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/vr/ - Retro Games

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4937557 No.4937557 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4932410

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.4937558

=== NEWS ===

[07-25] Brutal Doom adds in a flamethrower for whatever reason

[07-25] Colorful Hell updates to 0.942

[07-23] Public release of Clusterfuck, a Complex Doom add-on

[07-23] Fan-made PBR pack released for Doom 64 Retribution, also compatible with Consolation Prize counterpart

[07-19] Redneck Rampage source port in RedneckGDX is now in early development

[07-19] Anon wants some DarkXL things in news post

[07-17] Ion Maiden to have a multiplayer beta coming later this year, may lead to proper EDuke32 multi as well

[07-12] BloodGDX Multiplayer update released

[07-14] Doom 64 for Doom 2 released, a vanilla reimagining of D64 maps

[07-10] Leonard's vacation in hell, a WIP mod that brings Redneck Rampage weapons to Doom

[07-09] REKKR has finally released

[07-09] Compendium, a GZDoom merger of 54 older wads with Dehacked code replaced with ACS/Decorate

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4937571

What does /doom/ think of rjumpextreme?

>> No.4937572
File: 16 KB, 431x476, ascii-vile.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4937573

though /v/ hates resetera

also thy news for now

>> No.4937574

Resetera are a resentable bunch, but news about NOLF is exciting.

>> No.4937579

Here's that Samsara addon post

>> No.4937590
File: 239 KB, 800x600, 1532785349627.png [View same] [iqdb] [saucenao] [google] [report]

I'm not the SS anon but whatever

>> No.4937606
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I'm not sure what I'm doing anymore

>> No.4937607
File: 1.41 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4937618

So I decided to remove the unauthorized material and made my own thing out of it.
At least I managed to get rid of the retarded name and actually named it with something "plausible".

>> No.4937638
File: 797 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4937645
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>> No.4937657
File: 569 KB, 1366x768, Untitledd.png [View same] [iqdb] [saucenao] [google] [report]

>Error: You must wait 3 minutes 54 seconds before posting a duplicate reply.

>> No.4937664
File: 743 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4937668

>SS anon
oh my

>> No.4937670


>> No.4937674

This is fucking hilarious, this looks like some shit you'd see someone playing on one of those TV crime dramas while frantically tapping buttons on the controller.

>> No.4937676

Is there a list of fan-made Doom remakes? So we can see which ones sucks the most

>> No.4937678

>3 of them probably from you posting it
how did you find this video?

>> No.4937680

Can someone please post the doom remake video where the shotgun is a rifle that fires a bunch of rounds in a single quick burst? And the one where the Pinky Demon flips the fuck out after dying, I can't remember if those are in the same video.

>> No.4937689

resetera is a fucking miracle, basically 90% of its userbase are living strawmen

>> No.4937719
File: 526 KB, 873x507, la beast is an inhuman machine that stops at nothing.png [View same] [iqdb] [saucenao] [google] [report]

What's with the fucking little goblin things?
It looks like an extremely crude attempt at recreating Doom using assets from extremely different videogames.

>> No.4937723

I think that dude made his video private after /vr/ found it and began mocking it.

>> No.4937725
File: 77 KB, 694x1149, 1528900558978.jpg [View same] [iqdb] [saucenao] [google] [report]

>NOLF getting a re-release
cool, now i can find someone to play coop with!

>> No.4937758

No co-op on nolf, that I know of. Nolf2 has a mod I think though.

>> No.4937772
File: 59 KB, 1738x289, 1532794916454.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4937778

theres a mod that allows coop for nolf

>> No.4937781

m210 pls stop doin me a scare

>> No.4937782

wait what

>> No.4937787

zdoom discord.

>> No.4937789
File: 165 KB, 516x600, ilya upset.png [View same] [iqdb] [saucenao] [google] [report]

I'm both relieved and annoyed.

>> No.4937801
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>> No.4937806

I'm mad and mad at the same time

>> No.4937809

Welcome to the 21st century, gramps.

>> No.4937818
File: 140 KB, 1019x772, 1522359301267.jpg [View same] [iqdb] [saucenao] [google] [report]

>using spyware

>> No.4937820

Reeeeeeeally? Neat.

>> No.4937823

Please go back.

>> No.4937829
File: 141 KB, 1251x787, NOLF Coop.jpg [View same] [iqdb] [saucenao] [google] [report]

yes, but barley anyone even knows about it or has downloaded it, theres also no images or videos of people playing it

>> No.4937836

you can also play contract jack coop as well

>> No.4937838

excuse me but this is a retro board, only smoke clouds are allowed for communication

>> No.4937851
File: 465 KB, 370x292, Smoke Signal.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4937858

>calls itself a Doom remake
>has almost nothing in common with doom whatsoever

What the fuck is this shit? It looks like some godawful Unity asset flip. In fact, I bet that's exactly what it fucking is.

>looks like some shit you'd see someone playing on one of those TV crime dramas while frantically tapping buttons on the controller.

I can't describe how weirdly accurate this statement is.

>> No.4937863

please fuck back to /g/ and kys

>> No.4937867
File: 1.80 MB, 1000x1644, lawl and orderves.jpg [View same] [iqdb] [saucenao] [google] [report]

>this looks like some shit you'd see someone playing on one of those TV crime dramas while frantically tapping buttons on the controller.

>> No.4937868

I am playing Doom for the first time. I just killed the Cyberdemon for the first time with tons of rockets. I just wanted to share and tell someone, that's all really for this post.

>> No.4937871

Maybe you mean ICQ instead?

>> No.4937875

Mein leben!

>> No.4937912
File: 146 KB, 500x378, Theres an autism in the force.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4937916

are these real?

>> No.4937918
File: 264 KB, 787x803, Builder_2018-07-28_13-14-43.png [View same] [iqdb] [saucenao] [google] [report]

Still in a very early stage, but it is what it is so far. Still don't know what I'm going to do in the door in the upper right, but I'll figure that later I guess.

>> No.4937920

Hope you're enjoying it man. How are you playing it? Chocolate Doom or Zdoom?

>> No.4937921
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>> No.4937927

Chocolate Doom. And I am enjoying it. I like to use the shotgun the most.

>> No.4937929
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>> No.4937934
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>> No.4937942

Shotgun is raifu. And just wanted to make sure you weren't using dosbox. My first experience with Doom was Dosbox, and although i still loved it, chocolate doom is obviously ideal for a first playthrough

>> No.4937956


>> No.4937968

Literally everyone and everything is spying on me, I've just about given up on avoiding corporate and government spying, because they'll always find a way.

>> No.4937991


>> No.4937994
File: 110 KB, 744x418, Screenshot_Doom_20180727_224852.png [View same] [iqdb] [saucenao] [google] [report]

Making a map-only version of REKKR to be played with gameplay mods.

Only issue is most monster replacers are for Doom 2, and REKKR is for Doom 1. So my options are leaving out Doom 2 monsters from the maps, or replacing them with identically functional/named versions with different sprites - repurposing REKKR sprites, so the pain elemental would be one of the floating exploding heads or some such, revenant would be one of the other skeleton things, etc. Not sure what the chaingunner would be. It'd probably look silly, but should at least be functional...

>> No.4937995

Chocolate Doom has been my go-to for a long time now, but recently I've been using Crispy Doom. Still essentially Chocolate Doom, but allows for a slightly higher resolution if you wish (640x400) and it's limit-removing, so you can play things such as No Rest for the Living.

>> No.4938001

Gives me a E3M3 vibe with all the halls non angular walls.

Also fuck visplane overflow. This shit has been driving me mad trying to fix.

>> No.4938002
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>> No.4938004
File: 21 KB, 930x799, e3m3.gif [View same] [iqdb] [saucenao] [google] [report]

Meant to reply to >>4937918

>> No.4938020

And here I was thinking about "fixing" all the weird angles because they looked weird to me.

>> No.4938025

needs lighting

Can't you port it to Doom 2 from the IWAD version?

>> No.4938050

I've been working on an Inferno style map for the last month so I've grown accustomed to non angular geometry. If you're going for a standard techbase level then having a bunch of weird angles might not be wise but if you're making a some type of base that's been altered by hell then what you're doing would work nicely. Then again it's all about what you're trying to do map wise.

>> No.4938064

This is the second time those alien asstards have shot up my ass.

>> No.4938072
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>> No.4938073

This is dope man, good luck with it. I'm looking forward to playing those maps with normal Doom enemies and mods.

>> No.4938081

Maybe. Might just be able to change the map markers, really. Should look it up.

>> No.4938082
File: 184 KB, 1280x868, 2522354-nolf.jpg [View same] [iqdb] [saucenao] [google] [report]

They've been working on it, probably for years; it's in a legal quagmire nobody wanted to wade into. I hope they make some kind of improvements to it though, the engine is very buggy. Just completed the first one recently, here's my review:


With the introduction of Half-Life in 1998, the Quake era of FPSes ended and the new plot-driven era began. For better or worse some things were lost and new things were gained. No One Lives Forever (colloquially "NOLF"), would have been impossible a concept pre-Half-Life; for one thing, it has a plot! You play as Cate Archer, 1960s female spy in a spoof of everything 1960s spy movies / TV shows. It manages to be funny and endearing and not the kind of parody that beats you about the head with the joke.

The attention given to the constant sexism Archer has to face as a "woman" in a man's job shows that, whilst parody this may be, the characters within the plot are entirely serious within their perspective of the world and that the humour in the game is at the level of the observer rather than the characters being 'in on it'. Highlighting the sexism women faced in the 1960s would not have come across honestly if the characters were going to stand around and laugh it off like some Internet troll -- "It's just a joke, bro!".

>> No.4938084


The game is just full of great character moments; you'll spend a lot of time listening to guard's conversations about anything and everything, always funny and always different from the last.

It's that pace that sets NOLF apart from its contemporaries, it is billed as a stealth shooter after all. You'll spend your time waiting around corners, listening and trying [where possible] to shoot guards in the head and out of sight of any other patrols. You'll sometimes find the pace aggravating; this is not a game you can just sprint through in one sitting, you'll want to play a level at a time. The problem is that, unlike Metal Gear Solid or Thief (games designed wholly to be stealth experiences), NOLF is always at heart a first-person shooter and the stealth elements are just not sophisticated enough -- you either get seen or you don't, and luring guards is very hit-or-miss; they have essentially only two modes: total obliviousness, or precise awareness of your exact location.

All these complaints are made up for by the outstanding level design. In true homage to 1960s spy movies, the plot follows an international trail taking you all over the place, from the hot streets of Morocco to the cold streets of East Germany, up the Alps and under ground in the requisite evil lair. Everything is well crafted, atmospheric and diverse, although excessively rectangular; a trait of FPSes of the time:

>> No.4938086


*Begin history lesson*

By the turn of the new millennium, hot competition in hardware acceleration had made GPUs standard equipment for gamers and the push by manufacturers to out-do each other in the numbers' game meant that graphics cards had way more pixel fill-rate than was practical for the number of polygons they could actually push.

It was quite easy to make a game look extremely realistic by keeping the geometry pretty simple, but plastering it with very high-resolution [for the time] textures. Max Payne, the poster-child for this nu-wave, was a stunningly good looking game for the time even if upon closer inspection its just a corridor shooter with very simple and rectangular geometry. "Natural" environments proved difficult to do, either by way of the tools used by developers or the hardware capabilities of the time (or both), and this stalemate between texture resolution and geometry complexity wouldn't be broken until Far Cry in 2004.

*History lesson ends*

>> No.4938090


No One Lives Forever is a creative, varied, _different_ experience than the run-of-the-mill FPS, but it is not necessarily innovative; it's stealth capabilities are remedial and underneath everything it's a rather straight-forward FPS with a forced slow pace. Oftentimes you'll find it aggravating or exhausting, but if you pace yourself you'll find a game that is funny, lovingly crafted and entertaining throughout.

:: Highlights

* Light-hearted sense of humour throughout
* Excellent level design, variety of environments
* Great voice-acting, if the cutscenes are a little stiff (see below)
* Excellent range of weapons; the Atomic Raygun has the best death animation in any game

:: Areas of Improvement

* Alternate ammo types are practically useless and a hindrance more often than not
* For a game of stealth, lacks practical stealth abilities like Theif. NOLF is a just an FPS without the usual run and gun approach
* Cutscenes are legion, rather slow paced and a bit clunky (this was apparently the limitations of the technology / developer's experience at the time)
* Far too few variations of NPCs (also a limitation of the technology at the time)

>> No.4938112

>You'll sometimes find the pace aggravating
Speak for yourself. Run-N-Gunning isn't for every game.

It's something that almost every let's-play fucks up. No one takes the time to actually look at anything (because you can't have any dead air, or people get distracted and bored), so they all miss important details - then later go "OH WOW HOW WAS I SUPPOSED TO KNOW". Annoying.

>> No.4938114

>the pain elemental would be one of the floating exploding heads or some such,

That would be way too many pain elementals.

The closest analog they have in REKKR is the big floating eyeball spawners.

>> No.4938121

I don't have a problem with it, only that I was trying to say that you won't get the same enjoyment from the game if you sit down and play it for hours on end, like you can Doom. I played NOLF in fits and spurts and loved it, but it's totally a different pace compared to Doom.

>> No.4938129

Yeah, I'm not really sure how to do the actual map-replacement yet. I just meant for the sprite swap.

So the pain elementals would replace the skeletal spiders (lets say) but the sprite would match the exploding heads (to match the pain elemental dead)... I'll probably have to go through the maps and play with them a bit anyway.

But if I can just port it over to Doom 2 instead and rename the maps I don't have to worry about sprite replacement at all.

>> No.4938143
File: 279 KB, 1920x1080, 20171007172134_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What an abhorrent review

>> No.4938148

>would have been impossible a concept pre-Half-Life
No. It's a follow-up to Shogo which was released almost simultaneously with Half-Life. The entire Blood2-to-ContractJACK branch of Monolith games is largely independent of HL and is a legitimate alternate take on creation of cinematic FPS games.

>> No.4938168
File: 357 KB, 526x600, Wrong Airlock.jpg [View same] [iqdb] [saucenao] [google] [report]

just let half life and MGSfags think that they invented cinematics in videogames, and that MGS is a stealth game

>> No.4938181
File: 74 KB, 197x172, 1467844809119.png [View same] [iqdb] [saucenao] [google] [report]

>there are people who think MGS is a better stealth game than Thief

>> No.4938182

MGS was an arcade-y sort of stealth game. Played by completely different rules than Thief (for example).

What makes it borderline-not-a-stealth-game-at-all is there are nearly no consequences to getting caught. But that can be argued for most missions in Thief too, if you get good enough to cheesing the AI in swordfights.

>> No.4938201
File: 13 KB, 225x360, 1499288962448.jpg [View same] [iqdb] [saucenao] [google] [report]

>there are people who think MGS is a stealth game

it isnt even a proper stealth game, theres a few enemies per room that can easily be taken out with the socom or any other gun provided you are not spotted, most of the game is action set pieces with bosses taking up most of the gameplay with the ocasional camera fucking you over, the rest of the MGS games are piss easy with the tranq gun. now VR missions, those have actual stealth in them and really good gameplay content

>> No.4938214

For those interested... I've added two new traps to the mod. Plus tweaked some things a little bit.
Should make things a bit "less terrible", now.

>> No.4938228
File: 366 KB, 1280x720, EqByPr8.png [View same] [iqdb] [saucenao] [google] [report]

now we have windows
that's literally all I did today

>> No.4938267

how do I play Dark Forces? Is there a good source port?

>> No.4938271

Use the link at the news post
Gamepressure 1st then the xl forums

>> No.4938364
File: 211 KB, 467x348, 1498578646830.png [View same] [iqdb] [saucenao] [google] [report]

is there a johnny bravo duke nukem 3D mod?

>> No.4938382

I miss Intermission

>> No.4938383

I miss Evolution of the WAD.

>> No.4938385

yeah what happened to that?

>> No.4938387
File: 81 KB, 714x441, REJMAP01.jpg [View same] [iqdb] [saucenao] [google] [report]

I really want to finish some of these things I goofed around in a few years ago

>> No.4938390

Good question.

>> No.4938394

Those pillars look neat.

>> No.4938397
File: 1.17 MB, 1505x832, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

since its ss; been working on this silly technobabble map

>> No.4938406

>Coded Arms guy enters the wrong server

>> No.4938423

I don't get what I'm doing wrong, but when I enclose some room sectors into a larger sector the walls disappear, but that only happens with one specific bunch of rooms disconnected from the rest, I don't know what I'm doing wrong here

>> No.4938435

I vaguely recall hearing they were looking to do more, but were on a break or hiatus until fall of this year.
Don't take my word for it, I may be wrong, it's just something I can just sort of point at in the back of my head.

Great fucking series though.

>> No.4938452
File: 63 KB, 698x696, gfxremap.png [View same] [iqdb] [saucenao] [google] [report]

Im having problems getting Slade3 to work and I dont know of any other apps that do the same things it does.
> visual c++ 2015 will NOT install, period, furgeddaboutit
> even putting the dll files in the folder just leads to another error
> older versions of Slade only have the map editor and im more interested in the png/remap and wad/pk3 management stuff


>> No.4938484

>sectors wasted

>> No.4938495

what would be the best way to just create a big old lump of flesh on the floor using GZDoombuilder?
I just want low poly half ball on the floor colored red

>> No.4938498

Looks cool. Techbases are best when they're totally abstract and surreal.

>> No.4938501
File: 982 KB, 510x637, 6Rw3qAN.gif [View same] [iqdb] [saucenao] [google] [report]

what does that even mean

>> No.4938507

vertices can be given heights directly and will create slopes automatically
so create a couple sectors and raise the vertices so the appropriate shape is created
and apply the flesh texture as the flat

>> No.4938514
File: 5 KB, 500x169, 1434319753154.gif [View same] [iqdb] [saucenao] [google] [report]

I'm not sure even he knows

>> No.4938531

it means wasted sectors obviously

>> No.4938537

why would you worry about that unless you are stuck with calculator processor

>> No.4938539

Unless you're going 100% vanilla it's not like you'll hit a sector limit doing that. It'd be wasted if all of that was created but still used the surrounding textures anyway.

>> No.4938540
File: 3 KB, 97x96, tempofield.png [View same] [iqdb] [saucenao] [google] [report]


ᕕ( ᐛ )ᕗ

>> No.4938548

what happened with the church and the cemetery?
and the labirinth?

>> No.4938620


I'll add it back somehow, I think I'll put the labyrinth in between the main buildings, I'm going to change the room interconnection too

>> No.4938639

Just a FYI that I also added Portergeist back into the mod (It's a public free resource and it adds to the chaos... so who cares, really.) and hanging corpses aka containers aka "pop em for freebies". And it's still 90% text, 10% external resources. 200kb, lel

>> No.4938676
File: 1 KB, 223x26, unnecessary.png [View same] [iqdb] [saucenao] [google] [report]

fight me I drew unnecessary lines on my floors and ceilings too

>> No.4938689
File: 73 KB, 218x225, teeth.png [View same] [iqdb] [saucenao] [google] [report]

You know what to do when the time comes.

>> No.4938706

This could be neat as a switch texture, like the eye ones from Doom

>> No.4938712

Is there a second frame though?

>> No.4938741

stop vagueposting and say something

>> No.4938745

It's a reference to Blood, pleb

>> No.4938752
File: 36 KB, 366x65, hory shit.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4938760

oh, the picture wasn't loading for me
my mistake

>> No.4938782
File: 38 KB, 372x437, cat-no.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4938803

No but there is a skin for Quake 3

>> No.4938804

calm your assblast

>> No.4938812
File: 65 KB, 542x552, just to suffer.png [View same] [iqdb] [saucenao] [google] [report]

Ok I have I a problem with Xash 3D with Half-Life.
I tried to change the video resolution but now it doesn't allow me to play it.
It doesn't work.
What should I do?

>> No.4938814

The first time I forgot and got blammed.

>> No.4938823
File: 563 KB, 1280x960, hlalpha0.52.png [View same] [iqdb] [saucenao] [google] [report]


You could try XWE instead. What are you trying to do exactly?


>> No.4938834

What was this all about anyway

>> No.4938871
File: 908 KB, 500x275, b28.gif [View same] [iqdb] [saucenao] [google] [report]

Why would you need a Fake Hitler?
I know Wolf3D is kinda wacky but those Hitlers are dressed like cultists and shoot fireballs,how can anyone think that's the actual Hitler?

>> No.4938885
File: 64 KB, 796x352, portals.jpg [View same] [iqdb] [saucenao] [google] [report]

Two portals lead to certain death. Choose wisely.

>> No.4938887

I guess the teeth one. I never played Blood so I have no frame of reference for the others

>> No.4938889

The Quake Awards have come to a close. Here are the honorable mentions. Watch this space for the People's Choice award winners and the global winners in the next hours/days.

>> No.4938903

Just a heads up that I just added a "legit" kill script to the mod... and rats.

>> No.4938905

this looks like garbage

>> No.4938908 [DELETED] 

Big thanks to everyone in the last thread who gave me criticism, especially Vertigo who gave me a mini-LP with his thoughts!

Here's the version of the map I'm going to distribute on Doomworld and hopefully idgames.


>> No.4938910

lmfao pro fuckin mirror

>> No.4938913

speaking of action doom >>4938752 was there ever a version that was cleaned up for mod compatibility, or was it too steeped in custom DECORATE to be plausible

>> No.4938916

This looks like you're just fucking around, which is fine (could be pretty neat even), but I dunno if we need a change log for it.

>> No.4938920

Action Doom was before Decorate, that shit was all DeHacked, baby.

>> No.4938932
File: 425 KB, 388x577, you may enter.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4938936 [SPOILER] 
File: 2 KB, 115x108, 1532826528518.png [View same] [iqdb] [saucenao] [google] [report]

Is this too much for a map that's under 10 minutes long?

>> No.4938941

As long as it doesn't impede movement / gameplay, there's never too much detail

>> No.4938953

Hey, remcmplx guy here. Thanks to everyone for the criticism and suggestions, especially Vertigo!

Here's the final version that'll go up on Doomworld.


>> No.4938982
File: 715 KB, 1920x1080, Screenshot_Doom_20180724_210331.png [View same] [iqdb] [saucenao] [google] [report]


I'm dusting off Samsara Monster Mixer after 3 years of not working on it.

I finally got the model viewer I use to work the way I need it to, and the sprite rips kinda look better now as a side effect (e.g. Grunt).

>> No.4938994

Are there Marathon monsters in there?

>> No.4939002

>Fall Of Triton isn't compatible with gameplay mod

>> No.4939006


>> No.4939007

That's DUMP 2, bro

>> No.4939017

I believe they've had Marathon monsters for a while, and it's just Quake that's been left out, for obvious reasons.

>> No.4939023

It would make sense having the franchises with playable characters getting their enemies in

>> No.4939031

does it work with the latest gzdooms?

>> No.4939053

Not just that, but the fake hitlers were revealed to be cardboard cutouts attached to flamethrowers. How Blazkowitz was accepted into the OSA is a mystery.

>> No.4939057

Before 3D, he was implied to be in like, what, 14 missions?
Also, was it implied he belied those were Hitler?

>> No.4939067

Maybe he embellished things to make his report sound more dramatic?

>> No.4939069


>> No.4939142

isn't the osa a thing from rtcw?

>> No.4939163
File: 2.95 MB, 800x450, 2016-05-04 07-38-27_2.webm [View same] [iqdb] [saucenao] [google] [report]


There are, I even made them to where their health, movement speed, projectile speed, attack frequency, and type on spawn (major or minor) all change depending on the difficulty.


The current version I'm working on does, I even checked with the latest dev build.

The version that I released 3 years ago doesn't, not even in Zan 3.0 without skulltag_actors.

>> No.4939164
File: 527 KB, 1920x798, doom launcher.jpg [View same] [iqdb] [saucenao] [google] [report]

shouldn't this thread be called /retrofps/ or something?

Also, the BasedouWannaPlaySomeFuckingDoom.jpg needs to be updated to include Doom Launcher as a launcher option. Its good.

>> No.4939167

I'd use it if it didn't force you to zip everything up

>> No.4939169
File: 30 KB, 424x283, 1475897357169.jpg [View same] [iqdb] [saucenao] [google] [report]

For the love of God almighty someone please teach me how to do this!

>> No.4939174
File: 8 KB, 170x185, 1513468889188.jpg [View same] [iqdb] [saucenao] [google] [report]


please don't post overrated trash. Even if it is in wad form.

>> No.4939195
File: 62 KB, 350x227, ghostapo.png [View same] [iqdb] [saucenao] [google] [report]

My headcanon is that they're actually sorcerers from the Thule Society and nothing will make me change it.

>> No.4939201

I'm assuming it's based on the OSS.

>> No.4939243

And then there's this faggot.

>> No.4939279
File: 3.99 MB, 1360x768, scree0071.png [View same] [iqdb] [saucenao] [google] [report]

I love this

(Bloody Pulp Fiction)

>> No.4939281

They probably used an image to braille/dot converter, which I unfortunately can't find the one I used when images were fucked earlier this year

>> No.4939287
File: 314 KB, 1366x768, Screenshot_Doom_20180729_010508.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4939309
File: 57 KB, 250x300, doh.png [View same] [iqdb] [saucenao] [google] [report]


It just occurred to me that you drag and drop the zip file into Doom Launcher and not just the wad.. This is a god damn pain as I haven't done this for any of the other wads I've added and I extract them all anyway.

It'd be awesome if Doom Launcher could detect the text file with the same name as the wad in the dir and use that.

>> No.4939350
File: 2.74 MB, 2448x3264, pcg1.jpg [View same] [iqdb] [saucenao] [google] [report]


Yes, please.

>> No.4939351
File: 3.99 MB, 1360x768, scree0080.png [View same] [iqdb] [saucenao] [google] [report]

Absolutely kino visuals

(The Slums)

>> No.4939357
File: 322 KB, 770x599, 770px-BloodGDX-VPoint763.png [View same] [iqdb] [saucenao] [google] [report]


This looks tight as fuck, I'll have to check it out.

>> No.4939365

I'm just getting into Blood usermaps, there are some quite cool ones out there. Bloody Pulp Fiction is a 2-episode expansion with a bunch of different themes, The Slums is an unrelated one-map release.

>> No.4939368
File: 189 KB, 770x410, dL right click.jpg [View same] [iqdb] [saucenao] [google] [report]

you can simply send it directly to Doom Launcher via right-click (zipped or not) and it zips it up automatically.

>It'd be awesome if Doom Launcher could detect the text file with the same name as the wad in the dir and use that.

To fill out the wad info? People would have to follow an even stricter text info format.

Is that Death Wish?

>> No.4939373
File: 506 KB, 1920x676, download from idgames.jpg [View same] [iqdb] [saucenao] [google] [report]

you do know that you can download directly from /idgames through the launcher

It fills out all of the information automatically

its pretty awesome

>> No.4939523
File: 42 KB, 376x382, amazing.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh man, thanks heaps, that's a huge help!

>> No.4939559 [DELETED] 
File: 161 KB, 1450x495, the absolute state of matchmaking.png [View same] [iqdb] [saucenao] [google] [report]

yeah yeah I know matchmaking has fewer dudes to work with, but come on this is dumb

>> No.4939586
File: 471 KB, 1280x960, LacrimosaJul282018.gif [View same] [iqdb] [saucenao] [google] [report]

I tried going back to an old skin I had and re-editing a death sequence, but I got distracted and didn't redo the last two frames. It's nice to have a bit more free time to work on random things like this.

>> No.4939591

would anyone be interested in a doom LAN party / tournament in the Denver area?

>> No.4939607

Shake it, baby!

>> No.4939608

And then there's this faggot.

>> No.4939616

Intermission is on hiatus for a bit while everyone involves does real life stuff or tries (ha) to finish some of their other projects.

>> No.4939618


This is a great mod for breathing new life into old maps. Playing through the original Doom Mapset with this mod is quite the experience. Might need to adjust the spawn rates to taste though.

>> No.4939620


>> No.4939639
File: 7 KB, 191x264, help.jpg [View same] [iqdb] [saucenao] [google] [report]

Where can I find a tutorial, anon? I was trying to do the same with D64D2, but i was in over my head. I need ot be pointed in the right direction so any help would bring me closer to uploading the finished product.

For you REKKR modification: I say stay as vanilla as possible, even if that means sticking to a D1 roster. A patch or mod to bring in more contact can come after, but I am a fan of completely vaccinated versions of megawads, clean the slate as much as possible, leaving only the pure maps behind. Godspeed.

>> No.4939804
File: 641 KB, 1920x1080, scree0000.jpg [View same] [iqdb] [saucenao] [google] [report]

playing bloodgdx and got this HoM in e2m7, any clue whats the issue and how to solve it?

>> No.4939809 [DELETED] 

Disregard him >>4939639, he sucks cocks

>> No.4939812

do i really need to install java to play dis

>> No.4939856 [DELETED] 


>> No.4939858 [DELETED] 


>> No.4939861 [DELETED] 


>> No.4939881
File: 318 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


I have this now, literally blown up the entire map redoing the circle, I had to copy paste from a back up..

>> No.4939882

unfortunately, yeah. just open the jar file with javaw.exe and you're good to go

>> No.4939886

whete can i get that versiin that works?

>> No.4939887
File: 1.57 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4939904
File: 1.35 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4939935

Anything on Evolution Of The Wad?

>> No.4939939

Well, in Doom, a HOM happens when there's no texture on a wall, so I would assume that in this level, that section of wall is missing its texture.
However, I don't know for sure, it might actually be textured and it could be a rendering error.

>> No.4939967

Could anyone tell me how to remove the weapon smoke effects in Accessories to Murder? There are no menu options for the mod to turn them off. Firing the chaingun makes my game a slideshow. I have slade but I don't really know how to use it for editing mods. I don't know what I'm doing with it and don't want to mess things up.

>> No.4940000

Nevermind, I figured it out. All I had to do was open in and go into the sprites folder, then delete the smoke folder. Runs like a charm with no errors now. Surprisingly simple.

>> No.4940071
File: 1.10 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4940109
File: 1.57 MB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4940124
File: 157 KB, 959x777, 1532828711176.jpg [View same] [iqdb] [saucenao] [google] [report]

I also figured out how to swap the shotgun and super shotgun spawns back around to normal since in Accessories to Murder they made the sawed off the normal shotgun and the normal one the super. Just had to go into the actors and switch the names around at "replaces shotgun" and all that. That's the first editing I've ever done. Felt good to have it work lads. Makes me want to learn more.

>> No.4940147

Would a museum dedicated to Doom work?

>> No.4940152

> swap SG and SSG around
why tho

>> No.4940170

I don't know why they did it but I fixed it back to normal.

>> No.4940184

A small one, probably.

>> No.4940191

Knowing how Quake Champions had some false information and how we've had that Spriters Resource shit, not many people knowing how the BFG works etc, this could work if they get people who have some deep knowledge on Doom

>> No.4940198

> fixed it back to normal
does your tiny brain see a double barrel and instantly think it's the SSG tier weapon?

the trenchgun in ATM is balanced as the SSG replacement
the sawedoff as the SG tier
or did it never occur to you why all shotgunners are function and sprite wise carrying the sawedoffs
if those things did 100+ damage a pop, you would've noticed by now

>> No.4940204

He's a dummy, anon. It's pretty obvious.

>> No.4940207

That's a crude way to do it, you could also go into the Decorate and just comment out all the smoke spawning lines, which probably would work even better.

>> No.4940212

Oh, I don't care about the damage balance, I wanted the range of the pump action back and at its normal spawns. Now I have that. Also makes playing Doom 1 not shit with having the pump action back. I like what I've done.

>> No.4940213

True and all, but let him tinker, he'll figure out how to do things for himself.

I used to tinker a bunch with ATM myself to make it suit my tastes a bit better and it taught me one or two things.

>> No.4940242

This is the closing thing to a DOS general we've got, so I might as well ask this here:

Where the hell do I get roms for MUNT?

>> No.4940250

you don't need munt to run Roland Doom, Hexen, Heretic, Build music, just download the music somehwere else and run it via launcher

for other game... well use google or ask at vogons.

>> No.4940254
File: 32 KB, 500x338, tumblr_pckq9tBfnx1syxgg9o1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

from Term´s blog:
>yo I dunno what this is but one day I wanna make a thing where you play as a skeleton boss with a gun

you can name it Pale Rider

>> No.4940260

Why would I ask at vogons and not here?

>> No.4940272
File: 1.15 MB, 1920x1080, Screenshot_Doom_20180729_094603.png [View same] [iqdb] [saucenao] [google] [report]

ARGH mountain

>> No.4940278

Pola roider

>> No.4940285


>> No.4940287
File: 51 KB, 200x200, 15259561670720.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit, I love this!
It looks like it doesn't want to be there.

This is like a picture that you would look at when you're sad, to immediately have a laughing fit.

>> No.4940289

I will just leave this here.

>> No.4940291


>> No.4940293

Whitemare2 Map 20

>> No.4940310
File: 51 KB, 416x388, petunia.jpg [View same] [iqdb] [saucenao] [google] [report]

what the christ was that? That is some Nightmare level difficulty right there


>> No.4940315

That's a russian community project, right?

>> No.4940318


>> No.4940325

what gameplay mode is that? is it one of the nu wolfenstein themed ones?

>> No.4940329

Your face is maize
Your ass is grass
What's the difference is convenience

>> No.4940330

yes anon a quick google for "doom whitemare" tells you that.

>> No.4940332

I know. I was going off of a memory.

>> No.4940342

Yes it is Doom Incarnate v1.7

>> No.4940391

Playing Quake for the first time, didn't expect it to be that spooky

>> No.4940394
File: 2.15 MB, 986x1859, 1484026090696.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4940398

>Shadow Warrior (Classic)>Shadow Warrior 2013>Shadow Warrior 2
>Duke Nukem 3D>Duke Nukem Forever
>Doom>Doom 2016
>Wolfenstein 3D>Wolfenstein 2009/The New Order/The Old Blood/The New Colossus, Youngblood

What's going on?


>> No.4940404

Fucked up my formatting. Ignore "when"

>> No.4940405
File: 352 KB, 256x256, 1510698426064.gif [View same] [iqdb] [saucenao] [google] [report]

An idea for either a DOOM or Strife WAD or possibly even a Quake 1 graphic+sound mod: Most, if not all of the enemies in the game and all of the health items have been replaced by foods and beverages. In addition to this, most of the wall and floor tiles are now images of food condiments and restaurant as well as fast food place logos, such as Jersey Mike's, Coco's, Mcdonalds, Dominoes, Little Caesar's, Del Taco, Sonic, The Great Wall, and In-N-Out.

>> No.4940408

>Ignore "when"
I won't.

>> No.4940416

Is the soundtrack to Quake 1 supposed to be just ambient noises? It reminds me of the Ghosts album by NIN

>> No.4940428
File: 1.10 MB, 1920x1080, Screenshot_Doom_20180729_123350.png [View same] [iqdb] [saucenao] [google] [report]

Time for trees

>> No.4940429

Yeah. Also, funny that you say that, Trent Reznor did the music for Quake.

I wish it had more of a Doom style of mix, both quiet and tense atmospheric themes, and high tempo action themes. Like, you heard the intro theme, right? Sounded baller, but there's no other music in the game like it, which is a shame.

>> No.4940436

Oh shit I had no idea Trent Reznor did the Quake music, that's awesome
Pretty unfortunate the rest isn't like the opening, but is there any other songs that aren't just creepy tones?

>> No.4940443

Not really. You could always put on some NIN in the background, that'd kind of fit. Ghosts has some good atmospheric stuff (and is royalty free, just FYI), and there's some other fitting stuff.

Some also say that Quake 2's soundtrack fits too.

>> No.4940447

You can even see the Nine Inch Nails logo on the nailgun ammo boxes.

>> No.4940448

Oh really, I never noticed. I'll look for it

>> No.4940465
File: 127 KB, 437x516, tmp_14052-1528816264111310995998.png [View same] [iqdb] [saucenao] [google] [report]

For games, you're gonna want the CM-32 ROMs, instead of MT-32 ROMs, since the CM-32 has some additional sound effects: http://www.vogons.org/viewtopic.php?t=31362

For later DOS games, you're going to want a Soundcanvas soundfont though, like an SC-55. Patch93's is alright, just run it with VirtualMIDISynth.

>> No.4940473
File: 139 KB, 1410x793, unironically mfw while reading this.jpg [View same] [iqdb] [saucenao] [google] [report]

>"gee, anon... your mod is so hard"
>"kay i just added a few health drops to the spawner"
>"gee anon its still sooo hard omg"
>"kay, now monsters can drop you health shit and ammo"
>"oh my gooodd its still so hard"
>"k then fuck you everything has 2x as much chance to drop ammo and health"
>"omg why it is still so hardddd"

>> No.4940478

Congrats. Always fun to help out with a demo.

>> No.4940484

I'm trying to play Shadow Warrior using proasm, but the FOV is atrocious. Anyone know if there's a way to increase it to about 100-110? I can't seem to find anything, and the FOV slider doesn't go nearly far enough.

>> No.4940507
File: 19 KB, 380x349, ahhboomer.jpg [View same] [iqdb] [saucenao] [google] [report]

>FOV sliders
Back in my day we didn't need FOV, we just used our skill to beat anything. The younger generation is too caught up eating tide pods and being gay to care
ahhhh to be back in the 90s

>> No.4940508

Can anyone help an anon out? I wanna know how to play custom wads through DOSBox. There's only one tutorial out for this and but it only teaches you how to play the wads with the "Doom 2 with classic controls" configuration.

>> No.4940512

So, make sure you have the wad file in the same folder as DOOM2.exe

then, you should do something like this:

doom2.exe -file <yourwad>.wad

>> No.4940514

And where do I write that down?

>> No.4940515
File: 38 KB, 495x427, JALP.png [View same] [iqdb] [saucenao] [google] [report]


What did they mean by this?

>> No.4940518

Why would you even post this?

open notepad, type in "doom2.exe -file <yourwad>.wad" (without the quotes obviously) then save the file as .bat. You've created a batch file that will use the command line to execute these commands when you double click the .bat file.

>> No.4940519 [DELETED] 

Wow they must be datamining you for the SJW neo-marxist post modernist liberal cuck gay agenda, stay safe don't press anything

>> No.4940521


>tries to meme by legit pointing out how shitty things are nowadays

Zoomers can't even meme correctly

>> No.4940523

Why does anyone post anything

>> No.4940526 [DELETED] 

someone needs to shoot these memetic /v/irgins pushing this shit on sight

>> No.4940529

You should go back, too.

>> No.4940530

Doesn't work. DOOM2.EXE only opens with DOSBox.

>> No.4940531
File: 1.91 MB, 916x1560, FINGER ART.png [View same] [iqdb] [saucenao] [google] [report]

Apparently that project to recreate Inferno in Doom 2 has five map slots open up, problem is the deadline is August 4th.

>> No.4940536

when you're opening up doom 2 with dosbox, there you put the -file stuff, or you can try running the batch files through dosbox, too

>> No.4940540

Is this from Death Wish? I don't get the meme

>> No.4940541
File: 70 KB, 550x366, feature-2[1].jpg [View same] [iqdb] [saucenao] [google] [report]


I don't see why it wouldn't.

>> No.4940542

That works, but the control scheme is all fucked up unlike when I open the game with the default config through Steam

>> No.4940550


too bad its led by a total fuckwit

>> No.4940560
File: 3.08 MB, 1920x1080, marathon infinity mp game.png [View same] [iqdb] [saucenao] [google] [report]

anyone down to play some marathon with me?
we can play deathmatch or co-op

>> No.4940568

I'll 1v1 you in this game I've never heard of. Where can I get it?

>> No.4940578

its the source port for the whole trilogy, Marathon infinity is the most common one for net games

>> No.4940589

Cool, how do I fight you?

>> No.4940602

Make sure you set up your controls properly you want to go to preferences>Controls and put always run on and always swim, after go to the mouse options and turn off mouse acceleration and than go to keyboard to set up your binds.
once you're done that go to join a network game and if you see my game up click on it and press join

>> No.4940617

sorry man my game crashed,

>> No.4940621

Oh, I was wondering where everyone was

>> No.4940625

yeah just rejoin the lobby

>> No.4940643

yo gg sorry about the lag

>> No.4940645

GG lads

>> No.4940646

You can blame /pol/, /tv/, and /soc/ for that

>> No.4940671

That your GZDoom version is out of date, get the new one.

>> No.4940674


islander or are you from away?

>> No.4940676


neither, I grabbed it from google images

>> No.4940682


From away it is!

The museum is a joke, but then again so is the whole island.

>> No.4940690

Neat. Hoping to see it finished soon.

>> No.4940694
File: 28 KB, 813x230, logo test 1.png [View same] [iqdb] [saucenao] [google] [report]

So I've been fiddling with this thing for today, maybe or maybe not is a placeholder, the head may or may not stay, and I'll be adding a subtitle to it (as well as Cory Whittle's name), once I've figured one out.

What could I improve on it?

>> No.4940702

None of those boards either started it or popularized it, it was /biz/ and /v/ respectively.

>> No.4940714

Figure out how to make the text not have that awful sprite resize problem of mismatched pixels perhaps

>> No.4940743
File: 143 KB, 900x760, ZhQzV4k.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm currently playing Hexen.
I like the music,the sprites and enemies are nice.
Even if it took me while to complete the first hub(I got lost several times),it was pretty fun.
Does it get better from here?

>> No.4940759

you get new area themes, more music, cooler weapons and more monsters to murder
level design can be so-so

>> No.4940762
File: 247 KB, 638x471, 78a18018-baf1-401e-ac86-c612be74c70d.png [View same] [iqdb] [saucenao] [google] [report]

Decided to check out Sgt.Mark's maps.

A remake of Ultimate Doom maps:Only the first 8 are playable.

What a wasted potential.

>> No.4940765

>>>Sgt Mark

>> No.4940770

Oh, that's just because I zoomed it in. Hold on.

>> No.4940778
File: 90 KB, 1417x322, logo test 2.png [View same] [iqdb] [saucenao] [google] [report]

How about now?

>> No.4940786

Definitely looks better, I think the logo still has some off-kilter pixels. Honestly for a mod title that will have a subtitle it looks alright, I just recommend clean up on the weird unevenness of the various letters and their edges. If you don't mind that look then it isn't that big a deal.

>> No.4940794

>I think the logo still has some off-kilter pixels
Could you circle them for me so I know what to look for?

>> No.4940802

I might be going nuts, not sure. The jaggedness and inconsistent red filler around the letters might just be throwing me off.

>> No.4940806

Nah, I prefer the music as it is, goes wonderfully with the level design and overall aesthetics. Not every FPS song has to be an adrenaline fest, and I'm glad some Doom wads got this right.

>> No.4940813 [DELETED] 

Yikes, need some cream for that?

>> No.4940814

>Not every FPS song has to be an adrenaline fest
True, though I just wish it had a mix like Doom, where there's high tempo action tracks, and then moody and gloomy atmospheric ones.

It makes things more varied.

>> No.4940815 [DELETED] 

>replying to an almost 2 hour old shitpost

>> No.4940824 [DELETED] 

>2 hour
You're reaching, 2 hours is nothing, really. Especially in threads that don't go that fast.

>> No.4940826

why is bloodgdx so shit bros?
it feels like the pitchfork has 1/3 of the range

>> No.4940827 [DELETED] 

>Responding to an almost 2 hour old shitpost
Uh yeah that's gonna be another big y o i k e s

>> No.4940835

I do admit the Shub fight could use a slightly more intense theme. But I can't really see myself playing it with the Quake 2 OST as some anons have suggested, the heavy clash in tone sounds ugly.

>> No.4940838 [DELETED] 

Not enough with the first reply, little anon? Have a cookie for your troubles.

>> No.4940843 [DELETED] 

based yikes (You) replier

>> No.4940849 [DELETED] 

>replying to shitpost with even bigger /v/ shitpost
why do people do this? just ignore for fuck's sake

>> No.4940853 [DELETED] 

>Knowing what /v/ is
Uhhhhhhhh um yeah fucking yikes

>> No.4940856 [DELETED] 

>he's still doing it

>> No.4940860 [DELETED] 

I'm not even that guy, calm your tits anon

>> No.4940864
File: 2.74 MB, 2997x2000, Why_am_I_losing_health.gif [View same] [iqdb] [saucenao] [google] [report]

I fucking love those "chaingunner hidden in the landscape" pictures. Got any more of them?

>> No.4940871

2:16 Big Jim

>> No.4940880

shit that was never said: that

>> No.4940881
File: 14 KB, 686x216, DIE.jpg [View same] [iqdb] [saucenao] [google] [report]

> im angryAF
managed to get Slade3 up and running again... I had to install the full blown Visual Studio 2017 programming package just to get the files installed necessary to get it to work. And It wont even run because I dont have the .NET 4.6 framework apparently.
But at least Slade3 runs now. Whoever designed Slade is an absolute piece of shit.

>> No.4940883

Careful of random to frequent crashes.

>> No.4940918
File: 95 KB, 1417x322, logo test 3.png [View same] [iqdb] [saucenao] [google] [report]

Another variant, I figure a large pair of horns over (behind) the text might look rad.
Thoughts? I'm thinking maybe of sticking some gun silhouettes behind the letters or something, maybe a hand grenade in the demon's mouth or something, if I can find a suitable graphic.

>> No.4940919
File: 42 KB, 192x192, agitate.gif [View same] [iqdb] [saucenao] [google] [report]

Ive had it crash before on my toaster laptop but it was kinda rare. Then again I was also running Windows 7 32bit.
> im the guy with that horrible red desktop theme who was always bitching about only having opengl 1.4, and I was right to do so even if I at least have ogl2.0 now
> seeing as I could run doom3 on that pc even if the fps was shit

Anyway I dont know if its an isolated case with Win8.1 on this particular comp (thinkpad) but it absolutely just does NOT seem to want to agree with installing the visual studio redistributables. One of those random error codes that other folks online just cant seem to get fixed or wrap their head around.
> (so I used my brain and figured if I had the actual software to make that stuff it would grandfather the redistributable elements, yknow go get it from the horse's mouth and all that)
And I guess when someone is this lazy about programming software... they need to have it absolutely dependent on something and there's 0 ways to work around it.

Why the hell hasnt someone else made an online web based version you can upload the assets into, or another editor that does the same things but built on cleaner code...
> is doombuilder a manager like slade or does it just do map editing?
I know XWE was the forebear of slade and it was even worse and probably didnt have pk3 support, but you'd think someone would have learned something from that.
> what pisses me off even more is I need slade to edit other stuff besides just doom, since its a swiss army knife for other stuff like quake
> its even useful for non-game stuff such as setting up animations and alignments, and palette remapping graphics

>> No.4940926
File: 252 KB, 640x1920, 1469492068449.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4940927

The first hub is the most convoluted one in the game.

>> No.4940930

I think it looks fine as it is, sometimes less is more. Though I'd still like to see those ideas, maybe they would look amazing and I'd have to swallow my words.

>> No.4940936

Hmm, maybe you're right.
Still gotta think of a subtitle.

>> No.4940947

>The Great Wall

>> No.4940957
File: 42 KB, 500x322, smokebreak.png [View same] [iqdb] [saucenao] [google] [report]

>look at the thread
>mfw people who map for a vanilla project but don't test in vanilla

>> No.4940973

Yes, IMO the first hub is the weakest. It's the most simplistic (a very literal hub) and has a lot of cramped level design. Plus you don't get your 3rd weapon.

>> No.4941009 [SPOILER] 
File: 386 KB, 1920x1017, 1532895552059.png [View same] [iqdb] [saucenao] [google] [report]

sewies slowly getting more outfits

>> No.4941013

It would've been better if it was more simple. Instead of 6 gates to go between there probably should have been 4. And then have one of the areas moved between and accessible only from the other two. My vote would've been for the metal maze because Fire+Ice sounds like good elemental options to go between. Metal feels like a combination of the two and should've taken place outside the hub area.

>> No.4941015

I really dont like demon girl

>> No.4941021

I have no clue what is going on with her hair

>> No.4941036

The first Quake Awards are over: http://www.quakeawards.com/2018-award-winners/

>> No.4941040

July seems like a pretty odd time for a yearly award.

>> No.4941048


So that is what >>4940550 was talking about.

>> No.4941049

I agree. Why have awards for maps from 2018 if the year isn't even over yet.

>> No.4941061

That thing was thrown together very haphazardly. Little to no notice, little to no discussion. The people's choice awards were also pretty ridiculous, you could only vote for one map in a list of about 70. There were no category differences or anything like that. Naturally, sepulcher won it.

>> No.4941069

Also these were for maps from 2017, not 2018.

>> No.4941070

Pretty lame honestly. The thing I like about the cacowards is that there's always at least 3 wads that win that I've never seen or heard of.

>> No.4941089

There are image-to-ascii-art convertors, I guess some of them allow you to limit the set of used characters.

>> No.4941101
File: 800 KB, 2458x1383, Doom Eternal With New Chaingunner Design.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4941109

his armor looks more like the classic one, I wonder if its a prequel

>> No.4941113

They already confirmed it's a sequel
I wouldn't mind redesigns that don't have much to explain the way they are, since the series already had like 4 different art directions

>> No.4941115
File: 287 KB, 480x368, 1519794209493.png [View same] [iqdb] [saucenao] [google] [report]

I got a new build a new gzdoom build and the spyware thing is back

I did click no

I hope they're being honest

I still don't trust that graf guy

>> No.4941128

i just noticed that some classic doom levels have liquid textures in the ceilings
i like to think that as another case of how bizarre hell was
even if it wasn't intentional

>> No.4941156

A survey that lasted two weeks, and only for those who upgraded to the latest version? Imagine the whole existing user base running older builds.

Unless it is shown that most of the users update to latest and greatest version shortly after every release, that's not how you gather statistical data.

>> No.4941272

>why is blood so shit bros?

>> No.4941286
File: 1.08 MB, 768x1122, Goldeneye 6400.jpg [View same] [iqdb] [saucenao] [google] [report]

why are so much old games getting remakes/remasterd instead of getting sequels?
what are some games that do deserve a proper sequel/remaster?
Duke Nukem Forever?

>> No.4941287

You're kinda right, but git gud.

>Shadow Warrior>Shadow Warrior 2013>Shadow Warrior 2
>Duke Nukem 3D>Duke Nukem Forever
>Doom 2>Doom>Doom 2016>Doom 3
>Return to Castle Wolfenstein>Wolfenstein 2009/The New Order/The Old Blood>Wolfenstein 3D>The New Colossus/Young Blood
>Blood>Blood 2
>Quake>Quake 2>Quake 4

>> No.4941289

pretty sure that was less about ranking the quality and more about later installments

>> No.4941290

Its a Chinese restaurant

>> No.4941295
File: 3 KB, 112x122, sewie.png [View same] [iqdb] [saucenao] [google] [report]


she is made of love

>> No.4941296

Son of a bitch must pay!

>> No.4941302

no dude.

>> No.4941305

she looks stupid, especially her hair

>> No.4941307

Duke Nukem Forever, as it was released, should be thrown in a bin and never looked at again.

What they should do is just look at one of the best builds from 2000 and earlier, and make a Duke Nukem game based strongly on it.
They could call it "Duke Nukem : Forever And Ever", or "Duke Nukem : Infinity"

>> No.4941308

Cute. Still don't know why that anon is so obsessed with her hair, seems like just your everyday animu style.

>> No.4941310

I'ts ok to be gay, Anon

>> No.4941313

>Not just naming it Duke Nukem
Do you even modern entertainment industry?

>> No.4941314

They should just find the 2001 build they say is 90% done, finish it, and release it.

I didn't mind DNF as much as everyone else though. It had some terrible moments, but it wasn't all bad. Wasn't befitting a duke game, but he's had a few bad ones before that. (land of the babes was pretty meh as a follow up to time to kill)

>> No.4941321
File: 36 KB, 609x283, randy bitchford 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4941324
File: 101 KB, 1300x957, fight-fighting-boys-GKHYAR.jpg [View same] [iqdb] [saucenao] [google] [report]

>naming it Duke Nukem

>> No.4941327

Most of those stinkers weren't nearly as delayed, hyped or expensive, nor promised as the great sequel to 3D.

>> No.4941330

>Wasn't befitting a duke game
Yes, because DN1-2 are sure such masterpieces of gamedesign, and DNF, the way it was released, irrevocably tarnishes their majestic eternal glory.

>> No.4941332

I finished playing through all of Doom and Doom II with Gun Caster 3.0, I had a blast, but now I want more. MORE! What's next?

>> No.4941335

Deus Nukem

>> No.4941336


>> No.4941339

1 and 2 are good games. Not great, so fair point. DNF wasn't even "good" though, it was just "okay".

The worlds okayest game.

>> No.4941340
File: 224 KB, 1156x852, 1522532189267.jpg [View same] [iqdb] [saucenao] [google] [report]

Whats wrong with Duke Nukem (2019)?

>> No.4941347

Speaking of Douk, is there a mod with increased quality sound effects? The sound effects are so fucking poor-quality, they sound much worse than Doom's.

>> No.4941350

Unless someone has the studio recordings, or something closer to the original quality, there's not much that can be done. Once audio has been neutered in bit-rate, you can't really put the missing frequencies back.

>> No.4941352


>> No.4941354

I know. But people have made high-quality sound packs for Doom by finding most of the effects from stock sound libraries.

>> No.4941365

1 and 2 were fine.
The Gameboy Color one is kind of like the second game, and is about as good, has some cartoony charm going for it.

>> No.4941372

Gotcha, I assumed you were referring to the voice clips, etc.

>> No.4941374

There was a lot that I wasn't ok with regarding DNF. I got it for a dollar and I'm still feeling ripped off and angry all these years later.

>> No.4941385

That's kinda on you at that point m8.
Let go.

>> No.4941396
File: 881 KB, 1920x1080, Screenshot_Doom_20180729_191831_01.png [View same] [iqdb] [saucenao] [google] [report]

Time for imps

>> No.4941412

It had absolutely dogshit engine (horribly mangled UE2.?) on top of which it had really goddamn good _POST-HL_ leveldesign. Point is: DN3D had Build. DNF had duct-taped pimped-up dogfart ported from PC-only to XBoX360 and PS3.

>> No.4941446
File: 37 KB, 588x497, ferris bueler satisfied.jpg [View same] [iqdb] [saucenao] [google] [report]

>when the megaWAD music is actually pretty good

>> No.4941454

It's from the vanilla E1M5

>> No.4941471

I have now realized without a doubt that the people who run the twitter known as doom.txt come here from time to time. Mostly thanks to reading my recent twitter feed. Basically a shortened version of

>> No.4941479

Not every Blood screenshot is Death Wish, m8

>> No.4941504

what the heck, a week ago it was one slot, then a couple days ago it was three slots, now it's five slots!?

>> No.4941549
File: 180 KB, 602x612, pupper.jpg [View same] [iqdb] [saucenao] [google] [report]

>cousin walks in on me playing quake
>'oh, you play minecraft too?'

>> No.4941567


>> No.4941572
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google] [report]

except I think the resolution on quake and doom tex is technically higher than it is on minecraft
> bruh, I was playing this shit back in the 90s, it took you this long to get into pixels?

>> No.4941573

this what?

>> No.4941579

At least four times bigger, in fact.

>> No.4941584

It's still going on? How many maps does he have to go?

>> No.4941589

its a sad state of affairs that something like minecraft would get confused with quake, I can see how a pleb would because of the pixels but srsly its nothing like that and there's slopes too

>> No.4941620

you don't say?

>> No.4941634

Last time he streamed it was the 10th. He hasn't said anything since on twitter or anything.

>> No.4941641

he needs some proper vetting, there is no way you are not burning out after slogging past hundreds of entries

>> No.4941649

Half-assed, but proves that concrete wastelands can be native to any game engine.

>> No.4941674
File: 702 KB, 986x1378, quack expectations.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4941690


Not that anon, but her hair looks stupid.
There are at least 3 different anons that have been noting that her hair design is bad.

I'll try to rationalise: In anime hairstyles follow certain archetypes, same as character personalities (tsundere, genki, kuudere etc.), There's "torch" hair - the generic DBZ sayan spiky style, Ojou-hair, twintails, "motherly" hairstyle (yes, that's a thing).

Demonchick hairstlye looks like someone tried to do twintails follwing one of those shitty "how to draw anime" book made by someone who sucks at drawing pretty much anything. Actual animu twintails supposed to have waviness, gravity and some flutter to them, which is completely absent from this one, to top that off, they are stretching outward way too much, which further gives out the lack of gravity required for such a long hair to look decent.

So, all things considered it ends up looking like shit. If you want to do twintails or long hair, do them properly, don't halfass things like that, it's irritating enough to detract from the positives of a mod.

>> No.4941693

>Dunce Nukum

>> No.4941698

Just noticed this but yes, I'm just shwoing the progression from oldschool to modern

>> No.4941701
File: 119 KB, 811x1017, 1529767404071.png [View same] [iqdb] [saucenao] [google] [report]

shut up

>> No.4941703

anon >>4941690 has a point, biggest issue with character design is hair, most likely because of its shape. I understand that changing up all those character sprites would be pain in the ass at this stage, but thats the feedback bro, maybe do a strawpoll on what others think idk.

>> No.4941714

Way to take criticism

>> No.4941731

you think i'm the artist? what an idiot
the point is, who cares? it's a fanservice character, this deep analysis about her scissor shape hair is dumb and a waste of time

>> No.4941737

Its not an analysis.
It's an explanation about why it looks stupid and how it detracts from the good parts of the mod.

>> No.4941740

Just to let you cunts know that I nerfed all new demons health by 60%. Should make things more doable. And also added two new traps altogether.
https://drive.google.com/uc?id=1GfkgFSDMgrsCiwVFEZvL627_5mMuHmA7&export=download Check spoilers for download link.

>> No.4941761

So what mod is this

>> No.4941765

La tailor girl, has a pretty cool central gameplay mechanic where your weapons behave differently depending on what outfit you wear.

>> No.4941791

I never played nuts.wad yet.

Is it time?

>> No.4941794

if you PC can handle it, go for it, it's fun for 15 mins

>> No.4941801

Why would you care about meme.wad?

>> No.4941805


What happens when you kill all the demons?

>> No.4941809

Same thing that happens when you kill all the demons in MAP01

>> No.4941820


>> No.4941856
File: 273 KB, 1920x1080, e796ae9c-46fd-45c0-934d-868ba248ac05.png [View same] [iqdb] [saucenao] [google] [report]


I just finished it. It wasn't that bad on my computer.

How do you waste the final Cyberdemons?

>> No.4941858
File: 10 KB, 442x236, F20UNOg.png [View same] [iqdb] [saucenao] [google] [report]

this shit is amazing

>> No.4941861
File: 2.90 MB, 1280x720, i guess.webm [View same] [iqdb] [saucenao] [google] [report]

i like this method

>> No.4941875

So, is chickentard still going ahead with omitting the Video Resolution menu?

>> No.4941879

After playing some Rebel Rumble I really want to like the mod but having dying in one or two hits makes it very unfun

The one HP system that Contra Doom had works because of the lives system, and Action Doom works because all enemies come from the front

Rebel Rumble doesn't have either of these so it's an exercise in a bit of frustration

>> No.4941881
File: 1.38 MB, 1920x1080, d40e0b4a-9400-4438-a335-9fe3331f544f.png [View same] [iqdb] [saucenao] [google] [report]

I did it again

where did you get that gun?

>> No.4941924

I make it a rule that whenever I pick up a berserk pack, I must finish the map with only fists, saving infrequently. You all should try it.

>> No.4941927


>> No.4941952

Yah. Berserk punching is one of the most satisfying experiences in Doom.


>> No.4941957

the most satisfying experience in doom is closing it and opening up quake instead :^)

>> No.4941960

*cracks open monster ultra zero*
yep, now quake was good game

>> No.4941962
File: 137 KB, 600x600, wadsofwads.jpg [View same] [iqdb] [saucenao] [google] [report]

The best move is to play doom, then some quake, and then some build engine games.

>> No.4941970 [DELETED] 
File: 2.17 MB, 286x210, 1366715803774.gif [View same] [iqdb] [saucenao] [google] [report]


Leddit is a few doors down, kiddo

>> No.4941979


Bonnie being a cunt to people leading them to quit, rip. Excited for the wad tho.

>> No.4941994
File: 2.94 MB, 1280x720, remove_spider.webm [View same] [iqdb] [saucenao] [google] [report]

It's infinitely better in hideous destructor

>> No.4941997
File: 801 KB, 1600x900, Screenshot_Doom_20180730_171724.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4942002
File: 541 KB, 1920x1080, esp2.png [View same] [iqdb] [saucenao] [google] [report]

Do people actually enjoy hideous destructor or is it just a meme wad. Is it worth sinking some hours to learn how to play? I get the feeling it gets really satisfying once you know how to play.

>> No.4942003
File: 29 KB, 429x396, IMG_2912.jpg [View same] [iqdb] [saucenao] [google] [report]

The pacing to this mod is something else, hasn't felt like any other gameplay overhaul I've ran into; it's fun as hell after a few crash courses and a closer quicksave key. I'm in a pickle of wanting to play new maps with it but I feel weird that my initial impressions of them will be through HD.

I also wish it had more options.

>> No.4942005


>> No.4942007


>> No.4942008

Screaming at them when they go for the security job

>> No.4942010
File: 107 KB, 1920x1200, quakefaces.png [View same] [iqdb] [saucenao] [google] [report]


Won't go into details but being extremely childish, rude and shitty to people on the discord server - super bad social skills in general.

I can see why they have issues with so many people in the community. When half the people you talk to are 'assholes' it's probably time to have a look at yourself because you're the common element.

>> No.4942014

It's alright. It's a very weird elaborate mess but does have some fun shooty. It's weird how the AR and shotgun feel like they trade archtypes: SSG snipes like a madman while the assault rifle's fuck up things close-range. Try it on 'Homely', then gradually bump up the difficulty if you want the extra "edgy" mechanics like dying from your armor being on fire or a wound keeps re-opening up.

>> No.4942019
File: 929 KB, 1920x1080, skulldashmap23lavasanctuary.png [View same] [iqdb] [saucenao] [google] [report]


Ok, cool, I'm glad to know it is worth checking out properly. Do you guys have any youtube videos you'd recommend to get to grips with it or can you sorta figure it out via the readme?

>> No.4942027

'Hideous Destructor Bootcamp' was the first I saw. There's also some other stuff in the thread: https://forum.zdoom.org/viewtopic.php?t=12973
Readme and gameplay should be good, though

>> No.4942048

>jujala's doom animation

>> No.4942058

I'm doing it by converting all the dehacked props to decorate, which shouldn't interfere with most wads... I think? We'll see. The few I've tested haven't interacted poorly.

SLADE has a find and replace for items, to actually change the item ID #'s... But it's a little buggy. You need to select the THING lump in evert effected map after replacing.

>> No.4942064
File: 111 KB, 320x200, Screenshot_Doom_20180729_233713.png [View same] [iqdb] [saucenao] [google] [report]

Also fucking around with tonemapping... I wish the palette option used the colormap properly. (forget which option this is)

>> No.4942069

it's impossible to make a small shed with roof in front of a big house in boom format, right?

>> No.4942075

not unless you're okay with a big ol sky pillar above the shed, no
I was thinking you might be able to do some transfer heights trickery with untextured walls, but that'd just replace the sky with a massive slime trail I think

or just make it so you can't go in the shed, but I doubt that's an acceptable solution here

>> No.4942079
File: 38 KB, 177x209, 1504316957777.jpg [View same] [iqdb] [saucenao] [google] [report]

boy I love it when I'm getting utterly mauled by an elite of faggot cacodemons in close quarters and I'm about to make my run by getting rid of the one that's blocking the passageway so I can get more space to maneuver, but then it just decides
>'hm, you know what? I think I'll die 3 SSG MEATSHOTS IN THE FUCKING FACE INSTEAD OF TWO'.
or when a pack of mancubi decide they want a 5-rocket dinner course each.

god RNG in this game is such a thundercunt sometimes.

>> No.4942083
File: 10 KB, 669x418, temp2.png [View same] [iqdb] [saucenao] [google] [report]

You can fake it with midtextures if you're okay with the roof being a solid color. The frontmost and backmost of the shed's triangle textures could still be textured though.

It breaks if you look up or down in another port though.

>> No.4942109

It has the best shotgun in the entirety of Doom modding. Shoot then pump, not shoot and pump ok.

>> No.4942114

>feel like playing blade of agony
>official package has a trojan
thanks graf

>> No.4942143
File: 11 KB, 480x360, 1502737819797.jpg [View same] [iqdb] [saucenao] [google] [report]

why is cygnis in a full body latex suit a thing in the new guncaster update

>> No.4942146
File: 252 KB, 470x579, 58d43a5692d71c2dfcedcd0c5f50d343.png [View same] [iqdb] [saucenao] [google] [report]

Why not?

>> No.4942147

>discord server
there was your first mistake

>> No.4942161
File: 244 KB, 297x462, 1523771524735.png [View same] [iqdb] [saucenao] [google] [report]

Imma tell you guys something
please don't laugh

I always saw the blood streaks running below his nose as a moustache he was growing every time he took damage
and my incentive to be on the lookout for health around the map wasn't just to keep me from dying obviously, but also because I thought it looked so awful on him that having it was a fate worse than death

>> No.4942162
File: 74 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Hexen is good, right? I fucking hate puzzles, people always bring up the "a door has opened somewhere else," and I was always biased against how you only have four weapons that get very slowly doled out to you, so I never really get past more than 20 minutes at best of playing. But watching some of the MTrop Evolution of the WAD where they go into his Hexen hub and they talk about how items play a big part in the combat and even saying that Hexen is better than Heretic, I wonder if I'm denying myself a really good game.

>> No.4942163
File: 134 KB, 1363x766, 71fd09_5003732[1].jpg [View same] [iqdb] [saucenao] [google] [report]

You are absolutely lying, and this is a joke. I am not laughing, but I recognize it.

>> No.4942165

hmm, so did you find it funny or not? your post doesn't quite clear that doubt.

>> No.4942169


>> No.4942171
File: 393 KB, 1300x819, DA.png [View same] [iqdb] [saucenao] [google] [report]

hah, I remember she quit HUMP after finding out we were going to use zdoom instead of limiting it to vanilla maps.

Speaking of which, HUMP*mini* isn't far from releasing. Might do some co-op testing and I think we just need to finish the readme file and we're looking good.

>> No.4942172

okay sure you may think that and it's fine but I still do see the stache. even after all these years since first having played the game
it's so unintentionally goofy and campy I just love it

>> No.4942176
File: 1.69 MB, 1366x768, Screenshot_Doom_20180730_054333.png [View same] [iqdb] [saucenao] [google] [report]


this was time consuming

(I'm limited by the texture pack)

>> No.4942181
File: 456 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


I don't know if it looks better aligned or not

>> No.4942191
File: 269 KB, 1920x1080, p1_1988636_8c5df3de[1].jpg [View same] [iqdb] [saucenao] [google] [report]

"Therefore, it claims, nothing of Duke Nukem 3D's is reproduced in the [user made custom maps]. In making this argument, Micro Star misconstrues the protected work. The work that Micro Star infringes is the Duke Nukem 3D story itself--a beefy commando type named Duke who wanders around post-Apocalypse Los Angeles, shooting Pig Cops with a gun, lobbing hand grenades, searching for medkits and steroids, using a jetpack to leap over obstacles, blowing up gas tanks, avoiding radioactive slime. A copyright owner holds the right to create sequels... and the stories told in the [user maps] are surely sequels, telling new (though somewhat repetitive) tales of Duke's fabulous adventures."

~United States Court of Appeals, Ninth Circuit (1998)

>> No.4942193

i question that design choice too because of the pic in the second post, which was made several months prior to even hearing about the update

>> No.4942215

So what does this mean for us? That companies can't sell fan-made work without the fan or game creator's permission?

>> No.4942231
File: 235 KB, 1553x529, logo test 4.png [View same] [iqdb] [saucenao] [google] [report]

Should I have the subtitle offset like this? It'd give me room to give a mention to Cory Whittle (I feel it extremely important to acknowledge his work so there's no confusion).

>> No.4942232

It can't be selled as a sequel since the story itself would be the copyright infringement

>> No.4942261
File: 509 KB, 854x480, the future of gaming.png [View same] [iqdb] [saucenao] [google] [report]


I treat berserk packs as if they're +100 medikits that just happen to give me a strong punch. After that I might consider pulling out fists but usually id rather dance around with the SSG.
> its worth it to hit pinkies though, I prefer berserk to chainsaw

>> No.4942264

is that a spiderdemon replacement monsters?

>> No.4942268

> that rocket launcher stub on the side over there
> what did they mean by this?
Also those splatter death faces, dont remember those but good god they're almost cringe R rated.

>> No.4942282
File: 125 KB, 1345x685, blood fire explosion HD.png [View same] [iqdb] [saucenao] [google] [report]

the irony is that the SSG is probably the most reliable weapon damage-wise, but yeah cacos have 400 health and its just at that right spot where you could get two 195s...

WTF is WRONG with these people...
There's nothing wrong with zdoom and modern port compatibility. They can even set the compatibility to older versions like v1.8 or shit just to take advantage of the map functions and none of the new graphics shit.

I really DO prefer maps that require jumping because Quake and Duke did that back when it was retro and Duke was even sprite based. Modern mapping has learned from all sorts of tricks and design styles and easily benefits from quake style map capabilities.
> I like vertical maps and thats just really hard to do in doom, doable in ports but still hard

>> No.4942297
File: 2 KB, 134x116, tempofield.png [View same] [iqdb] [saucenao] [google] [report]


I know her hair aint best sprited but does everytime shes brought up have to get "i hate her hair" comment like automatic response

not gonna be redoing all her sprites due of her hair, just like I know Daina's sprites have many many issues I really cant start fixing at this point anymore.

but is it really that hard to see its scissor shaped

>> No.4942303

Honestly, I don't like ZDoom platforming because the jump feels so off. Duke has a surprisingly high jump with a little bit of a landing sound and view punch, but in ZDoom it's this silent, pathetic little pop a couple feet into the air and it just doesn't feel right. Especially if a wad demands I do some precision platforming all the sudden.

>> No.4942305

Hi Joel.

>> No.4942307
File: 3 KB, 210x115, rekkrguy.png [View same] [iqdb] [saucenao] [google] [report]

Can't unsee

>> No.4942308


Quake awards winners announced.

>> No.4942327

Way too far apart to be recognizable as scissor blades. In fact putting "blades" closer together would alleviate both this >>4941690 (at least somewhat)
and issue of not being scissorlike enough.

Had you been spriting using separate layers for separate elements, replacing the hairstyle wouldve been much easier. I thought you were. And IIRC I also explained why I dislike her hair right when you introduced her. As I said, i wasnt the only one to notice that, and wasn't the one with the "automatic response".

Doomguy also slides along the surfaces, making it far too easy to overshoot a narrow ledge.
There were some experiments with dampening his momentum when he stops moving, but that provided a nauseating effect.
IMO it was approached from the wrong direction. If someone wuld bother to dig up that code ( I think it was posted here or somewhere accessible - i didn't keep track of it), then it could be modified to nullify Doomguys sliding momentum only for 1-2 seconds after the landing from a jump of a certain height - IMO that would eliminate the slippery effect for the jumping purposes, while not removing momentum from general movement and running around, and make platforming feel much more controllable.

>> No.4942336
File: 179 KB, 800x936, 12382-nuke-it-1000-dos-back-cover[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>That companies can't sell fan-made work without game creator's permission?

This. The short of it was that a D!Zone style map collection called "Nuke It" was being sold, and the company that was doing it argued that:
a) MAP files aren't actually Duke 3D itself because all they do is tell Duke 3D what to make and don't contain any graphics/sounds themselves, meaning they aren't derivative works of Duke 3D and thus weren't breaking copyright, akin to how Game Genie just allowed players to modify a game they purchased on their own, which was found in a court to not be making a derivative work
b) Players making their own maps fell under fair use, i.e. outside the bounds of copyright
c) Even if they didn't fall under fair use, 3D Realms essentially licensed their Duke claims out to the public because they allowed players to make their own maps.

The court said:
a) >>4942191 - that MAP files are effectively the same as detailed fan-made sequels akin to someone making "a book about Duke Nukem" which "would infringe for the same reason, even if it contained no pictures," and are thus derivative works with all the copyright/licensing stuff that goes along with it
b) Map making is not fair use
c) Not only did 3D Realms explicitly demand that all fan maps be free, but even if they didn't, Micro Star (the map sellers) still wouldn't have been allowed to sell Duke derivatives without a license from 3D Realms.

Therefore, selling Duke maps on your own is copyright infringement, which would mean any D!Zone kinda business is illegal unless it got explicit permission from the licensors, like Final Doom. (Also, putting game screenshots on your box that you're selling without a license is infringement.)

>> No.4942341
File: 19 KB, 525x296, harold.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw still getting complaints that the mod is too hard
>even after reducing all new demons health by 20
Guess I'm gonna flip a "dark souls dev" card and say "If you can't beat it... then the problem lies inbetween your pc and chair".

>> No.4942349

mainly I like jumping in zdoom when it isnt abused for mario style platforming
- it should be used for things like climbing boxes
- jumping on a machine box to get access to a vent
- believeable (lateral) progression up the side of a cliff
- none of this jumping up to reach 1 pixel width ledges either, except as an intentionally constructed ladder.
- obstacles that act as speed bumps, can be traversed but require you to stop or time a jump precisely, giving enemies enough time for the fireballs to catch up

Requiring switches or obstacles to be lowered just a couple feet so that you can progress is tantamount to an impassable bush trope is absurd. Standing there for a few seconds someone like doomguy could improvise some way to get around it.

But... I do not like crouching and I never bind the feature, quake2 and duke mightve had it but quake1 did not have crouching. It doesnt make sense either with the arsenal doomguy carries, the backpack interferes with being able to fit into small spaces (having tried doing this for real even a normal backpack will limit you to like 3ft clearance minimum and even then you're moving inches at a time).

>> No.4942350

>tfw still getting complaints that the mod is too hard
those guys needs to git gud

>> No.4942351
File: 1015 KB, 1920x1080, Screenshot_Doom_20180730_113506.png [View same] [iqdb] [saucenao] [google] [report]

Angry town

>> No.4942354

>It doesnt make sense either with the arsenal doomguy carries,
are you for real, did you just complain about realism in Doom? The same Doom where Doomguy can carry so many massive guns and a gorillion packs of ammo and still run faster than any other man? The same Doom where demons and shit exist? The same Doom where one man can beat Hell multiple times?

>> No.4942359

It does beg the question why they didnt involve crouching in Quake1 though... they included jumping because of all the things you can do with a map after that. But crouching and moving prone is also a part of military obstacle courses. The only theory I have about this is modeling laziness, not wanting to have ducking frames for the player model.

>> No.4942405
File: 6 KB, 196x157, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

you know I think I could be cheeky and make it so sewie gets more hairdo effects when she gets rare outfits like I had planned with sheep here

could be a start atleast

>> No.4942414

is it still whitemare 2?

>> No.4942419

In case nobody knows, the artifact in MetaDoom only shows up, by spawning near plasma rifles if the player has the BFG

>> No.4942423


>> No.4942425

>Speaking of which, HUMP*mini* isn't far from releasing.
Good stuff. Looking forward to playing it.

>> No.4942461
File: 230 KB, 306x365, EldenOgre.gif [View same] [iqdb] [saucenao] [google] [report]

So, I want to make my own game/total conversion, the game itself is still just in conception, but there is a problem that I think I have to solve before continuing, what engine should I use? I've considered the Doom one, I have experience in it and it isn't as complex as Build, but I really, really want to try out 3D, so I'm still considering either IDTech 2/Quake 1 engine or GoldSrc.

The problem I have with those two last engines is that the only experience I have with those is just mapping. How hard is it to make mods compared to doom? And I'm not talking about modelling/animating, I have those covered, I'm talking about coding. In Doom you can make custom enemies and weapons in a relatively easy way nowdays, but what about in Quake? I find very little information about that and the very few cases I find anything related to Quake custom enemies, for example, are just demonstration videos like this one https://www.youtube.com/watch?v=YRMIzzZ13_E
How hard it is? Any of you have experience in modding quake beyond mapping? Care to share some stories and tips? I want to cover everything in my mod, I want to know if I want to make hub maps, how to make weapons, enemies, and in the most extreme cases, menus, like dialog boxes, inventory, etc.

TLDR, What engine should I use for a medieval themed game? Doom, Quake, Build or GoldScr? I really wanted to experiment with Quake but is so foreign to me that I don't even know how to start, or even start at all.

>> No.4942472
File: 2.42 MB, 1920x1017, Screenshot_Doom_20180728_224529.png [View same] [iqdb] [saucenao] [google] [report]

what happened to the guy who were doing hd renditions of the old sprites using the RPG sprites and Adrian's art as models for it?

his baron was kinda neat. though incomplete

>> No.4942476

Whenever i think of the concept of "Doom lore", there's always parts in the stories of the games and episodes, that come off as interesting, even if they're weird of silly, like how the chainsaws in Doom 3 got in mars because of a delivery mistake or how the creation for the holograms may have been implied by the UAC just watching movies from the 21th century
Or how in some of the Master Levels, you were a cyberdemon turned into a Doomguy, who got screwed by an archvile

>> No.4942494
File: 406 KB, 1408x1690, tempexplos copy 2.png [View same] [iqdb] [saucenao] [google] [report]

Do you know programming?
The benefit of gzdoom is being able to use decorate without really knowing how to do code, the downside is standard idtech1 monster AI.
> graf stopped carrying this torch and de-evolved into making everyone do programming to get any further benefits from the system
> if you can program there's literally no reason to use gzdoom since you could go straight up to some unreal engine, unity or ue4, graf completely misunderstands this

If you know how to program then id suggest going as far up as you can. Quake has a bunch of limitations in it that were okay for just quake but I think you'll find them quite limiting.
> Keep in mind Hexen 2 was pretty awesome and was based on an alteration of q1 much like HL had an altered q1 engine, it was a medieval game and was 3d.

In specific I think you should choose an engine that doesnt default to destroying/gibbing the player if they get squeezed by level architecture. It should also be able to set monsters on patrol and have decent AI instead of "go to point where player is" chase behavior.

Quake 3 is good but ive heard complaints about it being hard to incorporate non-bot AI behavior to it. Also the engine doesnt have additive sprite effects just translucency, which will cause the bright white center of fireballs and lightning effects seem washed out. This issue is averted with the bfg shots but only because multiple sprite overlays are used. You could fix that by just honoring the alpha layer of the TGA format in the programming, and making sure the parts you dont want washed out are at 255 alpha.

>> No.4942503
File: 146 KB, 1417x482, logo test 5.png [View same] [iqdb] [saucenao] [google] [report]

Another test. Feels like it's a bit crowded. Should I rearrange the placement of the subtitle and acknowledgement?

>> No.4942507

A little bit, maybe just shorten the credit title to an abreviation

>> No.4942508
File: 457 KB, 817x626, 1508194473201.jpg [View same] [iqdb] [saucenao] [google] [report]

nother thing ill show is a screenshot from some sort of /vr game, have no idea what it is but these are some darn delicious graphics for it being a 3d game in the 90s... if you're going for retro ill suggest this as some inspiration for art direction. Aside from citing Quake1 as well.
> alot was done with the colors to make this look dice

>> No.4942525
File: 159 KB, 512x384, sh_school03.jpg [View same] [iqdb] [saucenao] [google] [report]

id also suggest looking at the Shadow Wood hub in Hexen1
and also art styling from the silent hill game since the use of colors and darkness still translates

>> No.4942536

use ue4 and just don't enable every single fx in it, you can make small games with small footprint in it if you know it, it has documentation and tutorials up the ass
I recommend start with the udemy's "learning c++ while creating games for ue4", really, the sky is the limit

>> No.4942541
File: 104 KB, 1417x482, 1532974181189.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4942548

>Do you know programming?
Barely, but I consider myself a fast learner if you give me time and tutorials. All my experience in doom came from tutorials in youtube and then doing experiments constantly. This is why I have Doom as my most possible choice right now, is a simple engine but at the same time very versatile, but I really want to try out to make modding for quake beyond mapping, but i just don't know where to start.

I want to make an experience similar to any FPS made back in the day in their respective engines, but with maybe more complex elements and at the same time without the flashy stuff that a lot of gzdoom mods have, like Brutal Doom or Wrath of Cronos, for example.
I'll probably just stick with the Doom engine, but do you know any place to start in *real* Quake modding? Quaddicted didn't tell me much, or at least didn't find anything relevant for what i'm looking for.
Also thanks for the those pics, i'm almost jelly, that is exactly the sort of stuff that I'm looking for, high modifications beyond vanilla stuff.

>> No.4942571

I might shorten it actually. How about now?

That really pulls my Devil Trigger!

>> No.4942573
File: 141 KB, 1417x482, logo test 6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4942589
File: 383 KB, 768x666, no fun allowed robert house.png [View same] [iqdb] [saucenao] [google] [report]

Also based on what the other dude said about footprint I would suggest since you're interested more in retro stuff that you go with graphical options based on DirectX instead of opengl. There's been a yuge stink going on in gzdoom regarding graf's switch to opengl exclusive (you need oGL 2.0 just to fucking RUN software mode, just to make it look like it did in 2001 you need to have shit that can run UT 3).

Its easy to miss the fact that opengl is very inflexible on the user's end, its something you either have the minimum requirements for or not, there is no way to get around emulating it or shutting off options that you dont need. OpenGL is evil and it shouldn't have ever left the Workstation environment where it came from.
> also dont use shaders, make them optional, instead get similar effects with texturing and lighting


Also if you "barely" know programming, even if you consider yourself a fast learner, this is NOT FOR YOU. Go make mods for the next 3-5 years for these games using programming then go for the gold.
> This is something that will take you a long time even if you're dead proficient at it.
> in terms of Mapping, totally unrelated to the programming aspect, rich high quality megawads like BTSX, DOTB have taken years with a team of mappers
You will not succeed trying to copy/paste and jury rig stuff together based on tutorials, you have to know what you're doing and even then it will take 3 years for you to finish your game.
> just speaking in realistic terms here
There are times where youll hit very serious problems that you cant identify or figure out how to fix even with a really hacky solution, they will take a long time to solve, and it will contribute to dissipating your muster to keep going. In the end it will be anothr failed project website with dead links that people cant even download the source code for
> dont-be-that-guy.jpg
Pic related, You need more science skill

>> No.4942613

I'm the ue4 guy.. read this:

>> No.4942628
File: 29 KB, 409x189, commisar heresy.jpg [View same] [iqdb] [saucenao] [google] [report]

> Fair warning: It may take you five to ten years of diligent, hard work. Do Not just be the idea guy. Those guys are worthless and a waste of time.
> those guys are worthless
> worthless

>> No.4942632

>testing your mod on HMP
did your retarded ass ever bother to ask what difficulty they were playing on

>> No.4942638

Alright, you convinced me, I will keep doing experiments in doom, and look for a substitute for gzdoom, no clue what happened with the dev team and all those changes since I've been out of the loop for quite a while but all that sounds ugly. I will try to modify vanilla doom as far as I can go and see what I get.
But the modding quake question is still in the air, where does one start with modding quake besides just mapping?

>> No.4942640 [SPOILER] 
File: 7 KB, 663x43, 1532977461036.jpg [View same] [iqdb] [saucenao] [google] [report]

>/vg/ will defend this
6 shells, amirite?

>> No.4942647

what mod?

>> No.4942653
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google] [report]

graf realized that it actually takes WORK to do programming for something like this, as he discovered the inefficiencies of modern programming languages and ended up having to recode things like 4 or 5 times every time he wanted to upgrade or incorporate a new feature
> and admitted that from the beginning the legacy graphics code for zdoom was buggyAF

So he just said screw it, im going to get lazy, and im going to just pipe it all down one lane so that I only have to do things 1 or 2 times.
> instead of doing the right thing
> spending time not pushing out updates
> and rework the entire graphics code from the ground up so that its all Efficient and its all being done just One Way
> yknow kinda like defragging a hard drive for freespace, its a bitch and takes a long time but it puts things in crisp smooth working order and sparkly when its done

And got some people so assmad about it, like myself, that we've given the project NEGATIVE Publicity. And he has practically hidden himself from the internet a few times over this.
> rightfully so too because my old toaster laptop will run UT2004 which is capable of much greater feats than GZdoom yet cannot run the newest iteration of it at all, even not wanting to use the new, or older graphics features at all
> he deserves a firm rifle butt smack to the head to get his shit straight

> modding quake1
QuakeC and model editing for the md1 format. Not sure if modern ports like quakespasm support md2 models yet, if they do that will make the modeling aspect much easier.

Get the quake1 .qc files and pour over them looking at how they did things. Some things you might notice need fixing in quake is the inability for ogres to compensate for vertical aim when firing grenades. Also those ogre grenades only cause 25 damage and are incapable of gibbing zombies, while also only having an area of effect of 25 explosive damage, compared to yours using the same ammo - gibbing zombies - and having a 100 radius reach.

>> No.4942663

How do we kill gzdoom?

>> No.4942667

Finished Doom 3, I agree now it's the worst game in the series. Honeslty after you get out of Hell it becomes a slog to even want to get through and that's being generous.

>> No.4942668

put all mods on one version of it and pack that version with every mod

>> No.4942672

How's that new samsara addon?

>> No.4942686

GZDoom 3.5.0 Released:

>> No.4942692

It's not exactly "puzzles" as it is less linear progression. It's not like Silent Hill, it's more like a switch hunt. But the confusingness is a meme, typically it will tell you what has happened or there will be an established pattern for you to follow. And yeah, it's a little unfortunate there are only 4 weapons per class, but you do also get flechettes, a combat artifact that's different for each class.

>> No.4942694

Call me a casual, but I found it to be much more enjoyable with a guide handy to refer to if I ever found myself lost for long periods.

>> No.4942695

wonder what mods no longer work.

>> No.4942735

I remember there were some mods that allowed multiplayer-esque respawns / lives systems in GZDoom, but I can't remember what they were for the life of me

>> No.4942739

>but is it really that hard to see its scissor shaped

I got that, I just don't think it looks good. Like, at all.
Me, though, I just don't play her and kind of ignore her instead of bringing it up every single chance.

>> No.4942740
File: 292 KB, 1600x1000, lazy girl 5.jpg [View same] [iqdb] [saucenao] [google] [report]

recommend me a good wad to play with latest PB beta

>> No.4942742

ah, yes, ignore criticism and accuse the playerbase. sounds legit.

>> No.4942743

Anyone who likes Trent's music for Quake should listen to his latest album, Bad Witch. In particular the song I'm Not From This World. It sounds like a track he made for Quake that didn't make the cut.


>> No.4942749


They are. Sorry to break it to you, but idea guys are generally pretty useless.
There is the rare one that is actually valuable and gives you insight on input on things that you never really considered, but chances are so rare that if you're banking on it you likely will not be one.

>> No.4942752

i cant wait to see D4T and Metroid Dreadnought no longer working...

>> No.4942753

>a rare BFG kills things dead
damn, how imbalanced

who shit in your cornflakes

>> No.4942757

Mark did.

>> No.4942780


>> No.4942783

Kinda weird how one of QCDE's characters is Durandal instead of a security officer

>> No.4942785

>latest PB beta
give me a link you fuck

>> No.4942789


>> No.4942820

you type like a fucking schizo
>instead of a normal human being

>> No.4942828

I guess you could say it's *the* security officer, since wasn't durandal shoved into his brain or whatever?
I don't know, who actually plays marathon

>> No.4942842
File: 47 KB, 650x801, harold-photo-u1.jpg [View same] [iqdb] [saucenao] [google] [report]

>feedback varies inbetween "It's not Complex Doom", "It's too hard/chaotic" to "I've seen that shit elsewhere;therefore it's shit"
>ignore them
>"well have you tried lowering the difficulty so your handicapped mental condition can adapt to what the mod has to offer, sir?"

>> No.4942850

you should change the name to "git gud"

>> No.4942867

the rats are a pain in the ass but is cool

>> No.4942880

I've been underestimating the amount of space I can use with an M_DOOM, I don't need to squish it all down.

Maybe it'll look a bit awkward if you're playing on like 320x240, but who the fuck is playing GZDoom mods with that in 2018?

>> No.4942889

This is lowkey one of the best MIDI ever made.

>> No.4942902

You are such a thin-skinned bitch, holy shit.

>> No.4942913

I play in 4:3.

>> No.4942917

So do I, and it still fits.
It's not 320 wide, so it'll fit fine.

>> No.4942962

what are you talking about, I dont recall coming across a gimp suit in the last update


>> No.4942965
File: 333 KB, 360x267, 1532904117652.gif [View same] [iqdb] [saucenao] [google] [report]

What weapon mod will soothe the pain of a kidney stone?

>> No.4942989

They may be talking about the asbestos suit

>> No.4942990

Comfy Doom.

>> No.4943019

How long will we have to wait for an unofficial restoration of the resolution menu?

>> No.4943054

Fractal Doom

>> No.4943057

I play on 640x400 simply due to the intended aspect ratio of the OG graphics and I dont want to notice any stretching of pixels on my weapons or the status bar. I might not be running 320x200 but its kinda/sorta close to that.

I also play it Windowed - because im used to playing alot of things windowed just to make double sure that its not stretched and blurred on modern display. With the exception of the background in gameplay being a finer definition than vanilla the pixels remain square, unstretched, and unblurred.

>> No.4943062

It might still fit in that resolution. Width was really my primary concern, but it's like only 300 pixels wide, so there's more than enough room for that.

On 320x240, the subtitle might be obscured by the menu, definitely in Doom 1 with the Read This! on the menu.

>> No.4943070

what's the version of the samsara monster mixer that has quake in it?

>> No.4943086

but the intended pixel aspect ratio is 5:6? 320x200 upscaled to 1600x1200 gives you the most accurate representation on an LCD

>> No.4943089
File: 80 KB, 486x576, Archvile_sculpt.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I take care of the fucking martians in hideous destructor
I don't mean "shoot the bastard, saw the corpses, and run to the exit"
I mean how do I kill these murder mutants reliably, they're a pain

>> No.4943092

you don't
they exist to take all your plans and throw them out the window
sometimes you can get them to stop running away to land more hits if there's a bunch of corpses around, but that has its own obvious risks

>> No.4943126

watch the movie starring Dwayne 'The Rock' Johnson

>> No.4943129

you have make them run a bunch of times before they give up and die, but then they can curse you and make YOU revive nearby corpses
just run

>> No.4943139

i found a version with only the monsters from the series with the 8 main characters, but it's on github

>> No.4943147
File: 1020 KB, 1920x1080, 0734253c-0c2b-452a-b75a-38c6a1817eb5.png [View same] [iqdb] [saucenao] [google] [report]

What mods do you use for a "glossy" vanilla experience?

Here's what I use
>Smooth Doom
>Ketchup v5 patch for Smooth Doom
>Smooth Textures
>High Quality Sound Effects by Perkristian
>IDKFA - Doom Soundtrack by Andrew Hulshult

>> No.4943156

Ketchup seems a bit redundant when Smooth Doom already adds blood splatters.

>> No.4943160

No and 320x200 was vanilla pixel ratio (==16:10).
1920x1200 would scale just right at a x6 multiplier.

My display previously was 1024x600 and now its 1366x768. But I want a clean integer multiplier of pixels and I want it windowed also so that I can switch to other windows without fullscreen spazzing out. On the other pc I couldnt go with 3x scaling because windowed I couldnt actually use up all 600px without having problems.
There are other games from the 4:3 aspect ratio era like diablo 2 that I dont want getting stretched and fuzzed either.

>> No.4943161

whats a good mapset for guncaster besides vindicated?
I completed the first episode of ancient aliens and Im not really feeling it

>> No.4943171

playing as """"durandal"""" is a pretty shitty decision, t b h

>> No.4943175

the doom artists worked in 320x200 stretched to 4:3 (https://doomwiki.org/wiki/Aspect_ratio)
not having a big enough monitor is one thing, but the game was definitely not made for square pixels

>> No.4943179
File: 73 KB, 800x600, hnng.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw when things like pic related can be done solely with text
I wonder what happened with modern technology that they failed to go beyond on this. It's like things went backwards.
Also, friendly reminder that I've added two new traps -- including a jumpscare-indulcing one, heh. Check https://www.youtube.com/watch?v=YciJCayiJMY for gameplay, links, etc.
Thank you, sir.

>> No.4943185


I use the same except I use Nash blood rather than ketchup because I prefer blood sprites rather than decals.

>> No.4943194

Maybe it's because he has more of a personality and they wanted to shove in more character quotes
Can't wait for Gordon Freeman to be added and break his silence

>> No.4943197

maybe they'll use Ross from Freeman's Mind

>> No.4943210

I would be okay with this.
This is the only way I could accept a talking Freeman.

>> No.4943212

should have posted a link

>> No.4943217
File: 430 KB, 1920x200, Screenshot_Doom_20180731_013159.png [View same] [iqdb] [saucenao] [google] [report]

We need to go wider.

>> No.4943221
File: 2.40 MB, 640x360, 360.webm [View same] [iqdb] [saucenao] [google] [report]

you need even more FOV

>> No.4943223

problem is on crt monitors while the pixels are stretched each of the pixels has the same aspect ratio...
on a modern display if you stretch pixels it doesnt work that way and some of the intended lines will be displayed as 3px tall while some will be 2px tall and as a graphic artist I NOTICE this and it bugs the absolute hell out of me

So I set them to square, even if thats not the way I originally remember it at least the pixels are all the same size. On a very high resolution I think I might not notice but we're talking like 2560x1920 or higher. Dude, I have ant vision.

>> No.4943241 [SPOILER] 
File: 1010 KB, 1920x1080, 1532994626820.png [View same] [iqdb] [saucenao] [google] [report]

I have finished Whitemare 2

It was a good MegaWAD

>> No.4943246

Sick (in a good way)

>> No.4943251

you're a good megawad.

>> No.4943252

>deathshead in wolfenstein 09 had the same VA as the tf2 medic

>> No.4943259
File: 19 KB, 64x128, PSXDOOM_ENERGY.gif [View same] [iqdb] [saucenao] [google] [report]

This cut texture from PS1 Doom is like FIREBLU's lost brother

>> No.4943264

Welcome to /doom/
Please disable texture filtering

>> No.4943267

Let him play how he wants.

>> No.4943270

He is welcome to play however, but he is not allowed to post filtered screenshots on my board.

>> No.4943275

he can play brutaldoom for all I care
texture filtering is a sin and I hope you will be reborn as a mancubus in hell

>> No.4943279

Excellent posts my fellow doomers.

>> No.4943283
File: 83 KB, 1211x206, logo test 7.png [View same] [iqdb] [saucenao] [google] [report]

Are the clawed hands grasping the logo too much, or is it just Metal Album Cover enough?

>> No.4943286


>> No.4943287

>do i fit in yet, guys?

>> No.4943295
File: 160 KB, 1280x720, 1531768755146.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it normal for qzdl to fail to load many mods and even maps? It's the only Doom launcher I can manage to compile and I'm not sure if I did it right.
Everything else tells me that there was a fatal error and that such and such as "no such file or directory." it's never something I seen the repos either.

I always wanted to be a game designer when I was a kid. Slade is in the repo for my Linux distro. Think I should try learning how to use it? or do I have no hope since I can't compile Oblige?

>> No.4943304
File: 445 KB, 807x700, 1526866882771.png [View same] [iqdb] [saucenao] [google] [report]

I'd wish them to at least try it with filtering disabled and see if he likes it better.
If he prefers the filtering enabled, then whoopty doo.
Just make sure to turn them off when Screenshotting.

>> No.4943307

What's the best "Wolfenstein in Doom" mod and do any of them work with Oblige?

>> No.4943309

Might as well drop this

>> No.4943312

>I'd wish them to at least try it with filtering disabled and see if he likes it better.
What makes you think he hasn't?

>> No.4943313

>Just make sure to turn them off when Screenshotting.

>> No.4943316

Anyone tested which mods break with the latest GZDoom?

>> No.4943325
File: 82 KB, 320x200, 1499257056003.gif [View same] [iqdb] [saucenao] [google] [report]

It's possible he either doesn't know how, or wasn't aware its an option.
They're enabled by default, chickentard and his roastie bosom buddy won't make them disabled by default.

because it looks like cancer

Legendoom and colorful doom work fine, as far as I know

>> No.4943342

>Just make sure to turn them off when Screenshotting.
Most people screenshot things sporadically, this isn't going to happen.

Well it does look like glaucoma, but what can you do?

>> No.4943348

>because it looks like cancer
I know this may shock you but there are opinions outside of your /doom/ circlejerk you know.

>> No.4943349

yeah, wrong opinions

>> No.4943360

At this point, its pretty much an unwritten rule that if you post screenshots with filters, expect to be berated or even reported

>> No.4943365
File: 173 KB, 2688x2688, 9d5.png [View same] [iqdb] [saucenao] [google] [report]

Where's the shota playable character?

>> No.4943367

Texture filtering in screenshots is the Comic Sans of Doom, but, unlike Comic Sans, there really is no appropriate scenario which calls for it.

>> No.4943370
File: 28 KB, 298x279, 1416351262599.png [View same] [iqdb] [saucenao] [google] [report]

That's a very good question.
I'd like to see shota doom

>> No.4943371

You are literally just as cancerous.

>> No.4943372

The question is how big would his ass be?

>> No.4943375
File: 174 KB, 800x600, Screenshot_Doom_20180730_214815.png [View same] [iqdb] [saucenao] [google] [report]

I just did. Thanks for the tip, btw.

>> No.4943376

what's with the imp and baron over those pillars?

>> No.4943378

where is the crossdresser boy character?
I'm talking trapshit here, not a transexual or a drag queen

>> No.4943382

You're welcome

>> No.4943384 [DELETED] 
File: 24 KB, 525x559, 1530813292993.jpg [View same] [iqdb] [saucenao] [google] [report]

>>4943267 see >>4943375
He actually likes it! How's it feel?

>> No.4943387

Nah, I'm thinking of more of a badass shota on top of cute af. Probably heterosexual life partners with Diana.

>> No.4943389

you fit in now

>> No.4943390

Can he still have a nice butt?

>> No.4943391 [DELETED] 

>new IP
>smug animu girl

It only gets fucking worse.

>> No.4943392 [DELETED] 

I don't feel anything, because I'm not against it. I'm against others dictating what others should like.

>> No.4943393 [DELETED] 
File: 145 KB, 1280x1094, af6c91c33e993c32f3fde428d7af4bf4.jpg [View same] [iqdb] [saucenao] [google] [report]

Implying what when it comes to "new IP"?

>> No.4943395 [DELETED] 


>> No.4943398 [DELETED] 

You mean, the pinky? Apparently the "trap" (which is what that "red imp statue" is, btw) got some aggro out of it. It's one of those... "features" that I won't interfere.
It feels much nicer than the blurry "genesis emulator" mess I had before. Makes me wonder why I haven't figured out about it earlier.

>> No.4943402

can you give the shota a costume based off spike from ape escape and one of the females kat from gravity rush?
asking for a friend

>> No.4943404

that is one really fucking happy demon

>> No.4943405


I dig it

>> No.4943406 [DELETED] 

Good one. Sorry to say, and this may or may not be news to you, but you're retarded.

>> No.4943408


And give him costumes based on various animu bois and vidya protagonists, like Shinji from Eva and of course Doomguy, along with all the archetypal apparel.

>> No.4943414

An idea i'd like to see in a mod, even if it's not done by me is fire enemies disappearing when walking on water textures and ice enemies melting in lava
they also spawn from respective liquid textures (fire imp on lava etc)

>> No.4943417

Brigdet (male) would be a must in such a scenario

>> No.4943421
File: 214 KB, 475x521, 1531239699426.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of vidya boys, aren't we forgetting something?

>> No.4943423
File: 101 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google] [report]

What is your favorite Official Doom IWAD?

Here are your choices:

Ultimate Doom
Doom 2
Master Levels
No Rest for the Living
Doom 64

Reply with your favorite!

My opinion:
NRFTL > Doom > Plutonia > Doom 2 > Doom 64 > TNT > Master Levels

>> No.4943427

Ultimate Doom.

>> No.4943432

Do the Zandronum and Chocolate iterations of Chex Quest 1 allow WADS, or is that only for Chex Quest 2-3?
Also, we need at least a few Doom 2 WAD where the fist--->chainsaw is modded to be fist--->laser sword/rapier.

>> No.4943434

My favorite is Doom.
I'm indifferent about Thy Flesh Consumed

>> No.4943440

IIRC Chex Quest 2 needs to be loaded as a PWAD, through I'm probably wrong on this.

Chex Quest 3 is ZDoom only and includes the earlier two episodes.

>> No.4943441

Plutonia, I've played it countless times. Even back in the pre-skulltag days it was basically the complex doom of its time with like 10 servers with people in it at any given time, and boy did I play in those a lot.

>> No.4943443

>Chex Quest 3 is ZDoom only
I hope the makers of CQ wake up as to Graf's recent incompetence and make it compatible with Odafex, Zandronum, and maybe even chocolate Doom someday.

>> No.4943445

It can already be played on Zandronum, and it was built for Zdoom to begin with. It uses DECORATE so no chance of Zdaemon or Odamex compat.

>> No.4943452

Any gameplay mods that expand on vanilla gameplay without necessarily changing the old stuff?

>> No.4943453

Is that a texture program trick or a computer language?

>> No.4943468
File: 18 KB, 203x214, real human bean.jpg [View same] [iqdb] [saucenao] [google] [report]

Decorate is lightweight scripting which is easy to understand and setup and was borrowed based on the doom definition file format from Edge in the early '00s.
I think the name might've been used at first as an extension from the boom port dehacked expansion to cover all the various decoration stuff you might toss in a map, then started to cover all the stuff you would also use dehacked to modify at that time.

Slade has a built in checker for typing up decorate code which highlights things when you have it correct and provides hints for action functions when you type them. Very handy like a compiler suite almost.
> it does not do this for zscript though

Also why didnt Zandro pick up decorate interpretation?

>> No.4943470

>Also why didnt Zandro pick up decorate interpretation?
lmao what
zandronum lacks most of the stuff from zdoom 2.8.1 and beyond (some things like PickActor and KILL scripts got cherry-picked in), but it's always had decorate

>> No.4943471

we should make a chart of "maps that go well with that gameplay mod"
you know, include the obvious Demonsteele+Syche, HND+Strange Aeons, mention Finaldoomer...but what else beyond that?

>> No.4943484

Chex Quest with slimegirls when

>> No.4943485

also... what exactly is the point of Zandronium or Boom for that matter, why does anybody play them... special features zd doesnt have?
> I understand the purpose of chocolate doom, but not these

>> No.4943495

zandronum: zdoom with multiplayer that isn't complete ass, but it's years behind gzdoom feature-wise. this might actually be a good thing with zscript though; a stable implementation for zandronum 4 that doesn't constantly break would make the whole "playing catchup" thing mostly irrelevant.

boom: the first widely accepted "doom+" port, and it became a standard with all the new mapping features it added while still being faithful to doom. no one actually uses boom itself anymore; prboom+ is the standard boom port these days (as well as *the* demo recording/playback port).

>> No.4943496

>what exactly is the point of Zandronium

>> No.4943504

Boom added a lot of stuff for mapper conveniece and removed Doom's limits, allowing mappers to do pretty much anything within the Doom limitations, including some easy scripting of events, that is still more complex than vanilla and sufficiently robust to allow complex sequences.

>> No.4943506
File: 403 KB, 1238x1102, OLD DEAD SIMPLE (FROM ROMERO 2015 DUMP).jpg [View same] [iqdb] [saucenao] [google] [report]

So I'm going through the unused Doom 2 content Romero made available a couple years back. Pic related shows Dead Simple back when it was even more simple. Things to note are that the exit and 666/667 tags are missing.

>> No.4943516
File: 203 KB, 1502x642, logo test 8.png [View same] [iqdb] [saucenao] [google] [report]


I still want to do SOMETHING with his mouth (no homo), like put a knife, sword, or grenade in it, or something, but I just don't have a good graphic that fits.
I tried the bayonet from the M1 rifle, but it looked awkward.
Possibly he could be drooling blood, or breathing fire, or something.

>> No.4943520

That one was probably scrapped because the arachnotrons get stuck in their little sheds.

Though the final Dead Simple looks pretty plain visually, it plays alright, kind of like a boss encounter.

>> No.4943526

>this might actually be a good thing with zscript though
Zandronum has it's issues but it sure didn't give the chance to fuck my system over like GZ Doom 3.0 till 3.2.3 did.

>> No.4943527

>expand on vanilla gameplay
>without necessarily changing the old stuff
http://www.mediafire.com/?i54vwygoba9v7k9 If you want to try it out, btw. Have fun.

>> No.4943538

I was thinking a stick of dynamite, but theres no dynamite in Immoral Conduct, is there.

>> No.4943546

Not in what I'm turning it into. Though that would have been a decently suitable one.

>> No.4943582

What of it? It was clarified that the newer version still had a resolution menu.

>> No.4943621

No, it's gone in 3.5.0.

>> No.4943635

could someone please patch this into oblige


>> No.4943636

What kind of a retard would remove such a key feature that affects just about everything?

>> No.4943642
File: 978 KB, 384x259, 1503799498040.gif [View same] [iqdb] [saucenao] [google] [report]

I tried changing my screen size and now I've got a black line along the top of the window and a line down the right side of the window.

I can't get rid of them, no matter what I do.

A Chickentard

>> No.4943647
File: 122 KB, 620x794, 550c6394b1ede29f0e5dd99fb921c24cea8c24ce.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought the deal was that Majorcock or whats-his-face caused an initial shitstorm with the news that was quelled by someone else clarifying that set resolutions were still in place, but now I just took a look and there's none of the sort. What the fuck?

>> No.4943651

>Rachael locks it before anyone can say anything

>> No.4943657
File: 174 KB, 350x262, 1422582557174.png [View same] [iqdb] [saucenao] [google] [report]

We could've prevented this.
We could've gotten rid of Graf

>> No.4943668

Fucks sake, looks like I'm sticking to 3.4 then, I can't be putting up with non-standard sizes screwing up sprites, huds and shit.
He'll never go, all he'll ever do is threaten to quit to get attention.

>> No.4943678
File: 212 KB, 480x449, great_salt_vs_lilith.png [View same] [iqdb] [saucenao] [google] [report]

fucking graf

>> No.4943681

i keep telling you guys, we need to kick graf, steal the GZD code and give to timmy or the Doomsday guys

>> No.4943683

or better yet, anotak, who can ACTUALLY do some programming

>> No.4943684

You're too much of a pussy to do it though.

>> No.4943687

yeah graf, and we know that you murdered randy and put his body into a vat full of acid.

>> No.4943690


>> No.4943692

>you doubted me so you're one of them

Absolutely useless.

>> No.4943705

At this point, I think Graf is literally whittling GZDoom into a worse product than it used to be just to get back at us before he inevitably quits.

At least MaxEd didn't do anything stupid with GZDoom Builder before deciding to quit.

>murdered randy
More like bimbofied Randy

>> No.4943708

are you going to cry if someone else criticizes something else again

>> No.4943718

>or the Doomsday guys
Fuuuuuuck off

>> No.4943724

Is it alright if I enable texture filtering for Doom 64 Retribution?

>> No.4943735

But dont post any filtered screenshots, just to be on the safe side

>> No.4943741

There's gonna be a point where he crosses the lolcow line and gets a thread dedicated to him. Some say he already passed that line.

>> No.4943743


They are extremely worthless in almost any business

>> No.4943747

Liquid horse diarrhea targeting rancid festering dogshit?

>> No.4943749

There's been some /doom/ threads where the OP Image is Graf related

>> No.4943753

>everyone complaining about GzDoom and Graf being a fag
come back to Zandronum.

>> No.4943761

You mean back in time to a multiplayer ZDoom branch that has less features?
No thanks

>> No.4943764 [SPOILER] 
File: 87 KB, 720x449, 1533007855125.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4943767

I was excited about the upcoming Zan/GZDoom merge, but now I'm not so sure I should be

>> No.4943768


>> No.4943778

>Less features
>Says this as the latest version breaks more mods and removes resolution options
I'd sooner have less fancy shit if it means a more stable sourceport and a more stable devteam.

>> No.4943795


>> No.4943831

Which mods are broken?

>> No.4944016

With that one it's not so much the difficulty as it just doesn't fit narrow maps. I could barely get past stuff when I played Entryway because the hallway filled almost immediately with random enemies and props.

>> No.4944101

I've never actually played the Master Levels, it's been a while since I played NRFTL (but I remember liking it a good amount), and I've never had the patience to finish Doom 64 or TNT.

Plutonia's numero uno though. It's almost perfect. Ultimate has Thy Flesh, which has E4M2, one of the best maps of all time (E4M6 is alright too, and I have a soft spot for E4M1 and E4M9). But in terms of sheer consistent goodness, Plutonia's got it in the bag.

>> No.4944105

Babel's pretty good, from what I played of it.

>> No.4945242

>steal GZD code
Just fork it. No stealing needed.

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