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/vr/ - Retro Games

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5511563 No.5511563 [Reply] [Original] [archived.moe]

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

http://pastebin.com/hzDnLpct (embed)

Doom, Quake, Duke, Marathon, or Thief:
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
[YouTube] SO YOU WANT TO PLAY SOME DOOM (embed) [Embed]
[YouTube] SO YOU WANT TO PLAY SOME QUAKE (embed) [Embed]

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw (embed)
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series

Launchers for Build Engine games



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/

https://pastebin.com/7vKYWYp0 (embed)




https://pastebin.com/yzwgaLp7 (embed)


http://pastebin.com/5sKRiJzS (embed)
http://pastebin.com/aiEgdB3K (embed)
https://pastebin.com/idahQRj2 (embed)

>> No.5511569

=== NEWS ===
[4-17] Grezzo Due 2 revealed

[4-16] RemasterSFX repackaged in .wad format for maximum compatibility. With some bonus goodies.

[4-13] Pandemonia updated to 1.1.

[4-13] NULL: Face to Face 3 map demo

[4-8] MetaDoom updated to v5.3

[4-7] GZDoom 4.0 formally released, with alpha Vulkan support

[4-7] 'Doom with Sprinkles' 1.0

[4-4] New vanilla mapping trick allows for voodoo doll conveyor belts

[4-2] Switcher-Heretic project looking for mappers, remaking levels in Doom

[4-1] Plutonia 3 announced as an actual thing, not an April Fool's

[3-30] BloodGDX author binds his Blood, Tekwar, and Witchaven ports together as BuildGDX

[3-26] SM194 for Q1 released; 14 maps each on a 64 unit grid

[3-26] Anon map release: Phobos Station

[3-26] Doom Eternal confirmed for a Steam release
https://twitter.com/bethesda/status/1110225138979651584 (embed)
=== PREVIOUS ===
https://pastebin.com/PZDkqABT (embed)
== PROTIP ==
To submit news, please reply and anchor it to this post.

>> No.5511584

phew, close one there
was just about to add the news updates

>> No.5511585

What's the largest gap Doomguy can clear?

>> No.5511589

Probably depends on his speed and the angle.

If you were to run down a gigantic set of stairs you could build up some pretty crazy speed I think, faster than normal.

>> No.5511596

Also, here's the SO YOU WANT TO PLAY SOME DOOM/QUAKE videos, because I fucked up the links in the OP.

>> No.5511608

A pair of platforms that are the same height, with plenty of space for a run-up.

>> No.5511610

I believe its 32 map units because thats the size of the player map object (radius 16). I think its the minimum monster size too, zombies, imps, etc.

There are projectiles that can clear a more narrow space but most of those are radius 13, radius 11, one of the fireballs has a radius 8 I forget which one I think its the caco fireball.

One point of anger ive had is the size of the monsters presents a really wide target for shooting them which is completely unrealistic to simulating any kind of accuracy testing. But if you decrease their size, then it starts breaking maps because cages and crevices that used to contain them no longer would and you start getting monster leakage.
I think the hitbox for monsters should actually be a tiny bit smaller than their apparent sprite size because a grazing hit doesnt really mean anything to these creatures - or to doomguy who's armor class will bounce virtually anything off at a grazing angle. Also fireballs are rather big in terms of even clipping them means a hit.
I cant into separate hitboxes for monsters though.

>> No.5511625
File: 127 KB, 1598x750, 1555542193053.jpg [View same] [iqdb] [saucenao] [google] [report]

You were close to vodkathread.

>> No.5511627

>and you start getting monster leakage
I like that phrasing, like you're describing a water leak in a building or something, and how you need to fix it sooner than later, because monster damage get's more expensive and difficult to manage the longer it's left unchecked.

>> No.5511648

>soulless vs. soul.png

>> No.5511656
File: 212 KB, 1920x1080, halpme.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here knows where the 3rd clue is? Found the two around the house but can't find the last one

>> No.5511672

seems like nblood got a new patch

"This is mostly bugfix release, though it adds some cool features
Notable changes:
-Many gameplay inaccuracies are fixed
-Cryptic Passage can be selected in launcher (Windows only)
-Cutscene support
-Polymost(OpenGL) renderer improvements(less rendering glitches, improved palette emulation, overall better performance)
-Overall better stability

Download: https://nukeykt.retrohost.net/ "

>> No.5511675

your parents' romantic relationship

>> No.5511680

That's the last one.
There's only three total and you've found them all.
Now go get that treasure.
It's pretty much mandatory for the final boss (at least on 1.0 version, heard boss HP got reduced later)

>> No.5511715


>> No.5511746
File: 17 KB, 357x573, maps.png [View same] [iqdb] [saucenao] [google] [report]

what map packs for quake you guys recommend me? aside from these of course

>> No.5511793
File: 328 KB, 746x716, 1555365465398.png [View same] [iqdb] [saucenao] [google] [report]

Yeah yeah I know it's not "retro" but are any of you excited for this? Does it have any chances of being good?

>> No.5511797

Probably. If it ever comes out.

>> No.5511806

Bin Dunne Gorne
In The Shadows
Lost Island

>> No.5511826


>> No.5511827

It's a mod, you dumbass. Of course it counts as "retro".

>> No.5511838

So, is it worth upgrading GZDoom to 4.0? Or should I stick with the previous version?

>> No.5511870

It has a very high chance of being good. Romero is just as skilled as he used to be, his 2013 maps were high quality. From what I've seen of Sigil from his streams, its a great successor to his past maps

It doesnt matter that much. 4.0 had a rough start but no notable mods need it. its gonna get better with subsequent patches but really its up to you

>> No.5511886

thanks, anything else?

>> No.5511887

say goodbye to customizable menu and console fonts if you do

>> No.5511897

You don't have to be rude

>> No.5511901

I'm surprised noones hyped about the new Grezzo. Love me that shit

>> No.5511905

All of the func_mapjam packs are good, I just mentioned my favorite one

>> No.5511912

alright, also what was gamma and contrast I should use to make it look like dos?

>> No.5511928
File: 548 KB, 1600x325, YearofDOOM_SkinVanityImages_vanity_1600x325-01_w_text.png [View same] [iqdb] [saucenao] [google] [report]

The slayers club site was officially updated and they show off some skins.
This may or may not confirm Marauder as an enemy instead of a boss, unless bosses are also part of the invasion mode.

>> No.5511930
File: 48 KB, 496x474, 1553971307722.jpg [View same] [iqdb] [saucenao] [google] [report]

>only ever played vanilla Doom
>finally try out GZDoom
this is amazing

>> No.5511934

I like the silver Doomguy and white meatball.

>> No.5511940

But how can a literally soul spawner be a ghost?
Why does his eye look human?
And how can demons be zombies when the archvile exists?
This is truly lore breaking.

>> No.5511952
File: 16 KB, 227x412, eminem.jpg [View same] [iqdb] [saucenao] [google] [report]

holy dumb fuck all i want is to find the original complex doom post so i can see if theres a cvar to turn off these gay ass weapon reloads but google turns up nothing and the zandronum forum website is fucking shitretarded garbage jesus FUCKING christ there are 6 billion WADs and pk3s for doom but they're all just thrown up on random sites or unorganized trashheaps like doomworld and nothing is catalogued or organized nicely or even has a functional fucking search function NIGGERS

>> No.5511974 [DELETED] 

She's not being rude she's just telling it like it is. Maybe if you don't wanna be called a dumbass don't make dumbass posts hmmmmmmmmmmmmmmmmm?

>> No.5512002

Keep in mind the player can still clear gaps, even if his Z value is lower than the Floor Z due to the fact that the engine registers this situation the same as him trying to walk up stairs (step height up to 16).

>> No.5512012

maxstepheight is 24

>> No.5512016


>> No.5512029

Ye thanks.
Btw. you know the engine did this by hearing the "oof" sound when doing this.
Your vertical velocity upon clearing this gap makes the engine think you've dropped down somewhere.

>> No.5512043
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Not really.
Comparatively, yes it sure is.
But the translucency effects on shit that get slapped there whether asking if you want it or not are anger inducing. Especially since for years they were done completely wrong even for translucency effects.

Now mancubus fireballs and revenant rockets look ghostly and insubstantial with none of the menacing, overbearing malice that they used to have. Fire is bright but you're not supposed to be able to see through this shit. Especially not a big brown-black cannonball trying to blast your head off.

This is supposed to be like some thick napalm fucking fire and its looking like thin insubstantial shit being burnt in chem lab on a bunsen burner.

>> No.5512053


>> No.5512056

i've noticed worse things on default gzdoom
the light amp visors bug me the fuck out

>> No.5512086

isnt there an option to disable the translucency

>> No.5512094

there is one actually

>> No.5512097

Are there any floating city / platform style WADs for doom?

>> No.5512106

dont even understand how this is nerdy
yeah but doesnt that disable translucency altogether?
If you wanted it on some things from a mod but not on the original stuff the mod would have to replace all those objects and remove it manually.

>> No.5512110
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>> No.5512121

iirc there is a renderstyle that is dependant on that option but it isn't listed on the wiki, however i can't remember a single mod that actually uses that renderstyle

>> No.5512152

Modify the actors then.

>> No.5512197

I think there's only a few types and these days the renderstyles are actually pretty nice. But the fact is doom fireballs are not healthy to be see-through. Not even the lost souls should be see-through, they're solid skulls.

TLDR these are great features to have in the game for modding purposes but they dont actually have any place in the vanilla environments under non-modded circumstances.

I dont know how to apply alpha to images and make them work in the game but that would be the way to go so that the darker parts of some of the fireballs (mancubus) can have transparency but the meatier parts will be opaque.
Ive tried inserting alpha layer .png files before and they do not get interpreted properly, I dont know why.

I have done this before but it was a one-off thing and I forgot where it was. I will be doing it again.

>> No.5512220

i was wondering why the post quality dropped recently

>> No.5512242

something noticeable about official doom levels being gimmicky or surrounded a certain gameplay idea (like some doom 2 levels or hunted from plutonia) is that they feel like an example of what can be done in classic doom mapping, which is levels meant to experiment with the gameplay and certain mechanics
which is kinda neat, even if some of these levels aren't that good
doesn't also help that doom's aesthetic works because of some visual related rules such as
>i see a flying red thing, must be a caco from miles away
>i recognize this room because of these specific sectors and wall textures
this leads to a problem most hd texture packs and even gore mods meant to "paint" walls red have, which is destroying doom's visual "readibility"
so, there's yet another reason why you remember some of these iconic designs: you're supposed to

>> No.5512259

Ive had some serious fucking problems in slaughtermaps where at a distance Revenant Rockets look like Cacos because of all the action going on. Thinking that they're far enough away to not be a problem but then getting hit (by several) because of not paying attention to them while zorching some other guys.

>> No.5512270
File: 290 KB, 1920x1080, Screenshot_Doom_20190418_215233.png [View same] [iqdb] [saucenao] [google] [report]

Meh, I'm having fun.

>> No.5512280

Strange Aeons off the top of my head.

>> No.5512324


>> No.5512328 [SPOILER] 
File: 163 KB, 502x473, 1555642116422.png [View same] [iqdb] [saucenao] [google] [report]

Would you undulate on his spear of destiny?

>> No.5512417


>> No.5512435
File: 67 KB, 480x854, 20190418_130033.jpg [View same] [iqdb] [saucenao] [google] [report]

All this work I was going to try and do today and somehow I never got around to any of it. Welp, maybe tomorrow.
(mod-over smoothdoom)

>> No.5512467
File: 2.05 MB, 800x450, 1543821457244.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5512473

make it so that giblets aren't triggered by xdeath states even if you have them toggled off. I'm tired of mowing down large mobs with explosives slowing my rig to a crawl because of them.

>> No.5512476
File: 73 KB, 266x176, 1552451023569.gif [View same] [iqdb] [saucenao] [google] [report]

big steppy

>> No.5512501

I figured that might be an issue others have too. The mancubus being gibbed causes a slight stutter all by itself. It probably has something to do with the "gore controller" thingy, but its easy to include a acs checker just before it gets spawned to jump over it.

There are some minor gameplay changes mine causes, initially I was just using it to include my color-remappable zombies. But I figure fuckit ill make it the way I want it.

>> No.5512520

while I'm at it, I'd like to report that the former humans seem to have a missing frame on their death sequences. particularly the death variants.

>> No.5512528


>> No.5512532

I want to like the new archvile but the shoulder plating is retarded as fuck. keep the slim frame goddamn it. everything else is good

>> No.5512558
File: 158 KB, 396x709, a disembodied hand reaches for yaoi jack skellington.png [View same] [iqdb] [saucenao] [google] [report]

If they got demon skins this might mean the demon transformation mechanic from nudoom's mp will come back in the main mp mode. If that's the case cool, that was one of the few interesting things about it.

that it or they could just be for the invasion mode but w/e

>> No.5512573

Sigil is as retro as 90% of the shit in our threads. Mods are fine here.

>> No.5512576

meh they look okay to me, its more frames than the original by at least half

One thing I wanna do is incorporate native gibbing via damage types, like every time they get painstate from an attack they get a counter and if they have a certain number of them they get gibbed if they die (though, a couple walk cycle animations can clear those). Depends on how likely it would gib them, using statistics to check how many painstates theyd hit from that weapon and then decide how many tokens they have to get. It would mean a critter who was weakened by other attacks probably would not get gibbed from something like a chainsaw, chaingun, or plasma gun because the weapon that made it drop was a different damage type and didnt do the bulk of the damage to them.
(something like the SSG would instead need to check how much health the critter has and whether it has any ssg or shotgun damage tokens on it, then it can probably be set to gib right away when the critter dies, a "sure-gib" token)

>> No.5512580

Im also going to put in a "lightweight painstate" dynamic where monsters who were entering attack or just about to deliver their attack get counters that tell the painstate, except on a marginal chance (like 25%), to quickly go back to what they was doing.
So that if their painchance was like 128 or 170 or something like that they will flinch but kinda like in-name-only.

>> No.5512670
File: 22 KB, 300x246, 8d855c155dc93bdf42e9b1246f73da4ea38fe340.jpg [View same] [iqdb] [saucenao] [google] [report]

Some more stuff added to the mega. Zero Population Control (ZPC) that runs on the Marathon engine. Soldier of Fortune which runs on the Quake 2 engine, and PowerslaveEX, which runs on Kaiser's thing.

>> No.5512674
File: 219 KB, 894x894, 1552266660786.jpg [View same] [iqdb] [saucenao] [google] [report]

/vr/ Deathmatch going up tomorrow. Running Unidoom Deathmatch X on Zandronum 3.0. IP unknown right now but I'll post another update tomorrow.

>> No.5512678

what region

>> No.5512685

North America. Specifically Canada where TSPG servers are located.

>> No.5512724

Did you use the Powerslave exe with fixed mouse controls?

>> No.5512737
File: 208 KB, 510x624, 1549848647667.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, but the original SDL.dll is inlcuded just in case it doesn't work for you.

>> No.5512739
File: 85 KB, 954x561, reminder.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5512750

...thats all possible in gzdoom, ya dingus

>> No.5512772 [SPOILER] 
File: 39 KB, 750x1000, 1555660176781.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5512823
File: 322 KB, 900x692, bang bang find my berserker pack.gif [View same] [iqdb] [saucenao] [google] [report]

>think about doing a Doom porn VN that happens between 64 and 2016 to familiarize myself with Renpy
>realize that 2016.2 is probably going to build lore up the ass and make every idea of my own unfitting
Annoying, desu.

>> No.5512831

I started with GZDoom and played it for about a year or so without even knowing what the fuck vanilla is. Haven't touched GZDoom in almost a year now, but I play mapsets with Chocolate or Crispy Doom almost everyday.

>> No.5512909

So there are many Quake mods that only work on the Winquake engine or any source port derived from it, like Target Quake. Problem is that Winquake only works on 32 bit machines. Does anyone know how to play these mods on a 64-bit computer? (besides setting up a Virtual Machine)?

>> No.5512913

Portal Gun (the mod that gives you the portal gun from Portal but in Quake) is actually kinda fun. You can trick enemies to walking into your portals and they just get stuck bouncing back and forth.

>> No.5512947

>struggle to figure out how to make ceiling/floor portals work
>backwards engineer it from some guy's wad on a forum somewhere
>decided to make a tutorial video for this thing since if I struggled to find answers, maybe others have too
>put this off for 2 years
>some guy with a weird voice does the job a year ago
well shit, what am I meant to do with my channel now

>> No.5512959

What's the best resource for someone completely new to making Doom mods? I've looked at a few places but still kinda struggle with it.

>> No.5512963

Any good and not too hard megawads for mobile doom?

>> No.5512970

>No saving
What if I need to go do something else other than Doom, whether I want to or not? You expect me to just toss all my progress into the garbage?

>> No.5512973

A Doom map takes like 2 minutes to complete. What the fuck are you doing that can't wait 2 minutes? Saves at the starts of maps doesn't count.

>> No.5512974

embrace pistol starts

>> No.5512978

Civvie's a pretty cool lad.

>> No.5512980

Civvie doesn't use this rule for Thy Flesh Consumed though. Even fucking John Romero doesn't seem to remember how hard it is.
I actually like his channel and his videos convinced me to play Dusk.

>> No.5513021

The baron section isn't even that hard, romero just sucks at doom

>> No.5513034
File: 1.03 MB, 1920x1080, 2019-04-19 14-30-06.webm [View same] [iqdb] [saucenao] [google] [report]

Managed to make a (still clunky and ugly) power setting slider for the laser pistol.

What sort of modding are you wanting to make, and for what engine? Like, if you want to make maps for prBoom that's a different story to GZDoom weapon scripting.

>> No.5513040

I figured out when I played it that you could through them all, through the portal, and all the way back around to the entrance of that room and easily kill them from the outside. It just takes a while.

>> No.5513056

Civvie's not bad, but his Doom videos make him come off as a total scrub.

>> No.5513094

Didnt the manuals themselved recommend saving more often?>>5512973
Maybe in the first episode but stuff like later Doom 2 levels and limbo are more complicated

>> No.5513097

What happened to spacemarinescum/hitscanstrawberry or whatever she was called?

>> No.5513113
File: 29 KB, 500x375, 1506190363351.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh hell yeah

>> No.5513116
File: 123 KB, 479x485, 1500440854945.png [View same] [iqdb] [saucenao] [google] [report]

The archville and marauder don't even look like they're from the same game, what the fuck.

>> No.5513119

>doesn't get to make the Cacos and Barons infight on E2M9

>> No.5513121

Not everyone speedruns.

>> No.5513123

>cornered by four barons on a narrow ledge area
>barely enough ammo in the area to deal with them

>> No.5513127

I was looking into trying a weapon mod for ZDoom if I could manage it. I've played quite a few lately (mainly High Noon Drifter) and it's somewhat a motivator.

>> No.5513162

Alright, well first thing is you download "slade 3". Then read this tutorial: http://gunlabs.blogspot.com/2011/01/tutorial-how-to-make-your-first-basic.html

That one is for DECORATE, a scripting system that's considered deprecated but which works. After making a custom gun that works with help from the guide, I strongly suggest reading this: https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript and converting your gun definition to ZScript, the newer but similar system most modern mods are written in.

The basic idea of G/ZDoom modding is having plain zip files (renamed to .pk3) with a certain internal structure, where for example a sprite named the same as one already in the base game will replace that one when the game is run. This means you don't actually need any special tools at all other than a text and image editor to make mods.

>> No.5513198
File: 187 KB, 1920x1080, firefox_2019-04-20_00-04-38.jpg [View same] [iqdb] [saucenao] [google] [report]

You've opened up the door for light gun shooters in Doom.
DOSBox is likely your best bet. You could install Windows 98 within it if you'd like a desktop environment to work with.

>> No.5513208
File: 538 KB, 320x240, 1503593602141.gif [View same] [iqdb] [saucenao] [google] [report]

This is really useful, thanks for that. Hopefully I'll have something to show after a bit of reading and tinkering.

>> No.5513214
File: 37 KB, 600x662, 12625879_10153198055282085_2053805053_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to get my hands on a cheap 486 or Pentium. I wish shopping for one wasn't so goddamned expensive.

>> No.5513231

as opposed to a literal alien with white complexion running through demon mobs like a spastic mong

>> No.5513246

Entertain me.

>> No.5513251

He looks like a large emaciated corpse in the original.

>> No.5513261

aw shit, i remember this. with the advent of zscript are you gonna try to do the thing that new version of system shock did where you could switch between that mode and mouselook?

>> No.5513271

All 32-bit (Windows) programs should just work as is under 64-bit OS, no need extra fuzz. Unless you have uninstalled the WoW (Windows on Windows) subsystem.

>> No.5513285

entertain yourself

>> No.5513309

I wasn't aware that uninstalling WoW was a thing you could actually do.
For what purpose?

>> No.5513338

That'd be easy to do now, yeah. Should be easy to have a button you either toggle or hold to switch modes.

Could also do a cursor-based inventory system without going entirely insane. Lots of weird gimmick items and stat-boosting drugs would be fun.

>> No.5513395

Shinemaps + Specular maps for original Doom textures released: https://www.moddb.com/mods/brutal-doom/addons/shinemaps-specular-maps-for-original-doom-textures

>> No.5513396
File: 265 KB, 1920x1440, 54535.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5513397

My thoughts exactly.

>> No.5513405

Hmm, interesting.
If one were to design a map with a certain visual, that effect might be useful.

On Entryway there, it looks a bit out of place.

>> No.5513417

For hardening the OS so malicious software can't that easily to be executed? Removing excess software layer that isn't needed?

Uninstalling/installing the WoW is option only for the Server series of Windowses (if I recall correctly).

>> No.5513419

Oh, terminology was wrong. It is Wow64 subsystem.

>> No.5513440

What's the latest cool megawad?

>> No.5513445
File: 91 KB, 1920x1080, 5235252.jpg [View same] [iqdb] [saucenao] [google] [report]

Photoshop generated vaseline normalmapping? I'm sure brutalfags will praise this shit. Can't wait till I'll see every Brutal Doom letsplay looking like this.

>> No.5513459

See, the problem with shit like this is that Doom's lighting system doesn't mesh well with it, so it's only of any use if you're making a map from scratch that uses individual light objects instead of Doom's standard sector lighting.

>> No.5513461

That looks out of place on what's supposed to be a dry stone wall, like it's been shellacked.
On water, obviously, and then wet surfaces, that could maybe look pretty neat, particularly meaty hell textured surfaces.

>> No.5513468
File: 149 KB, 1920x1080, 53223525.jpg [View same] [iqdb] [saucenao] [google] [report]

PBR/Specular normalmapping require dynamic lights on a map (like Honte remastered). Shinemaps work with any vanilla map.

>> No.5513470
File: 60 KB, 320x64, component_test_old.png [View same] [iqdb] [saucenao] [google] [report]


The problem is that people generate their normals/specs/whatever from the actual diffuse maps with one of these automatic tools. That's not good, normal maps(and every other component) need to be manually drawn for these low res textures to look good.

>> No.5513496

For average pleb the more glossy, wet, sharp unrealistic materials are always better

>> No.5513497
File: 485 KB, 344x480, unnamed11.png [View same] [iqdb] [saucenao] [google] [report]

...and the same (unfiltered) components rendered in OGL under one point light with displacement/offset mapping.

Note that this is not PBR but legacy workflow, just like the stuff in Doom now, because nobody is yet mad or bored enough to redraw all the old diffuse maps into shadeless albedos.

>> No.5513514

Are there any gore mods where blood textures are in low resolution? Preferably where blood splatter uses the same scale of "1 map unit - 1 pixel" as wall textures. Most of them, like Ketchup, Bolognese or Droplets are in "HD" even though it looks disgusting and breaks the aesthetic. Help?

>> No.5513528

It's like the original gore mod.

>> No.5513529

Old Nashgore I guess.

>> No.5513560
File: 1.91 MB, 852x480, fucking hell mate.webm [View same] [iqdb] [saucenao] [google] [report]

> ancient computers that used to be thrown out because they couldnt be sold are now as expensive as modern ones
> combined that back then they didnt exactly make them as they used to and electronics are fragile so those things are basically on their last legs too

I mean technically if you go to record a demo, except for the UV option... it enforces all of those things. And also if you like your work then you end up with a recording of it too.
Ive been doing alot more of that lately, but im kinda pretty much been a pro doomer since the early days.
PrBoom+ is also a good option. It has to be accurate to do the demos right.

released back in december

>> No.5513570

I walked past a thrift shop in 2005 and they were selling a full Macintosh II set up for like 35 dollars. Functioning. Had it running in the store and everything. I was walking with friends to a movie or something at the time though so I couldnt just buy it and carry all 70 lbs (or whatever) of it out.
I didn't have a car either so I couldn't easily just drive up and get it the next day.

Wish I had asked my mom to drive me up or something.

>> No.5513571
File: 2.74 MB, 640x360, 2019-04-19_12-24-01.webm [View same] [iqdb] [saucenao] [google] [report]

Working on my Gunslinger 2.0 addon. Adding manual lever actions for a few guns. Got the shotgun and the rifle working so I'm gonna start working on some of the other weapons that may need something.
I was trying to somewhat copy RDR2's pump action system and I think it turned out alright.
The best option is to go through some stuff on realm667 and just google what the functions are a mean, and then hack it up to do something different. I'm doing that with my current project and it's helping me tons.

>> No.5513591 [DELETED] 
File: 28 KB, 638x463, 45bhyijmzsn21.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a link to what I have in case anyone is interested. You use the AltFire button to pull the leveraction.

>> No.5513593

Here's a link to what I have in case anyone is interested. You use the AltFire button to pull the leveraction.

>> No.5513597


>> No.5513615
File: 836 KB, 1920x1080, Screenshot_Doom_20181228_130234.png [View same] [iqdb] [saucenao] [google] [report]

Reposted from last thread for those interested.
A remaster of Mr. Smiley's Head Safari

>> No.5513624

Can you link me the tools? I might get some mileage out of them then cleanup the result so it looks better than this >>5513396 kind of piss.

>> No.5513667
File: 2.56 MB, 300x424, F0wbS2O.gif [View same] [iqdb] [saucenao] [google] [report]

Entertain god and your ass will follow

>> No.5513669

I meant the free normal map generators you can find online (google it) or ModLab or paid tools like PixPlant or ShaderMap. While these are in no way bad, you have to know what source images you input them to create the proper maps. Using an unaltered diffuse map to create a displacement or normal map will never yield good results.

>> No.5513695


>> No.5513759

I like to imagine that the appeal of randomizer mods comes from the fact Doom is what made the concept of weapon and enemy variety matter in the genre, so those mods can be seen as some "expansion" on that.

>> No.5513775

Looks pretty neat. Did the original game lack music too? Because it feels pretty creepy/desolate with just that droning noise.

>> No.5513778

Is there a CCMD to list all CVARs? I'm trying to write up a purist config for brutal doom, but the CVAR list in the manual is very incomplete.

>> No.5513807

my god, this looks awful

like someone put plastic wrap over everything

>> No.5513809

That makes sense actually.

>> No.5513810

He also blows at Blood

>> No.5513813

Nevermind, I figured it out. In case any of my fellow newfags want to know:

1. type "logfile cvarlist.txt" into console to make a file (because output to console gets truncated)
2. type "cvarlist" or "cvarlistplain"

>> No.5513818

still waiting for that samsara mod with the enemies from the games in the base mod

>> No.5513820

They definitely need some work...like in...start completely over from beginning.

>> No.5513824

Tried Chocolate Doom. Was this really how Doom was back in 93?

>> No.5513831

Why do modders always think every surface is fucking shiny and plastic-like? Have these people never seen, like, real life?

>> No.5513834


>> No.5513841

I think a lot of newbie modders make the mistake of thinking they should use a filter or effect just because it's there.

>> No.5513849

Subtlety is the key here. These specs need to be toned down to like 10% of that. Even better, ACTUALLY basing the specular maps on the actual texture they represent, like something dull with a bigger highlight for stone and shiny maps with a sharp highlight for metals. Nooblet modders.

>> No.5513856

To me that ceiling in Map01 was meant to represent some sort of dull, plasterboard-like material, not shiny metal.

>> No.5513889

Exactly. If anyone has that screenshot of someone remaking Entryway in Unreal, that exhibits a lot of that.

Everything in that corridor was shiny like glass or polished metal, reflecting everything, even if none of the original textures actually look like they would be even slightly reflective, the ceiling looks like plasterboard as you said, and then the floor looks like it could be like plastic floor tiles or some kind of linoleum 'carpeting', the walls look like riveted metal plates, but not at all like they should be shiny, they look like they are some kind of galvanized sheet steel with a coat of paint over it, it should look dull and not reflective at all.

Then you eventually come to the problem that not every mapper uses all textures in the exact same way, even if you work out and tweak something so that it might ultimately look suitable in one map, it can end up looking terribly out of place in another.
Further you get the issue of maps which use stock textures and then new textures, if only the old textures have special mapping like that, it will look VERY strange.

>> No.5514003
File: 30 KB, 480x360, boomer_thats_gay_shit.jpg [View same] [iqdb] [saucenao] [google] [report]

Good for you

>> No.5514031
File: 4 KB, 344x326, 1330096089333.gif [View same] [iqdb] [saucenao] [google] [report]

Welp, I finally had my "I'm sick of Doom" moment today.

>> No.5514048

Do a Quake playthru. Play the expansions. by the time youre done you will be refreshed

>> No.5514071


>> No.5514073
File: 181 KB, 800x450, fallout01.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5514080
File: 30 KB, 648x595, 1551267336992.png [View same] [iqdb] [saucenao] [google] [report]

>quakespasm is the best source port
>doesn't have in-game level select like every other port
This makes playing community map packs without a hub very annoying

>> No.5514092


>> No.5514095

>not typing in the console
>not PLAYING in the console

>> No.5514143
File: 1.29 MB, 200x235, (289).gif [View same] [iqdb] [saucenao] [google] [report]

Looks like some kinda unity engine game or even one of those empty DOOM 3 custom maps you'd see from time to time, just with doom sprites slapped onto it

>> No.5514218 [DELETED] 
File: 377 KB, 3440x1440, 333.jpg [View same] [iqdb] [saucenao] [google] [report]

Make Doom great again!

>> No.5514223

Weapons need to be centered. The hair colour of zombies is green not black and it should be shining because it's nukage (put brightmap on it). That HUD is shit. There was a better one in hires but resembling original.

>> No.5514230

has it ever been specified that their hair is green because of nukage and not just a weird side effect of demonic possession?

>> No.5514243
File: 330 KB, 3440x1440, 666.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5514245
File: 145 KB, 3440x1440, 777.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5514249

It was written in Doom Wiki https://doomwiki.org/wiki/Zombieman

>His hair has an unusual greenish tinge, perhaps stained with nukage

>> No.5514252
File: 34 KB, 300x380, momspride.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5514253


>> No.5514256

That's pretty much an assumption.

>> No.5514264
File: 196 KB, 3440x1440, 4242424.jpg [View same] [iqdb] [saucenao] [google] [report]

Now their hair is projecting dynamic lights.

>> No.5514272

It was actually a palette conversion error, his hair came out green on accident, but they decided "Hey, that looks neat, let's keep it."

Either mutation or possession. Maybe both.
If you look closely at baldy's sprite, his eyebrows are also green.
However, if you look at Chaingunners, their hair color looks completely natural, possibly they thought the green hair would look awkward against his darker skin tone.

>> No.5514279

>3D model heresy
>not using normal mapped sprites


>> No.5514281

That would actually take a bunch of effort to do, because that's not something readily available.

>> No.5514283
File: 91 KB, 240x285, drew nukem.jpg [View same] [iqdb] [saucenao] [google] [report]

His first Duke 3D video dropped yesterday and he took the explosion damage at the end of Hollywood Holocaust. "PRO" indeed. The shitting on Randy gags made up for it in spades, though.

>> No.5514286
File: 11 KB, 320x228, 2MatUrVm.png.jpg [View same] [iqdb] [saucenao] [google] [report]

What about 1999 models? They are retro. I had a pack of them but they need to be ported into GZDoom.

>> No.5514319

Is it because the ports can't do it? Unity can do it, UE can do it. Time to kick GZs lazy ass.

Creating the different component maps for sprites is mostly just busy work and not much different from the flats/floors. Can't automate that of course.

>> No.5514324

It's not the quality of the models, it's that 3D models in Doom - for whatever reason - do look incredibly goofy.

>> No.5514329

HD texture packs are better suited for the Quake games and some of the build games.

>> No.5514346

Possibly. I don't think it would be hard to implement normal mapping like that for GZDoom though.

I don't agree, they look pretty horrible there too.
I don't think I've ever seen a high-res pack for Duke Nukem 3D that doesn't look like reheated dogshit.

>> No.5514348

there are good quality models but the animation sucks monkey balls
it's really hard to make smooth animations manually

>> No.5514354

I'm making now a shinemap/normal/specular pack for sprite monsters to see if it will work.

>> No.5514360

I contributed to the DN3D HRP over the course of 4 or 5 years and that thing is a fucking mess, stylistically and quality-wise all over the place. It already looked dated on arrival and I can't understand now why I was so obsessed with it back then.

>> No.5514361

What about Darkplaces and the like?

>> No.5514371

Wait, what? Buckethead did the music for this?

>> No.5514383

Buckethead did a new track for it, and then licensed some of his other tracks for Romero to use.

>> No.5514386

Any cool weapon mod for quake 1 weapons?

>> No.5514396

I think it's also a matter of it being difficult to translate the movement and behavior of the sprite monsters into 3D models.
There's little quirks and things which you don't really notice with sprites, but which will be glaringly obvious with models.

If one was to do all of that from scratch, as in, all new code and everything, then it would be a different thing.

>> No.5514397
File: 85 KB, 708x926, blood_zombie_example.png [View same] [iqdb] [saucenao] [google] [report]

Good luck

Remember not to simply covert from original diffuse map or your normals will look like garbage

optional: shine and specular where it makes sense

>> No.5514423

Fantastic, I love Buckethead.

>> No.5514439
File: 185 KB, 1920x1080, 4343434.jpg [View same] [iqdb] [saucenao] [google] [report]

It seems it doesn't work on sprites. Only textures or models.

I tried both ways: specular/normal (with generated gldefs) and placed in auto folder for metallic/normalmaps/ao/roughness.

First way the colour of sprites turned only a little brighter, second way the sprites turned completely white.

>> No.5514463

What a shame

GrafZahl you lazy sack of crap, get to work and fix this shit

>> No.5514474

i don't fucking see qump anywhere in that list

>> No.5514482

>every other port

>> No.5514483

mark V

>> No.5514484

go home baker you're drunk, no one uses mark v

>> No.5514489

QUMP is nice, but by no means is it a must play.

>> No.5514494

To be fair he's using the neural upscale textures as a basis. It's just simply a bunch of shine applied to textures without overhauling it properly/

>> No.5514512

by posting here you're legally obliged to play it

>> No.5514515
File: 2.70 MB, 1920x1080, Screenshot_Doom_20190419_215903.png [View same] [iqdb] [saucenao] [google] [report]

Oh dear.

>> No.5514516
File: 2.05 MB, 1920x1080, Screenshot_Doom_20190419_215928.png [View same] [iqdb] [saucenao] [google] [report]

Oh my.
I'm reminded of the lazy ass shine that Unreal Tournament 2k3/2k4 had, faking reflections by just showing a generic shine texture. But these "shinemaps" really don't do well on mapping that overuses dynamic lights.

>> No.5514518
File: 2.07 MB, 1920x1080, Screenshot_Doom_20190419_220109.png [View same] [iqdb] [saucenao] [google] [report]

Indoor tech base doesn't look terrible by comparison. Unless you're moving in which case that lazy shine comes through and makes everything look weird.

>> No.5514528

ah yes
because you know

>> No.5514531
File: 63 KB, 970x545, 2fWDTvnB8urY2Asfpy9En5-970-80.jpg [View same] [iqdb] [saucenao] [google] [report]

Sauce on mod?

Golden Souls?

>> No.5514532

Golden Souls 2, it's really good

>> No.5514536 [DELETED] 
File: 297 KB, 1920x1080, 1551306065339.jpg [View same] [iqdb] [saucenao] [google] [report]

tfw I want to stream some Doom on Twitch tomorrow, but my boyfriend won't let me because he thinks it's distasteful to stream Doom on the anniversary of Columbine :(

>> No.5514541 [DELETED] 

report and ignore

>> No.5514542

I like Doom.

>> No.5514545

I don't believe you.

>> No.5514547
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google] [report]

More mods need to add extra interactions with explosive barrels.

>> No.5514548

I like Blood
and quake

>> No.5514562
File: 479 KB, 950x534, iskusstvennaya-trava-orotex-oryzon-spring-6mm-2m-950x950.png [View same] [iqdb] [saucenao] [google] [report]

It's not fucking grass. It's this.

>> No.5514564
File: 204 KB, 800x800, 2ffc8d02-1e55-4ae8-ac53-086690073993.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5514587

>his videos convinced me to play Dusk.
Me too. And I thoroughly enjoyed it. Now its got me on a retro FPS (I know Dusk isn't retro, but damn does it have the feel) binge and I'm playing Blood now. Civvie is a cool guy, I think.

>> No.5514594

We must now re-make Perfect Dark.

>> No.5514671
File: 112 KB, 640x360, 1535237775892.gif [View same] [iqdb] [saucenao] [google] [report]

I have a question, /doom/. What exactly constitutes a slaughterwad, and what's just a normal wad?

Is it the enemy count that makes a slaughterwad? The enemy placement/density? The encounter design?

I ask because I just started playing Neogothic Movement for the first time. I haven't even beaten the first level yet on UV (I'm by the pyramid red door bit), but I can already tell this is a very diferent kind of experience from other WADs I've played. The enemy density is pretty large, but also not to the point where it's laughably bad - it seems doable and fun. I like it.

>> No.5514693

I would say its more of a map style that you have to look at how enemies are placed within space. Number of enemies and size of space matters. Most slaughterwads will have a large number of enemies presented in ways that allow and encourage the player to kill a large number the same time (hence "slaughter"). That doesn't mean it can't be clever in how it does that, but the map is going to have more open areas to encourage and allow more monsters and rocket usage. I would argue a slaughter map also needs a certain flow so that there's never too large a gap of time between fighting a large group of monsters.

>> No.5514718

Slaughterwads aren't inherently terrible, they're just really easy to mess up because an author might not think much about the sheer density of monsters and items. Generally, it's large swarms of enemies, and little to no lulls in combat with ammunition either enemy-provided or placed pretty much everywhere to keep you going without much pause, often directing you from point A to B while killing as much as possible within the map constraints.

Later stages of Serious Sam games are a good comparison to Slaughterwads, where it's just dozens upon dozens of enemies and mix-ups tossed your way as you're expected to hold out for minutes on end or aggressively push forward before spawns overwhelm you. But then Doom can get away with a hell of a lot more thanks to the sprite-based, fake-3D nature of its design not being anywhere near as taxing (mods not accounting).

>> No.5514738

what fucking kind of name is dwango anyways

>> No.5514746

Mod name please?

>> No.5514752

The d is silent.

>> No.5514754

Hideous Destructor on the map Diabolous Ex

>> No.5514756


>> No.5514761


>> No.5514770

...said /vr/ and you swallowed that information whole. Yum yum, right?

>> No.5514781

The ledge is big enough to consistently bait and dodge the fireballs, the plasma gun and the energy pack for it is enough to kill all three barons in the back unless you're spraying wildly, and their closet gives you another energy pack to finish out the last baron. Your biggest enemy there is yourself: first by not knowing the trap, and second by freaking out when it happens. The first solves itself the first time you get fucked by it. The second is just you keeping calm and focusing your fire.

>> No.5514809

>...said /vr/ and you swallowed that information whole.
the only consistent opinion i have ever seen on /vr/ about dusk is that it's not retro, so i think you're full of it

>> No.5514854


>> No.5514867

All I heard everywhere, including /vr/, is that Dusk is the second coming of christ, and yet when I actually started playing it I kind of hated it. It reminds me so much of Quake 1, which is easily my least favorite Id game.

>> No.5514870
File: 202 KB, 1019x684, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>Winquake only works on 32 bit machines

>> No.5514873

Thanks doombro

>> No.5514891

No it doesn't work. It's most likely a 16-bit program, which runs on 32 bit machines but not 64 bit machines.

>> No.5514895

Ok please help me then. When I try it it just doesn't work and I have looked a LOT for a solution. It's not because of the DEP settings. I've tried that. I've tried adding and removing the wdmn.dll as well as the game32.dll. Nothing I can do makes it work.

>> No.5514896

And I am using Windows 10. MAYBE that's it?

>> No.5514902

Ok. Well do you know how I can use a mod like Target Quake in DOSBox? Do I need to install Windows 98 in DOSBox to make that work? This might be asking too much sorry.

>> No.5514907

If anyone can find a link to download Galactix for Quake, please let me know. It's an old Quake mod in the style of a bullet hell game and I can't find it anywhere.

Here's the Moddb page https://www.moddb.com/mods/galactix
But it looks like the download link is broken..

>> No.5514912

It's super easy to run through the portal and end up back at the beginning on the outside of that room again, will all the ammo in the level at your disposal to go back in and kill them. You are not at all cornered in that section.

>> No.5514921


> ./WINQUAKE.EXE: PE32 executable (GUI) Intel 80386, for MS Windows

It is 32-bit Windows program.

>> No.5514925

Ok. I'm running a 64-bit Windows 10 OS. Can you please help me figure out why it doesn't start?

>> No.5514927

I've tried running it in "very safe" and "safe" modes as is suggested on their as well. None of those worked. I've tried running with no sound or with -dibonly. No changes.

>> No.5514929

Hmm, I see few 16-bit DLL's in that package. Maybe WinQuake uses some 16-bit code for trickery (especially for VESA modes) and what not.

>> No.5514930

Grab 32-bit Dependency Walker from here http://www.dependencywalker.com/ and run WinQuake under it. Dependency Walker will tell what DLL's is missing from your system.

>> No.5514932

I have tried both this version and the Winquake files available from GOG in their Quake purchase. Both do not work.
I will try this and report back.

>> No.5514934

Hmm, then there is only way : Get WinQuake source, build it (and strip 16-bit portions off if there is any)


Or find a port/fork of it which is close to orginal.

>> No.5514935
File: 86 KB, 1680x1050, Result1.png [View same] [iqdb] [saucenao] [google] [report]

Here's what it says. I'm not sure what exactly to do with this information.

>> No.5514936

I can try. All ports of it either don't work either or just use GLquake, which isn't what I need. Looking for help for this online results in every answer saying "just use a better port like DarkPlaces!" or something.

>> No.5514946

Huh, your WinQuake is 64-bit? Then get 64-bit version of Dependency Walker and rerun your WinQuake under it. Then click on "File->Save as..." menuitem and at opening dialog, select from "Save as type" combobox "Text with Export/Import lists" and press Save button. Upload resulting text file somewhere at net.

>> No.5514949

Argh, sorry. Your WinQuake bitness is correct.

>> No.5514950

But it is rather odd that it finds 64-bit version of the DDL's. WoW64 subsystem should be installed normally if you are using non-Server version of Windows 10.

>> No.5514952


>> No.5514953

I followed your instructions and here is the file uploaded to mediafire:

I tried uploading it to Pastebin but Pastebin says the file is too large.

>> No.5514959

Hmm, you used wrong version of Dependency Walker. Please download the 32-bit version (x86 at the end means the 32-bit version http://www.dependencywalker.com/depends22_x86.zip ) and redo everything what is said in this post >>5514946

>> No.5514960

I see. Sorry I thought because my system is 64-bit I needed the 64 bit version. I will do this and reupload right now.

>> No.5514967

Here it is:

>> No.5514973

True. IIRC the new GMOTA character and Hearts of Demons Baron can throw barrels, so that might satisfy you for the time being.

>> No.5514978
File: 228 KB, 1439x907, 3.png [View same] [iqdb] [saucenao] [google] [report]

First level of a WIP vanilla megawad of mine. Made this a few months ago, build time was 2 days. I'm planning on doing some changes to the combat, especially on the outdoors area. Thoughts? (play with Chocolate Doom for the intended experience)

>> No.5514979

You probably need to install 32-bit Microsoft Visual C/C++ runtimes.

Grab http://download.wsusoffline.net/ and download only the runtimes. And then manually install them.

>> No.5514990

So I went to that site and downloaded the WSUS 11.6.2 zip file. I opened it and ran the executable in it, which opened up an interface. I selected "Include C++ Runtime Libraries and .NET Frameworks" and checked the boxes next to "x86 Global" for Windows Server 2008, Windows 7 / Server 2008, Windows Server 2012, Windows 8.1 / Server 2012 R2, and Windows 10 / Server 2016. Then I pressed "Start" and it appears to be downloading updates now.

>> No.5515023

Does anyone have any experience running Chocolate Doom with the .ogg music files? I listed where they were located in the directory, but the .exe resorts to Windows default.

>> No.5515052

Unfortunately this doesn't seem to have worked.
I have uploaded the file again here though:


>> No.5515104

I don't, unfortunately. However as a compromise I did test the Steam version of WinQuake and it runs fine on Windows 10 64 bit, although the executable has DRM in it.

>> No.5515106

I see, what kind of interaction would you want?

>> No.5515108

Oh ok. Well can you tell me what DLL files are in it or something? Or what the exact size of the Winquake Exe is then so I can check it? If it worked for you I will actually buy it or something but I might be able to just download a dll or something.

>> No.5515112

Asking for the exact size is weird if it has DRM in it I just realized. And you said the exe has DRM so obviously they've changed that and not added dll files. Sorry for the dumb request. Anyway I'll look for that and if needed buy it from Steam. Thank you.

>> No.5515113

Anything, some mods let you pick up and chuck barrels, but just actively weaponizing them in general would be great.

>> No.5515124

I don't think I could do that.
What other kind of weaponizing? Like what about being able to push barrels?

>> No.5515125

Has anyone recreated impse with Doom '16 models yet?

>> No.5515129

Get more creative, like maybe destroying barrels with different weapons causes them to react in unique ways, maybe punching a barrel gets it stuck to your arm and you can do a stupid explosive punch.

>> No.5515145

Has anyone created full rotations of the doom sprites?

>> No.5515154

What do you mean? More rotations for monsters or rotations for items and decorations?

Or the missing rotations? These have been done.

>> No.5515156
File: 104 KB, 1106x808, 2019-04-20_15-16-49.png [View same] [iqdb] [saucenao] [google] [report]

I don't think so, anon.

>> No.5515162

So that's the non-Steam version, running in 64-bit Windows 10?

>> No.5515167

Nope, that's winquake.exe that comes with Steam version.

>> No.5515171

I'm assuming whatever DRM is on the Steam version, I could get past it with SmartSteamEmu
If anyone wants to upload it..

>> No.5515172

Yeah the missing rotations, instead of just mirror images.

>> No.5515198

What about making flat "3D models" with 2D sprite monsters textures that would that would rotate to in front of you and adding specular/normal mapping to them?

>> No.5515207

I pirated a copy of the Steam version just now. It has the DRM that won't let me open the exe files without Steam and SmartSteamEmu isn't bypassing them. But at least it's a start.

>> No.5515216

That would actually require way more effort than just normalmapping the sprites.

>> No.5515232
File: 267 KB, 1920x1080, 235235235.jpg [View same] [iqdb] [saucenao] [google] [report]

Tried to make a gayest Doom palette.

>> No.5515239

ah yes, the
> i dropped my graphics card in the frying pan

>> No.5515240

/vr/ is for "retro" games. All Doom 3 and Doom 2016 discussion belongs on /v/.

>> No.5515243

You should have at least ordered it and colormapped it properly.

>> No.5515248
File: 246 KB, 1136x1200, Cutest canon ending.jpg [View same] [iqdb] [saucenao] [google] [report]


it happened lads
your baits doesnt work here, and we always talk about Doom 3 and 4(2016) all time newfag faggot furfagg nigger

>> No.5515250

>baiting this hard

>> No.5515252

Romero released some of them a few years back.

>> No.5515254

Go fuck a hotpocket.

That looks less gay and more like you have some kind of hardware problem.

>> No.5515260

It was a fucking joke

>> No.5515264

Welcome to /vr/

>> No.5515267
File: 202 KB, 1920x1080, 5464646.jpg [View same] [iqdb] [saucenao] [google] [report]

Red is replaced to pink

>> No.5515269
File: 199 KB, 1920x1080, 666.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5515270
File: 301 KB, 500x667, vaporshit.jpg [View same] [iqdb] [saucenao] [google] [report]

Now just add a ton of bloom, chromatic aberration, VHS noise and a vaporware soundtrack and all the hipsters will suck your dick balls deep.

>> No.5515272

we know anon
come here for your manly hug

>> No.5515284

What's best vaporwave music? Nice idea. I will make a video.

>> No.5515287

Purchased Quake from Steam even after just having pirated it because the pirated version didn't work. Winquake still won't work. I've paid actual money now and I'm starting to get upset.

>> No.5515290
File: 431 KB, 2560x1440, Screenshot_Doom_20190420_093210.png [View same] [iqdb] [saucenao] [google] [report]

I used GZDoom instead of the recommended.
First impressions: Map looks ugly. Semi-Difficult beginning because of no armor and hit scanners. After finding super shotgun and armor it got better. Pinkys cannot get up steps. Pop up enemies near super shotgun secret surprised me. Enemies can't go through shadows around 2nd green armor. Doesn't make sense to have 2nd green armor near 1st. Soulsphere placement is odd considering it didn't pop up as a secret nor was is a good spot. Pinkys cannot get down steps near 2nd green armor. You can activate the switch on the ground near the archvile door to skip some of the level. I did notice you using SUPPORT2 to cover texture changing transitions which I did notice and appreciate. Overall not the worst 1st map, better than most peoples first maps I sure. Just keep making more maps and play some good maps to get a better idea of what makes a map good, and I'm sure you'll get better.

>> No.5515291

Get a refund and then run it with Quakespasm

>> No.5515293

I've already got it all running on different source ports and everything fine. I've played through it plenty of times. The problem is that there are certain mods that ONLY run on Winquake and I can't get Winquake, in any form, to run on my computer. Everything else runs fine.

>> No.5515297

Try run as administrator?
Try compatibility mode?
Try killing explorer.exe during?

>> No.5515307

I've done all of those, for every compatibility mode. Tried all the other compatibility options too.

>> No.5515310
File: 453 KB, 1920x1080, 555555.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5515313
File: 842 KB, 1920x1080, 2019-04-20 15-49-47.webm [View same] [iqdb] [saucenao] [google] [report]

Did some massive hud improvements. Also some found RGBtoHSV and vice versa code to change the laser color nicely.

Thinking I should make a RGB overlay sorta like >>5515310 on the monitors.

>> No.5515317
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Good morning motherfuckers, it's SCREENSHOT SATURDAY, so it's high time to step up to the plate and show us what you've been working on, maps, mods, sprites, let's see it.
I see the Doomshock guy's been busy. That's a good start to this.

>> No.5515320

>synthdoom.wad intensifies

>> No.5515324
File: 5 KB, 180x176, o_noe.png [View same] [iqdb] [saucenao] [google] [report]


Finally figured out a good way to spawn hero shades.

>> No.5515326

Been trying to make Winquake work for like 3 days now. About to give up.

>> No.5515327

This has to be the most COMFY crossover ever made

>> No.5515334

What mod is that? Looks neat.

>> No.5515338

GMOTA, been working on another big update.

>> No.5515345

i don't know if sigil will be any good but several doom community members helped with playtesting and source port compatibility, so at least it won't be bad for stupid and avoidable reasons.

>> No.5515346
File: 704 KB, 2560x1400, SG2.png [View same] [iqdb] [saucenao] [google] [report]

Just wanted to throw something up. I'm nowhere near close yet to finishing this and will probably be at least a month or so. Sequel to a map I made and posted on here one year ago.
Just wanted to mention I'm willing to play some more anon maps if you wanna throw yours up on here, thanks.

>> No.5515354

Just so you know the animation for drawing/holstering that pistol is really fucking cool.

>> No.5515359

It is, pistol spinning is fucking dope, the guy who made those frames also made the cyberdemon replacement for the mod.

>> No.5515360


>> No.5515368
File: 738 KB, 1920x1080, Screenshot_Doom_20190420_102238.png [View same] [iqdb] [saucenao] [google] [report]

I wanted to make a map around the concept of fighting your way in and out of a giant felled beast.

>> No.5515381
File: 56 KB, 800x600, doom00.png [View same] [iqdb] [saucenao] [google] [report]

just started working on this boom map just to use a sky texture i made

>> No.5515384

That's a gorgeous sky anon. Great sense of depth.

>> No.5515385

thank you! i'm hoping to get this map finished within a week or two, it's been about a year since i released my last map

>> No.5515394

I like how that sky fits well with the standard doom textures. It doesn't give me a feeling that the level should be lit differently when compared to the sky color.

>> No.5515397

just gotta light properly and make sure your sky texture doesn't get too garbled up in the conversion to the doom palette.

>> No.5515402

I mean like, some maps have dramatic sunset skies of blazing orange but their levels don't have orange sector light (either because their target engine doesn't support it or because they didn't bother) and that's always irked me a bit.

>> No.5515412



>> No.5515459

in metadoom, if you use the axe on the barrels, they simply get destroyed without exploding

>> No.5515473

Can you kill that guy in his "not yet reborn" ball of mist form to prevent him respawning?

>> No.5515474

I thought about that, but I feel that could potentially neuter those traps too easily, especially with all of the explosion weapons and other projectiles.
Normally these are a little more uncommon and they don't always spawn the shades

>> No.5515503
File: 523 KB, 1366x768, Screenshot_Doom_20190420_132126.png [View same] [iqdb] [saucenao] [google] [report]

Doom 2 Reload is pretty fucking cool. Loving it.

>> No.5515513

Give Ultimate Doom 2 a try if you haven't, too. Does the whole "re-imagined but still the same" thing pretty well.

>> No.5515515


Thanks, boss, I will.

>> No.5515525

What version of Win10 are you using? Home, Pro, LTSB/C, Server, or some other variant?
Have you ever done any of those "de-bloat" tools on your install of Win10? I only skimmed through, but does anything happen when you try running WinQuake like any error message dialog?

>> No.5515546
File: 7 KB, 225x225, download.jpg [View same] [iqdb] [saucenao] [google] [report]

I like how Quake feels like an escalation from Doom
>shotgun is now your starter weapon
>time travel
>elder gods instead of Hell
>go even faster
The GoG version doesn't seem to have any music though.

>> No.5515549

>i hate brutal doom so much i actively search for brutal doom letsplays
zoomers, everybody

>> No.5515571

Follow this link from the OP
You will find a folder there with Quake, Quakespasm, and all the music ready to go.

>> No.5515574


>> No.5515602

"hipsters" don't follow vaporwave anymore and even the term hipster is kinda dead anyway. Only /a/spies, suburban kids who played hotline miami once and 14-year old /pol/dditors care about vaporwave and synthwave nowadays.

>> No.5515610

It's no longer hip to be a hipster?

>> No.5515615

no one uses that term anymore is all. Hipsters ended up being a fad like goth or emo.

>> No.5515624

Who are you quoting?

>> No.5515661

>The GoG version doesn't seem to have any music though.
It does though, just not in a "ready-to-use" format, in the install dir for Quake you'll see the following files:
>Quake CD
>Quake Mission Pack #1 CD
>Quake Mission Pack #2 CD

The ".gog" files are just BIN files renamed, no idea why they do it that way, but if you open the CUE files in notepad or something you'll see it has the audio tracks defined. Apparently they packaged OGG versions of the audio in the past but could no longer do so. So you can re-rip the audio if you'd like or go with a pre-ripped pack.

>> No.5515672

Make it a brief moment right before it fully resurrects (maybe add ~3-4 frames where his resurrected silouhete is completely solid black, but unmoving and vulnerable, before it gets fully back)

>> No.5515675

Has any Quake source port ever just had the music already in game?

>> No.5515680

Ah that's no fun though, you already get enough time before the portal bursts and reveals whatever pops out, that gives you enough time to either get some distance or lay down some fire or caltrops depending on who you're playing.
Besides it's not always a shade that pops out, with weaker enemies you're more likely to find a shitty skeleton mimic instead, and they're slow, clumsy, and pretty easy to bully.

>> No.5515684
File: 6 KB, 135x150, Dr_Sleep_thumb.jpg [View same] [iqdb] [saucenao] [google] [report]

Where is he now?

>> No.5515685

Worm food.

>> No.5515690

He stepped through the final portal and now fights evil in another dimension.

>> No.5515694

i heard he died last year
rest in peace
wasn't he owing romero money or is that someone else?

>> No.5515712

youre mum

>> No.5515726

He died like last year, man. RIP

>> No.5515745

I miss Perfect Dark so much. Never heard of another game with so many different guns that are so satisfying just to handle and reload.

>> No.5515764
File: 487 KB, 1366x768, Screenshot_Doom_20190420_143239.png [View same] [iqdb] [saucenao] [google] [report]

Nigga made a "Teleport Port". An actual evacuation center with waiting rooms, bathrooms and garden. Absolute madman.

>> No.5515776

>have to install freeware virtual optical drive to mount the .cue file and play the music with the game
It works but it's a bit of a hassle.

>> No.5515783

How come Term didn't consider putting Freedoom Guy in Hellshots Golf?

>> No.5515787

i usually write off most people who think hitscanners are "too hard" or "artificial difficulty" as scrubs since they typically lack the intelligence to use cover.

but he's definitely better than icarus & gman that's for sure.

>> No.5515792

Oh yeah, he's leagues ahead of them in skill, taste, and presentation, he's actually decent, which is why I can't hate him.

>> No.5515793
File: 963 KB, 1920x1200, Screenshot_Doom_20190420_124730.png [View same] [iqdb] [saucenao] [google] [report]


Anybody think of any other floating-y levels?
I love the verticality.

Some of Goldensouls is cool like that

>> No.5515801

isn't the whole roster only mod characters?
not counting doomguy ofcourse

>> No.5515802

Alfonzone I think has some of that, if I don't misremember.
Can you, uh, please not namefag as Anderson, it feels weird.

>> No.5515815

His opinions on Doom seem more or less universal on /vr/ though.

His attention to detail when it comes to pointing out bugs and glitches makes up taking damage during gameplay.

>> No.5515825


>> No.5515826
File: 111 KB, 1920x1080, 6464646.jpg [View same] [iqdb] [saucenao] [google] [report]

Are PBR materials as heresy as 3D models? Anyway you can't use PBR for sprites in GZDoom, so all 2D weapons/monsters would look out of place on a map heavily loaded with dynamic lights and PBR materials and you would end up using even the shittiest 3D models.

>> No.5515827

Plenty of people here like playing with OpenGL, dynamic lights, and stuff like that, and I see plenty of people disagree with his opinions on levels.

>> No.5515828
File: 343 KB, 1360x768, Screenshot_Doom_20190420_121209.png [View same] [iqdb] [saucenao] [google] [report]

the evil spooky bathroom of doom

>> No.5515829
File: 81 KB, 130x150, battle-rifle-test-03.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5515834

I'm pretty it's just normal mapping, not an actual PBR.

>> No.5515845
File: 105 KB, 1920x1080, 5252525.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't know what's that but it looks like UE.

>> No.5515874


Didn't even cross my mind, honestly.

>> No.5515878

That's right. Actual PBR would require someone to rework the diffuse maps into shadeless albedo maps. So it's just diffuse+specularity+normals(+optional glowmaps for self illumination)

>> No.5515884

In GZDoom, is there a way to change the destination of a wall-portal?

>> No.5515886

It's normal/metallic/roughness/ambient occulsion

>> No.5515953

Is playing Brutal DOOM worth it?

>> No.5515954

Play Johnny Doom.

>> No.5515964

Piss off. Nobody needs AO for something like the surfaces in Doom.

>> No.5515965
File: 3.83 MB, 2560x1440, d.png [View same] [iqdb] [saucenao] [google] [report]

Trying to make a personal randomizer based off the Demonsteele midi pack
Just wanted to know, how can I separate the tracks into collections?
For example, lets say I want to separate my songs by genre. Could you do this and then also make a menu option to turn collections on and off, to pick and choose what you wanted to play?

>> No.5515998

It won't work without ao texture. If you don't put a file into ao folder materials will not show.

>> No.5516012
File: 125 KB, 200x150, underbarrel-launcher-03.gif [View same] [iqdb] [saucenao] [google] [report]

I made crude animations for an underbarrel grenade launcher.

>> No.5516025

What a shitty implementation.

>> No.5516153

So I just finished Scourge of Armagon, and I'm working my way through Dissolution of Eternity. The new enemies are neat, as are some of the weapons. The Repeating Laser is fun, same with Mjolnir, but it seems like it's better to save your cells for the Thunderbolt and Repeating Laser. The Proximity Mine is kind of boring though.

As for DoE, the alt ammo is pretty neat, but man the Lava Nails are pretty underwhelming, and multirockets just make rocket spam much more viable. Hadn't had a chance to try out the Plasma Cell yet though.

Favorite levels from Scourge were Black Cathedral, The Gauntlet, and Tur Torment. Armagon himself was alright.

>> No.5516168

Uncharged Mjolnir can kill zombies

>> No.5516217

this or BDLite

>> No.5516247

Better yet, where's Eternal Doomguy?

>> No.5516316
File: 15 KB, 177x278, oh baby.jpg [View same] [iqdb] [saucenao] [google] [report]

Post mapping tropes you enjoy
>long, quiet buildup with no enemies before an epic battle

>> No.5516345

>mancubus in the distance raining down hellfire from above
>lots and lots of low tier mooks for plowing through and lots of infighting

>> No.5516352

>I'm pretty
weird flex but ok

>> No.5516372

>level hypes you up for a big fight by giving you an empty room with weapons
>walls come down

>> No.5516375

Kek, I remember that from 300 min of /vr/

>> No.5516379

it would take maybe ten minutes for you to download it and form your own opinion

>> No.5516394
File: 293 KB, 720x1038, 1535669826938.jpg [View same] [iqdb] [saucenao] [google] [report]

its worth playing but isnt the legend its made out to be. I love jump kicking zombies heads off. I love chainsawing dead bodies until its just goop I cant saw anymore. I like the middle finger button. I dont like the fanboys, the creator nor do I like mods that make it worse (like PB). Its a notable mod for sure but it has features that are completely pointless and make the game way too easier (despite it claiming /vr/ are bad at doom). Its one of many fun gameplay mods but the true way to play doom and not the inspiration for D44M. I give it one thumb up

>> No.5516418

Looks like the start of a Dark Forces level.

>> No.5516442

when it comes to making gzdoom maps that can work with gameplay mods, is it possible to make characters that can be interacted with strife like dialouge, even if the player is using a gameplay mod?

>> No.5516459

The Classic Doom is meant to be played in 2019:

Hires textures (with PBR materials), motion blur, right-sided weapons, neural-upscaled sprites, some descent big wad with tons of dynamic lights. Purists and poorfags BTFO.

>> No.5516460

fix: The way Classic Doom is meant to be played in 2019

>> No.5516462

Are you drunk, mate? Lay down my man

>> No.5516464
File: 201 KB, 915x707, the gang - samus, gordon, ranger and doomguy by lucparker.jpg [View same] [iqdb] [saucenao] [google] [report]

i was looking at this thread at /v/
>Samus has to teach their son to jump because his father is inept
>Great Grandpa BJ
>Grandpa Keen
>Little Brother Ranger
>Little Sister Crash
>Son John 117
>Wife Samus
>Pet Daisy the Rabbit
>Best Friend Duke Nukem
>Good Friend Lo Wang
>Quiet Nerd Co-worker Gordon Freeman
>Emo friend Caleb
>Baker and Chef CHEX
>Buddy Corvus (Heretic) and his Hexen Group (Parias, Baratus, Daedolon)
>Security Officer MJOLNIR and his Friend Durandal

Its literally a Samsara done Right

/v/irgin you forgot that you also need a Ryzen 7 2700x, GTX 2080ti and 16gb of ram at 3200mhz to run that

>> No.5516465

>giving the shitter attention

Kill yourself.

>> No.5516469

Im sorry I just thought the grammar was funny

>> No.5516482

>/v/irgin you forgot that you also need a Ryzen 7 2700x, GTX 2080ti and 16gb of ram at 3200mhz to run that

Are you retarted? It runs on 2011 middle processor and gtx 660 (30 bucks card)

>> No.5516486

>Legacy workflow
Could you elaborate? PBR has become this big buzzword that in reality is implementation specific, with some foregoing the metallic route.
Is the spec in legacy just a modulator of brightness without any control of per-pixel power?

>> No.5516495

Mind linking the thread?

>> No.5516501


>> No.5516504

If theyre new actors (not default monsters or inheriting from them) it should be fine

>> No.5516517

Windows 10 Home. I've done those de-bloat things months ago. Frankly I intend to do a full factory reset as soon as I finish uploading all my data to a cloud service, which could take a few more weeks. Thank you for trying to help, really.

>> No.5516530

Using local storage would be faster.

>> No.5516539

I realize that. I've been using cloud storage as a backup for non-personal files for months. I'm just choosing to do it this way.

>> No.5516548

Im using Win10 home and WQ works fine here
>also using a inspiron 1545
I wish someone could do a WQ fork that supports everything that Quakespasm does it, now that QS development is dead and Fitzquake Mark V is going nowhere thanks to baker's incompetence in writing codes

>> No.5516558

Alright. I mean at this point I'll just report back when I've done a factory reset. I'm using a Lenovo Yoga 3 1370 laptop from 2014.

>> No.5516574

>begin Inferno on Hideous Destructor+Ugly as Sin as roboticist
>immediately play ring around the rosie with imps with the pistol, not remembering that I have derps with me
>still have to running punch the last one to death due to a case of no ammo in pistol
>also forget about pistol mags in backpack
>open ammo boxes. Nothing but 7.7 clips and SMG mags
>set up herp to deal with cacos past door
>imps in room across the collapsing bridge hear ruckus and come a running
>finally remember backpack
>set up herp again to deal with them
>dash across stopping to grab shotgun then punch last imp to death
>go down corridor and see Marine
>panic and give him a 12 gauge hello
>pigpatch as died

I'm so sorry friendly Marine, but thank you for the smg and especially the grenade launcher. That helped immensely with the third Caco.
Also felt like Flynn Taggart running around with an almost empty pistol. If only I didn't accidentally kill the Marine, that one could have been Arlene.

>> No.5516583

>fighting a bunch of revenants in rooms and winding halls that makes their homing missiles hard to evade.
>invisible bridges in vanilla mapping

>> No.5516613

has any video game ever referenced doom 2's map 07, outside of other doom games?
like, any other fps with a similar map as a little doom tribute?

>> No.5516639

That is a good question. To my knowledge, it remains a doom only thing

>> No.5516679
File: 59 KB, 1276x720, Screenshot_Doom_20190420_215539.png [View same] [iqdb] [saucenao] [google] [report]

i absolluty love this nigger and his love for buff girls

>> No.5516682


It's cool. The shotgun alone is worth the whole mod. Basically ruined other shotguns for me.

>> No.5516696

it's okay at best and most of its popularity relies on some people not exploring one of the best modding scenes as much
it also doesn't help that even when you know there's problems, some people would rather still bring up basic complaints like reloading rather than the actual bugs or awkward balance
same thing with gzdoom where filters and vertical aiming are brought up more often than actual unfaithfull but subtle changes (not earing und when humping shootable walls being gone) or performance issues

>> No.5516734


>> No.5516736
File: 614 KB, 1276x720, Screenshot_Doom_20190420_223022.png [View same] [iqdb] [saucenao] [google] [report]

also this gun it's fucking disgusting
i love it so much

>> No.5516738
File: 50 KB, 200x200, w t f.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5516761

its Hitlers bday so i guess we could play Wolfenstein 3D for that alone

>> No.5516765

is that the guy behind nun with a gun
i think his faces look weird but otherwise it is still a good mod

>> No.5516773
File: 41 KB, 639x264, color changing zombie.png [View same] [iqdb] [saucenao] [google] [report]

old screenshot but
Overlay mod to Smoothdoom which includes a green-banded zombieman (based on the smooth version) and also a chaingunner with two different color bands to customize. Also including ammo management for ammo boxes.
And two additional options for Explosion variants - bringing Quake 1 style explosions and Rise Of The Triad style explosions.

Im also considering (like the weapon style switching) having a switch on the explosion toggle which also modifies the monster's projectiles or attack patterns so that they attack like monsters from Quake 1 or Rise/T.
(eg, cacos spitting a couple scrag globs, HK and baron shooting a death monk fireball, HK and baron shooting death knight spreads, arachnotron shooting blaster bolts).

>> No.5516778

>is that the guy behind nun with a gun

>> No.5516808

3D models in doom are horrible to look at, even shittier than HD sprites.

>> No.5516813

>and I saw scrotum guns
>where did their hair go

>> No.5516852
File: 79 KB, 640x400, The Shores of Hell.png [View same] [iqdb] [saucenao] [google] [report]

My god the levels in this episode suck

>> No.5516889

You can completely remove the WinRAR popup without buying WinRAR. This is old news but damn I didn't know this.

>> No.5516891

Your Path of Destruction (this is the mod which ports Doom into the Quake Engine) had this and it looks like shit. Doom is not a 3D game and does not ever need to be.

>> No.5516906

Why not use 7zip?

>> No.5516907

Back in the day this was my favorite episode, especially level 4. Hated map 3. Didnt like the boss map all that much but the boss fight was pleasant (scary trying to fight it from the middle room).

Hated most of episode 3. E3M2-M4 was about all I cared about. Dont like all the damn lava in M6.

>> No.5516912

E2M2 is the best id map, though.

>> No.5516921

no reason. I've just always been used to winrar

>> No.5516932

He passed away last year.
A shame, cause I actually liked his Master Levels the most.

>> No.5516951

The only truly shitty level in this episode was Fortress of Mystery, the rest are good. I wish the Mastermind was the boss of this episode.

>> No.5516964

>winding halls that makes their homing missiles hard to evade.
How exactly would this make it harder to evade?

>> No.5516972

>Large nonlinear complex with keys that are obtainable in any order

>> No.5516973

>Map uses textures for detailing, rather than relying too much on sectors.

>> No.5516976

Anyone excited for map jam X?


>> No.5516981

xmasjam2018, and 2017 for that matter

>> No.5516989

not that guy, but the combination of needing to be fairly close to have line of sight, not having any protrusions to take advantage of, and being in a narrow space would do it

>> No.5517087

Damn I wish Quake mapping and modding was as prolific as Doom
There's some impressive shit floating around

>> No.5517124

I've been trying out all the Quake mods I can. I agree. It's also unfortunate that unlike Doom, the mods are pretty evenly divided into which source port you have to use with which mod. There isn't a sort of "catch-all" source port that lets you play all the mods.

I still can't get Target Quake to work and I can't find a copy of Galactix for Quake anywhere because unlike Doom, many sites that hosted Quake mods are now defunct.

>> No.5517138

NBlood 1.01 released

>> No.5517163

Maybe here? It downloads at least. GZShmup is a thing too, haven't tried either though.
But yea, I hope Quake sees a couple more Arcane Dimension sized map packs in the future, at least. I don't even care if it's completely vanilla, though I've seen some beautiful texture work here and there too. With Doom I'll probably never run out of decent wads to play but I know I will eventually run out of maps and episodes for Quake.

>> No.5517170

holy shit I've been looking for this for days. Thanks.

>> No.5517171

Is it still possible to vote on DOOMWORLD's idgames archive or do I have to use the new stupid downloads section?

>> No.5517172

I feel like most of the Quake mods I'm trying had great ideas that in practice are just poorly executed. Like Kickflip, the mod where you skateboard around and do tricks, seems kinda cool at first but the maps are basically one room with nothing to actually do and there's only one "trick", etc. Slide and Quake Rally were extremely hard to maneuver and not interesting or fun.
Arcane Dimensions and a few single player maps have been good though. Rubicon Rumble Pack was excellent.

>> No.5517173 [DELETED] 

>Cutscene support
finally a blood port that has this

>> No.5517174

>Galactix for Quake
any more info on that?
gdx aldready had cutscenes though

>> No.5517181

I'd argue it'd be harder to evade homing fireballs in a narrow straight line hallway, than a winding one.

>> No.5517187

I think >>5517163
found the Galactix copy I was looking for. I'll try it out.

>> No.5517191

new stupid downloads section

>> No.5517202

I think the lack of really developed singleplayer mods was because it was the advent of multiplayer modding pretty much.
I finished Trevail just yesterday, that was pretty good imo except for a few levels here and there. I'm going to play Quoth or Nehara next probably. Can't get enough of those low poly chunky enemies. Hoping I don't run out of content too quick, but there's really not many maps and map packs comparatively. I'm pretty sure there is more singleplayer campaigns/mods for Half Life.

Some new game with Aeons or something in the title is in the works but it looks pretty slow imo. Looks ok I guess. I like the weapons though.

>> No.5517204


says "This was a hoax for the damned 1rst of April" and also gives this when you click to download:

Yet over here there is an actual file full of remastered Quake sounds:

Along with a file that says "this was just a hoax sorry".

Is this an actual music and sound remastering for Quake or not? I can't tell if it's a joke.

>> No.5517206

Nehahra has like a 15 minute cutscene at the beginning.. just a reminder to use SQLauncher if you don't want to see it. Also there's a mod that lets you use the Portal Gun in Quake and it's kinda fun. Can be added on top of other mods to teleport you or the enemies anywhere they wouldn't normally be.

>> No.5517210

It is per-pixel, but the lack of metalness means the specular tint has to be defined in the shader and/or is controlled by the diffuse component, which usually works good for metal-like surfaces.

>> No.5517213

Couldn't you skip it in game or am I mistaken?

>> No.5517218

I don't think you can skip cutscenes in Quake since I thought they play as demos. I might be wrong about demos but I don't know how to skip them unless there's a way with the console. SQLauncher will skip it if you want anyway though.

>> No.5517221

kek that is a great april fools
just read the text (if you know anything about audio) or listen to the sample files

>> No.5517232

Is there an actual remastered Quake soundtrack somewhere? I've played through the game enough times with the regular soundtrack, somebody's remix might be cool.

>> No.5517241

I'm kinda bummed how a handful of great quake fanworks a single standalone levels, they make me wish for more
>many sites that vosted quake mods are defunct
that's a fucking shame, I think quaddicted has an archive for some, any great mods/episodes/TCs that arent on quaddicted?

>> No.5517252

But they're great?

>> No.5517253

I wouldn't say anything "great" but there's a lot of stuff that's just amazing it was made in Quake at all, like Galactix here: >>5517163
Kickflip had potential if it had any good maps and Slide is kinda fun. Quake mods are fun in multiplayer basically.

Here's a good side full of older Quake mods:

Oh yeah Frog bots, Reaper Bots, Frikbott ++, and Omicron are all excellent bot makers for playing with bots. I've gotten them to work in Quakespasm, Darkplaces, and Ezquake but it takes kind of a while to set up. Here's good up-to-date reading on it:


Everything that guy suggests seems to work well.

And here's some more bots to download:

Eventually I'll just share my Quake folder on here and all of this will be really convenient.

>> No.5517254


>> No.5517268


This is the kind of thing I was looking for.

>> No.5517394

Is that a greasy strangler reference?

>> No.5517440

Simpsons ref

>> No.5517457
File: 93 KB, 1280x720, download.jpg [View same] [iqdb] [saucenao] [google] [report]

I like DOOM.

>> No.5517532

what did he mean by this

>> No.5517552

He meant the rain in Spain makes him wanna drain the main vein

>> No.5517592
File: 2.38 MB, 200x150, 1428876554757.gif [View same] [iqdb] [saucenao] [google] [report]

>get to lunatic map05
>that fucking midi

>> No.5517630

I meant power as in the specular power curve, should have said gloss.
I don't see a texture for that, so I assume that's also a shader global variable.

>> No.5517631
File: 21 KB, 282x255, 1548140341964.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing through doom 2 with colorful hell
>black mastermind spawns on the crusher

>> No.5517639

What render mode should I be using on gzdoom?

>> No.5517646

Whatever render mode you want, anon! Just turn off texture filtering.

>> No.5517659

Civvies a shit cunt that should stick to making posts on oldfag central (aka Doomworld)

>> No.5517664

Crush that spider.

>> No.5517667

he can fucking fly

>> No.5517673
File: 30 KB, 600x600, FlySwatter1_1024x1024.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5517678
File: 56 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5517679

Despite that Smigga being 13% of the demon population....

>> No.5517687
File: 53 KB, 1000x557, sigil.png [View same] [iqdb] [saucenao] [google] [report]

I wonder why Shithesda haven't sued Romero for him trying to sell Sigil yet

>> No.5517702

Selling a mappack doesn't violate the license. He doesn't use any id Software/Bethesda copyrighted material to sell.

>> No.5517704


>> No.5517714

...selling a mod like Brutal Doom would be illegal though because it contains custom sprites based on copyrighted work from doom.wad/doom2.wad. And it doesn't even require doom.wad/doom2.wad, it can be played with freedoom.wad. If it was distributed with freedoom.wad Bethesda wouldn't even greenlighted it.

>> No.5517719

Newfag here how is multiplayer? Do people still play? Do you guys organize deathmatch nights?

>> No.5517721

>implying anyone would buy a new episode for a 26 years old abandonware game.

>> No.5517730

Because it's all just level data that he made, and music that he licensed?
It's not an iwad, there's no Id Software assets in it, you just use the original Doom iwad (which can be procured elsewhere, and legally), to run these levels.
Hell, you could probably run them with Freedoom if you have a blistering hate for good aesthetics and sound design.

People have sold pwads commercially in the past, not just officially licensed stuff like Final Doom, but individual groups and companies have made pwads and published them commercially, like Wraith TC and Perdition's Gate.

>> No.5517741

Nehahra, thought it doesn't run on Quakespasm. Try Mark V engine for it.

>> No.5517763
File: 207 KB, 659x686, googlesdonothing.png [View same] [iqdb] [saucenao] [google] [report]

>Wraith TC

>> No.5517770

you got three main ports for it:
The most vanilla and the most dead
small following, based on ZDoom, apparently closed source
the most populated, based on GZDoom, most servers are heavily modded in some way

/vr/ hosts vanilla deathmatch servers on rare occasions, usually on Zan

>> No.5517782

I don't really know where to find it.
You can find Perdition's Gate on Tom Mustaine's website.

Some of the Wraith mappers filled in maps for Perdition's Gate, and given that Mustaine and his dad's maps are decent, and then the Wraith maps are like spreading stale margarine on a slice of cardboard, it makes me imagine that maybe Wraith TC wasn't very good. Supposedly they did a lot of dehacked trickery and other stuff like that, but if the level design is doodoo, I doubt it helps.

>> No.5517783

I love the Tom Hall maps in this episode. I like the more realistic and sensible layouts with Sandy's gameplay

>> No.5517784

Yeah, it's my favorite combo of the iwad maps.

>> No.5517795

Thanks anon I'll give Zandronum a try

>> No.5517808

lol what the fuck is a squonk

>> No.5517827

it's like vape but even more cancer

>> No.5517831


what is a good slaughter WAD?

The closest thing I played as a Slaughter wad are the last portions of Scythe 2.

>> No.5517848

>Enemies can't do through shadows around 2nd green armor
>Doesn't make sense to have the 2nd green armor near the 1st
The first green armor (which is a secret) is of much help, especially if you plan to stick around for the event of all the teleports.
>You can activate the blue switch, skipping part of the map
It doesn't really skip any parts of the map. + you still need the blue key. So I don't see the problem with that.
>Map is ugly
First person that says the map didn't look excellent for vanilla. Maybe you shouldn't use GZDoom if you don't want all maps to look like crap. I can clearly see the contrast/gamma in your screenshot is really fucking high.
>Get a better idea of what makes a map good
I'm sure you'd know
>Soulsphere placement wasn't a good spot

Also it's not my first map.

>> No.5517850

Epic 2 is pretty decent for being slaughter. It's also pretty decent for being so strongly inspired by Eternal Doom, with less mindless and blasé switch hunting.

>> No.5517863

What UDV version is that?

>> No.5517878

Does D4T Crucible in fact, has the Crucible?

>> No.5517980
File: 234 KB, 1297x1974, Screenshot (21).png [View same] [iqdb] [saucenao] [google] [report]

Getting everything set up before I add the songs and test it out
What I'm trying to do is add the ability through the options menu to say, disable songs 023 - 041 while leaving everything else alone
Basically something like, if d2 = 1 then it randomizes until it hits something that's not 023 -041 (but maybe you guys know of a simpler way to do it)
I've been looking through some other mods to get a general idea of what this is supposed to look like, but I'm very new to this and don't really know how I could set up a script for this, or whether it would even be possible and I'm just wasting my time, so any help is appreciated

>> No.5517985


Zandronum also has rock solid performance on toasters. It's my source port of choice when running anything until I buy a better laptop. But even then, I will only use GZDoom for mods that requires it (like Guncaster, Pandemonia, Hearts of Baron, etc.)

>> No.5518019


>> No.5518021

Are there any long form wad analysis videos or retrospectives?

>> No.5518027

he is a man of suprisingly many talents, even if he might claim those talents to suck

>> No.5518057

He might think his mod is bloated and while it's kinda true, it still has a lot of attention to detail and effort put into it

>> No.5518065

>WAD starts off really good
>Revenant and Mancubus spamming half way through, ruining the whole wad
name them

>> No.5518102

You have an SSG
use it soldier
[spoiler[You also have Berserk, use it[/spoiler]

>> No.5518105

Doom Software Rendering
tonemap: Palette
scaled: Nearest

>> No.5518213
File: 993 KB, 1366x768, Screenshot_Doom_20190420_120119.png [View same] [iqdb] [saucenao] [google] [report]

this is fine.

>> No.5518284

dont know what this is but the pixel density is horribly mismatched

>> No.5518287

something i liked about doom 3 is how they tackled on hell corrupting uac locations
>flesh growing in certain rooms
>pentagrams and sigils popping out of nowhere
>screens malfunctioning and showing demonic imagery
>some parts probably turning into hell related locations
for the latter i thought there were rooms where you'd see floating blocks or something
i hope eternal sort of brings this back

>> No.5518292

and yes, i know that old doom had this too, with deimos and earth

>> No.5518343
File: 1.06 MB, 1280x800, Clipboard02.png [View same] [iqdb] [saucenao] [google] [report]

Are you fucking kidding me? Are you fucking shitting me? What the fuck is this shit? Is this a joke???

Jesus christ, do you guys know how AtroNX achieved that Stonehenge in Eviternity? Yeah, your eyes don't fucking deceive you. This isn't a 3D floor - I thought so too, but in fact Eviternity is Boom compatible.

No, the Stonehenge thing is made of MOTHERFUCKING 3D MIDDLE TEXTURES.

How the fuck do you think of something like that? How do you switch your brain to think like that? When I see shit like this I wonder if I will ever be any good at mapping, holy shit.

Sorry if I'm incoherent, I'm genuinely shaken from how weird and at the same how cool of a mapping trick this is. My mind is blown.

>> No.5518346

is it a trick that also happens in stuff like requiem?

>> No.5518347

And if you're wondering why that is necessary, it's possible to see said stone circle from above, if it a slight angle. So this creates illusion of it being fully 3D. That's so cool.

>> No.5518348

First time I'm seeing it for myself, I guess. I'm new to mapping so I just started looking at cool stuff in Doom maps I play and analyzing how it's done, so this is all new to me.

>> No.5518373

this is not a new trick

>> No.5518412

Thats an ages old trick. I mean, its cool and all, but its not the craziest thing ever.

>> No.5518450

I think they did that for the arches at the start of Map30 of Plutonia2

>> No.5518457
File: 24 KB, 256x256, hmmst.gif [View same] [iqdb] [saucenao] [google] [report]

I wonder...

>> No.5518497

That's quite an old trick, but it's very nice to see people put the effort in for vanilla compatibility.

>> No.5518524
File: 112 KB, 640x480, crudreams.jpg [View same] [iqdb] [saucenao] [google] [report]

There's quite a lot of different cool stuff to look at then. I'd suggest giving Crucified Dreams and Gothic 99 a look, if only just to look at how stupidly pretty it all is, and to see one or two mapping tricks.
No idea how they play, as they're deathmatch only.

Action Doom 2 is interesting to look at as well, because it goes for a very specific art-style and they use linedefs and lots of solid colors to achieve it, including a lot of mid texture stuff.

>> No.5518529
File: 696 KB, 1280x720, Screenshot_Doom_20190422_000054.png [View same] [iqdb] [saucenao] [google] [report]

Huh, bummer.

>> No.5518532
File: 393 KB, 1280x720, Screenshot_Doom_20190422_000258.png [View same] [iqdb] [saucenao] [google] [report]

What? New York? When was that ever true?

>> No.5518558
File: 474 KB, 1280x720, Screenshot_Doom_20190422_000726.png [View same] [iqdb] [saucenao] [google] [report]

These mannequins are kind of oddly large, they should be scaled down, it looks weird.

>> No.5518560
File: 281 KB, 1280x720, Screenshot_Doom_20190422_000956.png [View same] [iqdb] [saucenao] [google] [report]

Look at this little guy!

>> No.5518572 [SPOILER] 
File: 427 KB, 1280x720, 1555893667901.png [View same] [iqdb] [saucenao] [google] [report]

I legit fucking froze when I came back and I saw this, well done.
Made me so paranoid I went the other way around to see if there was anyone there.

>> No.5518578

wtf is this

>> No.5518589
File: 784 KB, 1280x720, Screenshot_Doom_20190422_004310.png [View same] [iqdb] [saucenao] [google] [report]

Finally, here's a level with some insane Fist Of The North Star tier skyscraper ruin shit!

Ashes 2063

>> No.5518620

It's pretty well known they play like shit.

>> No.5518648

Yeah, I was wondering why did that other guy call it ugly.
I think it's a pretty good map, and quite challenging. The soulsphere placement saved my blind run, so I don't think it can be any bad.

>> No.5518658
File: 89 KB, 640x400, crudream-11.png [View same] [iqdb] [saucenao] [google] [report]

I had heard that about Gothic 99, but had no idea about Crucified Dreams. I don't play multiplayer deathmatch.
Still, they're really pretty.

>> No.5518671

>tfw i always drop Doom 2 on MAP10
it's just so fucking bad

>> No.5518674

what is your honest opinion on complex doom?

>> No.5518685

I like that map. Map 12 is the one that always deflates my fun.

>> No.5518692

Can the transparent projectiles in GZDoom be disabled?

>> No.5518713

how can you say that after enduring map09 lmao

>> No.5518716

because 09 wore my patience thin and 10 just completely destroys it

>> No.5518717

fair enough. I may just have low tolerance for bullshit but map09's starting area alone makes me groan.

>> No.5518724

Is it blasphemy to use free look on the vanilla games?

>> No.5518732

retarded tryhards will tell you that freelook is a bigger crutch than autoaim

>> No.5518759

not really but why use it? your shots are aldready automated, it's okay to use on modern maps though

>> No.5518763

nah. play how you want.

>> No.5518764

I hate autoaim and turn it off in favor of freelook and actually shooting where I'm aiming at whenever possible.
Fucking deal with it.

>> No.5518770

There's a logic to that, in that the game is balanced for it, but I still just prefer to turn auto-aim off and aim manually on my own out of sheer comfort, unless I'm doing a vanilla run.

>> No.5518890

What is trilinear filtering good for?

>> No.5518895

Making /vr/ mad at your screenshots.

>> No.5518927

nobody knows. we may never know.

>> No.5518929


>> No.5518958

What's wrong with brutal doom?

>> No.5518974

Haircuts for men

>> No.5519031

It changes a few of the fundamental mechanics of Doom which drastically changes the pacing and even breaks some maps.
Namely things like being able to kill Revenants and Cacos with a single SSG shot due to the headshot mechanic, giving enemies more maneuverability to the point where they can escape their spawning closets earlier than intended and he changed the BFG to act like a stronger rocketlauncher.

It's been probably 5 or 6 years since I tried brutal doom and I haven't kept up with the updates so for all I know these might not even be features anymore but those were my initial qualms.

>> No.5519036

The gurgling death throes of dramashitters and post-2016 vaporwave fans.

>> No.5519041

imagine taking jokes on an imageboard THIS seriously

>> No.5519059

New thread.


>> No.5519756

fucked up balance design that feels random at times like 7 rockets only to kill a cyberdemon or the ssg being pointless when the shottie does more damage with ads

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