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4467462 No.4467462 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4461742

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 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
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

+Downloads: for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)



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.4467464


-Seeking for possible improvements and additions, further suggestions welcome
-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 ===

[12-17] GZDoom exploit to overwrite all your files published

[12-14] Babel Dev fixes shotgun and autosave bugs

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4467490
File: 319 KB, 1400x787, gzdoom_2017-12-17_16-37-46.png [View same] [iqdb] [saucenao] [google] [report]

If anyone else is having broken skies in GZDoom's Poly Renderer in newer versions, deleting my settings fixed it. No idea what caused it, but it's fixed.
This is what was happening, by the way.

>> No.4467508

Can someone explain to me why I'd want to fool with the default renderer output settings?

>> No.4467524

Which .wad for Doom/Doom 2 has the most castle/medieval style levels?

>> No.4467540

Probably would be Eternal Doom.
But, uh, don't play Eternal Doom.

>> No.4467556

Wait, shit, nope, it just went into hardware rendering. It's still broken.
But doing that did make Hardware rendering work on my computer without a GPU, when before it would crash, so that's nice at least.

>> No.4467583

Wow, you're very helpful.

>> No.4467587

Well, Bloodstain has some medieval castle style maps, but also some quite different ones.
Scythe 2 goes for a lot of stylings like it.

>> No.4467592

Actually, to add to that, what would the best GZDoom settings be if I want to smoothly play stuff like Dawn of Reality and Planisphere 2 with mods and no lag.

>> No.4467597

Not lag, but without killing my framerate.

>> No.4467601

Speaking of Scythe 2, it's funny to me that the music in the first map is a .midi rendition of Temple Of Love.
Like, that's a great song, but that feels so unfitting for Doom.

>> No.4467608

I remember someone posting or linking a huge monster resource wad, a lot of them being hexen/heretic style. Anyone remember what it was called? I recall it was on the Zandronum forums of all places.

>> No.4467631
File: 919 KB, 1920x1064, spasm0010.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to stop textures from clipping into each other in Quakespasm?

>> No.4467637

holy shit all my files are gone! wtf graf!?!

>> No.4467639

That's called z-fighting, where two faces occupy the same spot and fight for which oen gets drawn. Don't think so, at least not without changing map entity properties (IIRC QS includes a couple fixes for the more glaring ones by default, like the hidden lift in E1M1); when the maps were made it wasn't a problem because the original exe used a different sorting method where world brushes are always drawn in front of brush-based entities, but GLQuake jiggered that up.

>> No.4467675

You know what would be neat? If in addition to "Joy of Mapping" we made "Joy of Modding" where everyone who joins makes a small piece of a gameplay mod that replaces enemies and weapons. Everybody gets some guidelines and an assignment (like "You're in charge of the shotgun") and the end result is a mod that hopefully comes out ok.

>> No.4467683

That's actually a neat idea, because I think I could probably submit some sprites and code pretty easy.

>> No.4467687

Would be weird. Might end up with things like medieval broadswords being placed next to sci-fi phasers.

>> No.4467694

Yeah, like for people who can't do spriting/coding we could maybe pair them up. Or allow outside sprites in just because it's far easier to learn to code than to sprite for most people.
Well if course there'd have to be a general theme and rules on what kind of power level everything was to be at. I don't think mixing those kinds of things is inherently bad though, depending on how it's done.

>> No.4467708
File: 297 KB, 882x594, strife.jpg [View same] [iqdb] [saucenao] [google] [report]

>Might end up with things like medieval broadswords being placed next to sci-fi phasers.

>> No.4467709

Strife didn't have swords though.

>> No.4467712

Closest things that comes to mind is DUMP 3 with its weapons pack.

>> No.4467714

You make it sound like that's a bad thing

>> No.4467718

That sounds great though. As long as arms are the same.

I'd love to do monster replacements for such a project.

>> No.4467720
File: 420 KB, 1280x1024, Screenshot_Doom_20171217_210453.png [View same] [iqdb] [saucenao] [google] [report]

>That moment you find out the latest GZD build has ray tracing...

>> No.4467725
File: 125 KB, 796x610, helppls.png [View same] [iqdb] [saucenao] [google] [report]

When using a texture pack in doom builder how can I sort out the textures (like into separate folders/groupings) to make them easier to pull?

>> No.4467729

pk3 directories

>> No.4467730

ah i can basically make a zip with all the directories I want and rename it as a pk3? is that how it works?

>> No.4467731
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google] [report]

>medieval broadswords being placed next to sci-fi phasers.

>> No.4467738

Thematically it makes no sense. Balance wise it might work though.
Medieval: Melee and Projectiles
Modern: Hitscan and Projectiles
Sci-Fi: Projectiles and ???

>> No.4467740

That we saw in the game.
All I'm saying is, you can mix sci-fi and fantasy/medieval elements.

>> No.4467743
File: 6 KB, 963x36, ofchedid.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4467759
File: 37 KB, 836x418, chrnzkapcdqle5rnrio1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sci-Fi: Projectiles and

>> No.4467771


>> No.4467778

It isn't ray tracing, it's shadow mapping.

Here's a basic explanation of shadow mapping:

A camera is placed at the light source. It covers all 360 degrees around it, only instead of rendering the textured environment, it renders how far away all of the pixels are from the light source. This render is available to all shaders. If any given pixel is farther away from the light source than the depth map that the light source produced says the light traveled, then it simply isn't lit by the light source.

>> No.4467779

Ray tracing is what the original '2.5D' engine does to draw surfaces.

>> No.4467782


>> No.4467783

Is an anime sword mod in demand now?


>> No.4467791

It's Graf, he's going to use it as a perfect way to demand everybody should be using the latest version, even though it seems to only affect 3.0 onwards, so the shit he gets butthurt over kept people safe.

>> No.4467815

it should be noted that apparently the dump 3 weapons pack was a bitch and a half to assemble

>> No.4467826

Lilith.pk3 deserves a bonus award for keeping your data safe.

>> No.4467850
File: 409 KB, 4096x3312, image.png [View same] [iqdb] [saucenao] [google] [report]

what are some Doom wads made by girls?

>> No.4467856 [DELETED] 


>> No.4467863

LilWhiteMouse is a veteran modder.
She tends to favor pre-rendered 3D models though, and they kind of tend to look ugly.

>> No.4467872
File: 115 KB, 786x1017, 1486561557029.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any working links for the Soul of Evil music?

>> No.4467883

Shit I was just playing Richter mode in Portrait of Ruin

>> No.4467886

What if Anotak took over development of GZDoom and left Graf Zahl to rot?

>> No.4467892

We'll make it happen, we'll just spread out a rumor that Graf said "Let them play Edge"

>> No.4467894

I'm both terrified and excited by this.

>> No.4467904
File: 334 KB, 384x398, jagras.png [View same] [iqdb] [saucenao] [google] [report]

>GZDoom gets even better

>> No.4467905

Marrub would probably do a better job than Graf.

>> No.4467909

I want to see Andrew Apted get GZDoom.

>> No.4467913

When is Graf going to jail?

>> No.4467914

Thing is, if it weren't Graf, a lot of people would probably be willing to worth together to make it better.

It doesn't strictly have to be GZDoom though, it can be forked and worked on with Graf not really being able to do anything about it. In some ways forking might be preferable, it'd sure make him mad.

>> No.4467918
File: 1.48 MB, 2800x1750, doom japan3.jpg [View same] [iqdb] [saucenao] [google] [report]

I know at least one of the jpcp mappers was a grill. Or at least, the artist (88alice) was.

>> No.4467921

It'd need a noteworthy feature so as to justify being a fork. I'd like to see a built-in level editor.

>> No.4467926

I'm getting Faces of Evil Ganon vibes from the posing and expression of that cyberdemon.

>> No.4467928


>> No.4467930

Hell Knights are female barons, that's why their roar is higher pitched.

>> No.4467934
File: 1.33 MB, 4040x5387, i wish i was with daisy right now.jpg [View same] [iqdb] [saucenao] [google] [report]

Not in my headcanon

>> No.4467935

Would a community project where all the maps are made out of prefabricated parts work?

>> No.4467938

Like, allow the player to change a cvar (given cheats are enabled) to unlock a DB style map editor that's capable of changing the map in real time and save the changes. Maybe an extra key could be added to switch between gameplay and the editor.

>> No.4467940
File: 104 KB, 800x1542, lennie clarke did nothing wrong.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello Doom General

What .wad would you recommend I play with the new Brutal Doom test build? The base game and Maps of Chaos were a bit too easy, even on the higher difficulties

>> No.4467941

Anotak even made DBX, so it's not even infeasible.

>> No.4467942

What like the Space Llama Internet Gazelle Expert community project?

>> No.4467945

There's the Hell on Earth starter pack that comes with it. You try that?

>> No.4467946

None. Most of the good ones break because Mark is a faggot who attached global script to a player actor, and that breaks most forms of Boom's pseudo-scripting, and Boom is what 95% of the good maps require.

>> No.4467948


Redemption of the Slain is a rarity in that it was made specifically with Brutal Doom in mind, so give that a run.

>> No.4467950

Participants would have a week to create a set of prefab parts. Then, the sets would be collected and assigned randomly to the participants. There would of course be few required pieces, like hallways, connectors, etc.

>> No.4467951

*be a few

>> No.4467958

Anything that doesn't utilize the map 'enhancement' script.

>> No.4467960
File: 409 KB, 866x1200, 091741afd43fa0a74f776c66a4b6a66c.jpg [View same] [iqdb] [saucenao] [google] [report]

are you kidding? this is the best aesthetic

>> No.4467961


I see nothing wrong with this.

>> No.4467963


are we including "girls"? because there's plenty of those

>> No.4467965

well he's 'taken over' dev of doom builder so who knows lol

>> No.4467968

>filthy fuckin' rakers in my doom thread

>> No.4467970


>> No.4467973


Imagine how long the process is, that he's referencing an event from 17 MONTHS AGO.

>> No.4467974

>A fucking SANDRAKER
That's not entirely what I meant, but kind of.
See if you like it. You might not. I wasn't fond of it, but you might be.

>> No.4467975

Fuck that, make it a compatible port for Blood, like was discussed so many years ago.

>> No.4467976
File: 459 KB, 807x1400, 1452201201231.jpg [View same] [iqdb] [saucenao] [google] [report]

She modeled the Hammer Hound and Hell's Battery.
Sure their texturing doesn't fit the Doomverse, but they're hella cool and unique.

>> No.4467978

2 things:
1. You don't quite seem to get a good grasp on what it exactly is. Mark decides which maps get the MES treatment. Not the mapmakers.

2. Personally, I'm fine with it. Yes, I realize it makes some maps unplayable *cough* Plutonia *cough*, and Mark could've just made a separate map pack, but I don't think that would've allowed him the flexibility he wanted. Probably the entire reason he made the MES instead is because then there's an option to toggle it.

Nothing will fix spaghetti code, though.

>> No.4467979

Finished Visor's ability for next version of Hunter's Moon:

Everyone whom didn't bow to him will now do with his new toy, strogg technology ftw.

>> No.4467981

Literally impossible. There is no source code for Blood. I bet $100 that it has been lost and/or destroyed.

>> No.4467982

What is this mod (as in what does it do)? Is it any good?

>> No.4467984

>Mark decides which maps get the MES treatment

Maybe I should've clarified better: anything that doesn't get touched by it.

>> No.4467985

Some guy was reverse engineering the entire thing, he was making good headway until his PC died.

>> No.4467990

Again, there's an option to disable it.

Maybe even if we bug him enough he'll offer another version of the mod without it. Hell, the main version could not have it, then it could be offered as an optional patch as a separate mod.

>> No.4467991

You're forgetting the Harbinger; which is the first-and-only-known Multi-Segmented Doom boss/enemy.

>> No.4467992

Well being the creator of it i think i'm not the person to say it is good, afterall modmakers always loves their creations.

About what it does, the proporsal is basically a singleplayer/coop as a Quake 3 TC since that game by itself never had that.

>> No.4467994

Would it have been possible to add SP/coop considering Id's policy towards modding?

>> No.4467995

There was actually going to be Three of them, in a project called "Omen":

The three Omens they were called, the destroyers of worlds.
The first, the Harbinger of Doom. The Harbinger signaled the end of a world. A rock, with as much brains. The Harbinger was a blunt weapon, forcing a world's inhabitants to wield their most powerful weapons to counter it. Deployed at major population areas, the Harbingers cause chaos and destruction on epic scales. Even if a world manages to defeat them, the resources spent doing so would cost them later. Despite it massive size, the Harbinger's brain was little more then information storage. As their range of targets begins to thin out, Harbingers that cross paths had been known to inadvertently kill each other.

The second Omen, the Adjudicator of Hersey. Lacking the raw power of the Harbingers, the Adjudicators make up for it with a most dark intelligence. When the Harbingers had completed their jobs, the Adjudicators would hunt down and kill the remaining Harbingers. Feasting on the Harbingers, the Adjudicator absorbs all the knowledge the Harbinger had gathered on their reign of chaos. With this information, the Adjudicators begin their quest to quell pockets of resistance the Harbingers were unable to handle. Unlike the Harbingers, Adjudicators commonly worked in packs to shepard their targets.

The final Omen, the Mother Devourer. When Adjudicators had silenced the remaining strength of a world, the Devourers would descend. Gorging themselves on the aura of pain and suffering left behind in the wake, they would absorb all the biological material a planet had to offer. As their bodies swelled, they birthed new Harbingers and Adjudicators, to begin the cycle anew.

>> No.4467998

You know, the idea of an interesting, multi-staged boss in Doom, sounds pretty awesome.

Maybe if I had any real modding experience, I could put one together.

>> No.4468001

I don't think they care that much when you are bringing newer stuff to their earliest products.

>> No.4468002


I'm REALLY surprised nobody's done anything with it, considering LWM left the boss open as a resource and base to do just that.

>> No.4468006

pretty effects

>> No.4468007

>and Mark could've just made a separate map pack, but I don't think that would've allowed him the flexibility he wanted.
I don't follow.

The MES is already the least flexible thing possible, with his own mapset there would be literally no constraints in how he wants it to look.

>> No.4468010

Both solutions allow him to place objects wherever, but one has an on/off switch.

>> No.4468012

>with his own mapset there would be literally no constraints in how he wants it to look.
This, and Mark is unironically pretty good at mapping, so if he made a Plutonia or TNT mapset it would probably be actually really good, with or without Brutal.

>> No.4468014

And only one of them has lasting value and is good. Someone wanna play Plutonia, they gonna play Plutonia.

If they wanted to play Mark Does Plutonia, Mark actually doing a Plutonia set would be a far superior experience.

>> No.4468015

If that's that's the case, then maybe when he gets burnt out on BD in the next decade, we could convince him to do some mapping.

>> No.4468017

You should check out his submission to /vr/ 200, Dead Cargo. There's some speculation that it wasn't actually all made within the allotted 200 minute constraint, but aside from that, the map looks and plays quite well.

>> No.4468018

How does the MES have less value?

I'm honestly lost.

>> No.4468020

Because it's cramming a whole bunch of shit into old maps which weren't designed for it, like putting bars and shit blocking your view where it's not supposed to be. A lot of it clashes too.

What you end up with is original maps, with their original geometry and detail, now having a load of stuff crammed into there for detail, without the rest of the level being adjusted for it. It's jarring to look at.
If all it was was just like rain effects for the early jungle maps of Plutonia, I'd honestly been alright with that.

>> No.4468024

Yeah, I can see where your coming from.

I remember one of the city levels from doom 2 being a lot harder because all the rubble on the ground hiding the huge-ass arrow that was supposed to point me to where to go.

This was especially bad for me, because I suck ass at exploration.

>> No.4468029


You could implement the same on/off switch into any other custom map.
In fact, it would probably be better served in its own custom map.

>> No.4468043

Not being made by Graf, and designing a proper Particle/General Special Effects (that are not DECORATE/ZScript actors) would be a feature enough, because that would allow many "Resource intensive" effect heavy mods to improve their performance 2-3 times.

>> No.4468047


Yeah, now I see no reason for the MES to exist.

>> No.4468049

While it may have seemed like it, id Tech 1 doesn't do actual ray tracing.

>> No.4468053

To clarify, Wolfenstein did that. Doom has bispatial partitioning.

>> No.4468056

you would actually have a lot more flexibility with this, too, since you could have decorate actors read off a cvar a lot more easily than trying to triangulate exact positions on a map for custom actors to spawn in

the MES is honestly baffling to me, because i know it must have taken an unbelievable amount of work for it, but it's all so.....an answer in search of a problem

>> No.4468057

Better performance on maps with large amounts of monsters and superior netcode without being as far behind like Zandronum.

>> No.4468073

>openGL renderer
>Vulcan renderer?

I like where this is going.

>> No.4468090

Netcode could be vastly improved, but there's some inherent differences to how Doom (and ZDoom) just handles things that means there isn't that much you could do without redoing everything from the ground up.
Lots of monsters/actors doing sight checks over lots of linedefs is just inherently taxing for the engine.

Which isn't to say there aren't things you can optimize, but lots of monsters and linedefs slowing your game down is kind of inevitable the way things work.

>> No.4468105

BloodGDX is still being done, and gets updates about every month. The guy gotten a hold of the stolen Alpha code and uses it to reverse engineer code of 1.0 (meaning what he has is 100% accurate to 1.0 version, ASIDE from renderer), then uses that to reimplement features of 1.21
In anyway, that is the most accurate way you can get without getting your hands on actual 1.21 source, which is extremely unlikely.
Only problem - he can't open his code because it is technically based on stolen code, and thus he can totally get sued by Atari if they so desire.

There are a few multi-stage boss fights in Winter's Fury, and they are done considerably well.

What LWM did however, is not a multi-stage boss, but a Boss that is actually several actors glued together and that can be disabled/defeated separately.

Zandronum does this. I don't see why GZDoom can not do this. Besides, The main problem here is that you can not set up a server in GZDoom, because one of the players IS a server (at least takes that role) in p2p connection. What needs to be done is for this role to be relegated to thee actual Server instead of a player, and then allow things to get disengaged from the synchronisation - client-side stuff, mostly for special effects and scripts that only affect the user - then relay results to server without the need for server to do the calculations himself - that is basically what Zandronum does.
Lots of monsters/actors doing sight checks over lots of linedefs is not a problem, because it can be safely relegated to server-side only, because the only reason it is a problem now is the way GZDoom has to synch absolutely everything.

>> No.4468110

Already played it. Looking forward to the updated version.

That is unfortunate

Just finished this one. It was certainly more difficult, and seemed to draw from the Painkiller school of map design - where the player is locked in a room that fills with successively tougher waves of enemies. Thank you for suggesting it.

>> No.4468162
File: 11 KB, 320x200, 300vrskull.png [View same] [iqdb] [saucenao] [google] [report]

>I don't see why GZDoom can not do this
It can, I'm sure. Ask Graf about it.

>> No.4468191

How do I use this?

>> No.4468231

Which is why I stated "multi-segmented"

>> No.4468238

>You know, the idea of an interesting, multi-staged boss in Doom, sounds pretty awesome.
>There are a few multi-stage boss fights in Winter's Fury, and they are done considerably well.


>> No.4468246
File: 1.65 MB, 1920x816, Die.Hard.BluRay.1080p.png [View same] [iqdb] [saucenao] [google] [report]

Recommend christmas themed wads which i can play and chill during the incoming holiday

>> No.4468257

enable shadowmaps in dynamic light options

>> No.4468260

>Multi-Stage: The boss or enemy consists of several states that it will "switch" into depending on a factor of conditions
>Multi-Segmented: The boss or enemy is, by all technical accounts regardless of visual appearance- is actually multiple entities stitched together with separate programing to facilitate blowing them up peice by peice. This may overlap into bosses which as of yet lack a distinctive category; but most bosses in the Lost Planet series consist of this overlap: bosses and enemies that change tactics and behavior- and even the circumstances of the fight depending on what you destroy -when you do so. Meaning, enemies with wings who have them clipped and were prior flying ranged enemies, drop down and attack in melee. Often the animations will change to reflect it's damage.

>> No.4468279

Is there a mod out there that replaces/turns the nukage barrel NOT into explosive powder kegs, but instead, as actual containers for the green stuff? You know, the ones that slowly damage you when you step on it, since I don't see the nukage floor turn into a fiery ground when you shoot at it.

>> No.4468295
File: 422 KB, 1920x1080, Wood.jpg [View same] [iqdb] [saucenao] [google] [report]

Best Doom wallpaper coming through.

>> No.4468298


>> No.4468303

What's the best sector light mode? Doom or Dark?

>> No.4468305
File: 607 KB, 2286x1894, wizardry.png [View same] [iqdb] [saucenao] [google] [report]

I chuckled.

>> No.4468306

>multi-staged boss in Doom


>multi-stage boss fights in Winter's Fury



>> No.4468309
File: 633 KB, 1794x1080, lXPXT8o.jpg [View same] [iqdb] [saucenao] [google] [report]

Also I got this from somewhere a while back, based off one of the Doom 4 difficulty symbols.

>> No.4468315

Also kinda sad you never fight a demon with that look, seems like it could be awesome, maybe some kind of super baron.

>> No.4468319
File: 551 KB, 245x220, tumblr_n1sspgtyEK1qkv3fno2_250.gif [View same] [iqdb] [saucenao] [google] [report]

>Ask Graf about it

>> No.4468330

A headcanon is slowly forming in my brain with this guy.

Basically the doomguy of demons, incredibly ancient and powerful, humanoid and maybe a bit taller than doomguy, incredibly intelligent and able to speak properly, lets just say he's the guy that voiced the slayer's testaments.

Looks visually similar to the Icon of sin, maybe those could actually be attempted demon reproductions of him, but he's so monstrously powerful that they just can't downsize them properly or get anywhere near what he's capable of.

>> No.4468335
File: 9 KB, 315x165, B6kYwTDW.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake Ghosts: A tourism mod for Quake set to the soundtrack of NiN's Ghosts I-IV: https://jp.itch.io/quake-ghosts

>> No.4468347

For a bit of detail coming from my head, lets just call the guy Satan for simplicity's sake.

I've always found the most amazing boss fights in games to come from bosses that move and generally work like the player character, like Dante vs. Vergil in Devil May Cry.

So why not do this, make him feel like a boss that's a skilled ( depending on difficulty level ) player in a deathmatch situation, with his own unique weapon set, plus some special abilities.

Three things come to mind that could make him nasty and challenging to deal with, the teleport movement of the summoner, an amped up version of the icon of sin's ability to summon demons, but empowering them over their normal capabilities depending on the demon. and his most devious ability, the arch-vile's explosion attack, except he can MOVE AT FULL SPEED WHILE DOING IT.

This would force you to stay incredibly mobile and always have some method of breaking sight with him, and keeping it broken despite his movements, which would only be very slightly slower than doomguy not counting the teleport.

>> No.4468349

Also possibly let him seek out and grab health, armor, and power ups from the environment, just like the player.

>> No.4468351

I think the "doomguy of demons" would less about raw power and more about wisdom and lies. Basically everything down in the 9th circle just decieves, confuses and makes you work against your own interests. But they never force you to do anything, just incentivize you into doing something bad.
That's why I don't think the Wretch who helped to forge the Praetor is actually a demon per se. There has been no evidence to suggest that it's some cunning plan to destroy Doomguy which is what a demon would do. I think the Wretch is Death himself and made a simple mathematical calculation. Earth has a finite supply of souls to reap. Hell has an infinite supply. If Death wants maximum slaughter, he need only to equip Doomguy.

>> No.4468353

Isn't it a little bit... infringy?

>> No.4468356

it's free, they don't know, and they probably wouldn't care

>> No.4468357

No, NiN released the album under Creative Commons!

>> No.4468358

>Ghosts I-IV was released by the band under a Creative Commons BY-NC-SA
license, all terms of which are complied with here, with an encouragement to reinterpret and remix the music.


>> No.4468360

I put a 15 second clip of one of the Ghosts songs in a Youtube video and content ID made a copyright claim on it. I don't even monetize.
Reznor is an inconsistent cunt when it comes to these things. iirc with Girl with the Dragon Tattoo soundtrack he had some dispute with Columbia and MGM and just said fuck it and uploaded the whole thing on Youtube.

>> No.4468363

One more thing, maybe when you beat him he drops his main weapon, the Unmaker, letting you cleave down demons on large numbers in the epilogue with it.

>> No.4468370

This is caused by the record labels automatically applying content ID to *everything* or by people who 'claim' the free stuff on content ID as their own. As expected Google doesn't give a turd.

>> No.4468375

And if anything else, I kinda hope the Unmaker shows up in a new doom game, seems like too good of an idea to waste considering in the backstory there were demons that switched sides to join with doomguy.

Maybe they created it to give it to him, would really help explain why it's a demon weapon that's anti-demon, plus it's a laser rifle made of flesh and bone, that's just neat.

>> No.4468379
File: 39 KB, 826x346, fucking graf.png [View same] [iqdb] [saucenao] [google] [report]

>I don't see why GZDoom can not do this
Fucking Graf, that's what. He's the person to sabotage GZDoom because he can't get his way.

>> No.4468380
File: 168 KB, 720x960, 1513198551473.png [View same] [iqdb] [saucenao] [google] [report]

It was such a waste of talent when D44M only included demonic weapons in the shitty multiplayer.

>> No.4468381

Marrub is skilled and approachable, but I think he lacks the persistence and autism to be the showrunner for the whole port.

>> No.4468382

TZK is currently writing a Blood animation/palette/sprite parser in zscript.

>> No.4468385

wait so he is actually "going on hiatus"?

>> No.4468387

What was GLOOME? Note emphasis on "was"

>> No.4468389

>Personally, I'm fine with it. Yes, I realize it makes some maps unplayable
And you're still fine with it?

>> No.4468390

Seems a bit drawn out to me. Does it always go off 10 times?

>> No.4468391

why have you flagged this for newspost, it's ancient

>> No.4468393

>Only problem - he can't open his code because it is technically based on stolen code, and thus he can totally get sued by Atari if they so desire.
pretty sure they could sue him either way if that's true, open source or no

>> No.4468394

It was a great idea.

>> No.4468398

That's the thing. If it is just an engine that can run Blood levels with sort-of-kinda-like-Blood logic is one thing, and that is completely legal as long as no illigitemately obtained code was used - OpenMW does that and Beth can't do anything about it, because while it can use their files to play their game, the engine itself is new, backwards compatibility with data structures used by a different engine do not matter from the legal standpoint.
BloodGDX is completely opposite, and is 100% illegal... that is if it is known for sure that he has illegit code in it, which would become apparent only if he releases it, which he does not.

>> No.4468402

GLOOME was made in an attempt to make GPL-compliant GZDoom fork, and when GZDoom itself went GPL there was no point in continuing the forking effort.

>> No.4468410

Oh? Was pretty sure it was also adding new stuff that Grunt Zool had always refused. I remember lots of feature requests posted here, being accepted and added to TO-DO list... I warned him of the likelihood of burnout. And lo-- eventually Marrub got tired of dealing with Gizzy D code and dropped the whole thing.

>> No.4468415

GZDoom also underwent some rather massive rewrites shortly after it was forked IIRC.

What's this about Groß Salz going on a hiatus by the way? There was a mention of it in the latest devblog thread.

>> No.4468424

A guy made a mod that abuses ZDoom to its fullest, making it glitch in very specific ways that require a lot of knowledge of how ZDoom functions to pull off.

None of that works in GZDoom, and GZDoom even crashes completely at Map03, so to prevent retards from running it under GZDoom and then telling "WTF it does nothing special and crashes at certain level, 0 starts out of 5" he implemented a special map that all GZDoom port starts with that says "Go use ZDoom" and does not allow to play further.

Graf took offense because a modder told people to use ZDoom instead of his GZDoom, right there in his mod, and prevented use of his perfect GZDoom.

He threw a hissy fit, and when the mod won Cacoward he threw another hissy fit and threatened to go onto hiatus and stop GZDoom. He tried that shit before, but didn't really do it, so people told him "Do it, faggot", and he did.
What a fag.

>> No.4468425

I think it's from that post what got split off from the lilith.pk3 thread

>(Hell, I think I put GZDoom on indefinite hiatus and instead create a new port that turns the visuals of each map getting fed into it on its head and auto-generate a lilith-style experience from it. Judging from the reactions here that looks like it is the project some people have been longing for... :twisted:)

I took it as a joke/sarcasm, but now people are saying he's actually leaving?

>Groß Salz

>> No.4468430

I know about the lilith debacle (posted one of the screencaps here even), I'd just never read a post where he said he's definitely going on hiatus. Or if I did, that's now how I interpreted it.
>but didn't really do it, so people told him "Do it, faggot", and he did.
I meant this part.

>> No.4468434

It'll be somewhere on an archive drive in the hands of a company that doesn't give two shits and wouldn't lift a finger even if it got them money.

>> No.4468435

>Ask Graf
The answer is always "no", regardless of what the question is.

>> No.4468441

3.2.4 came out fixing the exploit

it also brings a Borderless Windowed Fullscreen mode

>> No.4468446
File: 3.79 MB, 640x360, 2017-12-18_21-07-55.gif [View same] [iqdb] [saucenao] [google] [report]

I don't post here often anymore, but I guess I should show that off a bit.

The attached gif is an example of the sawnoff altfire animation being played ingame.

Since ZScript recently added support for loading lumps, I wrote a bunch of code for interpreting binary data, and started loading Blood's data formats: PAL (palettes), PLU (palette lookups, like translations) and QAV (HUD animations).

It loads all of this data at startup and tries to animate it as closely as possible to Blood itself. There are limitations currently though: rotations don't work (GZDoom limitation, I have an open feature request to fix that), pixel scaling is a little off, I need to write interpolation code so animations are more smooth (select/deslect animations are major offenders here), among other things.

It's shaping up pretty well though. This is by no means a Blood port, so don't get your hopes up if that's what you're looking for from me, but I think it'd be really cool if some sort of community Blood TC could be spawned from this upon completion.

>> No.4468449

What's the ticrate of Blood?
for that matter, what's the ticrates of Duke and SW?

>> No.4468450

Have you ever compared notes with Kaiser? I believe I've seen him post some reverse engineered Blood stuff here on the board.

>> No.4468451

Blood has a ticrate of 120. I believe Duke and SW share the same value.

I've had to do a bit of trickery to try and duplicate this in GZDoom.

>> No.4468453

I haven't really spoken to Kaiser much in the past, and I've never seen any of those aforementioned posts (probably because I don't hang around much anymore).

Depending on what kind of notes he posted though, it could be super useful for this project.

>> No.4468458

AFAIK he hasn't posted in the /doom/ thread even, but on dedicated blood threads that pop up now and again. Was a long time before I last saw one of his vids. He's probably busy as hell since he Made It, but try sending him a PM or something.

>> No.4468459

Found an archived one

>> No.4468464

>and when GZDoom itself went GPL there was no point in continuing the forking effort.
it was getting fuck all for updates anyway
no word on project 47 that he was making, too

>> No.4468465

That thread has a ton of salt for an uncooked meal, goddamn.

>> No.4468467

Hey, we're getting Lithium. He's anything but lazy.

>> No.4468468

>DKG and Nambona posting in it

I wonder why.

>> No.4468469

GLOOME failed for a number of reasons, laziness not being one of them. It was doomed pretty early on and I'm pretty sure Marrub acknowledges that.

>> No.4468474

who are they

>> No.4468475

The former is the one posting the doombabbies garbage and the latter pops up at the end of the thread complaining about their mm8bitdm posts getting deleted.

>> No.4468478

as could be seen by the times he complained about not feeling like doing anything for months at a time

gloome was a good step forward and a necessary kick in the ass to show that it can be done, but i'm calling a spade a spade

>> No.4468485
File: 38 KB, 714x912, 1513593553.jpg [View same] [iqdb] [saucenao] [google] [report]

the guy who did NoEndInSight made a wallscroll for it and had it framed. cool

>> No.4468486

>as could be seen by the times he complained about not feeling like doing anything for months at a time
this is called "depression"
source: i suffer from the same

>> No.4468490


>> No.4468524
File: 163 KB, 1008x792, 1436799398393.jpg [View same] [iqdb] [saucenao] [google] [report]

>Groß Salz
Gonna call him this from now on.

>> No.4468549

grob-salz sounds like shub-niggurath knock-off

>> No.4468550

ß is an "s" sound

>> No.4468581
File: 130 KB, 845x1056, All Law Heroes.jpg [View same] [iqdb] [saucenao] [google] [report]

Best Campaign like wads?

Unloved was great but damn enemy spam was real

>> No.4468582

Are you fine with smaller packs?

UAC Ultra gave me a campaign feeling. Monster Hunter ltd. did as well. Then there's Phocas Island 2.

>> No.4468770

I'm very fond of Bloodstain.
It's less conventional for Doom though, many encounters are predicated on you running from cover to cover. I already make use of that in my standard tactics so that wasn't a hindrance to me, but some don't like it.
Personally I think it was very good and atmospheric, had just the right amount of challenge for me, not too easy, but not frustrating hard.

Speaking of smaller packs, Suspended In Dusk is a very great little mapset, one of Espi's crown jewels IMO.

>> No.4468774

what's the best way to play Blood besides vanilla client?

>> No.4468779

Anyone have that picture of Doomguy going "I bet the UAC did this"?

>> No.4468793

BloodGDX, duuuuh.

>> No.4468795
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4468798

Thanks, man!

>> No.4468802
File: 538 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google] [report]

Just doing my job of collecting and sharing doom memery

>> No.4468835

Played through D2TWiD and Zone 300 just recently. I think it's time to play an ambitious oldie, probably AV.wad for the first time or Scythe 2 finally.

To an extent, the bosses in Skulldash have multiple phases in terms of their arenas changing as you inflict more damage. Scripting these kinds of bosses ranks higher up the modding rigor/skill scale, so it's not surprising that I rarely see any of it.

>> No.4468840

Guys, I feel so proud. For the first time I finished Plutonia without cheating. It was such an amazing ride from start to finish. Best megawad I've ever played.

>> No.4468841
File: 25 KB, 537x312, zU30ibn.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4468843


I prefer TNT myself but hey glad you liked it

>> No.4468848


That's not shadow mapping tho. Shadow mapping is rendering of a static light information texture that's overlayed on top of the colormaps.

>> No.4468858

So, with Gross Saltz gone who's at the helm of GZDoom now? Is QZDoom unaffected?

>> No.4468864

*Great Salt
How now, keyboard?

>> No.4468867

TNT had much better music.

>> No.4468869

v21 Monsters Only when?

>> No.4468891 [DELETED] 
File: 3 KB, 95x125, tumblr_nk97jqMLMS1qa4i54o4_100.gif [View same] [iqdb] [saucenao] [google] [report]

So this is happening.

Assuming we get to the worst and 4chan just dies or becomes unusable, what do we do as the /vr/Doom collective? Do we just make a general on the double chan /vr/?

>> No.4468905

The only TNT track I can remember is "Metal".

>> No.4468916

What does this mean?

>> No.4468919


TNT is next on my list. Can't remember which one had worse chaingunner spam, but hopefully it's not as bad as Plutonia. Those fuckers were everywhere. Another fine example of why hitscans just don't work in FPS games.

>> No.4468920

we all gon die

>> No.4468921

it's time to listen to it again.

>> No.4468923

Refresh the page completely.
You will find out.

>> No.4468927

>that entire thread
just wanna die

>> No.4468934

There's a shady AD script that runs through a proxy whcih is shady in tiself already, and does unknown shit. uBlock automatically detects it as malicious and blocks it, but blocking it breaks the page display.

>> No.4468971

Is this what those net neutrality nutjobs were warning us for?

>> No.4468975

1)NN is, or rather was a real thing.
If you think that corporations won't try to milk every penny out of you now that they have monopoly AND the right to do so, then you dont know how capitalism works. They wont do it right away surely - it will happen gradually, the same way lootboxes and microtransactions became a regular sight in 60$ AAA games.
2)No, this is gookmoot collecting data from users in order to sell it, same thing he has done before.

>> No.4468979

except NN is still a thing, they still need to defend it in court, something they've tried multiple times before and failed each time and even then it'd take months to pass, if it actually does.

so no, NN will not save you from this, not that it'd do anything considering ISPs were still throttling speeds after it passed anyways.

>> No.4469001

Yes, it always pulse 10 times then disarms, each beat tho is 3000 damage in 384 radius, no falloff, any monster inside that floor marking is subjected to that amount of damage.

>> No.4469016


>> No.4469036
File: 519 KB, 432x555, 1508811011187.png [View same] [iqdb] [saucenao] [google] [report]

why is acs and decorate documented to a t but zscript is super fucking obscure and there's no good wiki entries that exhaustively explain its features?

graf zahl is retarded

>> No.4469037



>> No.4469048
File: 124 KB, 497x750, 150338146813.jpg [View same] [iqdb] [saucenao] [google] [report]

how do i git gud at choco doom

i hate not being able to aim and strafe at the same time.

>> No.4469049

>graf zahl is retarded
And you found out only now? It's been a widely known fact ever since he stepped into the dev team that he's is fucking stupid.

>> No.4469052

>expecting anything more from a cancer board

>> No.4469053

I know, I don't really want to go there either, I was hesitant to even bring it up but I can't think of any other place where we could have this posting format and anonymous community.

I really enjoy this format of posting and lack of identity, I don't think I could fucking deal with the people on ZDoom forums, least of all Gross Salts.

>> No.4469062

use the strafe keys to move sideways and the mouse to turn, same as everything else

>> No.4469068

TNT Map20 alone is better than 90% of plutonias map alone.

The only thing Plutonia has going for it self is or was it's difficulty and that's it

>> No.4469069

The sword and the unmaker should be one in the same; transforming into the other when nessasary.
The unmaker's blade-state could of been created by sacrificing the Unmaker and Daisy's Head to Hell's Finest Forge(tm)

>> No.4469070

Wormhole is also great. Sounds a little bit like the Children of Bodom Downfall synth melody.

>> No.4469074

What about Human BBQ map?

You prefer GZdoom-Zandronums or classic Doom95 Version?

Doom95 Version-https://www.youtube.com/watch?v=LW45R4I3lZE

Gzdoom Version-https://www.youtube.com/watch?v=KeBcy0fW5Ts

>> No.4469080

Human BBQ would be amazing if my Dosbox would have a more realistic midi emulator. Something that actually sounds like SB16 or something. The song has that annoying monotone drone for like 30 seconds before the main riff starts.

>> No.4469086

How QZDoom is affected depends on the decisions of it's developers. I mean it's a fork, they can do what they want.

I do know some of the gzdoom source contributors have had some kind of contingency planning in the event that graf leaves, so things should be fine.

>> No.4469090

So basically, Graf has no leverage over the doom community.

>> No.4469095

Actor ZScript (guns and monsters) is documented well enough though.

Event handlers, menus and statusbars are ???? territory though. You have to lurk the forums/discord for that.

>> No.4469103

Why the heck would he have? Anyone can make a fork of the engine and do what they want with the code. His 'leverage' is that despite his attitude towards peers, coding practices and whatnot he is (was) able and prepared to put in a shit ton of time and energy to develop the port. And he knows OpenGL to a greater extent than most other people in the community.

>> No.4469106

Even then, someone else can learn it.

It's not difficult, just tedious and time-consuming.

>> No.4469109

Sure. It's hard to find someone with the patience, motivation and required knowledge to fill the position though.

Lord knows I'd be glad if there was a GL specialist in the dev team.

>> No.4469115

I'm sure there are others who want to see the engine succeed as much as Graf.

>> No.4469118

this is why some day i hope id ends up doing a VulkanDOOM

>> No.4469126
File: 93 KB, 288x343, Heretic.jpg [View same] [iqdb] [saucenao] [google] [report]

why did nobody tell me this game is so fucking GOOD

>> No.4469128

apparently, in doom 2 rpg, doomguy had the nickname of "cigar"
also, pc ports of these games when?

>> No.4469131

It's essentially magical D&D Doom.
Hexen isn't good though, so brace for that if you want to try it later.

>> No.4469140

I think i just noticed that Combined Arms, somehow, had an inventory system, that isn't being used
Did Kegan ever had any plans for it, like, using it to store the extra crate weapons?

>> No.4469146


Aka one third of the puzzle is solved...

The Game

>> No.4469160

So far there hasn't been someone like that. We've got dpjudas, zzyzx, gutawer etc that are all great people, but I don't think any of them wants to be main dev

>> No.4469163

Yeah, I find Heretic to be just as great as Doom, and way better than Doom 2.

The only thing I really dislike in Heretic are the HP-bloated minotaurs, but you can just avoid most of them

>A door opened somewhere. Also: fuck you

I really wanted to enjoy Hexen but having only 4 weapons (half of which are the basic and the BFG equivalent so in practice you only have two) and the constant back and forth between cleared maps kills any enthusiasm

Also centaurs/slaughtaurs are the worst enemy I've ever seen in an FPS, when the expansion second stage started with a room full of them I just quit the game for good. I've heard Hexen 2 is better tho

>> No.4469170

Don't play hexen. Got it.

>> No.4469172

>Also: fuck you

One sixth of the puzzle is solved

>> No.4469178

One day I'll maybe execute my plan to convert Hexen's maps into a level-based episodic affair.

>> No.4469185

They're just mad because they're not smart enough to beat it. The weapons are fun and well-balanced, and the puzzles aren't nearly as awful as people make them out to be. Most of the time you'll stumble through them without even thinking about it, and about the worst thing I can think of is maybe that switch in the ice zone in hub 1 that's easy to miss. You should give it an honest shot and form your own opinion.

>> No.4469186
File: 11 KB, 304x231, 1396681243582.jpg [View same] [iqdb] [saucenao] [google] [report]

>One twelfth of the puzzle has been solved

>> No.4469193
File: 2 KB, 120x120, FACE_QUAD.png [View same] [iqdb] [saucenao] [google] [report]

Man the Quake expansions have some pumpin' soundtracks

>> No.4469203
File: 10 KB, 281x246, hexen.png [View same] [iqdb] [saucenao] [google] [report]

>They're just mad because they're not smart enough to beat it.
I did beat it. I also beat Deathkings, and you know what? I fucking hated it, the level design is objectively atrocious, and combat is extremely formulaic.

There's nothing fun about Hexen, not the exploration, not the 'puzzles', not the fighting, not the weapons or monsters or items. It's the worst aspects of Eternal Doom, yet worse, and like Eternal Doom, it's only real appeal is the aesthetics and atmosphere, which isn't enough to carry a game.

>> No.4469204

if you play hexen, play it with hexerise; it makes the weapons more fun to use, and while it makes the combat objectively easier... it's hexen, who gives a shit

>> No.4469209


>> No.4469212


>> No.4469217

hexen is great to play for the environment though. it definitely feels like more than just quake with magic and shit cause of the detail placed on the setting

>> No.4469240

Problem is, I'm already bad at exploration. I don't need to deal with doors opening up at the other side of the map when I solve a puzzle.

>> No.4469248 [DELETED] 

I can beat it in like an hour or less.
The fuck is your problem sperg ?

>> No.4469260

>memorized the neverending tedium of "Something Happened" : The Game, to the point of being able to speedrun it
>unironically calls someone a sperg

>> No.4469290

>The weapons are fun and well-balanced

With only 4 weapons per class, one of which is just the basic bitchslap and another the room sweeper, it would be hard for them not to be balanced

As much as people complain about the switch hunting, I find the thing that hurts hexen the most are the monsters. They're either more obnoxious versions of Heretic monsters or have completely redundant roles. Way too many melee enemies that take too long to die, and those constantly spawning ettins that you have to slowly kill by punching and backpedalling because it's not worth wasting ammo.

>> No.4469324

hey, you can take a look at how the 8ch doom threads are doing at yourself to see how well that'd go over

protip: they're faggots

>> No.4469325

Because A: It's a new feature, and B: They think that if enough people stab at it documentation will materialize out of thin air.

>> No.4469328
File: 181 KB, 627x450, help.png [View same] [iqdb] [saucenao] [google] [report]

Hello friends, i'm trying to make a map, and i want to use skybox 2, but when i go to texture the ceiling, it only allows me to use skybox 1, how do i use the other two skyboxes?

>> No.4469336


You define it in MAPINFO, that determines what texture F_SKY1 actually is.
If you're mapping for vanilla constraints, the only thing that determines your sky is the map number.

>> No.4469338

you set the sky your map uses in MAPINFO

so you'd want to open the map in SLADE, make a lump called MAPINFO at the very top, and put this into the lump:

>map map01 "<map name>"
>sky1 = "SKY2"

then save it

>> No.4469340

I know. Strictly speaking, we could make our own board though.

>> No.4469343


>> No.4469347

you can just set mouse to turn left and right on the setup exe

>> No.4469356

Thanks, and I agree. If Graf left I would just contribute to GZDoom instead, making my own project is basically pointless nowadays. Personally, I think _mental_ should take randi's position of "neutral lead dev." He's skilled, acquainted with the source and gets shit done.
I would also nominate dpJudas, but he seems to be backing down from development nowadays. With good reason.

I've been considering working on Project 67. It's pretty much vaporware at this point but I have a lot more motivation for it now.

I will admit some of it was burnout. But most of it was that GZDoom ran strides ahead of me at the point where I needed features from it. Pretty much what >>4468415 said.


>> No.4469361

>With good reason

>> No.4469364

He's tired of Graf and doesn't like the GZDoom source being a big ol' pile of spaghetti. Same reason as most anyone.

>> No.4469391

Shadows of Chronos is pretty okay though.

>> No.4469396

>I would also nominate dpJudas, but he seems to be backing down from development nowadays. With good reason.
Well, said reason won't be an issue for a while it seems.

Anyway, could you sum up Project 67? I know absolutely nothing about it.

>> No.4469398

Stupid questions time:
Is there a way to play Dook Nook maps with Blood's gameplay? Like, a mapset or a weapon mod.

>> No.4469404

>Personally, I think _mental_ should take randi's position of "neutral lead dev." He's skilled, acquainted with the source and gets shit done.
is that the guy who commits under the name alexey something-or-other?

>> No.4469413

short answer: no

long answer: eduke32 isn't like doom where you can mix and match wads

>> No.4469415

Damn, I didn't believe it, but it really is more fun to play Doom with Chocolate Doom. Everything just feels... better, compared to ZDoom. Like this is what Doom is supposed to be - this is how it's supposed to be.

Why is this?

And is there any port that is like Chocolate Doom but supports Boom wads? (or even early ZDoom wads hahahah no)

>> No.4469421

Crispy doom does I think

>> No.4469435

>Why is this?
I dunno, you tell me. Is it the low FPS? The 320x200 resolution? The weird mouse acceleration?

>> No.4469436

>And is there any port that is like Chocolate Doom but supports Boom wads?
PRBoom works just fine.

>> No.4469442
File: 12 KB, 320x200, C1MAP.png [View same] [iqdb] [saucenao] [google] [report]


Heh, that's true.

Project 67 is a game I was making with GLOOME. Essentially a Marathon clone in the Doom engine, with robots and shotguns. A bunch of concepts and resources from it made their way into Lithium, but I never finished the game itself.

>> No.4469448
File: 17 KB, 145x114, leaded en-bloc 5.png [View same] [iqdb] [saucenao] [google] [report]

>spend an hour editing and adjusting sprites for .308 cartridges and en-bloc clips for muh pinger
>kind of looks shitty, isn't even, etc
>go try it to see how it looks next to my rifle
>realize it won't fit in frame with the reload animations
>like, at all
Well, anyone who wants some en-bloc clip sprites, go ahead and use them as you wish, I won't be getting any use out of it after all.

>> No.4469450
File: 120 KB, 1920x1080, GBA 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Real men play GBA Doom.

>> No.4469452
File: 354 KB, 1920x1080, GBA 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4469457

Learn you some 3DO Doom internals:
> 3DO Doom, how the wall rendering works
> https://www.youtube.com/watch?v=Goq9ZIJFscE

>> No.4469464

Real talk, for all the flaws of GBA Doom, the soundtrack is 10/10, it could not have sounded better on the system if they tried.
It's how the music should have sounded like on the 32X or Jaguar.

>> No.4469471

If I remember, GBA Doom was the one where they screwed up and moved every track forward one position.

>> No.4469474

I kept hearing otherwise around here because "heretic is just a reskinned doom while hexen is actually unique".

>> No.4469482

Yeah, the tracks are shifted forward by one level, which is weird, but the music actually sounds great.

It certainly has more unique qualities and character compared to Heretic, but I don't think it uses them well at all.

>> No.4469485

That wouldn't look out of place on a Fallout inventory

>> No.4469496

Calling Heretic a reskinned Doom is being really cheeky.

The only real parallels are some of the weapons.

>> No.4469506


Yes, and both are correct.
Ultimately, you should try it yourself and form your own opinion.

>> No.4469508

I did, and I found Heretic to be really enjoyable while Hexen a complete slog and bore.

>> No.4469528

>A bunch of concepts and resources from it made their way into Lithium
Hah, I figured so.

>but I never finished the game itself.
If you want to, I could maybe help with monster and weapon sprites (making/batch rendering 3d models). I like doing that a lot, and doing stuff for others is fun. As long as everything doesn't break down if I don't deliver.

>> No.4469537

TNT Map20 like most of the WAD suffers from huge open spaces with fucking nothing found in them, which just doesn't work with vanilla Doom's gameplay. I think the entire levelset is just straight up garbage with a lot of poorly balanced if not outright unfinished maps.
Plutonia was miles ahead of anything that came before it and even most 90s WADs released after it when it comes to quality of gameplay. Lacks any particularly standout levels, but doesn't have any subpar ones either.

>> No.4469542

Sure. I don't have any reason to not try finishing it again, and since I don't need to use all-GPL resources it'll be a lot easier to get stuff done.
If you want to contact me my Discord info is on my site, greyserv <dot> net.

>> No.4469553
File: 151 KB, 1344x1296, floors.png [View same] [iqdb] [saucenao] [google] [report]

So, I couldn't catch screenshot saturday for the past 2 weeks. It'll probably be the same this week too, so have some fancy floor textures in advance.

>> No.4469558

I'm on the zdoom discord, so I can add you from there. I'll do so some time after the holidays.

>> No.4469562

Didn't GBA Doom have a feature where certain enemies would "shut off" if there were too many?
I feel as if a feature like that could possibly solve the high monster count issue in source ports.

>> No.4469565

why is cdoom64.wad such a mish mash of levels from various versions?

>> No.4469568

>Lacks any particularly standout levels
i disagree, odyssey of noises and go2it are pretty standout. hunted is also memorable (but less fun to replay)

>> No.4469569

Wow, mapping is hard.
I'm just trying to make some generic classic style maps, god knows how people are making these fancy modern ones.

>> No.4469570

These look really cool.

I'd love to see these in a map.

>> No.4469574


Mapping is really fucking hard.

>> No.4469582

Mapping is harder than my dick, even.

>> No.4469586
File: 1.80 MB, 1920x1080, temple.png [View same] [iqdb] [saucenao] [google] [report]

Working on a thing. Excuse my fucked up HUD.

>> No.4469589

It doesn't help that there are precious few good tutorials for GZDoom builder.
Messing around with it and using it to look around classic and famous maps is an educational experience though. If anything I'm enjoying this more than the actual game, there's something to be said about wandering around backstage.

>> No.4469594
File: 1.57 MB, 1920x1080, station.png [View same] [iqdb] [saucenao] [google] [report]

and some more garbage

>> No.4469595

Wow. Looks real nice. How'd you get the sky to not look like shit in the fog? Last time I tried to have fog in an open area the sky was just kind of rendered over the fog.

>> No.4469597

You can set skyfog properties in modeldef anon.

>> No.4469598
File: 1.78 MB, 1920x1080, canyon.png [View same] [iqdb] [saucenao] [google] [report]

last one

>> No.4469601

fuck I mean mapinfo

working with modeldef has given me brain damage

>> No.4469602

Damn, you can get some sights in doom.

How about that for a heightmap based engine?

>> No.4469604

Go 2 It is the most generic slaughter map imaginable, just a few adjoining rooms with some walls hiding monster armies that lower as you progress. It's not bad per se and being the first is standout by itself, but every post-Hell Revealed slaughterwad has multiple if not majority maps with actually interesting gimmicks.

>> No.4469608

>tfw I've used a heightmap to generate Doom level architecture once

>> No.4469617

I think they're pre-rendered graphics originally. Use them if you want to.

>> No.4469621

>take a look
>they're actually ranting about the Doominati
l m a o

>> No.4469623


>> No.4469627

not very doomy but still good

>> No.4469631

Enjoying the design, good stuff.

>> No.4469636
File: 536 KB, 1280x1024, stuff.png [View same] [iqdb] [saucenao] [google] [report]

There is also the "Sky Transfer"

>> No.4469641

Doomja-vu 2: The Mapper's Challenge: Interactive Mapping Tutorial Wad when?

tl;dr: player has to fill in gaps in level, both with figuring out how to proceed, fix an error in the map, or something else. This eases one into the process as they see each stage of the map in progress; while shootan demons and findin' switches and shit.

>> No.4469647

a group of modders and mappers that people for some reason think influence the larger community

drastically overestimating how much joe doomer cares about joe modder

>> No.4469654


what are sides? I don't think I have them.

>> No.4469660
File: 21 KB, 361x593, aid1675602-v4-900px-Stop-a-Male-Cat-from-Spraying-Step-11.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, GZDoom seems to legit be ceasing development now. We might need to start using QZDoom instead, since that seems to be were the devs are heading.

>> No.4469664


>> No.4469672
File: 885 KB, 1920x1080, GBA.jpg [View same] [iqdb] [saucenao] [google] [report]

The port of Doom 2 would do that, because unlike the port of Doom, where lots of levels were cut or truncated to fit and function, since it actually was a port of the engine, Doom 2 was actually a customized version of an engine made specifically for doing FPS games on the GBA.

Through work and trickery, all of the levels of Doom 2 are actually present, and for the most of it, quite intact. Some larger areas are shrunken down for performance (usually more empty ones), and the two largest maps, Industrial Zone, and The Chasm, were in fact split into two maps each, Industrial Zone A & B, and The Chasm A & B.
Because of the fact that the levels were more vast, and since the engine wasn't working the same way, the port of Doom 2 would have the enemies simply not detect or react to you if you were like, maybe 30ft to 50ft or so, and in fact forget you existed if you moved far enough away from them, this would be necessary to make sure it wouldn't overload the engine, you couldn't have too many enemies active at once, IIRC a few places had visual blockers added in one or two places as safeguards against having too many enemies active at once.
The port of Doom 1 did not have this feature of dropping off AI, but it did have some visual blockers added here and there to avoid overload, the game had smaller amounts of enemies though.

Overall, this would let you have pretty much the complete Doom 2 on the GBA, even the Icon Of Sin and the Wolfenstein levels (even if IOS is kind of nerfed by the short AI range, and the Wolfenstein levels are mildly censored), the gameplay is mostly intact, though the short range of the AI can be pretty easily exploited.
Downside to 2 is that you can't turn off light levels, so slowdowns are more common, in the port of 1, you can turn off varied lights to improve performance in most levels. Both feature the green blood, because of the fucking Germans, but there's patches which can be applied to the .rom to make it properly red.

>> No.4469673

I think there'll be a news post shortly. Graf Zahl is taking a vacation.

>> No.4469676
File: 46 KB, 272x256, 1477057521262.png [View same] [iqdb] [saucenao] [google] [report]

>that isn't being used
Hit the use item key when you have fists selected and you will understand

>> No.4469679

Do they bring up people like Term and Kinsie?
I just wonder, if they do

>> No.4469681

apparently the goys read this and got really, really mad

>> No.4469701

8ch's doom threads have too many fags, I remember seeing someone completely have a fit over Space Hunter because of the "two weapon limit"

>> No.4469702
File: 202 KB, 824x542, 1513610559014.png [View same] [iqdb] [saucenao] [google] [report]

>I feel as if a feature like that could possibly solve the high monster count issue in source ports.

I don't really think that would be a worthwhile solution, many larger than life maps of modern Doom map making rely on things like having monsters in triggered teleport boxes outside the map, or having enemies lay fire from long distances. For instance, Deus Vult 2 would break with such an effect applied.
I think a better idea would be a sourceport feature where a limited AI range could applied to monsters as flag, like the Deaf flag, this would allow future maps made for that port to allow for some degree of optimization, and potentially, even use it as a feature of it's gameplay.

This could be a tricky feature and I don't know if it'll work correctly, but it'd be interesting to put it to trial. The big hurdle would be getting past the [NO.], Gross Salt wouldn't be interested in even trying it behind closed doors.

>> No.4469705

Holy shit
Most of them are Brutal Doom fans, who despite almost anything else related to Doom modding, since they're mostly contrarians
Knowing their taste, they don't care that much for the modding scene, except for drama and shit

>> No.4469709

>Holy shit
There are plans for secrets like that for future weapon sets. Though only one secret per "class"

>> No.4469710

too many people interested in whining about the community and not enough people interested in actually playing the game
like, yes, doomworld and zdoom is shit
we know
get the fuck over it and play some goddamn doom already

like even right now
>Cuckchan is throwing a fit over us daring to talk about shit their jannies nuke instantly.
it's pure bawwww

>> No.4469714
File: 146 KB, 300x375, HGjV6Rk.gif [View same] [iqdb] [saucenao] [google] [report]

>post yfw you will never be this assblasted over a mod you don't care much for getting a .png next to its name

>> No.4469715

That's what she said.

>> No.4469720
File: 305 KB, 534x800, 080403d0145.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4469724

This is why I would really like another option than 8 in case this places goes fully tits up, I really don't want to spend time with those people if I can help it.

>> No.4469729

Hey all. I've been out of the Doom game for a while but I'm getting a friend into it. I've built him a nice vanilla experience and added in Smooth Doom to ease him into the 90's feel. I can't remember how to set up a bash to load the game without dragging and dropping files into qzDoom. Can anyone help me out, or assist me with a resource?

>> No.4469732

>in case this places goes fully tits up
It's not going to happen. If it was going to be taken down, it would have been by now.

>> No.4469735
File: 118 KB, 939x515, disgusted cups.jpg [View same] [iqdb] [saucenao] [google] [report]

>Most of them are Brutal Doom fans who despise almost anything else related to Doom modding
For one, I can't imagine being a person like this, for another, I can't imagine spending any fucking time with a person like that.

>> No.4469737


As far as I know, endchan is a place. It's even less active than 8, though.
BadGame has a dedicated Doom Thread, though it's even more purist than Doomworld, amazingly enough.
Facepunch is...well, Post Ratings: The Forum.
Could migrate back to the IRC, but we'll never be able to relive the heydays.
ZDoom and Zandronum...fucking l o l

Short of making our own forum, not a lot of too feasible options. Especially since half the appeal of /vr/ is the anonymous nature. I like posting things here because I like the feedback I get without associating things to my name.

>> No.4469745

Are you on linux? If so, I can't help you.

>> No.4469747

>too many people interested in whining about the community
sounds like /doom/, especially when talking about graf.

>> No.4469748

>Facepunch is...well, Post Ratings: The Forum.

>> No.4469752


>this is called "depression"

it disappears when you have no one to pay your bills

>> No.4469754

Fuckin' marphy black.

>> No.4469756

To me it's seemed that there's a small number of really dedicated haters who whine incessantly about him while the rest of us just dislike him quietly.

>> No.4469757

No, Windows. I just want to make one of those files that runs the startup commands concurrently.

>> No.4469761

the command line is "<path/to/exe> -iwad <path/to/iwad> -file <path/to/wad> <path/to/wad>..."
eg. "/usr/local/games/gzdoom -iwad ~/.iwads/doom2.wad -file ~/.pwads/whateverthefuck.wad"

>> No.4469764
File: 135 KB, 800x600, 777.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good Christmas/winter themed mapsets/mods? I really wanna get into the holiday spirit.

>> No.4469765

oh, windows
same thing though, just with windows paths
throw it in a .bat file, then run that

>> No.4469767
File: 354 KB, 603x920, 'Ca- Can I open it'.jpg [View same] [iqdb] [saucenao] [google] [report]

I know it won't be taken down any time soon, but the datamining and weird shit Hiro is doing makes me anxious, and it makes me realize that some day we might not really have a viable and functioning 4chan.
But I really like this format for a forum, and I enjoy the kind of atmosphere and largely anonymous community we have here, and I would be most saddened to see a place like this go away, if it's possible, I think contingencies should be explored so things like these could be preserved if the worst happens.

>> No.4469769


I'm one of the latter. He's a cock, but I shrug it off and go about my day. If he nukes shit, I have backups of all the engines.
I will, however, quietly admire his meltdowns from a distance and then get back to work on my own stuff.

>> No.4469770

1. open a text editor
2. Line 1: cd <insert your sourceport directory here>
3. Line 2: <sourceport>.exe <mod1>.wad/pk3/pk7 <mod2>.wad/pk3/pk7
4. save as
5. Doom.bat (note: make sure to not specify a file extension in the dropdown list)
6. double click

>> No.4469773

Have you seen PortaDOOM? It contains a batch script launcher that can really simplify launching WADs on different engines under different circumstances.

>> No.4469774

Try "ZDL". Its a little doom launcher that allows you to load wads in whatever order you want and also create shortcuts.

>> No.4469775

Adding to that, you can have as many mods as you want. Just make sure you're using the right file extensions.

>> No.4469776

Perfect! Thanks guys!

>> No.4469780

You guys too, thank you!

>> No.4469784

You might want perkristian sound mod along with smooth doom by the way. It's "the smooth doom of audio" basically.

>> No.4469785

>Short of making our own forum, not a lot of too feasible options. Especially since half the appeal of /vr/ is the anonymous nature. I like posting things here because I like the feedback I get without associating things to my name.
There's no reason that an anonymous forum can't be made.

In fact, basic chan board software can be copied, and we could have a board where we basically just copy the /vr/ setup, hell, we could hypothetically have a board on a site like this where we have nothing but threads like these if we wanted to.
I personally just think a copy of /vr/ where we'll just have the general rule that a game should be like 20 years old to be featured in discussion would be a decent substitute for a worst case scenario.

>> No.4469786

who would host it?

>> No.4469790

Those are both me lol

>> No.4469791

20 years old isn't incredibly far off from /vr/s current rules, either.

>> No.4469793

There's one problem though - it'd kind of turn into a circle jerk/gossip central with none or little influx of new posters. I mean more than it is now, and with all the good things about the general withering away.

>> No.4469797

I only complain about Gross Salt on occasion, thank you.

That's the most difficult part, however, assuming we would just start out with like a /vr/ board, with basically just a few hundred people posting, for a time at least, hosting wouldn't get too expensive yet.

Crowdfunding could potentially help, like a Patreon, where people can voluntarily give 1 to 10 USD a month to help support hosting, possible with the incentive of pass-like features (no captcha, faster cooldowns, nothing extravagant). I know captcha isn't well liked, and I certainly don't like poking those fucking cars, but it would help defend against automated spam.

>> No.4469809

That's what I mean, I'm thinking, the nearest future where 4chan would be indisposed I figure could maybe be in 2 years, and in 2020, we would then slowly be letting in games that by that point are genuinely very old, for instance, old classics like Deus Ex wouldn't have to be snuck about or have people hope the mods don't take those threads down, and there could be some growth in discussion over time, as people wouldn't be forbidden to talk about say, the GBA library, despite the fact that the system is older than some of the people posting.

I know, a small operation like that wouldn't bring in much potential for new blood, which is another problem, the site would have to see some kind of growth or the place would stagnate.

>> No.4469823

If TF2 is still getting updates by the time it qualifies as retro, I will die of happiness.

>> No.4469825

>I know, a small operation like that wouldn't bring in much potential for new blood, which is another problem, the site would have to see some kind of growth or the place would stagnate.

and that leads to the question of "what audience would you want?" this place is interesting since it's got such a high content creator to regular player ratio, so if you want to keep that quality, most gaming sites are out. the only place I can think of where you'd get new blood of that type is by going to indie game dev forums, but I dunno how many of them would actually mod for doom rather than just keep on doing their own stuff.

>> No.4469836

I always wanted to set an old school fps forum but there is this problem that nobody wants to stop being anonymous

>> No.4469837

Maybe we could assign a special status to OC.

>> No.4469845

we register with fake nicks
I'll be Captain Mark VI

>> No.4469858

>but I dunno how many of them would actually mod for doom rather than just keep on doing their own stuff.
Many have an interest in retro games, if presented with the idea of toying and playing with the GZDoom engine to do things, at least a few would be willing to tinker, and a fair few would be interested in playing both the original game and probably the user content.

The issue comes again to anonymity.

Isn't that game a zombie by now?
That'd be interesting though. I think Blizzard still maintains updates for a lot of their classic games, like they'll still make compatibility patches for Starcraft.

We could have that one sort of 'code of honor' where if you're creating content that people are interested in, you could use a tripcode, but that using a trip or name should generally be discouraged for most discussion that isn't about your content and it's development in particular. People who frequently namefag/tripfag for no good given reason would hopefully be shunned.

>> No.4469868

Do you think infinite ammo pistols are more acceptable if they either shoot projectiles instead of hitscan or happen to be reloadable?

>> No.4469869
File: 97 KB, 640x480, 1493680931263.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4469874

TF2 still has about 50k players. It's kind of amazing.

>> No.4469882


More acceptable? I think they're fine as they are.
Projectiles or reloading would certainly mix things up a bit, though.

>> No.4469885

I think a reload animation can be a way to balance that, potentially with a slowly/moderately regenerating ammo pool to reload from.

Though I personally am just fine with normal ammo handling with pistols, Duke Nukem 3D gave the pistol it's own ammo pool separate from the Ripper, and since you'd use the pistol the least, you'd build up a decent supply of pistol bullets that you could fall back on if you had to, the pistol also not being useless for what it is.

Huh, only? Seems kind of low given the thunderous popularity of TF2. I never really played it though and I guess I never paid attention to that community shrinking.

>> No.4469891

Still enough to get it on the steam player charts leaderboard.

>> No.4469894


unreal 2 pistol

>> No.4469901

What are the best offline bots for doom

>> No.4469903

>in case this places goes fully tits up
I still believe a alternative will pop up or become popular if 4chan dies.
I don't think 8 would get that much people nowadays, it has the same datamining issues as 4chan, doesn't show up on google as far as I know, and the existing community would devour any hobbyist board.

>> No.4469907

trick question, there aren't any

>> No.4469924

What about ones like cajun and doombot?

>> No.4469929


They function, but that's about it.

>> No.4469931

Are they half decent at the very least?

>> No.4469934

>I still believe a alternative will pop up or become popular if 4chan dies.
I hope so. Anyway, I'm hoping I haven't been that disruptive with my thoughts on the topic.

>> No.4469946

I'll be Impman, see you in the rp forum. ;)

>> No.4469952

We should turn Doom into a rhythm game.

>> No.4469957

Doom Heaven?
Rhythm Doom?

>> No.4469962

Doom Doom Revolution

>> No.4469963

Imps on Fire.

>> No.4469969

someone posted a crypt of the necrodancer-like wad to joel's doom contest.

>> No.4469971

It can be done, but it's tricky.
I think basically if the game is paused everything desyncs.

>> No.4469974

Have to shoot demons to the beat. A rhythm-based rail shooter.

>> No.4469975


>> No.4469976

Yeah, that was the one, it'd go out of sync and stop working if you put it on pause.

>> No.4469978

What is the best demake for doom? I've seen cool attempts at remaking quake 2 for doom

>> No.4469980

well it was supposedly made in 7 days as per the rules of the contest.

>> No.4469986

That sounds interesting.

If it were to be made for G/QZDoom only, then we could unbind movement and place the player on top of a polyobject.

>> No.4469987
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

>Groß Salz

>> No.4469993

Which makes it quite impressive that it actually works. Just don't pause.

>> No.4469995

If people have the dedication to bring bowling to doom, anything is possible

>> No.4469997

There are the ones included with Skulltag/Zandronum. They... function, at the very least.

>> No.4470001

It feels like quake 1 and 2 are the only ones with actually intelligent bots, rest either are completely retarded or just an aimbot that knows how to walk around the map

>> No.4470003

they shoot back at you
that's honestly about it, their ai is basic as can be

>> No.4470007

Yep, it's real.


>> No.4470016

Q1/2 have bots that were external mods designed by 3rd parties, people who really knew what they were doing. My memory is fuzzy, but I think Mr. Elusive got his Q3 job by creating bots for the first two games (Gladiator bot, I think).
Doom bots aren't common and they aren't that good because MP has never really been big when compared to other games. A walking aimbot is the best you're going to get.

>> No.4470039

How does unreal 2's pistol work?

>> No.4470041

like unreal 1's dispersion pistol, except you can hold the charge

>> No.4470054

I coulda sworn unreal 1's dispersion pistol had a charge attack, or was it an alt fire that just used more ammo?

Also I think the blaster pistol from shadows of the empire deserves a mention. Also zero tolerance's flare gun

>> No.4470061

it's sad that nobody builds reject tables any more, thousands of monsters in teleporter holding areas constantly doing line of sight checks across sunder-detailed architecture is a drag

>> No.4470070

It does. Secondary fire eats all your ammo for a time, but does pretty good damage when it's upgraded.

>> No.4470086

What node config should I use for GZDB

>> No.4470087


primary fire: 8 shots
secondary fire: charged shot

it recharges infinitely

>> No.4470126

Makes me think of the Jedi Outcast temple arenas.

>> No.4470154

>unreal doom

>> No.4470158

>it recharges infinitely

oh. ooooooooohhhhhhohohoho...

>> No.4470167

Got any links?

>> No.4470174

I just try random ones until the slime trails disappear.

>> No.4470286

JoM5 is around corner, if you can wait for that

>> No.4470323

What's wrong with infinite pistol ammo? Potentially cheesing off monsters?

I recall DUMP3 weapons having an infinite ammo pistol/melee combination weapon as the default, it fires as fast as you click but is other very weak.

>> No.4470326

the DUMP 3 pistol is overpowered, but not because it has infinite ammo, but because its knife does a billion fucking damage when you get a berserk pack

holy FUCK that thing was stupid powerful

>> No.4470328

the dump 3 pistol was great, but i don't like the changes that yholl (i think?) made to it
in early builds it restored accuracy if you didn't fire for a while, but in the final build it doesn't and that honestly kills the portal map

>> No.4470340 [SPOILER] 
File: 50 KB, 500x648, 1513660232213.jpg [View same] [iqdb] [saucenao] [google] [report]

how do we stop him guys

>> No.4470345

Compliment his nice ass.

>> No.4470348

tell him that his eyes are the 2 glowing red spots on both sides of his head rather than the black nostrils in the middle.

>> No.4470350

Shoot him until he dies.

>> No.4470359

>DUMP3 weapons
Man I just realized the Tesla rifle was the prototype for both of Doom Slayer's shotguns in GMOTA. Sheit.

>> No.4470365

Punch him in the ass

>> No.4470367

Would you believe I want the thunderbuss and Tesla rifle to be related? So yeah, you're right

>> No.4470370
File: 2.52 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4470371

Yeah that lightning-travelling-down-the-gun effect is really distinctive.

>> No.4470375

How doomguy should punch.

>> No.4470376

And I'm a huge sucker for continuity and cross-game references. So why not cross-mod references? Though the Thunderbuss would be the prototype chronologically

>> No.4470379
File: 11 KB, 71x72, moo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4470383

Maybe put it in as an easter egg with a ridiculously-low drop rate. By the way are you making a codex for GMOTA? I remember something about Kinsie and another guy making something like that and it seemed like an interesting feature for a mod to have.

>> No.4470393
File: 30 KB, 864x243, file.png [View same] [iqdb] [saucenao] [google] [report]

Rendering is not the main problem with GZDoom performance, Actors are, or rather the way GZDoom handles translating Decorate and ZScript.

Enforcing Vulkan will cut off anyone with not-up-to-date rigs. I have Geforce 660 Ti, and while I can play most games at 50-60 frames and medium-high graphics (like Wolf New Colossus, with some tweaks), whether or not the game will run wih a Vulkan is a gamble - half of them do, half of them don't, even with the drivers up to date. Aforementioned New Colossus only uses Vulkan and it runs fine, Talos Principle runs fine on Vulkan too, but nuDoom crashes when I try to select it and Ashes of the Singularity does not even start with it.

I was always saying that it is good.

Heretic is a reskinned Doom, and that's why it is great - because Doom on its own is great. The resason it succeeds where other Doomclones failed is because it copied the Doom formula completely, then added a few extra tweaks to it without spoiling the main compound.
I also find stock levels to be much better designed than the stock levels of D1/D2 (sans E1).

In fact, right now I am trying to cobble together a proper fantasy-themed weapon mod for it :P. frankenspriting the shit out of the available resources and learning Decorate/ZScript.

>latest version is 0.0.6
>last update iss in 2013
umm... I havent played it but that's a bit worrying. Back in the day I found Hexenhanced to be cool. It is old as hell and IDK if it still works.

>> No.4470403

Maybe use OpenGL by default and allow the user to switch to Vulkan.

>> No.4470409

awesome work dude! glad to have smart people like you figuring this stuff out

>> No.4470413

hexercise should still work fine

>> No.4470418

Note that the more charges you have, the slower it recharges. This makes it really good as a fallback weapon, but not that good as anything else. Excelent design IMO.

>> No.4470421

I still want to charge up a universe ending shot. I don't care if I'll never get to use it again, that's all I want.

>> No.4470423

>decided to check 4+4chan's doomthread
>it's even more drama-based than this thread
Every time I think I spend my time with a bad community, someone way worse enters the fray.

Aaaaaaaanyway. Is dosbox version of Blood supposed to be laggy as fuck or is my computer too much of a potato?

>> No.4470424

There's no need to evac right now - there's a userscript that blocks the execution of gookmoots shindig even if you enable it through the adblock.
It will bork your view of the site whenever it actually tries to execute somehting since that action gets blocked, but that's rare and is fixed by refreshing the page.

>> No.4470427

An in-game codex? I don't think so, but I'd be down for making a manual pdf sorta thing people could flick through

>> No.4470462
File: 195 KB, 368x375, Meat.png [View same] [iqdb] [saucenao] [google] [report]

>Brutal doom

>> No.4470465

Kinda late to the conversation.

>> No.4470498
File: 781 KB, 1048x814, ChaingunBaron.png [View same] [iqdb] [saucenao] [google] [report]

Blocks your path

>> No.4470504
File: 144 KB, 1164x686, chaingunner_commish__by_arborix-d9vtgdr.png.jpg [View same] [iqdb] [saucenao] [google] [report]

He's a big guy.

>> No.4470507

Eh... the Rhino feet and tail is unecessary modifications.

>> No.4470510

Iwouldn't mind getting a cartoon-doom where all enemies and sprites are redrawn in this way, but only if htey maintainthe same general quality.

>> No.4470512

is there any way to add back fmod support to newer gzdoom? ive tried numerous soundfont but none of them sound the way i want it to. i would like something that sounds just like the fmod that used to be supported because wavetable gm doesnt play like 25% of custom wad music.

>> No.4470514

The tail stops Doom Guy from Berserking them from behind.

>> No.4470516

What are the best Mega wads?

>> No.4470518

The tail and feet are stabilizers for his BIG FUCKING GUN

>> No.4470526

He looks grumpy and adorable.

>> No.4470527

how many units can doom guy run per second?

>> No.4470530 [DELETED] 

l m a o term holy fuck who the hell did you piss off this much to have some nobody go on a crusade about you

>> No.4470534


>> No.4470536

running forward: 583 units / second
sr40: 747 units / second
sr50: 825 units / second

>> No.4470538

good post but not quite what i meant


>> No.4470539

>8 map units is 1 foot (hotly debated but these are the numbers given by ID Software in patchnotes so fuck other numbers)
that would mean that doomguy is 4 feet wide, and teleport pads are 8 feet wide. that's retarded. a more realistic measure is 16 horizontal units / foot.

>> No.4470546


Oh, he's been at this for a good while, tried it a couple times here as well.
It's weird that he's trying to be so mysterious about his identity, because there's only one person I've ever worked with I've not parted with on good terms. Still, it's a shame that he's doing this now instead of actually trying to talk to me. Or, more importantly, talking about video games and having fun with them instead of trying to hijack topics.


Interestingly enough, 16 units = 1 foot is the same measurement given in this popular architectural study. It's not canon, but I'm having a lot of trouble finding Id's Quake 3 write-up where they talk about map units and how their measurement's been the same since Wolfenstein.

>> No.4470571

>there's only one person I've ever worked with I've not parted with on good terms
After reading that thread I'm pretty sure he's one of the people he mentioned by name. Pretty non-subtle if you ask me.

Anyways fuck man when's Cosmic Tides? I want that shit, git on it.

>> No.4470581


I'm not gonna lie, I've been struggling with mapping for it. It's been where 100% of all of my mapping efforts have been lately and the net gain of it has been miniscule.
I was really hoping that by forcing myself to do maps and going public with it, I would get better at it. Turns out nope.
I've never been good at mapping and now I've got this big anchor around my neck that's gonna kill me if I can't do it, so, fuck. Still, I'm optimistic--I'm still gonna force myself to do it because I need to improve, and I need to be able to do things myself instead of relying on other people.

>> No.4470582
File: 33 KB, 500x500, file.png [View same] [iqdb] [saucenao] [google] [report]

Paletting shit is fucking hard, especially when you've only got a couple skin tones to apply to a big ol' chrome dome.

>> No.4470586

I know what you mean about not being good at mapping, neither am I, but if you go for a 1995-ish style at first it's a hell of a lot easier. Just get the barebones down for what you need for playability and go back later to decorate. You don't need to be skillsaw on day 1.

>> No.4470590

source on the image?

>> No.4470596
File: 14 KB, 225x220, you got a problem.png [View same] [iqdb] [saucenao] [google] [report]

>no impse
Fucking spineless reddit cucks.

>> No.4470597
File: 82 KB, 752x725, helppls2.png [View same] [iqdb] [saucenao] [google] [report]

How do I make walking over the linedef trigger the door just ahead?
Something to do with the sector tag or identification tag thing right?

>> No.4470602


Taking it 1995-style is a good idea, thank you. Can't go wrong with the basics.
I've also been using a series of blank mono-color textures, which have made it...much easier to do because another thing that's a huge mental hurdle is how fucking ugly everything looks. It's so, so, so damn easy to just get stuck on a single room and start detailing it/decorating it instantly.

>> No.4470604

Source is alekksandar.

>> No.4470606

>At his maximum top speed, he exerts 5739825 joules worth of energy, which is about the same energy as the explosion from 1kg of TNT
That's not a bad way of putting it.

>> No.4470608
File: 183 KB, 1073x766, Builder_2017-12-19_08-27-14.png [View same] [iqdb] [saucenao] [google] [report]

like this anon
sector tag is number you need to give to door sector, in this example number 1, then in your linedef properties you tell your action to use sector 1, also dont forget to check "when player walks over" box

>> No.4470610

>blank mono-color textures
So long as you've got textures in mind to replace them with this is probably fine. Half of making a Doom level look good is picking the right textures for it. Modern detailing is all fine and good but in reality it's totally unnecessary for just making something aesthetically pleasing, detailing is just the cherry on top of a multi-layer ice cream cake. Since the first part of good texture picks are picking colors that work well with each other, using mono-color textures may be a good way to get that done.

Just remember that it's damned-near impossible to make something look realistic in Doom's engine, but you can use the abstract nature of low-res graphics to allow the imagination to fill in the gaps. Sure, IRL a light pole might be a nice beveled cylinder with a perfect sphere on top but in Doom you can use 8 linedefs and 2 textures and it's still recognizably the same thing and looks decent. The issues in Doom levels come more with inconsistent detail, not usually a lack thereof once you pass a certain minimum threshold.

>> No.4470632
File: 3.49 MB, 493x360, 1418518628379.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4470642

Jason and the Argonauts?

>> No.4470643
File: 69 KB, 973x655, no doomguy allowed.png [View same] [iqdb] [saucenao] [google] [report]

Maybe? I kind if use my Doom pictures folder as a skeleton folder.

>> No.4470647

Thank you, but could I maybe get an example.wad? (you could just drop on mixtape.moe or whatever)
Still having issues, sorry.

>> No.4470649

right gimme a sec to assemble it

>> No.4470650
File: 88 KB, 753x1004, 4771ae62d13390c6ae2153493135e044.jpg [View same] [iqdb] [saucenao] [google] [report]

Yep, gif tracks back to Ray Harryhausen, god of stop motion animation.

>> No.4470657

here you go anon, if you got any other requests I will be here for a while https://files.catbox.moe/u4o98c.dbs

>> No.4470660

ah fuck me uploaded wrong file
here you go

>> No.4470663

thanks for being so helpful, I know that it's not great to spoonfeed but it's also just nice to help educate people and grow the community

>> No.4470669

glad to help

>> No.4470687
File: 1.26 MB, 400x286, sarais tries to make a doom map.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4470690
File: 500 KB, 500x376, Term and Kegan compete to see who has the better melee.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4470695

Here's a thing Ifind helpful: whenever I play a wadand it does something interesting - I go to the Doombuilder and look at how it was done.Some times I understand it, sometimes I don't, but this way you can learn a little bit about mapping while you play - because you see effect and how it is done at the same time.

>> No.4470697
File: 128 KB, 473x235, Yholl's Cacowards.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4470706
File: 964 KB, 318x244, Ribbiks releases another insta-caco.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4470708
File: 73 KB, 600x800, Lord Blaz and Kustam share a glass apartment together.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4470717

kniglets btfo

>> No.4470718
File: 332 KB, 1891x1073, monster_condo.jpg [View same] [iqdb] [saucenao] [google] [report]

Did this room really strike you when you were a kid playing Doom?

It's the dead body room in Monster Condo, I was like "whoa wicked".
As if it shows how fucked up the demons are and now you're avenging the dead.

>> No.4470720

who is it? after all that, you might as well say the name.

>> No.4470726

Honestly, this room is one of the reasons why I dislike Doom 2 levels. Like, c'mon, putting shit in a perfect grid is fine, but not in such quantities.

>> No.4470732

post more community memery

>> No.4470735
File: 1.90 MB, 600x328, SArais still doesn't get it.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4470737
File: 776 KB, 956x638, doomworld_forums.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4470741

I was going to say another time too, the level quality between ultimate doom and doom 2 is pretty glaring.

UD doesn't really have any stinkers, but Doom 2 certainly has some maps that leave a lot to be desired, Nirvana is a fucking joke, Bloodfalls is kind of meh.
Though it does have some great maps like Circle of Death.

>> No.4470764
File: 3.93 MB, 4240x3276, 1510342116720.jpg [View same] [iqdb] [saucenao] [google] [report]

How many of the Cacowards were single maps?

I like that single maps get more love than it just being steamrolled by megawads, good as they can be.

>> No.4470767

can you give me the link to the thread? I cant find shit. half-hex chan is too vast and cuntfusing

>> No.4470774

kek, remembering what it was like your first time on 4chan? it's not that different

>> No.4470785

The whole thing is not anywhere near as structured and useable. Like I could not find a catalog feature on the board I tried to look at.

On 4chan I knew that if Iwant porn I go to the porn section, if I want new games and memery I go to /v/, if I want old games I go to /vr/

On dualchan there's several retro game boards, all except one are dead with 1-2 threads, and one that is semi-populated has nothing about Doom on the first 10 pages.

Theres also one dedicated doom board with 2 threads, all with very few posts and long dead.

just give me the fucking link to the thread people refer to when they talk about it (in form of screenshot if it can get you banned here idk)

>> No.4470792
File: 197 KB, 1119x940, look.jpg [View same] [iqdb] [saucenao] [google] [report]

ok but it's not so hard
remember users can create their own boards
they show you the most popular, if you look through that and don't find something use the search function or maybe just try a url

I remember thinking 4chan was confusing and unstructured

>> No.4470794
File: 23 KB, 497x209, cat.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4470797

Perhaps ask DoomWorld to host a chan, but I expect they would hate the idea because they'd have to moderate it.

The easiest transition, if/when required, would be to the same software running on another host.

>> No.4470813
File: 23 KB, 788x347, file.png [View same] [iqdb] [saucenao] [google] [report]

still cant find it

>> No.4470817

It's on their /v/ board.

>> No.4470821

The problem would be the same - no new blood.
We have people here who were interested in retro games in general, but stayed with Doom, then we also had people redirected here from /v/ and /vg/.
Doomworld, and whatever its offshoot will be is a place for people who already have discovered Doom and its wonders.

>> No.4470825

sorry it's giving you a hard time bud 8ch_net/vr/ then select catalog then just ctrl+f doom until you find the thread

>> No.4470828
File: 1007 B, 124x31, file.png [View same] [iqdb] [saucenao] [google] [report]

Turns out 99% of the dualchan boards are banned in my country (Russia).

>> No.4470830

holy shit dude wtf
you gotta get around that, vpn or some shit can't be hard?
I pray for you bud

>> No.4470836

In Russia, VPN bans you. Welcome to your future, America.

>> No.4470838

use TOR browser

>> No.4470848
File: 14 KB, 365x507, that really cheekied my breeki.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4470867

And the winner is Yholl and Shivers' Laser Katana.

>> No.4470893
File: 50 KB, 384x331, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Hy блядь, aнoн, пpoкcю-тo пpикpyтить пpoщe пpocтoгo.

>> No.4470960

Are there any level sets for Hexen that make it actually enjoyable?

>> No.4470961

yeah it's called playing wrath of chronos on good doom maps.

>> No.4471020

What's that?

>> No.4471028

Joy of Mapping

>> No.4471037

Just looked it up, seems pretty neat. I'll check it out.

>> No.4471189 [DELETED] 
File: 6 KB, 200x90, 1513645118698.jpg [View same] [iqdb] [saucenao] [google] [report]

You realize Octochan is filled with neo-nazi reactionary troglodytes who felt betrayed after their ridiculous "GamerGate" movement was shut down? The levels of mental illness and instability are off the charts, unsurprisingly. You can't discuss anything without some maladjusted, ignorant teenagers shoe-horning their "anti-sjw" nonsense into any topic. Not that this place doesn't have the same problem, but it's not as bad as 8. If you want to discuss Doom on an imageboard, 4chan seems like the only choice we have.

How do you all think Doomworld and the Zdoom forums compare to here?

>> No.4471202 [DELETED] 

Please explain how gamergate was ridiculous? Aside from getting perpetually hijacked by trolls that is, but the n again that was not surprising considering it originated on chans.

>> No.4471217

Report and ignore.

>> No.4471232

Blood runs like ass on Dosbox, but you should be able to run it reasonably well at 640x480 internal res coupled with Dosbox's x2 integer scaling on any semi-decent rig.

One problem though - if your framerate gets too high, the Hand monsters will choke you instantly and you won't be able to throw them off with USE mash (both their damage and usemash required to repeal them are tied to cycles/fps).

Another option - use virtual machine with DOS installed- I remember seeing Blood runing in such setup on an weak ass athom netbook with good framerate.

>> No.4471246 [DELETED] 

It wasn't.

>> No.4471251


>> No.4471259

So what happened to everyone, did we all pack up and leave?

>> No.4471261

ye mate we're all over at denny's with the lads, you should come over and have a good time.

>> No.4471269

we collectively decided that video games are shit and ditched the thread

it's just you now, good luck

>> No.4471272


you can only charge the 8 shots

>> No.4471286

>dicking about in GZDoom builder
>made some shitty tiny map consisting of two rooms and some imps chilling in a nukage pool and a door connecting the rooms
>this took a surprising amount of time to do
I think I'm going to enjoy this, but damn it looks complicated for doing anything more fancy.

>> No.4471297
File: 45 KB, 500x711, 1497391849147.jpg [View same] [iqdb] [saucenao] [google] [report]


so, is this achievable natty?

>> No.4471347

I would, but it doesn't seem that saying "Report and ignore" is against the rules.

>> No.4471368

Did someone say make him a boss?

>> No.4471371

Challenge him to a dance-off, of course.

>> No.4471381


a little something called the swimsuit competition

>> No.4471456
File: 35 KB, 532x34, Slugonum.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fuck

>> No.4471459

Mapping is a fantastic time sink, especially when you reach about 70% completion and the excitement of a release keeps you going. I can easily sink 10-12 hours at that point and not even realise.

In the end the map still turns out shit but what fun it is along the way

>> No.4471475


we will play doom on actual mars before this

>> No.4471480

Good to see them setting optimistic goals.

>> No.4471489
File: 1.07 MB, 985x583, tempofield.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4471502

We will be shooting actual demons before this.

>> No.4471526
File: 20 KB, 1600x192, stbar2.png [View same] [iqdb] [saucenao] [google] [report]

What HUD do you guys prefer playing with? Status bar, fullscreen HUD, gzdoom alt hud, or do you like to use custom huds instead?

>> No.4471550

keep in mind this is 100% guessing, but he name dropped scroton, ijon, and bloax.
scroton and ijon are still fine and working on stuff, being cool and shit. ijon's got dakka (a y y y y), scroton's contributed to 300/vr/. bloax has kind of dropped off the face of the doom map.
likewise, of the three, bloax is shit at taking criticism of any kind, which is ironic given how much he loves to shit on other people, and has had temper tantrums about things before.

we can't be 100% sure due to the nature of anon, but i'm guessing bloax
shame, he was a good artist, when he didn't smear everything in purple jizz

>> No.4471552

I've been using the fullscreen hud lately, but I quite like efforts to the hud like those in Final Doomer and Weapons of Saturn.

>> No.4471559

fullscreen HUD. Really not a fan of the classic bar HUD; obscures too much screen space for the amount of info it provides.

>> No.4471561

Scroton is my senpai. He is patient and nice.

>> No.4471564
File: 168 KB, 300x280, 1511490344937.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4471570

The Combined Arms HUD.

>> No.4471572

scroton is cool

yeah, he's had moments of weirdness, but who the fuck hasn't
you'd be a moron to either completely ignore them or to think they define the whole of who he is now

>> No.4471575

I don't like how in Combined Arms, you have to "turn on" the SSG replacement, before firing it, which kind of affects the pacing.

>> No.4471579
File: 12 KB, 640x80, 1513719671.png [View same] [iqdb] [saucenao] [google] [report]

a minimalist design

>> No.4471581

I use the althud half the time, just because I'm used to it and it's consistent between everything

>> No.4471582

I take it the super beefed up sandy that comes later is the MSX guy, forgot his username.

>> No.4471587

I think that's kodi, or at least he's the guy making the modern-shooter looking thing.

>> No.4471591

PMSX is originally made by MagSigmaX but seems he has left the community, kodi is actually the one in charge of the mod now.

>> No.4471592

these are hilarious

>> No.4471646

>kodi is actually the one in charge of the mod now.

Not really 'in charge' per se, he's just picked it up and is doing some neat stuff. Shame it can't be posted at ZDF because MUH BERMISSIONS. I mean really, if you've been out of the community for the better part of a decade, somebody else really ought to be able to pick up your project, and bring it up to modern ports, as long as you make it clear what work is yours and what isn't, and post a download to the original wad so people can compare.

>> No.4471663

The funniest thing about that hanging dude is that it's mussolini's legs shooped together with his mistress' upper body.

>> No.4471685

I always found the photorealistic corpses jarring, to the point where I experimented with the zombieman & marine corpses to make décor that looked like it actually fit the game.

>> No.4471696

Has anyone ever tried converting Heretic/Hexen to tabletop?

>> No.4471703

Since I'm not using any MSX resources at all and don't use the name, I can pretty much do whatever I want I think. It's a spiritual sequel at this point. How's that for feature creep lol

>> No.4471705


that thumb looks radiation poisoned

>> No.4471712

His fault for hanging around toxic slime so much

>> No.4471724



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