamageMobj etc.

Only had a feature I used break in a new version once (the move to the new GL renderer). I'm still slightly sad about it because it still can't be done.

>> No.4458446

Technically that post was thread related
Considering that there is a Dio mod
And JoJo is retro (it exists since late 80s)
And so you can have Dio running around at the speed of Doomguy

>> No.4458452

Kill this fucking subhuman.

>> No.4458492

My new year wish this year would be that someone proficient would get fed up with Graf's bullshit and forks GZDoom into something better.

>> No.4458495

Port it to webASM so that you could just click any wad and play it in your browser

>> No.4458537

There is one thing he's right about though
lilith really should have gotten a separate cacoaward made specifically for it.
Like "exploiting glitches in the best way" award

>> No.4458541

Part of me thinks its only there to spite Graf.
But the same part finds this very amusing.

>> No.4458553

It's not there, in either of the threads.

Either it's a shoop or he deleted the post.
It's only there because Rachel fucked up in screwing the original thread to please Graf and pissed off a lot of the other moderators.

>> No.4458560

It got moved to Hall of Unpleasantness. It should be at the top.

>> No.4458567


>> No.4458574

Ah, TY.

Archives for not letting him forget it:

>> No.4458580

No, I meant that part of me thinks it only got a Caco to annoy Graf. And I'm totally fine with it.

>> No.4458590

You should also check the Doomworld thread on the cacowards.


>> No.4458618
File: 42 KB, 1355x469, file.png [View same] [iqdb] [saucenao] [google]

The fuck is this shit
Is doomworld becoming a doom-cenered offshoot of reddit?

>> No.4458623

No, it's a genuinely good mod and Term put it very well in his writeup of why it's good.

That probably made Graf even more sore really, he can't even say it was done to spite him.

>> No.4458628

I don't understand what I'm reading here.

>> No.4458630

agreed 100%

it truly deserved its award and it was a legitimately fun mapset

the spite is real fuckin nice, though

>> No.4458642

What I meant is "this is a popular post" heart mark and "11 people liked this"
Since when is that relevant on a forum?

>> No.4458649

It's unfortunately a fairly common forum feature. I hate it too. I don't go to DW however.

>> No.4458650

oh, yeah
that's dumb but whatev

>> No.4458653

Well, I actually only go to like 3 or 4 forums, one of them being a torrent tracker forum, one ZDoom forum and the other 2 are unimportant, so that's actually the first time I've seen a feature like this on a forum.

>> No.4458661

Not gonna lie, the spite is nice, but Anotak put an incredible amount of effort into getting it right and it shows, or at least it shows for the people who are capable of grasping what it is, rather than assuming it's creepypasta or going apeshit about it using ZDoom and not supporting GZDoom.

>> No.4458667
File: 280 KB, 1366x768, Screenshot_Doom_20171213_152044.png [View same] [iqdb] [saucenao] [google]

What did La Tailor Girl mean by this?

>> No.4458668
File: 3.29 MB, 319x215, 1484530643916.gif [View same] [iqdb] [saucenao] [google]


I had karma points enabled in an simple machine forum way back in 2003

the funny thing was that you could not only add points but also remove them, and that's how everyone ended up in a karmic war that left everyone with negative karma points

it was fun to look at the log to see who hated whom

>> No.4458670

that came in with the new forum software. i also am not a fan of it. at least the total counts have been hidden

>> No.4458671


this feature is old as fuck btw


>> No.4458673

LUST obviously.
Says so on the left.

>> No.4458691

I feel like awards should be split into vanilla, limit removing and advanced engines.

Maybe if the golden boners ever take off...

>> No.4458706

agreed but split by mapping feature, not limit removal. vanilla features only / boom features only / advanced (gzdoom) features.

>> No.4458709


It's almost like we're going back to the time when shitty garage studios were ripping off Doom but not quite managing it and coming out with some ungodly knockoff hybrid of Doom and Wolf3D with shitty assets.

I nearly miss Nerves of Steel now.

>> No.4458740

I've been told that you can now make a laser-
controlled rocket and remote controlled explosives with ZScript now.
How the hell do I do it? Never understood how ACS implementations worked.

>> No.4458753

gotta be a little kinky sometimes

>> No.4458767

Hey what a new WAD for either Ultimate DOOM or DOOM 2 if made by /trash/?

>> No.4458781


>> No.4458783

You can do that in normal decorate too actually.

Much easier in zcript. What you do is call a LineAttack function. This function returns an actor pointer to the puff actor you specified, which you store in either the weapon or the player. You set this as the tracer (for example) of your rocket, then simply call A_FaceTracer repeatedly.

>> No.4458784

Term, are you gonna have podcast about Cacowards in any time soon?

>> No.4458785

Oh, and then you need to re-apply thrust in the new direction on the rocket after each A_FaceTracer call. Sorry, forgot about that.

>> No.4458804

That sounds much easier than ACS one, thanks!
What about remote grenades? And camera-on rocket control (like Redeemer altfire in UT'99).

Another idea I wanted to implement is "trajectory" mode - launch camera-on-a-rocket ride, press a special button in the beginning, the flight trajectory gets recorded, all subsequent shots follow the same trajectory (like if you made the rocket take a turn left, then a turn right, then every subsequent rocket fired in that mode would also make a turn left then a turn right, etc.), then when they reach the end point, they home in at the target in ~25degree cone in front of them.

Obviously, all that as a gimmicky additional firing mode. I'm juggling around an idea of a Heretic-inspired fantasy weapon mod right now, to make as a practice to get into the moding and learn as I go. Every Heretic weapon mod I've seen so far felt really incomplete, at least not to the point of "complete" as, say High Noon Drifter or Trailblazer, with many weapons not really filing their niches, or being awkward and unsatisfying to use, so I want to try and make my own spin on them.
I want every weapon to have switchable main and alt fires (meaning there's several options for each, and you can combie them individually), each weapon having 1-2 sort-of-traditional firing modes and some fun gimmicks you can use, or refrain from using if you don't like them.

I can write up the ideas I have now if you want (I dislike some of them and some outside input may fix that)

>> No.4458823
File: 78 KB, 480x472, dcbd3d4e-3c70-4942-88c3-2322ae68d4ef.jpg [View same] [iqdb] [saucenao] [google]

>bleed out from high damage
>about to patch up
>everyone around me stands back the fuck up as I attempt to bandage
there has to be some sort of system for this because it's fucking awful every time.

>> No.4458839

>What about remote grenades?
For this you'd make an actor array on the gun. Each grenade you throw gets stored in the next step in the array, and when you pop them with altfire or whatever you simply iterate through the array and "kill" each grenade. You probably want a variable that keeps track of how many you've thrown as well.

By the way, to reach a variable on a gun through a projectile you do this (assuming the player is the Target of the projectile as is usual)

int MyValue;
let wpn = MyWeaponName (target.player.readyweapon)
if(wpn) //always check to avoid crashes if the pointer doesn't exist for some reason
MyValue= wpn.MyCustomGunVariable;

>> No.4458843

Also you can prefix function calls with a pointer or even a chain of pointer to run that function on someone other than the calling actor

like target.master.A_Explode(...);

>> No.4458847


Yup. We recorded E2M9 day before yesterday.

>> No.4458853
File: 64 KB, 256x256, 1259620677908.jpg [View same] [iqdb] [saucenao] [google]

>too dumb to understand Zscript
>no documentation
>have to resign to DECORATE if I wanted to do anything
>even though Zscript is just roided DECORATE as far as I understood
>still do not know what exactly the differences are

>> No.4458854

Can I get some help remembering a specific mod? I forget what it was called, but I remember a few major details:

1. The main monster involved was humanoid, with a vertical slit for a mouth, and would roar if it saw you. Maybe there was a Slenderman easter egg, but it never did anything but vanish. Also a boss, maybe.

2. There were no weapons, or if there were, they were useless; if you encountered the monster, you had to RUN.

3. The level was huge, and sprawling, with lots of interconnected paths; some form of abandoned/slaughtered UAC base.

4. There was a log system, and part of your potential actions was finding all the logs. While avoiding the monster.

5. The map ended with the player after a boss fight? discovering the whole base's mapping system, as if about to open up a giant bit of exploration in this place.

Can anyone else remember this mod?

>> No.4458856


>> No.4458864


Was this it? Some of it sounds familiar.

>> No.4458868

use nearby doors to crush bodies if you can

>> No.4458873

A hell of a lot of the Zscript use I've seen has been replicating what decorate already did, except with the built in engine version check.

I'd understand if it refused for major versions but when it demands 3.2.3 for a mod that any version beyond 3.0 will run it, it's just an annoyance that smells very much like Graf's personal ego problems.

>> No.4458878

The main difference is that you can actually write functions that are functions, instead of a dirty hack upon a dirty hack that occupy 20 times the space. Like a remote projectile and grenade examples from before - those require somewhat lengthy ACS scripts to make shit done, but it seems that they are much easier to implement in ZScript.

I still did not udnerstood the grenade example before. I dont't really need many grenades at once - only one, launched by altfire, detonated by the next altfire, no need to make it more complex.

>> No.4458885
File: 68 KB, 680x699, Anonymous Delivers.jpg [View same] [iqdb] [saucenao] [google]

That should be it, actually. Thank you!

>> No.4458886

Agreed, but there are advanced engines outside gzdoom

>> No.4458889
File: 1.74 MB, 5688x5000, entertainedgemofmanyboners.png [View same] [iqdb] [saucenao] [google]

>Graf Zahl said:
>So, sorry. The Cacowards have just become like the Oscars, where true quality no longer matters and the main deciding factor is good promotion to make one's project visible in the eyes of the ones who decide and playing to their known tastes?

>yfw Graf turns into an acolyte of You Know Who and insists that the Doominati is real

>> No.4458894

>no documentation
That is only really true for the really complex sub-features of zscript. Normal monsters aren't any harder than decorate. Or less documented really.

>I dont't really need many grenades at once - only one, launched by altfire, detonated by the next altfire, no need to make it more complex.
Hey, you didn't specify. I thought you wanted basically the satchel charges from Half Life which work as I said.

Anyway, what you'd do if you only want one is use a normal actor variable rather than an actor array. At the start of the fire state, you check if your actor variable (lets call it "GrenadePointer") is null or not like so:

TNT1 A 0 A_JumpIf(invoker.grenadepointer, "ExplodeGrenade");
SHTG A 1 [grenade shooting function here)
goto ready;

TNT1 A 0
goto ready;

>> No.4458907

awwww yissss

>> No.4458919

>Guy makes an engine that has ease of modding as one of its most prominent "selling points"
>someone makes a mod that showcases the knowledge of all the little tricks and bugs in the ports predecessor
>Guy is hypersalty that someone actually gone and used the engine features, and twisted them in a way nobody had anticipated, and that was very hard to pull off
This is just ridiculously bizzare to me, and nobody else seems to notice how bizzare it is. He should be proud instead that somebody took so much investment into studying how the engine works so they could pull off something like this.

TY, I get it now :D

>> No.4458930

true but how many of them get enough releases per year that they wouldn't just win their category by default?

>> No.4458938
File: 168 KB, 720x960, hellwalker.png [View same] [iqdb] [saucenao] [google]

fuck. I tried to get critique on this oc in that dead-on-arrival stub thread. Just my luck.

>> No.4458943

that's cool. i like the dithering

>> No.4458947

Who are you, anyway?

>> No.4458948

Next thread's image plz OP

That's amazing. The dithering is Amiga-like hella sweet.

>> No.4458950

that's a rude question on an anonymous imageboard

>> No.4458953

post the wips here too

>> No.4458956
File: 157 KB, 660x660, illegal fireblu.gif [View same] [iqdb] [saucenao] [google]

I made a thread that seems to have stagnated so I'll ask here; Have any of you guys watched much machina made with Retro FPS games? I've devoured all of the Lenny & Lumberjack series and I've just finished The Seal of Nehahra, a four hour movie that's meant to offer a "plot" for the original Quake as well as the eponymous gameplay mod that follows it.

>> No.4458957


>> No.4458964

I just thought it was DrDySpy, because he also made a building based off KNITD's intermission screen and the Meta Spidermaster, so that image's style looked familiar

>> No.4458983

Graf gets immensely butthurt when people don't suggest using the very latest version of GZDoom.

Lilith doesn't just use only ZDoom, it blocks playing on GZDoom because it kills the engine three levels in.

Fuck knows why he takes this shit so personally but he can't let it go, threatening devs left and right and permanently losing his shit about Lilith.

>> No.4458992

That's why I would just leave it at "advanced" and not be port specific. Maybe you meant that too, but the (gzdoom) implied otherwise to me.

Anyway... Just seems like a better way to organize it in general.

>> No.4459021

i see. i just put that in as an example of what i meant by "advanced". sorry for the misunderstanding.

>> No.4459027

At least he doesn't have moderator abilities on ZDF anymore. I think it was the time that he deleted one of Xaser's posts supporting anotak that convinced the mods there that it was time to pull the plug on that privilege.

>> No.4459047

He still basically gets away with anything, he shat up two map threads because he was personally butthurt and all the mods did was split his and other people's posts off into the shame box.

>> No.4459070

>Ratchet and Clank mod for Doom
I guess PlayStation based mods will be something now, i guess
Now i wonder who would be enough of a madman to replicate Gravity Rush in Doom

>> No.4459074
File: 257 KB, 2160x1920, wips.png [View same] [iqdb] [saucenao] [google]

I'm Plutonia from the Thief general. I mostly use the Windows XP version of MS Paint for my drawings. I only use Photoshop when there's something that's easy to do with Paint but takes 200x less time with PS.
here ya go

>> No.4459084
File: 242 KB, 640x360, 875696043765846.png [View same] [iqdb] [saucenao] [google]

>Ratchet and Clank mod for Doom
I'd never heard of this before, but my first thought was, "of course, they'll be using bad rips from the FPS camera view introduced in Going Commando or Up Your Arsenal."


>> No.4459086
File: 71 KB, 328x260, Untitled.png [View same] [iqdb] [saucenao] [google]

>> No.4459092
File: 214 KB, 1366x768, Screenshot (1).png [View same] [iqdb] [saucenao] [google]

new doom

>> No.4459095

Why's it so washed out?

>> No.4459097

prolly a white screen of death

>> No.4459098

I wonder if that would be possible? First off, you don't have full six-degrees-of-freedom in Doom, so that aspect is a non-starter. A zero-gravity map, run some ACS/ZScript wizardry to pull you towards linedefs/enemies...? It's probably doable, but I don't think it'd be any fun to play.

>> No.4459105

Clearly he was running it in ZDaemon.

>> No.4459110

Is there any easy way to make an enemy attack like slow down the player's movement speed by like 25% to 50% for like the duration of 10 tics or so?

>> No.4459116
File: 99 KB, 1200x565, DOBw5vZWAAABgdo.jpg [View same] [iqdb] [saucenao] [google]


>> No.4459123

What next? Silent Bomber? Ape Escape? Omega Boost?

>> No.4459127

thats just one doom though

>> No.4459129

>Ape Escape
That reminds me: there's this link with textures from the game, that could be used for maps, if anyone would like to use it

>> No.4459130

red faction2 for z&
perfect dark

>> No.4459134
File: 169 KB, 613x450, descent.png [View same] [iqdb] [saucenao] [google]

wish i could make this new doom game bigger

>> No.4459137
File: 119 KB, 640x512, screenshot.png [View same] [iqdb] [saucenao] [google]

made this game years ago i just graduated hs

>> No.4459143
File: 165 KB, 640x512, screeenie.png [View same] [iqdb] [saucenao] [google]

used to make hundreds of doom 2d games in middle school dont mean nothing now what a waste of life

>> No.4459149

That's actually pretty neat, I guess it'd be chasing imps and cacos with the light thing on their head.

>> No.4459152

Doom2D is still a thing?

>> No.4459160

it was to me

>> No.4459164

nice work dude
gives off a heavy out there somewhere/cave story vibe

>> No.4459186

Actually, Gutawer has made a mod-side quaternion rotation function for zscript that does in fact make 6DOF possible. He hasn't released it yet though. The guy even posted a vid of Descent-movement on map01.

>> No.4459197

do you have a link?

>> No.4459204

I'm still adamant that Swat Kats would make for an amazing GZDoom TC. The high contrast visual style, the music, the 90's XXTREME designs. Missions split between tacticool FPS segments and flying the jet.

>> No.4459207

Nope. Only posted in the zdoom discord as far as I know.

>> No.4459213

What's some nice general texture packs out there?

>> No.4459219

jfc, this thread is at least a day old now.

I know these threads tend to last a while, but damn, this is ridiculous.

>> No.4459226
File: 153 KB, 400x553, 863787.jpg [View same] [iqdb] [saucenao] [google]

Anyone knows what happened to that Deadly Kiss reconstruction project? It's been ages since I heard anything from that.

>> No.4459236

When the community for an old game is partly made up of content creators, there's always a hell of a lot to talk about. That's part of why most other threads on /vr/ either:

A) Hit ten posts and fall off the board
B) Deliberately start out as or inevitably become shitpost central.

These games are twenty-plus years old and everything that can be said *has* been said, a million times, because they are, for the most part, static product, outside of romhacks mainly.

>> No.4459238

>flying the jet.
hori/verti SHMUP, or cockpit perspective?

>> No.4459240

This is /vr/.
Some threads last for a month or more. /vr/doom is actually the most active one, and we often have 2 - one that hit the bump limit and lingers at page 8-9 before getting wiped, and another one active.

>> No.4459242

the brushes/colors (and maybe something else?) gives it a nice late-era amiga feel, great job

>> No.4459247

Should be easy to make a semi-open top down shooter where your craft is always at the bottom of the screen, and the world rotates around you. Then you go to the hotspots and "land" to enter FPS missions.

>> No.4459248

Verticality was more of a Quake thing.

>> No.4459251

To be honest, the Q2 SSG does feel pretty damn powerful.

>> No.4459254
File: 158 KB, 1600x900, 20171213185452_1.jpg [View same] [iqdb] [saucenao] [google]

Have you helped Duke saved Christmas today?

>> No.4459256

Well, the Q1 SSG is kinda weak, but that might be because I'm using it outside of ass-touching range, and shotties in that game are shit in general.

>> No.4459258

I want Sir Daniel Fortescue in GMOTA.

>> No.4459259

I don't really know.

At least it's not in your face enough to be distracting, in fact, I only noticed it once you pointed it out

>> No.4459264

The Woolball mods are already a good amount of the way there with some of those themes, so it probably would work.

>> No.4459268

I remember pre-Zscript there as a minimod that could do Descent-like flight, but it was a bit odd and nobody really picked it up as a thing to run with.

>> No.4459272 [DELETED] 

feminists lol

>> No.4459275
File: 949 KB, 540x540, 1506816106720.gif [View same] [iqdb] [saucenao] [google]

>Omega Boost?
Make it so

>> No.4459278

New wadhost by doomkid released.

>> No.4459283

And the Q1 shotgun is your pistol-like starting weapon. Do the math.

>> No.4459285

>shotties in that game are shit in general.
The Q1 shotgun is your starting weapon, of course it's gonna be weak. It's stronger than Doom's god-awful pistol, but weaker than Doom's shotgun, and is longer-ranged than the latter to boot due to its tight spread allowing you to use it as a midrange hitscan weapon (given that your only hitscan weapons period are the shotgun, SSG, and the cell-devouring Thunderbolt).

>> No.4459289
File: 1.39 MB, 640x480, ZXaMO_nosound.webm [View same] [iqdb] [saucenao] [google]

Cockpit perspective or third person.

Like this old thing I made except with actual physics and 6DOF

>> No.4459291
File: 143 KB, 732x685, cybie.png [View same] [iqdb] [saucenao] [google]

I stole all the rocket ammo!

>> No.4459293

Give it back!

>> No.4459294

Where do all the cybie's rockets come from, anyways?

>> No.4459297
File: 69 KB, 300x339, Axe_v.png [View same] [iqdb] [saucenao] [google]

As far as starting weapons go, the Quake shotgun is pretty fantastic. Shame I can't say the same about the melee weapon.

>> No.4459298

I love this artblog. they all look so fucking cute.

>> No.4459302

Oh shit I remember this. What happened to it?

>> No.4459304
File: 36 KB, 405x431, 1448401640793.jpg [View same] [iqdb] [saucenao] [google]

>All that pillow shading

>> No.4459305

What old id fps DID have a good melee weapon, though? It's almost silly that Quake was supposed to be centered around melee combat and instead you get the piddly axe.

At least it serves a purpose in opening doors and pushing buttons without having to waste ammo, though, given you don't have a +use key to interact with things.

>> No.4459307

If this mod had visible clothing damage and worried voice lines I wouldn't be able to control my self.

>> No.4459308

Whenever I want to do anything outside of any reasonable range for even the rocket launcher, this thing is pretty much my go-to.

IMO, this is better than doom, because it's not only useful, but it doesn't get replaced by another weapon which can achieve the exact same thing, but a lot faster.

>> No.4459310

I'd consider Duke's mighty boot pretty useful.

>> No.4459312

>IMO, this is better than doom, because it's not only useful, but it doesn't get replaced by another weapon which can achieve the exact same thing, but a lot faster.
That honor goes to the nailgun instead.

>> No.4459313

That was developed by 3D realms, though.

>> No.4459314

the doom chainsaw is pretty useful if you wanna cockblock pain elementals without wasting ammo. does the berserked fist count?

>> No.4459316

> honor

I almost want to make a quake mod that makes the super nailgun do something different. Like maybe speed up the first nailgun nails so that the SN can take a CQC role... wait

>> No.4459317
File: 120 KB, 900x658, dead_cacodemon_colored_by_natan77-d307llu.jpg [View same] [iqdb] [saucenao] [google]

Oh sorry, missed the id part.

Well, I suppose at least in Doom you have the option to increase your melee capabilities in different ways.

>> No.4459318

unpopular opinion

all FPS games would become inherently more fun to play if their weapon switching speed was faster

>> No.4459321

Not unpopular, considering that TF2's Axetinguisher was nerfed to the ground via slower switch speed.

>> No.4459324

Berserk is still pretty good, Chainsaw staggerlocks shit.

That and fun movement, I reckon.

>> No.4459326

Yeah, that's one of the things I like most about Quake's weapon selection- while it's true the super nailgun follows the same flaw of directly replacing the normal nailgun once you get it, the two shotguns are always useful and the slight damage increase of the double barrel doesn't always make up for the extra-wide spread, meaning the single barrel is always reliable for taking out anything weaker than an Ogre, especially Scrags who love floating around just far enough away that the SSG is too wide to hit them and nails won't reach before they dodge them.

Shame about that, but both nailguns feel so good to use I'll let it slide.

Good thing Quack has instant weapon switch, then. Can't get much faster than that!

>> No.4459327
File: 13 KB, 353x459, 1479435964432.jpg [View same] [iqdb] [saucenao] [google]

HUH it, brother.

>> No.4459330

I love Quakes movement. Being able to travel at light speed because you rounded a corner feels really good.

>> No.4459331

Nah. Most modern games trying for that "retro fps" feel are pretty good. Not as good, but still fun.

This game's case is a different problem with Steam. The "we allow literally fucking anything on steam, and then they sell it in shitty indiegala bundles and make profits anyways"

>> No.4459332

Two things: I had one of those half-year periods of less than zero motivation, and I kinda figured out doing something of the complexity in that project for zandronum wasn't feasible. Focusing on Doomshock V2 and Impulse now that I have motivation again.

>> No.4459335

Post covers of DOOM music

>> No.4459337

What was the hiccup in Zandybam that impeded progress?

>> No.4459338

quake 2 would greatly benefit from that.

>> No.4459345

My only real problem with Q2 is the lack of muzzle flashes. Did Carmack and his crew think that colored lightning would replace it or what?

>> No.4459346

i can't imagine that being an unpopular opinion
faster weapon switching means more weapons are worth using as you. i can kill a guy up close with a shotgun, then quickly switch to a pistol and kill someone farther away

>> No.4459347

>made in MSPaint
fucking hell

>> No.4459348


I would kill for Silent Bomber.

>> No.4459350

>Did Carmack and his crew think that colored lightning would replace it or what?
Probably yes, given id's own GLQuake port of Q1 had an option to disable muzzle flashes and the light effect on the environment and replace it with the awful, awful screen-tinting and level-not-lighting flashblend setting.

>> No.4459351

Coloured lighting was the brand new thing, it had to be in everything.

>> No.4459353

looks like grayscale to me.

>> No.4459354

the slow and sluggish vibe everything in quake 2 gives off extends way beyond just the guns themselves.

>> No.4459358

teleportation technology harnessed by hell that warps them right into the gun

same way doomguy can fit all his guns & ammo on his person at once

>> No.4459360

teleported into the gun from a stockpile

>> No.4459361

wow, a whole day!!!

>> No.4459367

Any way to activate that in Quakespasm, just for curiosity's sake?

>> No.4459372

gl_flashblend 1 is the command you're looking for.

>> No.4459375

To be specific, it doesn't actually get rid of the muzzleflash itself (because that's part of the model), but instead of lighting up the area around the person firing, it just makes this weird orange orb. You can test it yourself with any weapon, as they all light stuff up equally, especially the nailguns so you notice there's no aura of light on the ground around you, and then hop into e1m1 and notice how the Grunts don't light up the level geometry when they shoot.

>> No.4459380

Alright, thanks.

>> No.4459392

Dan would be a fun addition, not gonna lie. He has a lot of cool weapons and is generally a very likable guy.
That and he's a skeleton in armor, that's rad

>> No.4459402

That literally everything is such a hassle with acs/decorate. Also, the lack of the floatification gzdoom has that implies increased precision and doubled max level size.

It will simply have to wait until GZDoom has client/server (which is actually in the works, if at an early stage). I've got more than enough work to fill the time with the other two projects.

>> No.4459413

>Adrian Carmack is an anagram for Dark Car Maniac

>> No.4459426
File: 8 KB, 197x255, 1470999950376.jpg [View same] [iqdb] [saucenao] [google]

Holy shit.

>> No.4459445


A Mr Rick Canada
A Karmic Narc Ad

>> No.4459448

Canadiam Crakr

>> No.4459450

Sounds like an off-brand name.

To what brand, I have no clue.

>> No.4459547

There's no way that gun isn't a render of a model, surely.

>> No.4459569
File: 1.64 MB, 1600x900, z6veywY[1].png [View same] [iqdb] [saucenao] [google]

What are some wads that are embarrassing? I wanna play them

>> No.4459575

disregard this I suck cocks.

>> No.4459578


>> No.4459585

Any updates for the Babel Mod lately? I like the gameplay changes, just feels like it could use more effects now.

>> No.4459729
File: 308 KB, 1280x1024, cakebake.png [View same] [iqdb] [saucenao] [google]

last room. now i just gotta finish this up

>> No.4459783

What wad? Or is it just a photoshop?

>> No.4459807

the scale of the imps on the ground imply photoshop to me

>> No.4459839

moonman doom, ocean 2024

>> No.4459926
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]

I finally managed to fix that damned shotgun bug, and fixed the autosave crash too.

Anyways sorry if anybody asked about the mod in the past few weeks, it's been insanely stressful IRL for me but now I've got some pretty nice vacation days going on so I'll be working on touching up any other issues Babel has. However that'll be more tomorrow because holy shit I spent 3 hours sorting that bug out and now it's almost 4AM.

Here's one :^)
Also it depends on what you mean by effects, but I might do it. I've made it look very much the way I intended it to look, but I'm not opposed to new eye-candy suggestions as long as they're not Brootal Duum level taxing on a system. However, my general visual design philosophy was not to make anything that wouldn't look at home in Doom or Quake (barring model tracers for performance's sake).

>>4456945 link for news ticker.

>> No.4459937
File: 69 KB, 1280x1024, Hexenwinnowinghall.png [View same] [iqdb] [saucenao] [google]

How can I make doors like the one in the Winnowing Hall at the start of Hexen campaign? You know, doors that swings, that works like an actual door with hinges.

>> No.4459938

Polyobjects, there's a page on them on ZDoom wiki.

>> No.4459939
File: 158 KB, 1280x720, unmaker_render.jpg [View same] [iqdb] [saucenao] [google]

It is actually. I had no high resolution concept of what an Unmaker is supposed to look like so I quickly modeled something. But the perspective was all wrong when I tried to draw it so I ended up tracing it. And of course I totally forgot to add the pentagram in the frame.

What do you mean by grayscale?

>> No.4459949
File: 561 KB, 750x600, 750px-Hexen-hub1-bell.png [View same] [iqdb] [saucenao] [google]

Got it. Thanks man.
What about multiple floors like in the bell tower? Or like in Blood, for example.

>> No.4459953

Simple as a control/dummy/master sector. Just throw up a triangle or box or- even better, a copy of the original shape (you'll thank me when you go to do Sloped 3Ds.). Keep in mind that they're inverted.

>> No.4459963
File: 646 KB, 816x638, file.png [View same] [iqdb] [saucenao] [google]

There are no multi-floors in bell tower, just cleveer architecture.
But you can make some in GZDoomBuilder.
Main problem is that multi-floors and slopes are excessively much more taxing on performance than regular sectors (about 5-6 times as much), so if you, say make a village of ~10 houses with sloped roofs you will get ~40-50 fps while with simple square roofs you will get 150-200.

>> No.4459981

Brutal Doom fan here. Is there a way to play it on Wii or PS Vita? I tried compiling GZDoom for wii but the toolchain is killing me. No building experience on Vita though, I just happen to have a 3.60 one.

>> No.4459993

Outside of Windows and company there's a mobile port of GZDoom in the form of D-Touch. Don't know what it's like now.

>> No.4459996

perhaps someone has already done the hard work of compiling gzdoom for wii already? not sure, i expect you have looked and not had any luck though

>> No.4460018

Yeah I looked, no such luck. Many people argues why we need it when other engines have been ported but AFAIK GZDoom is the only one on which Brutal Doom could run and the closest target for the wii since it's OpenGL powered.

>> No.4460020

I know this is a Doom Thread but your consoles aren't actually /vr/ man

>> No.4460029

>AFAIK GZDoom is the only one on which Brutal Doom could run
true enough. i mean there's also zandronum but i expect that would be even more of a bother to get working.

>> No.4460038
File: 141 KB, 1920x1080, quakespasm 2017-12-14 05-24-52-94.png [View same] [iqdb] [saucenao] [google]

Romero Memorial Shopping Mall is a go.

>> No.4460076

Seems like a good summer project for computer science students

>> No.4460110

Except the movement is ridiculously fast with proper jumping techniques like strafejumping, double and triple jumps.

>> No.4460112

Stop rocking my Q1 bandwagon! Even number Quakes are irredeemable, odd number Quakes are infallible!

>> No.4460116

what about ETQW tho?

>> No.4460121

Let's see... Doesn't have abstract nonsensical level design for the sake of itself with zero attempt at environmental art to make it more coherent... Doesn't have thematically inconsistent monsters and powerups caused by the total overhaul of the entire idea of the game late in development... Has an overarching storyline concerning the Strogg-Human war.
According to my calculations it's SHIT

>> No.4460125

>Doesn't have abstract nonsensical level design for the sake of itself with zero attempt at environmental art to make it more coherent...
now you're just being pretty rude

>> No.4460129

Yeah I suppose. It's just a missed opportunity that's all. Quake 1 barely tries to make its levels look like actual architecture, whereas Quake 2 overcompensates and doesn't have enough gameplay focus in its levels that were obviously made more to look like something than to play a specific way.
The worst offender is the Elder World where Quake 1 finally gets its excuse to go all out and have no sensical real world architecture anywhere, but decides to have the same bland uninspired hallways anyway.

>> No.4460161

>AFAIK GZDoom is the only one on which Brutal Doom
Runs on Zandronum.

>> No.4460164

is it me or does samuel hayden's voice remind me of the icon of sin?
his name seems to be a playword on "satan", after all

>> No.4460173
File: 165 KB, 640x508, you are now hearing the cube sound effect.png [View same] [iqdb] [saucenao] [google]

Why does he have handles anyway

>> No.4460181

He's the only "normal" human who survived a return trip from Hell by using Hell energy to store his consciousness inside a dead machine. He's definitely not himself anymore, just something that Hell wants him to be, and he doesn't know that he has changed. There's no evidence of a Devil in Doom, but the 9th circle where he supposedly resides is the circle of lies and treachery. So it fits. Satan has made Hayden convince himself that he's helping humanity, and Olivia became the patsy.

>> No.4460184
File: 311 KB, 678x601, 1377775640328.png [View same] [iqdb] [saucenao] [google]

>the little cube

>> No.4460198

How can Graf Zahl expect modders to use ZScript in leiu of so-called "ACS hacks" when there's a distinct lack of documentation?
ZScript is around a year old and the wiki entries are convoluted or even non-existent. What the fuck

>> No.4460201

Breaking shit they use, threatening them, going on spergy rants about how they're retarded and their mods are "visual excrement", threatening to stop developing GZDoom if he doesn't get his own way.

The usual.

>> No.4460203

Just being able to have real actor variables and the way pointers work means you can do away with a ton of ACS hacks. Those things are documented. The lack of documentation is mainly a problem in menus, status bars and event handlers. Also some of the math functions.

>> No.4460207


fucking graf

>> No.4460208

Yeah, true - however, ZScript adds a whole extra layer of finickyness that seems almost arbitrary. I guess it comes with the power of the language.

>> No.4460214

ZScript has kind of moved the goalposts. As soons as you get comfortable with even the basic convenience features that makes it so much easier to use than decorate, you take those for granted and start wanting to do more complex stuff and eventually run into the lack-of-documentation/complexity wall.

If you're just doing things you'd attempt in decorate, there really are no problems with it or the documentation for it.

>> No.4460217
File: 521 KB, 1360x768, Seven Portals.jpg [View same] [iqdb] [saucenao] [google]

From a scale of 0 to 10, how much do you hate this map?

>> No.4460223


>> No.4460227

It's not a 10 solely for Korax's opening line

One third of the puzzle has been solved

>> No.4460232


>> No.4460235

I still get confused or lost every time I play Hexen thanks to that hub.

>> No.4460236

That individual map I like quite a bit, not so much the amount of time you spend passing through it to get to the other maps.

One of my pet ideas is taking the Hexen maps and changing them about a bit to have a more standard level by level affair instead of hubs.

>> No.4460248
File: 79 KB, 597x800, 1503687128569.jpg [View same] [iqdb] [saucenao] [google]

>"One third of the puzzle has been solved"
I want to like that game but Jesus fuck that infuriates me the most about Hexen.

>> No.4460251

>finally beat that annoying, unintuitive, dreadful first hub area
>maybe the game will get better
>here's annoying hub area #2

>> No.4460345

very limiting compared to quake 1.

>> No.4460448
File: 1.28 MB, 1366x768, Assault rifle.png [View same] [iqdb] [saucenao] [google]

Did anyone else swap the textures of the vanilla weapons like me?

Pic here changed the textures of the chaingun into an assault rifle

>> No.4460454
File: 107 KB, 1021x242, file.png [View same] [iqdb] [saucenao] [google]


>> No.4460470

That middle one might look pretty good in some games.

Not Mario, though.

>> No.4460490

>changed the textures of the chaingun into an assault rifle
How does it make sense to replace a gun that is supposed to have a 400 round magazine with one that normally has a magazine that does not exceed 30 rounds? I mean sure it never made sense in Doom that a chaingun fires 9mm, but assault rifles do not either.

>> No.4460493
File: 39 KB, 344x500, 1513261926088.jpg [View same] [iqdb] [saucenao] [google]

Say something nice about me

>> No.4460498

you weren't made by a zenimax subsiduary.

>> No.4460501

It didn't make me puke.

>> No.4460502

i like u a lot but u aren't retro

>> No.4460504

Objectively cool monster designs

>> No.4460508

Felt more like HL1 than HL2 did and was the last Doom game to have advanced movement mechanics and handplaced encounters. Also the multiplayer was god tier.

>> No.4460512

there is absolutely nothing wrong with you

>> No.4460520

What if there is a texture with a 2x3 pixel colored area that is actually trying to look like a 6 squarepixel rectangle and not an ellipse? This is why filters don't just work badly in some games. It's why they never work at all in any game. You don't have a human intellect AI accurately interpreting what low-resolution pixel configurations are attempting to represent in order to extrapolate a high-resolution equivalent from them.
Cool monster design on the new swarming cannon fodder monster. A similar enemy type would probably serve its purpose in classic Doom as well. Forcing players to waste valuable ammo to get through a large swarm of weak enemies that barely do anything other than block your path. If there's one thing that classic Doom level design knows it is deliberate annoyances.

>> No.4460523
File: 41 KB, 640x377, trite.jpg [View same] [iqdb] [saucenao] [google]

*forgot pic of swarming cannon fodder monster

>> No.4460524

Technical masterpiece with a great modding community

>> No.4460535

I like them conceptually but I really hate their design. They're just...spiders. It's a shame because the game has some pretty good designs otherwise.

>> No.4460557
File: 156 KB, 536x440, chainsaw.gif [View same] [iqdb] [saucenao] [google]

>great chainsaw, it's so great you could seriously play most of the game with it if you put your mind to it
>some decently cool monster design
>some of the levels are actually pretty good, particularly the hell ones
>a lot of it's problems can be solved with flashlight mod
>despite the general lack of music, the opening theme is REALLY good
>lack of music can be nominally alleviated by putting on some Slayer and Black Sabbath in the background

>> No.4460558

Canadian Crack, obviously.

>> No.4460563

imagine gettin ur dick bit off by a demon spider

>> No.4460567
File: 612 KB, 512x768, FilteredCat.png [View same] [iqdb] [saucenao] [google]

have a new one

>> No.4460587

flashlight mod is overrated the games got faster weapon switch than quake 3 and every enemy gives off light

>> No.4460593

Simple the default Doom guy Skin has a rifle yet we don't have one we can use

And really a pistol can shoot 400 rounds and never reload but a assault rifle can't?

>> No.4460595

Really? I specifically like them because they are not just spiders. They're inverted skulls with insectoid compound eyes multiplied five-fold, and the skull is propelled forward by appendages that are basically human fingers growing out of it.
The Vagary however is just a Drider with the only original aspect being its telekinetic power.

>> No.4460601

>the default Doom guy Skin has a rifle yet we don't have one we can use
The rifle is the same one that the former humans use, ie. semiautomatic. Every instance of a full auto gun in Doom and Doom 2 is a gatling configuration, and every instance of a carbine configuration weapon is semi automatic. I know it's not conclusive evidence but I'd still rule it suspicious. It doesn't seem like the UAC standard rifle is full auto.
>pistol can shoot 400 rounds
Okay you got me there. How retarded is it that I specifically brought up the 9mm thing but missed that?

>> No.4460609

Kill me, Pete.

>> No.4460612
File: 22 KB, 320x240, Rifle5.png [View same] [iqdb] [saucenao] [google]

Funny thing is that a playable rifle was in the alpha version of doom it never made it in the final version,pic related.

My guess is that they changed the rifle to chaingun because the chaingun "looks cooler".

It also explains why it fires so "slow" and is kinda weak in damage terms

>> No.4460625
File: 2 KB, 265x336, 1513275426.png [View same] [iqdb] [saucenao] [google]

never mind 400 pistol rounds, doomguy can carry 100 of these things

>> No.4460628

he has a big pocket.

>> No.4460630

maps, mapsets or megawads that take place entirely on space ships or space stations?

>> No.4460632

Don't forget the backpack

>> No.4460634


>> No.4460638
File: 3 KB, 435x336, 1513275718.png [View same] [iqdb] [saucenao] [google]

oh of course

>> No.4460654

do we have a /doom/ discord channel or something?

>> No.4460656

>he has a big rocket
for you

>> No.4460658

There's probably a realistic ammo mod that only lets you carry a tiny amount and forces you to drop some to be able to pick up more of another type.

>> No.4460661

Why does BFG edition look significantly worse than the original? My machine is easily powerful enough for this game and it's like the engine just can't make up its mind on how things should look.

>> No.4460662


>This is level 1 of a 9 level storyline episode
>This is level 1 of a 4 level storyline episode.

now, for real...

>> No.4460663

yes it was such a shame level 3 never got made but i think they were overreaching with the tools of the time (the two we did get are both excellent maps)

>> No.4460694
File: 5 KB, 169x137, bruh.jpg [View same] [iqdb] [saucenao] [google]

Big projectile hitbox issues, especially on narrow corridors like the ones leading to the Super Shotgun secret in Entryway from Maps of Chaos wad.

>> No.4460725

We really don't need one.

>> No.4460728

vocal would be convenient ingame for coop, and discord could maybe help organize and/or keep track of events

>> No.4460731

It will only increase drama and pull posters from the thread. It is a terrible idea.

>> No.4460734
File: 13 KB, 188x182, 1489275118750.jpg [View same] [iqdb] [saucenao] [google]


>> No.4460774
File: 867 KB, 1920x1080, Screenshot_Doom_20171214_144916.png [View same] [iqdb] [saucenao] [google]

>> No.4460780


>> No.4460786

gross. but no rocket launchers. so no homing missiles to avoid.

>> No.4460804

Then again I guess it would see as much use as the IRC channel :^)

>> No.4460817
File: 22 KB, 750x742, 1512877759762.jpg [View same] [iqdb] [saucenao] [google]

>Doom 4 reused 3's Hell Knight design and incorporated the main theme into one of the tracks
>that's it
Was 3 more divisive than I remember?

>> No.4460837

Any wads that have the aesthetic or vague story of Ancient Aliens that doesn't rely on monster spam? I beat Epic 1 and 2 already. Or at least something that includes space travel or ayys.

>> No.4460839

Playing it with the VR mod was a hell of a lot more fun than playing on my PC back in the day

>> No.4460860

Personally, I loved Doom 3 back when it first came out, but I tried replaying it during the summer and got bored by the time you send or refuse to send the SOS.
Not enough enemies, too many attempts to spook you and it's a Doom game where the shotgun sucks.
That plasma rifle though, I love everything about it.

>> No.4460862

Doom 2 is a sequel to Doom 1, Doom64 is a sequel to Doom 2 and D44M is a sequel to Doom64. Doom3 is the only reboot in the middle and isn't canon with the rest. You don't even fight the Spider Mastermind, or kill the Cyberdemon guarding the Tower of Babel which leads to Hayden's UAC discovering its remains and resurrecting the demon using the argent accumulator.
The simple answer is that the Doom3 main theme is awesome. So is the Doom3 Hell Knight. Doom 2 had a lazy palette swap and made it the knight, and Doom3 defeated the purpose of a decent redesign by not having a Baron to compare it to. D44M took both the Doom3 Knight and Doom1 Baron and had them be distinctly different monsters.
Oh and D44M also took the boring shitty Doom3 UAC logo, and situated all of the laboratory complex on the surface of Mars instead of its mini-moons.

>> No.4460865

Any good campaign like wad like tutnt?

>> No.4460870

>situated all of the laboratory complex on the surface of Mars instead of its mini-moons.
This was sensible and should have been the case from the beginning. Mars' moons are so tiny I doubt anyone would really want to build a base on them when the planet they orbit is better for that kind of thing.

>> No.4460875

You're one of the reasons why MetaDoom exists, i think

>> No.4460879

The point why there were a Phobos and Deimos lab was that UAC wanted to test the limits of their teleportation technology by transporting matter through an entire planet, using platforms that are not stationary. Instead of teleporting stuff from Deimos to Phobos, they teleported the entire Deimos moon to Hell. That's why Doomguy has to get to the Phobos anomaly because it's the one conduit still open that lets him go to Deimos. The Doom1 storyline and map progression would have had to be entirely different if the moon labs didn't exist.

>> No.4460891

it was really active, back in the day
it was great to just grab servers on the fly, test out random mods, chat with modders, and more

time goes on and nothing lasts forever, though
what a shame

>> No.4460928

When it came out the biggest criticism it faced was that it was "too much like id's older shooters" which is funny looking back now. It sold them around 3 million copies which is way more than any Quake game and got good reviews.

>> No.4460938

I replayed it this halloween along with HL2 earlier this year and it's probably the best SP shooter from 2004. The shotgun 1hit kills tons of enemies even if the spread is ridiculous and is useful throughout the whole game and the enemy count seems to double after Hell especially if you're on veteran difficulty. There really weren't that many jump scares aside from imp ambushes.

>> No.4460984

Was cursing ever a thing in Doom?
Only in the movie, did they ever refered to the BFG as big FUCKing gun (since they never really say what the F is meant to be), while Doom 3 had a guy calling another a fat ass i think?

>> No.4460986

what did he mean by this?

>> No.4460987

thats a jetpack

>> No.4460989
File: 2 KB, 78x124, tempofield.png [View same] [iqdb] [saucenao] [google]

can you specify which ones?
I'll fix em if I know which ones cause issues

>> No.4460990

heck, i dunno

>> No.4460995

ignore him.


>> No.4461006
File: 5 KB, 1139x641, 1513289293.png [View same] [iqdb] [saucenao] [google]

the sprite name is BFUG, go figure.
also idkfa stands for killer fucking arsenal

>> No.4461015


>> No.4461016
File: 327 KB, 1110x684, 1427259394399.jpg [View same] [iqdb] [saucenao] [google]

>load mod with DRLA and mapset
>beat mapset
>changemap to testmap
>save game
>load DRLA with another mapset
>load saved game
>changemap map01
>continue DRLA run like nothing happened

>> No.4461021

kewl trick senpai

>> No.4461030

>since they never really say what the F is meant to be
I distinctly remember being pissed off about the movie referring to it as Bio Force Gun.

>> No.4461031
File: 101 KB, 540x477, tumblr_p0cno7L0yt1wacajyo1_540.jpg [View same] [iqdb] [saucenao] [google]


>> No.4461032

Idkfa stands for keys full ammo

>> No.4461034

the source code disagrees with you, but i'll allow it.

>> No.4461054

What are some maps that make you feel like you're on an adventure?

Didy's maps do that for me. Epic1/2 kinda.

>> No.4461059

I also think it means keys full ammo because doom 2 has the code idfa which doesn't give you keys.

>> No.4461079

DTS-T did so.
DTS-T 2 should be a thing; The wad would of benefited from a more experienced mapper.

>> No.4461092

"hey Ron, can we say "fuck" in this game?"

>> No.4461147

Chainworm Kommando, sometimes the adventure takes a dark turn into disturbing places but it's an adventure all the same.

>> No.4461150

Doom 2 also didn't have idpisposd

>> No.4461156

Those boys were really precious when working together, if only for that brief, magical time.

>> No.4461158

TNT Revilution.

>> No.4461159

It's idspispopd. Smashing pumpkins into small piles of putrid debris.

>> No.4461172

Thanks anons! Never heard of those.

>> No.4461214

DAMMIT Graf! why did you just give up on GZDOOM instead of hand the reigns to somebody else?

>> No.4461215

Ey, cheers.
DTS-T is really fun but some anons here claim it falls into a lot of the 'newbie mapper trappings'.
It's a lot better than most though. It even has a not-horrible and unintrusive narrator of sorts from Reily who just gives you some expose on the maps.

>> No.4461218


>> No.4461223

r & i

>> No.4461246

b l & t

>> No.4461247

>still not knowing that Graf himself outright said that he will no longer work on GZDoom

>> No.4461248


>> No.4461249

Are you really talking about that shitpost against Lilith? Anon, I...

>> No.4461250

Zdoom forums.

>> No.4461251

so, no source? okay, your bullshit is dismissed

>> No.4461257

Lilith-related post from Graf
Ok then. He might Have just been venting there. But how do we know he won't actually act upon it in the near future at all?

>> No.4461260

He won't do it. I'm pretty sure GZdoom is his sole claim to fame and he's too much of a pussy to let it go

>> No.4461267 [DELETED] 
File: 137 KB, 623x527, 1485992164391.png [View same] [iqdb] [saucenao] [google]

He just provided a source you FUCKING NIGGER

>> No.4461269


>> No.4461270 [DELETED] 

I think you're a faggot.
source: imgur.com

>> No.4461283
File: 90 KB, 1327x379, rOznkSR.jpg [View same] [iqdb] [saucenao] [google]

He's flat out "quit" before, but he didn't stay gone.

>> No.4461293
File: 1.24 MB, 1920x1080, Screenshot_Doom_20171214_181333.png [View same] [iqdb] [saucenao] [google]

>> No.4461298

You know, when Graf quits (and he will eventually quit, you can practically hear him ticking), he's going to try and do as much damage as he can on the way out.

>> No.4461303
File: 59 KB, 490x519, 4733010-8380799852-dukex.jpg [View same] [iqdb] [saucenao] [google]


>> No.4461306

can't cure cancer without taking some risks.

>> No.4461330

what's he gonna fuckin do
he can't un-download my versions of GZDoom

>> No.4461334

Inb4 he tries to botnet the engine.

>> No.4461335

i don't think he's that smart

>> No.4461343

>pawing for attention like any furfag typically does
That's our Graf!
[laugh track]

>> No.4461358

it's screenshotted in this very thread. the largest prime dividing the post number is 557273.

>> No.4461375

He isn't that surely, or the memes would be endless.

>> No.4461386
File: 140 KB, 224x350, dunce.png [View same] [iqdb] [saucenao] [google]

I don't understand.

>> No.4461391
File: 736 KB, 929x1100, Yuuka Laugh.png [View same] [iqdb] [saucenao] [google]

He's doing delicious crime.
He finished a mapset, then moves to the DRLA testmap with the console, and saves the game.

Then he loads up a new mapset, loads his game in the testmap (which is obviously still the same), and then moves to the new MAP01 to continue his playthrough with his items and all that.

>> No.4461394

I think it's brilliant honestly.

>> No.4461412

I wonder if having a standalone test map that exits to map01 would work as a universal one for mods like Lithium.

>> No.4461415

But is there a way to exit there from ANY wad ending maps? Because in UDMF you can decide when the wad ends and next maps don't load.

>> No.4461421

>He isn't that surely
>A literal cock as a profile image
you were saying? :^)

>He's doing delicious crime.
>Implying it's not WORKING AS INTENDED(tm)
if anything there should just be a map explicitly for this purpose. Hell, DRPG was entirely built around the idea.

>> No.4461423

Finish it. load the save from just before and map hop.

>> No.4461427

Like having a map and I dunno, a keybinding or a usable item to fuck off to it?

>> No.4461429
File: 4 KB, 118x105, Doom_0.4_machine_gun.png [View same] [iqdb] [saucenao] [google]

That rifle filled the role of the pistol, though. The automatic weapon was originally going to be some sort of submachine gun.

>> No.4461430

I meant, like integrating it as a legit mechanic so you don't have to do anything with the console commands.

>> No.4461441

Holy shit. More mods with similar long progression should have that kind of map.

>> No.4461447

Any way to differentiate between a thing that was put on the map and a thing that was dropped by the monster (replace the first one, keep the second one), withyout touching the Monster actor?

>> No.4461450

Shouldn't there be a way to code the detection of typical wad-ending scenarios to loop around to the base map?

I dunno. If you're gonna do that with DRLA, there should be some kind of techbase similar to DRPG's that you can hang out in between missions and has an armory/bestiary for lorefags to salivate over. I know I already enjoy the ones for the weapons.

tl;dr: drpgrla 2 when

>> No.4461459

I actually had plans to redo my test map real soon, so I'll throw in some stuff to help with this kinda stuff.

Dropped thing would probably have the DROPPED flag.

The PDA in 1.1 already has info on that sorta stuff, all the strife hud info was ported to it, in addition to adding bestiary, items, permanent assemblies, all sorts. And yeah, cool base would be neat. I HAVE PLAN NOW

>> No.4461460

And how do I detect that so that replacer actor does not replace it?

>> No.4461471

Uh, you couldn't. But you could have the replacing item use A_CheckFlag to check for DROPPED, and then have it do something else instead.

>> No.4461476

Oh. That could work, thanks.

>> No.4461495
File: 529 KB, 600x600, BmQN35CCEAAQork.png [View same] [iqdb] [saucenao] [google]

Who would you work for?

>> No.4461501

Neither, they're both liabilities when seperate from each other.

>> No.4461504

Rock and a hard place on that one TBHfam.

>> No.4461506

Tested this, the results were a bit weird.

Sometimes changemap worked, often it didn't, map worked but obviously that counter to the point of doing this.

>> No.4461520

Tom Hall.

>> No.4461535

Tom does seem like somebody who'd be fun to work for.

>> No.4461542

I'd be working with art probably, so I'd choose Carmack in a heartbeat. As long as I work effectively he would just let me do my thing.

>> No.4461568

Tom Hall would probably be really fun to work with, yeah.

>> No.4461569

isn't there a teleporter item in doomRL? you could use that to have it send you to the base where you can go back to level 1
and maybe store a few items or modpacks

>> No.4461578

>The rifle is the same one that the former humans use, ie. semiautomatic. Every instance of a full auto gun in Doom and Doom 2 is a gatling configuration, and every instance of a carbine configuration weapon is semi automatic. I know it's not conclusive evidence but I'd still rule it suspicious. It doesn't seem like the UAC standard rifle is full auto.
I just assume that the basic zombiemen, being the lower end among former humans, are far too degraded to properly use their assault rifles. They probably just shamble around like more traditional zombies, and occasionally taking potshots at you. Which is pretty much what they do in-game. As for why you can't pickup their weapons... well guess their guns are also pretty deteriorated, so it isn't really worth it.

>> No.4461661

Mmm, Phase Devices. I'd rather not tie such a thing to them, you may or may not have them at game end.

I think I've got an idea, thanks!

>> No.4461670

you're welcome?
so... update soon?

>> No.4461698

>cool base would be neat. I HAVE PLAN NOW
My god my dreams are coming to pass.

I always wondered what those UAC goofballs were up to. My idea was that They're dumb, but not Nanotrasen levels of incompetent, and people mostly put up with them because they saved the world prior to Doom 1; and their solutions 'just work' even though they shouldn't because of how hair-brained they are.

tl;dr: most of the UAC is pretty fucking dumb; but they still know how to get shit done, unlike nanotrasen.

>> No.4461704

I can't make promises or estimates, as something inevitable gets in the way. I'll just say that I'm working hard on it, and doing the best I can to get it done.

>> No.4461716
File: 76 KB, 803x483, combat pistol.png [View same] [iqdb] [saucenao] [google]


>> No.4461747


>> No.4461821

>Pillow shading

Tailor guy pls


>> No.4463062

I lknow, this is what I use under Linux. It is even harder to port under the Wii than GZDoom