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/vr/ - Retro Games

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4744020 No.4744020 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4739126

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
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

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

Doom RPG series



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.4744021

=== NEWS ===

[04-30] PROJECT ILE version 0.23 released

[04-27] Powerslave EX Revival "not far" according to lead developer

[04-27] Further details of upcoming DOOM movie

[04-26] FreeDoom maps, as PWADs

[04-26] func_msgboard is having a 100-brush mapping contest

[04-26] New Q1SP map, Mire Prison by jcr - feedback requested

[04-26] Anon map release: Old Research Sector

[04-25] A new beta for Brutal Doom v21 released:

[04-24] Dimension of the Boomed, a Quake themed mapset currently in beta.

[04-23] Babel 4-23-2017 update, mostly bug fixes.

[04-23] Mr. Friendly alpha release, turns Doom into "an Animal Crossing-like nonviolent social space"

[04-22] Anon mod release: CLANG.wad, replaces every sound with CLANG

[04-22] Anon map release: roomv4.wad
http://www.mediafire.com/file/f3xu3bifrox8mb2/roomv4.zip (original)
https://my.mixtape.moe/ylyuxt.wad (update)
https://my.mixtape.moe/aaczhx.wad (another update)

[04-22] Anon map release: no title given, forest/cave map

[04-21] Touhou Doom Episode 3.5 Re-Release

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4744031
File: 128 KB, 640x480, am i autistic.jpg [View same] [iqdb] [saucenao] [google] [report]

>Has PrBoom for mostly vanilla singleplayer .wads
>Has GZDoom for all those crazy .wads and .pk3s that can't be done in vanilla
>Has ZDaemon for a mostly vanilla pk3-less multiplayer, awful lighting notwithstanding
>Has Zandronum w/ Doomseeker for the crazy-ass multiplayer with .pk3s

>> No.4744035

What are some megawads with mainly wide open outdoor levels with various terrain, such as mountains??

>> No.4744040
File: 425 KB, 1600x900, Screenshot_Doom_20180420_233121.png [View same] [iqdb] [saucenao] [google] [report]

Second wave of bugfixing and tweaks.
>Added wandering to Yehovah difficulty
>Reduced aggressiveness to sane levels in Yehovah difficulty
>Removed some overkill fast frames
>Zombiemen are less aggressive overall and many sync values are altered
>Sync/Chain now takes a chance argument instead of relying on a per-monster value
>Related to the above, many sync/chain chances altered, some raised, some lowered
>BFG now uses a static singleton thinker like PSMG
>BFG now factors in target distance
>Shells/casings now disappear better in water and make a tiny particle splash
>Fixed lost soul animation
Still other stuff I wanna do but I think the big ones are out of the way. Zombiemen should be less of a threat in groups now, more in line with their ranking versus other monsters.

>> No.4744049

Is there a Doom fighting game? Either 3D or 2D. You'd think with all the Doom mods and fan made content that someone would have made a fighting game by now.

>> No.4744053


>> No.4744065

samsara is the closest i can think of

>> No.4744069

No, I have a specific hierarchy that I use for loading maps.
Chocolate Doom
\Crispy Doom

Any ports not listed are used as necessary

>> No.4744092

sound is super high pitched in chocolate doom how the fuck I fix this

>> No.4744093

MIDI or sound effects? What are your sound options like?

>> No.4744095
File: 425 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

Me and my girlfriend

>> No.4744096

didnt you post this last thread?

>> No.4744103


Sure, I can do that. I like lore.
And I'd really like to create a test map where you can faff about with stuff.

>> No.4744109


what map?

>> No.4744118
File: 195 KB, 1066x800, MenuScreen.png [View same] [iqdb] [saucenao] [google] [report]

I finally got a shitty programmer-art menuscreen working, but I'm having issues coloring the fonts for every other menu here. I've got MAPINFO changing all the menu fonts, and MENUDEF also changing DEFAULTLISTMENU's font colors, but things like class selection and such are still red. Anyone know how to fix that?

>> No.4744135
File: 9 KB, 358x314, 951a3b591c[1].png [View same] [iqdb] [saucenao] [google] [report]

My music sounds perfectly normal but all the other sound effects sound like cap guns and high pitched bloops and beeps

>> No.4744153

I'm guessing you're like 10% of the odamex playerbase then

>> No.4744161

I've never heard of sound effects sounding "higher pitched," so I'll assume that what you're experiencing is the sound effects being "brighter" than what they usually are. Doom sound effects were created at 11025 Hz, and it's likely you're hearing them at 44100 Hz. This was an issue that Doom95 had with the Super Shotgun reload sounds. The reloading noises are the only sounds in the game recorded at a different Hz, but Doom95 doesn't take this into account , so the click-clack noises sound strange.

So it seems that the solution would be to simply change the Hz from 44100 to 11025. As for actually doing that, I don't know, sorry.

>> No.4744173

here's an example of some game sounds comparing the two hertz. Does this sound like what you hear?

>> No.4744181

Here's what I'm hearing.

>> No.4744186
File: 16 KB, 232x217, kelloggs vs capcom.jpg [View same] [iqdb] [saucenao] [google] [report]

id vs Capcom when?

>> No.4744194

Why would you make a fighting game where half the roster can't jump?

>> No.4744195

Doom Guy vs Dante or Arthur would be worth a chuckle.

>> No.4744197

I have never witnessed or even heard about something like this, it sounds like a sped up cassette. The only things I could recommend are uninstalling and reinstalling, or going to sourceforge or wherever the builds are at now and asking.

>> No.4744198

Instead of jumping they can just have anti aerial moves

>> No.4744214
File: 23 KB, 642x192, shuaiby.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, searching this up brings nothing Chocolate or Crispy. The only things I can find is a steam thread about randomly pitched sounds, but that's something else. Anyways, I found this guy, who I believe is the r9k/ kid who killed himself. Yay.

>> No.4744223

It's been a year since raymoohawk last visited Doomworld and the ZDoom forums, hope they're doing alright.

>> No.4744231

thanks for the effort man

I'm gonna fuck around with it for a little while longer but I'll probably just end up using a different source port I know the audio in gzdoom works fine

>> No.4744308

Just started Abandon ep for Q. What am I in for?

>> No.4744320


programmer (and electronic technician)


It's a shitty as fuck notebook "made" (assembled) in argentina, has an amd c-60 apu and 2 gb, isn't even mine

this wasn't built to be used with windows 10

(low fps must be something with gzdoom opengl version, quake runs smooth like a baby's ass)

how in a flying fuck do I activate the automap rotation?

>> No.4744328
File: 73 KB, 962x121, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Okay, for the people who actually know what they're doing... Would THIS work? Specifically, these options, with the following randomspawner

>actor Zombiespawn : Randomspawner Replaces Zombieman
> Dropitem "ModZombieNormal", 255, GetCvar(MyMod_NormalZombieSpawn)
> Dropitem "ModZombieElite", 255, GetCvar(MyMod_EliteZombieSpawn)

>> No.4744334


forget it, it's the unthinkable "r" key

>> No.4744335

Try it? I don't think so though, those values probably have to be static.

>> No.4744343
File: 90 KB, 1066x800, Options Menu.png [View same] [iqdb] [saucenao] [google] [report]

I tried it. It didn't work- they do have to be static. I suppose I could get the same thing working by having a dummy spawn appearing, rolling through everything... But I'm too lazy.

And I already made the whole system in the picture, so I'm honestly kind of thankful I don't have to redo it.

>> No.4744346

I mean, some kind of a Sanity mechanic would be cool. Like, if you get hit or stare at a monster too long/too close, you'd lose sanity, which would manifest itself as Lilith-like glitch effects.
>Which would probably be a more fun way to implement Lilith-like glitches than actual Lilith did

>> No.4744349

It's in Options, Automap Options, Rotate automap.

>> No.4744354

Well, I could probably whip something up fast to do what you want but consider this: If you need an option for something gameplay-related, is it really a good design choice? I know having 1000 configurable options is all the rage right now, but if you need a setting to change whether or not an enemy spawns or how a weapon functions, maybe you should take it back to the drawing board and rethink whether or not it's made well to begin with.

>> No.4744365

Actually it was even easier than I thought, so here http://www.hatebin.com/papioeason. If you use the noodle a bit you can fit your jump logic into this. No credit required or anything it was like 5mins of code.

>> No.4744367

/hc/ pls go

>> No.4744375
File: 218 KB, 640x400, Lazers.png [View same] [iqdb] [saucenao] [google] [report]

I mostly just figured that the elite enemies are the main reason for stupid deaths right now, and some people don't like things randomly spawning in place of normal monsters. Plus, this is largely a learning project for me, so I figured I might as well learn cvars and MENUDEF as well.

I actually just made one for the SSG zombie, since some map makers might not intend for the player to have an SSG at that point, and because it's pretty good at taking out huge hunks of the player's health. Same with the plasma-wielding HWG. Then I figured, as long as I have an option for two monsters, I might as well add options for each of them.

I'm also really tempted to add an option to turn every monster in the game into (shrunken, so they can fit everywhere) laser cacodemons. Not for any particular reason, but because laser cacoes are my absolute favorite monster in the world.

I was actually thinking of a way I could set it up so that each monster has a 1 in X chance of spawning. So if you set both the zombie, imp, and demon all to 1, then there'd be an equal chance of any of the three. Or if you set imp to 3 and zombie and demon to 1, then out of 5 spawns, 3 of them would be imps. And so on.

Oh well. With this, and with some more tweaking and polishing, I'll be as done with this mod as I can. Until I start mapping for it.

>> No.4744381

The Quake crew would have sick air combos, though.

>> No.4744382

Well if you're good with probability you can do a series of A_Jump calls which create the 1/x chance you want. Just remember that all those chances don't combine in the most intuitive way. If you're ok with no Zandy compat though what you want is piss easy using ZScript. Also for the SSG zombie a better way would be to have an option for it to just drop shells or, if you want, use a filter which creates a different actor on Doom 1 or something.

>> No.4744389

I'll probably leave the elite monster cvars as I have them now. I'm probably going to learn zscript with a different project- mostly because I've been going with pure DECORATE this entire time, to the point of even skipping ACS. No reason to delve into something so new when I'm nearly done with this entirely.

Also, Project ILE hasn't had zandro compatibility since 2014. It was a lack of A_JumpIfInTargetLOS if I recall correctly, that made me fork the game into two versions. Kept maintaining both zandro and zdoom versions until I gave up on zandro.

>> No.4744392


I swear to god is not there

(are we talking about prboom+?)

>> No.4744393
File: 706 KB, 1920x1080, Screenshot_Doom_20180501_071720.png [View same] [iqdb] [saucenao] [google] [report]

>stray shrapnel flies into monster pit and aggros half the map early
The definition of whoops.

>> No.4744396


>> No.4744453
File: 920 KB, 1360x768, Screenshot_Hexen_20180430_221350.png [View same] [iqdb] [saucenao] [google] [report]

This doesn't look too bad so far

>> No.4744476

Does anyone here know of a guide for using skyboxes with trenchbroom in quake1?

I want to do a floating castle type map but the only info i can find is for worldcraft not trenchbroom.

>> No.4744484

Same concept, editor doesn't make a difference.
1. make floating castle
2. make a big box around it
2a. add a trigger_hurt to kill the player at the bottom if they fall, or if you're nice, a teleport back up instead
3. apply sky texture to box
4. floating castle in sky

>> No.4744497



>> No.4744505
File: 17 KB, 600x503, file.png [View same] [iqdb] [saucenao] [google] [report]

anon pls

>> No.4744509


thanks, I got it working like this no problem (using the vanilla quake sky textures), its just that now i'm looking for other skyboxes to use (trying to find some like the ones used in arcane dimensions), none of the ones i find are in wad format. I'm guessing I need to convert them with some utility, I'm just not sure what.

>> No.4744512


I asked >>4744484
>>4744497 wasnt me. thanks for the help though.

>> No.4744516

Have you considered playing versions like 32X or GBA Doom even though is better to play it on PC?

>> No.4744521

I've played through the entirety of SNES Doom
It's not that bad once you get used to it

>> No.4744532

I've played it on DS
I think I got up to the warehouse level and kinda got stuck somewhere around there
The very limited turning speed becomes a problem (to me) when you actually get to a point where you have to check around corners and/or actually fight enemies from multiple directions at once

>> No.4744534

What engine are you making it for? For Quakespasm and similar engines, you can just plunk the six skybox textures in your id1 or mod's \gfx\env folder, as long as they're in the right format (normally .tga) and have the right names (refer to AD's skyboxes as an example- you need up, down, left, right, front, and back). Then in your map's worldspawn entity, add a 'sky' field with a value of whatever your skybox texture is named, minus the trailing characters for each face (up, dn, lt, etc).

IIRC you can also just stick a brush someplace in your map that includes the six skybox textures if you've imported them into a .wad, but then you have to deal with the harsh palette restrictions that really ruin a lot of skybox textures.

>> No.4744543

Is pirate doom peak doom?

>> No.4744596


thanks. Yeah i'm making maps for quakespasm. I just found a bunch of interesting skyboxes in tga format so i'll try out adding them via editing the worldspawn entity like you suggested.

>> No.4744642

Nevermind, in PrBoom it's not.

For some reason it also seems to not be in keybinds... but Follow Mode IS in keybinds? Weird. Maybe it's a bug and Rotate Mode is supposed to be listed?

>> No.4744654

Yep, it's there in config files. 0x72, aka decimal 114, R keypress. So you can change it, but ONLY through manually editing config files.

How bizarre.

>> No.4744698

how do you change the colors of your health/armor/ammo ?

>> No.4744705

What are you asking here, exactly?

>> No.4744706
File: 84 KB, 255x216, 892.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4744709

Wrong thread?

>> No.4744712
File: 41 KB, 300x490, big.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4744736
File: 2.80 MB, 630x354, Divekyick na.webm [View same] [iqdb] [saucenao] [google] [report]

A lot of cool changes going on...!

>> No.4744756
File: 523 KB, 1453x812, Crazy Organ Room.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4744757

You should make a kick that's a killing blow launch the monster away from you fast, splattering some blood decals from it once it impacts a wall

>> No.4744763

She's a big girl

>> No.4744809

Or maybe have the launched-back monster deal slight damage to other monsters it touches based on velocity. I really want a doom mod to recreate the high-speed corpses of Nuclear Throne.

>> No.4744816

>Or maybe have the launched-back monster deal slight damage to other monsters it touches based on velocity
Oh, absolutely. But only do the extreme launch on finisher blows for balance reasons (so you can't just kick everything away all the time)

>> No.4744898
File: 827 KB, 800x600, 2018-05-01 13-46-02.webm [View same] [iqdb] [saucenao] [google] [report]

shockwaves now blur stuff behind them, don't glitch when drawn over each other (this was luck and a happy surprise), and are pushed to the post processing shader from a dynamic actor array with a maximum of ten simultaneous ones. Should be ready for sharing with a bit more tweaking.

Probably they should add themselves to the array rather than having an event handler iterate through all actors in the map at all times for example, and i bet the way i did the blur is retarded and inefficient.

>> No.4744939

>MetaDoom has so many kill messages, there's even some for a non existing multiplayer mode, somewhere in the code

>> No.4744960
File: 1.19 MB, 1280x720, Screenshot_Doom_20180501_143435.png [View same] [iqdb] [saucenao] [google] [report]

Finally a good use of FIREBLU.What a map!

>> No.4744962

the ceiling and floor don't match the fireblue at all. I like fireblu itself though

>> No.4745032
File: 29 KB, 572x386, CpeUxzCVMAAcrrL.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some mods with good upgrades/power progression?

I enjoyed Lithium, DoomRL+DoomRPG, GMOTA, and Psychic. What about you /vr/?

>> No.4745036

Y'know, I change my mind, that could be a really neat gimmick for something. Feels like it'd fit Shut Up And Bleed, actually.

>> No.4745047

Wrath of Cronos.
Death and Decay.

>> No.4745064
File: 81 KB, 466x486, 1509426463323.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no muscle oni gf to fight demons with

>> No.4745065
File: 2.14 MB, 720x360, 1525184013346.webm [View same] [iqdb] [saucenao] [google] [report]

What in the fuck am I looking at here?

>> No.4745068

Gmota's trailer unfinished?

>> No.4745080

boy, you're late to the party

>> No.4745117

What is fireblu supposed to be, anyway?

>> No.4745132

magic demon fire

>> No.4745167
File: 84 KB, 738x747, 0aebdb98-fdc9-406d-95f4-428596b5c5c3.jpg [View same] [iqdb] [saucenao] [google] [report]

Which one of these mods should I stick with anons? I like the ones that still try to keep balance and play with any monster packs.
I've played these:
-Flakes Doom
-Highway to Hell
-High Noon Drifter
-Heretical Doom
-Combined Arms

I want to keep only one of these.

>> No.4745170

why only one?

>> No.4745175

Because I've already downloaded a lot of megawads and other mods already,same for other games. I don't want to put too many of them.

>> No.4745186
File: 189 KB, 1500x1120, 1523953330096.jpg [View same] [iqdb] [saucenao] [google] [report]

>drafting map
>many cool ideas
>a floating demon realm in outer space!
>open editor
>realize just the absolutely insane amount of 3d sectors this will require
>the whole map would be 3d sectors

God damn, now I'm torn between trying it out or scaling back ambition.

>> No.4745187

I wonder if someone submitted a large map full of FIREBLU to Joel, it'd be interesting to see if he notices that it ruins your bitrate.

>> No.4745195

Just make a small proof of concept map, to see how feasible the idea is. If you like it and you feel you can do more, than do it.

>> No.4745196

go all the way

>> No.4745204

Now I wish I could lock up Torm667 in a sweat shop for doom mapping and just hand him the plans.

>> No.4745210

He's horrible at optimization though

>> No.4745213

post ur drafts

>> No.4745216

i wonder if it's about how such there exists in doom to make mods and content out of, even if it somewhat resembles something else

>> No.4745218

although it appears they may have changed the music for the international release, in the original Japanese release of Final Fantasy 12 the optional dungeon in the basement level of the lighthouse which is basically "let my high level party be slaughtered by giant toads and ghost horses" has a musical cue which is basically the DOOM2 MAP01 music.
skip to a little before 1:00 to hear where the music starts
DOOM wasn't so popular in Japan and the international releases seem to use a different soundtrack for this section so surprisingly few people seem to have noticed this
I have to think it's a gag by the composer / programmers because even fairly high-level parties will die soon after this music starts

>> No.4745228

They're in the "so rough only the guy that made them knows what they're saying" stage.

Though when I release my map I want to release all the background stuff to it, so scans of my draft book and how I went about making the level and all that other stuff.
I see anons here and in other forums talking about how do they make maps. It's strange for me as I find it really easy to draft and "see" in my mind's eye what things look like that it just kind of happens.

I have an eye for the visual, but I couldn't make music even though both are creative areas.

>> No.4745234

I can't hear it.

>> No.4745241

At 0:54 it's the beginning of Running from Evil with the bass line and the rising tones

>> No.4745243

I really can't hear it.

>> No.4745252
File: 169 KB, 1241x1211, 6140o1bmr5v01.jpg [View same] [iqdb] [saucenao] [google] [report]

What mod lets me have a pet or familiar?

Familiardoom doesn't work.

>> No.4745263

it's a shortened version of the beat and the start of the synth that only plays for a few seconds at the beginning of the dungeon when your party gets off the elevator but to my ears at least it sounds like they briefly copied the music you hear when starting DOOM2 as a way of saying "boy you really came to the wrong fucking place this time"
I might just be fucking retarded though because nobody else on the internet seems to have commented on it anywhere, but one guy I know IRL said that he could hear it.

>> No.4745268

I guess I might just be delusional. It wouldn't be the first time

>> No.4745276

Yup, I can hear the resemblance

>> No.4745319

whew, at least I'm still partly sane it seems
I probably wouldn't have noticed it if my level 70+ party hadn't gotten repeatedly instakilled every time the music played

>> No.4745331

from the color red to anything else

>> No.4745345

I think you have to make a custom hud, either with sbarinfo or zscript

>> No.4745351


>> No.4745354

hey it's that guy that constantly asks about rpg/horror wads
is Circus a good wad?

>> No.4745368

The leaders of the three factions come out and challenge you to a dance off

>> No.4745404
File: 1.30 MB, 862x512, gzdoom 2018-04-30 21-19-21-61 C.webm [View same] [iqdb] [saucenao] [google] [report]

I'm late to the party but what did you guys think of this:


Also, been trying to make my underground ruin area less "reelistic" and more abstract, like, you know, Doom.

>> No.4745449

DTS-T 2: The (DRL)Arsenal Files: Episode 1 when?

>> No.4745464

Checking how many are using the software renderer is pointless when certain things make it bug out and crash, and so many features are restricted to the GL renderer.

>> No.4745483
File: 696 KB, 1920x1080, Screenshot_Doom_20180428_161558.png [View same] [iqdb] [saucenao] [google] [report]

dumb question but if i change the brightness on my monitor will it change the brightness of gzdoom also

>> No.4745486


>> No.4745501
File: 35 KB, 350x259, 1509586283479.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any worthwhile singleplayer HL1 mods?
There are a number of pretty decent HL2 singleplayer mods but I haven't really heard of any significant ones for HL1. It mostly seems to be multiplayer.

>> No.4745503

Try upping the contrast.

>> No.4745504

>started hexen yesterday
>kept playing through, even if i was annoyed at some bits
>finally get that eyegun that shoots things
>the main door of the 7 portals finally opens

>> No.4745506

if it's anything like how long the first one took, around 2027

>> No.4745510

implemented bullet ricochets and went "somewhat" crazy with it during testing

>> No.4745518

for the shadow wood, pay attention to the six darkened sigils in the chapel, in the room you drop down into after getting the firestorm pickup. it'll let you know which switches you still need to hit to open the door in the middle of them.

>> No.4745526 [DELETED] 
File: 8 KB, 640x480, Screenshot_Hexen_20180501_133733.png [View same] [iqdb] [saucenao] [google] [report]

this room specifically

>> No.4745528
File: 310 KB, 640x480, gzdoom can't screenshot.png [View same] [iqdb] [saucenao] [google] [report]

this room (ignore the last one, gzdoom apparently can't screenshot in windowed mode)

>> No.4745535

actually no, it's just that gzdoom 3.3.0 can't screenshot, period. I had to go back to 3.2.5 for it to work properly.

>> No.4745607

Poke646 is a pretty neat mod

>> No.4745638
File: 10 KB, 512x512, FB_iconCringe.png [View same] [iqdb] [saucenao] [google] [report]

like literally whutdafug

>> No.4745724

desu, as long as software mode is kept around as a compatibility option, I can't actually protest that much

>> No.4745727

I love the texture on those crystals. It looks all crunchy and has a lot of depth

>> No.4745746

What exactly are they looking to cease developing or supporting?

>> No.4745752

In vanilla ACS, is there a way to spawn in any item desired? The spawn special only accepts certain actors (not including the one I want to spawn), and teleport requires an actor to activate it (which doesnt work for what I want, an inanimate object).

>> No.4745764

Potato gl renderer fallback. Apparently implementing a new feature meant writing the same thing in like 4 places because there were so many fallback options.

>> No.4745769

SpawnForced("MyClassName", x_position, y_position, z_position);

>> No.4745774

Nice, Cleric is probably my favorite class to play. If you attack with the Serpent Staff at point blank range, you actually leech heath from your enemies.

>> No.4745782

that's how i picked since he was like the middleground between the wizard and the fighter

>> No.4745795
File: 68 KB, 414x279, 1509575134247.jpg [View same] [iqdb] [saucenao] [google] [report]

>Feedback for gameplay mods with XP systems

To get more mileage out of these mods, a way to give yourself a measurable amount of XP at game start would have usage for those who want to play it with single maps. As is they seem to only go well with megawads.

>> No.4745798

I'm at Dead Simple playing Hideos Destructor. The only way I can reach the exit is by using a berserk pack and sprinting as fast as I can, but as soon as I enter Tricks n Traps, I burn to death because the berserk effect disappears. The only reason I'm so slow is because I'm loaded with gear. What do?

>> No.4745817

Try going for the megasphere first. Spiritual armor should let you tank the mancubi, and it won't disappear when you exit the map.

>> No.4745852


I think the blur is unnecessary, just my opinion

but I also detest that effect, it was used and abused from 2005 onwards, explosions do not do that

>> No.4745874


do it faggot, is not like you have anything better to do

>> No.4745906

Joel is about to stream the doom contest.

twitch vargskelethor.

>> No.4745935
File: 194 KB, 1366x768, doom00.jpg [View same] [iqdb] [saucenao] [google] [report]

there was some anon playing Arcadia Demade the thread before, what the fuck am I supposed to do here? I already killed the cyberdemon

>> No.4745938
File: 253 KB, 1366x768, doom01.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4745970

Fingers crossed he doesn't get any hour long maps this week.

>> No.4745985

>explosions do not do that
Well, no, but energy weapons might

>> No.4745986
File: 639 KB, 1360x768, Screenshot_Doom_20180501_162823.png [View same] [iqdb] [saucenao] [google] [report]

Well, this is certainly one of the more interesting mod conflicts I've seen.
Loading Beautiful Doom with Ancient Aliens results in Shotgunguys looking like this. Considering the theme of the mapset, I'd say it fits.

>> No.4745989

I played Duke 3D today. The first episode was really good, the other ones were a mess in comparison. Why did they dropped the ball after the first episode?

>> No.4745994

It's because Beautiful Doom's sprites are not truecolor pngs, they use Doom's original palette instead. Since AA has a custom palette it makes Doom palette monsters look like rainbow puke.

>> No.4745996

Ah, I see. Thanks for the explanation!

>> No.4746002

Wait, then why does it only happen to Shotgunguys? Every other monster I've seen so far looks fine.

>> No.4746006

I love AA, but I absolutely hate how it conflicts with monster mods, usually because of either the custom palette or the reskinned fatasses and spiders. Ancient Aliens, you're my favorite megawad, why must you do this to me? Seriously, this mod would aesthetically be perfect with colorful hell.

>> No.4746009


you win this time

>> No.4746012

I guess since the shotgun guy sprite set is Doom paletted and the rest of the sprite sets are truecolor. Why the mod author would do that I dunno. You can easily fix it be converting the shotgun guy sprites to trucolor pngs with slade.

>> No.4746017

It could certainly use a vaccinated edition, yes.

>> No.4746068

Savescumming as usual

>> No.4746076

It's another episode of:

Joel can't fucking save ammo

>> No.4746080

oh praise allah he actually found the right lighting settings after years of doom streams.

>> No.4746082

How can one man be so garbage at playing doom? Especially after all the fucking wads he's been through so far.

>> No.4746083

They aren't even the right ones, lights from torches should cover a colored radius.

>> No.4746087

It's infinitely better than him messing with brightness, contrast and gamma because things are actually visible now instead of being 99% darkness.

>> No.4746094
File: 554 KB, 1366x768, Screenshot_Doom_20180501_203113.png [View same] [iqdb] [saucenao] [google] [report]

How do you set the lights to look like I mentioned tho?
I know mine does because it came like that by default but I don't know which option exactly does that. Pic totally related.

>> No.4746096

that's gzdoom's lights.pk3

>> No.4746102

So GZDoom loads that pk3 by default? I guess Joel must have erased it or something.

>> No.4746114
File: 710 KB, 640x641, 77m7sch3.png [View same] [iqdb] [saucenao] [google] [report]

We need to talk more Half-Life in this thread.

Anyway, HL1 has a shitload of excellent singleplayer mods. Here's what I think are the absolute cream of the crop of goldsource mods, with little write-ups for each:

USS Darkstar- The mod that started it all. The first big HL1 mod that garnered enough attention to be packaged in every PC Gamer magazine and for Valve to show it at the first Half-Life ModExpo at San Francisco in 1999. Same HL1 gameplay but in a totally fresh setting: DEEP SPACE

Afraid of Monsters- You know Cry of Fear? Before that dude made a standalone game out of goldsrc, he made this when he was still 14. It's an intense action horror experience with a LOT of jumpscares and heavy influence by Silent Hill and Jacob's Ladder. Get the Director's Cut and play with the lights off.

Poke646- Before HL2 was even teased at E3, this mod was released with the premise being that you're an average Joe caught in the events after HL1's resonance cascade. Awesome urban level design and lots of new weapons.

Halfquake, Halfquake Amen, Halfquake Sunrise- Mods with a huge emphasis on challenging you and twisting your balls with apeshit goldsrc difficulty. The first game is straightforward in its premise, but after that, the games start to build their own sort of sadistic metaphysical universe. I haven't seen anything like it in any other game.

They Hunger 1, 2, and 3- A horror mod that was also endorsed (or created? i forget) by PC Gamer magazine that successfully encapsulates the atmosphere of the schlocky but still spooky Romero zombie films. Don't expect it to be nearly as scary as AoM but it's still a damn fun romp.

Azure Sheep- Like Blue Shift, but better in every way. The resonance cascade through the perspective of Barney. New voice acting, great storyline. An absolute classic.

Point of View- Made by the same dude that made Azure Sheep, you play as a vortigaunt during the Xen invasion on Earth. It's badass and the weapons are really creative.

>> No.4746134
File: 164 KB, 640x400, lil buddy.png [View same] [iqdb] [saucenao] [google] [report]

Does this little robutt guy count?

I'm still trying to get him to make little happy chirp noises and also to follow the player when he can't find anyone, but I haven't found the right sounds.

>> No.4746138
File: 90 KB, 463x388, 110285.png [View same] [iqdb] [saucenao] [google] [report]

Would anyone be interested in some basic ZScript tutorial videos? Like messing around with/modifying vanilla weapons in ZS to show how the language works and stuff. Seems like the docs are shit and nobody really makes tutorials for this kind of thing.

>> No.4746142

>they hunger
the southern redneck sheriff with his euro accent produced many keks back in the day
>>boiyy, you yust comeeted suisscide
the fucking skinned bulls were scary though

>> No.4746145

This would be perfect!

>> No.4746146

I'd love that. Mostly since I have no experience with Zscript at all.

And also your voice is like liquid silk gently brushing my ears.

>> No.4746147

extract the prairie dog chirps from Prairie Dog Hunt 2: Judgement Day

>> No.4746160

Alright, well, I might do it. My mic is shit but who gives a fuck right? I know how the language works so I can probably crank out a few basic videos on how to do shit.

>> No.4746168

>leave for half an hour to make myself some dinner
holy hell.

>> No.4746176

recently watched a decorate tutorial stream, and despite some hilarious hang-ups from being improv without a script, it's been wonderful to experiment with
i've been having a lot of fun making some weapons and will probably be posting a beta mod much later on

i'd imagine a more refined/scripted tutorial vid would be quite useful to people

>> No.4746181

He REALLY needs to make a time limit for how long maps should go on for next contest.

>> No.4746184

what map?


>> No.4746189

The worst thing is when the maps take so time Joel can't feature more

>> No.4746197


well, after open it in doom builder I have come to the conclusion that something went sideways...

how do I noclip in prboom+?

>> No.4746203


>> No.4746212


how do I open the console?

(I'm a retard?)

>> No.4746215

the button below your Esc key.

>> No.4746216

just type idclip

>> No.4746218


Just hit idclip in-game.
You don't need to open up the console.

>> No.4746225

>showing your email on stream
not the smartest idea.

>> No.4746227


it does nothing, I've reset the keybinds


thank you, always remember that you can have a kid like me

>> No.4746231

go to customize controls and map your console input.

>> No.4746239

He wants Joel to notice him super hard, it looked almost desperate.

>> No.4746245

only zdoom-based ports have a console
prboom+ is not zdoom-based

>> No.4746247

The issue is that for some reason he doubled the time limit people had to make a submission compared to the previous contest. I don't think it's possible to dictate how long a map will be since most of the time a map takes long is because of Joel's own lack of skill and bad saves.

>> No.4746252

Your turn.

>> No.4746253


>> No.4746257


>> No.4746261

I want to add to what the other anon said.
Paranoia is a great mood where you play as a spetznas exploring a abandoned facility with mutants. It has some cool gameplay mechanics like wearing a helmet so you get less damage but it it takes space on your screen.

>> No.4746263

Thanks for the tips. I look forward to returning to HL1 with some fresh content rather than replaying the same campaign for.. well, I've lost count at this point.

>> No.4746273

I know Joel fucking sucks at saving ammo but are there times when people are stingy with it too?

>> No.4746280

People should understand making enemies take longer to kill isn't challenging, it's fucking boring.

>> No.4746282

Both. The map he's on right now literally turned all the enemies into baron-tier bullet sponges on top of being a map that's just letters. There's no way this was a serious submission.

>> No.4746285

Pretty sure the mapper did it on purpose to piss off Joel, hell the map is just literally words.

>> No.4746289
File: 121 KB, 1366x768, doom00.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks to all the kind anons that made this intermission possible

prboom+ needs some rearrange of its options menu

>> No.4746292

>joel's moderators accepting a map that is just automap letters

>> No.4746295

They accept anything that isn't a straight up terrywad

>> No.4746296

Can you imagine the kind of shit that didn't get accepted? There's been plenty of maps that would feel right at home in Maximum Doom.

>> No.4746297

Why wouldn't they accept it? This isn't a "best of the best", if you've watched any stream you should know that this is about _anyone_ submitting their maps no matter how bad it is. The only things mods check for is things twitch doesn't allow i.e: nudity. Same things happen with his old non-contest Doom streams.

>> No.4746305

I still don't understand what that pic is saying.

>> No.4746307

moonman duke.

>> No.4746308

my naem is duki duki

>> No.4746321

oldskool here
the original cheat code for no clipping is

it still works I think even though idclip was introduced in doom2

>> No.4746327

Why do people like Azure Sheep so much? It's loaded with so many long fucking hallways to pad out the length and escorting the various NPCs makes me wanna tear my hair out.

The various shootouts are only kinda fun and that's more because you're playing Half-Life, rather than intelligent level design. Mod fuckin' sucks.

>> No.4746339

female barney.

>> No.4746345

they probably introduced it because it was easier. having to remember the first letter of "smashing pumpkins into small piles of putrid debris" every time was time consuming

>> No.4746347


>> No.4746362

You mean the one with shit-tier voice acting by the mapper's girlfriend who loves to get mulched by doors and enemies? I know it's just a mod, but there really are much better ones out there than AS. Everything else mentioned in that post is far better.

Just so I'm not being a totally negative dickhead though, I have some other suggestions:

Someplace Else is a pretty damn good, short mod that has some very cool visuals. Still keeps the basic Half-Life formula though, which isn't a bad thing.

Gunman Chronicles (which isn't technically a mod, but you can find it out there in the wild pretty easily for free) is a very unique experience, especially for the time. The sheer amount of variation in environments and the amount of depth in the weapon selection is just nuts, especially for something made by a small studio. There's a package available that lets your convert this one into a mod for Steam HL and play it through there, which is far more stable on modern machines.

Cry of Fear isn't for everyone, but if you liked Afraid of Monsters, and are a sucker for the old school survival horror genre, you might like it as much as I did, despite it's flaws. It's on Steam and you don't even need HL to play it.

>> No.4746387 [DELETED] 

Okay, to everyone who likes Hideous Destructor.
How would you improve it?
My ideas:
>grid-based inventory like in Stalker and stuff, including ability to carry several weapons of the same type; ammo being considered an item that you can physically see in your inventory, medkits/stimpacks/ammo stacking; and generally loading/unloading/consolidating magazines, working the way it did in Jagged Alliance 2 because to me that's the gold standard for inventory management.
Of course, because of that JA2 inventory system (with inventory spaces being divided into "big" and "small") would work, too.
>Scope/iron sights instead of appearing automatically when you stop (or being visible always/never) would actually appear like in EVERY OTHER GAME after pressing dedicated Zoom/Altfire key. This slows down your walking speed to a crawl. If you change weapon, use an item, jump or sprint, the scope goes away. This is more realistic than scope MAGICALLY VANISHING when you move too fast.
>Quick Bandage hotkey will first check if you have a medkit. If you DO have a medkit, then it will select a medkit first. Only if you don't have a medkit it will switch to the improvised bandage option.
>If you jump while running, you will perform a tactical dive-roll, that leaves you faceplanted for a second after you land.
This is good for e.g. running away from lit grenades, leaping over near obstacles, going into cover, and most importantly - it would act as a 'stop drop and roll' solution to putting out the fire, replacing the very weird and abstract 'crouch and spin' method

What are you thoughts or ideas?

>> No.4746391

Okay, to everyone who likes Hideous Destructor.
How would you improve it?
My ideas:
>grid-based inventory like in Stalker and stuff, including ability to carry several weapons of the same type; ammo being considered an item that you can physically see in your inventory, medkits/stimpacks/ammo stacking; and generally loading/unloading/consolidating magazines, working the way it did in Jagged Alliance 2 because to me that's the gold standard for inventory management. Of course, because of that JA2 inventory system (with inventory spaces being divided into "big" and "small") would work, too.
>Scope/iron sights instead of appearing automatically when you stop (or being visible always/never) would actually appear like in EVERY OTHER GAME after pressing dedicated Zoom/Altfire key. This slows down your walking speed to a crawl. If you change weapon, use an item, jump or sprint, the scope goes away. This is more realistic than scope MAGICALLY VANISHING when you move too fast.
>Quick Bandage hotkey will first check if you have a medkit. If you DO have a medkit, then it will select a medkit first. Only if you don't have a medkit it will switch to the improvised bandage option.
>If you jump while running, you will perform a tactical dive-roll, that leaves you faceplanted for a second after you land. This is good for e.g. running away from lit grenades, leaping over near obstacles, going into cover, and most importantly - it would act as a 'stop drop and roll' solution to putting out the fire, replacing the very weird and abstract 'crouch and spin' method

What are you thoughts or ideas?

>> No.4746396

it's an old meme

>> No.4746407

Well, bug improvements are obvious. Here are some bugs I've come across
>Scopes sometimes fuck up and plaster whatever you were looking at last onto the screen forever until you restart the game
>Using ladders while standing above them gets you stuck in midair
>The whole destructible door thing being janky as fuck
>trying to pick up DERPs sometimes fails and instead drops a pistol mag that can't be picked up
I agree with your view on scopes, but not the bandages. They should be a separate option.

>> No.4746409
File: 2.01 MB, 3264x2448, 20180501_224050.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey buds any recommendations on vanilla compatible doom wads?
I've got the legacy sourceport on my psp which works great most of the time (DTWID leaving me with a missing texture error BRNBIGC)
Anything great out there I missed? I already have most of the megawads listed on the infographic

>> No.4746417

i see your greenspace autism, anon. change hd_noscope to 2 for dedicated zoom. grid inventory would be cool, and I haven't needed to crouch and spin since i discovered taking off armor to put out fire(which seems to work only 80% of the time)
A lean button would be nice.

>> No.4746469
File: 61 KB, 800x530, tnbXCPi.jpg [View same] [iqdb] [saucenao] [google] [report]

Rendering 1080p takes fuckin forever in vegas. Christ. Also I recorded 3 shitty ZS tutorial episodes wherein I basically just create a pistol that can jam and in the process explain porting DECORATE to ZS, anonymous functions, the ResolveState() function, and custom action functions. Gonna slap em on BitChute because Youtube is for skeletons.

>> No.4746479

It's saying this:

>> No.4746480

You can still manually select bandages by pressing 9. I'm talking about the quick 'attempt to bandage yourself' hotkey because I find it ridiculous that my first response to getting wounded should be pressing 9 twice, or scrolling through my inventory.

>> No.4746508

> I haven't needed to crouch and spin since i discovered taking off armor to put out fire(which seems to work only 80% of the time)
I know, but what is the point of an option that doesn't work well?
Alternatively jumping forward could act as an extinguishing aid.

Also thanks for the stuff about scope, I didn't know that.

>> No.4746513

Gunman Chronicles is the shit.

I remember making a 'rocket arena' map for HL, with extra-low gravity and rocket spawns all over the god damn place specifically for GC's customizable rocket launcher.

>> No.4746519

>trying to pick up DERPs sometimes fails and instead drops a pistol mag that can't be picked up
That's because you don't have room for the partially spent magazine the derp has loaded.

>> No.4746524


Nevermind, what?

Pressing fire while in a scope (pressing zoom) lets me zoom in and out, but I can't actually fire while scoped. What?

>> No.4746537

does anyone have that picture of a bunch of different HUDs from PWADs across the years? I remember Epic2, the Japanese community pack, etc.

Thanks in advance if anyone has it saved.

>> No.4746539

It happens even when I'm not at the max amount of pistol mags, unless there's something I'm missing.

>> No.4746547

You have 2 ammo pools, fully loaded magazines and loose ammo. You can't pick up the mag because it's partially spent, and you're full on loose ammo.
Bind the ammo management key and fill your loose 9mm ammo into magazines.

>> No.4746550

Ah, forgot about that entire mechanic. So much changes between each version that I lost track of it all.

>> No.4746553

>For Quakespasm and similar engines, you can just plunk the six skybox textures in your id1 or mod's \gfx\env folder, as long as they're in the right format (normally .tga) and have the right names (refer to AD's skyboxes as an example- you need up, down, left, right, front, and back). Then in your map's worldspawn entity, add a 'sky' field with a value of whatever your skybox texture is named, minus the trailing characters for each face (up, dn, lt, etc).

o.k ive tried a lot of stuff & i just cant get this to work at all in trenchbroom / quakespasm.

I'm make a test map with a player start entity on a single platform, enclose it in large box. Ive copied a bunch of different .tga files into my id1/gfx/env folder (all the files have the 6 correct names for each side & look exactly the same as the ones in the arcane dimensions directory).
Next i'm selecting all six brushes of the surrounding cube I want as my skybox, then entering a new 'sky' field in the worldspawn entity, then adding the value as the filename of the sky i want to use (removing the _bk.tga part)
when i compile i just get a blank texture for the cube. Ive tried enabling the Arcane Dimensions mod in trenchbroom in case .tga's were only available in that, didnt help.

Anyone have any idea what i'm doing wrong? google is not helping.

>> No.4746564

fire and altfire are used for zooming in and out. check the manual in the zip file

>> No.4746571

Make sure the brushes of the surrounding cube already have a sky texture applied to them, it doesn't matter what as long as it's a standard over/underlay Quake sky texture. The sky field in worldspawn doesn't magically turn the outer brushes into the skybox texture, it only changes the behavior of existing brushes marked as skies.

>> No.4746589


Awesome. It works now. Thanks.

>> No.4746601
File: 364 KB, 250x300, 1514006189344.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4746651
File: 270 KB, 841x630, Gunslinger 2.0.png [View same] [iqdb] [saucenao] [google] [report]

Are there any other western themed mods aside from High Noon Drifter and Gunslinger 2.0? I've been having a blast with them.

Especially Gunslinger at the moment with the monster replacements (zombies as pistol slinging desperados, shotgunning sheriffs, melee banditos in place of pinkies, magic using cultist imps, green bandanna wearing rifleman who shoot as fast as Lucas McCain for chaingunners and Lovecraftian Caccdemons and Cthulhu Barons of Hell, both of which shoot homing projectiles that hit real hard).

The weapons are neat too, consisting of a Peacemaker (can dual wield and twirl), a katana (can strike when selected for a quick one-two hit and can also be twirled), an 1887 lever action shotgun, a 1894 Winchester rifle, a double barrel, a naval cannon in place of the rocket launcher, a gatling gun and a Mauser C96, which I still haven't found yet.

It's unfinished, which is why you can still find BFG's in the areas you can find them in vanilla, but still fun.

>> No.4746652
File: 444 KB, 1360x768, Screenshot_Hexen_20180501_213451.png [View same] [iqdb] [saucenao] [google] [report]

It's a trap!

>> No.4746658

not gameplay mods, rather levels, but Fistful of Doom and Boothill are some of the classic 90s TCs

>> No.4746663

Awesome, I'll be sure to check them out. Thanks!
Got into the Doom game late last year and have been pouring over different mods after finishing the games without any modifications.

>> No.4746670
File: 5 KB, 63x66, CCMNA1.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, alright, I'll post the 3 ZS tutorial videos I made tomorrow. I have to actually sleep at some point tonight. If you guys think they're useful I'm willing to cover other topics as well, as long as it's something I actually know.

>> No.4746676

I know that, but anon tried to act as if was a solution for a dedicated scope key. What is the fucking point of having a dedicated scope key if I can't fire a weapon while scope is on screen?

Like this is by NO MEAN solution to the scope problem, if anything it's just another facet of how idiotic handling of scopes in HD is.

If anything, adding an option where Zoom key TOGGLES the scope would solve that problem.

>> No.4746678

I use software mode exclusively
this 1.5GHz APU doesn't seem to like the alternatives, and I get problems like sprites not being drawn or just straight up up 5 frames per second

the crystals look nice

>> No.4746703

I wish my sprites were as good as Hexen's.
Easily the best looking doom engine game.

>> No.4746710

Hexen and Heretic both had amazing artwork. I wonder exactly how they did it, there's so little knowledge of development compared to the encyclopedia that is Doom.

>> No.4746716
File: 98 KB, 640x480, Screenshot_Doom_20180502_000815.png [View same] [iqdb] [saucenao] [google] [report]

What did the nips mean by this?

>> No.4746723

don't press "no"

>> No.4746725
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]

Do you like Caco?

>> No.4746760


It's pretty straightforward, dude.
Do you like Caco?

>> No.4746762

I can't find anything other than what TCRF provides and some various threads across sites.
Here's what I've got:
>Disciples once had blue robes
>Knights once had orange belts
>The crusher in E1M2 functioned differently
>The Wraithverge was once called the Justifier and was golden

>> No.4746812
File: 491 KB, 1280x800, YIPYIPYIPYIPYIPYIP.png [View same] [iqdb] [saucenao] [google] [report]

Oh my fucking god these sounds are amazing.

Also, while testing the sound, I accidentally made it make the yip yip noise every time it got to the See state. It then proceeded to cutely bark at enemies frantically, between shots. I left it like that, up to cvar.

Definitely glad to have this thing replace the berserkpack.

>> No.4746870

Let's see a webm, sounds hilarious

>> No.4746963

This is why 9 times out of 10, you should use Knights instead of Barons.

Good use of Barons is kind of hard to find actually.

>> No.4746968

Strife isn't far off, aside from some not always amazing pre-rendered 3D, it had some absolutely gorgeous spritework and textures, someone really skilled did that shit.

>> No.4746973

wasn't even sure if that game still existed after all these years
it was on one of the first PC Gamer discs I think
gave my high school math teacher a copy, she was playing it in study hall with the sound turned way up
i miss the 90's

>> No.4746976

Ripped and Gibbed?

>> No.4746982

I'd be hugely interested. The Zscript documentation is basically non-existent at the moment.

Maybe I'm a fucking brainlet but I honestly have no idea how anyone has managed to figure it out with what little there is. The wiki is basically bare when it comes to zscript.

>> No.4746983

What DOES exist of ZScript documentation intimidates me.
Even without documentation, DECORATE was way easier to decipher for me.

>> No.4746984
File: 1.09 MB, 720x360, smasher.webm [View same] [iqdb] [saucenao] [google] [report]

Trying out a different primary fire for the particle smasher

>> No.4746985

for what it's worth I agree with you 100% - I liked AS back when I was much younger mainly because it had new Stuff in it and that was enough for me but over the years I realised it was actually pretty bad. The map author himself isn't a bad mapper but it's clear he just had way too much work to do so the vast majority of the mod is comprised of hallways and huge empty rooms. POV was by the same guy and it was much better in that regard (but not massively better, I don't remember much about the levels and that's not a great sign)

>> No.4746989

also the Todesangt series, if you can stomach modding voice acting, is definitely worth a play.

Definitely only do it if you CAN bear it (I love that shit so it's fine with me but I can appreciate amateur voice acting bringing out the vomit reflex in a lot of people)

>> No.4747049

Search for Marrubs zscript docs; they're great. You can also ask here. I know a decent bit.

>> No.4747053

Are you doing zandro compatibility?

>> No.4747054

Fuck yeah I am.

>> No.4747059

I admire but do not envy you.

>> No.4747060

Oh believe me, this has been a pain in the tits with some of these weapons. But I'm so used to devving with Zandy compat in mind that it's usually not TOO bad.

>> No.4747061

>doesn't look like it's Untitled's 2hu doom
what gameplay mod?

>> No.4747063

That's Final Doomer's JPCP set

>> No.4747086

intermission when?

>> No.4747095

If you have the scope view set to auto then holding down use brings up the scope to fire. Holding down zoom allows you to change the scope magnification. Also rtfm.

>> No.4747218
File: 172 KB, 1920x1017, Screenshot_Doom_20180502_171851.png [View same] [iqdb] [saucenao] [google] [report]

seen enough h...

>> No.4747240

God, I read the fucking manual. Stop being a condescending shit. Manual is fucking long, and the only documentation of that feature is, I quote:
>Set to 1, this makes the scoped view only visible with the extended HUD that pops up when you hold the use key.

Does this sounds like "If you set Scope View to Auto, then Use will turn into a dedicated scope key"? No, it fucking doesn't. I only understood what it meant AFTER your advice and trying it for myself, god.

"RTFM" means "don't complain about features that are obviously described" (i.e. how to extinguish yourself if you're on fire, which is described in detail) and not "laugh at anyone who doesn't study manual religiously".

>> No.4747256


is HD just basically the autist' version of Brutal Doom, because it's coming off very strongly as that kind of thing (ie fucking insufferable)

>> No.4747270

is this colorful heck's update soon?

>> No.4747273


>> No.4747274

would be fun on hordes

>> No.4747275

Nah, the problem is that some people try to play it without putting the necessary preparation (i.e. skimming the manual and watching the bootcamp videos, which are BARE MINIMUM), so it becomes a kneejerk reaction to assume if someone has a problem, they should rtfm.

Of course, the thing is that HD manual is NOT really exhaustive - it's long, verbose and even then basically just scratches the surface of the mod. There is a lot of stuff that isn't described in the manual, and even stuff that is described is not necessarily described WELL - e.g. like the scope problem I had - the fact that if you set it to auto you can bring up scope at will using Use key is brought up ONCE in a roundabout way that doesn't even MENTION user settings - it's a one cryptic mention in a paragraph about cvars that I personally skipped because I generally don't mess with cvars while playing Doom mods.

I mean, this thing is 14,000 words and 30 full pages of text - I checked. You can't possibly ask someone to read, fully and completely understand, and memorize every word of 30 fucking pages of reference text. That's a fucking novella.

>> No.4747291

Good question.

>> No.4747295

Any time someone tries criticizing HD it just comes off as that person being bad at it.

>> No.4747309

You probably get this a lot but is masters of doom a good factual representation of the history of ID? I got it the other day and i'm loving reading it.

>> No.4747310

I say most the blame lies on certain individuals who hate BD with a passion, resorting into saying shit like "Hey, [insert name of mod here] is better than BREETEL DEEM" to unsuspecting shmucks, simply out of spite.
So when newplayers get hit by HD's difficulty wall at 66 mph (or simply finds out that HD is actually a complicated layer of complexized complexities of gameplay) and cry MAMA, they'd get hit again by a wall of RTFMs and git guds, courtesy of genuine autismos and trolls alike.

>> No.4747313

Wrath of Cronos

>> No.4747345

Both Johns like it and said its mostly true. (some of it obviously hinges on perspective)

>> No.4747367

i just hope the reloading animation or turning on the weapon does drag too much

>> No.4747390


>> No.4747483

I downloaded BrutalHereticRPG and used it in GZDoom 3.3.2 and got no sound on firing weapons, and picking objects, but i could hear the monsters and other sounds... Later i saw that theres a message in the main page saying "Use a GZDoom version before 2.3.0" its because of this problem? anyone know?

>> No.4747567


Obviously this isn't an old game, but it's being made in the old Duke Nukem engine. Anyone interested in this?

>> No.4747570

I was able to pick up ZScript but only by doing A LOT of source diving. Even without that I don't think it's really possible to be effective in it without knowledge of engine internals.

>> No.4747579

>any computer made this century has more than enough power and space to handle sprires
>still only do 5 unique rotations and 3 mirrors

>> No.4747587

Oh fug I’m siting at the DMV right now
/doom/ personalized plate time. Will post a pic in a bit....

>> No.4747592


>> No.4747602

>speed camera tries to take a picture
>the bitrate is ruined and the license plate is unreadable

>> No.4747607

I get five (ranked) picks; they give you the first one that isn’t taken
I’m gonna do
But I can’t decide on the order. FIREBLU is tempting

>> No.4747613
File: 117 KB, 600x528, 1505607574420.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice one

>> No.4747614

If you get FIREBLU, you realize you also have to get your car painted to match, right?

>> No.4747617

Oh no
But it’s already such a nice shade of green....

>> No.4747621

It has to be an animated texture to be accurate

>> No.4747624

Maybe you could do something with some kind of iridescent paint?

>> No.4747626

>oh there goes anon again, in his car painted with an animated scrolling wall of scrunched faces

>> No.4747639

A car to scare children with.

>> No.4747640
File: 2.32 MB, 512x384, 1504549086283.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4747656

ok that's pretty good

>> No.4747740

What a loaded question
> loaded with two double barrels of buckshot that is

>> No.4747749

Hey, he could get away with holographic red/blue. At least it'll "animate" as it moves past you.

>> No.4747752

Someone really should animate the facial expressions on that texture

>> No.4747757
File: 778 KB, 461x259, deathmatch.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4747759

I actually kind of like that they're static, that makes them uncanny.

>> No.4747764

sure, me too. But if it was animated it'd be really disturbing.

>> No.4747778

he gave you the answer and told you where to get it

not HD's fault you didn't like it

>> No.4747862

I wonder why Raven named the Lich sprites HEAD instead of LICH. It would've made things easier.

>> No.4747865

Given that the smasher now has infinite ammo I need to give it some type of downside. Though if this becomes too slow I might make the reload animation give the player two shots per reload

>> No.4747873

How much ACS are you using in the mod by the way?

>> No.4747874

probably because they hadn't yet decided on a name when the sprites were made

>> No.4747881

Surprisingly minimal so far. There's a script for the Gnasher's bear trap on a chain. One for checking the player's HP to change the heart on the HUD depending on their status.

The biggest chunk of ACS right now is the pickup messages for the weapons and that's gonna get really big as I add more classes

>> No.4747889

Man, after getting used to zscript all that stuff feels like a memory of a bad dream. I kind of miss the hackyness of it on some level though.

>> No.4747890

>Each weapon is still different and unique in its own way
>Weapons that matter the most or keep up with the core gameplay show up first in their slots
>Other keys/buttons are used
>Faster weapon switch
>There aren't "that" many weapons
Do you think these rules are necessary for when a mod is implementing a big number of weapons?
I do wonder if i'm forgetting something

>> No.4747891

Well now the caco and the iron caco are going to conflict with each other. I wonder if I could find a way to substitute the sprite names, or if that fails, ask Graf to add a summon exception.

>> No.4747892
File: 298 KB, 522x292, mycomputer.png [View same] [iqdb] [saucenao] [google] [report]

What are some good maps for pic related?

>> No.4747896

Try to refrain from adding more ammo types if possible. At least more ammo types that need to go on the HUD, if you add a self-recharging weapon or something of that nature, that's fine

>> No.4747906

Suspended in Dusk is a great looking vanilla mapset.

>> No.4747910

Any map by Didy. They look amazing while being boom compatible.

>> No.4747914
File: 966 KB, 1920x1080, Screenshot_Doom_20180430_154558.png [View same] [iqdb] [saucenao] [google] [report]

the Sentiment Mushroom.

>> No.4747917

this is already handled; zdoom automatically renames HEAD* sprites to LICH* sprites when loading heretic.wad
https://zdoom.org/wiki/Classes:Ironlich - note that it uses the LICH sprite name

>> No.4747919

Has nothing to do with the power of computers. Sprites are a shitload of work.

>> No.4747923

it's possible to have a sprite tree the size of an actual tree?, in the sense, it's actually taller than you?

I'l talking about a custom sprite, not the default doom trees

>> No.4747928

Well, that is incredibly convenient. Thanks, I probably would've done something very stupid.

>> No.4747938

Not in vanilla. Iirc max height is 128 in vanilla. Not sure about other ports. I would imagine gzdoom would have no issue though
What you could do, is use 2 sprite objects and push the offsets to get to 256 height. I don't know if you can go farther than that.

>> No.4747941

>that hud
muh information overload

>> No.4747945


it has also come to my mind the giant sprite sweeping the map when you rotate the view

>> No.4747951

Considering Strange Aeons has two giant versions of a Realm 667 monster as the boss of its' bonus episode, it certainly is possible.

>> No.4747952

Is there a flag like +NOCLIP that includes ceilings and floors? all I can find is +NOINTERACTION but that removes the actor from being affected by everything.

>> No.4747962
File: 53 KB, 640x480, shot00019.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom rpg's imp lord is orange
>metadoom gives his name to the doom 4 imp, who is also orange
>doom rpg's phantom is green
>metadoom gives the name to the beta lost soul, who has green flames
>doom rpg's ghoul is red
>metadoom names its doom 4 revenant fiend instead
in other news, realm667 has a ghoul, with its own unique abilities

>> No.4747969

what the fuck is that image? doom 3 rpg?

>> No.4747971

>doom 3 rpg?

>> No.4747983
File: 121 KB, 706x706, 1511642170621.jpg [View same] [iqdb] [saucenao] [google] [report]

So are Cacowards physical things now?

Or was that just for Romero?

>> No.4747985
File: 525 KB, 1920x1080, Screenshot_Strife_20180429_234258.png [View same] [iqdb] [saucenao] [google] [report]

here's some gold

>> No.4747989
File: 17 KB, 265x454, Golem.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4747994
File: 46 KB, 500x748, archvile.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4747997

i thought these were mummies.

>> No.4748000


>> No.4748001

>theirr death animation

>> No.4748008

from what?
the bodybuilder civilization?

>keep all your gains

>> No.4748009


>> No.4748013

Maybe they were first testing the sprites by reskinning the Caco, and didn't bother changing it?

>> No.4748015
File: 443 KB, 280x198, 1431807409218.gif [View same] [iqdb] [saucenao] [google] [report]

I absolutely fucking hate Archviles and thank god for any mod that ups the damage of weapons.

Fuck you Plutonia. Fuck you and your Archvile maze.

>> No.4748016

This. Ever tried doing an all new enemy from scratch? There's a reason that even the most prolific spriters in the community use existing graphics as a base; it's so much fucking easier and faster, if you do a good job, people won't even care.

>> No.4748017

Can confirm.
I sprited a ZsecSpecops with a plasma gun a few years ago and it was a pain in the ass.

>> No.4748018


Just for Romero.

>> No.4748019

That's a bummer.
Be wicked cool if the winners got them.

I'd understand if it was just for main page ones and not runners up but I guess it's a lot of work and where the hell do you even get the cacodemon, I'm guessing it was made by hand.

>> No.4748027

Well, they could always just 3D print them and then spray paint them gold.

>> No.4748032

Yeah but it's still assembly work for the anon with the printer.
Plus there's the wooden base, engraving the plate on it, then making sure it all fits together properly and appeasing the gods of international postage that it doesn't get mangled.

>> No.4748036
File: 53 KB, 600x600, ivup_doom_cacodemon_bank.jpg [View same] [iqdb] [saucenao] [google] [report]

The one that Romero got was just one of those cacodemon piggy banks painted gold and stuck to a platform.

>> No.4748037

they're not mummies?

>> No.4748038

Wtf my life is a lie.

>> No.4748042

I'm pretty sure they're called mummies in the game's files.

>> No.4748053
File: 9 KB, 276x141, Blank+_0fdc38fd4461904240b345e6749ed959.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4748054

I just believe D'Sparil resurrected Mummies and buffed them up with magic gains.

>> No.4748074


It would be wicked cool if there was a physical prize associated with them, but the uproar would quadruple.
People are already legitimately angry over a prize that amounts to nothing more than a recolored .png.

>> No.4748086
File: 142 KB, 850x800, 1438037049785.png [View same] [iqdb] [saucenao] [google] [report]

Alrighty, here they are. RIP your speakers maybe, my mic has a bit of resonance. In these very basic ZScript tutorials I cover:
>Turning a simple DECORATE weapon into ZS
>Anonymous Functions
>Named Action Functions
>void and State return type
>Some code factoring principles
I definitely know more than this but I figured I'd go for the absolute basics then figure out what to do from there.

>> No.4748091

These seem really good man! Great work!

>> No.4748092

Probably not because of the way the Doom engine handles floors and ceilings differently than a fully 3d engine

>> No.4748094

Does anyone know how to change the font color for the quit messages, and the difficulty selection screen? I'm having issues with it.

>> No.4748096

dunno about difficulty selection, but you can use color codes (the same ones used in Print and Log) in your exit messages

>> No.4748098
File: 2.99 MB, 2000x1333, spaghetti.png [View same] [iqdb] [saucenao] [google] [report]

>There's a bug in GZDoom 3.3.1 where if a projectile A_Warps to its tracer on the same frame it hits it (+HITTRACER), it does its damage twice
>Updating to GZDoom 3.3.2 fixes it, nothing about it in version notes

>> No.4748101

Does GZDoom allow silent, momentum carrying teleports yet?

My version has one or the other but not both.

>> No.4748105

>3 mins later
But thanks. I'm just hoping I don't blow any subwoofers due to the $10 Chinese garbage fire mic I have.
You can use line teleports, and have been able to forever. Eternity style portals work too.

>> No.4748107

In addition to what >4748096 said, for difficulty selection, define them in the LANGUAGE lump and then put that in MAPINFO. For example:

NewDifficulty = "\cgThis shit is hard!\c-";

Then in MAPINFO:

skill NewDifficulty
name = "$NewDifficulty"

>> No.4748110

Should have clarified, imagine falling down a hole but it's a silent teleport.

>> No.4748112

Also jesus I didn't know that spaghetti was so big when I saved it

>> No.4748113

Yeah those are floor teleports. Pain in the dick to get working but I know they exist.

>> No.4748115


Good shit.
I need to refine/script my Decorate tutorial and put it on YouTube. This should be a good start for people hoping to get into modding.

>> No.4748116

Nevermind the bug is still there, damn it.

>> No.4748125

Alright, thank you guys a ton.

I didn't think recoloring everything to be blue ( such as in >>4744118 ) would be so difficult.

Anyway, once I finish up here and with a few more tweaks, I'll be essentially done with the entire mod. Except for bugfixes, maybe a custom monster or two, and only until I start mapping.

And fucking tutorial screens. God damn I hate tutorial screens.

>> No.4748127


>> No.4748135

assuming this is you, term, please do

your intro was useful for me but i checked on it after the fact and twitch muted it

>> No.4748142

Yeah. Saving my work to the wrong folder and continually testing in an empty pk3 was awesome. I learned a lot from that.

I'm joking iluterm

>> No.4748146

damn, i saw" last thread" and got excited that this could be the LAST FUCKING ONE OF THESE GOD DAMNED STUPID FUCKING THREADS.. then i realized it was just a link to the last thread. oh well.

>> No.4748147

you're here forever

>> No.4748150


Yeah, Twitch was a pain in the ass.


Nothing is ever gonna top that, that was fucking hilarious.

>> No.4748152

There are another 147 threads on the board. Go shitpost in one of those.

It was pretty hilarious, even if I didn't catch the stream until literally seconds after the tutorial stopped. Still looking forward to the next one, even if you're still on the stuff basic enough that I've already learned about it.

>> No.4748162
File: 194 KB, 325x283, 1519574642410.png [View same] [iqdb] [saucenao] [google] [report]

About to finish my playthrough of Doom 2 with Hideous Destructor.
Calling this a PTSD-inducing experience would be an understatement.
All those fucking monster closets.
Those Barrels o' Fun.
Those fucking eternal undying archviles.

>> No.4748168

> spaghetti falls out of your pocket
> its pretty big after all

>> No.4748221 [DELETED] 
File: 127 KB, 1230x283, 1523260882643.png [View same] [iqdb] [saucenao] [google] [report]

>doom babbies

>> No.4748223
File: 899 KB, 1920x1080, Screenshot_Doom_20180502_175059.png [View same] [iqdb] [saucenao] [google] [report]

to this day i don't understand higurashi

>> No.4748230

>information overload
>doesn't even have a fingerless glove meter

>> No.4748237

>Finish playing Doom with Stargate 20x6 like 30 minutes ago
>Decide to run Doom again
>OpenGL driver not accelerated error
>Can't run any Doom regardless of source port now
What the fuck

>> No.4748240
File: 491 KB, 1920x1080, Screenshot_Doom_20180502_181233.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4748249 [DELETED] 

It kinda hurts but this accurately describes me, minus the xbox part.

>> No.4748261
File: 469 KB, 935x733, heretic_jojoke.png [View same] [iqdb] [saucenao] [google] [report]

I waste my time with the dumbest shit

>> No.4748264

Fucking hell, that's good.

>> No.4748267

Fucking amazing.

>> No.4748270
File: 56 KB, 128x128, 1485046591432.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4748272

>not removing the whole hud except for the rage meter which is permanently stuck at 100%
this is the only way to play

>> No.4748279
File: 1.25 MB, 1920x1080, Screenshot_Doom_20180502_182549.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4748280

Why is N64 Hexen's soundtrack so fucking boss?


>> No.4748289
File: 61 KB, 629x631, Scrag.png [View same] [iqdb] [saucenao] [google] [report]

Just the other day, I was thinking of how little games go for the same sort of insane fantasy earlier games go for.

Like look at the Scrag in Quake. It's so unreal and out of this world. Or how about the apeshit Fiend, the headless kangaroo with scythe arms?

It seems like not a lot of games have the balls to be so creative with enemy designs now, which is silly considering how realistic we can make graphics. Even games like The Witcher or Skyrim have boring shit 95% of the time like bandits or wolves or trope D&D monsters with a different skin. Gimme some really weird Dream Quest of Unknown Kadath shit. What games have the freakiest bestiaries?

>> No.4748292

On the other hand, when someone makes an all new monster from scratch, and it's good, everyone is very impressed.

>> No.4748295

Goddamn, that's some ass.

>> No.4748296

Sounds a lot less silly than Hexen PC's music.

>> No.4748317

I think part of this is twofold for Quake:
>was originally going to be an open world fantasy RPG but stalled a lot in development, then near deadline, the game was hurriedly reworked into a Doom-ish FPS, using a lot of the resources already in existence
>people like Sandy Petersen (the world's biggest Lovecraft nerd), Adrian Carmack (an edgy dude who loves dark stuff like that), and John Romero (who was really into the dark fantasy setting he originally envisioned), each putting a lot of personal touch into the game
Both of these things making for a very unusual game with a lot of odd design choices, all of it kind of coming together and making an actually really cool game, despite it being a giant compromise.

>> No.4748326

I always wonder what Quake would look like if it was given just one year more of development, or even six months. With so many resources already made, they could have really refined the RPG gameplay and made it into the third-person grimdark Ultima that they (or at least Romero) really wanted to make.

There's a totally fresh idea if anyone wants to take it upon themselves to make it.

>> No.4748331
File: 47 KB, 300x300, ....png [View same] [iqdb] [saucenao] [google] [report]

How the hell do you beat E2M4 from a pistol start?

>> No.4748334

what difficulty are we talking?

>> No.4748337


>> No.4748340

holy shit

>> No.4748343

So Heretic's minotaur can not be attacked by lesser enemies. This is fine, but I want the Cyberdemon and Spiderdemon to be able to do so. Could I have +NOTARGET as well as some sort of exception?

>> No.4748345

Seems pretty easy so far. Are you grabbing the shotgun at the start?

>> No.4748351

By the time I get to the circle part with the two barons I always run out of ammo in all weapons in the middle of the fight

>> No.4748352

Which should I use: Doom 64 Retribution, or Doom 64 EX.
I'm looking for the ability to turn on always run, but keep everything else the same.

>> No.4748358

I just ran it real fast, not hard if you don't go for 100% kills. Encoding a yuge webm.

>> No.4748360

Retribution is a GZDoom TC thing. EX takes the actual ROM. So it depends on your preference of features or accuracy.

>> No.4748361

Okay yeah, the same thing just happened to me.

My guess is more infighting and punching. Good luck!

>> No.4748362

Hm, guess I'll try that. I usually just kill everything so that's probably why.

>> No.4748363

Couldn't you just NOT fight the barons and just haul ass to the exit, saving your ammo for the small fries?
I mean, no fucking shit you're going to lose all your ammo trying to fight Baron von Healthdoor and his twin brother from a pistol start.

>> No.4748367

You can do it if you get the PGun and all the ammo around the level. It's still a crapshoot though.

>> No.4748368

Yeah I realized that you don't have to kill them after but then I got killed by the imps at the exit because I didn't have ammo so I got mad and posted here

>> No.4748370

So it doesn't change anything about the levels? I'm looking for accuracy and then features after that.

>> No.4748371

The soundtrack and sound effects by trent reznor really helped the game for me too, say what you will about nine inch nails and trent but his ambient experimental stuff was amazing and gave an incredible feeling of otherworldly dread and the sound effects all had a solid visceral feel that was totally different from what iD was doing before

>> No.4748373

EX is basically taking the actual D64 game and putting it on a computer. It's completely accurate except for the save feature, I think. I don't remember if D64 had saves, but instead passwords. But it really makes no difference.

>> No.4748383
File: 25 KB, 402x351, Db_kvf9WkAI58rQ.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

The retail nukage texture is the alpha nukage texture skewed 45 degrees

>> No.4748386

It's a good season for crops.

>> No.4748389


>> No.4748391

(can't even eat w/o crops)

>> No.4748393


>> No.4748398

Does $pitchshift work if the user has shifted sounds turned off?

>> No.4748402

Fucking christ this took long enough to encode.

>> No.4748407

Interesting, they animate differently though.

>> No.4748408

Nice job

>> No.4748409
File: 525 KB, 1920x1080, Screenshot_Doom_20180502_193709.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4748410


>> No.4748413

In a Mod or basic game?
Lemme see, where the light sines on the wall at the start is a secret that probably gives you ammo or a weapon. But otherwise there are shotgun sergeants right in the room through the teleporter and up on the balcony is a box of shotgun shells, so after that I dont know what to tell you.

The Baron will wander around and you can go finish him off later. The 2 Barons in that underground complex you can probably destroy with the plasma gun. I also belive there is a rocket launcher somewhere in the map.

The lift next to the 1st Baron leads to a catwalk with lost souls and spare rockets, also a rad suit I think. In the nukage trenches to either side there is a Berserk pack which should fix any ammo problems you've got.

>> No.4748416


>> No.4748418
File: 966 KB, 1920x1080, Screenshot_Doom_20180502_195525.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4748419

What mod is this?

>> No.4748421
File: 98 KB, 540x304, tumblr_inline_o474ya6tME1s4w1av_540.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4748424


Berserk Pack by the nukage catwalk will destroy most of the smaller enemies and provides a satisfying kill on that caco next to the plasma gun too. Use that to kill pinkies, spectres, imps if you can, and all those dang lost souls.

I think there was a Chainsaw in there somewhere too, im running through the map again to see since I havent played it in years and its an old favorite.
> dont be afraid to berserk punch a Baron from next to a corner too just to dump another 100 damage into him

Yeah if you dont get that shotgun in the obvious entrance secret thats a shotgun, box of shells, and box of bullets you're missing.

>> No.4748425

>"I'm gonna pay you $100 to fuck off."

>> No.4748429


Looks like Doom Radys. Doesn't look like the currently-released version, either Toooooasty did a private release, a release on a Japanese forum, or is teasing us baka gaijin.

>> No.4748430
File: 1.05 MB, 1920x1080, Screenshot_Doom_20180502_145358.png [View same] [iqdb] [saucenao] [google] [report]

Map30 of TNT is the worst level in any Doom Iwad
Prove me wrong

>> No.4748435

open your map.

>> No.4748436
File: 477 KB, 1509x1100, Berserk-01-084-085.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4748440

There is also a SLOW Crusher in that iconic tech room with the small pillars in it. You can make fresh pressed demon paste out of alot of things by leading them in there.

>> No.4748445

Or just pay attention. It's not even a remotely difficult puzzle. The only thing that confused people about it is that they don't expect to encounter puzzles in doom.

>> No.4748448
File: 600 KB, 1920x1080, Screenshot_Doom_20180502_201757.png [View same] [iqdb] [saucenao] [google] [report]

with kana font

>> No.4748454

It's not that it's a puzzle, but that it's a puzzle that doesn't involve hitting a bunch of random switches.

>> No.4748460
File: 73 KB, 640x400, Screenshot_Doom_20180502_221302.png [View same] [iqdb] [saucenao] [google] [report]

2 barons killed in the crusher, lots of things punched dead. Ended up with 2% health at one point, went around searching for health but then got the soulsphere at the end.
> no RL in the map after all, provides rockets as if there was one though.
> took 17 minutes since I let the barons walk into the crusher and that took some time, also looking for health.

>> No.4748463
File: 75 KB, 1280x720, kanaEP1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4748467

i don't speak french

>> No.4748469
File: 89 KB, 1024x509, italian.jpg [View same] [iqdb] [saucenao] [google] [report]

eh, sorry i don't speak italian

>> No.4748470

Well it's not so much that it's not a puzzle involving hitting random switches, but that it's not a 1/7th of a puzzle involving hitting random switches.

>> No.4748471


>> No.4748473

I still don't have any idea of what Doom Radys is supposed to be. I do like the green haired character, though. For reasons.

>> No.4748478

yeah, he's neat

>> No.4748483

Next thread OP-pic?

>> No.4748485


>> No.4748489

As someone whose favorite IWAD is TNT I agree.

>> No.4748491

There's nothing wrong with that, the puzzle is easily solved by just looking at the lamps or better yet the automap. Half of Doom 2 is miles more painful to play through.

>> No.4748494
File: 193 KB, 420x420, 1525180653983.png [View same] [iqdb] [saucenao] [google] [report]

>that one map in Ancient Aliens
>that one map in BTSX 2
>that one map in Epic 2
Are archvile-only maps absolute peak doom?

>> No.4748495

Oh hey, HXRTC project! The mod's a bit of a mess, but I like it, its the same sort of fun chaos you get with Colorful Hell or even Mod Oh Fun! I might be biased, though. The creator's a nice guy, nice enough that when I asked if I could do some voicework for the mod, he let me! I voiced the announcer for powerups. I'm still in there, but it's kinda hard to hear me. That's a good thing, though, there's no pop filter on my microphone.

>> No.4748498

I've been playing Colorful Hell with Project Babel. Those green shotgunners WILL fuck up your day.

>> No.4748502

I think I remember seeing your post about that. Babel and Colorful Hell are compatible?

>> No.4748503

I'm still sitting here wondering how in the actual fuck that doesn't crash GZDoom.

>> No.4748505

They are absolutely not intended to be compatible, they just somehow don't interfere enough to totally break the game, so some of the Babel features still work.

>> No.4748507

you're the one who says stuff like "GAMME SPHERE"?

>> No.4748508

Yes. The only thing that is missing is the green particles when two or more enemies fire at the same time. Truly a magical experience. Even did it with slaughtermaps.

>> No.4748510

Actually the monsters have a crapshoot of whether or not the AI even works for them. I think you're seeing some placebo there m8 because I tested it and they don't really work that well together. You can prove this because the zombiemen don't shoot projectiles with tracers, but hitscans instead.

>> No.4748513

I have to admit, you are probably right.

>> No.4748515

The weapons work though :^)

>> No.4748523
File: 78 KB, 351x351, suicide.jpg [View same] [iqdb] [saucenao] [google] [report]

>Spend ages wondering why ACS is broken and applying the same "Unique" TID to everything
>Test my code in every version of GZDoom I have, all the same
>No matter what I do the UniqueTid is always -46, all the time
>Look up and down all over code, why isn't this working, why is it being shitty
>Look at UniqueTID wiki page, look at compiler, mess with other values a bit
>Look at code
>"MyTID = UniqueTID;"

>... I fucking forgot the ()
>I was giving everything the value of the imaginary variable "UniqueTID", which is apparently -46

>> No.4748531

>the ayyy ship map in Equinox on pistol start
absolute kino

>> No.4748540

is deus ex allowed

>> No.4748546

Oh yes.

>> No.4748547


>> No.4748556

isn't coding fun, anon

>> No.4748558
File: 1.93 MB, 1920x1080, GMDX 2018-05-01 13-01-41-91.png [View same] [iqdb] [saucenao] [google] [report]

opinion on GMDX

>> No.4748579

Yup. Some of the power-up names are pretty wordy.

>> No.4748582

and from now on you will always remember that ACS only has one datatype

>> No.4748637
File: 1.92 MB, 640x360, arrowsticking.webm [View same] [iqdb] [saucenao] [google] [report]

Trying to implement arrows like I wanted to for ages, don't have any clue how to do the math for setting the x/y warp position of the arrows based on where they hit, so they just point at the actor's centre for now.

>> No.4748642

I preferred biomod; couldn't get past castle clinton in GMDX without saying "fuck it this isn't fun"
NPCs randomly pathing around in a game that's known for stealth is fucking awful, why would you do that

>> No.4748653
File: 16 KB, 959x218, noplans.png [View same] [iqdb] [saucenao] [google] [report]

Was Corzo Demonsteele's third character?

>> No.4748670

Corzo seems to be a little too grounded for that. Also Corzo is cool and I wish people appreciated him more.

>> No.4748671


as far as i know, demonsteele only ever had hae-lin and shihong, with a third being joked about a lot but never seriously considered

>> No.4748673
File: 1.64 MB, 1024x1958, YES.png [View same] [iqdb] [saucenao] [google] [report]

>Play through any level in Ultimate Doom
>Find Berserk Pack
>All ammo is now fucking worthless because I just punch everybody

Thinking of doing a playthrough of it, but with no guns, just gonna give myself a berserk pack in the beginning and punch everything

>> No.4748674

it has a few stupid little changes that piss me off more then they should

>> No.4748679

He's adding Caleb.

>> No.4748681

Berserk is my favorite weapon by far.

>> No.4748687

Do it on Nightmare mode.

>> No.4748691
File: 45 KB, 652x518, 1501606806418.png [View same] [iqdb] [saucenao] [google] [report]

does anyone else here record demos? do u submit them to DSDA? ive been recording some scythe uv-speed demos lately its a real blast

>> No.4748692

Barons Den from TNT, and E4M4. Come to think of it, the last third of TNT was a chore

>> No.4748695

corzo isn't anime

he's mccree :^)

>> No.4748702
File: 43 KB, 400x400, e5urKIof_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd recommend to mod the wad to add some HnK sounds but they'd become annoying soon.

>> No.4748763


never ever get into game design

some instances are justified in the player being a tard, but having to read a 14,000 word manual and watch a video to play something is a sign that it's badly designed. Sorry you need to be told this.

As long as you're happy with that, good - HD doesn't NEED to be well designed or elegant, if it's happy to target a niche audience like Dwarf Fortress than great. But don't keep telling people that it's their fault the game is not pick up and play. that's a failure on the dev's part that he made something you need to read a long manual to play, this isn't something that can be argued. it's the same kind of elitist bullshit that people cling to to try and gain some sense of belonging and identity and it's hilariously sad.

>> No.4748773

Both groups are pretty bad in their own ways, it's just sad to see people defend mods blindly because mods will never improve that way. You can defend design decisions to an extent but at some point you have to step back and look at it from a new player's perspective and think "How I can improve the usability of this feature without compromising the complexity I want?" THAT to me is fun, and part of good game design.

HD seems to have the desire for complete realism and I respect that, but any criticism gets met with a defence force rather than any kind of dialogue to make the mod better and it's just bad (and the same goes for BD too, he should just strip the gore stuff and have that as BD and then add all this new crazy shit into a seperate project rather than the clusterfuck that it is now)

and as an aside I also hate this trend towards having tons and tons of options in the mod. You should be confident in the choices you made gameplay wise and if not you should revisit it, adding 2 dozen options to change things so nobody can really have a meaningful discussion about the mod's balance/gameplay.

>> No.4748786

That's awesome!

>> No.4748793

>and as an aside I also hate this trend towards having tons and tons of options in the mod.

I have never been in a situation where I've said "Wow, I sure wish this option wasn't changeable!".
I have many, many, MANY times been in a situation where I've said "Man, this should've been tweakable".

>> No.4748794

Do you think GZDoom will ever get Panaramic skies like Duke 3D?
I know some people hate it but I prefer it to the cutoff or repeating

>> No.4748809

I don't see a point in adding something to a mod if you then give an option to take out it, it's basically admitting that it's feature creep and not necessary.

This is my own personnel preference though, don't get me wrong. This is part of why I wish more mods would try mapping as well since when you make levels built specifically for mod packs it makes it so much better in general. I understand most of these options are to ensure 99% of WADs are beatable but I think this is one of the big flaws of gameplay mods for Doom (and also mods that add skill levels, again is the 5 in default doom not enough?)

>> No.4748816

>door crush sound from duke nukem 3d
>dogs inspired by wolfenstein 3d and quake
>gauss cannon fire inspired by quake 2 and skulltag
>water splash effect from heretic
>gas grenade cloud sprite from hexen
>spiders inspired by strife with sounds possibly from blood
Ironic enough, Doom 4 also feels like a mix of elements from other FPS, so i guess it fits this mod

>> No.4748828


I have the exact opposite viewpoint, myself; it's fun to be able to play around with different values to radically change up how gameplay, well, plays. To me, that's one of the biggest appeals of playing (and making) gameplay mods in the first place.
That being said, yeah, I'd definitely agree about needing to be confident in your core gameplay direction. The default options should be considered the intended way to play by the developers, extra options should be for fluff and fun. If I HAVE to mess around with options just to get a solid core, then there's a problem.

During a previous beta release of a mod I'm currently working on, an anon said that it was way too easy to simply get stuck in a bottomless pit or a part of geometry. It's too easy to say "oh just turn on the infinite jumps option" but that's kind of a shitty way to handle it. Extra jumps should be a "for fun" thing, not something that you need to turn on to fix an issue. That's an issue with the default gameplay.
So I restored the default hitbox size and slowed down movement just a touch, and coded in a teleporter to put the player back onto the playing field if they get in an unrecoverable area.

>> No.4748832

Today I’ve discovered that Dark Bishops have a special behavior where they will target a single enemy forever until it’s dead

>> No.4748834

Doesn't it make stealth borderline impossible in game about stealth?

>> No.4748854

That's fair enough, I respect that - I think in some cases people should really be going into some map + mod combinations with a certain level of understanding that things may break and noclip is gonna be the solution. At the end of the day if you play a mapset made with no jumping possible and you get stuck somewhere because of new movement options, that's not really anybody's fault but the players.

>> No.4748926

something i don't think has ever been done in a doom map is a tower implied to be tall enough to reach the skies, which means its crossing the clouds.
like, someone were to make some ceiling blocks around a tower, that had their textures being cloud related.

>> No.4748934
File: 18 KB, 267x395, Absolutely Radical.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking godlike anon.

>> No.4748946

I could see that being done with a levelset where you climb the tower, with latter levels being up above the clouds with a skybox to match.

>> No.4748951
File: 228 KB, 1280x960, Shambler03.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4748958

... But why.

>> No.4748959
File: 12 KB, 181x94, 8ARhudH.png [View same] [iqdb] [saucenao] [google] [report]

>that one spriteset that never got finished
What's her name?

>> No.4748991

>there is now more detail in his asscheeks than in his claws
>still have no idea what his hand structure looks like but we can see the minute creases of his buttocks
I'll never understand you people

>> No.4749005

Im very eager to play the upcoming scorn game... feel like what you said, and i also feel the same

>> No.4749043

>what's wrong, ranger-kun?
>could it be youre... craivng my mcHUUHs????

>> No.4749045

> crashed with no characters allowed

>> No.4749054

Yeah, I really love TNT, but it kind of starts to fall apart in the third cour.

It's kind of amazing that a whole bunch of different mappers with no real collective aesthetic goal or intended theme, makes 32 levels that all, for the most part, have an atmosphere that's pretty coherent.
The music probably helps a lot.

>> No.4749061
File: 56 KB, 800x1200, everyone gets miniguns.jpg [View same] [iqdb] [saucenao] [google] [report]

at least it isnt broken though, despite the damage its a good way to end up dead before the level is over (the +100 health is often wasted due to bumping into the berserk or you're just not hurt at the time and you want the buff).

No what this allows me to do personally is use the RL on alot of things I dont want to waste my time on, like Barons and Cacos. And use the Chaingun on all the small fries because when I run out of bullets I just berserk punch until I find more ammo boxes.
> Berserk is unironically the best tool for dispatching a stampede of pinkies because they get even less chance to bite you than with the chainsaw and you can usually punch your way out of a corner to stay mobile.

Fuck I wish Doom 1 had Mancubus's now. Thats the one death machine that would have balanced out the whole set, especially without that SSG to take it out. We could say D1/UD could have been better with all of the doom 2 monsters but the fatso would have inspired terror above and beyond what the Baron does in the first game.
> mfw if you wanted to add an archvile you could dual-purpose the Baron Of Hell and say that as a master of hell he has these spells and can resurrect demons, so that he isnt just a slow moving hit point truck.
> and also possibly use archvile's spontaneous combustion on you too

If you turn Zombiemen into Rapid Fire Troopers or give them the same behavior it gets rid of the need for a chaingunner or arachnotron. Always felt they should fire a volley of 3 shots rapid anyway.

>> No.4749062

Baron's Den and Habitat are both worse than Last Call, actually.

>> No.4749071
File: 374 KB, 445x750, tumblr_n1jadkNzLT1tu8p3po1_r1_500.png [View same] [iqdb] [saucenao] [google] [report]

I donate to this thread an original image.

>> No.4749074
File: 15 KB, 278x395, bloodshed.jpg [View same] [iqdb] [saucenao] [google] [report]

This may sound like heresy but generally I stop playing a wad when I reach map30. Its always got a romero head and all sorts of gimmicks and they all turn out to be about the same even if they try to mix stuff up. They're tough levels but its a very dry kind of toughness and evokes no sort of fun. Ive basically beaten the map pack already so I dont give a shit if I skip out on it (might play it just out of curiousity).

If anything Map28 and Map29 is usually where its at. The culmination of all the tricks and difficulty established throughout the wad
> The Living End
> Kings Of Metal (mm2)
> Ticket To Eternity (pl2)
> The Bloodwall (pl2 map28)
> City Of The Unavenged (mm map28)

Also Odyssey Of Noises from plut is everything that Downtown should have been in vanilla d2.

>> No.4749086

Takes me back to a simpler time when I used to draw stuff like this in algebra. I dig it.

>> No.4749097

I can see where you're coming from.
TNTR had some pretty interesting gimmicks in it's last level, which I think was worth seeing, even if it turns into an Icon map by the end.

>> No.4749124

Doom 64 Revenant

>> No.4749147

E2M9 is the worst actually

>> No.4749153
File: 29 KB, 320x283, 1524338581966.jpg [View same] [iqdb] [saucenao] [google] [report]

mfw the cube spawner should be shooting into a monster teleporter room with a pachinko machine so that monsters are constantly being dropped all over the map. But not a big open arena, just a big epic size map with a point and purpose that slowly fills with monsters in unexpected places, this is the infested place the monsters are coming from.
> you cant see the cubes so you've got no idea whats coming or where its going, dark alleyways can sport anything from barons to imps or archviles

No wall icon, have some kinda big unholy construct thing in an inaccessible place though, maybe like a kind of colossal upside down cross (this is where the explosion spawner goes)

Go find switches that crush a barrel near the romero head. Those switches should probably be special looking, like the large computerized skull at the end of Map11, indicating that you're shutting down dimensional teleporters thus cutting off the demon's lifeline). Heavily guarded or otherwise hard to reach, lifts overwatched by spider bosses, a couple cybers guarding the switch, or a dropoff for spawned monsters.

You could have to do that 6 or 8 or 10 different times depending on how the map maker can arrange the barrels around the head so they dont blow each other up.

>> No.4749163

You can make a skybox in gzdoom, and just import a dome sky model or some such.

>> No.4749175

What's your favorite skybox in any wad /vr/?

>> No.4749179
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Has Hexen ever had any notable fanmade level wads made for it?

>> No.4749183

Yeah there uh...


>> No.4749184
File: 628 KB, 1280x800, PewPewMotherfucker.png [View same] [iqdb] [saucenao] [google] [report]

New update! Probably the last one until I finally get the tutorial screens done:


>Changed the menu screen, and many menu options! (Yeah, some of them are still red. I'm working on it.)
>Fixed the SSG fire modes from being weird, and also standardized all of the weapons to have mana as a 'secondary ammo', for alternate huds and such
>Minor tweaks and fixes
>Drones are made much more adorable- and there's an option in the settings to make them much less annoying.
>Added stat sheets for each of the three classes in the class selection menu.

>> No.4749186

Could you give me the pitch of this mod?

>> No.4749198

It looks like Doom-RPG due to vertical screen.

>> No.4749206

It's a Total Conversion mod that:

Gives most monsters and weapons special abilities- Zombies play dead, imps create illusions when they're injured, revenants leave a little one-use-resurrection spirit when they die, etc.

Remakes all weapons. The pistol's actually useful, the plasma rifle has been replaced with a railgun, and every weapon has a secondary mode, which is fueled by mana- a resource you get by killing enemies.

And finally, many powerups (Mostly chainsaw spawns) have been replaced with spells. Spells are treated as usable items, which if you have the mana, you can use infinitely. Conjure up more ammo, Heal yourself, stop time for a bit, etc.

It's chock full of bad programmer art, not a single line of zscript or ACS, and it's pretty clumsily hacked together over the past five or so years, but I'm proud of it.

Some of the weapons have issues if you don't use mouselook though

>> No.4749219

What does that hat do in High Noon Drifter?

>> No.4749225

Distract monsters, and rarely, glitch out and cause massive blood sprays.

>> No.4749237

Plutonia's ep2 sky is pretty great.
Don't know if I'd call it my favorite, though.

>> No.4749246

That's a neat idea actually.

>Odyssey Of Noises from plut is everything that Downtown should have been in vanilla d2.
I agree. Odyssey Of Noises is fucking excellent and I feel like people don't rip it off enough.

>> No.4749250

TNT:R's skull planet skybox.
Probably the most city-like city level in any Doom game.

>> No.4749278

Thanks, I'll remember to try it out.

>> No.4749281

Is Epic2 + High Noon Drifter the best experience you can have with a mod right now?

>> No.4749293 [DELETED] 

What's the password?

>> No.4749294

I can see why all the kids are playing this game these days, it's because they like to play epic2 with high noon drifter
I also like to play epic2 with high noon drifter
it's the most have you can possibly have
what is the point of doom?

>> No.4749357

uhh, brown bricks?

>> No.4749373
File: 225 KB, 500x400, tumblr_inline_p7lgiy0qOt1uavfqy_500.png [View same] [iqdb] [saucenao] [google] [report]

Hey anons,can you tell me please what wad is this? I've found it in a previous thread but I don't remember if the one who posted it said what it is.

>> No.4749389
File: 94 KB, 1280x720, woah.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing D4T for the first time

>> No.4749442

>TNT:R's skull planet skybox
Oh shit, I forgot about that, that was badass!

>> No.4749452

Isn't Shambler supposed to be furry?

>> No.4749498

I always thought so, but don't remember if there was official word on that.

>> No.4749507

Maybe there chould be two kinds of shamblers

>> No.4749585
File: 65 KB, 640x400, bruiserfaq.jpg [View same] [iqdb] [saucenao] [google] [report]

His arms and legs seem to come from the Cybruiser from Realm667.
Not sure about those horns but the screen mouth is a detail that might be hard to do.
He also has a metal spine in his back, but i don't think he should be 100% faithfull, since he's conceptually a mix between a HK and a Mancubus.

>> No.4749589
File: 509 KB, 1248x912, wallshit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4749590
File: 18 KB, 380x250, 8W_jyh3_fq4.jpg [View same] [iqdb] [saucenao] [google] [report]

What the fuck do you do when you finally become bored with Doom/WADS?

>> No.4749597

Play a different game? Start making wads?

>> No.4749618

You start playing Quake and other FPS games with source ports.

>> No.4749634

cant decide?
The middle ones look decent but you need to do some more highlighting of the shadows there... hit them with the Curves function to darken colors while keeping the brighter ones as they are. Then maybe go over the lines with a translucent line/brush

>> No.4749650

I'd say more variants are always a plus, so i'll probs keep all three. As for the shadows thing, yeah, I guess I'll try that. Thanks for the tip. I actually deliberately went for a lower contrast look here for a change, but wasn't sure if it works that well.

>> No.4749660

lower contrast makes it look flat, like the rock wall isnt actually rock its just compacted dirt and the wooden frame is set into it rather than being on the outside of it

>> No.4749668



>> No.4749669
File: 1.21 MB, 1458x1457, natcb30.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Quake 3 Arena
>I'm Tier 4 against 6 bots
>Pick Sorlag
>1st time I'm 18-19 with Slash
>2nd time I'm 19-19 with Gorre
>3rd time I'm 20-7
>Fight Arena Lord:Punk Drug dealer
>Get 10-6

I'm having so much fun.

>> No.4749672

quake 3 arena isn't a punk drug dealer, he's just a vidya hobo who sold his soul for 56k

>> No.4749674

Just filter his sorry ass. It's not that difficult.

>> No.4749675

*quake 3 anarki, just woke up whoops
quake 3 arena is a video game and as such can never be either a drug dealer nor a hobo

>> No.4749678

How can i get only the brightmaps and glow and particles effects from mods such as brutal doom and Brutal Heretic / Brutal Hexen? i love the classic gameplay but would love to play with those effects on, is there a way to modify the mods and remove everything but those effects?

>> No.4749679

>quake 3 arena is a video game and as such can never be either a drug dealer
only because that'd make them law breakers
>nor a hobo
only because that'd make them Lawbreakers

>> No.4749680

GZDoom comes with 2 pk3 files called brightmaps and lights. Launch those with whatever wads you want to use.

>> No.4749683

nahh thats the one I use most of the time no matter where I go, it doesnt have anything to do with the thread but it is a reminder, someone copied it once so I put a trip on it
> im all over the damn place

>> No.4749684


so who's your quake waifu
if it's sorleg you're a dirty scalie

>> No.4749689
File: 205 KB, 948x1210, simon_bisley_058.jpg [View same] [iqdb] [saucenao] [google] [report]

Between Sorlag and Hunter I can't decide.
Even If I mostly use Doomguy or Ranger.

>> No.4749692
File: 940 KB, 1280x1926, 1514383339608.jpg [View same] [iqdb] [saucenao] [google] [report]


there is only best blyat Visor

>> No.4749698
File: 100 KB, 513x800, fullcirkleII_classic1.jpg [View same] [iqdb] [saucenao] [google] [report]

>mostly use Ranger
Holy shit, my very own clone. Excellent taste.

>anon specifically says Q3A
>posts Q:C
Q:C Visor is great, yeah. Fun to play and one of the best redesigns for Q:C, probably because it's not much of a redesign at all other than ditching the green skin and adding cheeki breeki.

>> No.4749703

But he said scalie and sorlag isn't a lizard in q3a.

Visor is my favorite to play in Q:C, maybe tied with Keel. Or Scalebearer in DM specifically, because getting first place with gauntlet only is a riot.

>> No.4749710

What difficulty were you playing on?

>> No.4749717

Sorlag was still a reptilian alien of some sort, but I'll give you she wasn't as blatantly furbait Lusty Sorg Maid as in Q:C.

>> No.4749728
File: 59 KB, 1152x384, wallshit (2).png [View same] [iqdb] [saucenao] [google] [report]

Eh, I'll probably end up keeping the flatter ones too. Can't hurt to have.

>> No.4749729
File: 675 KB, 800x688, clutch bsod.png [View same] [iqdb] [saucenao] [google] [report]

am i allowed to think she's a good redesign like visor anyway?

>> No.4749730

Hurt me Plenty.

>> No.4749738
File: 205 KB, 796x760, 1520044804597.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4749747
File: 102 KB, 350x350, lizzy_and_punk.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4749756


>> No.4749759
File: 86 KB, 640x640, BBFG.jpg [View same] [iqdb] [saucenao] [google] [report]

that's the best fucking webm aside from the happy jumping sorlag gif

>> No.4749767

i made it :3

>> No.4749769

you did a good thing, video wizard

>> No.4749782
File: 924 KB, 1266x680, caco.png [View same] [iqdb] [saucenao] [google] [report]

Good boi anon

>> No.4749802


>you will never penetrate his fluffy ass


>> No.4749808

I wanna give Redneck Rampage a try. Is ERampage32 worth a shit? And does anyone have a link to a download for the game?

>> No.4749816
File: 253 KB, 1920x1080, 1507766510491.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4749818
File: 94 KB, 772x301, saasasaa.png [View same] [iqdb] [saucenao] [google] [report]

Alright,this one is really cool.

>> No.4749845

Thanks, doc!

>> No.4749856

it's a wip

>> No.4749874
File: 554 KB, 863x1200, 3b6be567-becc-46dd-98d1-2e4c80db68c0.jpg [View same] [iqdb] [saucenao] [google] [report]

Another magazine cover. This feels like an other part of the PSX cover of Doom if you notice

>> No.4749876

jesus christ what a horrible model
why does he have a fucking double chin

>> No.4749881

Sorlag doesn't do anything for me.

t. scalefag

Neither does Cygnus.

>> No.4749886
File: 170 KB, 764x333, saasasaa.png [View same] [iqdb] [saucenao] [google] [report]

Which one is the best /vr/?

>> No.4749898

None. All of them are mary-sues

>> No.4749902

knock it off memer

>> No.4749915
File: 35 KB, 480x385, tumblr_ooxzgw0dRB1qi20lto9_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>Downloads some random skins for Q3
>Finds an anthropomorphic wolf
>Pick it for the hell of it
>Has a custome that is basically a MIB suit
>His taunt rubs his crotch saying "yeaaaah"
>I don't know what I expected
>Decide to make a match to slaughter him
>His pain sounds is a real life dog cry

WTF I just wanted to mess around don't make me feel bad for killing you.

>> No.4749916

Did you know his name is spelt with an i? As in, Cygnis?

Cus I sure didn't and I've felt like a left asscheek because I've had a weapon named after him for like 4 years that's had that typo.

>> No.4749920
File: 939 KB, 1360x768, Screenshot (600).png [View same] [iqdb] [saucenao] [google] [report]

The FPS counter may say that it's at 58, but I can PROMISE you it's under 30 right now. That's what I get for raising the debris limit to a crazy amount, though.

>> No.4749935
File: 33 KB, 680x832, Doom texting.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4749938
File: 70 KB, 241x294, 1524746534109~01.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4749941
File: 206 KB, 525x525, PISSED.gif [View same] [iqdb] [saucenao] [google] [report]

You familair with WH40k? The smurfs are genuinely mary-sues.

Design wise from those models in the screenshot, the right one is the nicest, seeing as the far left is too clean, and the middle looks like it was dunked in a toilet.

>> No.4749952
File: 81 KB, 749x779, Warhammer_c8030c_5775898.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm still new in the fanbase, but yeah I was talking about the models quality.
The right one has like 10 different skins.

>> No.4749957

TL;DR about the Ultramarines, they're canonically borderline perfect to the point of boringness.
Enjoy your stay, make sure to watch if the Emperor had a text to speech device at some point because it's funny as fuck and there's a few episodes that actually help clue new people in on this absurd grid-mark universe.

To bring this back to doom and quack: I still want a Lasgun for Doom.

>> No.4749962

Blood Ravens are the best spess mehreen chapter.
>casually stealing magic power armor from the emperor's personal guards

>> No.4749973
File: 166 KB, 800x818, 29821-space-hulk-vengeance-of-the-blood-angels-playstation-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought the blue ones were the "good guys".This is why they were my first choice.
Anyway I know about that series. In fact the Sly Marbo video is the one that caught my interest.

I tried to find some retro Fps games about this series but all I could find was this.

>> No.4749983

maybe you just have bad taste
sorlag is bae

>> No.4749990
File: 289 KB, 897x281, cd673fb48ae4c61802df23e1c4d7bc71.png [View same] [iqdb] [saucenao] [google] [report]

People are allowed to have differing opinions, Anon.
And that's coming from me, the guy that wants Cygnis, Sorlag, the baron from Hearts of Demons, and a majority of Doom's monsters to fuck him into the dirt.

>> No.4749997
File: 178 KB, 1024x1325, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

That escalated quickly I see.

>> No.4750001

>BFG is clearly supposed to be mounted on both shoulders
>shooting it from the hip
Doomguy is an ABSOLUTE madman

>> No.4750016
File: 325 KB, 800x738, 1463719728277.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of 40k and Doom. Even if I'm still "young" in Warhammer I would like to see a reference of this series in the new Doom game.
Maybe a corpse of a Ultra Marine or even a playable weapon.

>> No.4750020


id and Games Workshop are about as far apart as companies can get, so don't expect it. Would be nice, though.

>> No.4750051

>I would like to see a reference of this series in the new Doom game.
I would love for that to not happen.

>> No.4750056

God no.

>> No.4750061

Why? That sounds like something best saved for a Duke game or something.

>> No.4750069

I just thought it would be neat. Nothing more.

>> No.4750078
File: 148 KB, 800x1511, b93d1485d8361cb7dd5da9d82fcb01d51cb30e39.jpg [View same] [iqdb] [saucenao] [google] [report]

Evennif the Summoner supposed to be technically the new Archvile. Do you think they should still bring them back for the sequel?

>> No.4750087

worth it just for the joel rage

>> No.4750096

or just make an elite summoner, just like how they added the hectebus into doom 4 alongside the regular mancubus.

>> No.4750105
File: 48 KB, 800x729, 1509136286852.png [View same] [iqdb] [saucenao] [google] [report]

what is the formula for vertical texture offsets? I always just move it around until it looks good but there must be some way to just know based on ceiling heights

>> No.4750137

I'm not sure how Archvile would work technically, actually, since corpses disappear for optimization purposes. Perhaps their location could be remembered. Anyways, I could personally do without the archvile coming back. Or if it does, just do it as a new ability for the summoner.

>> No.4750152

Yes, the Arch-Vile is much cooler than the Summoner. Make him a boss encounter if anything, his unique mechanics works for that.

>> No.4750238

Why is E1M2 red outside?

>> No.4750256

that's called a cyber-mancubus... right? My life is a lie.

>> No.4750258


>> No.4750282

Awful 3D models was all the rage in 1990's magazine covers.

Good eye.

>> No.4750283
File: 4 KB, 116x178, 100BSD.jpg [View same] [iqdb] [saucenao] [google] [report]

How the fuck do you bind quick melee in D4T? I tried everything I could think of and it's nowhere in the settings, on the website, or in the mod. It's just fucking nowhere, I am almost about to give up hope if the absolute key feature of this mod is fucking impossible to bind.

>> No.4750284

check out this guy video on the subject


>> No.4750292

Weapon zoom or weapon state 1

>> No.4750323

Dumb question, does it matter what IWAD I use to launch something like Doom The Way id Did?

>> No.4750325
File: 1.14 MB, 1920x1080, Screenshot_Hexen_20180503_231056.png [View same] [iqdb] [saucenao] [google] [report]

magic fight

>> No.4750327

Yes, you need to load the IWAD that contains the right textures and map definitions. DTWID needs doom.wad

>> No.4750328

yes because theres differing textures and music tracks

>> No.4750370
File: 63 KB, 236x309, q3bm.png [View same] [iqdb] [saucenao] [google] [report]

Beakie Marine, obviously.

>> No.4750474

brutal doom

>> No.4750475
File: 2.31 MB, 640x480, arrowbleed.webm [View same] [iqdb] [saucenao] [google] [report]

Added a bleed effect to the arrows, dealing damage over a period of time. Interestingly makes the bow more effective against higher health targets as them surviving the low base damage isn't as much a problem. Has an unintended interaction with destroyable corpses, though...
Making the arrows spawn colour-correct blood involves a disgustingly hacky series of inventory items and A_SpawnItemEx's , I hate it

>> No.4750491

should've put pit vipers instead

>> No.4750508

New thread.


>> No.4750571

Serpent Resurection

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