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

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 241 KB, 440x427, 1515831745433.png [View same] [iqdb] [saucenao] [google] [report]
4521250 No.4521250 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4515853

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.4521252

=== NEWS ===

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

[01-11] Tangerine Nightmare RC2

[01-11] Anon map release: Toxic Complex

[01-11] ProjectILE update:

[01-11] DAKKA news/updates:

[01-11] Anon map release: 4hr speedmap for his friend's birthday

[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

[12-31] Colourful hell updated to 0.925

[12-31] Arcane Dimensions 1.70 released

[12-30] Chocolate Doom 3.0 released

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4521256
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4521262
File: 346 KB, 1280x1024, Screenshot_Doom_20180113_171514.png [View same] [iqdb] [saucenao] [google] [report]

Xth for quit namedropping as an excuse to shit up the thread.

>> No.4521265
File: 261 KB, 790x823, graveyardshift.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4521267

put some border on the ceiling
having a vertical hatch open into those pillars and all the way up to the far wall looks weird

>> No.4521268

How would they name the third episode?

>> No.4521269

> actual map layout
how have you done this

>> No.4521273

that looks nice. interconnected. a cohesive whole. and no obvious lock-in monster box arenas :p

>> No.4521276


>> No.4521282

As much as I'd rather not copy the original maps; doing so will likely aid in some fields; but some stuff was later directly copy-pasted out of the original map from the sakes of difficulty. It's less a re-make and more a re-decoration; so parts were copied in the understanding of later being altered anyway; due to difficulties of recalling all the various heights and dimensions and stuff.

The point is basically to make it as close to the original as possible whilst doing one's own edits.
also those pillars blink

The lack of looking like an actual hangar bothered me slightly, so there's a second inaccessible bay with a sector-ship; whilst there's a crashed one immediately to the player's left.

>> No.4521284

drawing a bunch of shapes and then winging it

> no obvious lock-in monster box arenas
shit you should see some of the maps i've already finished

>> No.4521293

I was hoping someone would pop in and say they got what the image was referencing, but oh well! Certainly didn't expect it to be used as an OP image, yay.

>> No.4521296

Furthermore; some inaccessible areas are intended to be less-detailed/refined mirrors of accessible areas in some maps; to give the player a sense and idea of how the map was actually built in the first place, as an idea.

Those who have helped me thus far have been deeply appreciated, even if my behavior and poor execution due to failing to understand what the other meant wasn't enough of a key indicator of this. Still, I tried; and have always pointed out others are free to edit it to their liking. I figure others could probably make something better out of my scraps, and have always said this from the get-go.

>> No.4521297

what did he mean by this?

>> No.4521302

Hmm.. is this that anon making that texture set? the colour tones remind me of it.

>> No.4521306

nobody is namedropping but ok

>> No.4521310

can't say i realised it was a reference. i debated editing a small chaingunner into the greenery but that joke is a little overdone.

>> No.4521315

ummm, is it referencing FISH in a FISH BOWL?
deep cut brother

>> No.4521320

Ah, it was made after one of the lyrics to Pink Floyd's "Wish you Were Here".

>> No.4521323

nah, its just the color palette i'm using

>> No.4521338

heh, fair enough, yeah, no way i would have got that

>> No.4521362

[01-13] Doom LMP Uploader: encode/upload demos to youtube

>> No.4521373


[M. Bison's YES.wav]

>> No.4521380
File: 33 KB, 220x200, PogChamp_Emote.png [View same] [iqdb] [saucenao] [google] [report]

Ooh la la

>> No.4521385

So, it's made for Doom gameplay footage, but it's only for classic Doom, right?

>> No.4521389
File: 1.66 MB, 1920x1080, 1515816062537 (2).png [View same] [iqdb] [saucenao] [google] [report]

Just tried this. It's really good desu.

>> No.4521405

no why would anyone make that?
look, the video in the link even says DOOM 2 in the title.

>> No.4521408

I guess you could also use this with that thing that lets you record your voice into your demo too?

>> No.4521412
File: 19 KB, 275x410, 765893.jpg [View same] [iqdb] [saucenao] [google] [report]

>We're just two lost souls swimmin' in a fish bowl
>year after year

>> No.4521414

[01-13] Crispy Doom 5.1 released

>> No.4521417

I got it. >>4521412

>> No.4521420

is Hedon 0.4.a from moddb the latest?
dope art

>> No.4521426

I have no clue, I assume there might be a more up to date version for patreon donators, but I played 0.4

>> No.4521439

hell yeah

>> No.4521456
File: 538 KB, 320x240, 8a03be694bd0e05c45734e06020032837f41807e.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4521512

Holy fuck, I just got that. That's excellent.

>> No.4521527

drlam with the namelessliterpg mod is pretty fun, adds in some more shit to think about without being too overwhelming

>> No.4521530
File: 150 KB, 1280x720, [HorribleSubs] Shoujo Shuumatsu Ryokou - 04 [720p].mkv_snapshot_03.14_[2017.12.12_20.03.54].jpg [View same] [iqdb] [saucenao] [google] [report]

Any .wads with a bleak, post-apocalyptic and vaguely surrealist flavor?

>> No.4521532


>> No.4521537

OK, I left early and just got home and downloaded these and I'm getting a "Unexpected end of archive" error message when I click on the first file.

I literally have no idea what else to do. I haven't tried the Q3 links yet.

>> No.4521538

Is the guy who was uploading Q2 and Q3 to zippyshare still here?

>> No.4521540

i told you you have to get 7 parts or whatever, and join/concatenate them together. why is this so hard?

>> No.4521546

There's 6 parts. I downloaded all of them. I put them in the same directory. I double clicked on part "00". It gave me that error message. Is there something else that I'm supposed to be doing?

>> No.4521550

is Golden Souls 2 out yet?

>> No.4521563


>> No.4521565

join/concatenate them together so they're all in one file named quake2.zip. then open that.

>> No.4521567

ok thanks

>> No.4521568

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

>> No.4521571

Don't worry I chuckled

>> No.4521573

How do I do that?

I don't even know what this means.

>> No.4521580
File: 264 KB, 540x421, 1501877132038.png [View same] [iqdb] [saucenao] [google] [report]

I was making one with large precarious areas sort of like Blame and Dark Souls but I couldn't get a proper distance fog going so I gave up

>> No.4521595

>couldn't get a proper distance fog going

>> No.4521598
File: 27 KB, 321x490, 1478135804388.png [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ, this is a dream made true.

>> No.4521612

Is it true Lost Souls only have three seconds of memory?

>> No.4521620

I tried joining them with HJSplit, but it doesn't even recognize the files. It won't even acknowledge them. I checked the checksums and they match up.

Should I be using a different program?

>> No.4521621

Tell me why I should try Crispy Doom when I already have Chocolate and PrBoom+.

>> No.4521623

actually yes, the analogy is very appropriate

>> No.4521626


Nope. You shoot them mid-charge and they'll hang there forever, never breaking free.

>> No.4521640


>> No.4521642

yeah, no

Seriously, is the guy who was uploading them to zippyshare still around? Because apparently I need a whole new computer to use the other ones.

>> No.4521647


Probably should have to install another OS just to join some files together, anon.

>> No.4521660

use the COPY /B command from DOS.

>> No.4521663

How the fuck does that even work? I'm not on a DOS based computer, dude. It isn't fucking 1993.

>> No.4521680

just use 7-zip, ctrl+click so you select all the files at once, then hit enter to open

>> No.4521690

all of you are being trolled hard

>> No.4521697


WinRAR won't work, so how will this?

>> No.4521701

Dude, no. Some dude uploaded files that require a Linux computer and/or MS-DOS to use. I don't know why they assumed that anyone would have either of those things, but if that other guy is still uploading them to zippyshare then it doesn't fucking matter.

>> No.4521708

Use the CMD, Luke
Available on Windows since Win'95

>> No.4521713

Crispy is just nice. Feels a bit more modern than chocolate (so can run things that aren't vanilla compat), and feels a bit more modern than PrBoom+

>> No.4521714


How the fuck does that shit even work? What EXACTLY do I need to type/click/do?

I already searched for "cmd" and found a command prompt that pops up in a window. I'm assuming that's what I'm supposed to be using.

>> No.4521716

Combining files
If you specify more than one Source, separating entries with a plus sign (+), copy combines the files into a single file. If you use wildcard characters (that is, * or ?) in Source, but you specify a single file name in Destination, copy combines all files matching the file name in Source and creates a single file with the file name specified in Destination. In either case, copy assumes the combined files are ASCII files unless you use /b.

>> No.4521718

heh, dude...

anyway just use the files from here https://thepiratebay.org/torrent/12521624/Quake_II_-_Quad_Damage_2.0.0.3_[GOG]


>> No.4521721

torrents are blocked where I'm at

I have no idea what this means

>> No.4521724

I expected OP's image to move.

>> No.4521726

Reminder this is not the Basic Computer Literacy 101 thread.

>> No.4521730
File: 2.07 MB, 4821x3520, quake_is_everywhere.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone on another board converted the jumbo sized Quake ads from 20-30 meg .PNGs into sub-4 meg .JPG files.


>> No.4521731
File: 2.84 MB, 1600x1102, quake_is_for_everyone_(german).png [View same] [iqdb] [saucenao] [google] [report]



>> No.4521734

retro ads are the fucking best

>> No.4521737

The guy who doesn't know what the command prompt was isn't too smart (especially in a Doom thread) but neither is the guy who chopped up a zip into a stupid multi-part format that requires using the command prompt in the first place instead of just using 7z/winrar's split function and letting the user easily combine them.

>> No.4521739

Why is Hal there?

>> No.4521743
File: 1.99 MB, 2545x3508, quake_is_forever.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4521747
File: 2.03 MB, 2517x3493, quake_is_good_for_you.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4521748
File: 2.33 MB, 5199x3537, quake_is_good_for_you_2pages.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4521767

Well aware of that, but once/if the zippyshare guy delivers it won't be an issue.

>> No.4521812
File: 12 KB, 668x482, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Alright, since absolutely no one else seems to be willing to explain this, I downloaded the files and figured it out.
First, you should probably rename the downloaded files to chop off the random string at the start. They should all be named quake2.zip.00, quake2.zip.01.
You want to open the command prompt and navigate to wherever you downloaded these files (type in "cd C:/path/to/your/Downloads").
Once you're in the right folder, use the copy command to merge them into one archive (type in "copy /b quake2.zip.* quake2.zip)
This will output a complete file named quake2.zip, which can be opened with any archiver.

Knowing how to operate a command line could save your life.

>> No.4521826

>(type in "copy /b quake2.zip.* quake2.zip)

Literally exactly that? Just "copy /b quake2.zip.* quake2.zip" (without the quotes) and nothing else?

>> No.4521829

Exactly that, assuming you've already renamed the downloaded files to quake2.zip.00, quake2.zip.01, etc.

>> No.4521834 [DELETED] 

jesus this is more than spoonfeeding

>> No.4521842

This isn't fucking /g/, you can't expect everyone here to use gentoo and have extensive knowledge CLI interfaces.
The fact that someone went to the trouble to split and upload these files specifically for this anon, the just went "lol figure it out yourself" when he had no idea what to do with it is such a strange half-measure.

>> No.4521846 [DELETED] 


>> No.4521850 [DELETED] 

nope, that's not what I'm talking about.

this guy can't do anything for himself, for some reason he has to post again asking the same question again after he's clearly already been told to do before he even tries it himself to see if it works

>> No.4521854 [DELETED] 



>> No.4521859 [DELETED] 

>/a/ is the only board that decries spoonfeeding
you guys don't get out of this thread much?

>> No.4521860

Alright, it looks like it extracted fine. Now just to clarify before I go and fuck something up, I just need to unzip the Yagami Quake II source port into the Quake II folder and that's it, correct?

>> No.4521862 [DELETED] 

Their point is that the TERM "spoonfeeding" is a /a/ thing.

>> No.4521865

Why would you do that?

>> No.4521867
File: 27 KB, 735x558, ijonyoumagnificentbastard.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4521871

Fuck, I meant YAMAGI. The source port that's linked in the pastebin.

>> No.4521875

i think that guy was just being a dick.
it's one option, there are others you can try if you're left wanting though

>> No.4521883

This is Computer Sciense 101.
Simple googling wouldve solved the issue in exactly 3 minutes, yet there's people who would rather be helpless and spend a lot of everyone elses time rather than spending a bit of their own.

how about you just try

>> No.4521907

Whoever wa saying that Kama Sutra (ksutra.wad) is a good megawad LIED.
Sure it has some interesting mapping tricks every once in a while... But it does absolutely nothing with them. There were much better things done before. And the "switch that did something somewhere on the other side of the map" is NOT a good gameplay. Not to mention "invisible walls surrounding a group of monsters to render them in sight, but docile until 5 min after player first encounters them and does a random "provoking" action" that are used way more than they need to be.
Excessive ammount of Invisible walls placed around "playable area", restricting movement when things couldve been done much simply and elegantly and there was absolutely no need for them, coupled needlessly missing textures here and there contribute to the feeling of sloppy production.

>> No.4521910

you're pretty ballsy, attacking a classic wad like that, not many go against the established notions around here.

>> No.4521914
File: 611 KB, 1600x853, Screenshot_Doom_20180113_234412.png [View same] [iqdb] [saucenao] [google] [report]

They're caught in a battle neither of them can ever win, like Batman and the Joker. It's tragic really.

>> No.4521915

Oh, and never forget the places that are out in the open and are REQUIRED to complete a level counting as secrets. Including a starting zone.

>> No.4521926

They're trying their hardest.

>> No.4521927
File: 958 KB, 1920x1017, Screenshot_Doom_20180114_061057.png [View same] [iqdb] [saucenao] [google] [report]

Playing with chase cam only for the hell of it and succeeding to an acceptable degree

>> No.4521931

anyone here happen to have D2RMUS.wad? I recently downloaded doom 2 reloaded again after a long while of having last played it and I can't find it anywhere. I'm going insane because I'm starting to think I might have just fever dreamed it.

>> No.4521939

Google solved nothing. I more or less have it figured out now.

>> No.4521947
File: 2 KB, 108x119, Major Asshole.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4521949
File: 3 KB, 233x222, HeaeH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4521952
File: 97 KB, 147x162, doomguy chan.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4521954
File: 6 KB, 207x285, you're not a medkit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4521956
File: 305 KB, 256x192, Witty file name.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4521958
File: 2 KB, 120x120, FACE_QUAD.png [View same] [iqdb] [saucenao] [google] [report]

>major asshole
Doomguy is nice compared to the Ranger

>> No.4521960

Still an asshole.

>> No.4521965
File: 1.36 MB, 1350x1350, 1422319451102.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4521976

Ranger just wants to go home and eat pancakes with his wife.

>> No.4521978
File: 259 KB, 1213x1122, spicie.jpg [View same] [iqdb] [saucenao] [google] [report]

i want to EAT that demon

>> No.4521982
File: 21 KB, 297x330, cyberdemon.gif [View same] [iqdb] [saucenao] [google] [report]

the black spots aren't his eyes, they're his nostrils, the eyes are the 2 red spots on both ends of his head.

>> No.4521983

>t shaped head
ouch, that's unfortunate

>> No.4521986
File: 1.76 MB, 864x816, google.webm [View same] [iqdb] [saucenao] [google] [report]

Not to be rude but check out vidrelated

>> No.4521989


>> No.4521991


>> No.4521993


>> No.4521994
File: 13 KB, 493x357, install.png [View same] [iqdb] [saucenao] [google] [report]

Do I want to install all this shit for ioquake3? Is there ANY potential negative shit that can happen if I do?

>> No.4521996

Install them, they're just runtime libraries it needs.

>> No.4521997
File: 3 KB, 195x213, lol look at this hapless dipshit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4522006

Alright, thanks for the info.

>> No.4522007

What are some map wads that share similar design philosophies to Doom 1 (not to be confused with solely Romero's E1)
I'm referring primarily to tighter engagement distances; focus on attrition rather than slaughter. I need more fodder for Hideous Doom!

>> No.4522012

Try Doom The Way id Did, wiki also provides a few links to other projects with the same phylosophy.

>> No.4522013

you dont find them appetizing?

>> No.4522014

So stupid of me for neglecting to remember DTWID. Thanks for the reminder, anon.

>> No.4522032 [DELETED] 
File: 26 KB, 1299x214, kaiserban.png [View same] [iqdb] [saucenao] [google] [report]

what'sd the story behind Kaiser getting banned on ZDoom forums?

>> No.4522034

he said he liked pineapple on his pizza.

>> No.4522042
File: 170 KB, 640x970, F1pages.png [View same] [iqdb] [saucenao] [google] [report]

working on the F1 pages for dakka, feedback welcome

>> No.4522061
File: 35 KB, 306x364, graber close.png [View same] [iqdb] [saucenao] [google] [report]

Should note the effect of Fist Secondary on its Primary.
Also what small font is that? I thought it was System, or Silom at first, but its neither.

>> No.4522064

>you take you take a long look
looks great desu

>> No.4522069

working with BMFs is a pain, that's my excuse

also I dunno if I can fit that part in; hopefully the new fist gauges make that obvious anyway

>> No.4522071

I love the background, and maybe you should mention if alt fires take different ammo?

>> No.4522113
File: 177 KB, 640x970, F1pages.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4522115
File: 16 KB, 320x288, 1410512240138.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4522116

I think the last paragraph of the "story" should be worded differently. As of now it sounds like something a 4th grader would write.

>> No.4522118

I mean it's meant to be bad in a cheesy way
also you are talking about the "IT IS TIME FOR TEACH HELL A LESSON" line, right

>> No.4522119
File: 498 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm talking about "Where you once was weak you are now strong and where the demons were once strong, they are now weak".

It is bad, not in the good way, but in a really really trigger-my-sense-of-language-somewhat-fierce bad.

also anybody knows if it is possible to increase the resolution of the savepics?

>> No.4522120

>tfw secret level exit is easier to find than regular exit

>> No.4522123

Is the chaingun getting removed?

>> No.4522129

Chaingun got replaced with Minigun's primary (same effect). Miniguns previous firemode is now Minigun Primary+Altfire
Chaingun altfire removed because it was bad.

>> No.4522146

hm. how about this?

>It is 2162. The last human outpost has fallen to the minions of Hell. Everything is lost, and the remnants of humanity flee to the deepest reaches of space, to hide. But even now, the fight is not over.
>You were a marine on the "USS Liberty". As your ship sped away from the broken remains of Earth, a great hatred was built in your heart, stronger than any hatred before. With the help of scientists on board, you trained your body and mind to become the most powerful soldier humanity has ever had.
>Years later, your ship returns to earth and looks upon the twisted remains of humanity. You have no idea what's in store for you down there. Guess you'll find out soon.
>Your drop pod slams into the ground within minutes, and you burst out, pistols drawn, ready for the welcome party. You almost laugh in anticipation.
>Time to give Hell a lesson in DAKKA.

it's still pretty awful, but is it a better kind of awful?

>> No.4522154
File: 434 KB, 765x666, 1514998765648.jpg [View same] [iqdb] [saucenao] [google] [report]

>more than halfway through the map
>still haven't found a single secret
>count is in double digits

>> No.4522157

>there is one secret room with pretty detailing
>every sector is a separate secret

>> No.4522158

I'll try to think of something meanwhile, maybe Ill come up with something.

>> No.4522159

>can't tell whether or not you're going the correct route or if it's a secret

>> No.4522161

>can't tell if you're accidentally breaking sequence by going into certain rooms

>> No.4522162

nice cankles

>> No.4522163

my fucking nigger.

>> No.4522169

>haven't found a secret in a while
>finally reach area that took you minutes to get to/find a way to access
>it's not a secret

>> No.4522189
File: 74 KB, 640x480, HELP.png [View same] [iqdb] [saucenao] [google] [report]

dropped a line from what I posted above, and somehow bad stories aee more bearable in allcaps? I'm not really sure how that works out, but y'know

>> No.4522191

The ship is apparently sentient now.
Also IMO better to replace drop pod with beaming in since many wads start in closed space.

>> No.4522193

>The ship is apparently sentient now.
top lore
I guess I could change it with "your crew", but I almost want to keep that
and yeah I guess teleporting would work better, especially with maps that start you right behind enemies

>> No.4522201
File: 44 KB, 628x300, story.png [View same] [iqdb] [saucenao] [google] [report]

well I'm happy with it now

>> No.4522207

you merged the extra plasma and rocket weapons into the normal ones?
streamlining yay

>> No.4522216

yeah, I decided that there wasn't really any reason for six mediocre guns when you could have three good guns instead
- rocket launcher got dropped and replaced with the impaler
- plasma rifle and channeler got combined, and turned into the lancer
- chaingun and minigun got combined, and the rain grenade fire mode is dead (like anyone will miss it)

(by the way that's not a plasma rifle, I just don't have a pickup sprite for the lancer yet)

>> No.4522250

yeah the WTFPL has been a thing for a while.

>> No.4522256

>Whoever wa saying that Kama Sutra (ksutra.wad) is a good megawad LIED.
haha, good one! but an opinion can't be a lie.

>> No.4522259

Does that mean I can lift the sick traces and flamethrower code (the best I've seen in any mod) and assets for my own purposes If I give credit?

>> No.4522260

it's a reference to the film “Spaceballs!”.

>> No.4522268 [DELETED] 

reaction to portrayal of zdoom staff members in one of the Community is Falling wads, i believe

>> No.4522272
File: 2 KB, 128x128, 152.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to change the alpha/transparency of a thick wall? To be more precise a 4mp one. I want to use the iron bars texture without making it just a linedef texture.

>> No.4522273

Never heard people lying about there opinions to get into the "cool kids" club?
Anyway, I don't see the reason why things any other wad would be heavily criticised for should be considered acceptable in this one.

>> No.4522275

Yes, at least in Boom format, but it will not look good with whatever you are trying to do, bc. it will make the bars themselves transparent as well

>> No.4522276

thank you for designing it to be readable at 640x480.
page 1, paragraph 3, repeats "you take" ("you take you take a long look[...]")
page 1, left "you get a score" box, caption typos "stylishly" (missing 't')
otherwise very nice, i do like the fonts.

>> No.4522280

Looks good now.
What's the big font?

>> No.4522282

What about just giving it enough transparency to make the black section between each bar transparent while the rest is opaque, or at least looks like it? Could that be possible?

>> No.4522286

What black sections between each bar? Can you give me a DB screenshot to show what are you talking about?

>> No.4522289

it means you can do whatever the fuck you want to. not sure if you even need to give credit.

>> No.4522293
File: 131 KB, 630x831, bars .png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm talking about MIDBRN1, the image I used previously is just an example I took from google.

>> No.4522296

apologies - as you may have realised, i replied without having read the rest of the thread.

>> No.4522298

So what you need is either 2 linedef textures on different sides of the wall OR make actual bars to fill in the texture and make them look "solid".

Or just make a window with bars.

IDK what else you can make in there

>> No.4522303

you can't just put a texture with "holes" like that on an upper or lower texture or on a one-sided wall, the results are undefined. sometimes it'll show up black, sometimes white, sometimes pink, sometimes all kind of random colours (so called tutti fruitti effect)

>> No.4522306

[01-14] Smooth Doom update

>> No.4522310

The main problem I have is that I want to use this wall to do a polyobject swinging door, and unless I'm missing something, I don't it is possible to do a door with a single linedef, if that's possible I would use that straight away, but searching in Google didn't tell me anything.

>> No.4522312

giving credit would be nice, but I ain't exactly gonna police that shit
just keep in mind the tracers don't work well with portals - try to use the missile parameter with A_FireBullets if you can

it's this font, but with the uppercase G edited slightly: https://bmf.php5.cz/?font=ufobig
the other font I used is the smaller one

>> No.4522314

Is it possible to make a map today in the 90's style of id that is still enjoyable? After 24 years? Or do you have a hard time playing anything without tricks and only using the iwad textures?

>> No.4522320

You'll have to use complex polyobject for that.

>> No.4522321

I don't think the classic plasma rifle firing animation is supposed to look like that

>> No.4522327

>I want to use this wall to do a polyobject swinging door
timewaster. you should have said that in the first place.

>> No.4522331

What's the verdict on Final Doomer vs this?

>> No.4522334

FD is a gameblay mod.
SD is a grafic mod

>> No.4522336

final doomer has the doom 2 weapon set with an option for vanilla settings, but then you have the bonus of the improved graphics (and hud)

>> No.4522337

No clue what is that. But yeah, you are right about telling that in the first place, my bad.

>> No.4522340


>> No.4522371

Am I the only one who has issues with this new version? the original plasma gun animation is glitchey same with the 64 rocketlauncher. Also barons have red blood drops that isnt right. I like the new gore but this needs fixing

>> No.4522453

alright lads I've got a question for you
which has the better ost, doom or wolf3d

>> No.4522456

doom, but wolf3d has the better sound effects, despite how simple they are
>that delicious doo-DODODO every time you grab pickups

>> No.4522475
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? My tunes are here: https://dialupformurder.bandcamp.com/album/midi-dreams

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

>> No.4522479

Doom. But Wolfenstein has some good shit.

>> No.4522530

sounds pretty rad, man
what soundfont did you use?

>> No.4522543

Hello fellow NZ bro. Check out doomworld , there's always projects going on there.

>> No.4522546


Thank you. Why not give it a download so that you can ruin a party some day when it accidentally comes on shuffle.

I used the generic general MIDI sounds that are on all computers with Windows or Mac OS. Although I do cheat on a couple of tracks, mixing in some other soft-synths.

>> No.4522548

Thanks, will do. Also, go to bed.

>> No.4522556
File: 33 KB, 426x364, 1515660742543.png [View same] [iqdb] [saucenao] [google] [report]

NEETs don't need sleep.

>> No.4522558

Try Doomworld, plenty of guys make original pieces for projects. Otherwise, if /vr/ goes for another speedmapping project then there's always that.

>> No.4522560

brb quitting job

>> No.4522568

Your older work is cool too, but I really like your recent album, it sounds a lot like Doom while also being very different. I'd like to see a lot more stuff like that, and how far you can go. What DAW do you use?
I think with your quality of work you'll definitely find some interested parties. I'd love to work with you (when I get better at mapping, ha).

Don't do it, being a NEET only leads to suffering later on!

>> No.4522585

>Don't do it, being a NEET only leads to suffering later on!
Please explain

>> No.4522593
File: 332 KB, 1366x768, cyberdoom.png [View same] [iqdb] [saucenao] [google] [report]

I don't need to shit up the thread by talking about the downfalls of NEETdom...
We try and stay tangentially on topic in these threads :)

>> No.4522598

was ist das

>> No.4522606
File: 19 KB, 400x400, 1477978867418.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4522608

what is it and where do I get it

>> No.4522613

It was a survival wave based sorta shooter with a cyberpunk aesthetic, it had a lot of potential but kinda fell off the face of the earth.
I'm not even sure where you can get it nowadays.

>> No.4522615

this picture is years old from the 8ch/vr thread, no idea where to find the creator or the mod itself...
someone must.

>> No.4522619 [DELETED] 

Took me 15 seconds dude


>> No.4522623

Says its the early version, where is newer?
Google gives me bullshit

>> No.4522626

Are you sure this is related to that? Cyberdoom is just the name I gave the picture.
Oh I guess you just realised the mistake.

>> No.4522631
File: 179 KB, 1098x804, file.png [View same] [iqdb] [saucenao] [google] [report]

my question still stands
it looks interesting

>> No.4522632

That's Cyberpunk Shootdown

>> No.4522636

Sorry, but search still gives me nothing

>> No.4522637

There's more dead links in some archives...

>> No.4522638

Y'know, looking at those hacked together SPAS12 frames now, they look fucking atrocious.

I wonder if I could do better now?

>> No.4522641

I'm sure you could

>> No.4522642

Last updated around Oct 15 2014 as shown here >>https://warosu.org/vr/thread/2006529

link for mod is dead, I'll upload a new one soon

>> No.4522664


Poor mod was abandoned too soon, back then I thought it had potential.

>> No.4522682


>> No.4522692

All this mod needs to be literally perfect:
RC (preferably frag) grenade as altfire for SSG, or separately.
Quick melee button.

>> No.4522694


>> No.4522702

didn't we have the 64 plasma gun and BFG already? or am I misremembering?

>> No.4522705 [DELETED] 
File: 3 KB, 112x125, 1515929556611s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4522710
File: 776 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Why do monsters may fail to teleport?
Picrelated basic teleport - they are supposed to get in when they near left part of the wall but they don't
They do cross the line

>> No.4522713
File: 208 KB, 1597x841, file.png [View same] [iqdb] [saucenao] [google] [report]

this in GZDB

>> No.4522719

missing destination point? perhaps wrong flags?

>> No.4522726
File: 12 KB, 464x410, 1515941695107.png [View same] [iqdb] [saucenao] [google] [report]

never mind, didn't notice it was from a published map, and the flags are fine. no idea, then.

>> No.4522734

Don't monster have to cross the line fully to teleport?

>> No.4522735

Doomesque music is slightly easier to write because the production is mostly done for you (generic MIDI sounds) and you can focus on writing. I will try and pump out a few more.

I use Logic.

>> No.4522736

thanks so much for uploading man

>> No.4522738

Yes, and they do.
2 of them teleported fine.
2 of them stayed behind.
All 4 were supposed to tp on the different spots. All teleporters set up in the same way. Yet it worked in 2 cases and didnt work in exctly the same other 2.
I waited 5 min for them to tp over and they didn't.

>> No.4522741

Move the exits of the two that didn't port over and see if that has to do with it?

>> No.4522745

Maybe you need the wall behind the teleporter to go further back to give them more space to spawn, though I wouldn't know why 2 work and 2 don't

>> No.4522789

well i just checked ks17-700.lmp and they all teleport there. so either you are loading a mod that fucks up the game, or your source port itself is broken.


>> No.4522793

The only mod I have running there is DAKKA

>> No.4522845

I recently went to doomwiki to look up the specific props used for the weapon sprites, and I noticed that the toy minigun they used seemed familiar. I then realized that my uncle owns the same one, and has had it for decades. I wonder if I can do anything with it.

>> No.4522875

>I wonder if I can do anything with it.
angled smooth chaingun.

>> No.4522882

get some nice pics for us at least if you ever get your hands on it

>> No.4522884
File: 2.79 MB, 720x360, Daggers normally explode into caltrops that send things flying, right.webm [View same] [iqdb] [saucenao] [google] [report]

I stayed up too late making this.
Worth it. Goodnight.

>> No.4522893

those are some explosive caltrops


>> No.4522927

enemies stumble on one leg from pain.
Secret weapon: Lego dagger that breaks into lego cubes

>> No.4522929

Give it a tiny chance to spawn lego bricks instead

>> No.4522932


>> No.4522934

Cool. How's it work in an enclosed environment though? I could see that many caltrops being pretty op in a hallway.

>> No.4523007


Wow, those caltrops have a lot of punch.

>> No.4523034

I wonder if that's Dave Gilmore and Roger Waters in there, year after year.

>> No.4523037

>be able to walk atop of lava, acid, boiling blood, toxic waste, some type of mud and a myriad of hazards like it's nothing
>the right instant my pinky toes sense the sharp pinch of a caltrop I am sent flying 20 units across the map and into the nearest wall

>> No.4523057
File: 662 KB, 1920x1017, Screenshot_Doom_20180114_205315.png [View same] [iqdb] [saucenao] [google] [report]

unknown object detected

>> No.4523060

Since Kinsie is probably the most noticeable Australian Doom modder, i'm surprised GGGmanlives never reviewed any of his stuff
Not making it sound like Australia is a small country, tho

>> No.4523073

If we eat too many burgers, does our avatar get fat?

>> No.4523082
File: 638 KB, 1920x1017, Screenshot_Doom_20180114_212643.png [View same] [iqdb] [saucenao] [google] [report]

she knows her limits

>> No.4523090

game physics is great isn't it

>> No.4523096

i thought jimmy was the most notable australian doom modder

>> No.4523097

i was under the impression she was supposed to be one of those "thicc" girls

>> No.4523109
File: 1.44 MB, 687x935, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

well maybe
but not fat atleast

>> No.4523118

get out of here manc
no fatso demons without hands allowed

>> No.4523125
File: 23 KB, 353x239, 1506048034097.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4523126

that's pretty chubby, m8

>> No.4523138


>> No.4523145
File: 8 KB, 80x82, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

Ok then

>> No.4523148

make it a skin

>> No.4523151

Quick question guys - what's the easiest way to check if player is standing in a particular sector?
I'm looking for an ACS function and zdoom wiki gives me stuff like GetActorFloorTexture...

>> No.4523163

delet this

>> No.4523174
File: 53 KB, 577x65, mmmmm.png [View same] [iqdb] [saucenao] [google] [report]

>Rouge the bat

>> No.4523192

>Sparkling eyes and butterflies

>> No.4523309


>> No.4523318 [SPOILER] 
File: 222 KB, 1920x1080, 1515964658432.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4523328

which touhou is that?

>> No.4523329

they're from an h-game, meikyuu no marionette, and it's not touhou at all

>> No.4523342
File: 1.83 MB, 3200x2157, 16955627808_e0cb11f79f_o.jpg [View same] [iqdb] [saucenao] [google] [report]

This Thread needs more Quake Ads

>> No.4523345

oh i assumed based on the frilly dress and poofy sleeves. sorry and thank you.

>> No.4523350

>advertising quake 64 with 2 player dm when goldeneye had 4

>> No.4523352

>grenade launcher
>picture of a rocket
what did they mean by this?

>> No.4523353


>> No.4523356 [DELETED] 

>what did they mean by this?
fuck off memer

>> No.4523358

but thats a mortar

>> No.4523359


>> No.4523363

these modern kids and their non-grenades.

>> No.4523403

how in fuck do you have so many lives
are you running in continuous play mode or what

>> No.4523415
File: 73 KB, 924x624, midway-home-entertainment-quake-video-game-grenade-spike-print-181911-adeevee.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo, that's pretty rad. Do you have a high res version of the nailgun ad?

>> No.4523483
File: 18 KB, 307x309, 1515885717120.jpg [View same] [iqdb] [saucenao] [google] [report]

>stuck in map, lost as shit
>think you finally made progress
>it was just a secret

>> No.4523506
File: 86 KB, 1024x800, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

i missed screenshot saturday, but i did make a map the other day. cleaning up sprites now

>> No.4523518
File: 1.96 MB, 1280x978, d4537bfa-cb7b-4e0c-b4f4-9b2afc06c304.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4523539

haha Duke is dead.

>> No.4523554

>farts are just boneless poop

>> No.4523563

would it be possible to model some tan gloves for him?

>> No.4523572

That's like the worst possible place for a cigar bandolier. It's the part that changes size the most on your arm, and the part that you're most likely to bump off of walls.
1/10, start over.

>> No.4523589

cool now make them kiss

>> No.4523597
File: 100 KB, 472x526, 1515929556611.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4523601
File: 69 KB, 337x425, serious-sam.jpg [View same] [iqdb] [saucenao] [google] [report]

>... Duke catches his breath; "I never knew how much I wanted this."
>"UNF." his newfound lover replies, wiping the saliva off his helmet's filter

>> No.4523634

>wiping the saliva off his helmet's filter

>> No.4523695
File: 19 KB, 500x374, 1unTSFl[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4523701

He said he wants a better scan

>> No.4523705
File: 22 KB, 500x374, 1515978071389.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4523710
File: 485 KB, 1920x1080, Screenshot_Doom_20180115_140512.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4523715
File: 119 KB, 900x616, Tartarus.jpg [View same] [iqdb] [saucenao] [google] [report]

Any mods that feature alternative interpretations of Hell?

>> No.4523723

Grezzo 2.

>> No.4523735

What was that mod the replaced the shotguns with bullet weapons?

>> No.4523743

for which game

>> No.4523753

doom 2

>> No.4523758

looks like a decent 90s map, what is it?

>> No.4523783

égoutier i think

>> No.4523803
File: 401 KB, 1929x1085, Screenshot_Doom_20180115_150500.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4523806

The pistol and chaingun also have much more satisfying sound effects in Wolfenstein.

>> No.4523812

Inb4 it's a chaingunner

>> No.4523847

Wildweasel's No Shotguns for You.

>> No.4523902

That they played the game.

>> No.4523906
File: 2.84 MB, 720x360, tighter areas.webm [View same] [iqdb] [saucenao] [google] [report]

>Cool. How's it work in an enclosed environment though? I could see that many caltrops being pretty op in a hallway.

Good question, let's find out together.

Hey man no one fucks with spikes.

>> No.4523920
File: 37 KB, 316x276, 1503797147937.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess it's not really more op than anything else. That 2nd blast was pretty impressive though.

>> No.4523983

I'm sure grenade launchers fire grenades.

>> No.4523984

Kinda makes sense if the GL and RL use the same ammo I guess?

>> No.4523986
File: 62 KB, 640x480, m1 garand rifle grenade.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4524009

"Rockets" are in fact "Rocket Propelled Grenades", anon.

>> No.4524012

That's not what Quake told me.

>> No.4524027

Quake II had all original levels and 4 player split-screen. Awesome game.

>> No.4524045

rocket launchers fire grenades, too, just rocket-propelled ones

>> No.4524150

>Join the only populated zombie server, only one guy playing and another spectating
>"Sup niggas?"
>"Player: Fuck black people"
>Player disconnected

Guess I'm playing in a shitty MM room tonight

>> No.4524162
File: 36 KB, 600x750, 1487380911570 - Copy.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe he was under attack by black people and was like "fuck! black people!" and had to go defend his home.

or he coulda been a racist. or just an edgy internet person.

>> No.4524194


>> No.4524198
File: 58 KB, 496x368, most_beautiful_sound.png [View same] [iqdb] [saucenao] [google] [report]

check out this cool picture of a sleeping rocket I took
I had to approach it very slowly

>> No.4524204

I think you'll find that is in fact a small timed explosive barrel

>> No.4524210

stop spreading misinfo. that is in fact an automated burst fire remote detonation tactical dildo.
the enemy had those back in Nam.

>> No.4524213
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4524215

>tactical dildo
does it share ammo with the assault anal beads?

>> No.4524218
File: 463 KB, 720x719, croppedImage_1514670170210.png [View same] [iqdb] [saucenao] [google] [report]

so what you mean is the grenade launcher actually fires rockets that lose all their boost instantly and lazily explode at floor level instead?
shit man quake is weird.

>> No.4524231

they're non-euclidean rockets of the blind idiot god

>> No.4524237

best description available

>> No.4524243
File: 2.07 MB, 1920x1080, 1493869760601.png [View same] [iqdb] [saucenao] [google] [report]

I have a fucking 1060

>> No.4524251

pity the engine isn't built to handle this
I mean I like some crunchy-ass lookin' old school doom, but I love this too

>> No.4524254

gimme link
I anna test my rig

>> No.4524261



floor reflections on

>> No.4524265


>> No.4524276
File: 60 KB, 1280x720, 1486502184910.jpg [View same] [iqdb] [saucenao] [google] [report]

that thumbnail

>> No.4524278

Try out dwarf fortress with over 300 dwarfs.

>> No.4524281

DF doesn't give much of a shit about GPU tho.

>> No.4524282

Point being there is no more badly optimized game than DF.

>> No.4524290

programming is hard

>> No.4524308


>300 dwarfs

when will they learn

>> No.4524312

Looks like its dead.

There's one russian D2 remapping project that got completed.

It would require you to mess with GLDEFs to multiply thestatic light sources by 3, due to it being made for older GZDoom where multiplier for dynamic light radius still worked.
Without that tweak maps will end up much darker than they should.
Otherwise shit's too dark, IMO.

>Graf removes ability to set up light dynamic light radius because it messes with author's visionof their maps
>Maps that were designed with that feature in mind breakand no longer look like author intended

>> No.4524315


my fucking eyes

>> No.4524325

> map requires user to set specific slider settings to have intended visuals

>> No.4524414

>downloaded out of curiosity
>there are 9 screenshots in BMB format, 6 megs each,and 2 versions of one mod in single archive

>> No.4524419
File: 437 KB, 1920x1080, 232622.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4524449
File: 1.45 MB, 1920x1080, 1486089887251.png [View same] [iqdb] [saucenao] [google] [report]

yay or nay?

>> No.4524451

i'll give that room a yay so far

>> No.4524465

bit messy/cluttered. so many rows of constantly repeating faces. visually noisy. windows just cut into skulls. bad texture cutoff on the front of the middle coffin (the one with the crosses on top). detail for the sake of it. consider applying principle of "less is more"

>> No.4524469
File: 4 KB, 290x114, lancer.png [View same] [iqdb] [saucenao] [google] [report]

made a pickup sprite for the lancer in dakka
I'm amazed it actually turned out okay

>> No.4524470

Looks like a big ass angry laser cannon.
Nice work.

>> No.4524471

>lost souls in doom 64 are more aggressive
>pain elemental spews two of these at a time
>arachnotrons shoot two plasma projectiles at a time
looks awesome

>> No.4524512
File: 1.44 MB, 1920x1080, 1484812913825.png [View same] [iqdb] [saucenao] [google] [report]


what about the windows now?

>> No.4524514

Make a big coffin spawn a big dude while small ones spawn small dudes

>> No.4524517


I was going to spawn a baron of hell on the big coffin when you jumped over the open coffin

>> No.4524532

a bit better. i still think it's overdetailed, but that's a matter of personal preference. at least there are no glaring misalignments, or textures cut off in the middle of a pattern, and so forth.

>> No.4524535

>still no ports of the rpg doom/id games

>> No.4524567
File: 1.24 MB, 720x360, Fan o knives.webm [View same] [iqdb] [saucenao] [google] [report]

While it's not as dramatic as the glass knife, the spread knife has the potential to give a lot of life back if you huck it into a crowd or get up close on something bigger and unload all 7 in their face. Doing that will unload a lot of damage too.

>> No.4524579

Spread love not daggers

Doomslayer should be able to summon an Archangel

That Archangel should be Hapsiel

>> No.4524590
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google] [report]

You sound like you don't want to beat up demons. Though I'm not familiar with my archangels

>> No.4524592

It's the kind of archangel
that loves everyone
T̪̯͍̣̭͉ͩ̀̆Ó͇̯͇̽̔̒͢ ̷̨̮͒ͪ́ͩͧ͑͂͌̕ͅD̛͕͍̻̺͓̩͚̹ͮ̓̏͑̒̀́͜E̵̮͕͈͔̻̬̩̤̎͊̇̀͜A̶̼̥̱̪̼͐ͧ̍ͮͪ͛ͭ̕͡T̰̈́̂̌ͨ̆H͍͍̗̣̖̼͍̠ͧ͂ͩ͗ͬͣ͊͌̐͘

>> No.4524594

it's actually some anime character

>> No.4524606


is there a way of opening a door after killing a monster in boom format?

>> No.4524634

The only angel in Doom is the Angel of Death and he gave Doomguy the Praetor suit so he could kill easier.
...Unless you think Lucifer actually exists in the lore.

>> No.4524696

yeah but it's annoying, you give the door tag 666 then use dehacked to make the monster call A_KeenDie when it is killed, then the door tagged 666 will open when all monsters of that type are dead. this works in all MAPxx (doom2), i think it also works in ExMx (doom1), but not sure, you'd have to test.

>> No.4524712
File: 19 KB, 485x465, M430a1.png [View same] [iqdb] [saucenao] [google] [report]

Well, in reality, no, a grenade launcher fires a grenade ballistically, like a firearm's cartridge, while a rocket launcher fires a grenade that keeps propelling as it's launched in the air, by the use of solid fuels, and typically carries a heavy payload intended to penetrate armor, generally tanks, thus using a shaped charge, that directs and focuses an explosion to provide absolute maximum penetration.

You could conceivably make a weapon that uses a multipurpose grenade that can do both, but this would actually just be shit and it'd suck at one or the other, or both. It's for convenience of gameplay and simplicity that Quake launchers use the same ammo pool for both, because realism isn't really that relevant to a game like Quake.

>> No.4524746

>HDoomguy was accused of stealing his own work because Sgt Mark stole it and put it in Brutal Doom

>> No.4524758

I think my head asplode

>> No.4524763

Not the Zelda's Link, but a web hyperlink.

>> No.4524771
File: 162 KB, 500x1077, generic autistic chart.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else felt like the Heresiarch was supposed to be the true Korax? Like he was scrapped or recycled as a middle boss in the latest part of Hexen development? It always itches me every time I play or remember Hexen because a lot of things point to the Heresiarch as the second Serpent Rider.

>> No.4524780


>> No.4524796
File: 678 KB, 2560x1920, 1405433266451.jpg [View same] [iqdb] [saucenao] [google] [report]

has /doom/ ever made any infographics?

>> No.4524816

>You could conceivably make a weapon that uses a multipurpose grenade that can do both, but this would actually just be shit and it'd suck at one or the other, or both.
hm, i can picture a weapon that could use both classic and propelled grenades (M1 garand riflenade launcher, you'd use the gas cartridges as intended and some kind of spark cartridges to ignite the propellent on the other ones) but an universal projectile sound more complicated.

>> No.4524829

Check the OP. also there's one right above you.

>> No.4524834

>a sauce so spicy, it will agitate your tongue and make you go AAAAAAAAAAAAAAAH when you consume it

>> No.4524838

All those mouths along the ceiling and pillars looks pretty ugly, and too busy when there's already the skulls bordering the room

>> No.4524841

Playing Hexen = HEXEN.WAD + WideID.wad in GZDoom? Anything I can do better?

>> No.4524842

is the armored mancubus from doom 4 that shoots green shit based on the hectebus?

>> No.4524851

bloody steel, it starts in an industrial wasteland and gets pretty trippy over time

>> No.4524872

[01-15] La Tailor Girl updated to 1.3

>> No.4524874

I feel like Quake would work better for a Blame! themed map, with its focus on verticality. Sheer Hellish Miasma from Honey is a good example of a blame style map for Quake.

>> No.4524883

meant for >>4521580

>> No.4524893

pretty sure you made this up

>> No.4524895

Nope, HDoomguy complained on Joel's stream about it.

>> No.4524897

What wad is this?


>> No.4524902

brutal doom.

>> No.4524907

I don't know why you think I'd fall for that

>> No.4524909

alright you got me, it's called go medieval on their asses.

>> No.4524910

so, still no real evidence shown.

>> No.4524913

I'm not gonna go to the specific millisecond of a 4 hour stream that he shows up on chat to find it, it's better to just ask him on his blog to confirm it yourself.

>> No.4524920

What's your issue, man? I just want to play some fun Doom wads.

>> No.4524923

it doesn't work like that shitter. you made the claim, you have to provide the evidence. especially for such a controversial subject, you best be ready to back it up with evidence. because what you posted looks exactly like "fake news", a believeable lie that feeds into people's prejudices and gets them riled up. which is exactly what you, a cunt shitter troll, wants. so either provide evidence, or fuck off.

>> No.4524926

he's not bullshitting you, it's one of the future gmota updates

>> No.4524931

>it doesn't work like that shitter. you made the claim, you have to provide the evidence.
I don't care if you don't believe me considering the lengths I have to go to to provide the evidence at this point, not to mention my screenshot could be faked so the best possible way to confirm it would be to ask HDoomguy yourself.

>> No.4524932

How can I run gzdoom with zip files in command line?

>> No.4524950
File: 1.27 MB, 2100x1368, 1513882003889.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly, you could skip the blank and all that with modern developments, you can make rifle grenades which feature bullet traps, letting you launch them with live ammunition.

Conceivably, you could have a setup where this hits a percussion cap that starts off a solid propellant on some kind of self-propelling grenade.
The issue is that rifle grenades already have sort of mediocre/poor accuracy, and this would probably have pretty damn shit accuracy, akin to a Gyrojet, where if there's even the slightest pust of wind when you shoot it'll upset your trajectory very aggressively. You could have some kind of starting charge I suppose, but you'd still have poor inherent accuracy.

The big idea about rifle grenades is that you can have a regular rifleman launch a long range grenade when needed, without carrying a separate launcher, which was extremely appealing in the 1940's, but with more modern ballistic grenades with dedicated launchers (which could be fitted as accessory onto an infantry rifle), you get so much better accuracy, and so much faster loading it practically makes rifle grenades obsolete.

>> No.4524956 [DELETED] 

>This is the 77th IP in the thread.

It was bullshit from the beginning.

>> No.4524957
File: 171 KB, 1023x440, 1470601872321.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know how to make Unloved compatible with custom weapon packs? Thanks in advance!

>> No.4524961


>> No.4524972

Damn fine post.

>> No.4524974
File: 50 KB, 549x560, confused brit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4524984

cannot gather if you're vaguely implying that 77 ips is too little or vaguely implying 77 ips is too many

>> No.4524985


Heh this was a fun project. I never did the cacodemon hot sauce I wanted to make

Maybe one day.

>> No.4524986 [DELETED] 

Just saying, I find it suspicious that someone comes into the thread and posts something inflammatory like that.

>> No.4524987

>John Carmack coded Quake on a 28-inch 16:9 1080p monitor in 1995

I'm curious. What was the 1st 3D game that could be set to "HD" resolutions of 1080p or above. Nevermind the bad framerate on mid-ranged 90s rigs. Was it Quake as programmed by Carmack on his bigass CRT?

>> No.4524994 [DELETED] 

But just some days ago /doom/ was laughing when Mark said on twitter that he never stole from anyone, where is this hidden BD fanbase in this thread that you're implying would get bothered by such news? And how is it suspicious if the poster is telling you to confirm it yourself by asking HDoomguy?

>> No.4524998

Nah I don't think Quake 3 even had a proper 1080p option. Games were pretty bad for it, it sucks installing all these older games (that aren't that old) that you have to fuck around, hex-editing or looking for a user made patch to get it running in 1080p properly.

ok i get it now

>> No.4525004

Nevermind, figured it out since I decided to go and learn SLADE myself.

Jus' go to KEYCONFIG and comment out createplayerclass stuff

>> No.4525007 [DELETED] 

These are my only other posts in the current thread


And I'm not a big fan of the reddit mod both of them so I have no dog in this fight and if true it marks another notch in the L column for Mark. There is nothing in that post that suggests that I believe /vr/ has a closet Brutard faction so I don't know where the hell you got that from.

>> No.4525019 [DELETED] 

>There is nothing in that post that suggests that I believe /vr/ has a closet Brutard faction so I don't know where the hell you got that from.
You claimed the post was inflammatory, do you know what that word means? It means something created to piss off people, the only people would get angry at it are BD fans because Mark is being accused of stealing. Mark doing something bad is like the weekly joke for /doom/.

>> No.4525023

i know you have received criticism for the clutter/busyness/noise but remember that's a totally valid aesthetic to aim for if that's what you want.
I dig the over detailed religious angle, it's really just speaking to religion's real-life practice of lavish, over decoration so I think it totally works. It's sinister in a way.

>> No.4525050

>Find cool gun too lemon? Not when wearing this gear!

>> No.4525068

no, really, it's called GMOTA, Go Medieval On Their Asses

>> No.4525075

Do you pronounce the letters, or do you say "gee-mota"?

>> No.4525078

you can talk however you want bud

it totally works just saying 'gee-mota' tho, it's a pretty good name and acronym and pronunciation all 'round really

>> No.4525081


I say Jeemohtah.

>> No.4525087


>> No.4525089

Is there a way to group sectors together without joining them together?

>> No.4525095

i said i didn't like it but it was a matter of personal taste. he fixed all the stuff i thought was actual bugs.

>> No.4525135


>> No.4525138
File: 304 KB, 1851x837, help align pls.jpg [View same] [iqdb] [saucenao] [google] [report]

Best way to align this stuff in (GZ)Doom Builder? Or do I have to just do it manually?
Auto align doesn't seem to work at different levels...

Sweet, not that I (or most people?) will ever get to play this multiplayer.

>> No.4525150

Why's there a Vader Terminator in there?

>> No.4525157

Ctrl+a, look through the keyboard shortcut references

>> No.4525158

You had a thing going with id tech games only, then fucked it up for the sake of a meme

>> No.4525159

ah, yes, caleb is my favorite id character

>> No.4525160

Thanos taking advantage of the people who cried about Samsara, even though Caleb won't bring his own weapons from his game.

>> No.4525164

Why on earth do you care that it's id only or not? If he felt like it he could add bart fucking simpson.

>> No.4525167

he absolutely could and i would still make fun of it

>> No.4525168

I'd say he could have added Batman or a Star Wars rep at best

>> No.4525169

he wants it to be taken seriously as an esport

>> No.4525170

And adding a retro FPS character isn't going to somehow botch that.

>> No.4525171

it's not out until october?

>> No.4525174

>Why on earth do you care that it's id only or not?
That's kind of what Quake Champions is supposed to be, so if you're making a version for Doom and then break away from that, you've fucked up.
Not like I'm gonna play it anyway, I'm just offering an opinion. Feel free to just call me a faggot if you don't like it.

>> No.4525176

Dignity maybe?

>> No.4525178

yes because you are tainting the purity of the mod.
what's next, after caleb? more unnecessary fluff that taints the sanctity of the game.
when does it stop being QUAKE champions? we're straying from the artistic vision of the mod, and that's when they begin to falter, without focus.

^not my opinion ofc :)

>> No.4525179

>That's kind of what Quake Champions is supposed to be
Says who? Why limit yourself for no reason? If Bethesda fell like it they could add a Fallout character tomorrow.
Dignity for what? How is adding another retro FPS character losing dignity? Because you don't like it?

>> No.4525180

Might as well just add whoever and call it Quakesara!

>> No.4525181

>Says who?
Says the name?
I mean, it's right there. Quake Champions: Doom Edition. It's taking after Quake Champions, but in Doom.

>If Bethesda fell like it they could add a Fallout character tomorrow.
Yeah, they could. Hell, they could even add the Dragonborn from Skyrim and I'd say it's dumb too.

>> No.4525183

if he really added caleb to take the piss, i love that

>> No.4525185

it's making me lol, involuntarily

>> No.4525187

>Says the name?
By this logic Doom 3 guy shouldn't be in Quake Champions then because he was never in this series. There is absolutely no reason to limit yourself to an unspoken "rule" about it having to be id only characters. It's like getting angry that Snake was added to Smash Bros, you're making yourself look like a sperg making up rules on his own on what others should do.

>> No.4525191


>> No.4525192

Makes me wonder what would happen if they added Hitler to Quake Champions, he is an id character.

>> No.4525194

Or Commander Keen, he's an id character too so he fits.

>> No.4525195 [DELETED] 

sales would go up by 1488%

>> No.4525196

>By this logic Doom 3 guy shouldn't be in Quake Champions then because he was never in this series.
Well, I mean, he is.

>It's like getting angry that Snake was added to Smash Bros, you're making yourself look like a sperg making up rules on his own on what others should do.
I'm pretty sure you're thinking I care far more about this than I actually do.
I just think it's funny that Caleb has no reason to be there and yet there he is just for the sake of it. So I made a joke about it. That's all.

>> No.4525197 [DELETED] 

six million downloads

>> No.4525198

>Commander Keen
They would make him an adult, which would be 100% dumber than adding a kid, who could have just had non-violent deaths or look cartoonish, since they've already broken the barrier a bit with the crossover aspect.

>> No.4525202

They didn't give a rat's ass about blowing his kid body to gibs back in Doom 2.

>> No.4525213

that was mean

>> No.4525225 [DELETED] 

aw we can't even make these jokes anymore?
heck, man

>> No.4525226

No, /pol/shit just isn't funny except to /pol/tards.

>> No.4525228 [DELETED] 

as if they were funny or even necessary in the first place.

>> No.4525229 [DELETED] 

oh are we banning posts that aren't funny or necessary now?

>> No.4525230

/pol/shit doesn't belong outside of /pol/.

>> No.4525232 [DELETED] 

Seriously, fuck off back to your home board.

>> No.4525243

I deleted them myself because after posting I thought the result wasn't as good as the idea seemed at first. So yeah I decided they were neither funny nor necessary and corrected it. Sorry.

>> No.4525247
File: 141 KB, 637x358, notinquakelive.jpg [View same] [iqdb] [saucenao] [google] [report]

On that note, bring back Fritzkrieg

>> No.4525250 [DELETED] 

alright thanks

you other guys can delete your shitty posts now too and clean up the thread a bit, make things easier on janny. i dont give a shit about /pol/.

>> No.4525256
File: 752 KB, 800x600, F_SKY3.png [View same] [iqdb] [saucenao] [google] [report]

Noob question, but I can't find any good results on the internet about this, how can I change the sky of my map? It always displays Sky1, but I want the hellish Sky3 instead. How do I this?

>> No.4525263

Some of these weapon animations look reaaally lazy, the railgun's sprite seems entirely unanimated, and the lightning gun doesn't even glow or shake when shooting.

Also that poor shotgun, only got like 2 seconds of footage.

>> No.4525279

Get slade, open up your ultimate doom wad and find the sky you want to use then copy it. Then open up the wad you're working on and paste the sky and rename it RSKY1 if it's a doom II map, or SKY1 if its for the ultimate doom.

Here's slade: http://slade.mancubus.net/index.php?page=downloads

Hope this helps.

>> No.4525287

Thank you a lot, gonna try this soon.

>> No.4525290

doom3guy is part of the doom series
and he's in there as a skin of a pre-existing character

>> No.4525291

No problem.

>> No.4525292

>Map 22 in TNT: Re, with MetaDoom
>Still no BFG
I guess i accidently cursed myself, for naming my saved progress METATNTR.

>> No.4525295

I don't know what about recreating other games in doom's multiplayer is it that makes it look like it plays so awkward

like, doomguy is fast already, certain things like crouch sliding kinda feel redundant and would make it really uncomfortable to keep up with pace wise

>> No.4525296

I mean, knowing how D4D/D4T used unusual sprites or played differently from D4, i thought the whole point of QCDE was to copycat the game's gameplay mechanics, but in a way where it proves you can make that game in Doom, without being fully accurate

>> No.4525304

is there really no bfg for 20+ maps? or have you not been going for 100%?

>> No.4525307

Maybe i'm just a complete idiot, but knowing how it's a Final Doom inspired wad, it's kind of hard at times.

>> No.4525351

Found this WAD named CRAP.wad on a old Doom Accessorys disc. Its concept is neat but it hurts my eyes. Don't play if you have epilepsy.

>> No.4525358

uh... is it supposed to be 90% missing textures and hall-of-mirrors effect?

>> No.4525378

no... I ran it with GZDoom just fine with original doom iwad.

The full disc is https://archive.org/details/cdrom-doom-accessories and you open the IMG file in PowerISO.

>> No.4525379

Always felt the same way

>> No.4525415
File: 1.81 MB, 320x240, CRAP-101.webm [View same] [iqdb] [saucenao] [google] [report]

can you take a screenshot or something? because this is what it looks like for me.
>original doom iwad
wonder if that's relevant. i have the ultimate doom iwad.

>> No.4525425 [DELETED] 
File: 89 KB, 1280x582, 38150-teaser1.jpg [View same] [iqdb] [saucenao] [google] [report]

what do you guys think of this
episode 2 had some killer maps

>> No.4525429 [DELETED] 

haven't tried them yet

>> No.4525430 [DELETED] 


>> No.4525431 [DELETED] 

I really enjoyed it. Haven't tried the MP yet, but the first two episodes were very good.

>> No.4525432 [DELETED] 

inb4 not retro

>> No.4525435 [DELETED] 

this is offtopic on /vr/, sorry.
>>4525429 >>4525430 >>4525431 >>4525432
wow how did these posts end up so close together??

>> No.4525436

what are you doing.

>> No.4525439

making an observation. it's interesting to me why those four posts were made all within 20ish seconds. i find that intriguing, but it's likely just a coincidence.

>> No.4525440


I'll fix it


oh boi

>> No.4525460
File: 492 KB, 1688x1125, filters (2).jpg [View same] [iqdb] [saucenao] [google] [report]

Suggestion: go into the graphics options and turn off the bilinear filtering, the game will look much more crisp and pretty that way.

>> No.4525472

oh well they're gone now so i might as well delete it

>> No.4525532

Are there any advantages of using the peephole method over joined sectors for teleport ambushes?

>> No.4525559
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

That latest Smooth Doom update is broken as fuck.

>> No.4525562

not really. if the joined sector ever moves, and you're in vanilla, the game will do a blockmap iteration over the entire sector bounding box, which if it covers a large area, can be very slow. this only applies to vanilla, in boom and upwards the algorithm changed to track all the actors touching a sector. you can avoid this completely in all complevels, by making sure the joined sector never has an action applied to it.

>> No.4525578

Oh sorry I just took that image from google, I know well about that awful filtering.

>> No.4525589
File: 1.29 MB, 1280x1440, looking good looking shit.png [View same] [iqdb] [saucenao] [google] [report]

It's all personal preference, play as you feel.
I just think pixelated graphics are very pretty to look at, and bilinear just smudges it out so you can't see how pretty it is.

>> No.4525613

I don't recall bilinear looking like that.

>> No.4525647

Ultimate Doom works too... what sourceport are you running? Hardware or Software rendering?

>> No.4525648

yeah that's something else, edge smoothing or some such

>> No.4525653

something based on prboom, in software mode
pr+ and chocolate doom look the same, as does gzdoom, but all in software mode
i haven't tried hardware mode, but it's a 1994 wad, how can it require a renderer that didn't even exist?:)

>> No.4525667

hmm impressive, the floors do actually render in opengl
that's a well fucked wad if i do say so myself

>> No.4525715
File: 690 KB, 1600x900, Screenshot_Doom_20180116_054824.png [View same] [iqdb] [saucenao] [google] [report]

You fucked something up.
The flamethrower flames spawn MinigunFlame actors whenever they hit something and those actors never go away. Ever, even if they go invisible, they still sit there.

>> No.4525721

draw a picture

>> No.4525725

would you believe I passed over the "loop" in the minigun flame code like five times because I kept reading it as "stop"?

the verdict is out on whether I can actually read or not

>> No.4525730
File: 20 KB, 1391x127, loop.png [View same] [iqdb] [saucenao] [google] [report]

and for the inevitable "why did you put loop there in the first place" question, this is when it happened

>> No.4525756
File: 51 KB, 454x267, 1502338488138.png [View same] [iqdb] [saucenao] [google] [report]

I like the new gore but Even the hotfix was flawed. I hope the author gets it right the next major update

>> No.4525801
File: 384 KB, 1280x960, spawn02[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Has there ever been a more annoying little piece of shit in FPS history?

>> No.4525850
File: 83 KB, 522x738, efjk43g.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4525852
File: 17 KB, 212x156, Sentry_Drone.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4525854


Oh, you silly.

>> No.4525876

is hdoom dead

>> No.4525884

we can only hope

>> No.4525885

Enjoy Monster Girl Quest :^)

>> No.4525887
File: 55 KB, 498x280, 1498688813512.png [View same] [iqdb] [saucenao] [google] [report]

I wish id would canonize this as the official look of the Quake double barrel shotgun.

>> No.4525891

Yes, assholes using mods with silenced weapons won't be bypassing your ambushes anytime soon.

>> No.4525892

What's this from?

>> No.4525894

Arcane Dimensions.

>> No.4525895

>lever loop
I see.

You sound like you're taking it very personally.

>> No.4525897

>You sound like you're taking it very personally.

>> No.4525901

Are you sure? You can always tell us.

>> No.4525904
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google] [report]

I wanted to be funny but it didn't work.

>> No.4525905

the viewmodel looks nothing like it though.

>> No.4525907

>double barrel
>lever loop
But that's the beauty of it!

>> No.4525908

Hey, how close is DAKKA to being complete in your estimate?
What else have you planned for it?

>> No.4525941
File: 38 KB, 524x270, steamworkshop_webupload_previewfile_300099894_preview[1].png [View same] [iqdb] [saucenao] [google] [report]

AD has pretty neat world models, but does have some funny things like the Thunderbolt's miniature cell ammo box at the back when the mod itself replaces the id1 cell pickup (that the model is based on) with its own 'wooden battery' model.

>I see.
No one said it has to make sense as long as it's fun to use. AD's own Widowmaker has THREE barrels and a lever action.

The double barrel's viewmodel is basically two pointy metal rods, you're free to take some liberties with what the rest of it looks like.

>> No.4525947

I always wanted a lever action double barrel.

>> No.4525951
File: 1.05 MB, 1920x1080, quakespasm 2018-01-15 23-12-30-48.png [View same] [iqdb] [saucenao] [google] [report]

Looking at a better image of the AD SSG, it apparently has two ammo tubes. So it's almost literally just two lever action shotguns welded together with the action working both sides at once. Is it realistic or efficient? Frankly, no, but it fits fine when you consider the rest of Quake's weaponry.

>> No.4525964
File: 287 KB, 640x480, AFTERBURNER WAS STOLEN!.jpg [View same] [iqdb] [saucenao] [google] [report]

hey buddy

>> No.4525965

there's not much left, that's for sure.

- finally make my mind up on whether I want to take the shotguns down to 100/200 damage, or leave them at 125/240 damage
- replace the shotgun and SSG alt-fire with cluster grenades (SSG will spread out the mini-grenades in a wider area)
- at the same time, combine the alternate ammo types the shotgun and SSG use
- replace the BFG alt-fire with something more fitting for it - the idea I had was a BFG ball that explodes in a wide area, then makes everything it hit *also* explode
- greater IWAD compatibility, when all the weapons are finalized. plenty of health adjustments would be in order - korax's 5000 health isn't so impressive against a gigantic fuckoff BFG laser, after all, and 250 health serpents don't stack up very well against 125 damage shotguns.
- add caleb

if there ever was a home stretch for dakka, this'd be it. about goddamn time, too.

>> No.4525971 [SPOILER] 
File: 2 KB, 43x58, 1516077309375.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4525986

Kleers Serious sam except for 2 those kleers were nerfed
Im amusing I was expecting agitation due to the fact that this is an entire planet full of kleers

>> No.4525992

kleers dont jump randomly and dont have fucked up hitboxes

>> No.4525998

you are right

But fuck me I still remember the kleer alley of metropolis

>> No.4526003 [SPOILER] 
File: 33 KB, 380x422, 1516077932516.png [View same] [iqdb] [saucenao] [google] [report]

Yes they do, what are you talking about?
Yes. Pic related.

>> No.4526037

Chaingunners are EZ/PZ, they don't even try to not die.

The spawnblob is actually a fucker to handle and takes a beating.

>> No.4526058

It's completely realistic, if you have 2 triggers. A chamber indicator and means to prevent ejection/reloading of unspent shells would be great too... rifled barrels would also be nice.

>> No.4526071
File: 3.92 MB, 2000x1333, starry night.gif [View same] [iqdb] [saucenao] [google] [report]

Chaingunners head on are no problem.
Chaingunners that pop out from a closet behind you or lurk from the other side of the map however, that's when you start having issues.

>> No.4526080
File: 52 KB, 949x550, DP12.jpg [View same] [iqdb] [saucenao] [google] [report]

>Is it realistic or efficient? Frankly, no, but it fits fine when you consider the rest of Quake's weaponry.
Well, there's really no reason you can't actually just link two actions, magazines and barrels to one loop and one trigger.

Like, you could totally build a gun like that in real life, a double-barreled lever-action shotgun that cycles and fires two shells at a time.
Optionally, you could make it fire one shell with each triggerpull, like that DP12 thing (so, one pump, two triggerpulls), in which case it'd actually kind of have some kind of strange, but not retarded, utility. The only thing you'd really need to add to make it complete would be a full stock, though it wouldn't really fit the Quake SSG aesthetic the same way.

>> No.4526082
File: 61 KB, 447x863, NaliN.jpg [View same] [iqdb] [saucenao] [google] [report]

That one Nali that you free from deep in the castle dungeons, follow out of the dungeon, up a spiral staircase, outside onto the castle ramparts, ride on a gondola lift with, pass through some torchlit tunnel, head back outside to a plateau with his farmstead in the distance, then finally, wondering what the big reward will be for following him all this way, you watch on as he gets blown apart by a passing Skaarj fighter.

>> No.4526087

>The only thing you'd really need to add to make it complete would be a full stock,
You're halfway there already, that's one of the things the AD worldmodel changes- giving it a mare's leg style shortened, but still curved stock, while the default model has a straight vertical pistol grip.

>> No.4526093

Hahaha. Yeah. Pretty great.

>> No.4526095

That's actually way cooler for a Quake aesthetic than just the common curved sawed off grip.
Does it have a view model?

>> No.4526098

Unfortunately no, none of the default weapons' viewmodel animations or models are changed other than the axe (to better fit the upgraded Shadow Axe), aside from the Super Nailgun now firing staggered left and right like the muzzleflash indicates instead of straight down the middle like it does in vanilla. The Plasmagun and Widowmaker are all-new models and you can tell because their viewmodels are significantly more detailed than the normal Quake weapons.

>> No.4526105

Actually no, my mistake- apparently as of one of the newer updates they did update a couple of the viewmodels, such as rounding off the back of the cylinders of the two nailguns, but you can only see it if you've got your field of view cranked way up and the old-style weapon position enabled, and the shotgun still doesn't match.

>> No.4526110

That's a shame, someone should really complete those weapons.
The weapon models is the only part of classic Quake that I feel has notably aged, and new ones based on these designs would be really cool.

Or a port of the Deathmatch Classic models, if I get to dream.

>> No.4526120

While obviously not relevant for Q1, Quake Champs has some pretty darn good remakes of Q1 weapons, better than a lot of the fan attempts I've seen over the years.

>> No.4526240
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


Nice shotgun.

>> No.4526265

IMO kinda looks stupid the way it reloads though.
>has to release his trigger grip just to operate that right-handed pump mechanism

>> No.4526270


>> No.4526278

I'm fine with the pump mechanism, but it needs more feedback.

>> No.4526289
File: 341 KB, 680x917, 1471452934740.png [View same] [iqdb] [saucenao] [google] [report]

High quality resize

>> No.4526296

>we can only hope it isn't

Those infinitely respawning electric fucks from Blake Stone

>> No.4526362
File: 269 KB, 1024x640, plasmabastards.jpg [View same] [iqdb] [saucenao] [google] [report]

>Those infinitely respawning electric fucks from Blake Stone
Oh fuck I forgot about those assholes, they do stupid damage too. I hate them.

>> No.4526369

he means the wooden grip pictures there doesn't exist.
as nice as the one in AD is it doesn't represent the real model at all.

>> No.4526401
File: 1.77 MB, 1920x1080, 1485802925635.png [View same] [iqdb] [saucenao] [google] [report]

yeah here it is with bilinear

>> No.4526408
File: 211 KB, 1060x982, 1515440325093.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4526413

Good to hear that it's nearly done!
Please-please-please make SSG's altfire grenade an RC-detonateable.

Suggestions: SG grenade - bouncing, but loses velocity drastically on each bounce. Does not explode on enemies, but rather looses all its speed and flops, exploding 0.5 sec later.
SSG grenade - 3-4 grenade cluster grenade, uses several grenades, behave like SG grenade, but drops 3-4 clusters that also exiplode. Reload button can detonate it before it explodes on its own.

BFG Altfire - cheaper than full shot, make it detonate right infront of you (or short distance from you) and make the tracers do their work, maybe with more traces, or maybe making tracers visible, or maybe making traces visible as lightning bolts akin to what the channeler does

>> No.4526517

I actually kind of like bilinear. The zombo just looks like he has fucked up teeth instead of being some kind of crazy squid monster.

>> No.4526537

they're harder to make out in bilinear though

all those n64 era games back then molded my liking to bilinear filtering. i don't like resizing at all but good ol smoothing is fine with me.

>> No.4526546


While bilinear looks like shit I always have this nostalgic feel when I see it. As a teen I was probably the only guy in my shitty small town with a 3DFX card and other guys would litterally shit their pants when they saw me playing shit like moto racer, tomb raider or hyperblade with the bilinear filtering and super smooth frame rate.

>> No.4526562
File: 259 KB, 1440x1080, HL1.jpg [View same] [iqdb] [saucenao] [google] [report]

>I always have this nostalgic feel when I see bilinear texture filtering
To me it's the other way around. When my 333MHz Pentium didn't yet have a 3d acceleration card, games only had nearest neighbor filtering. After that every 3d game except Minecraft has had at least bilinear and usually trilinear filtering. It's the opposite of nostalgia for me.

>> No.4526569

> your image gets posted
you have good taste in shootbangs

>> No.4526595

I might put the remote-detonating idea on the shotgun instead - the SSG already uses the reload key to, well, reload earlier. also, since the scrapper already bounces around, I figure it might be better to concentrate on other stuff. here's what I'm currently thinking (have yet to put any of this into action):

shotgun: alt-fire shoots a burst of mini-grenades that stick to whatever they hit, and detonate when you either switch off the shotgun, or hit the reload button.

SSG: alt-fire shoots out a pair of grenades that, when they hit something, explode and release a burst of mini-grenades in about a 45 degree spread forward. these also stick to whatever they hit, but automatically detonate a second or two later. so basically, you shoot a guy with them, and then they either die and the guy behind them gets turned into a time bomb, or they don't die and become the time bomb themselves.

BFG primary fire: it'd be that "blast wave that makes the enemies explode" idea. the initial wave would do no damage - 2/3 of a second later, everything hit by the wave bursts with green plasma energy bullshit.
the damage dealt per enemy will probably depend on the enemies hit by it, so that you can either smash a single cyberdemon with it or wipe out a crowd of enemies in a couple shots, but not wipe out a crowd of cyberdemons in a couple shots. of course, the exploding enemies will add some extra damage - balancing this oughta be a real treat.

BFG alt-fire: think an automatic plasma shotgun, but each pellet lingers in the air for a second before shooting straight towards whoever your aim is on at that moment. for when there's one guy in particular you just want dead.

>> No.4526605

if you haven't noticed, I fucking love the idea of weaponizing your enemies. and I might make the SSG cluster spread larger, to differentiate it from the impaler alt-fire more.

>> No.4526619

>Doom is the first game on the personal computer of my own (played Lost Vikings prior on friends 486)
>love it to bits, but love Heretic even more
>forget about it entirely for 5 years
>Find out about Doom Legacy comes in 2000 with bilinear filtering, mouse look and HW acceleration and most importantly split screen
>Rediscover Doom again, find out about Plutonia and Evilution play all 4 iWADS in split screen with older sister.
>think HW bilinear looks better
>forget about Doom for another 6 years
>See Doomsday screens with HD textures, flashy effects and 3D models somewhere on the net
>Play through it, making it as flashy as possible, reflections, lens flares, glowmaps and particles everywhere
>Think it looks rad but 3D models look like shit
>Play throuhg 4 Doom IWADS, Heretic and Hexen once again
>forget about Doom for another 5 years
>See Brutal Doom video on utoob in 2011/2012, early version like v10 or so
>Download the linked packag, with HD textures and shit (though it was far less obnoxious than what gets linked/shown now, just DHTP)
>Play through iWADs left over from Doomsday with it, have the best time I've had with a videogame for quite some time
>Google more about it
>Find out about Cacowards (because BD was awarded one in 2011).
>Somehow existence of Doom modding community eluded me for all those years
>Find out about fuckton of Doom content I've been missing out during all those years
>bang my head on the wall for two hours (I'm not kidding)
>play wads day and night, still mostly with BD.
>at about 2013, BD evolves, and I begin getting some taste.
>Begin realising all the negative sides of BD, high res textures etc. Witness Mark's escapades firsthand
>Try out all the different mods that are not BD
>Find about 4chan's /doom/
>Regular ever since

true story

>> No.4526624

Hey, Doomguys, I finished Destiny 2 and was kinda disappointed - but it's reignited the itch in me to go play DooMRLA (and pair it with DooMRPG). What .wads play the best with RPG and RLA (atmosphere, a sense of progression, etc.?)

>> No.4526627

This is amazing.
Now all this needs to be perfect is some sort of Redeemer-like rocket/projectile youcan "ride" to your enemies.
Maybe you can make Impaler's primary rockets act like his altfire does now (i.e. carry light enemies and explode, just explode on heavy enemies), but with 1 rocket instead of 3, and make altfire actlike Bulletstorm's Rocket Sniper specialfire? That one acts like a mix between Redeemer and what you've done with Impaler's altfire so far - you "ride" it to your enemy viaremote control, then it embeds itself in that enemy and you get limited control of Enemy-impaled-on-a-rocket before it explodes so you can position it in a way that kills the most enemies.
IMO that fits "weaponisation of enemy"

>> No.4526628

>tfw no r34 of La Tailor Gal

hell i'd be happy with an hdoom hack

>> No.4526649

the problem with fly-by-wire is that you're a sitting duck while you fly it, which encourages hiding somewhere safe and bombarding your enemies. that's very anti-dakka.
not having the missile view take up the entire screen would at least keep you aware of your surroundings, but you're still a sitting duck, so I'm giving that one a solid no.

the BFG alt-fire will be vaguely similar in function (no snaking it through corridors though), but that still keeps you moving, so it fits in better.

>> No.4526712

Is there a way to do a doom mod with different heroes with its own habilities like in Hexen?

>> No.4526714

I don't believe the part where you say you realized the faults of Brutal Doom AFTER banging your head against a wall for two hours straight. There are plenty of people without brain damage who can't understand why BD is bad so I don't believe you managed that with massive brain damage. The only explanation would be that you're some 250 IQ rocket surgeon but that can't be true if you failed to realize that Doom has a modding community for years even though WADs were a thing even back when the first game was released.

>> No.4526718

nvm, I just remembered that Wrath of Cronos exists, I'll have to figure out how the creator did that.

>> No.4526723

Demonsteele, Samsara, and Russian Overkill come to mind too, all of them have characters with unique abilities and shit.

>> No.4526770

I recognised faults in BD after extensively playing it for ~2 years straight and watching it progress up to the point where it began loosing its focus and began a downward spiral to the bloated mess it is now. Too many flashy effects, too much unnecessary shit that blocks your perception of the battlefield. Not even Doomsday on full bling mode was that bad.
Also I never used fatalities, and was using BD mostly for locational damage effects on enemies, since it was done in a way similar to Soldier of Fortune (the first one) and I consider the gore system of that game to be the best.

I banged my head against the wall when I realised that I have been missing out on Doom maps and mods for so many years. The reason for that, I think is that I never even considered looking into it, moving onto newer games.

the two events are unrelated

>> No.4526779
File: 389 KB, 1920x1080, Screenshot_Doom_20180116_081333.png [View same] [iqdb] [saucenao] [google] [report]

Not all high-quality resize is made equal.

>> No.4526781

I think the HD models were definitely meant to be filtered since they were meant for the Dreamcast and PS2

>> No.4526795

Sure but the graphics do work without bilinear filtering because the original game supports software rendering. I know the screenshot is a bad example because it has the M4A1. Some old games do not officially support nearest neighbor filtering such as Thief 2. You can force the game to disable bilinear filtering but it causes all of the lightmaps to become blocky and really shit to look at.

>> No.4526797

Look at that lettering.

>> No.4526802
File: 1.55 MB, 1920x1080, gzdoom 2018-01-16 08-38-35-60.png [View same] [iqdb] [saucenao] [google] [report]

Pirate Doom is pretty good so far.

>> No.4526804

Pirate Doom is a joy.

>> No.4526821

That fireball doesn't actually look that bad in bilinear, but everything else is just like I took off my glasses.

>> No.4526826
File: 12 KB, 320x240, i want a tiny caco on my shoulder.png [View same] [iqdb] [saucenao] [google] [report]

If you like it thus far, you're gonna *love* the rest of it. Easily one of the best Doom TCs of the 21st century.

The redesigned enemies alone is worthy of a cacoward, the Imp's hat flying off and fluttering to the ground is that fine little detail that really sells it.

>> No.4526848

reddit cancer giving way to full blown /a/ids? oh boy!

>> No.4526852
File: 763 KB, 720x360, I'm running out of cool names for weapons.webm [View same] [iqdb] [saucenao] [google] [report]

I think I should have it drop more ammo on hit, I need to think of some better names for these damn things.

>> No.4526853

Nah, they are pretty much all terrible.

>> No.4526867

> ranged glory not-kill

>> No.4526870
File: 1.46 MB, 720x360, it's a saw meter, it's keeps track of how much saw you sawed.webm [View same] [iqdb] [saucenao] [google] [report]

If you want a glory kill, there's the sunder gauntlet.

>> No.4526876
File: 2.90 MB, 854x480, 1510148702579.webm [View same] [iqdb] [saucenao] [google] [report]


well, let's imply that I don't understand a shit because, I don't understand a single shit 2bh

this is my first dehacked

so, I grabbed whacked4 and put "keendie" in the baron's death frame so:

>coffin linedef close the door
>coffin sector joined to another closed sector makes the baron teleport
>baron's death makes the door tagged 666 open


>I can't have more barons of hell in my map

>I though grabbing an item did a sound but that's not the case here so the baron doesn't teleport until I shoot

how I fix this things?, there is a comment there:


>you could apply the Cyberdemon's states to another object, such as a pool of blood or a marble pillar, so that you can have two types of cyberdemons, one that ends the level and one that has it's own state that doesn't have the braindie codepointer

but I don't really understand what the fuck I have to do

and then there is the sound problem

is the .webm limit still 3 mb?

>> No.4526896

> sound problem
make a forced shootable switch/ add a small enemy facing away right behind the door, so the player has to fire a weapon to proceed

>> No.4526912
File: 236 KB, 806x991, 1513170221794.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody remember the "Netherworld Citadel" from NoEndInSight.wad?

I wanted to like the level, the idea was cool, "big underground sprawling citadel". Even right at the end when it taunts you by showing you a bunch of rad suits to get to the hard to reach areas but I felt it was too directionless.

>> No.4526990

good fucking lord, why are all russian and slab modders such dildos about "muh purity"

>> No.4526991
File: 438 KB, 611x675, d3ba9cffaca1c4786ef32c91efb9db2edd7e650a.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello my fellow brethren,how has the fair day treated you today?

>> No.4526992

barons are shit anyway, just use hell knights elsewhere

>> No.4526998

use udmf

>> No.4527004


>> No.4527013


it's my map for the halloween map project


(that was kicked to this year?)

>> No.4527025

>>I can't have more barons of hell in my map
as i said, the door opens when all monsters of the same type on the level are dead.
>>I though grabbing an item did a sound
sorry, that's never been true. where did you get that idea from?
>but that's not the case here so the baron doesn't teleport until I shoot
if you really want to avoid having to shoot to wake a monster, you can use a Boom conveyor floor to push the baron over a teleporter line.

>> No.4527031

>it's my map for the halloween map project
oh so your dehacked will affect everyone else's maps as well
does it really need to work exactly this way?

>> No.4527035
File: 87 KB, 533x800, 1487834804689.jpg [View same] [iqdb] [saucenao] [google] [report]


damn fucking shit, ok, I discarded the idea

>> No.4527038

i mean can't you just do something simple like picking up the soulsphere teleports a bunch of monsters in the room and closes the door for 30 seconds? that's traditional and doesn't require dehacked, which is best avoided for community projects as it affects the whole wad?

>> No.4527041


how do I do this?, the project is boom format

>> No.4527043


I'll check this

>> No.4527074

>as long as the name is changed
it wants you to change the name

>> No.4527085

>>I though grabbing an item did a sound
>sorry, that's never been true. where did you get that idea from?
well, to be fair, when you grab it, it makes a sound

>> No.4527092

Guessed I missed that because it's not so noticable in hideous. You can turn off font resizing, of course.

>> No.4527127

>watching documentary about planet earth
>a bunch of bullls do some weird familiar noises for some reason
>turns out it's the same sound effects used for the zombiemen and cyberdemon from doom
they're called former human because they're actually bovine

>> No.4527137
File: 2.84 MB, 320x240, baroncoffin.webm [View same] [iqdb] [saucenao] [google] [report]

here, best i could do
walking on the small coffin opens some doors off-map allowing a baron to teleport to the skull patch on the larger coffin
it also raises a box so you can walk on the small coffin (otherwise you can't)
when you kill the baron you can get the thing it's standing on, this opens the exit

>> No.4527143

>you can walk on the small coffin
large coffin, sorry

>> No.4527147


oh, I was doing the conveyor belt thing, after that I was going to do the close the door for 30 seconds but the actions is a fucking switchjklñsdfg


>> No.4527164

Which splitscreen Doom port would be most ideal to attempt compiling on the Raspberry pi? I made a launch menu script to host/join LAN ZDoom LAN games through Retropie, but I think splitscreen would fit this platform much better (if practical).
Thanks for any guidance.

>> No.4527173

>the action is a fucking switch
type 16 W1 close for 30s ?

>> No.4527183
File: 753 KB, 1920x1080, 1486763510776.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4527196
File: 761 KB, 1920x1080, 1492130995878.png [View same] [iqdb] [saucenao] [google] [report]


>Error: You must wait 3 minutes 4 seconds before posting a duplicate reply.

fucking hiroito

>> No.4527212

don't what

>> No.4527226


>> No.4527234
File: 214 KB, 927x690, color pallette issue.png [View same] [iqdb] [saucenao] [google] [report]

I reinstalled Slade and now I'm having some color pallette issue I havent dealt with in awhile. I have every iwad I can think of loaded in the base resources. What am I missing?

>> No.4527295

>>4527164 (me again)
I found an open pandora build of ReMood. Extracted the .pnd and tried one of the launch scripts from commandline.
It ran, but I got a black screen. I'm on a CRT now, so I'm going to load up one of my HDMI pi images and see if that works (will also try launching from desktop environment (Pixel)).

>> No.4527301

>I have every iwad I can think of loaded in the base resources.
Don't load them all at once maybe?

>> No.4527318
File: 5 KB, 507x83, slade beta vs 3115.png [View same] [iqdb] [saucenao] [google] [report]


I dont know where the color palette menu has gone in the latest Slade 3 Beta. I think that might be the issue for me. I fix it in the released (non beta) Slade, and use that menu to change the palette, so the base resource = Strife and the Palette = Strife.

>> No.4527328

Oh, the mouths along the ceiling look a lot better ingame, huh.

>> No.4527348


Fixed it by unselecting and reselecting the Palette in the View menu.

>> No.4527379


Doin' pretty good, thanks.
Working on some mapstuff.

>> No.4527410

>Robotjoe drew On Cosmic Tides art
hot damn

>> No.4527426


>> No.4527443

and it even is the moff

no we wait and see what term thinks of this

>> No.4527508

>>4527295 (me thrice)
It works when launched from desktop, even split screen. Unfortunately, the gravity seems reversed. Players and blood splats float upwards.

Here's the OP build I'm using:

>> No.4527515

probably the same as the other times people have drawn lewd stuff

lewd artist who draws doom stuff, monstergirls with emphasis on the monster rather than the girl

>> No.4527528
File: 53 KB, 838x509, 14798705858892.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey is there a GZDoom build that has framebuffer dumps?

I'd like to be able to record a demo, run the demo, and dump all the frames and get a perfect avi video out of it.

>> No.4527536

>monstergirls with emphasis on the monster rather than the girl
I think what you're referring to is called a "furry."

>> No.4527540

Lewd Doom art should be more about Doomguy having his funtime, than dumb rule 63 bullshit

>> No.4527545

I loved "T'pol or not T'pol" ! :)

>> No.4527547 [DELETED] 

Yes, and? Better than that weebshit where it's 20 different identical girls with silly ears and the exact same "fufufufu ching chong nip nong" expression.

>> No.4527563



>> No.4527590

aliens from any given piece of fiction are either basically space furries
that or blue skinned humans with rubber forehead movie makeup

>> No.4527597 [DELETED] 



>> No.4527616 [DELETED] 

arguing with weebs is like trying to OD on homeopathic meds

>> No.4527643 [DELETED] 

Please get AIDS.

>> No.4527864

Agreed. Point being?

>> No.4528030

>tfw your potato powered toaster can't run stuff like Pirate Doom or Joy of Mapping 5 without a shitload of slowdown

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