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/vr/ - Retro Games

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4785224 No.4785224 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4779152

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.4785225

=== NEWS ===

[05-19] Demon Counter Strike 0.05c

[05-18] More QCDE stuff

[05-18] Champions v2.0

[05-14] ZScript tutorial: create a monster duplication addon

[05-13] Datanon's extension of his first ZScript tutorial, an advanced example of turning DECORATE into more ZS style code

[05-13] Colorful Hell update to 0.931; a new optional hard tier and filling up more

[05-11] Datanon's ZScript Tutorials

[05-11] AMC TC Episode 3 Trailer

[05-10] TTS sound effects, available through a download

[05-08] Deep learning AI generating Doom maps

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2

[05-03] Anon's ZScript video tutorials

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4785234
File: 364 KB, 3440x1440, 15265129674011.jpg [View same] [iqdb] [saucenao] [google] [report]

Add Doom hi-res pack


>> No.4785240

A palette conversion error, he was gonna have brown hair, but it came out green, and they decided "You know what? Let's keep it, his hair is green now."

As for in-story explanation, maybe he's been exposed to chemicals? Or maybe being possessed by evil spirits fucks with your pigments, baldie has green eyebrows, for instance.
But on the other hand, chaingunner has dark facial hair that looks normal.

>> No.4785245

Please don't.

>> No.4785249

Has anyone made a Battle Royale mod for Doom?

>> No.4785250
File: 50 KB, 380x380, image%3A42181.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4785252

I don't think so, Ivan Nopixelski.

>> No.4785253


>> No.4785260

Please fuck off

>> No.4785261

Looks pretty cool...I'll give it a try.

>> No.4785263

Why are you so rude? This HD pack turns Doom into a modern indie game. Looks even better than Dusk.

>> No.4785265

Look, I like it and all, but you're making it sound much more than its really worth

>> No.4785267

You will get knocked the fuck out playing with me, man

>> No.4785270

>Looks even better than Dusk
That's barely a compliment.

>> No.4785274

We don't take kind to your kind around here.

>> No.4785289

>This HD pack turns Doom into a modern indie game
That's a bad thing.

>> No.4785292
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google] [report]

You do this in every thread lately; give it a break.

>> No.4785295

I think it won't work with DOOM. Running speed is too high/maps supported by the engines are too small.

>> No.4785297

Have you even played it? It's not like shitty crap JDoom or Risen3D HD packs. It's based on GZDoom, so it comes with gory and bloody mods.

>> No.4785298

Try selling this to /v/. I don't think you'll find anyone who'll buy your product here.

>> No.4785310

Why I should go there? It's still Doom, still retro style just more Quake-like. It deserves to be here.

>> No.4785320

I'm also here for a reason. I want to add some scripts to this HD pack to make Doom feel more modern.

So I request:
1) Scripts of camera shaking during explosions.
2) Changing fov for a second while shooting like in Half-Life.
3) Sparks when shooting.

Is there any mods where I can find those scripts? I don't know anything about coding yet.

>> No.4785336

Speaking of quake-like, When are there going to be 3D doom models that actually look quake-like and not like a terrible unreal1 model.

>> No.4785339

>1) Scripts of camera shaking during explosions.
>Changing fov for a second while shooting like in Half-Life.
>Sparks when shooting.
Make your projectiles or puffs(i.e hitscan impacts) spawn spark actors upon death, or alternatively A_SpawnParticle which is less flexible but has good performance.

>> No.4785346

>It's still Doom, still retro style just more Quake-like.
Somehow that insults both Doom and Quake alike.

>> No.4785353
File: 86 KB, 182x200, 1504906060478.png [View same] [iqdb] [saucenao] [google] [report]

>a modern indie game
>Looks even better than Dusk
>more Quake-like
Quake has nothing to do with that atrocity you are making and neither is Unreal. Slapping together a pack of HD textures, shitty 3D models and a bunch of shaders doesn't make a game made in 1993 look better.

>> No.4785358

>chromatic aberration

>> No.4785369

Around here, we like our pixels, we like em' crunchy and square.

>> No.4785371

So In Half-life when you shoot from pistol the camera quickly goes up and back to the place. So how do I make the same think in Doom? Is it like a script stored in DECORATE file which is stored in pk3/zip archive?

I think this would make shooting more alive.

PS: It's stupid that I can't attach any videos here. On russian 2ch it's 40MB webm/mp4 storage and 4 instead of only 1 here.

>> No.4785375
File: 189 KB, 976x1264, this argument probably hasn't aged well since that MK fangame is cancelled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4785376

Is it possible to make an open-world game in the Doom engine? I've been noticing that a lot of TC mods that claim to have a large world are still separated into separate maps connected by a hub.

>> No.4785380
File: 211 KB, 640x480, gzdoom 2016-12-29 00-36-23-66.webm [View same] [iqdb] [saucenao] [google] [report]

I did something like that in vid related. It's not actually changing the FoV though, it's simply a smooth change of the view pitch.

>Is it like a script stored in DECORATE file which is stored in pk3/zip archive?
Yes. Look up wildweasels "gunlabs" tutorials. However I strongly suggest moving over to zscript (it has virtually the exact same syntax and commands as decorate, but offers a lot more) ASAP. There are conversion guides, and decorate tutorials will help you with zscript too.

>> No.4785384

That could be used in that VR gzdoom, so it will be not mouse driven.

>> No.4785387

Not a seamless one, unless it isn't all that large. You can technically do like two square kilometers, but because Doom uses a BSP map format you'll get abysmal performance eventually.

>> No.4785390

>that slick as fuck animation is solely done with TEXTURES
Every time man. God. I'd kill for a variant of Doomshock that uses regular controls, cus the guns are SO good.

>> No.4785391

There are some very large GZDoom maps out there, but some of them do run like ass. Didn't Cyberrunner itself get fucked over by engine limitations? Either way it's probably a lot more reasonable to have interconnected maps ala Hexen or Strife, but I do have to wonder if something like TES wouldn't be too farfetched, having a fairly big map for the overworld and transitioning into smaller maps for interiors.

Dunno how you'd handle actors and monsters though.

>> No.4785394

and again, anyone is welcome to rip the sprites out when it's released :P

If there was a zscript menus for retards guide out there I could actually finish it soon-ish

>> No.4785395 [SPOILER] 
File: 85 KB, 500x492, 1526820784424.png [View same] [iqdb] [saucenao] [google] [report]

is CalArts?

sorry not sorry

>> No.4785396

Perhaps one of the worst trends in modern games and art.
I'm very thankful that Doom 4 and Shadow Warrior 2013 let me turn it off, even on console, some games won't let you do that.

Artists applying it on completed pictures is bad enough; NO, making the picture look like it's taken with an extremely shitty camera doesn't make Cammy's titties look sexier or more real, please stop!
Worse is when someone puts it on a pencil sketch.

>> No.4785398

>Didn't Cyberrunner itself get fucked over by engine limitations?
That was pre floating point conversion. The thing that doubled the max map size and increased precision for many things

>> No.4785401
File: 710 KB, 3440x1440, 32323.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice. Can you share a script of that? But without player moving back once he has shot. Just quick up/back to the place.

And I'll try to steal shaking during explosions and sparks from Beautiful Doom. Don't know how I'm gonna do it though, I'm dumb in coding, I don't know even how to steal lol.

>> No.4785402

>Worse is when someone puts it on a pencil sketch
I fucking loathe that. There are even otherwise skilled artists who do that shit.

>> No.4785403
File: 301 KB, 1099x743, listen here you little shit.png [View same] [iqdb] [saucenao] [google] [report]

Don't jinx it you cunt. If this becomes a thing I will hunt you down.

>> No.4785404
File: 167 KB, 327x316, 1525418804286.jpg [View same] [iqdb] [saucenao] [google] [report]

I await your arrival.

>> No.4785406

It'd be really bothersome and memory intensive, separating it into large hubmaps is far more practical, plus you wouldn't need any special scripts to change music and stuff.
If you wanna see why really huge uninterrupted maps are bothersome, try Planisphere 2 or Memorial.

>> No.4785407
File: 16 KB, 1421x241, dsrecoil.png [View same] [iqdb] [saucenao] [google] [report]

Looking up the internals of mods (well coded ones, don't try learning from brutal doom or you'll be sorry) is how people typically learn to do these things in the first place.

I can post a few lines, but they won't tell you much until you read some decorate/zscript tutorials and learn the basics.

>> No.4785412

I think the issue with Cyberrunner was that you'd move so incredibly fast, that not only were most existing maps too small and cramped for gameplay to work, but even with sufficiently large maps, you were so fast that GZDoom got really weird and glitchy, it couldn't keep up with the player.

>> No.4785418 [DELETED] 
File: 99 KB, 851x1200, DdFEUI4U8AAaaVV.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4785430


>> No.4785431
File: 247 KB, 1000x712, Pictus_2018-05-20_18-20-45.png [View same] [iqdb] [saucenao] [google] [report]

Is it possible to fix that lighting bleeding?
Also what are better lighting settings.
I'm using Zandronum because of mod.

>> No.4785432

One detail i always liked about the older Doom games is the sounds produced by moving platformers, because it can range from doors going "Whoop" "Weeew" to crushers making a long "brrrrrrrrrr" sound.

>> No.4785434

was meant to be something for another thread, from another board and i got distracted into uploading it here

>> No.4785436

By defining attenuated lights.
then nope, you can't.

>> No.4785437

What mod?

>> No.4785438

My condolences.

>> No.4785439

C-can you link the image, she looked cute?

>> No.4785440

it's on /cm/

>> No.4785443

Forced to use because of Death and Decay. Obviously I would just use GZDoom.

Oh well, that sucks.

>> No.4785448

Maybe there is another mod similar to that AND preferable could transfer its data between wads?

>> No.4785459 [SPOILER] 
File: 348 KB, 478x550, 1526823576235.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4785460
File: 3 KB, 60x90, Whadiathink.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, been a while, and after seeing some streams of Kegan, i wanted to try something similar.
Il note that its inconpleted, it has just one frame but im thinking of adding more.

>> No.4785462

Looks cool, was it inspired by that one weapkn mod from Xaser?

>> No.4785465

Tell us more.

>> No.4785467

Yup, Eriance/Amuscaria Does amazing shit.
What else i can say, im gonna try to make that other frame, its gonna take me a long time!

>> No.4785469

I like the shape of it, but the tan and the red look a little weird togther.

>> No.4785471

Well I mean, do you got plans for some mechanics or other weapons? Or just some interesting sprite concepts?

>> No.4785476

AHhh, well i didn't had any plans for this, i just wanted to make for the fun of it.
I had a version that made it more in theme with the rest of the weapon, but i sorta of deleted it, I can remake it easily though!

>> No.4785480
File: 4 KB, 150x150, Dahedgegun.png [View same] [iqdb] [saucenao] [google] [report]

And while it's more in theme for the weapon, i don't think it's in theme of the weapon mod.

>> No.4785481

Oh this looks much better.

>> No.4785572

Like other anons said, huge maps run poorly (especially if they're reasonably detailed). But I imagine the illusion could be pulled off by using silent teleports to other maps.

>> No.4785574

Can anyone hook me up with the .GRP and .RTS files for the Duke 3D add-on packs?

>> No.4785610

You guys think that Scuba Steve's Action Doom starring Scuba Steve by Scuba Steve should be nominated for the Cacowards hosted by Scuba Steve?

>> No.4785617

Why, I, Scuba Steve, Agree that Scuba Steve's Action Doom by Scuba Steve should be the winner for the Cacowards, I hear that Scuba Steve is hosting it too! I love you, Scuba Steve!

>> No.4785645

Dose Eriguns work on the latest GZDoom's?

>> No.4785649
File: 11 KB, 487x110, Dahedgegun.png [View same] [iqdb] [saucenao] [google] [report]

Well, after having some info from my friend in regards of what kegan thinks, I tried to make a
sprite sheet for it.
quite proud of the result. (even tho i don't know who made the Muzzleflash so im gonna assume mike12 did that)

>> No.4785651

Yes, latest version requires Zscript, so it MUST run with gzdoom.

>> No.4785652

I see you took my feedback into consideration, this is a pretty decent little demon hellfire gun.

>> No.4785654

Looks awesome
Never gonna happen, but this could fit on Combined Arms' new set, maybe as a secret mysterious weapon

>> No.4785656 [DELETED] 

when i was 13 year old a 9 year old girl tounh me by the balls good time man good time

>> No.4785658

Also, what are the differences between Eriguns and Eriguns 2?

>> No.4785662

God, I wouldn't be able to resist making a rare idle animation where the top moves up and down quickly for a bit while a demon laugh sound plays

>> No.4785663 [DELETED] 

good times in the forest

>> No.4785665

Problem is I got all of the weapons already planned out and sprited. Plus I'm not sure how I could do pump frames for that skull there.

>> No.4785671
File: 3 KB, 60x74, Skullkeg.png [View same] [iqdb] [saucenao] [google] [report]

Im gonna make a gif to help you with that, in the meantime have this

>> No.4785679
File: 1.91 MB, 155x194, 1477140298222.gif [View same] [iqdb] [saucenao] [google] [report]

Okay that's a pretty decent edit. But when I say "pump frame" I'm talking about the altfire attack I have for all the guns where doomguy pulls the weapon back at an angle and pumps it, that would require new sprites.

>> No.4785729
File: 11 KB, 487x110, Whadiathink.png [View same] [iqdb] [saucenao] [google] [report]

Yes sadly, and i don't have the skills with creating sprites.
so im just gonna post this instead,
Oh well Better than nothing i guess.

>> No.4785741

One on the left is hanging, the other 2 are floating.

>> No.4785756

Ooh, what if the reload animation consisted of the player feeding some stuff into the maw of the skull, and it would snap closed right after?

>> No.4785764
File: 63 KB, 1280x720, Screenshot_Doom_20180520_180110.png [View same] [iqdb] [saucenao] [google] [report]

Finally finished Strange Aeons + HND.
It was pretty good, but the three or four regenerating monster types can go eat a dick. I'm still not sure how to reliably kill the yellow skeletons for good, although I seem to have managed it several times thoughout the game. The huge boss guys who vomit ghosts and the black skeletons seem obvious enough at least, sine the former dies after a few lives and the latter needs "overkilling" to release the hades elemental hiding inside.

At any rate, that was fun. Bitchslapping Cthulhu and the Crawling Chaos as an interdimensional cowboy was neat.

>> No.4785831

Most fitting gameplay mod and mappack combo.

>> No.4785837

I'm getting really fucking antsy for the Combined Arms update, along with Treasure Tech.

>> No.4785853
File: 237 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Tried Sweet FX with Hi-Res pack

>> No.4785854
File: 892 KB, 1920x1017, Screenshot_Doom_20180520_190034.png [View same] [iqdb] [saucenao] [google] [report]

Skyboxes are fun

>> No.4785856

Chill, man. Kegan's not gonna be fast. It's not like these two mods are the only quirky weapon mods there are

>> No.4785859
File: 959 B, 48x60, 433390894163427328.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4785870
File: 451 KB, 3440x1440, sweet_fx_on.jpg [View same] [iqdb] [saucenao] [google] [report]

It's actually better but ony 30 fps on my gtx 1070.
Plays well with Playstation soundtrack. Here is comparison

Sweet fx on

>> No.4785872
File: 474 KB, 3440x1440, sweet_fx_off.jpg [View same] [iqdb] [saucenao] [google] [report]

Sweet fx off

>> No.4785873
File: 705 KB, 1000x1000, 1515453871325.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4785876

Don't do that.
Also, use steve's flashlight.

>> No.4785898

why does doomguy have 3d degree burns on his hands

>> No.4785907

It is gloves

>> No.4785915

It'll come with time, anon. Golden Souls 2 should be out soon and that should keep you busy while I work on this.

I mean it shouldn't take as long as the last GMOTA update, I got 6 of the 7 weapons for the blastmaster in, though I'll still need to do some playtesting to make sure shit feels right after getting number 7 in. Other than that all that's left is some more crate weapons, and copying the monster behaviors from Blastmaster in.
Though I'd like to get some help for player sprites

>> No.4785919

What do you need?

>> No.4785924

On it.

>> No.4785927

This flashlight doesn't work with the mods I have. Maybe conflicting.

>> No.4785928
File: 32 KB, 256x128, Concept.png [View same] [iqdb] [saucenao] [google] [report]

Shivers reminded me he was working on this neat player sprite with pic related, though all that's done is a single frame, this helmet style is fucking dope. After getting the base done with normal doomguy actions (Walking, hurt, shooting, dying) I can just add the extra accessories for the other classes, seeing as it's the same variant of Doomguy, just with a different hat on top of his helmet, essentially.

Looking at this reminds me I need to take all of the Doomslayer's player sprites from GMOTA and make it so his armor changes color with the slider thingies.

>> No.4785942

It conflicts with your flashlight, speaking as someone who used to use that shitty thing.

>> No.4785954

Beamflashlight? Yeah, it's not perfect, the other one is much better.

>> No.4785960

I checked again without any mods. Still doesn't work. It's binded to F though. Maybe I need to make a new config.

>> No.4785967

And your dynamic lights and shit are enabled properly?

>> No.4785974

About to try HND with Strange Aeons
What should be the order with the mod, mapset and patch?

>> No.4785975
File: 441 KB, 1680x1050, gzdoom_3-4_pre-406-g751e318c4_2018-05-20_14-29-25.png [View same] [iqdb] [saucenao] [google] [report]

So I'm having issues with ambient sounds in my map. Despite having a max audible range of 256 units and a falloff beginning of 1 unit, the transition between silence and ambience is alarmingly sudden.
These abrupt transitions are between 32 unit steps.

Anybody have experience with this?
Update your GzDoom maybe?

>> No.4785980

It didn't work because Sweet FX. Now it works, I disabled Sweet FX by renaming opengl32.dll. Previously I disabled it ingame.

>> No.4785983

Guess it overwrites the OpenGL functions GZDoom normally has to add in its effects, which makes mods like the flashlight simply not work and would probably cause problems in other places given the opportunity.

>> No.4785987

-Strange Aeons

That's how I loaded them on ZDL. Have fun, it's a great combo, even if some of the Real 667 monsters are fucking bullshit sometimes. The "story" is also seriously improved this way too.

>> No.4785991

*Realm 667, dammit.

>> No.4785993

So I tried to load it with some mods now it doesn't work again

gzdoom.exe -iwad doom2.wad -file ketchupV5r.pk3 UniversalGibs3d.zip NRFTL+.wad gz-models_other.zip gz-models_projectiles.pk3 gz-models_monsters.pk3 Item_3DModels.pk3 doubleDHTP.pk3 doom2_textures.pk3 (Z)-All_LiquidsGlow.pk3 (Z)-Warp2_HQ_Liquids.pk3 DoomWeap4XUp.pk3 JFO.pk3 JFO_D2.pk3 pk_doom_sfx_20120224.wad HQPSXMUS.WAD ZFootSteps.pk3 DarkFog_Effects.pk3 Contrast.wad [L]CustomDoom.wad TiltPlusPlus.pk3 skyboxes_doom2.pk3 R_Hud_Stuff_ZDoom_v1.pk3 (Y)-HR_Brightmaps.pk3 hires_extra.zip glow.pk31 GZDLiquidsPack.pk3 3d_models_weapons.pk3 Dark_doom_lite.pk3 d3snds.pk3 steve_flashlight_2018.02.12.pk7

>> No.4785995

I like the ring of the "Real 667 monsters", tho.

>> No.4785998

you realize that action doom already got a caco

you're 15 years too late with this

>> No.4786005
File: 1.95 MB, 320x240, SeNO6x.gif [View same] [iqdb] [saucenao] [google] [report]

I heard the sound of a trainwreck so I went outside to check if there was a tornado, they say it sounds similar.

>> No.4786010

Speaking of old mods, Ultimate Torment And Torture made me so fucking mad I'm still thinking about it even though I played it a week ago or some shit. It just misuses every new tool so badly I question if it was made to troll people on purpose. Even ZPack didn't piss me off this much and it has a much worse reputation, did UTNT really get a positive reception when it was first released?

I'm too new to the Doom wad scene to have been there back then.

>> No.4786012
File: 122 KB, 752x960, j1871Vv.jpg [View same] [iqdb] [saucenao] [google] [report]

This is exactly what you are doing right now

>> No.4786013

What are some good wads to play with The Trailblazer? I like the stuff it offers but I feel out of place running around normal Doom levels with this sort of character theme. It feels like it'd fit better in a western type setting.

>> No.4786017

I liked the Spider Goddess.

>> No.4786026

I dont know about when it was first retarded, I played it a few months ago and I was disgusted with it. The forced shell casings and ricochet sounds is what got me angry, using low quality sounds and not even having a sharp falloff for the ricochets.

>> No.4786051


I'm still so goddamn analpained at the way the fangame ended up being cancelled.

>> No.4786053

Why do you think so? It actually fits one style. I didn't use any crappy and lore-unfriendly mods

>> No.4786056

The original story had her as a bitch, but the mod/patch made her pretty cool. I preferred how the patch handled her compared to the bigger threats in the mythos anyway.

>> No.4786063

I liked it with Going Down. You need a suitably powerful weapon set to stand any chance to begin with, and the first few maos make it feel like an 80's action movie.

Then it gets weird, but that's Going Down for you.

>> No.4786069

You're joking, right?
You've got about 50 mods (most of them horrible) and you're wondering why this isn't working?

>> No.4786080

I didn't mind any of that stuff, it was all the absolute dog shit map design. When I played map 1, it was pretty good.

But map 2 was already a deranged shitshow.
>just bad and sloggy mapflow in general
>back and forth switchhunts because 3 keys just isn't enough for one goddamn map
>fog combined with areas where enemies obscured by it are free to shoot at you from ridiculous distances, while you have to do platforming
>scripted multiwave arena fight that doesn't let you progress until everything is dead and it drags on way too long
>the mod has jumping but he put instant death zones ABOVE narrow streams of lava/molten metal so you can't jump over them for no reason anyway, which makes navigating that area a pain in the fucking asshole, and later on there's a part where you can jump over a much bigger stream of lava without dying because why not
And then the thing that really went me to go "fuck this wad" compared to even all the other stuff, the boss fight at the end. You start off surrounded by 4 Bruiser Demons in an enclosed space, FOUR FUCKING BRUISER DEMONS IN AN ENCLOSED SPACE. THIS IS MAP TWO OF FORTY OR SOMETHING. And then it gets even better, earlier on in the map you get a new weapon from a secret: the Flamethrower. When you pick it up you get an OOC note from Eriadne telling you "use it wisely, you might need it at the end", now the problem with this is that it's specifically made to not work properly on bosses. THE FUCKING FLAMETHROWER DOESN'T WORK PROPERLY ON THE BOSS ON PURPOSE AND THE MODDER LITERALLY CAME IN TO TELL ME TO USE IT ON THE BOSS


And then I go into map 3 after that trainwreck. It's the most boring and annoying slog. Usually when something gets shitty I atleast godmode and noclip through the maps to see what else there was to see, but I was so done with UTNT I didn't even do that.

>> No.4786083


i'd looked in the archives page by page and this was the earliest i could find
but then it turns out desuarchive has the ability to show oldest first and there were a handful of threads beforehand woop woop

oh well, happy 5th anyway, may these threads last even longer

>> No.4786089

Yeah, on that regard i though it more like him releasing demonic gasses, (like he just burped) But that works too.

>> No.4786094

Man, we had a lot of tripfaggotry back in the day.

>> No.4786096

can't believe doom mods been going on for 5 years

im kidding i know it's been 20

>> No.4786104

It's about 30 mods + Sweet FX.

>> No.4786106

To be fair, most of the really good mods were released in the last five or six years. The older mods were arguably lower in quality than the more recent ones, just look at Ghostbusters or Batman Doom. ZDoom has really upped the potential in terms of modding.

>> No.4786108

My point stands. You're jamming a large number of mods in at once and you're wondering why GZDoom is shitting itself.

>> No.4786109
File: 538 KB, 320x240, 8a03be694bd0e05c45734e06020032837f41807e.gif [View same] [iqdb] [saucenao] [google] [report]

>It's /doom/'s 5th anniversary
Damn it's been that long already huh? I remember when I started browsing these threads around the time of doom's 20th anniversary back in late 2013 and IGN put out those videos where they played through KDITD with John Romero and I thought it was the raddest shit. I followed a guide someone posted here on how to set up a sourceport and I've been playing doom ever since.

My fondest memories here are when you guys were doing the 200 minutes of /vr/ mapset and I would check here every day and see the progress and play all the maps you guys posted.

Here's to another 5 years, you fragging bastards.

>> No.4786112

Well, it does have TORMENT and TORTURE in its name.
So I'd say this wasn't false advertisement

>> No.4786114

Hey guys! Dreamed about some psychedelic atmoshperic wads. Have some? Thank u!

>> No.4786115

Void and Rainbow?

>> No.4786116

Stop giving the slavshit attention.

>> No.4786118


Void & Rainbow, definitely.

>> No.4786123

Looks very intresting, thank you! Some more? :3>

>> No.4786125
File: 1.09 MB, 1920x1080, Screenshot_Doom_20180520_144219.png [View same] [iqdb] [saucenao] [google] [report]

It took me a minute of constant violence to realize this guy was invulnerable and I had to kill the floating heart thing first. Also the guy that made that 'lowpoly' pack changed some enemy model names to fit the brutal gore horseshit, so I had to change them back manually.

>> No.4786127

Well, can't argue with that I guess. It really did feel like it was made to troll the player, but in an elaborate and concealed way.

>> No.4786128

Well, It works fine. It didn't crash a single time. I prefer to play Doom with graphic mods, because I can't stand original, I played it too much in 2000x, so it's too boring for me.

>> No.4786131

20 muddafucking years. And to mod in the first years they had to use hex editors, I'm pretty sure. I read an article about such reverse-engineering and man, that looks to be a very gruelling job. We have so much good tools now it's insane.

>> No.4786138

Hellgrounds may fit the bill. Beyond reality is very jolly and psychedelic.

>> No.4786139

How hard is Going Down? The way you describe it makes it sound hard as shit. I have slow reflexes and am bad at games but I like to play them anyway.

>> No.4786145


The later levels are simply brutal.

>> No.4786154

Add hires textures from this pack as well doubleDHTP.pk3 + doom2_textures.pk3 + skyboxes_doom2.pk3 + hires_extra.zip

So Half-Life weapons will fit better.

>> No.4786156
File: 486 KB, 1920x1080, Screenshot_Doom_20180520_145557.png [View same] [iqdb] [saucenao] [google] [report]

They're not high-res, and high-res makes the game look fuck ugly, so no. Get your stupid pack out of here.
Also I forgot that models react to dynamic lights unlike sprites.

>> No.4786165


Well maybe not high-res to the current standards, but they look more detailed compared to original textures and they are quite close to them.

I've seen another pack in 2k. But these textures are completely different.


>> No.4786180

Pretty hard, but Trailblazer makes you very powerful to begin with.

>> No.4786191

I would not be against higher resolution sprites and textures but they just don't seem to fit in the game.

>> No.4786203

They always look like shit. You can have high fidelity without actually increasing pixel density, like truecolor textures, increased animation frames, more rotation angles etc.

>> No.4786213
File: 397 KB, 3440x1440, 32323.jpg [View same] [iqdb] [saucenao] [google] [report]

If you play with lighting in Sweet FX then they look cool.

>> No.4786218

Somehow I just think this is an attempt at advertising graphics cards.

>> No.4786221
File: 128 KB, 512x512, a16.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4786226
File: 578 KB, 3440x1440, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

I get 60 fps on my gtx 1070 ultra wide 1440p. It's not very expensive just 400 bucks or something

>> No.4786227

Bump. There couldn't be just one mod with perks, items and leveling.

>> No.4786230
File: 392 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Not it's nothing like this

>> No.4786231

>he said, posting something exactly like that

>> No.4786234
File: 34 KB, 450x337, please leave.jpg [View same] [iqdb] [saucenao] [google] [report]

my computer, as in the whole computer, cost 100
even my new one that has a broken power cord cost 190

you're shilling graphics cards
400 bucks is alot of money partner, alot, especially when a 60 buck card will get you about 90% the way there when it comes to modern games
> my computers do not have expansion slots for graphics

>> No.4786241
File: 786 KB, 1010x720, how do I hold gaijin piggu gun.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4786250

I love that image

>> No.4786254

if you live in some shithole like Russia then yes it is expensive. In any first world develped country 400 bucks isn't money. Even a migrant who doesn't know language and has a low skilled job gets 1400 bucks per month minimum wage (any west europe, UK, US).

>> No.4786258

>In any first world develped country 400 bucks isn't money
Speak for yourself. I live in america and I make under 8000 a year.

I'm so poor I technically don't even exist.

>> No.4786259
File: 303 KB, 600x646, 1499932580507.png [View same] [iqdb] [saucenao] [google] [report]

His face always reminds me of this.

>> No.4786260
File: 1.09 MB, 1157x906, f2a880912f.png [View same] [iqdb] [saucenao] [google] [report]

>"i get 60fps running a fucking 25 year old game on some of the latest hardware not even at 4k"
>also thinks normal people just drop $400 like it's insignificant
I'm finding it very hard to believe you're not either retarded or trying to shill something.

>> No.4786263
File: 103 KB, 922x2978, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]

I fucking love these

>> No.4786265
File: 1.96 MB, 1920x1080, Screenshot_Doom_20180520_160011.png [View same] [iqdb] [saucenao] [google] [report]

Again, the Doom maps are too abstract to slap HD textures on without looking awkward, and the enemy designs are too goofy to really articulate well and accurately into 3D. Not for most cheap, low-effort modelers. That said, on something like Hell on the Earth Remastered, there are moments where things can look nice thanks to reworked geometry and dynamic lights, but it doesn't magically fix everything.

>> No.4786267
File: 1.59 MB, 1920x1017, Screenshot_Doom_20180521_000647.png [View same] [iqdb] [saucenao] [google] [report]

this will be a weird gauntlet map

>> No.4786268

>in any first world develped country 400 bucks isn't money.
this is the most surreal quote I've witnessed in this general
or at the very least sits comfortably on my top 3

>> No.4786273

There's zandronum servers with like 200 mods jammed in.

>> No.4786274

>Even a migrant who doesn't know language and has a low skilled job gets 1400 bucks per month minimum wage

Tell that to Michigan.

>> No.4786279 [DELETED] 

Whoops, meant for >>4786274 my bad.

>> No.4786280

FarCry 5 is 50-60 fps on ultra 3440x1440.

In Doom (old Doom) it's 100+ fps with all graphic packs. With Sweet FX it's 70 fps. If I was running 64 bit GZDoom maybe it would be more, but I'm running 32 bit GZDoom because Sweet FX only supports 32 bit.

>> No.4786283

$400 isn't THAT significant.
Not the same person BTW.

>> No.4786284

Why are you dickwaving specs around in a thread about a 1993 game? Literally nobody cares.

>> No.4786286

What wad?

>> No.4786314
File: 541 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice wad. Here's screen with Sweet FX.

>> No.4786315

I don't thinker higher resolution textures work with the archtitecure and geometry of most iwad maps, nor most pwad maps.
High resolution for sprites I don't think works at all unless you stylize it to look like a cartoon/comicbook, ala Action Doom 2.

Things you COULD do would be applying normalmaps, brightmaps and bumpmaps on the original low res textures and sprites, then use dynamic lights and other effects, along maybe some VERY subtle bloom. All this combined could potentially look very good on the right maps.

>> No.4786320
File: 374 KB, 3440x1440, 121212.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4786331


>> No.4786332

This isn't good. You're completely crushing what color the game has, jesus christ.

>> No.4786338
File: 61 KB, 430x351, filters.jpg [View same] [iqdb] [saucenao] [google] [report]

We get it. You have terrible taste. Now quit shilling your monstrosity of a pack and go bug /v/ or some shit.

>> No.4786342

what am I looking at?
Some Unity test game?

. . .

Oh it's Map02.
I don't..really remember lights being there.

>> No.4786343 [DELETED] 

Stop giving (((him))) attention and he'll stop. We have a report button for a reason.

>> No.4786346

That gun looks awful.

>> No.4786349

What map is this?

>> No.4786358
File: 248 KB, 3440x1440, 13.jpg [View same] [iqdb] [saucenao] [google] [report]

But it looks better. I never been fan of an original. My first Doom is Playstation Doom, so I still play it with PS Soundtrack and always turn some dark filters.

>> No.4786371

Lowpoly mod + HontE Remastered + Sweet FX

>> No.4786382
File: 530 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

I know. Need to find a better model. But SSG looks ok.

Why? Did I violate any rules?

>> No.4786386

Where the fuck is time going? That was 5 years ago already... not much as changed in my life.....

>> No.4786395

As much as a faggot as he's being, he's not violating any rules. Spamming reports isn't going to help you.
Just call him a fag and move on.

>> No.4786397
File: 2 KB, 57x36, machinegun bullets.png [View same] [iqdb] [saucenao] [google] [report]

How do you modify the Ammo in (gz)doom without it affecting the display on the status bar?

For example changing the maximum cell capacity to 800 or making rockets give you 2 rockets per pickup?

I dont want it to hurt the status bar because I want it to be compatible with other status bars people have in their mods.

>> No.4786405
File: 2.55 MB, 1920x1080, Screenshot_Doom_20180520_155310.png [View same] [iqdb] [saucenao] [google] [report]

Hell on the Earth Remastered. Sticks to vanilla resources and uses GZDoom trickery to do visual upgrades and tweaks to the D2 levels with occasional expansions or additional secrets, and so it's easily compatible with texture mods or the like. Some changes are a bit weird though, like Gotcha! having a massive pit around the two bosses.

However, that fancy shaded water that reacts to lights doesn't like it, since the maps have a lot of hidden dynamic lights but the water reacts and reflects it all the same.

I apologize for forgetting AF and mipmapping in this screenshot.

>> No.4786406

>But it looks better.
No, it really, really doesn't.

>> No.4786413
File: 14 KB, 274x365, has he been infected.jpg [View same] [iqdb] [saucenao] [google] [report]


Got the sounds in for the grenade gun, decided I'm gonna name it the Ranger grenade gun, seeing as it looks like his helmet. Also made the machine gun spew out casings as you fire it now.

I'm considering changing out the shotgun vent altfire attack works, maybe make it so firing it completely cools the gun off, and at higher heat levels it also becomes stronger.

>> No.4786431

Basically it comes down to this. You can't just really stack shit onto the original game and hope it's gonna look better. There's a lot you can do to pretty up Doom (to personal tastes), but once you start getting into the territory of high resolution textures and 3D models, it's extremely challenging to make that look good.
There's subjectivity, of course, but most would agree that slapping 256 pixel wide textures on 16 unit (pixel) wide pillars isn't going to make it look better.
E3M7 isn't going to look immersive or beautiful because you quadrupled texture size, it's gonna look like you glued photos onto a Lego castle.
It'd be like taking all the behavior, function and gameplay of like, Duck Hunt, but just putting much more detailed and higher resolution graphics on it. You may be putting a lot of effort into it, and individually the frames might look really good, but the game itself is still just Duck Hunt.

The only way to actually make 3D models and high res textures work, is to completely redo everything and make a new game from scratch; a new engine, new levels, new graphics, new code, new sound, new music, etc.
But if you're at the point that you'd be willing to basically build an all new game from scratch, why make it a remake of Doom? It'd make much more sense to make it your very own game, even if you take strong inspiration from Doom.

>> No.4786440

Honestly, with Doom mapping able to reach almost Quake 1 levels of detail or more, depending on the mapper and GZDoom or the like, I still say that Quake 1-quality models (blocky and with the low-res pixel art) would work best for trying to insert that sort of shit into Doom.

>> No.4786454
File: 215 KB, 1920x1080, RfqYbCH.jpg [View same] [iqdb] [saucenao] [google] [report]

this is the heaviest post processing i've ever used. note the sky is really red and saturated originally

>> No.4786458
File: 1.52 MB, 3440x1440, 232323.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4786462 [DELETED] 

Stop giving him attention.

>> No.4786463 [DELETED] 

Yes, thank you for proving my point exactly.

>> No.4786464

right is better

>> No.4786465

Only a fool would like the left.

>> No.4786468

Looks like those fake games they use in TV shows for people who don't know what games look like

>> No.4786471

holy shit right is so much better it's not even a comparison

>> No.4786480


>> No.4786484 [DELETED] 

Why do you people keep replying? It's the most obvious bait of all time yet every single thread has the same dumbass responses.

>> No.4786485 [DELETED] 

go away, backseat moderator

>> No.4786487
File: 1.68 MB, 1366x1536, wipcomparison.png [View same] [iqdb] [saucenao] [google] [report]

As long as we're talking about fucking up doom into an unrecognizable clusterfuck, some WIP from my half life mod. Gotta get creative to make the weird geometry work in Half Life's style.

>> No.4786491 [DELETED] 

How is my post backseat moderating at all? I'm telling you people helpful advice like a regular human being.

>> No.4786492 [DELETED] 

No wonder this fucking board is dying.

>> No.4786497
File: 2.66 MB, 4422x1440, 232323.jpg [View same] [iqdb] [saucenao] [google] [report]

What about this one?

>> No.4786502
File: 788 KB, 1200x576, comparison.gif [View same] [iqdb] [saucenao] [google] [report]

Do you play with AO on, or off?

>> No.4786503 [DELETED] 

It will take much more than some faggot shitposters to kill this board and these threads.
Though yes I will agree that /vr/ has been suffering as of late, such is the nature of the beast, the mental defectives from /v/ pick out new boards to shit up and there's not much that can be done about that.

To bring things back around to about Doom and less about stupid shit, what have YOU guys been playing recently? What are you looking forward to?

>> No.4786505

left actually has the advantage of having a new map that was designed to show off graphical shit
but overall, the answer is still the same
holy shit right is so much better it's not even a comparison

>> No.4786506

Still right.

>> No.4786510 [DELETED] 

Yeah, because people keep thinking "opinion I don't agree with" is bait or shitposting and refuse to actually discuss things.

>> No.4786512

it depends on if the left uses the word "clip"

>> No.4786513

still going with the right

>> No.4786517 [DELETED] 

Because discussion worked so well for Sarais or Nambona, didn't it?

>> No.4786518

Plus I like spooders and seeing them as good guys (though mind controlled) was neat.

>> No.4786523 [DELETED] 

of course there's going to be shitheads that try to stir shit for the sake of having shit
so clearly this means to jump the gun at literally everything and spam the queue with reports despite another poster breaking literally no rules, right?

stop jumping to fucking extremes
discuss things like a fucking adult instead of crying out that something is bait and reporting literally fucking everything

>> No.4786526 [DELETED] 

Are you implying that this >>4786497
>>4786458 guy isn't baiting?

>> No.4786529 [DELETED] 

Are you implying that he is?

>> No.4786530

What are some megawads and gameplay wads that don't get enough love?

>> No.4786531
File: 3.05 MB, 4422x1440, 2323232.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4786532
File: 194 KB, 960x600, AO00.gif [View same] [iqdb] [saucenao] [google] [report]

Always on. I love AO. It's cool even in 320*200 with software tonemap

>> No.4786534
File: 112 KB, 640x360, BREAKING NEWS MORE AT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4786537

not gonna change no matter how many you post, m80

>> No.4786538 [DELETED] 

You can't be serious. He does this shit every thread, he doesn't even try to argue back with serious arguments, he just posts obvious inflammatory comments and images and enjoys all the free (you)s you dumbasses give him. Not even Markymark Wahlberg likes those old ass Jdoom (?) 3d models.

>> No.4786539

I just like how HoMM3 looks, and it was done not only by using lotsa frames, but also by using respectable pixel density.

>> No.4786545
File: 166 KB, 960x600, AO00.gif [View same] [iqdb] [saucenao] [google] [report]

scaled the gif wrong

>> No.4786546 [DELETED] 

Just let it go, anon. It's annoying I know but sometimes I wonder if it's just an elevated form of trolling to act like a retard and then act like the guy acting like a retard is in the right.

>> No.4786548

Oversaturated bullshit vs clean and classic

>> No.4786550 [DELETED] 

>He does this shit every thread,
For all of three threads. Yes sirree, that sure is every thread.
>inflammatory comments
Like what, "I like how this looks more"?
Literally the only thing you can construe as inflammatory is >>4786358 "But it looks better", maybe if you have the thinnest skin available and can't handle other people having other opinions.
The worst this guy has done is have shit taste. So say he has shit taste and move the fuck on with your life instead of screeching like a chimp about how this is bait, shitposting, causing the death of /vr/, or an elevated meta master form of trolling. You're making this worse than it already is.

>> No.4786558

>The original story had her as a bitch
Original story had Atlach-Nacha, a whole different beast from a Native American spider goddess.

>> No.4786559 [DELETED] 

Not that guy, but there have been others who say he's had shit taste many times over, and then he keeps posting stuff, so more people tell him he has shit taste.
It does get tiring after awhile, and I kinda wish it'd stop.

>> No.4786569 [DELETED] 
File: 55 KB, 351x351, 1470491556173.jpg [View same] [iqdb] [saucenao] [google] [report]

They're the sarias of visual mods.

>> No.4786571 [DELETED] 
File: 1.95 MB, 4422x1440, 2323232.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm not trolling. Just interesting to see discussion about how Doom progressed after all these years. Did it progress in good way or a bad way?

>> No.4786572

He seriously sounds like a westaboo Russian.
>t. westaboo Russian

>> No.4786576

On. I think it's a great effect that adds just enough contrast

>> No.4786582 [DELETED] 

>For all of three threads. Yes sirree, that sure is every thread.
Oh you know what I meant, don't pretend to act dumb.
>Like what, "I like how this looks more"?
Like pretending that abortion of visuals looks better, there's a difference between sane opinions and just repeatedly posting ugly screenshots and claiming it looks better WITH NO ARGUMENTS when he knows for a fact it's not true. Again, not even BD Man himself goes that low. How dumb are you that you think he's being serious? No wonder he keeps getting replies when there's people as naive and blind as you.
>Like what, "I like how this looks more"?
Like this one >>4786458. Who the fuck unironically uses "orly" in 2018?
>Literally the only thing you can construe as inflammatory is >>4786358 "But it looks better", maybe if you have the thinnest skin available and can't handle other people having other opinions.
I argue with other people all the time regarding different opinions, especially regarding things like the quality of megawads and other games like Hexen and not once do I treat them as bait. This is not one of them, this is clear as fucking day. Why? Again, because he doesn't try to defend himself, he just posts the images, watches himself get dozens of replies explaining why they look hideous, and what does he do next? He just posts more images instead of, again, arguing like someone who had an honest opinion. If he legitimately thought that shit looked better he would actually try to defend himself and not just post images again and again and again.

I also never said this is causing the death of /vr/, good job reading.

>> No.4786584 [DELETED] 

Modding has progressed in a good way, what you post is not the natural progression of Doom itself, trying to convince yourself or others otherwise is downright asinine.

Your taste is shit. I'm not about to tell you to stop playing Doom however you want, but this never ending cycle of posting two comparison screenshots isn't going to convince anyone your taste isn't shit, dude.

>> No.4786585 [DELETED] 
File: 2.28 MB, 1920x1080, Screenshot_Doom_20180520_175348.png [View same] [iqdb] [saucenao] [google] [report]

At least get rid of SweetFX

>> No.4786586 [DELETED] 

>Like this one >>4786458
are you fucking serious

>> No.4786590
File: 46 KB, 570x451, 1513610920999.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anybody else think the crates in e2m2 are made of metal?

I've always seen them as being made of metal or something, but on that note does anybody know any texture packs that have steel crate textures?

>> No.4786592

Doom thread derailed by a shit taste having sweetfx-poster. What a time to be alive.
CC4's texture pack does

>> No.4786593

I always thought that they were made out of grey cardboard.

>> No.4786594
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm more curious as to what the fuck is inside the crates.
The UAC facility is an oddly whimsical place.

>> No.4786601

And where the hell would we get low poly models of that quality? The only guy who could make such models and I know of is perfectly content with making models of strange cyber--robo-furry(?) waifus in a batshit OC cyberpunk universe.

>> No.4786604

>"Hey Jim, where we gonna store all of these barrels of explosive chemicals?"
>"Jus' put it right here by the giant computer wall."
>"Should I take the lid off?"
>"Of course you should take the fuckin' lid off, how else are you supposed to get to the chemicals?"

>> No.4786607 [DELETED] 
File: 34 KB, 555x226, index.png [View same] [iqdb] [saucenao] [google] [report]

If only people weren't so compelled to give them what they want by responding.

>> No.4786610

It's funny, you see all these Doomworld projects of people doing HD models and shit, but not only do most animators suck but no one actually wants to do low-quality intentionally.

>> No.4786615
File: 117 KB, 558x1208, 2009-08-29-barrels.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4786616

Talking about Ken Penders?

>> No.4786617 [DELETED] 

Seriously? Do you need him to also post ragecomic images to convince you because it wasn't obvious enough already? Why did you ignore the question of "who unironically posts this nowadays"?

>> No.4786624

the artist in question isn't mentally retarded so no

>> No.4786625 [DELETED] 

Those monster/weapon models on the left are from like 2005 though.

>> No.4786636

Well, you need to be quite good at art and modelling to make a consistent, aesthetically pleasing lowpoly model. Dudes are just hobbyists trying their hands at something they think would be easy.
I do not know the name of the guy and I forgot the tumblr nick.

>> No.4786661

who cares if you can run fast? and you could change it anyway. also doom supports fuckin big maps, not that you need 100 people for a br mode anyway.

wouldn't be hard to do a br thing if someone wanted, but it'd probably hard to get enough players together anyway, without some kinda big community event/stream thing

>> No.4786662
File: 3.12 MB, 4422x1440, 323232323.jpg [View same] [iqdb] [saucenao] [google] [report]

Posting last screenshot and I'm going sleep. Make your opinions

>> No.4786664

Why did you post again if your post was deleted?

>> No.4786665 [DELETED] 

Hopefully you don't wake up.

>> No.4786670
File: 19 KB, 307x294, 1521639984874.png [View same] [iqdb] [saucenao] [google] [report]

>tfw using multiple texture packs in my map so if you try to load your stuff with it it'll all looked fucked up and you'll avoid it

>> No.4786671

Why they were deleted? You know it takes time to make such comparison. It thought people would like to see such comparison of new assets and original.

>> No.4786676 [DELETED] 

Run it with one of Sarais's maps.

>> No.4786685

Green stuff doesn't look like polluted water or acid, it looks like molten plastic. Light effects are low effort. Flames are awful, they are hard to do right in general but here they look extremely bad. Repeating textures are kinda okay on the right, but with the HD bullshit the repetition is way too obvious. Imp blends in with the wall so much that he is nigh-invisible.
Green walls are oversaturated and look like douk nukum seaweed infestation, so they are completely different from the original.

Consistency and direction still handily beats a mish-mash of random effects and replacements.

>> No.4786696

I think what I really, really don't like is the lighting effects. Goddamit do they burn my eyes. Otherwise I might actually tolerate it all a bit.

>> No.4786701
File: 56 KB, 800x513, 1526370783873.jpg [View same] [iqdb] [saucenao] [google] [report]

>computer too old and shitty to run winter's fury

Fuck. It looks so fun too. I love the winter theme and new monster color schemes.

>> No.4786702

>that pic
Too bad for Doomguy that Duke is there to save all the ladies.

>> No.4786703

my 2008 potato laptop could run it, what are you trying to play it with? a commodore 64?

>> No.4786704

I can see the side of one crate, can't see it's top.

>> No.4786707

Use the silver flat

>> No.4786708

Oh wait, not Doomguy. Still, Duke will save the day.

>> No.4786710

Yeah, lightning effects are very sloppy. My pet peeve is the water replacement, though. It's fucking ink or a cheap-ass "pearl" shampoo with green or blue pigment, not water at all.
I second that >>4786703 anon. Winter's Fury is cool, but it was too hard for my lame ass so I kind of abandoned it after the twin queen fight.

>> No.4786712

Can do.
Thanks for this, know any other non-wood crate textures?

>> No.4786714

There's always the quake 1 and 2 crates

>> No.4786723
File: 2.74 MB, 4422x1440, 3232323.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay. Now a very very last one.

>> No.4786726

oh ok so this is more like a weird re-imaging of doom in a half life kinda style?
cool, def interested in seeing how this progresses

>> No.4786728

Desktop from 2000 with integrated graphics. I got it for free from a friend after a house fire a few years ago wiped out everything I had so I'm grateful to have it even if it does suck but I really should put some money back and save up to get something decent.

>> No.4786729

This looks awful.

>> No.4786730
File: 64 KB, 500x507, 1524255819238.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the things in levels that hog resources?
I'm reading about guys that can't play maps but all I can think of is dynamic lights, the other resource hogging feature was some thing in a Mark level, the jungle one with the waterfalls. Which I can't see why as it was a sprite repeatedly spawning.

Asking to try and make sure my map can appeal more to more computers but it's using gzdoom features. My computer by comparison to most is a monster so I fear stumbling into shortcuts which devour resources.

>> No.4786732

Not a bad idea, thanks man you're a gem.

>> No.4786735

b4 u release let some people with worse computers test it

>> No.4786741

It is, yeah. The idea is to remake Doom in the style of a Half Life expansion. Also gonna make a few gameplay tweaks, including upping the walking/running speed and eliminating reloading.

>> No.4786742
File: 77 KB, 518x768, nobody is in danger.jpg [View same] [iqdb] [saucenao] [google] [report]

np mate

>> No.4786747

Kinda better but the lava stands out like a sore thumb. Also BFG texture is a bit overstretched, I guess.
I also kinda bored of these comparisons so it's my last post on the topic.

Understandable, then. I've got a laptop from 2012 with integrated graphics and it chugged a bit on Winter's Fury.

From what extremely little I know it's the number and spawning of actors and OpenGL light effects that make potato pcs explode.

>> No.4786748

>Also gonna make a few gameplay tweaks, including upping the walking/running speed and eliminating reloading.
i think this is a very good idea

>> No.4786750

Since, vasyan keeps posting his horrible compilation screenshots what do ya'll think of some kind of super mega giga TC with recently added and\or future features, which could add to GZDoom graphical capabilities.
TC in which everything was done from scratch for sake of not clashing with classic doom assets (maps, monsters, decorations, textures etc.).
Arcane Dimensions level of map detail at least, that PBR thing for textures, dynamic lighting, models with proper bone animations.
Basically not doom using gzdoom.

>> No.4786751

Pretty much this. My laptop is an oldass potato-powered toaster extraordinarie, so I'll gladly test your maps if you post them.

>> No.4786753

>Also gonna make a few gameplay tweaks, including upping the walking/running speed and eliminating reloading.
i think this is a mediocre idea

>> No.4786754
File: 2.42 MB, 1920x1080, Screenshot_Doom_20180521_020203.png [View same] [iqdb] [saucenao] [google] [report]

Not possible, it would just be laggy and unplayable

>> No.4786756


>> No.4786759
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]

>that pic
I have questions.

>> No.4786760

But why make a new not Doom game on GZDoom?
Don't you fucking mention Square I'll cut ya

>> No.4786763
File: 80 KB, 640x400, Screenshot_Doom_20180504_222351.png [View same] [iqdb] [saucenao] [google] [report]

my plasma shots look almost as good without any advanced features, not even lighting

>> No.4786765

>From what extremely little I know it's the number and spawning of actors and OpenGL light effects that make potato pcs explode.

Spawning of actors?
Wait so if you spawn in some monsters that causes lag?

>> No.4786768
File: 56 KB, 640x400, Screenshot_Doom_20180318_145717.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4786770

Those are excellent plasma shots.

>> No.4786772

Because it doesn't matter how hard would try author of that doom 2.5 he would be always criticized because someone doesn't likes his work.
Getting rid of doom theme or name at least would have better reviews and ease of not following something so old yet established.
What is "Square"?

>> No.4786773
File: 70 KB, 640x400, Screenshot_Doom_20180506_183857.png [View same] [iqdb] [saucenao] [google] [report]

thank you
pulled off by using additive blending tricks
and spawning actors for visual effects
> it looks like this in software mode with truecolor turned off

>> No.4786775

You know, the Adventures of Square, a standalone game made in within the Zdoom engine.

Wow even in software mode it's pretty slick.

>> No.4786778
File: 8 KB, 90x104, THEVA0.png [View same] [iqdb] [saucenao] [google] [report]

so basically you want to crash GZDoom with no survivors

>> No.4786781

it just seems mediocre, you're not just making maps, you're turning half life into doom and being a hipster because most people try to turn quake into doom but you took one extra step of separation

>> No.4786783

wow what a bad take

>> No.4786785

Okay, so let me get this straight. I'm a hipster, because I'm taking one of the most popular shooters of all time, taking another one of the most popular shooters of all time, and making a half life mod based on both of them?

>> No.4786793

Why? Wouldn't you be interested in something like winter's fury, but with really nice graphics?

>> No.4786795

dont even bother to start an argument lol the post makes no sense

>> No.4786801

Hey Half Life mod guy, random request, and I'm not sure how possible it'd be, but can you add the throwable crowbar function like Sven co-op had? But add a system where the crowbar is restored in your inventory after a set period of time if the player doesn't pick it back up?

I like throwing melee weapons.

>> No.4786802
File: 1.47 MB, 1920x1080, Screenshot_Doom_20180521_021543.png [View same] [iqdb] [saucenao] [google] [report]

a mod me and a friend of mine are working on,
i work on decorates and gameplay acs, while my friend works on the maps.
Not coming anytime soon thou

>> No.4786803
File: 104 KB, 460x356, 1473433998615.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4786805

I'm not even really trying to argue, I was just so legitimately confused I had to put it into words.

Eh, the goal's to combine Half Life and Doom, I don't wanna stray too far from that initial idea.

>> No.4786808

Fair enough, it's just I found some of Half Life's arsenal to be a little limp.

>> No.4786810

Understandable. I was considering borrowing a little bit from other Goldsrc games, like TFC, CS1.6 and the like, but this is my first mod and I'm unsure how to do that.

>> No.4786818
File: 182 KB, 640x400, Screenshot_Doom_20180318_152209.png [View same] [iqdb] [saucenao] [google] [report]

This plasma is the same as the other one its just under a different palette.

The trick to using additive blending is understanding that it Adds the value of any color to the background. Likewise stacking multiple additive sprites together becomes bright very quickly.

You do NOT need Alpha set below 100% to give it a see-through effect, all this will do is potentially make the brighter/white portions of it wash out or get muddy.

> Color Translations
If you dont want to modify the sprite graphics directly you can do a translation.

Consider that fireballs and plasma have darker parts to them, but even the way they're drawn in vanilla the darker parts are still kinda bright. If you remap them to be even darker in those areas they will provide more see-through capability.

But the center parts, the yellow glob in the middle of an imp fireball, the shiny white center of a plasma shot... you can remap these colors to make them brighter and they will remain Opaque. Congratulations the spite appears to have an Alpha Layer now even though its still a standard doom lump sprite.

Pic Related.

In the case of my plasma shots I have 2 effects going besides the sparkles. The main sprite for the shot has light rays coming off of it and it picks one frame from a set of 4 to display per tic. They oscillate on both axes. The other effect is the tail which is produced using the momentum calculations (as part of a_spawnitemex) same way alot of blaster bolts are. Except each one diminishes in size.

Seen from the side at a distance, it mimics the kind of performance you might expect from plasma bolts in modern fps games.

>> No.4786819
File: 369 KB, 1680x1050, 27.png [View same] [iqdb] [saucenao] [google] [report]

How do people feel about using dynamics for an entire map's lighting?

>> No.4786827
File: 740 KB, 1920x1080, Screenshot_Doom_20180520_145508.png [View same] [iqdb] [saucenao] [google] [report]

If done right it can be neat-looking, but unfortunately sprites still don't react very well to it.
Wouldn't mind seeing dynamic shadows that account for all mapping instead of just "empty void" things, and also account for models and sprites in casting shadows too.

>> No.4786863

Yeah. I'm personally just waiting for raised floors / ceilings to cast shadows before dedicating to the practice.

>> No.4786868

You can set the ambient lighting for most of the sectors at a low level then apply dynamic lights in areas with variable lighting. While keeping other sectors with stronger lighting at a higher ambient level.

The most efficient method is to use both and lean on the dynamic lighting only for fine-tuning it.

Also answer this question, since there will be users that will inevitably do this - what happens when the user turns off dynamic lighting? Because people will do this even if it says they need to be turned on. Your mod needs to cater to inherent gzdoom built in limitations.

>> No.4786869

>Also answer this question, since there will be users that will inevitably do this - what happens when the user turns off dynamic lighting? Because people will do this even if it says they need to be turned on. Your mod needs to cater to inherent gzdoom built in limitations.
At that point you probably need GZDoom to play such a map or mapset in the first place, and when people already set gameplay limitations or urge people not to jump and so forth, dynamic lighting being a must for some maps is inevitable. Might as well just say, "If you play with dynamic lighting off, i'm not responsible for the map being unplayable."

>> No.4786874

Why not just make a new game?

>> No.4786876

Sounds like a great way to kill framerate.

>> No.4786879
File: 96 KB, 364x376, Grenade_Launcher_(Q1).jpg [View same] [iqdb] [saucenao] [google] [report]

>decided I'm gonna name it the Ranger grenade gun, seeing as it looks like his helmet
It literally looks like a grenade launcher from Q1

>> No.4786890
File: 351 KB, 651x548, doom nun.jpg [View same] [iqdb] [saucenao] [google] [report]

This just makes people want to shoot you though, and it gives you bad publicity. There's alot of mappers and modders out there who try to go for as vanilla-compatible stuff as possible and when you load it up in the game it runs just fine without having to deal with any new features.

> there are some of us who feel that some features like Jumping or Crouching should be figured into the equation, but nothing beyond that in terms of feature creep, since jumping and vertical ascent in games has been around since at least 1995
> and vertical scaling of terrain should logically be possible anyway just because of being able to Reach Up, and Pull Up to a ledge.

I mean dynamic lighting is available even in software mode now. And as long as its event-based and not being spewed all over the place it doesnt have any performance setback even on a toaster.

But I dont have DLights turned on at all (or Truecolor). And its nestled down in a submenu of video or display and I dont want to be bothered with going down in it and turning it back on. Its frustrating to do that.
> kinda like always having to go in gameplay menu and turn off autoaiming, and turn on jumping.
> and having to navigate to the sound menu and turn the music volume off because im listening to Winamp... or turn it back on because I want to listen to OPL music thats actually in the mappack... the sound menu is pretty far to navigate through the options.
I have DLight turned off because I dont feel they are typically used with the proper color or radius for what they're attached to. Which is annoying. Or under software/8bit they are pretty washed out and barely show any difference.
> there is also the desire for a classic Quake 1 style dynamic lighting scheme which doesnt apply any color, it just raises brightness.

Its abit of a rant but I think you get the picture. Im 36 years old, I dont believe my thinking is too extraordinary here, but I dont know how people have been raised for the last 10 years.

>> No.4786892
File: 33 KB, 452x156, I'm kinda ashamed I never noticed.png [View same] [iqdb] [saucenao] [google] [report]

That'd certainly explain why that Eriance grenade launcher looked so familiar to me.

>> No.4786897

I love the way the Q1 grenade launcher works, but it does not work properly in gzdoom because of errors in the way bouncing is handled.

If you launch grenades that explode on enemies they will probably bounce off of the top of their head if you land the grenade on them from above.

Or vice versa, a grenade that doesnt explode on enemies and just bounces off of them, will explode instantly if it hits the Top of their collision cylinder.

>> No.4786913

>almost as good
More like much, much better. Very pleasing to the eye and blends with the graphical style more effectively.

>> No.4786914
File: 2 KB, 360x360, 1526257515008.png [View same] [iqdb] [saucenao] [google] [report]

Have a rare chance for the launcher to go HUUH

>> No.4786915

>Play through JPCP again with some gameplay mod
>Map 22: Den of Vice

>> No.4786920

I was seriously considering that, but I'm restricting myself to Unreal and Deus Ex sounds only for the Blastmaster Mk2

>> No.4786926

What I dont get is why the explosion in Quake1 sounds so great in quake, but when its transposed into doom it just seems to fall a little flat and uninspiring. It sounds so much louder in Quake like someone popped a paper sack near you.
> there are some sounds that seem to go along with things like this, like HUUH and the grenade bounce sound as-it-was

Maybe I need to make the quake explosion play Twice at the same time to make it louder?

>> No.4786927

ok but why

>> No.4786938

I don't know, something kinda overcame me when I finally got access to all of the weapon sounds from Deus Ex, I had been wanting to use them for years, so I said fuck it and I wanted to go full ham.

Plus I get a weird thrill when I have limitations to work with.

>> No.4786939
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

>gibbing a baron

>> No.4786942

>This just makes people want to shoot you though, and it gives you bad publicity. There's alot of mappers and modders out there who try to go for as vanilla-compatible stuff as possible and when you load it up in the game it runs just fine without having to deal with any new features.
How does making a GzDoom wad rely on GzDoom features give you bad publicity?

>> No.4786956
File: 142 KB, 850x800, 1438037049785.png [View same] [iqdb] [saucenao] [google] [report]

Hey so does any ZS wizard in here know if you can programmatically define and use translations? I have a weapon whose colors I want to change under certain circumstances but I'd really prefer to not have to save copies of the sprite.

>> No.4786961
File: 834 KB, 2304x1536, 1489528590273.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you will never have a Spider Mastercake for your birthday

>> No.4786969

it happens in SmoothDoom all the time.
The SSG gibs at 256 units or less
The rocket has +ExtremeDeath
And under normal circumstances most monsters including barons enter gibdeath if they end up with -30 health or worse (its possible to do with a plasma gun).

Gibbing doesnt look too much different than the normal death animation for them or for Pinkies

I dont think gzdoom has that capability yet.
I believe you can hotswap built-in translations or apply color gradient translations, but no custom strings of color adjustments.

>> No.4786973

Fuck alright I knew about those two but I was hoping there was a more complex version. I guess I'll rethink the weapon then.

>> No.4786982
File: 21 KB, 128x128, 1475264846825.gif [View same] [iqdb] [saucenao] [google] [report]

>Gibbing doesnt look too much different than the normal death animation for them or for Pinkies
True, though the pic was most likely referring to vanilla and very certainly referring to the sound effects. But don't mind me, it just triggered my autism a little bit.

>> No.4786984 [DELETED] 
File: 520 KB, 895x1920, tumblr_o4c7mt971m1ssotb3o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Where can I find more information on this semen demon?

>> No.4786989 [DELETED] 


>> No.4786998 [DELETED] 
File: 45 KB, 325x238, 1498691803138.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't try me, anon.

>> No.4787002 [DELETED] 

Don't try me.

Get outta here with your stale reposts.

>> No.4787005

Huh I didn't think that color translations, alpha blending, scaling, or anything like that applied to Weapon Sprites themselves, only to sprites in the environment.

>> No.4787009

Even more reason to rethink it.

>> No.4787015
File: 20 KB, 198x314, scared.png [View same] [iqdb] [saucenao] [google] [report]

Fine, you win today, master hacker. But thanks for the information, I swear that was no repost.

>> No.4787018

Don't worry m8 I was just givin you shit.

>> No.4787053
File: 28 KB, 320x240, Rifle5.png [View same] [iqdb] [saucenao] [google] [report]

Other than Doom Delta, what are some other mods that give you a rifle with improved stats instead of the usual dinky pistol? Bonus point if it's a rifle from one of the alpha builds.

>> No.4787064

Smooth Doom has this option

>> No.4787086

Hideous destructor's default class gives you a pretty decent rifle.

>> No.4787092

Doomzone has a neat selection in it's classes

>> No.4787101

Is there a mod that has the knockback and locational damage of Brutal/Project Brutality but without the gameplay changes? The knockback in those when shooting soldiers and imps with the shotgun is quite satisfying and the detail in locational damage and gore is quite well done. However I don't like the changes to the core gameplay, I only like these little aesthetic features that are nice for me to look at without messing with the way the game plays. Ketchup only adds blood and it isn't accurate as it makes cacos bleed red and the lost souls bleed. Ketchup's gib threshold is also much too low. I'd prefer full body gibbing to only happen from explosions. If I knew how to mod I'd try to do it myself.

>> No.4787108
File: 274 KB, 1366x768, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to highlight this editor stability

>> No.4787127

How much work was there left to do anyway?

>> No.4787141

>your shitty carpet demon will forever be a /vr/ meme
if this is my legacy i'm okay with this

>> No.4787150

this is canon and you can't change this fuck you.

>> No.4787152
File: 496 KB, 1024x635, 1522092562293.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm looking at the detail of my techbase and I've realized what it's really missing is lighting detail.

Any tips on creating lighting variance in a level? I'm interested in different colours of lighting as well.

>> No.4787161
File: 123 KB, 494x411, 8589130429320-bane-batman-mask-wallpaper-hd.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4787167

Fuck you, make an exception for this joke. It must be done.
not that guy btw

>> No.4787172
File: 135 KB, 978x550, 1526513288819.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4787174

Sorry man, I'm sticking to my limits

>> No.4787175


>> No.4787180

Then I curse thee.

>> No.4787184

I'm just messing around because I've grown so tired of base levels that I'm beginning to hate them. No matter how good the layout is I can never find one memorable.

>> No.4787190

Well, to clarify there is a lot of cave/forest areas but I know how to detail the lights in them so didn't need to ask.

>> No.4787205

That sounds good. Know any mods with more unique environments? Pirate Doom had a sunken ghost ship level where you're underwater and I thought that was really neat. I've already played Void and Rainbow.

>> No.4787212

Reconstruction/Deconstruction was interesting in an atmospheric kind of way.
The anon the other day who wanted a cruisy map with atmosphere would love the shit out of that.

Strange Aeons was pretty interesting, just finished it recently with HighNoonDrifter.
Winter's Fury but you've probably already played that.

>> No.4787218

Cold As Hell

>> No.4787225

Universal Gibs does the gibbing.

>> No.4787232

Thanks guys, I'm downloading those and I'm going to give them a spin here in a minute.

>> No.4787251


>The swimmable water, sorry, blood, is neat but since that area is undetailed anyway make it as thick as you can in the underwater "fog".

I tried and don't seem to be able to affect it directly. I can try to mock it with darker lighting though i guess?

>> No.4787254

>go to control sector for the water
>set fog there
>it crosses over to the swimmable blood

Tell me if this works. Going to bed in 30 minutes.

>> No.4787257

Weapons of Saturn

>> No.4787262
File: 307 KB, 1280x960, Screenshot_Doom_20180520_234420.png [View same] [iqdb] [saucenao] [google] [report]

This -seems- to be the darkest I can make it without messing with the logical lighting (tree shade, holes in canopy let light in, blood logically darkens more than water granted.)

resized mushrooms up next, let me go grab pic

>> No.4787265

Just started Strange Aeons and this is great so far. I love these unconventional environments.

>> No.4787269
File: 499 KB, 1280x960, Screenshot_Doom_20180520_234803.png [View same] [iqdb] [saucenao] [google] [report]

I already tried this doctor, right before I made the post. fucked around for about 45 mins before I gave up and said "fuck it this will have to do"

new mushroom scales. god gzdb's udmf functions are handy.

shame it doesn't have the mighty pen tool and overlapping nodeless linedefs like DBX though.

>> No.4787273

If that's the max then that's the max.
I feel like if you're keen on the mushrooms you have them in a smaller space and have more sector detail around them, like they're in lower/depressed areas or in little hideaways.
Like that they're scattered like items to pick up, when I first saw them I thought they were health bonuses.

Just remembered with the water, you can make 3d sectors on top of eachother darker than the last, that way you can make it darker and darker as you go down.

Yeah it's interesting for it's abstract designs.
Remember the revenant replacements with the shoulder beams are your pals and help you out.

>> No.4787289

Yeah, I forgot about that. I might do that if I come back to the map or end up refining and completing it, but I think I'm coming very close to scrapping it and starting an E1 replacement since i already did one last year; but still finishing the concept for some other anons to play with if they want to recycle it for their own purposes.

>I feel like if you're keen on the mushrooms you have them in a smaller space and have more sector detail around them, like they're in lower/depressed areas or in little hideaways.
Like that they're scattered like items to pick up, when I first saw them I thought they were health bonuses.
more specifically:
>like they're in lower/depressed areas
>or in little hideaways.
>Like that they're scattered like items to pick up, when I first saw them I thought they were health bonuses.
Oh, good idea. I am pretty keen on the mushrooms, but green small and blue large mushrooms were the best I could think of; both in color and contrast to the ample reds which without would break the map (and i'm still not fond of the decreases in red so far, but whatever, i'll deal with it.)
>Like that they're scattered like items to pick up, when I first saw them I thought they were health bonuses.
I didn't really consider this; but your suggestion gives me better idea for detailing yes, as most of my stuff is just wall/floor indents and stuff. I know I can look at pictures and images of real caves and situations where the mushrooms would grow; but it's also easier if one has a possible similar refrence in DOOM itself

I don't think it's the max; but it's very late and I'm feeling a tid lazy so i'll keep it for that for now and tweak it later if I feel more keen on the map itself. I just really want to get this concept down before I go to a cacodemon-centric map or an entire E1 replacement

We should have a "modder's essentials" segment on the "so you want to make/map some fucking doom" thing, so people can quickly find references in-doom.

>> No.4787301

>it's flobby and slightly off-center
why is quake like this and why am I only now noticing it

>> No.4787302

Might be cool on the modders essentials part.
Should bring it up when the thread is more active.

You're able to map really quickly but I don't know if you should scrap the whole level. If you do decide to release it here (but announce where it's expected to "end" or just put an exit switch there) and see all the feedback, not taking it too hard since you've thrown it away.

But you can recycle concepts you wanted in it into future levels.

>> No.4787312

what map/mods are you running here?

>> No.4787313
File: 485 KB, 1280x960, Screenshot_Doom_20180521_001430.png [View same] [iqdb] [saucenao] [google] [report]

>But you can recycle concepts you wanted in it into future levels.
That's the plan and that's what I typically like to do. I really don't like throwing -anything- out, regardless of how 'bad' it is; I feel if I can figure out how, I can recycle it or rework it in the future and make it better.- which is why I think theres no such thing as truly bad game design- only bad execution.

Something more like this, parsay? I need to tweak the light levels in here, make them "pop" more.

>> No.4787317

>"fuck this wad" compared to even all the other stuff, the boss fight at the end. You start off surrounded by 4 Bruiser Demons in an enclosed space, FOUR FUCKING BRUISER DEMONS IN AN ENCLOSED SPACE. THIS IS MAP TWO OF FORTY OR SOMETHING
Stop playing on UV, then.

>> No.4787319

I really need to stagger those eyes's texture state so they don't all look at the same spot at once.

I fucking love this animated eye.

>> No.4787328

Speaking of those heart barrel reskins; is there a way to change a wall texture on a monster's death? For switches. Eyes connected to hearts should probably close.

>> No.4787335

because fuck you, that's why
don't stare at the shotgun or RL too hard, either

>> No.4787338

use thingcount and setline texture in an ACS script to change the texture when the tagged thing is dead

>> No.4787340

I'll be honest, I don't like the mushrooms at all but I'll comment on them in the sense that you want to use them. The contrast they make is too strong but even if it was just mushrooms by themselves, well they don't really grow like that.

If I had to use them I'd go all in on the concept and have a comfy little safe area/secret area that has them everywhere and you've got a bonanza of health items and guns and ammo in there and the roof is glowing and the whole cave is lit up.

But like this it's naff. Sorry friend.
Health bonuses will create the same contrast for players visually and be a good guide to an area for them to visit because they'll be inclined to pick them up and then look around.

There is a way to change on monsters death yes, but I can't remember how. It's to do with giving it an ID and then stuff happening on it's death. It's similar to a boss health bar appearing only when the boss activates to the player, not at the start of the map.

>> No.4787360

Yes, you can. It's annoying as fucking shit though. Like because there's a conflict between Translation (for class individuals of type Actor) and the actual data type "Translation".

I'd strongly suggest you use the visual TEXTURES editor to define frames with pre-made translations, so you don't have to copy the actual image file.

>> No.4787370

Yeah... well sadly the translations aren't determinate either so fuck it I'm rethinking how I want this to work.

>> No.4787375

Too bad Duke doesn't have a very good track record for preventing deaths of bystanders and hostages.

>> No.4787380

I just finished the first episode of Strange Aeons and am moving on to the fortress episode 2 now. Thanks for suggesting this, it has quickly become a favorite.

>> No.4787382

Ye welcome pham.

>> No.4787385
File: 317 KB, 1280x960, probably much better in game than my shit example.png [View same] [iqdb] [saucenao] [google] [report]

>use thingcount and setline texture in an ACS script to change the texture when the tagged thing is dead
okay, ow. i'll see if i can find a workaround or if there's just a setline function in this dropdown menu; because scripting isn't happening.
I do have an area for secrets. but removing the mushrooms from these areas would be making them rather baron forced laugh of detail. though i know what i want to do with one cave ceiling

There are another type of mushrooms on R667, but I really don't want to add more actors/things in decorate because the map's already pretty bloated; but i think it would be better to swap the ones in the open for the non-glowing and keep the glowing ones for secret or particularly dark areas.

Sorry. I'm simple minded.

There is a couple elsewhere in the map that are used in a slightly different- possibly better, but not yet detailed to account for their presence -instance, if you're curious about that.

Let me just super-impose them onto the screenshot- they'll look better in game obviously.

>> No.4787390

Reds look like shit there desu, seems like the sprite got truncated.

>> No.4787393

I'm not liking it.
But what could work is sector made stalegtites, stalegmites? Whatever, the vertical things we see in caves starting fat and becoming thin. Those things.
You're clearly segregating this area of the map so you can even use your glowing mushrooms in a little alcove outside the entrance to grab the players attention to the area.

God, fuckit I should be in bed but I'll draw a quick mockup.

>> No.4787395

you're right; it's no excuse for how they'd look properly imported; fuck it. give me a moment.

>> No.4787413

>You're clearly
uh, it's not the intent; they're just decoration, not to draw attention; the cave itself is quite visible from outside; the logic being they grow in the regions of hell where it's dark, wet, and mossy.

The blood-soaked soil and infused Fleshstone, red, blood-stained, Bloodrock (Redundancy!) and Bonewood, as well as flesh deeply permeating a region of hell that constantly bleeds rain and grows flesh known as Reminara Forest, a play on Hellstar Remina, the primary inspiration pretty much accentuates these, helping them grow. I do want to make a Giant Mushroom map terraria and hocus pocus at some point, so there's that too.

The colors also are to coincide with the typical torches.

>> No.4787415

Wildweasel's Extreme Measures has a rifle as starting weapon that does double the damage of the vanilla pistol. The mod hasn't aged well visually but I still find it fun gameplay-wise with the enemy changes.

>> No.4787417
File: 1.84 MB, 4724x4724, doom_level.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4787419

i used to be averse to scripting, but it's really pretty easy (at least the simple ACS stuff I do)
it can be done directly in doom builder (f10)
assuming you have no other coding experience, just memorize the basic syntax (usage of braces, semicolons, etc.) and use line specials like you would on a linedef

script 1 (void)
while (ThingCount (monster spawn number, monster tag)>0)
delay (tics to check next);
SetLineTexture (line id, line side, texture_upper/ middle/lower, new texture)

>> No.4787429
File: 508 KB, 1280x960, Screenshot_Doom_20180521_010756.png [View same] [iqdb] [saucenao] [google] [report]

That whole thing honestly looks like moonspeak to me, so i'll copy-paste it and try to tweak and go from there.

Oh, that's definitely not what i was thinking or considering; nor what I thought you meant. Intriguing.

Here's the other use of them; to highlight walkable area and help deal with the currently-bugged Hell Rose; The problem here; the Hell Rose is currently bugged and it's summons do not despawn when they are finished their attack animation- many other wads have this issue fixed.. I will need to examine it more closely. If I fail to do so, maybe i can make it player friendly...? but that would mess up balance.

imported- green is too dark to see tho; oops.

>> No.4787430

can anyone help me identify what midi song this is which is featured in cod1-11.wad

>> No.4787435

read a tutorial on the basics of c or c++ and itll be no problem

>> No.4787437
File: 223 KB, 1280x720, ambiguouscontext.png [View same] [iqdb] [saucenao] [google] [report]

Do I really have to convert my DECORATE to ZScript or something to get rid of these annoying warning messages? My spawners are custominventory actors so they can check if they have +DROPPED, and use user variables for cleaner code. They can't actually be picked up.

>> No.4787441
File: 11 KB, 305x339, angry kirby.jpg [View same] [iqdb] [saucenao] [google] [report]

I leave for one day, come back and half the thread is some retard scumfuck degenerate promoting his horrible 3D models mod, and then the rest of you fighting him over how "good" it may or may not look.

You know, two days ago, the fuckin guy posted, and only one of you was retarded enough to respond.

>> No.4787443

If you do that use the non glowing mushrooms.
Honestly, that area looks cooler without the glowing ones. Looks warm and cosy compared to the shitshow going on outside.

The glowing ones are just so overwhelming with the rest of the imagery there. Also I guess you already figured not to make them humongous.
As for my image, yeah it's how I thought you meant to use them since mushrooms would be more likely to grow in a place like that. In somewhere dark that's moist.

You could even have the cave be a foot down compared to the rest of the map and have the moisture flowing downwards to the pool in the middle or something but you're the poet, it's your level.
Anyway it's 630 in the morning here in the UK so I have to hit the hay, peace.

>> No.4787448
File: 48 KB, 800x729, 1509136286852.png [View same] [iqdb] [saucenao] [google] [report]

>he says while bringing it up again / indirectly responding

>> No.4787451

You know what? You're right.

>> No.4787453
File: 108 KB, 880x660, pain is real.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4787454

map name?

>> No.4787457

agree with
the glowy mushrooms would be really cool in their own area, but they clash with the lava here

>> No.4787458

The gameplay mod is Lambda, though i'm running 3D enemy models. I can't really remember what the name of the mapset is. It's a Doom 3-styled E1M1 (the filename is E1M1-D3), but the version I have removed all the cheesy spanish radio lines. It's kind of a vague map, since it expects you to figure out which doors work, which doors don't, and which doors require keycards with no telltale signs.

>> No.4787459

those uac crates look so out of place in that shot.

>> No.4787460
File: 439 KB, 1920x1080, Screenshot_Doom_20180504_235157.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4787464

That message typically means there's some function you're calling which should have "self.Function()" instead of just "Function()" to be 100% safe.

>> No.4787465
File: 65 KB, 625x626, cff.png [View same] [iqdb] [saucenao] [google] [report]

I know what you mean.

Sometimes it is very tempting to take the bait but other times you can tell that the person is obviously shitposting and just throwing his line out there.

I cannot be swayed so easily for I follow the teachings of Christ, and Christ looks down upon bloomfags like him.

>> No.4787467

>Also answer this question, since there will be users that will inevitably do this - what happens when the user turns off dynamic lighting? Because people will do this even if it says they need to be turned on. Your mod needs to cater to inherent gzdoom built in limitations.

Not him but I'd have the player start in an area lit almost entirely by them, that way when they start with them all off they notice something is clearly wrong about the level and remember to check.

>> No.4787473
File: 268 KB, 1280x1024, this is very badly displayed.png [View same] [iqdb] [saucenao] [google] [report]

I should provide contextual overlay and an updated concept so I'm not leaving you poor fuckers oblivious to my thoughts.

>> No.4787476

Yeah, it happens whenever I use a user variable in an expression, in this case "if(user_nobarrel | user_dropped)" is creating each of those errors.
Also that image has an outdated version of GZDoom, but the warning messages are still around in 3.3.2.

>> No.4787478

just change it to if(self.user_nobarrel | self.user_dropped)

>> No.4787482
File: 18 KB, 512x384, selfuserdec.png [View same] [iqdb] [saucenao] [google] [report]

Yeahh it doesn't work with DECORATE, damn.

>> No.4787484

Alright. I'll do that then. Thank you.
Cheers man. Sleep tite and dream of caco. Thanks for the feedback and collaboration.

I'll keep messing with these two problem areas a bit and keep trying to fiddle with 'em, but they're side areas and my focus should be on the meat and potatos

I deeply unshakable enjoy the ideas of "demonic pilgrims with some odd quirks" and that of Hell symbiotically evolving with any area that it's somehow managed to enter a stalemate with humans only stand a chance because of YOU clearing them out first- NIGHTMARE is canon in 'story/lore' but not gameplay in my eyes. so i really like the idea of 'new' flora and fauna outside of existing standard demons in Hell.
UAC literally set up tour and vacation spots in the places you went and fucked up, and are deeply researching them
I call it "Hadesology"- which also goes hand in hand with the Hellaformer in ZDCPM2 which I also consider canonical.

>> No.4787486

Nevermind I'm retarded and replaced the identifier with "self.user_*****" as well.

>> No.4787492
File: 19 KB, 512x384, selfuserdec2.png [View same] [iqdb] [saucenao] [google] [report]

Ah, DECORATE just doesn't accept the "self." pointer. What a pain...

>> No.4787496

look at muh hawwtism.
I'm not skilled enough for something like this, and I'd do Junji Ito a shame; and I'm stumped. I'll try to block out some basic shapes and refine the existing areas.

so if you guys want to play around with the map and/or pick it up, so be it. It was originally going to be part of a mapset called "Ribbelion"- which was a prod at how one map would be about practicing with 3d Slopes to make "ribs" jutting out of the tops of walls of canyons. I think it would be spooky as fuck and combine well with the melee revenants.

>> No.4787510

I also need to figure out a good way to convey that the hearts -are- barrel reskins.

>> No.4787542

If you have monsters that chainspawn monsters then it can cause lag. Most lag I've seen has been caused by suddenly spawning a lot of actors with opengl effects on top of them, like in gore mods I guess.
At least that's how it looks to me.

>> No.4787552

Sadly, that vasyan isn't shitposting or baiting.
For some reason he genuinely thinks that his modpack looks great.
He doesn't even like playing Doom itself that much. When he first appeared in russian doom thread, before he started making the atrocity you saw, he used to post how the only enjoyable way to play Doom for him was playing on multiplayer maps with bots.

>> No.4787561

can we not namedrop to shitsmear people for drama? can we not just be doomfessional?

>> No.4787564

"vasyan" is not his name
It's a word for certain type of people. People that make shitty mods or modpacks.

>> No.4787565


>> No.4787570


>> No.4787571


>> No.4787572


>> No.4787574

i can't make out a single fucking thing

>> No.4787586

i agree and i made the fucking thing

>> No.4787591

I'm bummed there is still no good ZScript for beginners tutorial. My knowledge of DECORATE is sadly also rudimentary and spotty at best.

>> No.4787613

Is there a way I could modify Final Doomer so that the Doom2 pistol consumes bullets instead of being essentially infinite?

>> No.4787621
File: 1.09 MB, 1920x1080, Screenshot_Doom_20180521_030214.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4787640

give it

>> No.4787651
File: 1.19 MB, 1920x1080, Screenshot_Doom_20180521_031612.png [View same] [iqdb] [saucenao] [google] [report]

it's an unfinished thing for D1 that I put into a pk3 from https://www.doomworld.com/forum/topic/100298-pbr-for-original-doom-textures/
seems they're testing the waters before dedicating into a full design so far

>> No.4787674

why'd you reply to yourself

>> No.4787678

Since you mentioned High Noon Drifter do you know how I could get it to work with Smooth Doom and Ketchup? I'm trying to use those to play the Valiant Vaccinated Edition, that's the one where all the custom enemies and weapons were removed for compatibility with other mods. I'm using this version of ketchup that gives compatibility with Smooth Doom. https://forum.zdoom.org/viewtopic.php?f=43&t=57960

My load order is:
High Noon Drifter
Smooth Doom
Smooth Doom with Ketchup Patch

Doing it this way the Smooth Doom works but the HUD isn't the HND one and every weapon I pick up is normal Doom type and not HND. If I shift HND to the bottom of the load order it's all good with the HUD being right and everything working except I can't switch weapons from the revolver when I pick up new weapons.

>> No.4787679

There used to be a Smooth Doom Monsters Only version by the same author, but nowadays he has removed it in favor of people manually commenting the weapons out in the mod's files. Never tried doing that, but I don't think it should be too difficult.

>> No.4787683

Because no one really cared about it back in 1996, but now you can use this - http://quakeone.com/forum/quake-mod-releases/finished-works/10710-orion-s-id1-model-fixes-for-mp1-2

>> No.4787687

It's because bone-based animation didn't "exist" yet in 3D games, or at least not for Id. Each vertex of their model was edited and "warbled" into place for each animation frame. Things get particularly jittery if you're running in a source port with interpolation for the animations, because it's trying to calculate and cover for all the missing frames and stops in the animations. Quake 2 continued this same problem..

>> No.4787691

I'm pretty new to all of this so I don't know how to go about doing that. I'd probably break the mod.

>> No.4787692
File: 410 KB, 3440x1440, Screenshot_Doom_20180521_102727.jpg [View same] [iqdb] [saucenao] [google] [report]

It's more cool with Sweet FX

>> No.4787695
File: 14 KB, 300x269, 1500684523979.png [View same] [iqdb] [saucenao] [google] [report]

Is this the fabled "Smooth Quake" I've been searching for?

>> No.4787696

You can have grenade projectiles that bounce off walls yet explode on contact with enemies.

>> No.4787707

Looks hideous.

>> No.4787710
File: 413 KB, 3440x1440, 323232.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it better without sweet fx?

>> No.4787715

I always figured them to be made out of some kind of plastic.

Couldn't you boost the volume of it with SNDINFO?

>> No.4787727

I'd be more interested in the mod pack thing if it wasn't bloated to almost 1gb. It likely doesn't even need to be half that size.

>> No.4787740

Anything out there as colorful as Ancient Aliens and Void & Rainbow? I'm tired of gray bases and red hells.

>> No.4787764

everything looks like it's made of matte plastic, so no

>> No.4787765
File: 3.61 MB, 480x270, 1410495470782.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4787772

The real issue is that pre-md3 they had very low precision

>> No.4787774

Zscript for beginners is decorate for beginners + semicolons and the default{} block.

>> No.4787779

something i noticed is that when some mods have certain similar features, they always try to find a way to make them feel different, even in some of the doom 4 inspired mods, due to "mod canibalism".

>> No.4787783

is it me or does the GL still have the same pick up message as the machinegun?
either way, that looks cool

>> No.4787794

>nowadays he has removed it in favor of people manually commenting the weapons out in the mod's files
Well that's fucking lazy.

>> No.4787795

is it me or does colorful hell got a game breaking bug now?
played it with trailblazer on maps of chaos and it stopped the game in "the pits"

>> No.4787797

honestly given how we got loadouts in doom & heroes in quake i seriously expect to see either rage 2 get a battle royal mode or bethesda to announce a fallout battle royal spin off

>> No.4787812

Are there any single-barrel break action shotgun sprites for Doom?

>> No.4787825

Yeah, there's some sawed off ones made from the SSG.

>> No.4787834

Where's the fingerless glove meter?

>> No.4787837 [DELETED] 
File: 856 KB, 612x555, 1521759486637.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4787921
File: 262 KB, 750x844, I have to axe you a question.jpg [View same] [iqdb] [saucenao] [google] [report]

SNDINFO will not boost volume over 100%


Fuggit Bucket... im going to split my mod and publish it to Zdoom forums so everyone can play it. Its just taking too fucking long to get this Smooth Doom Upgrade fully working and this is one of the main features of it which is already functioning perfectly.

>> No.4788039

Yeah I didn't change it for that webm. I just couldn't be assed to record again to fix it.

>> No.4788052

Where does a guy go to get that test build of the Booster mod term is working on?

>> No.4788065


>> No.4788075

god damnit brenda, the quackfags are going to have a field day with this

>> No.4788102

right next to the HUUH soundboard

>> No.4788112


>> No.4788116

When you're 20 feet tall and throwing HUUH, then you can HEURGH me.

>> No.4788125

people like to meme about the HUUH but I personally think the funniest sound Ranger makes is the shriek he utters when he touches acid, lava, or some other damaging liquid

>> No.4788129

That's the funniest, but HUH is spammed the most because, well, that's the one spammed the most in typical gameplay. Especially in Quakeworld with people bhopping all over and literally all you hear is a continuous smorgasbord of explosions, thunder and HUH HUH HUH HUH HUH HUH HUH.

>> No.4788131

That's a really good scream, let's be real.

>> No.4788136
File: 684 KB, 1280x960, Screenshot_Doom_20180521_131347.png [View same] [iqdb] [saucenao] [google] [report]

anyway huuhposting aside i think im going to end my involvement with this thing.
enjoy the canvas
modify it to your liking
add or remove stuff

gist is that it's a secluded, far-off area of the patchwork that is the Hellscape; so any strong enemies or typical demons should be rare; focus on 'demon wildlife' type enemies primarily.
(in other words, the player's biggest threat should be hordes of trash monsters; which is why the baby devil worms were used then changed to the teen one)


>> No.4788140
File: 57 KB, 320x240, 347539-turok-3-shadow-of-oblivion.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of shotgun sprites, I can't find any angled pump-action double-barrel shotgun sprites, short of just using rips straight out of Turok games. are there any anywhere?

>> No.4788142

How hard is it to learn how to incorporate new textures, sounds and enemy sprites into Doom for someone with zero programming knowledge?

>> No.4788143

Pretty easy.

>> No.4788154

literally just copy-paste.

>> No.4788156

>Unreal is now 20 years old

>> No.4788167


>> No.4788174

Is this a giant teethball or is it a tiny megasphere?

>> No.4788185

Speaking of Kegan's CA: When enemies are frozen, can shots still go through frozen dudes?

>> No.4788191

No, much to my annoyance, the frozen corpses block shots. Must be due to the default ice death function

>> No.4788231

Will there be any other melee besides the lobster punch?

>> No.4788236

For the blastmaster Mk2? Nope. You'll have enough firepower at your disposal that I decided having more melee is unnecessary, at least right now I feel it's not needed, if it becomes an issue when I start playtesting I might add a mighty boot button.

>> No.4788242

It is extremely easy. You make zip files with directories in them named certain things then change the extension to ".pk3". That's all there's to it really.

>> No.4788250

datanon did at least an okay job. His tutorial's in the OP.

>> No.4788268

I was more making stuff for people who already knew DECORATE. Also new vid uploading on handling input right now.

>> No.4788271

which one?
there's fleshspawn and a megasphere so

>> No.4788272

>handling input

>> No.4788274

What was name of that multiplayer mod where you create hordes of spawns against other players and they fight on their own? Like first person strategy game.

>> No.4788279

It's honestly pretty easy, though I only did a basic case for play scope. It's a momentum-boost command like in all the mods the cool kids are making these days :^)
I'm also working on figuring out the HUD/menu code but it's a pretty big mess desu.

>> No.4788285

Input handling tutorial sounds like mana from Heavens.
Is it on your datanon bitchute or some different channel?
sorry for retardo questionado, I think I saw your videos posted by another bitchute account

>> No.4788287

i love you

>> No.4788290

It's still going up, not done yet, gonna be on https://www.bitchute.com/profile/ObFVcYVZSoSQ/. If somebody else re-upped the videos I'm not overly upset, it's not like they can steal my voice or anything.

>> No.4788319
File: 56 KB, 310x342, HegeCactus - unknown3.png [View same] [iqdb] [saucenao] [google] [report]


Here you go.
Disclaimer: A lot of stuff has placeholder graphics (weapons DESPERATELY need different graphics), weapons haven't been given a balance pass yet, no fullscreen HUD, backpack/allmap weapon doesn't use ammo yet, BFG doesn't have alt-fire yet.

Aside from that, have fun. Please feel free to give any criticisms, feedback, or input on what you like/don't like/whatever.

>> No.4788320

Halp, anon!

>> No.4788325

Zdoom Wars, I believe.

>> No.4788331

Yeah, thanks! my favourite multiplayer mod.

>> No.4788349

Never grokked it and just ended up running around and spawning whatever.

>> No.4788365
File: 106 KB, 553x352, 586px-MotherdurgaCrop.jpg [View same] [iqdb] [saucenao] [google] [report]

It will process eventually I swear.
Basic tutorial on handling user input, ending up in creating a speed booster button with a rebindable key. You can put pretty much anything in the processing event though, so it's open to whatever.
News Backlink >>4785225

>> No.4788370

Alright, here's my thoughts for my E1 replacement:

Decorations & Gimmicks:
-Will be unquestionably using the Tech Gizmos. Gizmos are dumb and cool.
-Will unquestionably also be using Power Cubes
-Will unquestionably be using colored lamps and the like.

None except stock; but if you want to pick what gets put in, I do not get to choose the new Things.


You're looking in the:
Textures (please keep to vanilla or essentials)
Prop Stop
SFX Shoppe
and -maybe- Bestiary; but there shouldn't be many new enemys; only considering the Baby Caco for now.

>> No.4788398
File: 115 KB, 640x400, Sluwtf4.png [View same] [iqdb] [saucenao] [google] [report]

There it is, dropped it into the Smooth Doom thread over at the Zdoom forum.


>> No.4788407

Windows just updated and all of sudden GZDoom lags for a few seconds on every startup. Anyone else experiencing this?

>> No.4788418
File: 147 KB, 480x480, 1526006025146.jpg [View same] [iqdb] [saucenao] [google] [report]

>update GZDoom
>boot up game and take screenshot
>game crashes
well done

>> No.4788420

Don't use dev builds

>> No.4788426


>> No.4788432


>> No.4788445

I was using devbuilds. I'm only now realizing I haven't updated the engine since the data mining thing started.

>> No.4788450
File: 1.44 MB, 1920x1080, Screenshot_Doom_20180521_150555.png [View same] [iqdb] [saucenao] [google] [report]

Do you think Mark would think to ever use PBR instead of faking things with sprites really damn awkwardly, or do you think he's just gonna stick to his shit

>> No.4788451

oh wait, no. I still can't take screenshots without the game killing itself on me

>> No.4788452

Ah, I see.
It's a bit of a change of pace that dev builds are actually dev builds now, rather than the de-facto official builds they were for years.

>> No.4788453
File: 6 KB, 192x193, horror.jpg [View same] [iqdb] [saucenao] [google] [report]

post yfw you found the wolfenstein level in doom 2

>> No.4788456
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>> No.4788476
File: 29 KB, 640x423, 1520756487470.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw part of the minority that still plays 32bit GZDoom on a 32bit system

>> No.4788486

Are you doing it to heckle Graf?

>> No.4788509
File: 19 KB, 501x81, 1497967561136.jpg [View same] [iqdb] [saucenao] [google] [report]

check these specs out real quick and tell me what other options are at my disposal besides suicide

>> No.4788515

oh geez.
that's... not optimal.

>> No.4788519
File: 59 KB, 671x673, Cr7WvReXgAE4Bwn.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing DM4 MapJam
>Finally completing all the maps
>One of them is nothing too bad in terms of difficulty
>Get to the final part of the map
>2 Shamblers
>No spots to hide
>Hope for the best
>Finish all my ammo
>Die several times
>Restart map
>Now with more ammo I take down one of them.
>Still not enough for the other one
>Fight him with the axe going back and forth
>I win
That was fucking intense

>> No.4788520 [DELETED] 

that would not even make it to potato tier lmao
that's what I would call a JUSTtop

>> No.4788527

>other options
use something other than gzdoom? do you really need it?

>> No.4788529

>the JUSTop

>> No.4788531
File: 718 KB, 720x360, TUUUBESS.webm [View same] [iqdb] [saucenao] [google] [report]

The equip animation came out really good in game. Gonna be working on the actual attacks for this thing later, the plan is under normal heat it's just a regular plasma gun, but when it starts heating up it's gonna start firing shit out in a fan like a contra spread gun, that or I'll make it shoot slower and fire big exploding plasma shots.

Though I think the contra spread gun will be better

>> No.4788536

is it me or does every other plasma gun now have a overheat function? are we that uncreative that we cant come up with a new secondary fire? Sorry if it comes of as a insult I still love your work.

>> No.4788539

wait so the DM4 mapjam is NOT simply deathmatch maps for multiplay?

>> No.4788540
File: 36 KB, 547x175, average brutal doom fan.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4788541

All the guns overheat with this current weaponset though, if this wasn't the main focus of this set I'd go for a different approach.

>> No.4788542

No, it's a bunch of SP maps created using DM4 as a design influence.

>> No.4788549
File: 58 KB, 640x400, Screenshot_Doom_20180521_155018.png [View same] [iqdb] [saucenao] [google] [report]

When you feel you have nowhere to turn.
The bruisers have you cornered and you feel like you're at the end of the line...

Call the Boys Town National Hotline where crisis counselors will help space marines just like you, 24 hours a day, 365 days a year.

>> No.4788551

What's with the HUD anyway?

>> No.4788552

Marisa buy yourself a newer pc I guess
I mean, even with my ~400$ a month salary I could feasibly get myself a used 2010-2012 laptop with better hardware in 3-4 months

>> No.4788558
File: 1.47 MB, 511x284, badmeme.gif [View same] [iqdb] [saucenao] [google] [report]

Ok that makes sense. Keep up the good work!

>> No.4788562

Oh shit, Particle Smasher looks better than I remember.

>> No.4788568

the definition for what you've got between hands would sit somewhere along the lines of 'sediment' more than 'personal computer'.

seriously, what the fuck

>> No.4788571

>Spread gun fire
Sounds cool, what are the other overheat effects for other weapons?

>> No.4788573

Damn, been missing out I guess. I never played any of the DM maps for quake so I dont know what they're like

the simple answer is load order, why the hell was the arms selection separate from the statusbar anyway, the frags counter is what should have been separate

reminds me of that dude who was shilling the video cards with the russian meme HD mod who said "hurr dee - even on minimum wage I make like 1400 bucks a month and can easily afford a 400 dollar card"

I mean the govt takes 30% and usually someone works about 120-130 hours a month so they only get about 100x their pay. Thats if you're not just working part time and only get like 80-100 hours. So 400-800 per month is entirely realistic for minimum.

You can get refurb pcs for about 180-200 which will run just about anything up to 2012, which is saying alot since there hasnt been much worth getting since then.

I did this but the power cord went bad quickly, and I dont have a bank account to buy anything online with, might be awhile before that power cord is replaced (using toaster til then).

How about this one... intel N450 (1.6ghz single core) with Intel gma 3150
> max openGL 1.4, it doesnt even know what shader language is
At least it has 2gb, the sticker reads 1gb but it got upgraded before it reached me.

>> No.4788574

Oi, it's his battlestation.

>> No.4788575

Considering how "PBR"'s been looking in the past few threads I prefer this.

>> No.4788579

The bunker starts throwing out hot punches that always cause flinch
The ice beam turns into a chain of icicles that don't freeze monsters, but there's more projectiles
the shotgun shoots an extra projectile slug that hits hard on top of the normal hitscan shotgun attack
the SSG shoots out ripper slag projectiles that bounce and cause all kinds of hell
the machine gun shoots out extra projectile bullets along with the hitscan attack, it also heats up slower once the meter is at the midpoint
and the grenade launcher shoots rockets.

At any time you can hit altfire for any of the weapons and immediately drain your heat for a vent attack, what you shoot changes depending on how hot the gun is, blue heat just shoots a single projectile, yellow shoots the old shotgun vent I was using, and at red heat you shoot a bouncing exploding fireball that works like a discount rocket.

Originally I had the vent attack only consume a chunk of heat but that got kinda repetitive and it was a little mindless to use, so I've changed it to be a total vent.

>> No.4788586

Why is this weaponset called Blastmaster anyway? it seems entirely unrelated.

>> No.4788589

Names of the mod and wads? please

And these too, what are these wads?

>> No.4788590
File: 1002 KB, 720x360, he was the bravest zombieman.webm [View same] [iqdb] [saucenao] [google] [report]

Cus it's a sequel to this old thing

>> No.4788596

Yeah again, it seems entirely unrelated. To me the only thing sort of similar is that you have a transforming gun.

>> No.4788598

Its the 1024 wads (congestion, claustrophobia, claustrophobia2), and UAC Ultra.

The mod is just smooth doom, with this add-on to it that I made.

I dont know what the last two screens are from, those werent my posts.

>> No.4788603

The original Blastmaster was inspired partly by bomber man and Bomberking/robo warrior. Hence the big red exploding barrels. The name stuck with me.

>> No.4788608
File: 1.69 MB, 1920x1080, Screenshot_Doom_20180521_162335.png [View same] [iqdb] [saucenao] [google] [report]

You're thinking of that crap "lowpoly" pack. We're talking normal maps, metallic shininess, and so forth.

>> No.4788610

I do not know much about Spanish prices, but around 200$ gets spent on food easily, and 50$ more on amenities like water and electricity, something like 16$ on internet and mobile. I guess I'm lucky not having to spend another 64$ on rent. And employer handles taxes through various means so I don't ever see my "full" salary.
That leaves me with 70$. I've just seen a used ThinkPad X240 with I3 core for about 200$ on local classifieds site.
So I guess I actually could buy that in 3 months in Russia with my minimum pay job.

>> No.4788619
File: 1.20 MB, 1680x1022, 2018-05-21_17-29-02.png [View same] [iqdb] [saucenao] [google] [report]

The 6th is my wad in development

>> No.4788638
File: 644 KB, 1920x1080, Screenshot_Doom_20180521_152622.png [View same] [iqdb] [saucenao] [google] [report]

Sorry if I am posting too many of these images, though. Don't want to seem like the russian guy but I can't help but be captivated by the idea and possibilities of this shit.

>> No.4788640

I'm not a fan of "there's a sun inside the floor" light reflections and extreme normal maps (this is generally when these graphical effects are done wrong, though). If it's subdued like in the BD screenshot I'm fine with it.

>> No.4788645

It's strange, anon.

>> No.4788648

only faggots get uppity at people posting doom screenshots in a doom thread

"what are you playing" is a vital part of discussion

>> No.4788652
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>> No.4788653

>"there's a sun inside the floor" light reflections
I think that's one of the inherent limitations. The PBR reacts to ALL dynamic lights, even the subtle and hidden ones put around to light up a hall, and since the default GZDoom lights often are pretty strong to try to emphasize the effects (and mappers messing with the GL shadows love really shoving in their excess lighting and effects), it overdoes it. You can probably do subtle, but it would require effort. If you just put sector lighting, though, then the shaders might as well not be there until dynamic lights draw attention to them, so it might encourage bad mapper habits.

>> No.4788690

Got a link?

>> No.4788695

dpjudas has mused about making pbr react to environment light

>> No.4788701

see >>4787651
Someone posted a real basic, unfinished pack for Doom 1 at Doomworld. Repackage the folders as is into a pk3 format and it'll run just fine, but the default maps and sector lighting won't exactly bring it out.

>> No.4788707

two things to note, one being I don't think anyone is as affected by it as you make it out to be.

second, nobody at any point asked him to spam his stuff and eat up image limit. he was obviously doing it to get people riled up.

seriously, don't advocate for the guy.

>> No.4788718

i'm respond to an anon apologizing for posting multiple doom screenshots

you're jumping at shadows again, anon

>> No.4788741
File: 328 KB, 1244x908, cac97c5d-eade-4def-b410-9a27e89fad79.png [View same] [iqdb] [saucenao] [google] [report]

With that weirdo constantly posting his horrid-looking "hi-res" pack every thread, I feel a bit inspired to try something I've been curious about for a while.
Just how many different gameplay mods/modifiers could I load all at the same time before the game simply becomes unplayable?
There's tons of little modifier mods out there, or mods that only cover certain facets of the game. Like monster/weapon mods. But now with the advent of things like Universal Gibs or Champions, there's now mods that are basically compatible with anything.
>inb4 trying this makes something that looks or plays better than the hi-res compilation

>> No.4788756

>that fucking sword alt fire

>> No.4788757


I'm doing my halloween map in a shittier notebook


>procesador x64

>> No.4788763 [DELETED] 

janitors could you please boot and rangeban this /v/irgin from /vr/ in High definition?
we had enough of this autistic shit

>> No.4788768 [DELETED] 


I can't decide which of you is worse

>> No.4788786

sure. fair enough.

>> No.4788791
File: 197 KB, 500x698, 1526252434000.jpg [View same] [iqdb] [saucenao] [google] [report]


lighting ideas?

>> No.4788801
File: 349 KB, 3440x1440, 15269409766050.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom Lowpoly pack + PBR Materials

I like this PBR Materials thing, whet it'll be finally released?

>> No.4788803
File: 381 KB, 3440x1440, dsdsdsd.jpg [View same] [iqdb] [saucenao] [google] [report]

Also I used fake HDR filter and ambient light in my Sweet FX.

>> No.4788817
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Not sure about the firing sound, but the spread gun was a good idea, it makes the plasma rifle tier weapon super efficient for the set.

>> No.4788824

"better" is completely subjective; what looks good to you looks horrible to us, and vice versa.
it just so happens that everyone here thinks it looks horrible.

>> No.4788825

Look at how they do it in the doom iwads. Sharp angles casting shadows around corners; small rooms without lights in them that would be darker. Maybe some broken lights that would be flashing. You can also have lights coming in from outside areas through windows. There are also the textures with the planet and whatever else you could have 'cast' weaker light.

>> No.4788843
File: 255 KB, 3440x1440, 15269409766102.jpg [View same] [iqdb] [saucenao] [google] [report]

I had shitty Sweet FX filter on that screenshot. Now I made to look better.

>> No.4788852
File: 96 KB, 960x640, 1516105244484.jpg [View same] [iqdb] [saucenao] [google] [report]

I have to feel bad for some mappers that are anal on making *realistic* lighting with sectors. You see how they can have a room with dozens upon dozens of sectors just for tiny amounts of light and I have to think who really cares.
In these cases it has to be perfect or people notice tiny errors, but if it's just normal people don't care.

Playing Suspended in Dusk at the moment and can see Episi didn't really give a shit about lighting, but his sector detailing is a whole other matter. He uses hardly any variation in textures but somehow brings out a lot of detail, F, respects paid.

>> No.4788872

He wouldn't, because Zandronum doesn't have it.

>> No.4788879

>32-bit OS on 64-bit capable CPU
Did you seriously fall for the "you don't need 64-bit if you have less than 4GB of RAM" bullshit?

>> No.4788881

True enough, I forgot that tidbit.

>> No.4788883
File: 81 KB, 488x308, 2018-05-22-013240.png [View same] [iqdb] [saucenao] [google] [report]

not me

I just need to save up a bit more for a 1060.

>> No.4788892

Can somebody suggest a gameplay mod that isn't Brutal or something made by Term and not GMOTA?

>> No.4788895

Doom Incarnate?

>> No.4788897

HoD Baron

>> No.4788905

I fell for the notebook bullshit.

>> No.4788907

wildweasel's nazis

>> No.4788934


>> No.4788951

La Tailor Girl, DRLA, colorful hell, Legendoom, Champions!, and Trailblazer to name a few. Just go to the zdoom forums, there's an absolute mountain of mods out there.

>> No.4788982

Anything from the Yholl.

>> No.4788985

I'm about to try your mod, gotta say though, GMOTA, High Noon, and Demonsteele were all fucking awesome and I can't wait for Booster. ShiHong>>>Everything else you've made

>> No.4788992

GMOTA is Kegan. Just so's you know.

>> No.4788993

Okay, really quick damage control post:
I've thought this entire time that GMOTA was made by term, and I just found out it's actually combine kegan's mod. sorry term

>> No.4789038

You're not the first and probably won't be the last.
I legit want to know how people get confused about this. Was it because he made that old trailer?

>> No.4789039

Space Hunter and combined_arms

>> No.4789043


Yeah, GMOTA isn't mine, ahah.
I appreciate it, though, thank you.


I'm starting to wonder about this as well.
With Green Legacy I could kind of sort of maybe understand a bit since English isn't his first language, but this again is making me wonder.

>> No.4789087


alright seeing the lack of objections thats what we're doing

>> No.4789098


>> No.4789112

list of addons to e1 mapset, subject to change:
question marks = considering, need second opinion
asterisk = non-negotiable

glass tech pillars *
specimen tank (?)
plasma globe (?)
switchable tech lamp
zapper (?)
Tech Gizmos *
Light Column Variations *
Strobe Lights (?)
Power Cubes *

>> No.4789126


>> No.4789141
File: 219 KB, 1280x720, Screenshot_Doom_20180521_190505.png [View same] [iqdb] [saucenao] [google] [report]

He actually got it right. I thought GMOTA was made by term because the trailer was on his youtube channel.

Okay, term, I just played Booster for the first time. Here are my thoughts in-game:
(keep in mind I always test mods by playing through the first three maps of TNT)


>holy shit my right hand is glowing
>BRRRRROWWWWW (I hit R thinking it would reload something)
>Alright the weapon combos are reminding me of Space Pirate, with the alt fires and the primary doing different things when combo'd. Very impressed and happy
>the sword is a katana lightsaber with a taser on the hilt, basically all my favorite abilities from demonsteele in one weapon
>neutral on the stick-shift HUD is the first weapon, awesome
>sound effects fit really well, being so crisp
>hit detection is great for the melee weapons
>placeholder ammo boxes are a cute


>flame-based drives are a little derivative of each other, they don't feel very different other than the damage they do and the position of the hands. This only has to do with the primary fire though.
>menu sounds are a bit annoying with how high pitched they are
>effects while picking up new drives are unique and cool, but they clutter the screen a lot during fights. might just be me
>mod would be a chore if I didn't disable switch on pickup

Other than that, I just like it a lot. Cool mod, term!

>> No.4789154

Damn, took them long enough.

Doom 3 isn't retro, though. Is that allowed?

>> No.4789156


>> No.4789201


>> No.4789205
File: 105 KB, 1920x1080, Screenshot_UrbanBrawl_20180521_195530.png [View same] [iqdb] [saucenao] [google] [report]

Doom guy became FEELS GUY?

>> No.4789234

Interesting use of the sniper rifle sound, huh.

>> No.4789246

Fuck, good ear.

>> No.4789272

I have a fucking cursed vertex in my map. In Doom Builder any time I try to draw a sector or do any thing involving this coordinate, it fucks things up by making weird shit like overlapping sectors and lines part of sectors they weren't attached to. Any idea what could be causing this?

>> No.4789337
File: 113 KB, 880x655, the plasma.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4789358

Term if you ever update Demonsteele again please make the pizza pickup sound optional, it is 5 volume boosted seconds of the most disgusting noise I've ever heard in a Doom mod

>> No.4789368
File: 238 KB, 827x691, terminus.png [View same] [iqdb] [saucenao] [google] [report]

fool term does as he pleases

>> No.4789374


Yeah, Zandronum and GZDoom have completely different sound engines now, so if I went back to DemonSteele I'd need to give everything a sound pass to make sure volumes are consistent and not providing disturbing ASMR.


Thanks very much for the feedback!
I was especially worried about the sound effects. I've been limiting myself to SNES, with occasional forays into N64/PS1/Arcade, and let me tell you I ain't any idea how the feck Kegan managed to do it for GMOTA.
I'll see if I can lower the menu-sound pitches and if I can change up the fire effects, thanks.

>> No.4789392

Keep the alt fires the same, they look and feel amazing. It only has to do with the primary fire of the 2 and 4 slot, not including the hold-down version of the 4 slot. I know you know what I mean, cause you made it. ;)

>> No.4789437

New thread.


>> No.4789598

I care, I'm impressed when people pay attention to lighting like that.
But it's obviously not a necessity, some maps are great without it, like those in Suspended In Dusk.

I miss Espi.

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