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/vr/ - Retro Games

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4822846 No.4822846 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4814363

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/1528/27/1528276019025.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.4822848

=== ONGOING ====

Recent interest in a possible /vr/ mapping project, making a neighborhood of mappers' houses

=== NEWS ===

[06-03] Doom Tournament pre-release; backports UT99 weapons to GZDoom

[06-03] Golf proof-of-concept mod for Zandronum and (G)ZDoom

[06-02] Colorful Hell test build release, notably overhauling ammo and pickup drops

[06-02] BloodGDX to get multiplayer

[05-29] Anon-modified version of Steve's Flashlight for custom light offset

[05-25] Champions 2.2 released, more performance friendly on large maps

[05-22] 20th Anniversary of Unreal

[05-22] ZScript tutorial: handling user input by creating a speed booster button

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4822852

The doom movie should just be a john woo movie with demons in it

>> No.4822856

Wow, all those Thief screenshots are absolutely beautiful. I need to play that game.

>> No.4822906

doom party when

>> No.4822950
File: 136 KB, 466x486, [DSDMPAIN].png [View same] [iqdb] [saucenao] [google] [report]


>> No.4822960

hold on he didn't finish doom golf yet

>> No.4822992

I was thinking about that the other day.

It'd probably be a lot of work, but surely it'd be possible to make a board game with dice rolls and minigames like that.

>> No.4822995

post your minigame ideas

>> No.4822996
File: 7 KB, 259x194, born to frag.jpg [View same] [iqdb] [saucenao] [google] [report]

Is talking about Doom 4 even allowed here? I remember some posts about Rage 2 got fucking annihilated, but what about Doom 4?

>> No.4822997

A long long time ago, a mod for SRB2 had a Mario Party mode. I can't find it anymore but I swear it existed.

>> No.4823001

it's not encouraged
we do it occasionally and don't bring attention to the issue like you just have

>> No.4823002

I would love to play a minigame where doomguy's face is on a wheel, and depending on what pain state he's in, you get different amounts of points. If you get the super rare one of him shocked, you get the maximum amount of points.

>> No.4823006

they would need to be mostly bad and ofterely on luck, just like in mario party

>> No.4823007

Gotcha, sorry. I post and lurk here a lot, but I figured I could just ask to clarify.

>> No.4823009
File: 29 KB, 250x427, JSLl2r3[1].gif [View same] [iqdb] [saucenao] [google] [report]

Damn, Heretic & Hexen bosses are just so much better than Doom's bosses. This guy (War from Hexen 2) is a prime example. It takes some actual strategy (plus reflexes) to defeat him. I could only manage it by using boots of speed, discs of repulsion, and multiple kraters of might. Because he shoots out a bunch of homing projectiles that are so fast ad home so hard that if you slip up for even a second you're fucked. You need to stay in a constant circlestrafe (ideally using the boots), shooting him with your most powerful weapon, and using discs of repulsion to bounce his projectiles back at him. Based Raven once again.

>> No.4823010

I'm sorry for being snarky.
You're also more likely to get away with it if you're talking about it in relation to the originals.

>> No.4823012

Cyberdemon's cooler and more imposing than that d&d reject.

>> No.4823014

Hexen 2 seems pretty cool from what I've heard about it. Can you play it with Quakespasm, or does it have its own sourceport?

>> No.4823017

each of the characters would have some retarded passives that while seemingly useless; are completely broken depending on how it's used and if the ai is using it
because who in doom would be the equivilent of luigi's "do nothing, win anyway"?

>> No.4823018

It's pretty damn good. Don't think it can be played with Quakespasm, there's a lot of modifications to the Quake engine. I'm using a sourceport called Hammer Of Thyrion.
>strafe slightly every few seconds while shooting rocket launcher or plasma rifle
>win after a few minutes
*falls asleep*

>> No.4823024
File: 185 KB, 1024x640, slaughtaur.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks bro I'll give it a look. I still gotta play Deathkings too now that I think about it.

>> No.4823029
File: 2.08 MB, 1920x1080, Screenshot_Hexen_20180606_202505.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4823043

>he didn't git gud at grinding his palm sore on the analog stick

>> No.4823050
File: 1.15 MB, 221x167, fuck.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4823053
File: 27 KB, 905x1034, mario party comic.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4823062

Take that, air!

>> No.4823068

Rage 2 has no relation to retro games. Doom 2016 is a sequel to a retro franchise, so discussing it is kind of sort of okay as long as it doesn't dominate a discussion, I think.
Like how you go into Metroid threads and there's occasional discussion about Metroid Prime and such, but you go into a Sonic thread and Freedom Planet isn't really allowed.

>> No.4823091
File: 1.86 MB, 1920x1080, Screenshot_Doom_20180606_212409.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4823095
File: 922 KB, 1920x1080, Screenshot_Doom_20180606_212444.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4823098

what map

>> No.4823104
File: 2.05 MB, 1920x1080, Screenshot_Doom_20180606_212533.png [View same] [iqdb] [saucenao] [google] [report]

map 11

>> No.4823105
File: 1.91 MB, 1920x1080, Screenshot_Doom_20180606_212542.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4823110
File: 137 KB, 680x678, 1495351778446.png [View same] [iqdb] [saucenao] [google] [report]


What does it say about me where I can't finish NuDoom or NuWolfenstein but am currently plowing through Quake?

I only made it halfway through those games. I haven't really played Quake since I was 8, so I'm really "playing it" for the first time. It's exactly what I wanted, blasted through the base game and first expansion currently on second. I dipped a bit into Arcane Dimensions and can't wait to play the fuck out of it.

>> No.4823129

don't touch Wolf 2: New Colossus, it's hot garbage. New order and old blood, are reminiscent of RTCW, and they're some of my favorite games period.

As for NuDoom, it's good but you have to 100% it. If you don't go for all the secrets and shit the game can get repetitive.

>> No.4823140

You should touch Wolf 2, it's pretty great, but if you didn't like the first new one don't bother, that's fine too.

How is scouring through more of the game going to fix the repetition problem you have with it?

>> No.4823145

you should also touch me <:3c

>> No.4823151


>> No.4823169
File: 306 KB, 1000x1354, 1522458841042.jpg [View same] [iqdb] [saucenao] [google] [report]


I did not have fun going through NuDoom's levels. Frequent points of no return, all interesting fights in chunky segments throughout the map, most of it just for "collectibles" and a very boring upgrade system.

Meanwhile in Quake, there's short moments of returning to a previous segment of a map but otherwise, it's mayhem from start to finish with faster weapon switching. Sometimes I just bump or shoot a wall on accident and something happens where I find a powerup.

>> No.4823207
File: 151 KB, 1024x768, CZ6jFNdW0AEJ21n.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4823231


>> No.4823261

I did the exact same to spice up the combat pacing throughout the game.
I'm not too fond of frequent portions of combat repeatedly thrown at me, this holds true even for classic doom. I like being able to break off and being able to progress at my own pace, and despite some maps in nudoom being too linear or combat focused, I still found wandering off on the lookout for secret paths pretty satisfying. especially in its more open ended maps like foundry or argent facility.

could be worse, imagine doom 3's vents except without an automap handy.

>> No.4823265

ah, well thanks for that reasoned explanation
wasn't expecting that

>> No.4823278
File: 26 KB, 392x333, 1525528686474.jpg [View same] [iqdb] [saucenao] [google] [report]

I am of the genuine belief that every single game released by id is great. not perfect by any stretch of the imagination, not even doom in my opinion manages to escape the scope of criticism under that regard. and yet I like Rage, I like Doom 3, I like QC, hell I played the shit out of ETQW and Doom 4's MP.

unless they pull off something catastrophically horrible that warrants complete and utter spite from every platform user simultaneously, like EA and the such, I don't think they've ever truly fucked up as bad as other big names in the industry have in the past.

>> No.4823287
File: 1.21 MB, 640x2276, 1528318075461.png [View same] [iqdb] [saucenao] [google] [report]

Can i has moar of this?

>> No.4823293

google "douk nouk kem"

>> No.4823314


>> No.4823330

memory card game with doom textures

>> No.4823334

New version of gzdoom is out: 3.4.0

>> No.4823336


>> No.4823358


Gets me every time

>> No.4823373
File: 533 KB, 1280x800, Screenshot_Doom_20180607_103501.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4823390

hmmmmmm what game is this

>> No.4823407

I can't get the soundtrack working in Quake's second expansion. I'm using Quakespasm and have the folders all lined up. The base game and the first expansion work without problems. Wat do,

>> No.4823412

The biggest misfire in my eyes is Quake 2's singleplayer. It's the most lackluster SP campaign they've made.

>> No.4823414

make sure external music is enabled and the filenames are track02, 03, 04 etc instead of track002, 003, 004

>> No.4823419

>latest gzdoom version is out
>windows 10 update that might delete my files
>shitty european internet law coming in 13 days
>having to change my internet at homd and probably where i put my struggling computer
>all this while waiting for combined arms' update
I just want to play Doom.

>> No.4823424

I don't get it.
None of this seems funny... Sorry

>> No.4823428

double check your folders
it should be whereyourquakespasmis/rogue/music/track02.mp3
I'm not sure if Quakspasm supports mp3/ogg but regardless the music should be formatted track##.mp3
check that bgm_extmus in the config is set to 1
try copying your config file from id1 to see if that works maybe

>> No.4823431

When the fuck does Brutal Doom 21 come out?

>> No.4823436

Quakespasm supports both mp3 and ogg, as well as probably wav (for sound effects, don't know if it's supported for music).

>> No.4823441

Why the fuck is Brutal Doom 21 coming out?

>> No.4823449

Idea for radiation suit related pick up: Doomguy gets a clothespin on his nose

>> No.4823468

WinQuake-X is the best port to play vanilla Quake
All the "recommended" ones add stupid changes that you either need to look up or can't modify

fite me

>> No.4823483

i'll fight you if you make an actual argument

>> No.4823516

Any Doom mods where you play as Q3 Crash?

>> No.4823536
File: 215 KB, 755x667, Pistol CVARs.png [View same] [iqdb] [saucenao] [google] [report]

I know some people don't like infinite ammo pistols, this one's for you.

>> No.4823545

>Quake + Expansions + Arcane Dimensions
You have a lot of great gaming ahead of you, friend. I'd also recommend Quaddicted.com and the Quake Injector for more levels. There's an ungodly amount of good stuff out there.

>> No.4823546

Hell, func_ just released the Speedmap 183 pack last week and the 100-brush contest is due out soon™.

>> No.4823548

Also now that I check SM181 and 182 are both not on Quaddicted despite being a few months old so someone should probably poke the admins to work on their upkeep.

>> No.4823560


>> No.4823573

> 183
Wow, that's a lot.
Is it worth to go through all of the 180 of them?

>> No.4823582


>Causing monsters to attack each other is permitted

What kind of shit is that? If it's morally wrong to kill demons, it's morally wrong to trick them into killing each other.

>> No.4823598

Hey, it's not your fault that they can't settle things among their selves with words.

>> No.4823659

Icon of Party is a thing.

>> No.4823668
File: 829 KB, 1920x1080, 1471435174935.jpg [View same] [iqdb] [saucenao] [google] [report]


The rest are probably on Quaketastic if you are interested enough to dig through there.

>> No.4823684
File: 9 KB, 177x278, 1497834461957.jpg [View same] [iqdb] [saucenao] [google] [report]


>Add support for Unreal Engine 1 vertex mesh format

>> No.4823701

the chex quest soundtrack is a 9.5/10

>> No.4823772

>renderer can now be "live switched" between the Software renderer and Hardware-accelerated OpenGL modes - like old GZDoom
>improvements to models in Software Renderer (still in beta state, but available for experimentation, use 'r_models')
>added r_debug_draw that shows how the software renderer composes its scene (remember that Youtube video Edward850 made?)
>add dynlights to softpoly pal mode

Heck yeah.
Wonder if the fog-related crash in software renderer is fixed yet.

>> No.4823791
File: 7 KB, 346x110, 1527915033322.jpg [View same] [iqdb] [saucenao] [google] [report]

> no support for openGL 1.0
> no support for DirectX9c

>> No.4823836

>no support for directX9c
but that's bullshit, because XP is still supported. Also why do you even need OpenGL 1.0 support?

>> No.4823838

why do you even need to ask?

>> No.4823845

Because no one is using it? If you really want OpenGL 1 support then use pre-2.0 GZDoom or Zandronum(I think it still has that option).

>> No.4823846
File: 124 KB, 537x768, community_image_1405420132.jpg [View same] [iqdb] [saucenao] [google] [report]

I just had to post this pic because it's awesome.

>> No.4823853

> except with v3.4.0 decorate and zscript options

>> No.4823854
File: 489 KB, 1000x1000, 1516594965673.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4823874
File: 136 KB, 325x325, 498ed76be651cffb6bb9bac6a9bb75c3.png [View same] [iqdb] [saucenao] [google] [report]

Shame the game couldn't be equally as awesome

>> No.4823920
File: 913 KB, 1920x1017, Screenshot_Doom_20180607_203801.png [View same] [iqdb] [saucenao] [google] [report]

I decided to give blue cybie a new attack that should give players a bit more of a threat to take care of

>> No.4823926

>thought he was escaping a giant by blowing him from inside
>he's actually shooting him from behind and far away

>> No.4823930


did I just pet a cacodemon?.. yes?

>> No.4823936

How difficult it is to get into Quake 3 for the purpose of simply shooting people for some time?

>> No.4823941

What's stopping you from using the software renderer?

>> No.4823945

Love it
just saying tho

>> No.4823954

Did you opt in for the data survey stuff? You do realize this is exactly what that was for. The results showed an absolutely minuscule amount of people using really old OpenGL versions.

>> No.4823957

so just duke fuckem is that it?
its called delegating responsibility

also why rewrite the functions in higher openGL compatibility when openGL itself is ironclad for its backwards compatability...

only shit he should be writing in openGL3+ is the actual specific shit that needs it. Talk about making a huge amount of unnecessary work for himself.

>> No.4823974 [SPOILER] 
File: 46 KB, 550x800, 1528395545399.jpg [View same] [iqdb] [saucenao] [google] [report]

Based Marisa


>> No.4823981
File: 1.54 MB, 1920x1080, Screenshot_Doom_20180606_214749.png [View same] [iqdb] [saucenao] [google] [report]

the great beyond

>> No.4823995

Nobody should be using OpenGL to begin with and I'm glad that monstruosity is finally officially dying but do give http://www.vavoom-engine.com/ a try. It hasn't been updated in 10 years but it's impressive. Supports lightmaps with surface cache in OpenGL 1.0, which GZDoom still doesn't.

>> No.4824019

They make fun of the bizarre Mexican-Latvian made replacement 3D models in Vavoom, but you can use the regular sprites and it's just fine.

>> No.4824037
File: 2.50 MB, 640x360, head.webm [View same] [iqdb] [saucenao] [google] [report]

Next up: triangle drawer

>> No.4824046

Why are you memeing about Tim Willits?

>> No.4824049

Who's memeing about the sole inventor of deathmatch himself?

>> No.4824067

Is cacodemon the most likable villain in gaming history? This face looks so awesome on so many levels, it will never get old.

>> No.4824073

it's adorable

>> No.4824109

It got turned into a meme by the doom community so now I just find it painful and embarrassing each time someone uses an unfunny copypaste of an old existing reaction image with a Cacodemon pasted over it, like the one in the OP, as if it wasn't already unoriginal enough.

>> No.4824113

Not enough unfunny edgelord jokes for you?

>> No.4824115

Do you like Caco?

Y / N

>> No.4824120

Is there any good reason not to play brutal doom besides toxic fanbase and dickhead creator?

>> No.4824127
File: 112 KB, 640x360, 1526856366548.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4824128

Play what you want.

>> No.4824132
File: 10 KB, 228x221, devastated.jpg [View same] [iqdb] [saucenao] [google] [report]

>look up mods/levels for Hexen 2
>find a grand total of literally 2 (two) mission packs
why it gotta be like that bros
when i finish my hexen 1 hub i should learn trenchbroom and make something

>> No.4824139

>Is there any good reason not to play X
is it fun? then play it
is it not fun? then don't play it

brutal doom is not special in this regard

>> No.4824143


are you willing to play for months to be just mediocre?

>> No.4824149

Not many people are even aware Hexen had a sequel, let alone willing to make content for it. It's unfortunate.

>> No.4824156

Well it's a given how unpopular the sequel is since the original Hexen wasn't exactly a new Doom, its original positive reception is mixed at best nowadays.

>> No.4824163

The problem is the difficulty in creating maps for Hexen 2 is the same as to make Quake maps. In fact tyrutils supports Hexen 2 and you can just compile for it with radiosity, sunlight and and whatnot, but people like Quake a lot more.

>> No.4824167


>> No.4824174

whenever marky decides to be at least a little bit less of a fag

>> No.4824176

> a new attack
Bouncing Blue BFG Blasts that Blow up with AoE damage after several Bounces?

>> No.4824194
File: 28 KB, 976x305, meta.png [View same] [iqdb] [saucenao] [google] [report]

if anyone cares, kinsie has been updating metadoom's development build at github and is planning on updating the mod

>> No.4824195

It just has a great smile, big sharp teeth to look threatening, but at the same time also looking very confident and sure about what he's doing.

He doesn't have an angry warface like some demons, he doesn't need to, he knows what he's doing (in his opinion, anyway).
Doesn't always work out for him, but when it does, goddamn is that grin perfect.

>> No.4824286

>>shitty european internet law coming in 13 days
What internet law? The GDPR?

>> No.4824292

Nope, this

>> No.4824323

Oh this is just EU's version of net neutrality?

>> No.4824332
File: 40 KB, 232x211, image.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4824339
File: 628 KB, 1716x840, menacing.png [View same] [iqdb] [saucenao] [google] [report]

Close, it also homes

>> No.4824348

Best wad of all time ever?

>> No.4824357

UAC Ultra.

>> No.4824383


>> No.4824413

Basically put it will force any hosting service to review the user posts for copyright and other law infringements, and risk lawsuit if they fail to.

Imagine what that will do to any file/vieo/image sharing.

>> No.4824428 [DELETED] 
File: 402 KB, 3440x1440, 15283141727180.jpg [View same] [iqdb] [saucenao] [google] [report]

Any thoughts on the way Doom is meant to be played?

>> No.4824431 [DELETED] 
File: 527 KB, 3440x1440, 15283076034931.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4824436 [DELETED] 
File: 399 KB, 3440x1440, 15283076034962.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4824437

Things like these, and many others, is why the EU was a mistake.

>> No.4824440 [DELETED] 
File: 358 KB, 3440x1440, 15283081647992.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4824442 [DELETED] 
File: 271 KB, 319x421, DSPDIEHI.png [View same] [iqdb] [saucenao] [google] [report]


thanks I hate it

>> No.4824470

Yare yare daze

>> No.4824481
File: 667 KB, 765x450, Screenshot from 2018-06-08 00-24-00.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4824482
File: 540 KB, 765x450, Screenshot from 2018-06-08 00-24-002.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4824483

What wad

>> No.4824486
File: 350 KB, 765x450, Screenshot from 2018-06-08 00-24-003.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4824487
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]

>that floor

>> No.4824493
File: 54 KB, 448x472, 1480505804985.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit that looks incredible

>> No.4824495
File: 162 KB, 1366x768, Screenshot from 2018-06-08 02-18-24.png [View same] [iqdb] [saucenao] [google] [report]

I am working on porting the resources from Might and Magic games, these are some of the segments from my map which is a sort of like a showcase, but will be a completely playable thing.
Monsters are ready as well.

>> No.4824501

sick. these are the kind of screenshots I can get behind.

>> No.4824504

>making a bunch of resources in an easily usable format for others
you're good people.

>> No.4824512
File: 580 KB, 765x450, Screenshot from 2018-06-08 00-24-007.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4824518

I wish people cared more, there are 2 more games in the series that have as much of usable stuff but it all needs to be arranged well before it can be usable.
Thanks, I am trying to do my best, I love ZDOOM so much for what it is.
If anyone wants to work with that or need a few tips on how to get the resources on your own I can share everything.

>> No.4824550

^ This makes me wonder how possible would it be to remake Might & Magic games in GZDoom.
Or atleast reimagine them as a Strife-styled FPS. But keep the same story, locations, etc.

>> No.4824554

would an i5 8400 fare well for doom? I hear GZD is very processor heavy on top of being not very well optimized

>> No.4824576

apparently all the matters anymore is if your video card has been made in the last year or not

>> No.4824583

At least they tried, unlike Q3's bot matches.

>> No.4824585

did gzdoom always have reflections?

>> No.4824586

You can, but you'll need to split up some of the larger locations or risk serious performance issues.

Older versions run fine on an Athom machine, so I wager an i5 would suffice.

>> No.4824593

>on top of being not very well optimized
boy, find out how voxels work in GZD. it's worthy of wincing at.

>> No.4824594

Thief 1 and 2 are legitimately the most atmospheric games ever made.

>> No.4824606
File: 186 KB, 607x683, 1527829745020.jpg [View same] [iqdb] [saucenao] [google] [report]

are FPS games for low IQ dum dums? the retro jrpg and tactics crowd are bullying me!

>> No.4824613

retro jrpgs (and the modern too) are even dumber, thats for sure

>> No.4824620

anyone that gives a shit what other people play is a low IQ faggot

>> No.4824642

I have an i5 3470 and it only gets bad on certain gameplay mods and certain huge ass maps.
Most shit will run fine, just don't run Brutal Doom on Nuts.

>> No.4824665


I already use my brain at my job and to dodge my wife's landmines

>> No.4824667

Oh, and of course it matters if you're running on integrated graphics or not.

>> No.4824668

Quake 2 has an ok SP campaign, I'd argue that Rage is a cut below it, not terrible either, but far from perfect.

>> No.4824670
File: 162 KB, 800x600, Screenshot_Doom_20180401_185548.png [View same] [iqdb] [saucenao] [google] [report]

See him peering out from above (below?), glaring at the player's dead body, making his usual shit eating grin?

That's one of the many reasons he's so perfect.

>> No.4824683 [DELETED] 

I love how Doom used to run in a 386 but now thanks to the magic of GZDoom, you need an expensive OpenGL video card made earlier than last year that consumes as much power as a vacuum cleaner.
By how the ZDoom wiki is filled with little OpenGL logos and warnings everywhere about what great features you're missing out without OpenGL, that tells me they're possibly getting under the desk money (generously provided by you) from card manufacturers and possibly lying on their surveys.
My advice is don't be a sucker for the rather talentless people who're making GZDoom and just stick with ZDoom.

>> No.4824684 [DELETED] 

Literally just fucking kill yourself you paranoid shitdick.

>> No.4824689

You're free to use Boom or Chocolate Doom if you want to play vanilla or limit-removed Doom on a low-powered computer, dumbfuck. The whole point of GZDoom is implementing modern features into Doom.

>> No.4824697

Really? So how do I enable lightmaps, which where invented for Quake in '95, in GZDoom? How do I enable proper overbright? Oh, wait, maybe in OpenGL 5.0. Oh wait, OpenGL is about to be made obsolete and dumped because the Kronos Group turned it into a tangled mess.

>> No.4824698
File: 499 KB, 765x450, Screenshot from 2018-06-08 00-24-009.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4824703

Why do you need lightmapping in Doom all of a sudden when Quake is all about it?

>> No.4824704

Were you one of those paranoid retards who thought the 3.30 survey was a dastardly conspiracy to sell your personal information too?

>> No.4824709

Regular ZDoom runs at 40 FPS very consistent ona a Raspberry Pi. Many mods do work on it, including Brutal Doom.
Because according to >>4824689 GZDoom is all about implementing the lastest and greatest graphics, so I was wondering why lightmaps (one of many things really) aren't supported.

>> No.4824713

Were people able to rotate the angle of textures when making maps for the original Quake, or is that a sourceport feature?

>> No.4824714

Well, we've got dynamic lighting and ambient occlusion instead.

>> No.4824715

Some of us like to push the boundaries, man.

Doom's graphics look great, but they're even finer once you remove the distortion, color limits, and resolution limits.

>> No.4824719

You can rotate textures in "vanilla" Quake, but only around one origin-aligned axis. The same limitaiton exists also in Quake 2. Half Life removed it by changing the .map format.

>> No.4824765

Rotating textures is there in vanilla Quake, one of the id1 maps uses that to show where a secret door is (the texture is canted about 45 degrees compared to the wall next to it). Valve 220 format adds texture shearing (axis-aligned diagonal stretching), which may or may not show up fine in the original game and just wasn't in the editors at the time, I don't know.

>> No.4824774
File: 296 KB, 333x360, Extended mags.gif [View same] [iqdb] [saucenao] [google] [report]

This has been something I've wanted to do for awhile now.

>> No.4824785

I plan on getting a 8100 or a 8400 and a cerberus 6gb 1060 in the near future, doom is of course not the only game I had in mind for this build but it's one of my main concerns because I'm sick of framedrops and shit in general on large usermaps and mods.

quakespasm would work fine under those specs I would hope. right?

>> No.4824792

The rotation/shearing limitation is not in the game engine. It's in the .map format and in the tools (qbsp essentially). With tyrutils you can compile a Valve format .map in a vanilla compatible Quake, Quake 2 or Hexen 2 .bsp, it's tricky to do but it can be done.
In more detail, in the .bsp format you get a 4x2 matrix that can represent any affine transform, but with the original .map format and with the original tools you can only specify 5 parameter out 8.

>> No.4824793


>> No.4824797

I was thinking more

>> No.4824803

The link to the top 100 WADs collection in the Our WADs pastebin is dead. Does anyone else have a newer link containing them?

>> No.4824805

Not really. You may need to buy a lot more OpenGL to run Quakespasm. OpenGL is good but you need to buy a lot of it and remember to reply to every GZDoom user survey with your accurate personal information. Also don't be naughty and don't disable the crash handler that the awesome GZDoom developers include with love in every GZDoom build to accompany your OpenGL, that sends random data from your computer to them, otherwise your OpenGL may stop working!

>> No.4824807

I see, how much OpenGL should buy then? how much is okay?

I can pay in [NO]llars.

>> No.4824847
File: 314 KB, 1920x1080, CsVrlkA.png [View same] [iqdb] [saucenao] [google] [report]

Yes, not using the latest version is a bannable offense. Remember, this is what maps look like without gzdoom! Only trolls use anything but.

>> No.4824851

this shit is not, and has never been funny

>> No.4824868 [DELETED] 

Agreed, the users do not want this here. I am locking this thread

>> No.4824878

Yes it has. Maybe it's wearing thin now, but it was ABSOLUTELY fucking funny when it happened.

>> No.4824884 [DELETED] 

Hi Graf! ^_^

>> No.4824889

rachael get out im piss

>> No.4824917
File: 45 KB, 342x482, 277658-sin-gold-macintosh-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Would anyone mind mirroring a download of SiN Gold on mediafire? Mega doesn't work for me for some reason.

Here's the link in question:

>> No.4824945

>Yes, not using the latest version is a bannable offense.
you said this last time, i asked for a source, and you never delivered

i'm asking again, cite a source or fuck off

>> No.4824953

it's almost like people are just shitposting for fun, not making any factual statements
that's all well and good until idiots start believing and spreading misinformation

>> No.4824954

it's a joke sperg

>> No.4824957

He's obviously trying to be funny.

>> No.4824970

Try this one. If not I'll dl/ul it for you, but my up-speed is garbage, so it will be a while.

I have to butcher the link because 4chan doesn't like this site for some reason.


>> No.4825001


Uhh... Have you tested this personally? That looks shady as fuck, dude.

And is that the GOG version?

And how much of that shit do I need to download? There's a ton of fucking files.

>> No.4825003 [DELETED] 
File: 222 KB, 449x401, 1366784659756.png [View same] [iqdb] [saucenao] [google] [report]

>opting out of data survey then getting mad when your specs are among those no longer supported

Conspiracy theorists BTFO

>> No.4825014

its gog and came from legendsworld.net,a site i've been using for nearly 10 years now.

>> No.4825032 [DELETED] 
File: 25 KB, 550x448, 1481926860794.png [View same] [iqdb] [saucenao] [google] [report]

>the "every russian website is a scam/virus" meme

>> No.4825038

Remember to check Mr. Friendly every so often
It's gotten some updates since it was last in the news.
The most recent one fixes a game breaking bug that was present in a previous version.

>> No.4825051

That looks nice, is it from scratch?

>> No.4825054

So that includes Wages of Sin?

I checked that site out and I noticed that a lot of that stuff is listed as "demos". Is that bullshit or are those not the full versions?

>> No.4825058

Yeah, it's included. and they're "demos" in the age old sense of buy it if you like it, but all red links are full games, yellow is some type of rip, then green and blue are actual demos/mods. i forget which is which.

>> No.4825064

Cool. I was just about to ask about the color coding, too. Thanks for the info. I'll try out the download in a bit and let you know if shit worked.

>> No.4825116


That wasn't actually me, but this guy ^^^ got my entire argument for the pacing for NuDoom right.

>> No.4825156

GZDOOM is a hot mess, it looks the same as Zdoom but has a far shittier performance. The only saving grace is that most maps work on Zdoom too even if they say you need GZ.

>> No.4825183 [SPOILER] 
File: 1.13 MB, 2448x3264, 1528438837423.jpg [View same] [iqdb] [saucenao] [google] [report]

is project brutality good?

>> No.4825186

dunno, haven't played it

>> No.4825189

I can already feel the fps drop

>> No.4825191

play it and see

>> No.4825192

Neat, I knew those banners felt familiar

>> No.4825198

Ahh sweet Might & Magic

>> No.4825203

As well rounded and fun BD is, PB is an autistic heap of "too much"

>> No.4825214


>> No.4825231

I prefer it over BD, if I'm going to fuck up my game I might as well go balls deep.

>> No.4825242

>all the degeneracy over in QC
help i need an adult

>> No.4825250

I bet they lost their collective shit over the latest sorlag pic

>> No.4825261

I know I did.
it cute

>> No.4825263

wait, which one are you fucks talking about?

>> No.4825265

We're talking about extra thick sorlag

>> No.4825268

I only know the spread one.

>> No.4825273


>> No.4825275

>there are people among us that look at this and think "this is sexually arousing"
day of the brick couldnt come sooner

>> No.4825281

It is not, it's one of Eriance's old pistols

>> No.4825282

i just think it is cute lizzer with full tum
make for good squish, much comfort. giant teddy bear

>> No.4825286


Also gross, begone.

>> No.4825287

>finding an object comforting is gross
Did you sell your soul for something? Never had a favorite blanket or stuffed animal as a kid?

>> No.4825289

this was really important to let us know about

>> No.4825293

may soft sorg help you in hard time.

>> No.4825298

>meat is comforting
Get out of here before I cyber-kick your shit in.

>> No.4825301

>he doesn't find meat comforting
have you never hugged anybody?

>> No.4825303

>meat is uncomfortable
this sounds like a great band name

>> No.4825306

Nice Crash, do you have an art blog?

>> No.4825312
File: 38 KB, 266x293, sorg was so cash.png [View same] [iqdb] [saucenao] [google] [report]

"Hey MEAT,
My name is [unintelligible gibberish], and I hate every single one of you. All of you are fat, retarded, no-lifes who spend every second of their day looking at stupid ass maps. You are everything bad in the cosmos. Honestly, have any of you ever gotten any stroyent? I mean, I guess it's fun making fun of people because of your own insecurities, but you all take to a whole new level. This is even worse than fragging off to pictures on Quake 3 Arena.
Don't be a stranger. Just hit me with your best shot. I'm pretty much perfect. I was Makron of the strogg team, and starter on my big gun team. What sports do you play, other than "frag somebody with a pixelated double-barrel"? I also get straight A's, and have a banging hot reptiloid (She just blew me; Shit was SO cash). You are all meat who should just process yourselves into Stroyent. Thanks for listening.
Pic Related: It's me and my Sorg"

>> No.4825317

>not "I'm pretty much EXCELLENT"

>> No.4825319

I guess that's HUMILIATION for me.

>> No.4825332
File: 40 KB, 576x432, Dd37QRyVMAIe4te.jpg [View same] [iqdb] [saucenao] [google] [report]

Theoretically let's say I'm interested in making a mod similar to that of Megamna 8-Bit Death match, which is a mod focused on a particular game series I really like, would Doom be the best way to go for making it?
I was considering using Doom since there are so many resources for making new maps, weapons, character sprites, etc., but I was also curious of the Duke Nukem 3D modding scene in that regard.
I love Doom, but always liked the look and detail of the Build Engine games.
Would it be harder to make a game in that engine?
How would multiplayer focused mod work in that engine?
Also I have no experience in modding or anything, this is just a theoretical question as I am mildly interested.

>> No.4825343


Which is "better" is a bit of a tricky question, as ZDoom is incredibly powerful but EDuke32 is no slouch itself.
In terms of "easier", though, the answer is easy: ZDoom is so fucking easy to mod for, it's crazy. Learning Con for EDuke32 is, uh, a feat.

>> No.4825353

That's all I needed to know, thanks!
Hopefully I don't get lazy and quit!

>> No.4825402

What's your favorite 1994 map?

>> No.4825412

Don't worry, "Mail ru" is trustworthy. It's basically russian version of Yahoo, I think.
It has e-Mail, search engine, news, cloud, photo- and videohosting, facebook rip-off, online browser games, answers, etc.

>> No.4825419

Is Project Brutality different to Brutal Doom? Which is better?

>> No.4825423


>> No.4825452

Lightmaps are best used with static geometry, which Doom doesn't have.

>> No.4825525

PB is a fork of BD ran by someone else. I think both are bloated nonsense at this point

>> No.4825604
File: 36 KB, 384x384, Kingpin Life of Crime.jpg [View same] [iqdb] [saucenao] [google] [report]

General opinions on this?

>> No.4825607
File: 136 KB, 591x591, Unreal_Tournament_box.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this worth playing single player? Against bots or whatever?

>> No.4825636

It would be interesting if they made the source code for the dialogs system available and it was incorporated into a good Quake 2 source port. But I don't think any of those things are ever going to happen.

>> No.4825654

What are the scripted marines for?

>> No.4825668

delete this immediately

>> No.4825676

The bots are pretty fun to fight in UT99. Good enough to hold you over if you can't find a populated server.

>> No.4825714

Does /vr/ actually do multiplayer Unreal Tournament? That works with a pirated version?

>> No.4825726

Not really. And there is no difference between the retail and "pirated" version,

>> No.4825729

B-But is you play the pirated version t means you owe us, your friends and your parents money and everybody thinks you're strange.

>> No.4825735

I spent 15 years playing botmatch only, I can confirm this.

>> No.4825740

Look up Speck's Unreal. They alternate between Unreal Engine games but commonly play UT99 and UT2k4.

>> No.4825775

I have to ask
Is that Crash or a male Doom Guy?

>> No.4825780

Absolutely. You can hone some fine skills against those bots.

If you're a veteran FPS player who's never played UT before, I'd suggest trying skilled or adept difficulty.

>> No.4825820

UT bots in general can hold their own and are one key feature it has over Quake. Depending on the game there's still some caveats, like a UT3 bot walking directly into Bio-Rifle muck.

>> No.4825840

>UT3 bot walking directly into Bio-Rifle muck
Sounds like someone forgot to make the projectiles spawn a FearSpot actor like they did in previous games.

gg Epic

>> No.4825872

I know I'm late but have you stopped to consider just how radically different map formats do games with lightmapping use? GZDoom doesn't magically turn the sector based maps into brush based geometry. Even if it did, lightmapping depends mostly on lights placed by hand or attached to shaders or objects. We already have dynamic light for that. The only drawback used to be bleeding through walls. Got shadowmapping for that now.

There's also the matter of having to compile lightmaps into the bsp. Good looking lights used took many hours to compile on my old PC (which was good for its time, mind you), back when I was mapping for Quake 3.

But yeah, in retrospect I don't know why I wrote this post. You obivously have next to zero idea what lightmaps are.
>turn on lightmaps
What? Like toggling a cvar and boom, lightmaps? That's not how it fucking works.

>> No.4825873

Crash i think
I want more Doomguy x Crash art

>> No.4825958

90% of the geometry in Doom is static, just like in Quake and even then there are tricks to lightmap objects that move but not too far like elevators.
Lightmaps don't depend on brush geometry. The Vavoom engine supports them in Doom and it hasn't been updated in 10 years. There are no technical excuses as to why lighmaps aren't implemented in GZDoom, except for the fact that GZDoom people don't know how to do them.

>> No.4825967

Lightmaps are very performant, support several lighting modes, soft shadows, radiosity, ambient occlusion (if you like it, I don't) and can be combined with dynamic lights and dynamic shadows. Just like in Quake in '95 and unlike in GZDoom in 2018.

>> No.4825972

How much does Graf pay you? Who in their right mind would defend GZDoom? What's wrong with you?

>> No.4825976

>90% of the geometry in Doom is static
No it's not. Every single sector can change floor or ceiling height at any moment, any texture can be changed, translucency, render styles, offsets, scales, etc.

Quake has an actual separation between static geometry and moving geometry, just like UE1.

>> No.4825982

I said they depend on "lights placed by hand or attached to shaders or objects". So tell me how you expect your lightmaps to differ from GZD's dynamic light? The only thing I can think of that might be an improvement is sun lighting for outdoor areas.

>> No.4825991
File: 93 KB, 800x600, lightmaps.jpg [View same] [iqdb] [saucenao] [google] [report]

Since you are a lightmap expert, explain to me how the Vavoom engine could do pic related with the software render 10 years ago. The lightmaps are generated in a second at level load. Check it for yourself if you don't believe me.
It can be changed but in practice those things are rarely changed. Also, lightmaps are not affected by texture change. I can't explain to you the detail here, but it's possible to have animated textures and static lightmaps. That was also implemented in Quake but very rarely used.

>> No.4825994

I'll give you three examples, but there are many more:
1. soft shadows
2. radiosity
3. performace
Incidentally those are all all things GZDoom lacks.

>> No.4826010

If a sctor will move, the lightmap will look weird cause it will not change.
And moving sectors account for a lot of Doom trics in non-vanilla maps.

>> No.4826018

In that rare case, you manually turn off lighmapping for that particualr sector. The fact that there are corner cases in which lightmaps don't work it's not a reason not to implement them. On the other hand, not being skilled enough to code them into your GZDoom is reason enough not to have them at all.

>> No.4826043

Have you ever spoken to Graf? He doesn't have infinite time to work on every pet feature that some random person wants. Perhaps if you want lightmap support, you should consider writing it yourself and submitting a patch.

>> No.4826063

true, despite the memes surrounding him, he actually does accept contributions provided they don't break shit.

>> No.4826067

Sounds like that poster did the equivalent of playing cards.

>> No.4826073

Should I submit a patch along with my detailed personal informations to him? Also, GZDoom's codebase is like a crumbling gothic cathedral and even though I've implemented lightmaps before for my own projects, I would have to acquire a special kind of insanity to integrate it into GZDoom. And lightmaps aren't exactly a "pet feature".

>> No.4826074

i like it, it's pretty fun and difficult enough to keep me busy for a while
and the variety of weapons is pretty cool

>> No.4826075

This is neat, but unless I'm missing something that .3d can do that .mdl can't it's basically worthless outside of making it easier to use models from unreal engine games.

Am I missing anything?

>> No.4826084

well for starters .3d has higher precision than .mdl (but slightly less than .md3, unless you're using the deus ex version, in which case the precision is exactly the same), higher limits for polycount, vertex count and frame count, and up to 256 individual texture groups. There's also other things like per-triangle rendering styles, but I haven't figured how to add those in.

>> No.4826093

Is there a convenient way to assign the texture groups in blender? Like if there's an export pipeline that ultimately converts materials or vertex groups or whatever as texture groups

>> No.4826095

No, you should just submit a patch with some code implementing the feature you want
>GZDoom's codebase is like a crumbling gothic cathedral
So is any codebase that is 25 years old, if you aren't a shit programmer then you're used to working with these

Also not the same guy but you missed this part from earlier
>lightmapping depends mostly on lights placed by hand or attached to shaders or object
It would look like shit without maps specifically designed for it. Go recreate some vanilla doom maps in Quake 2/3 and you'll see how garbage it is unless you manually go and tweak the position of every light in every room. High priority gzdoom features are usually ones that add value to ALL maps/mods including vanilla. So honestly I can't see this being used that much.

>> No.4826096

I'm guessing that's also a no unreal's vertex 'particle' effects like those on the shock beam and 3rd person minigun muzzle flash, then?

>> No.4826102

graf himself has voiced interest in making special static level geometry available for mappers. just like quake. that would make the feature you're suggesting more sensible to implement

>> No.4826104

At the moment the only program that can export to .3d that I know of is milkshape. IIRC it did have a way to assign skin groups. I'd try making a Blender export plugin but I'm no good with python.

I don't think there's much of a reason to create new .3d meshes nowadays unless you're doing UE1 modding, though.

Funny you mention that, I recently brought that up in a conversation with other devs. It should be doable (including multi-skin particles), so I'll give it a try sometime.

I'm also planning to add scripted textures, among other things.

I think it has sort of become a running joke that all I do is add in UE1 stuff to GZDoom.

>> No.4826109

Now that I think about it, I vaguely remeber somebody on the GZDoom forums a while ago who actually offered a lightmap implementation. The GZDoom guy rejected it with no explanation, as he does. The mods deleted one of my posts earlier but I must re-iterate that in my opinon the real reason why he doesn't want lightmaps has to do with selling expensive video cards.
No. You're wrong. Check other/better engines and you'll know why. There are none zero nada zip technical reason why GZDoom doesn't support lightmaps.

>> No.4826112

So how come lightmaps were already sensible enough to implement in Vavoom 10 years ago without any special static geometry whatever nonsense? Check my earlier post >>4825991

>> No.4826113

No, you're wrong. I have worked on more recent engines. You need to manually tweak lighting in *every* case, there is no way around this, it's literally the whole point of doing visual art.

>> No.4826117

Vavoom running like absolute dog faeces is what makes it not-sensible

>> No.4826121

Maybe you put too much OpenGL in your PC.

>> No.4826126

You have to have them before you think about tweaking them. A friendly reminder that GZDoom doesn't have them, but maybe it's a feature. That way you don't have to tweak them.

>> No.4826129

>It should be doable (including multi-skin particles

That sounds pretty hopeful. I'm sure it'd perform a lot better than the current trend of spawning dozens of actors.

>> No.4826132
File: 486 KB, 526x700, explain.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4826138

Spawning lots of actors just for particles actually has waaaaaaay less overhead in GZDoom than it does in UE1, and I'm saying this while testing on an intel atom laptop.

>> No.4826141

The Vavoom engine hasn't been touched in 10 years, GZDoom is supposedly currently maintained, so don't complain if it doesn't run top notch on your OpenGL ridden PC. Just try it to confirm that it does indeed have Quake-style lightmaps on Doom as I told you and that there are no technical reasons why GZDoom doesn't have them.

>> No.4826175

Worse is better.

>> No.4826178


IIRC in many cases Unreal used dynamic texture generation that contained groups of particles or a special effect generated by an algorythim, and then it was outputed onto a single polygon/sprite. Like those fires in the intro are just 3 or 4 polygons with a dynamic texture instead of a groups of hundreds of particles.

If this could be done in Doom, all sort of special effects, fires, sparks and the like couldve been optimised dramatically.

>> No.4826182

If you mean the FireEngine procedural texture generation stuff, I'm also interested in it, but it's pretty complicated (the only available source code is in assembler).

>> No.4826192

I'm blind when it comes to video games and have trouble playing most 3D games because I don't understand what's happening on the screen, and miss hidden things all the time. Doom is the exception to this because of the easy-to-parse graphics and linear progression. Unfortunately while Hexen is a creative step away from the FPS formula, it also throws away both of those things. Its improved engine added the ability to look up and down, which means buttons and other required objects will no longer be always placed at eye level.
I just spent 3 hours looking for the next place to go, and found a button hidden behind a statue's feet in a tiny castle tower. A similar button, if it existed in a Doom game, would be in a map half as large and tagged as a secret rather than required for progression. And when I did make progress, the only feedback I got was "a door opens somewhere" or "you got a key" which usually means re-exploring the hub and every connected portal, trying to spot a single difference.
This game is trying to be vague. I understand that creates a sense of wonder and satisfying exploration for some people, but not me. My highlights are the combat, even though that's incredibly easy and repetitive even on the highest skill level.

Is it possible to enjoy Hexen without constantly consulting a walkthrough?

>> No.4826196

I want to crash her with my dick if you know what I mean

>> No.4826205
File: 26 KB, 564x423, believing intensifies.jpg [View same] [iqdb] [saucenao] [google] [report]

creams internally

>> No.4826219
File: 254 KB, 477x724, crashed with no survivors.png [View same] [iqdb] [saucenao] [google] [report]

> according to someone GZdoom is all about implementing

GZdoom is an extension of Zdoom that just happens to support hardware mode.

Zdoom (and by extension GZdoom) are about smooth Multiplayer compatability and are about offering the greatest flexibility among doom sourceports when it comes to creating Mods for it.
> mod-maker's paradise
> ability to jump into multiplayer as smooth as a lubed condom

> have you ever spoken to graf?
He should just open up a Patreon account and let the money flow in so he can actually spend time coding things such as writing code 4 times to update the rendering engines.

This sort of things looks really good on resumes too.

Is this a Ruger LCP?

>> No.4826250

I enjoy it sometimes, but you clearly aren't going to
just play something else

>> No.4826257

>Zdoom (and by extension GZdoom) are about smooth Multiplayer compatability
every time

>> No.4826263

go back to 2003 and this was the case
go back to 2009 and this was the case
whether the multiplayer community diminished over time is irrelevant, this is essentially the purpose of the Zdoom source port.

Its great that Decorate (and then zscript) got expanded so well for modders but the principal strength of (G)Zdoom is its Multiplayer functionality.

>> No.4826268

>Multiplayer compatability

Anon, I...

>> No.4826271

It really sucks playing other peoples' favorite games and finding little enjoyment out of them.

>> No.4826274

Graf already has a job outside of GZDoom, he doesn't need a Patreon.

>> No.4826279

You get a patreon so that you can spend less time (or leave your job) so that you're funded privately for working on a project.


>> No.4826290

So principal that nobody uses it for that anymore and instead people use Zandronum, which actually has a multiplayer focus, even though it's more outdated than gzd.

>> No.4826294 [DELETED] 

Remind me please all sins of Sgt_Mark_IV

>> No.4826295

>but the principal strength of (G)Zdoom is its Multiplayer functionality.

This has never been the case.

>> No.4826298

All full time jobs don't work like that.

>> No.4826303

I think Carmack himself once said that an FPS game with a story is like a porn with a story. Maybe he's right, but still Hexen is one of my favorite games of all times. Or, it became one of my favorites after I noclipped through it a couple of times.

>> No.4826307

>an FPS
All videogames, actually.

>> No.4826309

What about RPGs?

>> No.4826318

This NaN's the Carmack

>> No.4826336

You're referring to Unreal's procedural textures, which were used for animating flames and water ripples.

The vertex particles are 2D billboard sprites that are drawn at the location of every vertex in a model, instead stretched across faces.

>> No.4826343
File: 1.47 MB, 1068x710, Sin título.png [View same] [iqdb] [saucenao] [google] [report]

Project Brutality is brutal doom x5
it has better weapons and a ""vanilla"" mode

>> No.4826357

Any news about La Tailor Girl?

>> No.4826360 [DELETED] 

Would you kindly remind me please all the sins of Sgt Mark IV?
He's a racist, right? What's else?

>> No.4826362

After you've played any game by John Romero and as a result became his bitch, which is an unavoidable side effect, you tend to not be interested in RPGs anymore.

>> No.4826363

This. I wanna know when I can play as the underboob Demon chick.

>> No.4826365 [DELETED] 

>Would you kindly remind me please all the sins of Sgt Mark IV?

>> No.4826369 [DELETED] 
File: 15 KB, 346x250, 14840312868570.jpg [View same] [iqdb] [saucenao] [google] [report]

But why

>> No.4826373 [DELETED] 

It's been discussed to death and almost always leads to shitposting. If you really care that much, look in the archives.

>> No.4826378 [DELETED] 

Isn't he brazilian or something? If he's not white he can't be racist altough he may be affected by toxic masculinity.

>> No.4826384

speak of the devil

>> No.4826394 [DELETED] 
File: 6 KB, 285x177, help.jpg [View same] [iqdb] [saucenao] [google] [report]

Milling over about the past isnt going to change it, which is why we dont like bringing it up.
> unfortunately its still happening in the present
> thankfully mark iv has been banned from most places by now

>> No.4826396

oremoR nhoJ em llik tsum uoy emag eht niw oT

>> No.4826407

But RPG's and old FPS games are the the only genres I like

>> No.4826413

the transition to 3D for rpgs was not kind to them
above-view 3d rpgs like Fallout 1/2 or Diablo 1/2 are only good if they have the Perspective rendering turned off (so that even if its 3d, it looks like a tile based game).

You can get a little bit of a feel for this directly in D2 by turning the perspective rendering off and on. Something about the landscape being more dynamic like it is takes away from the activities that are going on. You dont want the background to be dynamic because it takes away from the action at hand.

>> No.4826419 [DELETED] 

i care less about that and more that it's off-topic forum drama bullshit

>> No.4826442

I like 3D RPGs too. NWN2: Mask of the Betrayer is one of my favorites actually.

I guess the earliest examples had issues though.

>> No.4826448
File: 223 KB, 640x480, Screenshot_Doom_20180608_204815.png [View same] [iqdb] [saucenao] [google] [report]

This is what the stun bomb in MetaDoom looks like now.
If enemies walk and touch it, they get stunned too.

>> No.4826449

not my pic, i nabbed it off /vg/
but I'd kill for an actual source

>> No.4826464
File: 40 KB, 480x360, Ruger LCP is smol.jpg [View same] [iqdb] [saucenao] [google] [report]

The Ruger LCP is tiny, so probably not.

>> No.4826468

>Any news about LegenDoom?
>Any news about Trailblazer?
>Any news about BD/PB?
>Any news about Heretical Doom?
Sure feels like the first half of 2018 had been a slumpy time for many doom mods.

>> No.4826478


>> No.4826480

he locc
he load
but most importantly
he make tiny hol

>> No.4826485


>> No.4826493

As many of other Xatrix works, it is a great game with broken shooting and serious balance issues. First couple of levels are trash because of that.

>> No.4826506
File: 187 KB, 1920x1080, NAA Guardian.jpg [View same] [iqdb] [saucenao] [google] [report]

I know, right? There's a lot you can do with some creative engineering. Nobody really made a pistol that size in calibers like 9mm Luger or .380ACP like a century ago, if you wanted a gun that small back in that day, usually it would have to be in some much smaller caliber.

Consequently, with modern knowledge, and working with a tiny cartridge, you can make an even tinier gun.
Not that there weren't some seriously tiny guns back in those days, but often they would be built around a very small and weak proprietary cartridge (which would mean it would cost more and you couldn't easily find it at just any regular retailer), all just so they could actually be easily built to work with metallurgy and mechanical knowledge of the day.

I really want to put some cute and small pocket guns in Doom some time.

>> No.4826508

Is this OpenGL nonsence supposed to be some dank meme or running joke around here?

>> No.4826513

>you die when a rocket hits a pillar

>> No.4826519

What's up with you guys only being able to think in extremes? You'd have to be clinically insane to think Q2 SP was like the worst shit ever just because it wasn't like the first Quake. Not even close.

>> No.4826529

>the retro jrpg and tactics crowd are
a bunch of pretentious faggots.

>> No.4826536

Yeah. It's not a mindblowing experience, but it's really not that bad or anything.

The combat was pretty fun IMO.

>> No.4826538

I hate these posts.

>> No.4826540


>> No.4826551

That's rude.

>> No.4826556
File: 52 KB, 640x320, prepping youre doing it wrong.jpg [View same] [iqdb] [saucenao] [google] [report]

Idea back then was because of infections and bad medical knowledge it was real scary being shot, even a single .41 derringer shot could be fatal because of not being able to treat the wound and stop the bleeding.

Also people usually had alot more to lose, they had to work hard to get what they had, they had a wife almost guaranteed due to arranged marriages or women wanting to be hitched by the time they were 20 just to be relevant. Even criminals usually had a household to come back home to. So the fear of death would be enough stopping power all by itself, and if someone got shot that fear might kick in.

These days with the yolo attitude, not wanting to rot in jail, and because of good sanitation/meds and hospitals none of that is going to stop someone. Plus the take-them-down-with-you attitude that was much rarer back then due to people having more respect in general.

Gotta treat them like putting down a man-sized Bear that just wont stop, before it does its damage prior to realizing that its bleeding out too.

In Doom a pocket pistol would be an okay starter or fist weapon with infinite ammo kinda like the pistols in Rise/Triad. Make it do half damage, have a reload/clip capacity of 8, and make half of the bullet puffs inflict no painchance. It can shoot fast such as every 8 tics but make the accuracy about half of what the standard is.

Could say that all of the zombies and officers carried these little pocket pistols just so they could wing a deranged technician by shooting them in the legs. So there's tons of this ammunition around, to the point its not worth tracking it on the inventory.

In Doom this would be a lackluster weapon but its also a good way of giving the player a pistol that makes them really want a better weapon. Its also a way of making the pistol slot a Shotgun with few/no starting shells ammunition, so that they still have a hitscan weapon (could be low priority Slot 2, or on Slot 8/9)

>> No.4826595

La tailor girl update

adds a new character

>> No.4826628

>A weak lesser demon from the purgatory, she is a demon that preys on the innocent to steal their souls, Daina managed to capture her hearth tho in a pure accident and now Sewie has been stalking her with adoring eyes ever since, waiting for a chance to manifest and meet her again..
I've read this hentai before.

>> No.4826630

has there ever been a quake mod that made a map or automap?

>> No.4826636

this... ive wanted to check the automap in quake a bazillion times... the game desperately needs it (and Q2 needs it Even Moar)

>> No.4826664

Ayy nice. Now to fire up oblige and test this new character out.

>> No.4826695
File: 50 KB, 453x401, 1387275089499.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4826718

Just downloaded the starter pack torrent and am using ZDL to try some mods but there's no music, any suggestions bros?

>> No.4826740

Change your midi device in sound options, or alternatively music volume

>> No.4826748

I can see tactics, but JRPGs? Don't most of them boil down to grinding with the occasional one-off item/debuff for special enemies?

>> No.4826754
File: 1.25 MB, 1920x1080, Wallpaper1 sin gold 1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4826757
File: 1.52 MB, 1920x1080, Wallpaper2 sin gold 1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4826763


>> No.4826783

I once read that the full verticality of the game made it a bit too difficult to make an automap for Quake.

>> No.4826785

>this... ive wanted to check the automap in quake a bazillion times... the game desperately needs it (and Q2 needs it Even Moar)
Never once have I needed an automap in either of those games. Map flow tends to be pretty good and intuitive, though I admit the hub style of Q2 could use it at some points.

>> No.4826819

I was looking through that site and I noticed they have Kingpin Life of Crime, which I've been looking for for ages. But, again, I can't use mega. Would anyone mind mirroring that on zippyshare (it's not even that large and will easily upload to that site [which is free and requires no signup by the way])?

Here's the file:

>> No.4826827

Does anyone know if it's possible to get SiN Gold running in 16:9?

>> No.4826837

need and want are two different things, and want will determine likability in a game almost as much as need will

you dont need a rocket launcher in quake, but if it wasnt there I think it'd affect your feelings about it

>> No.4826868

midi device did it thanks broseph

>> No.4826872


No idea. Check through the directories for a settings.ini or something

>> No.4826883


>> No.4826886
File: 35 KB, 497x369, error.png [View same] [iqdb] [saucenao] [google] [report]

Trying to play Soundless Mound after watching the icaruslives video about it, getting this error when I try to run it, anyone got any advice?

>> No.4826892

update gzdoom

>> No.4826894

you probably need the absolute fucking cutting edge gzdoom build

>> No.4826895

I've got the newest one from the website, I'll see if I can find a beta version or something

>> No.4826898

yeah that was it, beta version works

>> No.4826938
File: 909 KB, 1920x1080, Screenshot_Doom_20180608_194120.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4826972

What's some good map-wads to test weapon-wads in? Does it vary on the scale of silly-serious in the weapon-wad?

>> No.4826982

She would break you in two.

>> No.4827019


>> No.4827020

Any kind of speedmap pack. They have short and simple maps to blast through.

>> No.4827047
File: 1.49 MB, 2048x768, Screenshot_Doom_20180609_120710.png [View same] [iqdb] [saucenao] [google] [report]

I don't like the weird viewmodel placement in this mod, the pulse gun being a big (literally) example of it.

>> No.4827060
File: 2.52 MB, 480x360, fragcounter.webm [View same] [iqdb] [saucenao] [google] [report]

On that note, why does the frag counter flash so much whenever you kill a monster? it doesn't flash in the actual game unless you're killing a player.

>> No.4827094
File: 795 KB, 1920x1080, Screenshot_Doom_20170712_203908.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4827110
File: 123 KB, 1280x1024, dood doom.png [View same] [iqdb] [saucenao] [google] [report]

ditch enceladus techbase for generic volcano in hell map?

>> No.4827114
File: 194 KB, 1280x720, 20180608165723_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Bit of E1M1's outdoor section as seen in Crowbar-Deep in the Dead

>> No.4827121
File: 9 KB, 639x469, 4648268.png [View same] [iqdb] [saucenao] [google] [report]

>whats going on

>> No.4827126

Kinda funny imagining how that Barney died.

>> No.4827132

he's only sleeping

>> No.4827134

>Hey Arnold, I made an improv kiddie pool
>Wait why is it glowing deuuugh uhhghhh

>> No.4827136

>only sleeping
>in shit so toxic we just call it "nukage" and not "radioactive waste"

>> No.4827137

good night sweet prince

>> No.4827171
File: 98 KB, 640x784, 794_front.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody ever play Requiem: Avenging Angel? I just learned about this and I'm surprised I never heard of it before. It supposedly has Half-Life style unbroken level/area transitions plus shit like bullet time and magic spells and shit.

>> No.4827184

There's a pre-cascade segment where you see him handling a few barrels, one of which tipping over in his direction during the cascade.

>> No.4827189

whats a good wad to start with

>> No.4827190


>> No.4827191


>> No.4827193

i already got the regulars like hdoom brutal doom and moon man

>> No.4827207

Reminds me more of System Shock 2 than Half Life

>> No.4827210

did you get the milk

>> No.4827215
File: 540 KB, 1280x960, Screenshot_Doom_20180609_004608.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4827257
File: 42 KB, 500x310, cute-weapon-tiny2-b.jpg [View same] [iqdb] [saucenao] [google] [report]

Huh, I didn't know they made weapons for spider monkeys.

>> No.4827276

>Strange Aeons says it's designed for ZDoom
>uses a heap of Chasm: the Rift textures in .png format that are a different palette to Doom's, which is lost in ZDoom's software renderer
I'm not sure what the intended look is!

>> No.4827278


>> No.4827284

Also apparently you can get the crossbow as early as E1M2, cool.

>> No.4827331


Look at these roody-toodies

>> No.4827336

wad name?

>> No.4827434

If there's one thing annoying about Quake, it's how damaging liquids are almost always guaranteed death. In Doom they're just a standard hazard you need to exercise some caution in avoiding. There's a small delay before you take damage, and there's always a way out. In Quake, it's just fuck you, listen to the ranger screech for a couple seconds and die.

>> No.4827440

Slime doesn't do shit and lava killing you should be pretty fucking obvious. The only issue I have is that the lighting sometimes makes slime look similar to water.

>> No.4827493

Every texture in Quake looks similar. Similar brown.

>> No.4827495

stop talking shit, karl

>> No.4827504

I took a bit of freedom with the offsets because they don't exactly map 1:1 to how they're supposed to look in UT (I tried to use the same scale and offsets for the flak cannon once and it just had this weird upwards tilt for some reason)

However, now that I look at it, the pulse gun really should be lowered a bit, it looks better in UT.

I doubt they'd even bother with coding that in for the ChallengeHUD. I mean, not even the bots are aware of monsters.

>> No.4827514

New overhaul mod for Duke 3D is out.

"Kick Ass Duke". Took the guy like 10 years but it's finally released. Looks pretty cool. New gore/dismemberment mechanics, 11 items, 20+ weapons, new melee system.


>> No.4827548
File: 301 KB, 3440x1440, 23232323.jpg [View same] [iqdb] [saucenao] [google] [report]

Just look how great are those new GZDoom features. GZDoom is the best port. However it still crappy optimization.

>> No.4827558

the worst part is i can't tell if you're serious or not

>> No.4827567
File: 407 KB, 3440x1440, Screenshot_Doom_20180609_120024.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm serious.

>> No.4827575

And still static lights project no shadows. Quake did that in '95 on a Pentium without hardware acceleration.

>> No.4827579

Here's video. https://www.youtube.com/watch?v=vOKhe3PcL5g

>> No.4827580
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot Saturday - what have you made this week?

>> No.4827581
File: 91 KB, 735x706, 1527622785295.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Quake Honey
Someone recommend me more Quake mods with huge maps.

>> No.4827582

Looks like a Unity shit you see on Steam for 1$, except optimisation is even worse lmao

>> No.4827586

Yes but it's not Unity. It's still Doom and it supports all custom level wads.

>> No.4827593

Unity shit looks like shit.
By extension, this would make all the custom level wads look like shit
especially i it uses custom texture

>> No.4827596

why are you replying seriously to a known russian shitposter.

>> No.4827598

because I am a russian shitposter as well :P

>> No.4827609

But some levels are too detailed to work well with sprites. So it's better to play them with 3D models.

>> No.4827612
File: 14 KB, 365x507, that really cheekied my breeki.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4827614

we all are russian shitposters here

>> No.4827616

show me one

>> No.4827618

How much money do I need to buy enough OpenGL to run that no shadows garbage pile of shaders?

>> No.4827627

For example this wad (made by russian shitposter) https://www.moddb.com/mods/honte-remastered

>> No.4827630

Will look even worse with all those shaders attached

>> No.4827636

everythinng... is... dark...

>> No.4827640
File: 147 KB, 1280x720, Screenshot_Doom_20180609_221501.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4827641
File: 407 KB, 3440x1440, Screenshot_Doom_20180609_132046.jpg [View same] [iqdb] [saucenao] [google] [report]

You mean PBR materials? They are not complete yet. Only for e1m1 is complete.

>> No.4827643
File: 583 KB, 3440x1440, Screenshot_Doom_20180609_132405.jpg [View same] [iqdb] [saucenao] [google] [report]

This one not very dark.

>> No.4827645

and thats how you fail at graphical design

>> No.4827647

OK, I updated all the offsets again. Models all look as they would in UT at 4:3 with 90 fov, but in any other ratio they start to look weird since gzdoom doesn't "push back" the models like UT does in widescreen.

>> No.4827656

I am Russian and I am ashamed so many russians have a totally shit taste

>> No.4827657 [DELETED] 
File: 302 KB, 3440x1440, 32323232.jpg [View same] [iqdb] [saucenao] [google] [report]

Better than original. Original is empty and boring.

>> No.4827662

why is this guy still here?

>> No.4827663

>gzdoom doesn't "push back" the models like UT does in widescreen
That's because UT keeps the same horizontal FOV at all aspect ratios, meanwhile GZDoom keeps it set as if it was 4:3.

>> No.4827664

Russians have a great taste. Maybe you're just a cockhole not a russian.

>> No.4827665

cause people still reply to him.

>> No.4827668

It's cool dude, I know not all Russians are dickwipes.

>> No.4827669

>I doubt they'd even bother with coding that in for the ChallengeHUD. I mean, not even the bots are aware of monsters.
Well I mean, it doesn't do it in Monster Hunt either, but that's unofficial.

>> No.4827672

Said poor cockhole running Doom on a 15 years old laptop which can't run 3D models, shaders, hires.

>> No.4827673

My favorite part of that pictures is the chromatic aberration shader and the complete lack of shadows that Quake used to have in '95.

>> No.4827674

Basically like most modern games.

>> No.4827678

do you uh
do you by any chance happen to have a fixation with orifices with penises protruding from them

>> No.4827679
File: 147 KB, 798x594, quake-3.gif [View same] [iqdb] [saucenao] [google] [report]

Quake didn't have shadows. It looked like this.

>> No.4827681
File: 728 KB, 3440x1440, 15281215599081.jpg [View same] [iqdb] [saucenao] [google] [report]

Nowdays Quake looks like this.

>> No.4827682
File: 128 KB, 1500x600, quake darkplaces.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4827685
File: 175 KB, 802x627, quake_sw.png [View same] [iqdb] [saucenao] [google] [report]

Tovarish Stasi comrade. Always re-writing history aren't we?

>> No.4827687
File: 42 KB, 162x180, hello anon.png [View same] [iqdb] [saucenao] [google] [report]

This looks like one of those pre-rendered shovelware covers.

>> No.4827689

I never understood this picture. Mipmapping doesn't blur anything. It's showing an automatically generated lower resolution texture when viewed from far enough.

>> No.4827691

Notice how models don't have shadows.

>> No.4827692

are you using the minimap when lost? the switches are literally marked on the minimap

>> No.4827693

Where are the shadows? Threre's only ambient occulsion or something.

>> No.4827694

Yes, in software rendered Quake in '95 there were no dynamic shadows. In GZDoom in 2018 there are no shadows.

>> No.4827696
File: 59 KB, 447x445, 51QaidUqiXL.jpg [View same] [iqdb] [saucenao] [google] [report]

We've come full circle.

>> No.4827701 [SPOILER] 
File: 330 KB, 960x540, 1528549604568.png [View same] [iqdb] [saucenao] [google] [report]

Wow, how did I not notice this secret in UTNT before?

>> No.4827707

So close and yet so far.

>> No.4827708
File: 37 KB, 118x210, 1522255643489.png [View same] [iqdb] [saucenao] [google] [report]

>Quake didn't have shadows
>posts a screenshot with maximum gamma

>> No.4827723
File: 56 KB, 640x360, CJvL74sl.jpg [View same] [iqdb] [saucenao] [google] [report]

kinsie has finally implemented the codex by drpyspy in metadoom, after a year from it being announced

>> No.4827724

well, the DEVELOPMENT BUILD, that is

>> No.4827735
File: 193 KB, 1366x768, ToiletDay.jpg [View same] [iqdb] [saucenao] [google] [report]


post your toilet sectors

>> No.4827759

Also one of the brightest areas in the game.

>> No.4827761

"Holy cripes on toast, Max! We're in a game modification running on a dated and archaic graphics engine!"

"Sam, don't use the word 'archaic' around me please."

>> No.4827770
File: 1.14 MB, 1920x1080, doom3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4827775

too bright

>> No.4827813
File: 227 KB, 1366x768, ToiletDay.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4827815

Doom 3 is such a good looking game.

>> No.4827817

>Imp Encounter

>> No.4827819

>tfw hell has better bathrooms than your house

>> No.4827824

>look into the mirror of tormented souls
>"fuck is that a zit?"

>> No.4827829


>> No.4827830

>pops zit
>your soul came out of it
>you are actually pus in the nose of some demon
hell sure is a twisted place

>> No.4827838
File: 9 KB, 318x391, 2015-08-30_19.56.03.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4827852


>> No.4827856

>daily reminder that TenebraeQuake died for this piece of shit, and that Q2XP its the spiritual successor made by another guy

>> No.4827864

Should Quake be played with 'always run' on?

>> No.4827869

only if you're missing your left pinky.

>> No.4827884
File: 63 KB, 599x451, Newbiesfirstdoommapwithdynamiclighting.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4827896

Haha, very funny joke, upvoted.

>> No.4827904

Q!Zone was good i felt. Came with malice and quake in a three-pack

>> No.4827925


>> No.4827975


>> No.4827986

If you play doom with always run on, then why wouldn't you also do it with quake?

>> No.4827990

>"newbies first doom map with dynamic lighting"
>looks nothing like dynamic lighting, looks exactly like high-contract sector lighting

>> No.4827994
File: 762 KB, 1024x768, Screenshot017.png [View same] [iqdb] [saucenao] [google] [report]

reminds me of what was possible with the FEAR engine back in 2005, which ran on DirectX9
> office building that looks fucking real enough to work in

Dude literally said with Doom its not that way and he can actually get a feel for the surroundings.

Though it also means this guy is distinctively a 2 dimensional thinker because he said everything is presented at eye level, whereas in Hexen there's jumping and hopping up cliffs and crap at all sorts of different levels.

This guy isnt one of those Autists on this board who is gifted with Spatial Memory IQ. There's nothing wrong with that but it just means he's probably better off playing C&C (where even the ridges and cliffs are flat)

> that based switch in the castle key room
I know mate I was molesting the bookshelves and paintings and even looking on the cieling for the switch for minutes (since that room must have been important since it had a key) even tried considering the window for being important. Accidentally hit the switch while blindly OOF-ing. I think it was partly because I got pissed and smashed the armor statue and that allowed me to get close enough to hit the switch.

In the next hub there's a Cave level which has a switch similarly hidden. Its at eye level but there's an immovable (demon) statue in the way and you might miss it because of that. Its one of those "you've solved 1/millionth of the puzzle" type of switches.

> fires a disintegration ray that blows a basketball size hole in someone
sorry kid nothing personal

>> No.4827997

most stuff by tronyn tends to be pretty massive

>> No.4827998

We're not anywhere near FEAR level until we get A.) dynamic lights to stop "bleeding" through walls and such, B.) dynamic lights to accommodate for raised floors and non-void objects, and C.) dynamic lights react to models/sprites accordingly. 3D Models are dynamically shaded by lights unlike sprites, but neither of them cast shadows of their own. I imagine that if the raised floors thing is ever resolved, models at least can start casting shadows too.

If anything, PBR being added so soon is fancy but jumped a few steps ahead too fast.

>> No.4828000

This. It's literally the only reason and it's disheartening to see so many continue to fall for it.

>> No.4828006

Dynamic lights don't bleed through walls now. And I think they accomodate for raised floors and stuff too. C doesn't seem to be completely done.

>> No.4828008

>a model has more surfaces than the whole level
>still doesen't look good

>> No.4828016
File: 5 KB, 346x120, CPOS recolor.png [View same] [iqdb] [saucenao] [google] [report]

Ive decided to take the plunge and make a Color Changing Chaingunner based on (and for) smooth doom. Just the standard vanilla variant.

Im having to covert to 24bit for all of the sprites and lasso select the breastplate armor to make it blue (the only definitive color range it will definitely remap to when going back to 8bit). Then change the blue to green in Slade.

The way this will operate is he can have two colors, the Armor can be made one color while the pants and boots can be made a different one by applying a maroon band remap. You could apply a translation to both of them to the same color range to make his uniform one color.

Some examples of whats possible with him in the pic using the standard doom palette.

Im also considering making a BTSX friendly version of Smooth Doom assets but thats not the real thing im working on right now.

>> No.4828020
File: 403 KB, 1920x1080, Screenshot_Doom_20180609_125352.png [View same] [iqdb] [saucenao] [google] [report]

I downloaded 3.4.0 and nothing seems like it changed for the lighting. Using Steve's Flashlight mod, no dice with raised floors or the like either.

>> No.4828034

Didn't think anyone was gonna reply anymore.

>> No.4828048
File: 257 KB, 1280x1024, its garbage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4828059

>Is it possible to enjoy Hexen without constantly consulting a walkthrough?
Yes. If you can't find a switch with your eyes, look for little indents on the automap. Also remember to destroy everything you can (the statue for example is a destructable).

>> No.4828104
File: 3 KB, 144x192, disgust.png [View same] [iqdb] [saucenao] [google] [report]

> those monsters

>> No.4828108

Looks fine.

>> No.4828113

You sure?
It's a very bad mutilation of E1M1 if you ask me.
and the music isn't all that good.
but I'm doing what my brain supplies me.

>> No.4828114
File: 3.64 MB, 1920x1080, Screenshot_Doom_20180606_214644.png [View same] [iqdb] [saucenao] [google] [report]

you're gonna love this see right now this is my normal vision

>> No.4828117
File: 1.47 MB, 1920x1080, Screenshot_Doom_20180606_214649.png [View same] [iqdb] [saucenao] [google] [report]

now this, is my cardboard vision

>> No.4828118

get some fucking glasses

>> No.4828120

there should make a visual snow mod
not really

>> No.4828126

Now that you mention it I can kinda see the resemblance. The only thing I noticed at first was the room with the blue liquid and zigzag bridge, but now that I look it more I can pick out more features.

>> No.4828139

i'm not entirely satisfied with it.
does anybody have D2 resources for D1?

>> No.4828140
File: 1 KB, 103x53, boi.png [View same] [iqdb] [saucenao] [google] [report]

Just noticed the errors at the bottom.

>> No.4828146
File: 265 KB, 1280x1024, who the fuck puts a cyberdemon in the spawn room on a fucking e1m1 map.png [View same] [iqdb] [saucenao] [google] [report]

it's to do with the texture packs
i was too lazy to merge them lmfao

>> No.4828159
File: 5 KB, 336x116, CPOS recolor 2.png [View same] [iqdb] [saucenao] [google] [report]

hmm actually getting somewhere with this, decided to leave the lower colors Blue after all because its just as easy to translate-map them. The one on the left is the way they'll be saved as assets.

Main reason I wanted to do this project was to get the Quake Ranger style colors for the one in the middle which is kinda/sorta like the D3 chaingunner I saw in an (incomplete) sprited version someone made.

>> No.4828162
File: 416 KB, 1920x1080, Screenshot_Doom_20180513_205457.png [View same] [iqdb] [saucenao] [google] [report]

hey we just got out of the hospital

>> No.4828167 [DELETED] 

Hey, why aren't you watching e3?

>> No.4828168 [DELETED] 

I am, though. [/spoiler]RIP Command & Conquer[/spoiller]

>> No.4828169 [DELETED] 


>> No.4828171 [DELETED] 

Not quite as dead as my ability to spoiler properly though.

>> No.4828172 [DELETED] 
File: 488 KB, 483x486, luigidisgust.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4828175 [DELETED] 

R.I.P. Command & Conquer.

>> No.4828180

Games made after 2000 do not exist on this board, and the world ened at 2012 as far as everyone here concerned.

>> No.4828185
File: 77 KB, 640x400, quake_004.png [View same] [iqdb] [saucenao] [google] [report]

There's nothing more charming than software Quake.

Are there any new ports that properly mimic the software look? I've been using WinQuake-X, which runs fine on my win7 laptop, but it really seems like none of the major engines serve as good replacements, they all look off to me.

>> No.4828219
File: 317 KB, 1920x1080, Screenshot_Doom_20180513_205506.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4828230


>> No.4828240

I'm sorry. You aked for a modern port that mimics the software render look. That would be http://quakespasm.sourceforge.net/
Tyrquake has the actual software renderer.

>> No.4828282

Fog?! Are you crazy? Don't you know that's a forbidden thing in GZDoom?
You must not use fog because otherwise people will start asking again for depth fog and that's a big no-no that would cause the same reaction as when it was discussed last time.
I'm also closing this thread.

>> No.4828285
File: 69 KB, 640x480, MarkV.png [View same] [iqdb] [saucenao] [google] [report]

Quakespasm emulates the software look badly, as you'd see if you compared it to WinQuake side-by-side.

The best option is Mark V, I think, it even has an option to look like 320x240 if your PC doesn't support such low resolutions. There's also Engoo, but it doesn't support music so I stay away from it.

I think we should add these ports in the Quake section of the pastebin, for purists.

>> No.4828294

I though you were done with these screenshots. Is this how you enjoy Doom? Just going into random maps and spawning Strife entities?

>> No.4828296

Quakespasm doesn't emulate the software look. It's meant to look just like glQuake, which it is based on.

>> No.4828301
File: 742 KB, 1920x1080, Screenshot_Doom_20180513_204518.png [View same] [iqdb] [saucenao] [google] [report]

and watching them fight people
who wants crispy bones

>> No.4828302
File: 305 KB, 1603x627, 2018-06-05_14-21-21.png [View same] [iqdb] [saucenao] [google] [report]

Quakespasm doesn't have pallete rendering and got some issues with clipping brushes, but overall it's pretty good

>Quakespasm doesn't emulate the software look
It does if you'll fiddle with some cvars

>> No.4828305

post cvars then

>> No.4828314

I was expecting Phantom's description in MetaDoom to be either
>A type or lost soul that shouldn't exist, because cut content
>They were used to power invulnerability spheres, before they escaped/stopped being used
But instead, they became some sort of "UAC soul made of steel" or something out of the novels
Also, some of the former humans are implied to be tied to RRTS as a reference to the 2005 movie

>> No.4828331
File: 172 KB, 802x627, rubicon2.png [View same] [iqdb] [saucenao] [google] [report]

Whatever you do with Quake, I recommend you play Rubicon 2. It's amazing.

>> No.4828338

not medieval enough for me

>> No.4828339
File: 1.38 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

gl_texturemode gl_nearest
r_scale 4 (3 is fine too)
r_viewmodel_quake 1
r_lerpmodels 0
r_lerpmove 0

Also make sure to go to options and set Scale to maximum and Statusbar alpha to minimum

>> No.4828341

>UAC soul made of steel
Actually, i got this wrong and it were the FRED that made these, i think

>> No.4828345

That still leaves you with the more advanced lighting which is the main difference between software and hardware.

>> No.4828350

I know and I hope classic lighting will be brought back in future versions

>> No.4828361

The softawre render had mipmaps so the closest would be gl_nearest_mipmap_nearest
There is no such thing as "more advanced lighting" in hardware for Quake. What you call "advanced" is really lack of two essential features called fullbright and overbright.
Again there is no such thing as "classic" or "advanced" lighting. There's just correct (software) and incorrect (OpenGL).

>> No.4828369

Do a perekat already

>> No.4828370

I wasn't aware of the r_scale or r_viewmodel commands. Thanks anon.

But it kinda proves my point that you shouldn't have to diddle with configs that aren't even in the options menu to just make the game look like the original game. These ports should at least come with a "classic look" switch put somewhere.

>> No.4828373

>is really lack of two essential features called fullbright and overbright
Which modern engines bring back. Have you not used non-software engines since glQuake?

>> No.4828374


>> No.4828383

>modern engines bring back
I know. They have to use advanced shaders to emulate (sometimes poorly) a '95 Pentium.

>> No.4828398

>advanced shaders
Fullbright is literally ignoring all lighting you fuck.
Not ignoring half the lightmap information like glquake did is also not complicated. You're just talking out of your ass.

>> No.4828407

Chuvak, bump limit here is 750 postov

He asked for the next thread.

>> No.4828409

Read some source code instead on the internet once in a while. You may find answers there.
Also, try to give me an idea of how you would implement overbright in OpenGL without shaders.

>> No.4828413

didnt he ask for a barrel roll?

Also no, the bump limit here is 500, its just threads need much more time to sink on /vr/ due to slow nature of the board. New threads are usually started when we sink down to page 8 or so.
Otherwise there'd be 3 or 4 doom threads at the same time which annoys people.

>> No.4828416

fucking ruskies

>> No.4828419

>without shaders
Why would anyone do that? Shaders are the backbone of modern rendering pipelines. Of course they would be used. They just wouldn't be very advanced. It's fucking Quake we're talking about.
Look through these. All very simple.

>> No.4828426

No, he asked for "пepeкaт", which can be translated as a "rollover".
It's a russian 2ch term for creating a new thread after the current one reaches bump limit.

>> No.4828429

This fucking game is fucking alright man. The fucking atmosphere can be fucking great, and it really fucking makes you feel like you're in the fucking ghetto at some fucking points despite the fucking engine limitations. Plus, there's some fucking great RPG mechanics and shit happening, like really fucking smart fucking AI buddies to help the fuck out during the fucking game, and fucking upgrades like body fucking armor and fucking acid rounds for your fucking shotgun and some other crazy-ass shit. Later on though, the fucking enemies turn into fucking bullshit bullet sponges, and the fucking game turns into a goddamn slog because of it. The fucking music can get on your fucking nerves after a fucking while too. However, the fucking game doesn't last too fucking long, and I think if you're fucking interested in this kind of modern ghetto shit, you should give it a fucking try, because I had fucking fun with it.

Also fuck me, it's got a fucking shitload of gosh darn swearing.

>> No.4828439

>Why would anyone do that?
Nobody because it's impossible to implement overbright in just OpenGL with no shaders and on CPU assistance, as I told you.

>modern rendering pipelines
>It's fucking Quake we're talking about
When Quake came out, OpenGL (which is a bad API that thanks to efforts of the Khronos Group gets worse by the day) wasn't even on the market.

>> No.4828449

What's even your point here anymore?
First it is claimed hardware rendering does not support fullbright or overbright, which is proven wrong.
They it is claimed it's only possible using advanced shaders, which I replied to by linking you the simple as fuck shaders of vkQuake.
Now you're arguing something about opengl not existing when Quake came out as if that was relevant somehow and that hardware renderers should somehow not use shaders at all.
What the fuck?
It seems to me like you moved the goalposts so far you don't even know where you moved them to anymore.

>> No.4828456 [DELETED] 

You're too confused. I can't argue with you.

>> No.4828482

here's what's there so far it's garboge


>> No.4828513

>ambient occulsion
no, on both counts. Quake had baked shadows. No AO.

>> No.4828519
File: 2.03 MB, 1600x900, e1m1_zigzag_bit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4828585

quake engine mipmapping basically just blurs shit, especially in openGL engines where gl_texturemode gl_nearest_mipmap_linear and _mipmap_nearest have no visible difference and both just blur the fuck out of far textures compared to plain gl_nearest where everything is crunchy all the time

>> No.4828702

Maybe there's something wrong with your OpenGL. Mipmapping is not supposed to blur anything, just to reduce the moire effect.

>> No.4828726

So is there anything to the Hellcore 2.0 credits? Or is the final room a "congrats" and you just exit the game from there?

>> No.4828741
File: 16 KB, 480x128, mipmaps.png [View same] [iqdb] [saucenao] [google] [report]

Mimmapping scales down the textures. If that's done using linear filtering they may appear slightly blurry. Absolutely shouldn't happen with _mipmap_nearest though.
Here's a comparison of the textures themselves. linear on the left, nearest on the right.

>> No.4828772

you were't kidding

>> No.4828782

of course i wasn't

>> No.4828849

QZDoom updated, I could be wrong but it seems to bring it to feature parity with GZ

>> No.4828858

What is the point of QZDoom, currently?

>> No.4828883 [DELETED] 
File: 389 KB, 720x450, Screenshot from 2018-06-10 05-17-22.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4828887 [DELETED] 
File: 417 KB, 720x450, Screenshot from 2018-06-10 05-24-24.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4828890 [DELETED] 
File: 1.24 MB, 1366x768, Screenshot from 2018-06-10 05-25-52.png [View same] [iqdb] [saucenao] [google] [report]

And that is what it looks like in the editor, I am trying to replicate the way the terrain was made in the original game.
Need to tone this fog down a bit

>> No.4828894

Recoend me good wide open maps.

>> No.4828919
File: 435 KB, 720x450, Screenshot from 2018-06-10 05-33-50.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4828923
File: 399 KB, 720x450, Screenshot from 2018-06-10 05-33-41.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4828926
File: 456 KB, 720x450, Screenshot from 2018-06-10 05-34-29.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4828937
File: 1.08 MB, 1366x768, Screenshot from 2018-06-10 05-40-42.png [View same] [iqdb] [saucenao] [google] [report]

Not a final variant, experimenting with geometry right now, trying to replicate the original look. 64x64 grid, fake lighting.

>> No.4829004
File: 999 KB, 250x251, rg5GS0K.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4829005


>> No.4829021

More M&M stuff? Never played that game but it looks nice in Doom. More bright and cheery than the usual fare.

>> No.4829045

So I'm interested in reading about the history of Doom modding, or competitive multiplayer in Doom and Quake. Any recommended sources?

>> No.4829050
File: 47 KB, 800x600, asdklhasf.png [View same] [iqdb] [saucenao] [google] [report]

Still just bugfixing. Nothing visual, just random crap. Behold, programmer art!

>> No.4829062


>> No.4829064


>> No.4829072

Yeah it's all from M&M. The content from the game is so much compatible its amazing. The sky plays a lot in general feel, I can switch it to grey to tone the vibrancy down a bit. It also might be because I am not converting anything to the original Doom's palette and trying to keep it truecolor.
Here's a little screenshot galery with pictures from the original game:

>> No.4829075
File: 11 KB, 80x65, 1528571178333.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4829101

crunchy looks nice

>> No.4829121

Look, just because models that were base for sprites were made from clay, doesn't mean you need to make Doom look like clay...

>> No.4829124


>> No.4829126

Honestly, these might be the best looking outdoors in any Doom map I have ever seen.

>> No.4829129

Is there any mod for gzdoom that makes movement like in vanilla?

>> No.4829140

how does it feel different for you?

>> No.4829141

man i fucking love this aesthetic
might have to try and play these games

>> No.4829142

Software shit

>> No.4829158

It is different, dude

>> No.4829198

I know, which is why I asked how it felt different

>> No.4829216

Thanks, the original game is AAA title of its time, so the resources are of very high quality, that's the reason why I am doing all that, because I don't want all these things to be left without attention.
There's a thread on /vr/, if interested you might want to check out the pastebin link, its pretty informative.

>> No.4829318
File: 218 KB, 640x360, shitposting.webm [View same] [iqdb] [saucenao] [google] [report]

Did everyone die?

>> No.4829330

awesome thanks!

no, just too busy playing doom for once

>> No.4829339

is this circle jumping?

>> No.4829351

New thread.


Keeping the proposed project from the last thread in the news post if there's still interest.

>> No.4829759

>she will never break you in two

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