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/vr/ - Retro Games

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4515853 No.4515853 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4510362

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/1514/09/1514094816594.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.4515856

=== NEWS ===

[01-09] Anon map release: his first map, second release removing some ZDoom-isms

[01-09] Anon map release: Boom-compatible speedmap

[01-08] NASTY (Doom remake in Unity with software-style shader) alpha version released

[01-08] Ultimate Doom E4M6 pacifist, by ZeroMaster

[01-04] GZDoom 3.2.5 released

[01-04] Anon map release: Magikus (as designed by his class of daycare children)

[01-02] Anon sprite releases: Marine-helmeted shotgunner, Marine-helmeted zombieman

[01-02] Doom: Gore Prisons (as yet unreleased, not sure why this was submitted)

[12-31] Colourful hell updated to 0.925

[12-31] Arcane Dimensions 1.70 released

[12-30] Chocolate Doom 3.0 released

[12-30] Random Deaths and Decorations 1.62

[12-28] Hunter's Moon Version 2.9.4 Released

[12-28] La Tailor Girl 1.2 is out

[12-26] this just in: the monsters are afraid of doomguy's weapons

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4515867
File: 321 KB, 1920x1440, 1505611791039.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4515870
File: 442 KB, 1272x672, FORGOTTEN DOOM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4515873
File: 283 KB, 1133x1200, CucdaFtXEAAZrok.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some mods where the demons have guns? (Former humans don't count)

>> No.4515880
File: 1.53 MB, 1543x2719, 1398059223020.jpg [View same] [iqdb] [saucenao] [google] [report]

I played Doom2 for the first time the other day and I fucking love it, the shotgun, and how people can change it and make it look like a different game altogether. I'm just so mad that I grew up so close to it but never played it until now.
I have so much lost time to make up for.

>> No.4515882

>I played Doom2 for the first time the other day and I fucking love it
Well guess what, Doom 1 is a billion times better since it has actually competent level design and no shitty annoying enemies like the archvile.

>> No.4515884
File: 605 KB, 2048x1152, DPMDZgiUMAANaHM.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

Dude inquiring about modding from previous thread here. Unrelated to the game I want to make, but while browsing resources I noticed there are no multiplayer doom mods for PVE. Is this impossible with the current source ports?

>> No.4515885


>> No.4515887

As annoying as the Archvile is. It's not the same without them now

>> No.4515890

The image in the OP is more up to date

>> No.4515896
File: 477 KB, 600x450, 1515486300866.png [View same] [iqdb] [saucenao] [google] [report]

I know, I was just using the image to show how fucking late I am

I will after I finish Doom 2, My friend was telling me about 2 so I just started from there. He was telling me about the secrets and showing me the schematics for them.

>> No.4515903
File: 165 KB, 512x512, ranger_by_dshpilevoy-d8ewyv6.jpg [View same] [iqdb] [saucenao] [google] [report]

currently on my first play through of classic doom, but i have one question, should i be getting secrets or should i just enjoy it and go for secrets on my second play through?

for the first couple levels however i went for secrets so i could get the chaingun early, but i hate it cuz the youtube videos spoil the level

>> No.4515910

>the youtube videos
what the fuck




>> No.4515914
File: 21 KB, 183x276, ed0200a85dae214781f7fe456bdd346e899fcdbb81a0e3c76713d9cea19baf8f.jpg [View same] [iqdb] [saucenao] [google] [report]

Just play blind, thats what I'm doing. It's more fun that way, looks for secrets in the second play through.

>> No.4515915 [SPOILER] 
File: 79 KB, 319x319, 1515640214117.jpg [View same] [iqdb] [saucenao] [google] [report]


they are called secrets for a reason, anon

I politely invite you to close youtube

>> No.4515917

where did u get this? is it old?

>> No.4515923
File: 127 KB, 630x630, 1200x630bb.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone here hooked on thrash metal now cuz of doom soundtrack? soundtrack is so awesome and i cant stop listening to their irl counterparts

>> No.4515926 [DELETED] 
File: 229 KB, 1080x1080, 1506211448813.jpg [View same] [iqdb] [saucenao] [google] [report]

/vr/ use to like brutal doom? i fucking hate brutal doom!!!!!

>> No.4515928

The earlier versions were a lot more bearable.

>> No.4515929

Need an animated version of that pic with Doomstanza hitting an imp's fireball with the chainsaw.

>> No.4515930
File: 2.74 MB, 1543x5500, 1506037487080.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4515939

What happened with Doom 2's levels anyway?

>> No.4515941

There are quite a few, though they are all for Zandronum since it has much better client-server netcode as opposed to GZDoom's client-client one.
Not MP-Specific, but co-op oriented is Complex Doom and its uncountable addons, and quite a few other mods, but CD is most popular PVE right now.
MP-specific There's quite a few invasion-style mods where players kill incoming waves of enemies, while parts of the level open up each wave.

Log onto the Doomseeker to see what people play now.

>> No.4515942

Welcome back, my bro. Take your dip in the modding community and prepare to never play another game ever again.

>> No.4515943 [DELETED] 

And a lot less mainstream so it wasn't uncool to like it, too.

>> No.4515945
File: 1.63 MB, 1543x6138, 1497227257859.png [View same] [iqdb] [saucenao] [google] [report]


>Error: You must wait 3 minutes 25 seconds before posting a duplicate reply.

fucking hirohito

>> No.4515949
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>> No.4515950
File: 2.55 MB, 1543x6892, 1515483966169.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4515951

Easy there, Marquitos.

>> No.4515952

Romero selfishly made a level editor for himself and made the others a) do most levels, b) try to figure the editor out on their own and c) gave them a tight deadline. So you have 2 or 3 dudes trying to do like 20 levels in a short ass time hence why they're garbage.

>> No.4515956

Maybe because I started playing Doom at the age of 7 (in '95), and it was my one of my most favourite (but not only) games throuhg my whole life, I was always a fan of all things metal.

>> No.4515961

Here. Not a part of the doom soundtrack, but I recently played through a mapset while listening to this and had a good time. https://www.youtube.com/watch?v=dbryL946O7w

>> No.4515968
File: 2.32 MB, 512x384, 1504549086283.gif [View same] [iqdb] [saucenao] [google] [report]

>load up colorful hell for testing
>sv_nomonsters 1 so I don't have to deal with enemies
>instead, literally every enemy becomes purple or better

>> No.4515973

Oh, that's a neat trick, should try it out.

>> No.4515981

always wondered, is there a way to make it so only one color of monster is spawned?

or does this command churn out any variant depending on number?

>> No.4515984

I have no idea; it should actually turn off monsters like it should, but colorful hell breaks that horribly somehow

it was a rude awakening

>> No.4516000

Maybe it was intentional, as a sort of punishment joke?

>> No.4516004


That only proves that UT4 exists only to the whiny UT99 bitches stopped with petitions and emailing Tim Sweeney to make a UT sequel, no wonder why that shit looks like so much a simple UT99 remaster, i tried contribute around 2015 once, they replied my sounds weren't too UT99 for their taste, i quit right after.

>> No.4516005
File: 696 KB, 2007x1304, 1480979690059.jpg [View same] [iqdb] [saucenao] [google] [report]

How would you fix the Icon of Sin and Shub Niggurath boss fights?

>> No.4516013

Strange Aeons with High Noon Drifter, has a special compatibility patch and everything. Hell, HND itself goes into magic at the later weapons.

There's also Heretics of Doom, it even has an internal texture set that turns everything fantasy.

>> No.4516015

Both fights: make the boss attack the player, not his minions.

>> No.4516017

How about we give Quake episodes 2-4 bosses instead

>> No.4516019

The Icon of Sin can attack you, sorta.

>> No.4516026

Does the patch still work with the latest versions of HND?

>> No.4516030

No, it sends its minions against you. So does Shub.

>> No.4516034

I wanted a dragon. I know dissolution had one but that fight was pathetic.

I just now noticed that the teleport orb ranger has in champions is the same he kills shub niggurath with.

>> No.4516035

Term made it himself so yeah it's good to go.

>> No.4516058
File: 1 KB, 60x48, tempofield.png [View same] [iqdb] [saucenao] [google] [report]


It's un intentional but hilarious little bug
I have no idea what causes it but I dont know if I even want to fix it

I recommend typing "Kill monsters" in the console for one way to get rid off em

>> No.4516060

You can get telefragged by the spawn cubes it launches.

>> No.4516062

Pls don't remove.

>> No.4516079
File: 1.63 MB, 1920x1080, Screenshot_Doom_20180110_011703.png [View same] [iqdb] [saucenao] [google] [report]

i made a map for my friend's birthday
short 4hr speedmap with fully implemented difficulties

compatible with chocolate doom

>> No.4516084
File: 42 KB, 1920x1080, 1505437832041.png [View same] [iqdb] [saucenao] [google] [report]

w h y

>> No.4516101

The base game is easy enough that you don't need a walkthrough, just go with the flow, you'll have a good time.

>> No.4516113
File: 442 KB, 500x375, turn_that_shit_up.gif [View same] [iqdb] [saucenao] [google] [report]

Ever since I was a wee lad.
But I was also always a metalhead at heart (despite my tastes being far wider these days), so it's natural that it took so me well.


>> No.4516115

Voivod is my favorite band partially because of Doom.

>> No.4516128

Pretty damn good for 4 hours dude. Nice job.

>> No.4516130
File: 1.93 MB, 1427x3150, hitscanners and you.jpg [View same] [iqdb] [saucenao] [google] [report]

Literally git gud, the Arch-Vile exists to make encounters completely different from the normal enemies.
The expanded bestiary of Doom 2 was perhaps the greatest asset the community ever received, because it lets the game get so much more complex; the Arch-Vile, Revenant, Chaingunner and Mancubus vastly changes things and lets you construct encounters which weren't possible in the first game, it gives all new challenges and you have to think far more.

Yes, the level design is a very mixed bag in Doom 2, but for the first third the maps are really good, and Final Doom really shows you how well the Doom 2 assets can really be used.

>> No.4516131

I always checked EVERYTHING for secrets when I first played the game because I had already played Wolfenstein 3-D before that and that's how it was in Wolf 3-D.

>> No.4516132

Are you the dude who posted on /v/ a couple days ago?

>> No.4516136

>Literally git gud
No thanks, I'll gladly settle for less shitty, less annoying, less bullshit enemies.

>> No.4516137
File: 358 KB, 817x818, 1500042383039.jpg [View same] [iqdb] [saucenao] [google] [report]

The second reply is me, yes. I thank all the anons in that thread and for the ones who posted about Quake. I still can't get over always run.

>> No.4516142
File: 44 KB, 500x603, Arch-Vile-Doom-video-game-a.jpg [View same] [iqdb] [saucenao] [google] [report]

Then perish.

>> No.4516143


What's the size of the largest screen you presently enjoy /doom/ing upon?

>> No.4516147

Is Quake III Arena actually worth getting into in this day and age? I doubt there are many people playing it online?

>> No.4516149


this: https://www.geforce.com/whats-new/articles/bfgd-big-format-gaming-display

at 20 cm of my face for maximum pleasure

>> No.4516150

Did you see the massive list of recommendations from later in the thread?

>> No.4516154

Quake Live has mostly replaced it.

>> No.4516156
File: 104 KB, 1891x912, quake.png [View same] [iqdb] [saucenao] [google] [report]

Yes and I even screencapped them. Again I'm enjoying all the love this game gets. Do you want to add anything to the list? Ignore the filenames.

>> No.4516158
File: 89 KB, 1709x887, quake2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4516164

cpma 1.50 and cnq3 1.49 were released a few days ago

>> No.4516167

Have you tried Blood yet?

Those lists are hilariously missing Heretic, Hexen, and Strife. If you're digging Doom then you're gonna like these because they run on the same engine and have a similar feel. Heretic is basically someone took a medieval fantasy setting and gave it Doom gameplay. Hexen is the sequel to that with multiple character classes and fantastic atmosphere. Strife is someone asking "what can we get the Doom engine to do?" Huge levels, NPC interaction, in-game shops, voice acting, etc. Really impressive game. All 3 are highly recommended. They'll run in the same source port as Doom.

>> No.4516170

>Hexen is the sequel to that with multiple character classes and fantastic atmosphere.
And horribly unintuitive level design.

>> No.4516171

>Have you tried Blood yet?
Not yet I'm still playing through Doom 2. I think someone posted a picture of Heretic, it showed someone holding a staff and the menu looked nice. I'll check all of them out and report back.

I need to make a checklist.

>> No.4516174

sorry for the
but I need four other /doom/ license plate options besides FIREBLU. In CO they just pick the one out of the five that is available.

>any combination of Letters A to Z (upper case only), Spaces, dashes, periods and Numbers 0 to 9 .

I can't think of any good ones

>> No.4516175

Why do I get a "out of memory" error message when I try to download Quake II from the pastebin?

Is there somewhere else I can download the same file from? Like has anyone mirrored the file in the pastebin on another site?

>> No.4516176



>> No.4516180
File: 80 KB, 1920x1080, 1503164553006.jpg [View same] [iqdb] [saucenao] [google] [report]


>Do you want to add anything to the list

alien trilogy
alien resurrection (ps1)
aliens vs predator
aliens vs predator 2
blake stone: aliens of gold
blake stone 2: planet strike
one unit whole blood
blood 2: the chosen
catacomb 3d descent
catacomb abyss 3d
catacomb apocalypse
catacomb armageddon
chasm: the rift
chex quest
corridor 7: alien invasion
corridor 8: galactic wars (prototype)
damage incorporated
dirty bomb
domination: episode 1: first contact
the ultimate doom
doom 2: hell on earth
master levels for doom 2
final doom
doom 64 (n64)
duke nukem 3d + gorillion of expansions
extreme paintbrawl
fate (demo)
flying heroes
half-life: blue shift
half-life: opposing force
half-life: decay (ps2)
halo 2?
halo 3???????????
heretic 2
hexen 2
hovertank 3d
in pursuit of greed
ken's layrinth
killing time
kingpin: life of crime
legend of the seven paladins
marathon 2: durandal
marathon infinity
no one lives forever
no one lives forever 2
no one lives forever 2: contract jack
pathways into darkness
postal 2?

>> No.4516181


quake: scourge of armagon
quake: disolution of eternity
quake 2
quake 2: the reckoning
quake 2: ground zero
quake 3 arena
quake 3: team arena
realms of the haunting
redneck rampage
redneck rampage: rides again
redneck rampage: suckin' grits on route 66
requiem: avenging angel
rex blade: the apocalypse
rise of the triad
rise of the triad: dark war
rise of the triad: extreme
serious sam: the first encounter
serious sam: the second encounter
serious sam: the next encounter (gcn, ps2)
shadow warrior
shadow warrior: twin dragon
shadow warrior: wanton destruction
soldier of fortune
soldier of fortune 2
star trek: elite force
star trek: elite force 2
star trek: klingon honor guard
system shock
system shock 2
turok 2
turok 3 (n64)
unreal: return to na'pali
unreal tournament
will rock
wolfenstein 3d
wolfenstein 3d: spear of destiny
william shatner's tekwar
witchaven 2
world war 2: gi

>> No.4516182

this person is basically just adding every 90s FPS ever

some of those games are really shit though

>> No.4516183

yeah, I might just do idkfa iddqd etc

>> No.4516184

same goes for these

some of them are garbage

>> No.4516185


I wonder why is that picture in particular in that post

>> No.4516186

>no goldeneye
>no perfect dark
d r o p p e d

>> No.4516187 [SPOILER] 
File: 470 KB, 512x1152, 1515647828601.jpg [View same] [iqdb] [saucenao] [google] [report]

You forgot Perfect Dark, Daikatana and...

>> No.4516189

+ descent 1 2 3 and forsaken 64

>> No.4516192

interesting, what is this list missing?

>> No.4516193

there are some post 2000 games there

>> No.4516195
File: 9 KB, 210x230, ra,triblend_tee,x900,black_triblend,front-c,200,175,210,230-bg,f8f8f8.lite-2u5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4516197

>no psx doom
>no hacx
also, I unironically like the world is not enough for nintendo 64, there is even a psx version totally different that I din't play tho

>> No.4516203

Seriously, is there any way to get a mirror of Quake II from the pastebin in the OP on like mediafire or something? Because the mega is giving me problems and just won't work. I've tried it multiple times.

>> No.4516206


there is a mod for ut99 called operation na'pali that I personally consider better than the official expansion return to na'pali

>> No.4516216

where is the out of memory error coming up, actually what program, can you even unzip it

>> No.4516225

This makes me think, are the actual developers' level editors / utilities available online? Would be interesting to see what they worked with.

>> No.4516226

mega is stopping the download around 75% and giving me that message

if I could actually finish downloading it then it should be no problem unzipping it

>> No.4516227

The Unreal series is worth getting into as well.

>> No.4516228

how much RAM do you have

>> No.4516231

the issue is not on my computer

mega just doesn't want to cooperate with my browser or PC or I don't know what exactly

I'd be able to download it just fine if it were on a different site like mediafire

the file isn't the problem and neither is my PC, it's just something about mega and I have no idea what the issue is, but I've tried it multiple times and I always get that same error, it's just a compatibility issue between my computer and mega itself

>> No.4516234 [DELETED] 
File: 78 KB, 1920x1080, 1508822556411.png [View same] [iqdb] [saucenao] [google] [report]

I fell for the dusk meme

>> No.4516237 [DELETED] 

is the full game out?

>> No.4516240


have you installed the mega desktop app?

>> No.4516242

nigga I ain't downloading shit like that, I don't want spyware or whatever the fuck

if there's a mirror of the download on a different site then that'd be awesome and appreciated, if not then I'll still live no big deal

>> No.4516245

Use internet explorer

>> No.4516248




no, the second episode released a few hours ago

>> No.4516249

Mega uploads the file up to your RAM first, using your browser to carry it, then decrypts it onto your HDD.

You need at least <size of the download>*1.5 RAM to be available when you start the download or it will fail.

You also need at least +10 extra gigs of space left on hdd AFTER the download for arbitrary reasons

If these conditions aren't met, your download will fail at some point, and you will end up with chunks ofan encrypted file in your temp directory that are completely useless since you cant decrypt them on your own.

>> No.4516251


or you know, you can install the mega app

>> No.4516272

anachronox isn't an fps you fucking dork what is this

>> No.4516282

I don't know if that's the problem or not, but it shouldn't be because I've only got like 7 gigs of free space and the download for Quake 1 worked just fine

again, if anyone wants to mirror that shit elsewhere (and maybe Q3 while they're at it) it'd solve the issue entirely, but what the fuck ever

>you will end up with chunks of an encrypted file in your temp directory that are completely useless since you cant decrypt them on your own

how do I delete that shit?

>> No.4516289

How do I get System Shock 2 running on a (relatively) modern PC? Is there a source port or no? What's the best/recommended way to play it nowadays?

>> No.4516306 [DELETED] 

Vinny's streaming it right now and it looks pretty fun so far.

>> No.4516310

Newdark. Same as Thief.

>> No.4516313

how do you get steam to look like that

>> No.4516314

yeah, mega just flat out does not want to work my with computer

I tried downloading another file (for a different game) with a much smaller file size and it gets to 99% and says there's 00:00:00 time left and says it's decrypting and then just nothing happens

>> No.4516316

It may depend on the browser, but my Chrome and Opera refused to download anythingfrom MEGA until I freed upexactly 10 extra gigs above what was needed so I guessed it was some sort of arbitrary limit.
The RAM thing is completely true though. I had PC hang up on me because MEGA page gobbled 5+gigs of ram and began raping swap file.
The chunks would be dumped from your RAM to HDD if download fails unexpectedly(i.e. not by Mega gving you error on its own), like if you close the page while download is in process which is what I had to do. Location is where your browser stores its temp files. If you don't know where that is - google it and go check it out, probably a lot of trash ended up there.

Many auto-cleaning and "optimisation" programs come with extra shit and "tweaks" that can "save" you a dozen megabytes by deleting prefetch data and end up making system work noticably slower because of that. So don't use them unless you know for certain that they do no harm.

>> No.4516319

you wouldn't need more than a gig and a half RAM for the file in question, right? I've got much more than that, so the issue is not with my computer

>> No.4516321 [DELETED] 

It's a shame that it is made on Unity instead of Darkplaces like it was suggested in the beginning of the development.
Now it runs like ass on systems it has no right go below 60fps and is unmoddable.

>> No.4516349


>> No.4516354

>200 minutes of /vr/ option
>no 300 minutes
what gives?

>> No.4516357

My favourites are Bloodstain and Going Downare not on this list

>> No.4516364 [DELETED] 
File: 261 KB, 1920x1080, 1498495981219.jpg [View same] [iqdb] [saucenao] [google] [report]


well, I'm having unexpected fun, strafe and devil daggers really didn't grow on me




I was trying to guess which engine it was using, I detected some light issues like when you use a sun light in an indoor area in unreal engine 1-2

>> No.4516367


I s-swear I was merely pretending

>> No.4516368

It's an old poll

>> No.4516371

I always check EVERYTHING every time I start playing Quake 1 because I've still never found the Nightmare difficulty. I refuse to look it up because I want to find it myself but I'm starting to believe that nobody else ever found it without a walkthrough either.

>> No.4516379 [DELETED] 

hello fellow classic fps fans, here's that thing you remember!

>> No.4516381 [DELETED] 

Dopefish has been in a lot of games though.

>> No.4516382 [DELETED] 
File: 146 KB, 1920x1080, 1484785844767.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know what this does, there is one in every level

makes me remember the perfect dark cheeses

>> No.4516385

STRAFE was utter shit, and Devil Daggers were too arcadey to my tastes (i.e. no proper levels to run throuhg)

I found it without a walkthrough accidentally. IIRC one of the later levels uses similar trick to hide one of its secrets. I'll give you a very subtle hind if you want: the path to it directly contradicts common physics

>> No.4516389 [DELETED] 

this looks pretty bland

>> No.4516391 [DELETED] 
File: 376 KB, 1920x1080, 1488609826520.jpg [View same] [iqdb] [saucenao] [google] [report]


yeah, it's more cubic than quake but gameplay and exploration are ok for now

>> No.4516393 [DELETED] 

They managed to legit make a game even browner than Quake.

>> No.4516405

nope, still not reading that. I'm still going to try to find it on my own. I'm beginning to wonder if it's a really well hidden secret or a badly designed one.

>> No.4516407


>> No.4516410

It's relatively easy to find, I found it on accident when I was like 8

There's really not a lot of places it can be

>> No.4516412 [DELETED] 

Ah... Good old prison rape jokes.
I made a lengthy angry rant-review on STRAFE a while back,detailing everything that was wrong with it and why. https://pastebin.com/0ZM27v0t

It's a good secret that requires you to know basic game mechanics. But not bunny-hop or rocketjumpsince they were not common and definitely not basic back then. Though you can reach it with Rocket jump. Theoretically. If you cheat it to yourself.

>> No.4516414 [DELETED] 

This gives me "slopes, lmao" vibe. I.e. mapper trying to use as many slopes as possible even when square block would've done a better job, just to show off that it's truly 3D.

>> No.4516415 [DELETED] 

STRAFE woulda been cooler if the starting weapon you pick up was granted infinite reloads and can be upgraded to become better, than find temporary weapons throughout each stage.

I mean shit the starting weapons are really solid in concept, an assault rifle with a grenade altfire, a shotgun (forgot the altfire), and some kinda laser gun that's kinda like the UT shock rifle.
The idea of getting different altfires for your weapons is cool too.

>> No.4516417
File: 400 KB, 1280x720, vampsphere.webm [View same] [iqdb] [saucenao] [google] [report]

got some news on dakka:

- the berserk pickup is now replaced with the VAMPIRE SPHERE, which heals you with every kill you make. the more health your kill had, and the less health you have, the more health you get. but it only lasts 30 seconds, so you better pick some fights quickly. check it out in action: https://my.mixtape.moe/wofqcw.mp4

- did you know that KILL scripts are supported by zandronum now? I just found out today, and spent a bunch of time reworking the score system with this in mind. the result of this is that on gzdoom, monster compatibility patches are a thing of the past. zandronum still needs them so that you don't get a score reward every 5000 points no matter what, since it lacks the RGF_NOSIGHT flag on A_RadiusGive. but monsters will always give points now, which is great.

at this point, there's only a few things left before I give this thing a non-alpha release, and those are:
- replacement sounds for the minigun and lancer primary fires, and fist alt-punches
- a BFG rework, since it's kind of the odd gun out now
- an actual pickup sprite for the lancer

anyway here's an alpha version. tell me how I fucked up the balance.

>> No.4516418 [DELETED] 

>infinite reloads
I imagine endless magazines being sucked into the gun

>> No.4516425

what are KILL scripts? Would they allow giving every monster on the map drops and EXP reward values based on their HP? I was pondering on an idea of an RPG-lite mod that would work with any monster replacer/randomiser, assigning drops and exp based on their HP.

>> No.4516427


they run when anything on the map dies. mighty goddamn convenient, and something that probably should've existed far earlier in zdoom's history.

>> No.4516436
File: 747 KB, 500x276, 3f8844977abb17fe9609532cf4afd8248ef60744.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw the melee

>> No.4516470
File: 33 KB, 426x364, 1500739707307.png [View same] [iqdb] [saucenao] [google] [report]

>5:49 am
>still awake
>have to work at 9:00 am


>> No.4516474

does anyone know what could be going on here? like mega just does not want to work for me, which is making it hard to find any old Windows games

are there any reliable sites to download from that use other hosts?

>> No.4516475

They were already mentioned in >>4516156. Though >>4516181 said the Turok games again, so I dunno.

>> No.4516492

sometimes mega just outright blocks some ips

sorry m8, you're fucked

>> No.4516495
File: 2.48 MB, 950x480, gzdoom 2018-01-10 20-45-42-88.webm [View same] [iqdb] [saucenao] [google] [report]

been working on a mod to do coop arrows like serious sam does

>> No.4516498

just so you know, because of sourceports and ease of maps/modding, doom blows every other retro fps the fuck out and you'll always be left wanting after playing doom and trying anything else

>> No.4516506

heh nice haven't seen this
saw the 52 recently tho

>> No.4516508

it's not very good

>> No.4516519


>> No.4516520

Awesome work dude. Hope we'll have the option of a nice minimalist arrow in the final release.

>> No.4516543


>> No.4516559

> health drain overheals
this is good

> height indicator

>> No.4516590

i use this for downloading mega links. it avoids having to use web browsers. it is in debian so you can just "sudo apt install megatools". then "megadl 'https://mega.nz/#!WcREFb6Z!A7SpnbSRonsG2XowZTeB3xwsBgMd0uCV8FRKRdoIn-k'"

>> No.4516607
File: 440 KB, 1920x1080, strif2muchbloom.jpg [View same] [iqdb] [saucenao] [google] [report]

In mapping for Strife, is there a way to start the map with the alarm on? So that all enemies are automatically hostile to the player?

>> No.4516608
File: 33 KB, 647x307, 1515673518653.jpg [View same] [iqdb] [saucenao] [google] [report]

this one was declared exempt

>> No.4516612

Stop using youtube as a crutch and just play the game, holy shit.

>> No.4516654

>No Eradicator

>> No.4516668

Why would you do that? They're called secrets - they're non-mandatory.
If you want to 100%, it doesn't count if you won't 100% on your own.

>> No.4516675

No but you can have a line trigger to raise the alarm that the player can't avoid

>> No.4516693

Do people still play UT99? I'm thinking of getting it from GOG since I want to get into an arena shooter.

>> No.4516695

Or if you're using a format which supports ACS you can use NoiseAlert(0,0); in an ENTER script

>> No.4516704
File: 48 KB, 584x292, wela.jpg [View same] [iqdb] [saucenao] [google] [report]

New to doom here pls don't bully
I just downloaded zdoom and the iwads
How come I keep seeing videos of people playing doom with incredible smooth framerate and gameplay but mine feels choppy as fuck? Is there a config I should get?

>> No.4516708

*gzdoom, sorry

>> No.4516718

post the videos you're talking about.

>> No.4516731

I don't know, this one for example:

>> No.4516739

Are you using the latest version, GZDoom v3.2.5?
64-bit version? (assuming that's your CPU architecture)

Default settings really shouldn't be too demanding. What I would do straight away is match the video output setting to your resolution + fullscreen, plus turn off filtering in OpenGL texture settings.

>> No.4516741

Uncap frames per second? vid_fps 999999 ?

>> No.4516753

>Are you using the latest version, GZDoom v3.2.5?
>64-bit version? (assuming that's your CPU architecture)
Yes to both.
I know it's not supposed to be demanding, which is why I'm worried there's some resolution or driver or compatibility mismatch

Nothing changed

>> No.4516757

What are you computer specs?
Is your GPU driver up to date?

>> No.4516770

Specs should be fine, last gen i5, a gtx950 and a fuckton of ram
Also I guess my drivers are as up to date as possible

>> No.4516774

Nevermind, I fixed it, I am the biggest retard

>> No.4516776
File: 278 KB, 960x640, AR means Arcane Rifle.png [View same] [iqdb] [saucenao] [google] [report]

This is still a super unfinished state, but I've got all of the weapons done up to the Chaingun replacement. The Plasma Rifle and BFG hasn't seen any changes, and the fist altfire is pretty broken (Turns out you can't reflect fastprojectiles, so uh, that's of limited use against bullets), but everything else is completely altered and modified. I also gave up work on the HUD, at least for now.

New ripped sprites comes from Eradicator and Damage Incorporated, if you're curious. Still no sounds, because I'm basically a deaf person.


>> No.4516780

Has anyone here played Dusk? Is it any fun or another """"old school"""" shooter? Judging by what I've seen it actually looks pretty fast and fun.

>> No.4516786

Not retro. Take it to /v/.

Retro-style, maybe, and reminds me a lot of Quake, but still. /v/.

>> No.4516789

I got banned last time I said that.

>> No.4516793
File: 573 KB, 800x500, Screenshot_Doom_20180110_150626.png.702f878716eb9e79f984e6677af7d16b.png [View same] [iqdb] [saucenao] [google] [report]


It's done. Thanks for the feedback guys.

>> No.4516794

Sorry, I just wanted to know what you guys thought of a recent shooter trying to emulate the classics, and to see if it compares.
If it means anything I've also been playing a shitload of quake. The atmosphere in that game beats most other games.

>> No.4516815

That screen reminds me a lot of No Rest for the Living.

>> No.4516819

Would have made a hole in himself with a casing. (M = bullet's mass, m = casing's mass, mv~MV; e=mvv/2=(mv)(mv)/2m several times higher than E=MVV/2=(MV)(MV)/2M since m is several times lighter than M; tl,dr: without a gun, casing is much more dangerous than bullet is).

>> No.4516825

So, 20 points of damage tops?

>> No.4516838
File: 119 KB, 640x480, 1515686879271.png [View same] [iqdb] [saucenao] [google] [report]

yeah it's almost like he copied it

>> No.4516839

looks pretty much identical

>> No.4516848

For a noobie mapper, I'm kind of cool with less professional approaches. If he maps further he'll hopefully develop his own ideas and style.

>> No.4516849

Does anyone want to mirror some mega link files on mediafire or usercloud?

>> No.4516861

Yeah, it was the first room I built, I always meant to change it, but after a while there was so much gameplay relying on it that I didn't know what I could switch. I'll definitely be avoiding it in the future.

>> No.4516902

popupadfire can suck my balls

>> No.4516935

I've made a few more modifications since this post, but I'm waaay too late for work to upload it and stuff.

Does anyone know how you could make some cool forked lightning? I'm considering making a fastprojectile travel forward a short distance, die, create a dozen other fastprojectiles of a different type, which travels a short distance and dies, and creates the tertiary set, each less accurate and dealing less damage than before. Throw in a bunch of lightning-looking missiletrails, and you've got zappy-zaps!

>> No.4516941

You don't have an adblocking software?

>> No.4516943

I just remembered that zippyshare can take files up to like 500 megs now. And that shit requires no signup or anything. Anyone willing to mirror some shit on there? Because my computer flat out will not cooperate with mega right now.

>> No.4516956

xul-ext-adblock-plus 2.9.1+dfsg-1

>> No.4516957

have you tried megatools?

>> No.4516960

dude, that site straight up does not want to work with my computer

I'm not even gonna waste my time with it anymore

I'll just look for other sites with links

not gonna help with Quake, but oh well (unless the files in the pastebin are hosted on some other site that I don't know of)

>> No.4516965

ABP sells out their users to bidders.

I'd suggest uBlock instead.

>> No.4516981

i had tried xul-ext-ublock-origin but found it was a worse experience (e.g. large whitespace "holes" in pages from where ads were removed)

>> No.4516992

is the new gzdoom update extremely laggy for anyone else
it used to let me play smoothly even when I had an internet browser with 10 tabs open but now it runs worse than some of the modern games I play

>> No.4517052

Not me.

>> No.4517061

>chaingunners and shotgunners now shoot popup ads

>> No.4517081

You got Rendering Interpolation off or something?

>> No.4517153


>> No.4517156

>popup windows with chaingunners and shotgunners in them that come up on the background while browsing
>why am I losing health

>> No.4517173

Perfect dark has no proper PC port and the N64 emulator is buggy as fuq

>> No.4517184

I don't think they were asking you to download them from mediafire. I think they meant they wanted someone to download the files from mega and re-upload them to mediafire. I'd do it if I had a mediafire account.

>> No.4517186

What do you want mirrored?

>> No.4517214
File: 44 KB, 1225x172, missingno.png [View same] [iqdb] [saucenao] [google] [report]

>Combined Arms + Colorful Hell + TNT Revilution
>All of my controls are gone, have to configure them again
I don't know what the fuck was that and whether or not it has to do with gzdoom, but i'm pic related.

>> No.4517215

the Quake II and Quake III game packs in the pastebin

>> No.4517216

Unreal tournament right? Those always looked cool as shit to me but I though I wouldn't like them. I know that sounds weird but anyway, after playing Doom I'm giving everything a chance.

>> No.4517219

Someone needs to do a Quake 2 pastebin with the Generations arena rips
>If someone still has it

>> No.4517228

Has anyone here ever had similar shit?

>> No.4517229


>> No.4517231

I guess i'm truly cursed, then.

>> No.4517257

so for both symptoms, it sounds like gzdoom crashed on exit and didn't restore your display settings or save its own configuration.
i've had it crash on exit and fail to save its configuration. i've not had it mess up icons, but that's because i don't have any.

>> No.4517261
File: 172 KB, 1920x1080, O1VrLco.jpg [View same] [iqdb] [saucenao] [google] [report]

tried to load nihility a couple days ago and had the exact same problem for some reason. here's how to fix it

if you open the .ini file you'll find everything in both the brackets named DOOM.bindings and AUTOMAP.bindings is gone (or something like that if you had a customized automap)

>move the .ini file out of the GZDoom folder
>load the game back up (should start GZDoom from default, bilinear rendering at 640x480 and all)
>rebind basic keys and automap settings manually. doing this should create a new .ini file
>simply copy and paste the contents from the DOOM.bindings and AUTOMAP.bindings brackets from the new .ini file into your old one

that way you'll save the hassle of having to rebind your keys for every mod you have

>> No.4517264

that's a long way of saying "backup your .ini and restore it after a crash"

>> No.4517270

Someone needs to do a good sprite off this one

>> No.4517271

not essentially since it's not crashing
and you don't need to overwrite absolutely everything just to fix it

>> No.4517279

thanks a lot. I'll be sure to remember this next time hideous destructor has a spasm and wipes my entire command list for no goddamn reason.

>> No.4517285
File: 22 KB, 550x528, 1498734371286.png [View same] [iqdb] [saucenao] [google] [report]

I'm planning on playing Valiant in Coop with a friend of mine, I've got Zandronum server working properly but I've got questions about some other shit.

Is there anyway to make coop respawning work like it does in say Halo , where if one person dies the other has to find a safe spot without enemies for the other person to respawn? Does Zandronum even support scripting something like this?

Also, does anyone know of modular screen-recoil mod, like the one included in Smooth Doom. I can handle losing the animations, but I love the mild screen shake to sell weapon impacts.

Also, any megawads that are explicitely designed for coop in that they have two player puzzles to solve and shit like that?

>> No.4517290
File: 2 KB, 53x54, test.png [View same] [iqdb] [saucenao] [google] [report]

Rough sketch. Any suggestions for improvement?

>> No.4517292
File: 17 KB, 460x508, test.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4517293

Make it less rough.

>> No.4517297
File: 3 KB, 43x56, PLA6E8.png [View same] [iqdb] [saucenao] [google] [report]

made me think

>> No.4517317

it's fun but also not /vr/

>> No.4517335

Using grenade items, while shooting in MetaDoom never gets old

>> No.4517341


It's happening to me with annoying frequency, with no clear trigger as to what's causing it. I'm not even crashing all that much, sometimes I just switch mods and then bloop no bindings.
Thanks, Graf.

>> No.4517349

Do you guys still recommend GZDoom? From what I've seen it's a mess. Any good alternatives?

>> No.4517352
File: 22 KB, 300x150, RifleSample.png [View same] [iqdb] [saucenao] [google] [report]

So, I'm tweaking the AR from Damage Incorporated, and this is a sample of what I've got so far. One is more heavily edited, with some amount of tweaking, and the other is relatively untouched. Which do you think works better?

>> No.4517356

Tangerine Nightmare RC2

>> No.4517357

Anyone ever play Chasm: The Rift? I'm playing through it for the first time and it seems decent.

>> No.4517358

I've never recommended GZDoom.

>> No.4517361

I thought that'd be an option but I couldn't find it, I'll keep looking.

Thanks for that too

>> No.4517367


It's recommended if you want to play with the most mods. Otherwise it's kind of middling as a source port.

>> No.4517368

use vid_fps 1 in console and tell me what you observe as you're running around
with your specs you should be getting the max 200fps under most normal circumstances (large maps and mods with lots of gore and shit can drop it)
you're playing in opengl I assume?

you could try an older version, or even another port

>> No.4517369

then tell us what the problem was! give us closure man (and show us how retarded you were :)

>> No.4517381

good job on your first 'published' map
nice to see people enjoying it enough

i've always had this
you get really fast at rebinding

it needs actual details?

..the right one? hope i haven't offended you
more pronounced high lighting, bit clearer

>> No.4517385

Awesome. You guessed properly- that's the one I barely touched. I'm too impatient to wait for more input, so I'm making you the sole decider for the fate of my of my gameplay mod.

>> No.4517386

Also, when my control configurations were wiped out, it was all of it, including pressing TAB for automap and ÂȘclick* to shoot.

>> No.4517387

Configs are not stored globally but for each different IWAD. Well, zandybam works like this, I'm sure, which means it was the same in ZDoom too, at one point. Have you set things up in TNT before?

>> No.4517390

make sure you credit Anonymous!

>> No.4517409
File: 179 KB, 516x855, shinobu boots.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys are making me make a copy of my config just to be sure.

>> No.4517414

Zippyshare only allows up to 500 megs for uploads, so I'd have to use a site that requires signup to upload those to, and that's too much hassle.

Maybe somebody else will mirror them for you.

>> No.4517415

Play survival coop. Set it to like, 3-4 lives per player.

>> No.4517419

A lways
B ackup
E verything

>> No.4517420
File: 21 KB, 511x515, heyheyhey.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4517507

N64 emulation of PD is good and you can play with a mouse

>> No.4517537

Regular unreal is good too, and is a proper single player game, not a botmatch.

Return to Castle Wolfenstein is very worth playing as well.
IMO it was one of the last FPS that followed oldschool formulas. Sure, some levels were linear, but many were pretty big and interconnected, your health did not regenerate and you had to look out for medkits and supplies around the level, oh and there was a lot cleverly hidden secrets too. The only bad thing about it is a stealth mission at level 9, but you can harmlessly skip it with console commands.

>> No.4517538 [SPOILER] 
File: 500 KB, 1920x1017, 1515716279128.png [View same] [iqdb] [saucenao] [google] [report]

Fireblu is love
Fireblu is life

>> No.4517540

Gun that turns enemy corpses into fireblu as they fade away.

>> No.4517541

You can try autoexec that will rebind everything to the way you want it every time you run the game automatically

>> No.4517560

RTCW is not retro

>> No.4517561

It came out closer to Wolf 3D than it did New Colossus.

>> No.4517584

oh my mistake i guess i didn't see the part in the rules where it says we can post games that came out closer to wolf 3d than new colossus

>> No.4517586

who's the chubby girl in your HUD

>> No.4517587

flamethrower where the flame sprites are fireblu

>> No.4517598



>> No.4517603

Didn't we discuss The New Order ITT when it was new?

>> No.4517604


>> No.4517606

flamethrower where the flamethrower is fireblu

>> No.4517608

Yes. Shhh.

>> No.4517614


>> No.4517616

yes, because it's a continuation of the franchise
same reason people can discuss the newer castlevanias in the cv threads, the newer metroids in the metroid threads, and etc

sorry, dusk doesn't fit that bill

>> No.4517630

I mean it's not retro in the sense that it has no place on those lists filled with retro stuff
you dingleheads

>> No.4517637

yes, but remember that's not a 'rule'
the mods just seem to allow it in good faith

>> No.4517641

true enough
some more clearly-defined rules would be nice

>> No.4517651
File: 103 KB, 883x691, 1433220999857.jpg [View same] [iqdb] [saucenao] [google] [report]

>no matter how many times you reload the game to check, that one imp simply REFUSES to die from a single shotgun blast
what the fuck?

>> No.4517657

Enjoyable read, thanks

>> No.4517658

doom creates a seed for each map when you start so no matter how many times you load that shot will never kill that imp

also had a good read

>> No.4517661

maybe it's on a blockmap line.

>> No.4517673

Is BloodGDX worth using over Dosbox?

>> No.4517675


>> No.4517707


>> No.4517714

Used to happen to me all the time. Later I found out it tended to happen when for whatever reason I decided to close GZDoom during its loading screen (like, if I changed my mind of what to play while it loaded). But once I stopped doing that, the issue never happened again.

>> No.4517715

well okay, just seemed strange

mouse is slightly less fucked but you might want to wait till the right update comes around

>> No.4517721
File: 57 KB, 640x425, woAH.jpg [View same] [iqdb] [saucenao] [google] [report]

How is Doom on the third plateau of dxm?

>> No.4517817

-arbitrary resolutions/widescreen
-mouse aim isn't all fucky
-no CD audio
-occasional graphical glitch
-AI really isn't 1:1 with original

>> No.4517823

>AI really isn't 1:1 with original
That kills it for me.

>> No.4517843

Yeah, understandable. Still interested in mirrors of those files incase anyone's interested in uploading them.

>> No.4517854
File: 92 KB, 353x215, 1479589129345.png [View same] [iqdb] [saucenao] [google] [report]

Any websites with tutorials for classic Doom deathmatch? Bonus points if the site is a survivor from the old days.

>> No.4517856

i will if no one else does the next day

>> No.4517861


>> No.4517881

I had this happen when I was trying to figure out randomised death sounds, the same death sound would play every single time I reloaded the game. messed me up.

>> No.4517896
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

Perfect, just what I was looking for!

>> No.4517910

AI is 1:1 up to original version 1.0
Subsequent patches changed things up a bit but not by much. The only thing that MAY or may not be off are some additional monster behaviours introduced later. Everything that was in 1.0 is exactly as in 1.0 because GDX is based on stolen source code of that version.

>> No.4517924

Are there any source ports that support splitscreen deathmtach?

>> No.4517939

mouse aim is still pretty fucky when compared to any normal game
better than what it was though

>> No.4517945


ZBloody is the only option

>> No.4517951

CD audio can also now be ripped out and put into game dir same way it works with quakespasm

ZBloody Hell is ONLY good if you want to play vaguely-Blood levels with Doom weapon mods. The levels are NOT acurate to Blood and enemy behaviour is way worse than in BloodCM.
From the accuracy standpoint ZBloody Hell is an atrocity that didn't need to exist since it's inferior to BloodCM in every regard. And BloodCM is inferior in every regard but sound to BGDX.

>> No.4517953

What's wrong with gdx's sound then?

>> No.4517961


I was joking, jeez

>> No.4517971

is there a goldeneye/perfect dark map set?

>> No.4517975


>> No.4517980

nah zbloody is better because it's based on a game that's actually good with a competent sourceport
the levels are as accurate as they can be, which is pretty accurate really

dont apologize

>> No.4517982


I agree with both of you, zbloody as a blood replacement is an aberration but I can appreciate the effort put in it

>> No.4517987

I'm confused, how many goldeneye mods are there?
I'm looking for one compatible with gzdoom, I want to use other weapons

>> No.4517994

ok i was being a dick on purpose sorry
yes zbloody shouldn't be taken as an authentic blood replacement or anything
but treating zbloody as some kinda original tc thing I really enjoy it

>> No.4518002

It uses OpenAL in a way that resamples audio, making it a bit muffled due to interpolation. Same shit DukeWT had until they fixed it, but not nearly as bad or noticable unless you directly compare it.
BloodCM uses EDuke's sound system (Since it is basically an EDuke) which does not interpolate and sounds like it should.
It's not nearly as bad as it was in WT, so sound nerds might notice it, most people won't.

>> No.4518003

Probably like, fucking six of them.

>> No.4518005

>kalashnikov is just a shotgun reskin
What's stopping you?

>> No.4518035
File: 264 KB, 1366x768, Screenshot_Doom_20180112_000427.png [View same] [iqdb] [saucenao] [google] [report]

>perfectly fine shotty cartridges spent on some pink fucking cows from hell so have no way of dealing with this unholy creature

>> No.4518039
File: 243 KB, 1366x768, Screenshot_Doom_20180112_000441.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4518042
File: 287 KB, 1366x768, Screenshot_Doom_20180112_000443.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4518043
File: 263 KB, 1366x768, Screenshot_Doom_20180112_001204.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4518045

What mod is this?

>> No.4518048

>>4516417 (me)
did anyone have any critique of this? I've been developing it more or less in isolation for a while, so I'd like to know if my head's been screwed on right.

currently working on those minigun primary fire sounds btw

>> No.4518051
File: 222 KB, 1366x768, Screenshot_Doom_20180112_000454.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4518052

New melee is fucking dope, altfire punches are hilarious, and as always your core gameplay feels great, I haven't played it enough to fuck around with your berserk sphere yet.
It's good to see you still working on Dakka, man.

>> No.4518060
File: 238 KB, 400x350, 1514471750235.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4518063

Just finished playing Doom 1 with Hideous Destructor. Holy shit what a ride! For my Doom 2 playthrough, does anyone know of a good footstep sound mod that is compatible with HD?

>> No.4518067
File: 79 KB, 640x614, doomguyon.jpg [View same] [iqdb] [saucenao] [google] [report]

was pretty much gonna say what the other guy said
keep up the good work

fuck the punching is great, how it speeds up and the sfx and zoom you get with the alt punch, all that stuff

care to describe your experience ab it more after having finished all of doom with it?

>> No.4518072

Place this guy where the player spawns or give it to him at the start of the map in some other way:

or use this in an ACS OPEN script:

>> No.4518079

thanks for that
would be nice to see some more strife maps, just for something different

>> No.4518081

how do demons reproduce?

>> No.4518083

Anything you can find the time to do is appreciated.

And just a reminder, the files I'm talking about specifically are the "GAME, ADDONS, AND MUSIC" files for Quake II and Quake III from the Quake pastebin in the OP.

>> No.4518085
File: 40 KB, 1610x247, first set.png [View same] [iqdb] [saucenao] [google] [report]

It could be better, chiefly:
>perspective issues
>slight shifts in weapon height
>strange "barrel extension" that appears on the pickup sprite but not on the viewmodel
but this is a decent start

>> No.4518086

Use the original files. Sometimes you have to disable secondary cores as it was designed for one core. If it open the menu then shuts down, you'll need to do this. (open task manager once the game is running, go to details tab, right click system shock, click "set Affinity" and uncheck all but one CPU). I had to do this on my old laptop but not anymore on my new PC for some reason.

I play it on Windows 8 and it works fine, no need for a source port. Don't even need to disable secondary cores.

Don't buy the steam version whatever you do.

>> No.4518087

New melee is good. Like the ATATATATATA, but the altfire lacks the useability - once you get going on the ATATATA speeds, primary kills things faster and also stunlocks them.
My suggestion: Primary picks up pace as it is - it's a brilliant idea, and the secondaty also should benefit from increased pace. But the secondary does not keep the pace up and winds down quickly, so you have to combine the two firing modes to keep ATATATA going, using altfire to finish enemies off after a quick ATATATA-ing with primary.

>> No.4518090
File: 315 KB, 1456x910, 5DsAW6Ur.png [View same] [iqdb] [saucenao] [google] [report]

some speed(ish) paints of rekkr monsters. about an hour each

>> No.4518092

the icon of sin shoots more out of its head

>> No.4518093


Looks like they're singing a duet.

>> No.4518096

>twwooooo can be as bad as oooone
>it's the lonlieest number since the number ooooone

>> No.4518102

haven't had problems with it on my modern PC, still win7 tho
they've actually updated the steam version, so if you get it from somewhere else try find the latest version

i feel like the first guy should be the back of the second guy

>> No.4518105
File: 337 KB, 1456x910, rekkd.png [View same] [iqdb] [saucenao] [google] [report]

good work tho

>> No.4518108


>> No.4518110

>My suggestion: Primary picks up pace as it is - it's a brilliant idea, and the secondaty also should benefit from increased pace. But the secondary does not keep the pace up and winds down quickly, so you have to combine the two firing modes to keep ATATATA going, using altfire to finish enemies off after a quick ATATATA-ing with primary.

problem with that is the alt-fire actually has three "levels" - instead of just hitting the alt-fire button once, tap it two or three times in quick succession, and you'll see what I mean. the delay's there so you actually have time to tap it out. I guess I need to find a better way to hint at that.

I was actually expecting people to wonder "why even use the primary punches when the alt-punches are so strong", but I guess if you're using the level 1 punches, it wouldn't seem that way.

>>4518067 >>4518052
y'know that it still surprises me that people actually like this thing so much? because it does, and it really does mean a lot to me. thanks, guys.

>> No.4518112

Is there a difference between the Apogee Throwback pack vs. ROTT:DW & the Blake Stone games separately other than a launcher?

Normally wouldn't care, but the pack is listed separately.

>> No.4518116
File: 96 KB, 537x812, wxnuebp0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4518117
File: 2.86 MB, 800x448, Cybie gets stunned.webm [View same] [iqdb] [saucenao] [google] [report]


>>4518087 (me)
Also I have to say that DAKKA is one of my favourite weapon replacements so far. It does not change anything drastically, but adds enough extra killing options to make slaughter scenarios much more enjoyable to the average player (me) that can't handle them as-is.
The few criticisms I have though:

the top Minigun fire rate is TOO high IMO, makes it a cheese gun that stunlocks everything, even the Cyberdemon. Maybe it's maximum firerate should be reduced a bit so at least a Cybie could stand a chance against it.

The chaingun altfire is no good. First its too random and may not always hit a target if it's small, second it does not feel satisfactory at all. Maybe make it a cluster grenade with controlled detonation or something - I'd love to see something like this in DAKKA. Never can have too much RC grenades.

That's pretty much it, everything else is amazing.

>> No.4518120
File: 18 KB, 413x395, 0e5be1afde62ce8a573693ffb7f4d173a787ad123667d23efcfd1aa82e7bd532.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fucking Hell, he was burned by an imp

>> No.4518123

yeah i figure someone has to come out of the woodwork to thank you sometimes, i know what it's like
there's always more people who enjoy it and stay lurking too.
and no it doesn't surprise me, good creators are usually too modest

thank you so very much for this

>> No.4518131
File: 501 KB, 1616x935, no shopping allowed.png [View same] [iqdb] [saucenao] [google] [report]

Lack of explanation for how something works is a problem with many, many mods.
People forget that something that is obvious to them may not be so obvious to other people.
Another problem is that with current state of Doom modding you can not be sure if it is you who are doing something wrong, or is it a bug, or is the feature was just removed in the current release.

Example from previous thread: Magitek Doom. It has a shop system. Yet for the love of me I can't figure out how to actually buy stuff since the Shop option is always crossed out for me, and nobody said anything because apparently I am the only one here who ever played it.
Do I do something wrong?
Do I have to unlock it?
Does it unlocks after certain ammount of levels?
Is there a different extra rare station that I shop from and not the ones Im using?
Is it just broken?
I have no way of knowing since the shop system is never explained anywhere and the help screen only tells that you can shop there and that's it.

>> No.4518137

Many people would really like your mod... If only you actually released it somewhere beside here lol.
Trust me on this: Projects that are not yet finished, but continue to pump up updates and pop up on top of the forum boards every now and then generate MUCH more feedback and publicity than Done and Gone mods, even if later are fully finished products that have more content.

>> No.4518153

this made my entire night.

>> No.4518163

well look on the bright side
you have a friend to talk to in the afterlife

>> No.4518165

>the top Minigun fire rate is TOO high IMO, makes it a cheese gun that stunlocks everything, even the Cyberdemon.
well, at max fire rate it is firing two 6-damage bullets at a time (as opposed to one 12-damage bullet), for the added wall-of-bullets effect, which certainly doesn't help. what I'll probably do is alternate between puffs with +PAINLESS and puffs without it, to keep the wall of bullets effect without making it broken-good at stunlock. because I do want to keep the wall of bullets no matter what. I opened a ticket on my git tracker for this; it'll be looked into for sure.

at least it doesn't do about 700 DPS anymore, right?

>The chaingun altfire is no good.
I agree that the chaingun altfire is garbage; I've been having problems with it being unbalanced and unsatisfying from its first implementation. honestly, I felt that way about the chaingun entirely (*way* too good at sniping), and that combined with my desire to slim things down led to the chaingun being dropped entirely. in return, I've increased the accuracy of the dual pistols to help fill the void left by the chaingun being gone, and honestly? I like it a lot better this way.

I dunno if there's any room for RC grenades in dakka now - it's three guns shorter now after all, and I'm happy with most of the alt-fires already there... except for the SSG. I might work the cluster grenade idea in there. it'd let me combine grenades and gyro shells too. hmm...

yeah I know - those hundred-page mod threads can't really be ignored. but I also vastly prefer this place to any of the mainstream doom boards.
oh well. maybe I can get some of those doom youtubers to give me free publicity. or use some SECRET CONNECTIONS.
(what fucking secret connections)

>> No.4518183
File: 1.13 MB, 1215x741, SF1folded.png [View same] [iqdb] [saucenao] [google] [report]

Please don't get rid of the minigun completely! I love that it provides a good middleground between pistols and minigun. I actually end up using it far more often than the Minigun. Just add some spread to it or something.

Idea for the altfire: Fifth Element SF1 bullets - altfire shoots non-hitscan bullets (that are still fast), if they hit something - the rest of the bullets will home in onto that target. maybe make them a bit weaker to compensate for OP mechanic.

>> No.4518191

>Please don't get rid of the minigun completely! I love that it provides a good middleground between pistols and minigun. I actually end up using it far more often than the Minigun. Just add some spread to it or something.

well now that I've made the vampire sphere (and finally have a berserk pickup that actually gets you health back), there really isn't much room left for another gun, and as a pistol-starter, I didn't really like "replace X gun after Y maps of having Z gun". I could have it so that the minigun fires at a lower rate and accelerates to wall-of-bullets if you're also holding the alt-fire, or vice-versa? that'd need explaining just like the fist alt-fire though.

speaking of the fist alt-fire, my leading idea is basically to replace the ammo counters with a speed counter (for the primary fire) and a power counter (for the alt-fire). I think that'd be a sufficient enough hint to the fact that you can charge the fist alt-fire, and also that successfully connecting with the alt-fire automatically puts your primary fire at max speed.

>> No.4518207

Do the good thing and add all the explanations to F1 infopages . At 640x400 so it's not too murky, but also not too high res. Maybe spread it over several.

>> No.4518208

I recognize the one on the right. It was in that tutorial from a while back.

>> No.4518209
File: 198 KB, 1024x640, ohgodisthatshowzoomfactorworks.png [View same] [iqdb] [saucenao] [google] [report]

I'm having a lot of fun making custom melee-attacks for each of the three classes.

>Arcanist (Generalist, high mana capacity but no passive features.): Altfire is a blast of raw magic energy, dealing punch-level damage at range! Costs magic, though, but gets a lot scarier with berserk.
>Beguiler (Fast, Stealthy, Squishy): Altfire is pic related. Except with a less shit zoom factor. Phase through projectiles and enemies, sailing forward through the ether or whatever. Hurt enemies as you go through them.
>Warmage (Heavy, Slow, Durable): I haven't quite decided yet. I'm thinking it might be either a big shockwave that shoves enemies away HARD and gives him magic armor to use, or it might give him a magic shield that makes him reflect projectiles and indestructible, while slowly and steadily draining mana.

>> No.4518213

oh yeah, F1 pages exist. the explanations already exist in the titlemap's hints, but redundancy wouldn't hurt. that might be good enough for the minigun on its own, although I'll still do the power/speed bars for the fists.

and this is why working in complete isolation isn't a great idea. I don't think of shit like this on my own, because I never even realize it's an issue!

>> No.4518374
File: 3.24 MB, 1000x1314, doom.png [View same] [iqdb] [saucenao] [google] [report]

For perspective, I played with dark doom lite and the ambient music pack on Hideous difficulty.

The gameplay and mechanics took a long while to get used to, even when referring to the guide, but once I got a good handle on things by the end of E1, everything just felt so satisfying. Every magazine grabbed, every potion downed, every enemy fragged accompanied a sense of accomplishment that never really diminished, even at the end of the game. All the weapons felt satisfying to use once finally figuring out how to use them (looking at you, plasma gun).

By the end, there were only a few gripes I had with the otherwise solid gameplay.
-Long distance travel / key searching was Hell
-Never really figured out how the reserve bullets work
-Armor felt too long lasting for the protection it provided
-Medkits felt too long lasting
-Second flesh was a rather confusing mechanic being combined into the medkit, would be nice if it were a second inventory item or used up medkits at a higher rate
-Never had a use for stimpacks; medkits were typically quick enough
-Potions and soulspheres are OP because of outright removing aggregate wounds; it'd be nice if it just reset the aggregate wounds to 100, with the soulsphere restoring health to 100 as well.
-To that end, the game got exponentially easier whenever I acquired a soulsphere and blue armor
-Though unloading dropped shotguns was rather useful, salvaging magazines from dropped rifles was only useful as long as your reserve ammo wasnt full
-Lost soul death explosions killed me inside
-Barons and Cyberdemons felt too non-aggressive. Are they set to wander instead of chase?
-Monster resurrection scared the ever living shit out of me, mostly because I had no idea what caused it; arguably should stay that way

but yeah it just gets too easy when you've got magic-enhanced health and blue armor.
all in all, 9/10 would shill for

>> No.4518405

I implemented that slow/fast mode for the minigun. it still stunlocks like crazy, but I'll get to that soon.

>> No.4518408

>that EYE sound for the fast mode

>> No.4518409
File: 25 KB, 640x400, FULLER AUTO.png [View same] [iqdb] [saucenao] [google] [report]

>fuller auto

>> No.4518418
File: 59 KB, 555x473, de_dust.jpg [View same] [iqdb] [saucenao] [google] [report]

Aw shit

>> No.4518429


>> No.4518434
File: 68 KB, 323x327, 1447364720496.png [View same] [iqdb] [saucenao] [google] [report]

>>4518408 >>4518409
funnily enough, I posted it to some other discord and one guy was like "wow this sounds like shit", specifically about the "fuller auto" sound (which, by the way, I really did just choose because I had it on hand already)

pic related

>> No.4518436
File: 90 KB, 939x365, sixty jians.jpg [View same] [iqdb] [saucenao] [google] [report]

They don't know about the joys of fuller auto and they're probably a fucking double jian.

>> No.4518452

Solution probably is to decrease the pitch somewhat, because it does sound puny.

>> No.4518484

tried that, and it sounded a whole lot worse
I'd have to find better sounds - and that pretty much means "get given better sounds" since I am awful at finding them myself, and I don't know where to look. but if I don't find/get any better ones, I'm happy with the EYE sounds.

sure as hell ain't going back to using the skulltag minigun sound, anyway.

>> No.4518493

There are several in there
The first one sounds good enough imo.

>> No.4518592
File: 1.32 MB, 720x360, TOKI WO TOMARE.webm [View same] [iqdb] [saucenao] [google] [report]

Time to start working on the daggers for the Doomslayer, though I've only made the sprite for the basic drain dagger, I got resources to make the sprites I need for the other variants, but what dagger should I make next, fellas?
>ammo drain
>feast dagger
>spread dagger

>> No.4518598

Literally one of the most fun wads I have ever played. It's great with scythe 2.

>> No.4518602

Make a dagger that once stabbed into a foe would eject itself, then stab it again and proceed doing so several times
Call it a Murder Dagger.

From technical standpoint: dagger's enemy hit puff shots a slow "backwards dagger projectile" back, which after ~0.6 sec destroys itself while shooting another dagger projectile at the target, repeat 5-6 times for "Murder" effect (or until target dies). Spends 1 dagger if you missed, spends more daggers (one per additional strike) if it hits. Charge it to increase the maximum ammount of hits.

The build that is now gets a bit stale after you acquired the best (at least in your opinion) upgrades.

>> No.4518607

I like the concept of that, but I want to keep Doomslayer very mechanically simple. Especially with his subweapons, push button and either throw a bomb to blow shit up, or throw a dagger of some kind for some heals. These buttons are assigned to reload and zoom and holding those while trying to dodge can be a pain.

>> No.4518625

Then "Vampire Dagger" that makes your enemies bleed -
drop blood droplets - and those droplets act like +1 hp bonuses to you. Getting hit by droplet directly as it flies +2hp for "fresh" blood.
Basically like Castlevania:SOTN's vampirism

>> No.4518626

That's kinda what the feast dragin dagger will do, you hit a dude and rather than an immediate health boost, a bunch of bread and drumsticks will go flying out of the monster.

>> No.4518636

Then a glass dagger that shatters on contact and turns into sort-of calltrops

>> No.4518638

Man, where were you when I was asking for dagger ideas earlier? Unfortunately I've got my daggers picked out already and I don't want to add any more than what I've got planned.
A glass dagger that shatters into pieces sounds really fucking cool though.

>> No.4518868

A weapon that combines flamethrower with some sort of freeze ray. LMB shoots fire, RMB shoots liquid nitrogen, both pressed at the same time shoot fireblu.

>> No.4518915
File: 78 KB, 120x96, pinkywinkle.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4518918
File: 3.77 MB, 1600x900, QUAKE IS FOR EVERYONE.png [View same] [iqdb] [saucenao] [google] [report]

How do you guys think this looks as a wallpaper? I just cropped off the bottom of the German Quake ad.

>> No.4518924
File: 362 KB, 1024x768, 1024x768.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone in another thread said that Death Wish for Blood was updated this week. Can anyone confirm this? Does anyone know anything about this? What do I need to do to update Death Wish in a folder where I already have it?

>> No.4518950

It's scaled strangely.

>> No.4518951

I'd love to have that jumper

>> No.4518956

What do you mean?

>> No.4518959

1600x900 is a weird resolution.

>> No.4518962

It's still 16:9 and the original was 1600 wide. All I did was crop the bottom off (which was basically just text). If I could have had it in 1920x1080 I would have, but I couldn't find a larger version of the pic to crop.

>> No.4518968

this is starting to feel like spam.

>> No.4518970

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus

>> No.4518978

everything 16:9 is weird
i want 4:3 back, this widescreen shit is bananas

>> No.4518980

That turned out nice. Do you people ever sleep or...?

>> No.4518982
File: 156 KB, 800x449, 1515780196511.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4518993

There's something off about this screensh-
oh god...

>> No.4519009

[muffled chaingunner sounds in the distance]

>> No.4519010


>> No.4519012
File: 273 KB, 1024x640, VileRokkit.png [View same] [iqdb] [saucenao] [google] [report]

Woop woop! Rocket Launcher done! and I came up with an idea that will force me to remake a ton of sprites later on. Basically, making the 'glow' outline effect part of the flash sprite instead of the normal one.

Anyway, the rocket launcher's altfire is different. It's infused with the element of DEATH. Which creates a grenade of unlife-granting sparks. Turn enemy corpses into allies with this baby, before the archvile can!

The primary fire are simple, normal rockets. Which is one of the few weapons that have absolutely no change. Sadly.

>> No.4519050
File: 173 KB, 800x449, 1515780216999.gif [View same] [iqdb] [saucenao] [google] [report]

you are right, of course.

>> No.4519052
File: 7 KB, 195x195, DFt6eA4XcAECMCm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4519120

How exactly do I get expansions working in Duke Nukem 3D? I've already got the game running in eDuke32.

>> No.4519132
File: 221 KB, 449x401, 043 (2).png [View same] [iqdb] [saucenao] [google] [report]

>he doesn't know how to get the MAP01 rocket launcher

>> No.4519135 [SPOILER] 
File: 152 KB, 924x584, 1515786305898.png [View same] [iqdb] [saucenao] [google] [report]

I was bored and decided to make the worst meme ever

>> No.4519150

i found it with a map editor
that's a meme?

>> No.4519152

A bad one

>> No.4519163 [SPOILER] 
File: 299 KB, 2328x1514, 1515787224466.jpg [View same] [iqdb] [saucenao] [google] [report]

here's the original, spoilered because not doom related

>> No.4519165

i am underwhelmed

>> No.4519170

The 360 port is good.

>> No.4519173

congratulations you won the prize

>> No.4519179
File: 193 KB, 390x390, tumblr_p1qhf1yyAU1w3jubzo1_400.png [View same] [iqdb] [saucenao] [google] [report]

I like playing computer games on 4:3, but for browsing or viewing video, 16:9 is just infinitely superior.

>> No.4519180 [DELETED] 
File: 407 KB, 768x1920, m78evvmem89.png [View same] [iqdb] [saucenao] [google] [report]

Prove me wrong

>> No.4519181

I knew the meme would be faggy but I didn't know it'd be THAT faggy.

Back to your home board/website

>> No.4519185

about what

>> No.4519187

You can't just call someone a communist like that.

>> No.4519190

>no Anarki

>> No.4519191

>for browsing [...], 16:9 is just infinitely superior
for browsing? you like really long lines that are hard to read, and all the extra vertical scrolling from a short window? wow

>> No.4519195
File: 719 KB, 446x1000, mkOCqbB.png [View same] [iqdb] [saucenao] [google] [report]

>i found it with a map editor
Never before during regular gameplay? Seriously?

>> No.4519210

yeah i only played doom2.wad a couple of times before opening it in DoomCAD and wondering "why does that linedef have an action?"

>> No.4519214

also, it was 20 years ago, i'd only just copied the doom directory off my friend's computer. i was more interested in drawing maps than actually playing the game, although that didn't last very long.

>> No.4519215 [DELETED] 
File: 448 KB, 1280x720, 1477674980810.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4519224
File: 51 KB, 640x581, 1514643442453.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4519276
File: 60 KB, 924x584, 1515791539679.jpg [View same] [iqdb] [saucenao] [google] [report]

I made a small addition.

>> No.4519303
File: 42 KB, 600x808, 05c.jpg [View same] [iqdb] [saucenao] [google] [report]

y did u remove my anarchist list hot pockets

It fits with the lore (except maybe phobos? I was conflicted about it because he isn't really a communist but he being betrayed and kind of a wolf loner seemed to be some anarchist thingie)

>> No.4519304

>It fits with the lore

>> No.4519305

What is the OP from?

>> No.4519314

Presumably, one of Sgt Shivers gifs. Doubt its in a an actual mod.

>> No.4519347

romero playing quakeworld


>> No.4519360

wow he's bad.

>> No.4519364

Both links for the top 100 wads in the OP under "our wads" are down. Anyone have a mirror?

>> No.4519376

>recording his screen with a camera

>> No.4519414

his recording setup is nice

>> No.4519420

Can we get a mod that allows us to kill commies in a genocidal rampage like we have Wolfenstein for killing nazis?

>> No.4519430
File: 44 KB, 676x515, 1488890457751.png [View same] [iqdb] [saucenao] [google] [report]

Final Doomer's Ancient Aliens' rocket launcher seems to lower the pitch of the camera every time it's fired making me aim at the floor after a while, which is a problem since I play with vertical aim off. Can I get some pointers on how to fix this myself?

>> No.4519432

You could get rid of all the A_SetPitch things.

>> No.4519434

I'd like to keep the recoil if possible, this is the only weapon I've noticed that does this

>> No.4519436

Romero's streaming again

>> No.4519439


Wait nevermind
(I got the notification, though?)

>> No.4519440
File: 287 KB, 682x1024, RPD 7.62x39mm.jpg [View same] [iqdb] [saucenao] [google] [report]

I've kind of always toyed with the idea of a Wolfenstein 3D mod where you play as like, some Polack or Ukraine descended OSS agent who goes on a rogue mission just a year or two after WW2 to assassinate Joseph Stalin, like a personal thing or something.
Like it'd feature the treasure hunting, looking for secrets, counting score, etc. The enemies would shout lines in bad pretend Russian, and the opening theme would be the national theme of the CCCP.

It'd feature a variety of guns, like Tokarev pistols to start with, Mosin Nagant rifles, PPS43 subguns, etc, but as you get into last episode (I'm thinking 3 would be enough), you start getting flamethrowers, SKS rifles, mounted DP28 machineguns, and then AKS-47 assault rifles.
The final boss would be Joseph Stalin in a tank, which you'd have to defeat with hand thrown anti-tank grenades, and he'd pop out and fight you with twin RPD machineguns.
Speaking of which, you should be able to dual wield a bunch of the guns, and they'd feature Duke 3D style reloading, brief pauses and immediately back into action, but it'd serve to distinguish weapons and their roles, to give you a reason to use different ones.

>> No.4519441


It seems like the Pitch + series results in 170, while the pitch - series results in 160.
So just call Yholl gay and then change pitch - 1.55 to pitch - 1.65.

>> No.4519447
File: 42 KB, 1086x1246, aagh 2.png [View same] [iqdb] [saucenao] [google] [report]

See, this is why I hadn't released a 2.4 update yet.


>> No.4519448
File: 36 KB, 800x450, Shadow ninja.jpg [View same] [iqdb] [saucenao] [google] [report]

*teleports behind u*

>> No.4519450

>I play with vertical aim off
Good for you, but most mods aren't designed that way.

>> No.4519452
File: 13 KB, 707x121, 1486368689837.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, it worked.

>> No.4519453

fun idea anon, but make it as DooM TC instead of using Wolf3D engine please

>> No.4519457
File: 122 KB, 400x378, kLdnUxM.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit are you from NZ too?

>> No.4519462

wut, no.

>> No.4519467
File: 67 KB, 680x680, 1515422782793.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4519468

but final doomer is, so that's a bit of a moot point

>> No.4519496

I don't really have the drive, resources or time to make something like that, I'm busy with other things anyway.

And I'd do it with ECWolf or something, like Totenkopf, so I could do things with Decorate, but work with simple resolution and maps, and so I wouldn't have to manually make score and pushwalls in fucking GZDoom, because fuck THAT noise.

>> No.4519498

>*shoots OHK missile*

>> No.4519501

Is the starting episode about escaping from an elaborate gulag?

>> No.4519510

Are there no food pickups?

>> No.4519512

new dakka minigun sounds

>> No.4519520

sound good to me

>> No.4519526


>> No.4519530

I slept on it and decided I'm gonna swap out the glaive for the glass knife because it'll be better suited here.

I do, I just have a fucked up sleep schedule.

>> No.4519557

The muzzle flash while shooting fast looks off to me, it looks like a blowtorch or something, not as chaotic as the sound the gun's making.

>> No.4519562

How do you trigger FULLER AUTO anyway?

>> No.4519567

yeah, the muzzle flash sucks; I just haven't bothered replacing it yet

start the primary fire, then hold down both mouse buttons
letting go of primary fire winds it down and switches to the flamethrower, letting go of altfire brings it back down to not-quite-as-fast

it's something that'll go in the F1 screen when I get around to that

>> No.4519570

What's wrong with steam version?

>> No.4519582
File: 321 KB, 630x630, 100_20_by_blazan.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't just put people into groups like that, d00d.

>> No.4519610

What does "Jerky Recoil" option do? I can't notice the difference

>> No.4519614

I remember earlier versions of FD doing this when I was playing in software mode. It was most noticeable with Plut's revolver.

>> No.4519620

with regular recoil, the downward movement is sinusoidal, so it hangs at the top for a little while and smoothly lowers.
with jerky recoil, the downward movement is quadratic, causing it to sharply drop down the moment it hits the top (the jerk) and smoothly bottom out.

you can notice it better with something like the impaler alt-fire. I prefer jerky recoil myself.

>> No.4519638

>why was my obvious shitpost deleted

>> No.4519667

I'm trying to set up music for Quakespasm. I got the tracks and placed them in id1\music. On load it says it can't find the cdaudio, then when i type music track### it says it "can't handle" the file. Also tried putting the files in id1\music\cdtracks but that didn't work either. What am I doing wrong?

>> No.4519686

What format are the music files, and where did you download them from?

>> No.4519689
File: 22 KB, 646x283, music2.png [View same] [iqdb] [saucenao] [google] [report]

you have it set up like pic related? music titled trackXX ? and in .ogg format?

should work.

>> No.4519703

bumping for this

>> No.4519709

Downloaded them from a torrent, I have both ogg and wav versions in the folder.
Yep, that's how it looks.
Also don't know what I changed but now there's no error message and the console command works, it just won't autoplay them.

>> No.4519787
File: 2.89 MB, 800x448, wtf is this shit.webm [View same] [iqdb] [saucenao] [google] [report]

wtf is this shit

>> No.4519793

a videogame

>> No.4519807

do you have external music enabled, and are there spaces in the full filename directory?

>> No.4519810

When I choose external music enabled the console displays the error message "couldn't find cdrip of [track]". No spaces at all.

>> No.4519812

it's supposed to be an invisible wall, but the effect breaks when you can see the floor

>> No.4519814
File: 8 KB, 375x375, khezuthingken.png [View same] [iqdb] [saucenao] [google] [report]

Is there a wad that replaces Spider Masterminds with giant Chaingunners that are otherwise functionally identical?

>> No.4519817

No, but a mod like that shouldn't be too hard to do yourself.

>> No.4519820

Would the sprites have to be upscaled or is there a DECORATE function for that?

>> No.4519826
File: 70 KB, 800x246, giant chaingunner.png [View same] [iqdb] [saucenao] [google] [report]

but what kind of giant chaingunner

>> No.4519849

just change the scale in the actor's properties.

>> No.4519850

>making decent progress on plasma gun player sprites
>realize that the thing on the backend is the grip, not the butt

>> No.4519851



>> No.4519854


I'm already filling for early access, thanks

>> No.4519858
File: 1.65 MB, 1920x1080, GZDoom - Launch Hedon 2018-01-12 22-58-29-40.png [View same] [iqdb] [saucenao] [google] [report]

What are your thoughts on this meme?

>> No.4519861

>wrong glitch, motherfucker

>> No.4519862


>> No.4519865
File: 137 KB, 623x527, 1477127291487.png [View same] [iqdb] [saucenao] [google] [report]

I've warmed up to Final Doomer's BTSX set after a while, but I still feel like its heavy weapons are really underwhelming.
They're perfectly functional, but everything from RPG tier up just doesn't feel unique at all, even with the nanocore active.

>> No.4519868

applied it directly to my sourceport

>> No.4519896

>No spaces at all.
including in the quake directory itself?

>> No.4519901

Is that that artist that draws muscley futa orc-type girls?

>> No.4519905

No spaces in the path, filenames, anything

>> No.4519914

>that artist that draws muscley futa orc-type girls

>> No.4519915
File: 39 KB, 1000x1000, cockmongler.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4519931
File: 2.96 MB, 800x450, thanks graf.webm [View same] [iqdb] [saucenao] [google] [report]

ChangeActorPitch is causing my aim to snap backwards, but only in gzdoom
and I've confirmed it's ChangeActorPitch, because commenting out those lines (and only those lines) gets rid of the snapping back

fucking great

>> No.4519935
File: 31 KB, 600x347, it's all in the reflexes.jpg [View same] [iqdb] [saucenao] [google] [report]

If I made it, yes, that'd be a good place to start, that'd make it very Wolfenstein-y.

That'd be a nice idea, limited food and health supplies as an element of challenge.

I don't have the drive or capability to make it, but I'm glad I made such a good pitch.
Anyone else is open to take the idea if they want to.

>> No.4519939


it will be called Return to Medvedov Fortress

>> No.4519940

sorry mate, recovered from my business
uploading for you now but my internet is slow
hopefully you can find something else to do in the mean time :)

>> No.4519945

You have tried to use Interpolation in the pitch, didn't you?
It was me that discovered that efect and even posted the webms of it a while back, so it was removed from Final Doomer, which suffered from the same thing.

>> No.4519946

yes, I'm telling changeactorpitch to interpolate, but why the fuck is it messing with *angle* interpolation
that's what fuckin gets me

>> No.4519949

no problem, dude

what site are you uploading them to?

>> No.4519952


>> No.4519956

My guess is that interpolation works off of 35fps tic rate and does not account for FRAME interpolation, so in all interpolated frames between start and end of hte pitch, the view angle returns to the position remembered by the function.

Which is why it works fine if you turn off frame interpolation


worst site to upload to. Way too many times I find links to it dead while not even half a year had passed, yet Mediafire links made ages ago still work.

>> No.4519958

true, but i've also observed the opposite so eh, it's primary use is just for this anon to get it now anyway

next person who has this problem we'll see if they need to be uploaded again

>> No.4519959

How are they gonna fit on zippyshare?

>> No.4519962

I figured it was something that like that, which is pretty fucking awful. in the meantime I guess I'll just add a cvar to disable interpolation, because it works perfectly fine and dandy in zandronum.

>> No.4519963

well im uploading them so trust they will
(I just split em up)

>> No.4519964

Anyone have some of the Eric Harris levels that are hard to find?

>> No.4519967


No, and go back to Tumblr.

>> No.4519969

Split them up as in that thing where it adds like ".part1.zip", ".part2.zip", etc. to the ends of the file names?

>> No.4519971

nah not even that just zipped up some of the subdirectories

>> No.4519982

you have no clue what a meme is

>> No.4519983

Zippyshare holds it files for 30 days after the last download
Mediafire holds the files for as long as account that uploaded it is active, and account is counted as active if at least one of its files was downloaded in the last 6 months or said account was logged onto in said 6 months. Which means file life on it is longer and is renewed more frequently and with more probability, even if file is unpopular.

>> No.4519985

Tumblr wouldn't like that kind of thing.

>> No.4519990

So everything'll still be there? All the addons, music, etc.? And I just need to dump it all in the appropriate folder?

>> No.4519993


oh, you sweet child...

>> No.4519996

yes mate i wouldn't be helping out if i didn't know what was going on
i'll make sure you get it.

>> No.4519997 [DELETED] 

Not even a subtle attempt at that.

>> No.4519998

Yeah, just clarifying. And thanks again for the effort and time.

>> No.4520002

all good, and not much effort for a NEET
the world will be a better place if we help each other out

>> No.4520023
File: 71 KB, 220x220, 1438102103595.png [View same] [iqdb] [saucenao] [google] [report]

>that one sergeant ready to open fire as soon as you turn that corner

>> No.4520026

>that one lost soul that charges towards you when a pain elemental dies

>> No.4520029 [DELETED] 

Okay guy who obviously goes to tumblr.

>> No.4520034

I want to reach 100% kills on a map on hideous destructor but there's an archvile

how 2 attract hot martian babe??

>> No.4520035 [DELETED] 

Both of you failures obviously do need to go back to another site yourselves, and the section is obvious.

>> No.4520036


you obviously have no idea of the kind of fandoms that website has, otherwise you wouldn't have made that post while having the idea that there isn't some kind of cult of mass murderers composed mostly by teenage girls.

so please next time stop and think before you post dumb shit.

>> No.4520038

After further research I have found that it is that artist and thus all the orc girls in the game have giant dongs.

>> No.4520039

sounds good

>> No.4520041

you can't just say that and not give us more info

>> No.4520049

I remember it wandering randomly throughout the map while phasing between walls
I guess you should just roam

>> No.4520051

spend a good half an hour stalling and he'll show up.
I mean, he's prone to.
at some point.

>> No.4520081


Provide a link for convenience sake, anon.

>> No.4520091

If one is making a custom hud, what resolution/aspect ratio should they do it for? Or is there a weirdly complex way to automate that kind of thing? (Automate as in, not simply just make a different configuration for every aspect ratio)

>> No.4520107

Good luck, anon. You're about to get into some serous shit.

>> No.4520112

What in the fuck is that?

>> No.4520113 [DELETED] 

Stop trying to normalize /pol/ here this is an minority friendly board your crap is not welcome.

>> No.4520119

A Doom TC

>> No.4520123

This whole project is to either modify or redo everything no matter how bad it is, at least to the point I understand it. Weapons, monsters, maps (at least an episode)... and status bar.

No matter how much I have to suffer to get through it.

>> No.4520127

>misread the text as "HDOOM" from the thumbnail image

>> No.4520128

>draw porn
>turn porn into doom mod
>use sprites from doom mod for more porn


>> No.4520129
File: 1.15 MB, 1600x900, Screenshot_Doom_20180113_002153.png [View same] [iqdb] [saucenao] [google] [report]

Well nowadays when I make a HUD in SBARINFO I start with:

base doom;
Height 0;
InterpolateHealth true;
InterpolateArmor true;

statusbar normal,forcescaled

and then I base my HUD more towards the middle of the screen, there's many, many MANY other ways to do this, if you do it my way, whatever you make, the HUD will be the same size regardless of what resolution you put the screen at, which can be either a good thing or a bad thing. I'm not sure who else you could talk with with other methods of making a HUD, you could always poke at other mods and see how they work, though that can be a mess too.

>> No.4520131

> normal, forcescaled
> not fullscreen, fullscreenoffsets
your retroboner for huge pixels is showing

>> No.4520135

You have no idea. But it's also sheer laziness.

>> No.4520137

I want my Health Bar (which is a vertical vial of red liquid) to have animated bubbles in it that go to the top and pop there (like in NOX from 2000)
Is it possible or should I throw away the thoughts of it?

>> No.4520139

I bet that could be done with ACS or Zscript, you could also make the red liquid as one big animated thing using ANIMDEFS, the trade off with that method would be the bubbles would be whatever pattern you draw out, and the bubbles could potentially vanish early if you've lost some HP

>> No.4520143

I prefer HUDs that I can scale myself via options. Also the ones that stick to the corners. Maybe that's because Unreal '98 was my FPS of choice back in the days up until '2008 when I rediscovered Doom and its ZDoom modding scene.

>> No.4520146

Maybe if you did some real hacky shit that changes the image to a different frame dependent on your inventory, and then made that item suddenly change in count all the time? That's my first idea, but that's considering I've never really touched ACS or ZScript.

>> No.4520147

I prefer an adjustable HUD too but trying to make that work with SBARINFO is a nightmare.

>> No.4520154

Someone remind me what the invincibility cheat is in Blood?

>> No.4520157


>> No.4520158

Actually, forget it. Not important.

>> No.4520159


>> No.4520161


>> No.4520164


>> No.4520169

Oh nice, it's that artist.

>> No.4520190

Hideous Destructor is a real fucker.

>> No.4520193
File: 241 KB, 440x427, 2lssiafb.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4520205
File: 1 KB, 296x54, Blood error.png [View same] [iqdb] [saucenao] [google] [report]

What does it mean if I get this error? I was running Death Wish for Blood in DOSBox. I was playing e3m2 and DOSBox crashed to an all black screen with this text. I have no idea if it has anything to do with DOSBox or Blood or Death Wish or if it's just a random thing.

>> No.4520248


>> No.4520252

why do demons need guns

>> No.4520265

Hornyed Orks.

>> No.4520301
File: 7 KB, 320x277, 1515836903071.png [View same] [iqdb] [saucenao] [google] [report]

that spoilered link in >>4520128 says otherwise

>> No.4520305

ZDoom project page says she's half-ork, half-demon. I actually didn't get to other sources.

>> No.4520323
File: 2.88 MB, 800x450, snap crackel.webm [View same] [iqdb] [saucenao] [google] [report]

huhuhuh, what an mess

I added that speed/power display for the fists, so now you can see clearly how fast you can punch and that you can charge up the alt-punch. a little bit of experimentation should get you the rest of the way there, even without any other help.

>> No.4520332

Excellent HUD elements.

>> No.4520351
File: 121 KB, 1280x1024, Screenshot_Doom_20170929_190130.png [View same] [iqdb] [saucenao] [google] [report]

you don't
leave while you can, even if you manage to kill it you'll just have to deal with dozens of revived enemies

>> No.4520368
File: 402 KB, 469x498, tumblr_muxppjevoQ1r2to8go1_raw.png [View same] [iqdb] [saucenao] [google] [report]

What if John Carmack opened a pizzeria?

>> No.4520458

That's the equivalent of a dealer getting high off his own stash.

>> No.4520475
File: 58 KB, 599x245, Doom lineup.jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to make the music for a currently-in-development Doom mod/wad/homage/whatever.

Where is a good place for me to post to see if anyone is interested in using my music?

The original Doom soundtrack by Bobby Prince has been a huge influence on me musically for my whole life.

>> No.4520485

>half-ork, half-demon
all Mary Sue..

>> No.4520490

Man, Going Down might be my new favourite megawad. Went through it with DRLA

>> No.4520572

Have you gone through map 30?
On my first play i thought that that's it and it's just an endmap, but then I heard that poking around in the apartments brings out the real endboss.

>> No.4520576

Yeah, I won't spoil anything other than shit's tight

>> No.4520597

Doomguy is kind of a Gary Stu so it isn't much of a difference in that regard.

>> No.4520605

>Doomguy is kind of a Gary Stu
not really, he's just some guy who got sent to Mars for hitting his commanding officer. he doesn't have some fabulous overwrought backstory, not in canon anyway (i know people like to say he's Jesus Christ / The Emperor of Mankind / etc. but that's all fan wankery, albeit amusing)

>> No.4520607

It IS canon that he died and then killed hell so hard that hell kicked him out though, then of course there's the whole doomslayer thing.

>> No.4520613

>all Mary Sue
Not unless she's sporting a flaming ork/demon penis between her thighs.

>> No.4520626

>not really, he's just some guy who got sent to Mars for hitting his commanding officer
And then beat everyone in Hell with ease, multiple times, when all of his fellow mates got killed or zombified, that's pretty Gary Stu no matter how you look at it.

>> No.4520640
File: 215 KB, 488x488, 1511796878333.png [View same] [iqdb] [saucenao] [google] [report]


>When you keep deleting your levels and starting over.

I'll never finish making my first.

>> No.4520643


>the spectre thats been nibbling at your back, bit by bit throughout the firefight

>> No.4520645
File: 300 KB, 755x554, 1502843303535.png [View same] [iqdb] [saucenao] [google] [report]

>mfw go back to a map after a month, edit one or two linedefs and then drop it for another month

>> No.4520668


>look at Cacoawards and doom.png for inspiration and become completely intimidated

there's some very talented people who have contributed to this community.

>> No.4520672

not sure if kinsie or drpyspy have given up on the codex idea, but just in case, the archvile's entry should bring up that he doesn't get why he's being attack, since he only sees himself helping his fellow demons.

>> No.4520679

>Haven't touched Doomseeker in almost 4 years
>No more DBZone servers, no populated whodunits, that Red Alert room that was always packed, or the ones where you're running from zombies trying to infect you

I've been away for far too long

>> No.4520689

>>No more DBZone servers
I always see one once a week.
>populated whodunits,
This too.

>> No.4520708

are there mods, where enemies can pick up power ups?

>> No.4520747
File: 89 KB, 300x250, 7dYREf3bbG-2[1].png [View same] [iqdb] [saucenao] [google] [report]

Could you, like, not, insert unneeded, commas?

>> No.4520751


>> No.4520759

Why delete, though?

>> No.4520770


I guess i prefer the blank slate than the imperfect level. I need to work on fixing what I dont like.

>> No.4520778
File: 339 KB, 1425x774, Capture.png [View same] [iqdb] [saucenao] [google] [report]

just do what i do

think of cool areas, then try to Frankenstein them together to form something cause you lack the ability to think of progression

>> No.4520796


also, how slow is your internet? serious question

>> No.4520803

No, but I think you could pull that off with ZScript by messing with actor touch interactions.
It'd be a bitch to sprite and code for though.

>> No.4520838

Making a map, is there a good way to show shallow water that you can walk into and deep water you can't walk into?

>> No.4520845

Like some sort of barrier?

>> No.4520853

download these files


then join them together. the resulting md5sums should be

2eaa389fcfe725caabc5f0ce1d14ed9e quake2.zip

9ae3a2d6f2cf4b5b2c5414ba3d29d709 quake2.zip.00
e12d96bc5ed139522df1d33ec05ee1ea quake2.zip.01
4d7f74dbe8ffd738a65d03101dbc94a8 quake2.zip.02
245cb5b2dfa1b16ded30ae6a1eb0a615 quake2.zip.03
143b1b0e4d114edb0f27eafb069b87a4 quake2.zip.04
e758631f6f5a0abbb00c5b014f4a657f quake2.zip.05

>> No.4520859

Are you that guy?

And what do all those numbers mean?

>> No.4520865

>Are you that guy?
>And what do all those numbers mean?

>> No.4520902
File: 1.25 MB, 1920x1080, Screenshot_Doom_20180113_151143.png [View same] [iqdb] [saucenao] [google] [report]

I thought multiple z-levels on top of each other were impossible in doom

>> No.4520908

You can do some pretty crazy shit in source ports. It wouldn't surprise me if somebody found a way around that.

>> No.4520945

You can fake an over/under bridge in vanilla too by using invisible elevator and some middle texture trickery.
And add windows above an underpass with some texture trickery.

>> No.4520978


Can anyone catalog periods of their life through these patches of Doom levels? A more introspective period lead to spiral staircases and scripting while a more cathartic time was full of broad, multi-platformed arenas.

>> No.4520984

Is there an article anywhere that breaks down unreals software rendering? Color count, dithering effects, texture resolution, that sort of thing?

>> No.4521002

the problem with this is you end up with a map that is both massive and sprawling, yet also feels totally disjoint, like a large number of small levels all mashed together (because that is essentially what it is). playing through them is inevitably a test of your patience and endurance.

>> No.4521019

I love playing fun creative wads, but don't really like the default doom gameplay.
What are some wads that take the gameplay somewhere else?

>> No.4521026

>but don't really like the default doom gameplay.
you're a living example of this guy >>4519135

>> No.4521031

Let me reformulate my position.
I'm tired of the default doom gameplay. I've played doom mods for more than 10 years

>> No.4521050

What WAD is that?

>> No.4521054

map is internet machine

>> No.4521056


>> No.4521070

give hideous destructor a shoot if you haven't already

>> No.4521074

a fabulous overwrought backstory does not make for a gary stu

doomguy has been bitched at least three times, once getting sealed away at the start of doom 4, getting tricked by hayden at the end, and getting made the vaadrigar's personal plaything in quake 3/champions
not quite the infallible gary stu

>> No.4521076


Supposedly a guy named JP LeBreton is working on an autobiography with Doom maps.

>> No.4521082

>hideous destructor
Yeah, I've played that one. I think it's in the recommended wads picture. Really good mod.
Thanks for the reply.

>> No.4521093


3D floors allow people to kind of sort of bypass that.

>> No.4521095

>What are some wads that take the gameplay somewhere else?
Pretty much every single gameplay mod.
You'll want to give more in-depth gameplay mods a shot, like DemonSteele, Hideous Destructor, Project MSX, etc.

>> No.4521098

I'll check em out, thanks

>> No.4521146

Don't froget to mention how he got ambushed by shotgunners and imps at the end of KDITD. And Quake 3 and Doom 64 have confirmed that doomguy has gotten severe PTSD, if not just straight up gone insane from the events of Doom 1/2. On a side note, Quake Champions does not take place in the arena eternal, it takes place in the Dreamlands, where anyone that goes there is stuck there and forced to fight for eternity.

>> No.4521157

Share your personal Oblige settiings. I feel like my maps always come out boring.

>> No.4521186

QC has 4 elder gods instead of the vadrigar, correct?

>> No.4521194

what are the best wads to play alongside Nazis! (or any WW2-themed mod really)

>> No.4521204
File: 71 KB, 800x640, he who must not be named.png [View same] [iqdb] [saucenao] [google] [report]

Xeno-who-must-not-be-named is apparently making another Episode replacement.

He's copied some of the areas in hangar for his e1m1 remake (due to difficulties) but they were still done beforehand [see inset smaller image]; otherwise the original e1m1 was copy-pasted into the map for the sake of easy-reference.

Some textures were changed out of annoyance (why is there marble on the ceiling in e1m1 anyway? It also doesn't really look much like a hangar. slap some ships in there.)

Once you actually respect his line of work, he'll calm his tits and show for who he really is, instead of who you've been dealing with as him so far.

>> No.4521218

I'll respect someone when it's earned, not when told to do so.

>> No.4521221

The Shores of ZDoom when?

>> No.4521228

the response to the 1st wasnt exactly full of praise

>> No.4521231

neither was the Ouija movie yet they still made a highly acclaimed sequel.

>> No.4521232


which one of you fuckers did this

>> No.4521239

why does he need a proxy to show his work

why should i care to give him another chance when he's already flipped his shit three times at me for unrelated nonsense

why should i tolerate the ravings and conspiracy theories of a crazy man with a martyr complex

>> No.4521241

Whenever they get their shit together.

>> No.4521249

It wasn't exactly slammed either; but everybody knows where they went wrong
1: Extraneous detailing when unnecessary to the point of fucking with navigation and layout. The additional detail is great, it's cool, it's wonderful. But it's not when it gets in the way of everything else
2: SEVERE case of "Where the fuck do I go?!" when the layout has been melded together, areas joined, and secrets made into the main path. It hardly resembles the original in this regard, but your brain still tries to go the original route; which is why it fucks with the player
3: Length. The maps were so much bigger than they even needed to be, and there was a lot of unnecessary additions. They failed the whole "keep it simple stupid"
Everything else was fairly well received.

>> No.4521257



>> No.4521260

> several unmodified D4 mods in the same rar
> multiple random add-on mods
> 2 copies of gzdoom
> gzdoom autosave and ini files
> plutonia.wad
> 500mb music package

>> No.4521263

10-30kb/s upload before, sometimes more

lmao guess someone else gotcha, pity i did q2 first as well

>> No.4521406

I'd still appreciate your links to both games whenever they're uploaded. I haven't even tried that other guy's links yet, and won't be able to until I get home later, and it'd be helpful to have yours on a more reliable site (zippyshare) just incase the other don't work. Plus zippyshare's just really fast.

>> No.4521424

i'm uploading quake3.zip to uguu.se right now
the links only last 24 hours

>> No.4521429


>> No.4521441


9e63bfd9ef45a08fc754bb774275d86a quake3.zip.00
1479059ce29cf98773ef12255c93c693 quake3.zip.01
8541cc65239d3f39f37178c4c86f57ff quake3.zip.02
29fdae201334107a803476d135a5a30f quake3.zip.03
2c8349a0cce4fcad47e3e77a4350b01a quake3.zip.04
479086a0ad2fe355068ade738f57c8c3 quake3.zip.05
3c92fe799584363f4b8ad32e83f8d3ac quake3.zip.06
03d4ba7aec8a9825b6bcef7b5240307e quake3.zip.07

824cb686fbd54f5c9fb34f3d42a35b64 quake3.zip

>> No.4521443

I'll check your links out as soon as I get home in a few hours. They should all still be up by then presumably? And how do I join them?

>> No.4521449

I see you're all pretty new to this
just have em all in the same directory and extract the first one

have any problems with that just post in the new thread

>> No.4521450

cat quake2.zip.* > quake2.zip
cat quake3.zip.* > quake3.zip

>> No.4521453

post here

>> No.4521460

I'm just not familiar with the file format that you posted. I've done the multi-part zip file thing before, but not with that filenaming convention, so I didn't know if those worked the same or not.

I'll try them out as soon as I can and let you know if everything worked.

lol are you even still uploading? You might be the only person on /vr/ that's still on dial-up.

>> No.4521468

nah dude I have decent internet for here in NZ on VDSL, which is the sad thing about it.
I can get 3-4mb/s down at least, the uploads here are just especially terrible, dunno how much better they are on our fiber, still can't bloody get it

>> No.4521473

the things i uploaded aren't multi-part zip files, they are the original zips downloaded from mega.nz, then split into 99MB chunks. the most brain-dead simple way of getting a file too large for a given host onto it. to recover the original, you concatenate them. no other messing about. i am amazed this is a difficult concept.

>> No.4521493

Yeah, like I said I'll try them out when I have the time. If they don't work I'll let you know.

>> No.4521515

Try making them different colors. Like maybe light blue for shallow water and darker blue for deep water.

>> No.4521652

Well if they ever finish uploading (assuming you're still even uploading them) then just post the links in the new thread and I'll see them there.

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