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/vr/ - Retro Games

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5519054 No.5519054 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5511563

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


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

Same thing, but in video format:

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
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/








>> No.5519057

=== NEWS ===

[4-20] Plastic Doom releaed

[4-19] NBlood updated

[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

=== PREVIOUS ===


== PROTIP ==

To submit news, please reply and anchor it to this post.

>> No.5519105

I love that image

>> No.5519112


>> No.5519113

That's fucking hilarious.

>> No.5519120

I started making a doom map, I tried to come up with a clever way for the progression to loop back to an earlier point after a series of rooms of different variety but the whole thing still feels linear and simple.

>> No.5519130

Isn't there already a Grezzo 2? What the fuck is going on?

>> No.5519143
File: 147 KB, 326x578, DxIIr81U0AAlMG6.png [View same] [iqdb] [saucenao] [google] [report]

So there's a Screenshot Saturday, but what about a WebM Wednesday? Might be interesting what everyone is playing.

>> No.5519180
File: 1.85 MB, 2373x1803, the doomage.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5519202

That caco

>> No.5519240

whats the best way to play heretic nowaday? gzdoom?

>> No.5519282

That's what I use.

>> No.5519287

It's a great idea. Use this thread: >>5516148

>> No.5519289
File: 1.41 MB, 1920x1080, 2019-04-22 10-55-33.webm [View same] [iqdb] [saucenao] [google] [report]

"app" framework finally taking shape. Gotta make the list dynamic and scrollable though.

It feels really cool having a spotlight follow the cursor for some reason.

>> No.5519290

I like the refodemon.

>> No.5519316
File: 6 KB, 448x96, get psyched!.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5519341

system shock? noice

>> No.5519349

this is the second grezzo 2

>> No.5519392

>grezzo 2 2
It works I guess.

>> No.5519398

That's pretty sweet

>> No.5519419

So how many are there? And what are their names, in order?

>> No.5519509

Just played through Quake's mod "The Unforgiven". Very underrated I think. It was fantastic.

>> No.5519514

What's /vr/Doom's take on the Cacowards?

>> No.5519641

Nicola Piro (Grezzo's creator) chose not to release the first one publicly because it had a lot of injokes that only his high school classmates at the time would've been able to decipher.

>> No.5519701

I think Doom 2 is a better game than Doom

>> No.5519740

Well anon you know what they say about opinions.

>> No.5519753

I think Doom 1 is slightly better just for map design, but Doom 2 has enough good levels to be playable, and it introduces a lot of new different monsters which opens up a lot of neat possibilities for encounters, which have been very useful for the past decades.

Also, the Super Shotgat is lovely, even if it's kind of misunderstood.

>> No.5519754


>> No.5519763

With MetaDoom's future update, i could try and see if there's some changes needed for that Pastebin file.
>Options in menus with different names
>That face in the difficulty screen is gone temporarily
>Player sprites
I still don't know the sounds for the Revenant's homing rocket, Summoner's alert sound and Beholder.

>> No.5519795

Cool, I'll check it out. I just finished Dissolution of Eternity last night, so I'll give that a go.

>> No.5519797

They're a thing. I check them out every year to see if there's anything interesting that I've missed.

Sometimes I disagree with them, sometimes I think they're right.

>> No.5519804

I think the problem with the SSG is it's generally given too early. It should be handed out in later levels like other powerful weapons.

>> No.5519814

Yeah, putting it in Underhalls was a mistake from a balancing standpoint. On the other hand, I guess they wanted to make sure everyone would notice and get the cool new gun.

Which kind of reinforces my belief that Doom 2 should really have been divided up into like three episodes, like the original game.

>> No.5519825

While I prefer E1 over Doom 2, I personally think E2 and E3 are overrated.
Many of the Tom Hall maps are just a bunch of random rooms incoherently strung together, with painfully average gameplay. Sandy Petersen's own levels are a bit more creative, but can be hit or miss gameplay-wise.

>> No.5519829

I always feel like it should've been secret only until Map07.

>> No.5519831

any other underrated quake episodes?

>> No.5519846


>> No.5519851

What time?

>> No.5519852


>> No.5519863

So I downloaded Quake from the OP (using quakespasm) but the music is not working. Everywhere I look (google, forums,etc), I am not seeing a solution that has worked.

I have the format correct, all the files are in the correct location, I have tried toggling external music from off to on, nothing works.

Is there something I'm missing?

>> No.5519902
File: 31 KB, 425x765, a4c2b70ea2da1198aa20bed382769238.jpg [View same] [iqdb] [saucenao] [google] [report]

I like the levels more and super shotgun. The thing I hated the most about Doom was going up against pic fucking related and having no good weapon. A shotgun takes forever to kill them and I would die a lot. In Doom 2 that never happens cause you have your super shotty. Oh and this >>5519825

>> No.5519910

Yeah but you have rockets and plasma.

>> No.5519913

Yeah when you have them. Like 80% of the time I had nothing but pistol/shotgun and chaingun. At least in Doom 2 you're always ready to go up against them.

>> No.5519971


youre really bad.

>> No.5520000

i disagree

>> No.5520012

The tutorial map for prodoomer has a giant forest with nothing on it, why?

>> No.5520013

Yeah I know

>> No.5520026
File: 781 KB, 1280x720, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

diving face first into quake mapping
i think i have a promising career ahead of me

>> No.5520038

Anyone know of any DOOM maps where the completion counter goes above 100 percent? We're discussing it in another thread.

>> No.5520039

Icon of Sin

>> No.5520045
File: 37 KB, 419x424, mokou01.jpg [View same] [iqdb] [saucenao] [google] [report]

cool fuckin digits

>> No.5520048
File: 1.71 MB, 448x320, 1555407543094_0.gif [View same] [iqdb] [saucenao] [google] [report]

Thank you froind

>> No.5520054

Admitting you're bad is the first step to getting better. As long as you enjoy the game, don't give up.

>> No.5520058

wasn't even intentional believe it or not

the universe itself must believe that doom 2 is inferior

>> No.5520072


>> No.5520076

Not him but Animahjong

>> No.5520078

IIRC, quakespasm says to name them track002 and so on, which is incorrect. They need to be named track02 and so on.

>> No.5520103

I actually chuckled when I noticed the difficulty label.

>> No.5520126

For Quake custom maps that don't have music, do you guys ever put in your own?

>> No.5520171

I sometimes substitute tracks from Trent Reznor's free album "Ghosts". A lot of them have that Quake-y vibe.

>> No.5520173

since custom maps usually don't play any of the more "exciting" bits of the soundtrack, I prefer the silence while exploring. makes things more desolate

>> No.5520195

If they some day ever revisit the setting and concepts of the original game, they gotta get Reznor involved with the sound design or something.

>> No.5520214
File: 945 KB, 1920x1080, Screenshot_Doom_20190422_134420.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5520269
File: 275 KB, 640x480, Screenshot_Doom_20190422_200527.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5520274

why is he so low rez

>> No.5520310
File: 1.04 MB, 1920x1080, Screenshot_Doom_20190422_134355.png [View same] [iqdb] [saucenao] [google] [report]

he gets around

>> No.5520345

> hexen style hub level set for heretic by Jimmy
> new items and monsters + hexen monsters

>> No.5520356

What wad is this?

>> No.5520358

Man I never liked that hand, it's so misshapen looking

>> No.5520359

UAC Labs is pretty shit innit

>> No.5520368
File: 15 KB, 177x278, oh baby.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5520391 [DELETED] 

romerofag detected

go crawl up his arse, and keep praising his halfbaked b maps like a good goyim,

>> No.5520395
File: 51 KB, 540x600, 1393413366074.jpg [View same] [iqdb] [saucenao] [google] [report]

>try to load hunters moon deathmatch for shits and giggles
>Actually don't work and weapons do no damage

I'm actually kinda mad.

>> No.5520403

Romero was by far the best level designer.

>> No.5520406

Explain how they are half baked. Do not use any buzzwords or personal bias

>> No.5520416

Zanieon explained in the mod's wiki that they doesn't do damage to avoid redundancy with the source games: https://doom-hunters-moon.fandom.com/wiki/Category:Weapons

>Due the way the weapons are coded in the mod, they never hurt the players at all, even if Deathmatch gamemode is enabled, preventing the mod from being playable in PvP Modes. On this case, the mod would have redudant purpose with Quake 3 and Quake Live themselves.

>> No.5520464

Forgot to say it but in the PS1 maps on Consolation Prize, the factory from Doom 2 has it where you can get stuck in that room with imps where if you press a switch you'd normally have a platform make you go up and you'd find a soulsphere.

>> No.5520469

a list of opinions, some i agree with and some i don't

anyone who thinks they're anything more is fucking retarded

>> No.5520481

I think they're fun. They can shine a spotlight on some maps I might have missed.

>> No.5520483
File: 53 KB, 1000x1000, 1439471534586.png [View same] [iqdb] [saucenao] [google] [report]


Well shit. The more you know.

>> No.5520508

Cool, I usually put in Lustmord, or a couple of the Quake Champions tracks I enjoy, like Blood Covenant, The Netherworld, or Realm of Black Magic. I used Descent into Cerberon for Area 32 though.

>> No.5520535

Dude, the guy who made Hunters Moon is such a fucking faggot.

He comes here sometimes and bitches about his mod like he's this gift from God, then he contradicts himself and says that he's not worth any praise.

At one point he said something like, "I'm not worth any extra praise compared to other modders but I would say that my mod is better than a lot of peoples mods. People never appreciate the work I put into Hunters Moon and it makes me mad when I see mods that had less work put into them succeed." Not going to lie, that's probably 90% accurate.

The living example of a humble brag.

>> No.5520539

Tired of eeking and ooking about Kayla so you've come here to spread your cancer, faggot?

>> No.5520545

Kinda sure he just messed up with his english again, if you observe him on ZDoom's Discord, sometimes he does that but later recognizes he messed up, i've seen he doing that by mentioning Kegan out of nothing and Wildweasel questioned him about it, he said sorry later for that.

Not sure about it here, but for the most times i've seen him here, he wasn't that much stupid as you describe.

>> No.5520567

i have never seen anything like you have described, ever

>> No.5520580

lol shut the fuck up

>> No.5520595

Imagine a KH keyblade in Doom that was even themed after Doom and based off the keycards

>> No.5520615

Ok so I'm really new at this. I'm trying to play a custom episode in Duke Nukem 3D (Metropolitan Mayhem) using EDuke32.

Do I load each map individually in user levels? Or is there a way to get the full episode to appear in the Episode select on the menu?

>> No.5520685

ZDF down for anyone else?

>> No.5520694

ZDL means what? And why is there none none for Quake 1-3, the Build Engine games, nor Unreal Engine 1?

>> No.5520705

ZDoom Loader

>> No.5520708

Nevermind, figured it out. Sorry, like I said brand new to this.

>> No.5520738
File: 247 KB, 760x572, 1510700655587.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5520781
File: 1.64 MB, 342x235, 1538374878363.gif [View same] [iqdb] [saucenao] [google] [report]

To the guy in the last thread who made a first level for a megawad, here's a demo I recorded: https://drive.google.com/file/d/1bT3IctD3CD1MaWfI2n-YiOGXVT1g4DJ-/view?usp=sharing

It has a voice recording inside of it that could be listened to with this fork of PRBoom (though the demo works without it): https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/

Map was good. It makes sense that you'd call it a first map in a megawad because it's really gentle, even though I die from a trap that I should have seen coming a mile away. That arch-vile fight was a surprising jump in tension given how little there was over the map, especially because it's in an area with awkward cover. Otherwise, the map is good and competent in gameplay and visual style. Sorry for thinking this was your first map - I misremembered that it's your first map in the megawad, not overall. Also, sorry for the little voice break in the demo - I had to alt-tab out to turn off night-light mode in Windows.

Thanks for making this map.

>> No.5520791

there's one for id tech called simple quake launcher
for build games I dont know, I dont really play build games aside from the usual blood playthrough

>> No.5520795

never tried it but this is a thing

>> No.5520823
File: 980 KB, 335x348, 1510101944552.gif [View same] [iqdb] [saucenao] [google] [report]

>none none

Do you just mean mod loaders or content in the OP?

>> No.5520834

>none none

>> No.5520853
File: 103 KB, 639x666, caleb.png [View same] [iqdb] [saucenao] [google] [report]

>tfw Quake 3 is fun
>mfw hiting trick shots with the railgun

Bummer my friend doesn't want to play it with me because of some weird lag on his mouse.

>> No.5520861

Why doesn't Quake III Arena multiplayer work on source ports anymore?

>> No.5520875


But... it works? I set up a local server and joined a random one in ioquake3. Didn't even portfowarded my router. Did you instal the test build they recommend on their wiki?

>> No.5520884


Right, I should have said all my files were already labeled track.02 and so on.

I tried playing around with the settings again but nothing. I'm probably going to try updating my sound driver because I'm sure its never been updated.

>> No.5520885

wish I could play a quake game in good shape.

im sick of joining games in QC with +100 latency and my own hitbox and rockets fucking me over. it's like everyone's playing visor even when they aren't.

>> No.5520941

/vr/ should set up deathmatch nights for some of the less popular games
there were a few people playing Blood multiplayer with GDX last year, it was fun

>> No.5520993

So why has Quake mapping seen a revival over the past couple years? What changed? Was it Quake Champions giving the franchise modern exposure, or was there some big breakthrough, or something else?

>> No.5521027

My uneducated guess would be that Arcane Dimensions sparked it

>> No.5521030


>> No.5521035

Thanks demoanon for bringing this to my attention. Added to the pastebin.

>> No.5521050

top taste

>> No.5521059
File: 80 KB, 680x907, 1490712800416.jpg [View same] [iqdb] [saucenao] [google] [report]

>music from Frank Klepacki & David Arkenstone

>> No.5521129

UE1 runs fine as is, just get the community 227i patch.

>> No.5521130
File: 13 KB, 352x313, my favorite.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5521159 [DELETED] 


>> No.5521195
File: 168 KB, 800x800, the pain 8.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5521235

tren hard

>> No.5521236

You know what might be neat? Redistributing heretic weapons into hexens characters in a balanced way. And integrating the monsters...
Then redoing the levels to contain actual puzzles and not switch hunts, but keeping the general themes and story the same... Maybe some new texture variants...

>> No.5521329

someone post the gain elemental comic please

>> No.5521352
File: 95 KB, 700x2000, WHY CACOS DON'T LIKE PAIN ELEMENTALS.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5521354

jesus fuck I've searched through everything but I know what you're talking about
ok ty

>> No.5521357

>tfw doom folder too big

>> No.5521368

thank you

>> No.5521416

I'm still so hyped up for Sigil. Second week of may can't come fast enough.

>> No.5521428

Did youtube just recommend an HDoom video to a lot of people?

>> No.5521429

I think that open mountain level or whatever that's in E3 is cool. Also E3M1 is really fun for me even fighting the cacaodemon with a pistol. Still one of my favorites.

>> No.5521602

I don't know but I just played through the Unforgiven mod again. This mod is fucking fantastic holy shit. I just wish it were longer. It's only 3 levels but they're enormous and all very open. Completely non-linear feeling, a shitload of enemies and new enemies that aren't tanks, tons of new weapons that are actually fun and original, a shitload of new powerups that are extremely fun, and bosses. Levels 1 and 3 are the best. Level 3 decides to throw a ton of new powerups for you to use in the last 5 minutes that let you steam through mobs of enemies and fly and all that with actually good original music. I really want to recommend this after having just played it.


>> No.5521605

SDL works for Quake but not quite the same as ZDL. Really ZDL is the best. EDuke32 is the closest you'll get to that for Build games once you figure out how to use it correctly. But no, there isn't a catch-all mod loader for DOS FPS games. Maybe you could write us one...

>> No.5521648

Descent source port, which one is recommended?

Right now I think DXX Rebirth is the right one and I got the latest nightly build from 2018.

>> No.5521650

You getting playthrough videos from ZTR BG in your recommendations too? Been getting them a lot in the last couple days.

>> No.5521656

Man I just got TikToks and half-hour Kerbal tech demos. How'd you got porn recommended on YouTube?

>> No.5521676

dxx rebirth for sp, dxx retro for mp

>> No.5521687

He's probably talking about Gggmanlives' review on it. I still get that fucking all the time as well

>> No.5521695


It would be hella cool for you guys. I can't join because HUE BR.


RIP in Peace. +100 is unplayable.

>> No.5521807
File: 22 KB, 395x502, 1527800500398.jpg [View same] [iqdb] [saucenao] [google] [report]

YouTube's algorithm is autistic.
>get linked the old Violence Jack OVAs
>We noticed you're interested in [RAPE], and [SEXUAL VIOLENCE], therefore we would like to reccommend you videos about ["I Spit On Your Grave"]
Yeah, thanks Google, that's what I fucking want to see advertised to me when I'm eating breakfast, nothing like starting your day with some human suffering, who doesn't want to feel like shit in the morning?

>> No.5521814

At this point I just block every "recommended for you" video with uBlock

>> No.5521823

I'm happy that theres gonna be two versions of SIGIL. One where its E5, and requires GZDoom and Eternity, and another that makes it an E3 replacement so as to make it friendly with PrBoom+ for speedrunners.

>> No.5521828

Can't do that with my PS4, which I use for things like YouTube because it hooks right up to my TV.
Not a very good app, and Google occasionally updates it and breaks the interface.

>> No.5521875

I remember some threads ago that an anon said Carmack had some "techno fetish". I don't know if thats true or not. I mean, how so? Which one of Id software's post-DOOM 3 games showcased that?

>> No.5521890

get a chromecast senpai

>> No.5521892

*Adrian* Carmack might have that

>> No.5521902

Adrian Carmack? Where does it show?

>> No.5521939

The cyborgs in almost every game he was involved in

>> No.5522039

Wow, Ultimate Doom 2 stopped being fun at the same time as regular Doom 2.

>> No.5522054

I got this >>5521650
Which is uncensored (although ulgy-filtered) gameplay. Most comments seem to be from hours ago, talking about youtube recommending the video to them.

>> No.5522064

>stopped being fun
Because you play without pistolstart.

>> No.5522065

I couldn't imagine that being much better. Dying 20 minutes into a level with 700 enemies isn't fun to replay.

>> No.5522068

you may be thinking of ken scott, who was the main skin artist for quake 3 and who had a pretty recognizable style

>> No.5522087

Isn't that just Shadows of Cronos + weapons?

>> No.5522098

In GZDOOM the music doesnt have that heavy hitting punch, how the fuck do i fix this? If it helps the midi device is microsoft gs wavetable. i have no idea what im doing.

>> No.5522203

get the sc 55 packs for starters, dont know what else

>> No.5522226

Sounds/music may sound a bit dull and muffled if you leave resampler to "default" - it interpolates the samples same way Duke WT did at the start before getting patched.
Set resampling to nearest and get that crunchy sharp sound back.

>> No.5522234

How would I do that?

>> No.5522238

Use fluidsynth, get a good midi soundfont like weeds, store the file in the gzdoom soundfont folder and select it in the midi player options menu in gzdoom

>> No.5522245


>> No.5522259

Please tell me that's a real romhack

>> No.5522304

"OPL Emulation"
Then go into the audio settings and change the type of OPL to DosBox OPL3

This is how its always supposed to have sounded, it is the character and soul of oldstyle adlib music.

>> No.5522305 [DELETED] 

"OPL Emulation"
Then go into the audio settings and change the type of OPL to DosBox OPL3

This is how its always supposed to have sounded, it is the character and soul of oldstyle adlib music.

>> No.5522314

should I still use the sc 55 music packs?

>> No.5522340
File: 4 KB, 133x133, mcp.thumb.jpg.800c2622c1ebf74b2b119ca74d088070.jpg [View same] [iqdb] [saucenao] [google] [report]

Well some people will point out that bobby prince actually recorded the doom music in sc55 but the fact is computers were expensive back then and 95% or more of the people who played these games played them using Adlib music, or worse.
Its kinda like everyone remembers Quake 1 in software mode because nobody had a graphics card back then, or they didnt have the right graphics card to show off the lighting and texture filtering.
Using sc55 you wont get the real retro experience and you wont hear any updated or new tracks in the same purview either.

Fluidsynth is "okay" but OPL is gold.
OPL is somber and creates a mood and makes you feel like you're fucked.
Fluid has more instrumentals but its also, ahem, more fluid than I think any of the other soundfonts including sc55, which reminds me more of a garage band haplessly banging on cymbals on a summer afternoon.

>> No.5522430

isnt it possible to use both sc 55 and OPL?

>> No.5522431

i'd prefer that over midnight

>> No.5522434

they are literally two completely different options
sc55 is a type of playback just like gus, opl, fluitsynth, or windows midi

>> No.5522442

Does UV difficulty also make the games darker? I'm replaying Ultimate Doom on UV and can't see shit.

>> No.5522449

how fucking hard could it possibly be to just start up a new game to check this for yourself you absolute idiot

>> No.5522450

no, what most likely happened is your gamma setting got reset. Hit F11 to affect gamma.

>> No.5522465

[citation needed]

>> No.5522468

ultra-violence hard. any more questions?

>> No.5522481

You're sure it's not source port settings?

>> No.5522483
File: 9 KB, 556x563, plumpactionshotgun.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5522497

im just looking for how to get my game to sound like this https://www.youtube.com/watch?v=PkhCNx-8Qos that echo and shit

>> No.5522512

same here.
>watch patlabor ova clips

i wanna keep gore in my PB autoload, not in my comfy 80's anime sci-fi

>> No.5522531


After an hour or so of messing around, I've made my first ever weapon. Now I gotta figure out how to make flames in a wide radius instead of the impact origin.

>> No.5522594

Literally all of the problems with Quake are addressed in Quake Live. Even the bullshit with the older games is somewhat corrected. Customization is slightly toned down, but the menus are damn near perfect and getting into matches is always easy as pie.

One of the best multiplayer games ever made in my honest opinion.

>> No.5522601

how would you load the shells?

>> No.5522604

Back of the knee maybe

>> No.5522607

it is a possibility, i guess

>> No.5522616

TNT1 A 0
int num = 10;
double pie = 360.0/double(num);
double dist = 64.0;
for(int i = 0; i<=num;i++)
double rand = frandom(-16.0, 16.0);
Spawn("MyActorHere",self.pos+(cos(pie*i) * dist*rand, sin(pie*i) * dist*rand, 0), FALSE);
or something like that

>> No.5522631

that could go through walls
or spawn midair

>> No.5522632

or just
>TNT1 AAAAAAAAAA 0 A_SpawnItemEx("thing", sqrt(frandom(0,1)) * maxdist,0,0, 0,0,0, frandom(0, 360))

(the sqrt normalizes the spread so it isn't concentrated in the center)

>> No.5522690

not him but you guys might know
How do you make projectiles that can damage the owner/monster type but NOT cause inflighting.
This being like the ogre grenades in quake 1 being able to hurt ogres but they never fought each other.

>> No.5522704

I asked this already but i don't remember getting answers.
Is there any Quake port/source port/version that already has the soundtrack in the game?

>> No.5522709

What do you mean? If they provided the soundtrack with their port, that'd be piracy.

>> No.5522717

Instead of setting up the soundtrack on your own like how most people do with Quakespasm, it'd already be there
That's what i meant
>that'd be piracy.
I can see that being the case with unofficial source ports but i'm surprised id didn't even bother with it in modern releases

>> No.5522725
File: 1.99 MB, 350x368, 1543290952601.gif [View same] [iqdb] [saucenao] [google] [report]

So some guy just made a raycasting game engine in Factorio. I thought it might be relevant to post here since we have a resident smart anon working on a Genesis raycasting FPS game engine as well.


It's really fucking cool.

>Wolf3D in Factorio

>> No.5522812
File: 145 KB, 1920x1080, 5555.jpg [View same] [iqdb] [saucenao] [google] [report]

WTF is this bug with Smooth Doom and latest GZDoom 4.0.0?

>> No.5522825


>> No.5522827

its probably a GZ4 bug, I dont think anything in SD can cause that

>> No.5522842
File: 140 KB, 1920x1080, 444.jpg [View same] [iqdb] [saucenao] [google] [report]

In 3.7.2 same shit

>> No.5522846


>> No.5522868
File: 96 KB, 615x593, db4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5522870

> sleeping on the job like that, in midair
It may have something to do with a flag, but as far as I know "nogravity" or "noclip" is not activated. No idea what could be causing that.
I do believe they are made non-solid.

If you havent noticed it by now then its suggesting that ever since the major graphics change its been going on (after 3.41) but just didnt notice it until this one area.

>> No.5522896

>I can see that being the case with unofficial source ports but i'm surprised id didn't even bother with it in modern releases
Yeah, it's really shittty they didnt even include the soundtrack.

>> No.5522904

It has only one flag "-NOBLOCKMAP". I tried remove it, but it didn't fix. The zombie in Beautiful Doom doesn't have any flags and works fine.

>> No.5522913

>Doom runs at 35fps
>You make it higher the speed of the game is tied to the FPS and becomes unplayable

Wow. So this is the power of the legendary Carmack programming

>> No.5522915
File: 144 KB, 1024x762, 1553476547575.jpg [View same] [iqdb] [saucenao] [google] [report]

how do I play Doom 64 on pc?

>> No.5522918

Doom 64 EX. Google it

>> No.5522920

Yeah that one, but I dont see any reason for that flag to be there because it doesnt need to do anything unusual compared to the vanilla behavior. Might as well just remove that flag switch action.

>> No.5522934


>> No.5522940
File: 153 KB, 1920x1080, 555.jpg [View same] [iqdb] [saucenao] [google] [report]

How would look a cat meme for shinemaps?

>> No.5522942

has anyone been as far?

>> No.5522945

>How would look a cat meme
can i have that in english?

>> No.5522961

Not that anon. You know that picture of the cat with a bunch of filters and texture mods applied to it? He's asking for that, but with Plastic Doom.

>> No.5522962
File: 196 KB, 1290x670, 77777777777.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5522967

i see

>> No.5522989

Guys, how do I like Doom? I'm playing it on DOS and it's just mazes and the same 5 enemies over and over. I enjoyed E1, but 2 and 3 are just killing me to finish.

>> No.5523000

peak autism

>> No.5523052

play doom 2 if you want more enemies/variety
also play a sourceport so you can have better framerate & controls

>> No.5523062

How long until Chilly Willy's DOOM 32X redux is complete? 4 months, 5 months, 7 months?

>> No.5523067

UT99, Thief 1 and 2, and both Dark Force games But with HD Texture Packs.

>> No.5523068

All I know is that when I try to connect to multiplayer servers on ioquake3 nothing happens.

>> No.5523070

Has it? I haven't noticed any difference.

>> No.5523071


>> No.5523083

How do you know it even exists?

>> No.5523084

Doom 64 GEC Master Edition is one of the most accurate recreations yet. Check it out

>> No.5523085

Different Engines from not only Idtech 1 and 2, but also different from Build Engine as well.

>> No.5523165

Maybe he just think it's cool?

>> No.5523190

Wasn't OPL that extremely weak and tinny sounding shit with no balls?

>> No.5523191

that wasn't even mentioned you schizo

>> No.5523205

>OPL is somber and creates a mood and makes you feel like you're fucked
IMO it sounds extremely dinky and kills the mood for me.

>> No.5523217

That was a solution to a problem you nimrod. Without the tic system, you would get WILDLY varying performance and results depending on what computer you played it on, and frequently the game would lock up and crash.

Capping it at 35fps and tying all game logic to a timer made sure that it would be consistent across computers and would run as it should. A too weak computer may get slowdown anyway, but a too strong computer won't have the game flip out and shit the bed.

>> No.5523221

recommend me some underrated shooters

>> No.5523229
File: 210 KB, 805x1250, Rise Of The Triad.jpg [View same] [iqdb] [saucenao] [google] [report]

Rise Of The Triad is criminally underrated.
Kind of a weird mutant of a first person shooter and a sidescrolling arcade shoot em up.

Imagine Wolfenstein 3D but far more gameplay depth, better and more complex level design, and with the camp and violence of Mortal Kombat. Oh yeah, and some really kickass music.

>> No.5523238

they had really good explosions and sound effects

>> No.5523240

I've been keeping an eye on this for a while. Does it have a sourceport?

>> No.5523256
File: 3 KB, 96x82, EXP7.png [View same] [iqdb] [saucenao] [google] [report]

It does somewhere, ive heard of there being one, but you can also run it under dosbox just fine. And it feels very good to run it with some kinda scanlines/crt shader.

At this point it would be better to up the ticrate to 120/second and then scale all the native (per35) frame lengths to match.
GZdoom is breaking compatability with all sorts of things might as well start becoming inaccurate too. They can take a poll as to which tic amount they want some frames in contention to be rounded to if they dont round evenly.
Then hit everything in dehacked patches with flat scalers.

Nobody makes demos with GZdoom so might as well.
Im okay with it, I would prefer the added precision to do realistic machinegun fire rates ~(12,13,14,15 per second).

>> No.5523267
File: 303 KB, 1920x1080, Screenshot_Doom_20190423_194758.png [View same] [iqdb] [saucenao] [google] [report]

protip: demon is hungry

>> No.5523274
File: 3 KB, 116x85, EXPLOS14.png [View same] [iqdb] [saucenao] [google] [report]

I mean they could go with 140 tics per second and then hit everything native with a x5 multiplier, but I dont know how that would fare with people who have much less than 140hz.
It sure would be nice to be able to make machineguns that fired the equivalent of every 3.6 or 2.4 tics (which would be 18t or 12t respectively out of 140)

>> No.5523279
File: 20 KB, 480x360, Breathless pic.jpg [View same] [iqdb] [saucenao] [google] [report]

Alien Trilogy for MS-DOS, PS1 and Saturn
RN Rampage 1 and its expansion, Suckin' grits on route 66 for MS-DOS
Alien Ressurection for PS1.
Tekwar for MS-DOS
Shadow Warrior for MS-DOS
Doom 64
Gloom Deluxe for Amiga CD32(marginal-middling improvement over the overall mediocre first one)
Behind the Iron Gate for Amiga
Genetic Species for Amiga(ECS +AGA)
Congo for Saturn and PC
Breathless for Amiga(ECS + AGA +RTG)
Alien Breed 3D for Amiga(ECS)
Alien Breed 2 for Amiga(ECS)
Powerslave for MS-DOS and Sega Saturn
Marathon Trilogy for Macintosh
Thief 2 for Windows 98 and Macintosh
Perfect Dark For N64
Strife for MS-DOS
Bethesda Terminator Future Shock and its sequel; both for MS-DOS

>> No.5523301

most of these games suck dick (in a bad way) and are very reasonably rated, not underrated

>> No.5523319

>I would prefer the added precision to do realistic machinegun fire rates
Not gonna lie, that sounds appealing, but that would never be added back to Decorate, and I would have to learn ZScript.

>> No.5523321

The only sourceports I know of are WinROTT (DirectDraw), WinROTTGL (OpenGL), and WinROTTAPI (GDI, primarily for 64-bit Windows). All from the same person and found here http://www.riseofthetriad.dk/

>> No.5523338
File: 27 KB, 500x500, 1502632694159.jpg [View same] [iqdb] [saucenao] [google] [report]

>Suck dick in a bad way
TekWar, Alien Breed 3D, Alien breed 2, Behind the Iron Gate, Gloom Deluxe
>Reasonably rated as okay-good if not great
RN Rampage 1(plus expansion), Marathon Trilogy, Strife, Genetic Species, Alien Resurrection, Powerslave, Doom 64, Perfect Dark, and Thief 1
Breathless, Bethesda FPS Terminator games, Shadow Warrior, Thief 2, and Alien Trilogy(at least the Saturn version if not also MS-DOS version).
>implying you have more than a passing knowledge of the Amiga line

>> No.5523350

How can one play Breathless without an Amiga system?

>> No.5523354

Emulators like Winfellow, and WINUAE

>> No.5523358

Thank you, anon

>> No.5523387

No. Besides Nightmare and ITYTD, the only major differences that difficulties do is thing placements.
ITYTD makes you recieve half damage, and double ammo. Otherwise the same as HNTR
Nightmare enables -fast* and -respawn parameters, doubles ammo, and disables cheats (though this can be bypassed in some advanced ports). Uses UV's thing placements

* = Nightmares version of Fast monsters has them attack instantly upon on spotting you, rather than taking a few steps before doing so.

>> No.5523427

Alien trilogy is nice from what I remember, I've never finished 3rd episode.
Does it have source port?

>> No.5523569
File: 123 KB, 1030x385, e6bd3a05c90ea54f3691e0d39eb39992.png [View same] [iqdb] [saucenao] [google] [report]

The general rocket explosion is ripped from Star Wars

>> No.5523571

And Star Wars ripped from real life

>> No.5523583

Oh, I mentioned it as an interesting bit of trivia
I wasn't criticizing

>> No.5523623

how do people find this shit

>> No.5523760

Wasn't unusual actually. I recall one of the devs of Quarantine said they took their explosion effect from a VHS copy of Battlestar Galactica.

>> No.5523765

Pattern recognition I assume.
Could also be that someone was playing the game while the movie was on TV, noticed something, then investigated further.
Could also be a dev outright admitting it like >>5523623

There's also resource libraries of stock effects, like the mushroom cloud explosion from Duke Nukem and friends, it came from something called Pyromania Effects or something like that, and the same explosion has been used for a lot of movies and games.

>> No.5523821

Doom 64 EX isn't techincally even recreation, but a hybrid emulator/source port, that needs the actual .n64 file to play, so I'd say it's the most accurate way to play Doom 64 on pc (with the quality of life improvements that are expected from a good pc port, such as the usual source port settings).

>> No.5523981

Continuous or pistolstart? How should i play for the first time?

>> No.5523994

Whichever you feel would be the most fun for you.

>> No.5524007

Continuous for your first playthrough to get the feeling of how the game plays and not get overwhelmed. Pistol start to play the levels at their best.

>> No.5524097

what are some good wads for co-op? many are too easy or cramped

>> No.5524118
File: 53 KB, 640x480, 1545467765989.jpg [View same] [iqdb] [saucenao] [google] [report]

you probably know about reaper or estep bots for quake. How hard to program bots like these two? Can anybody give me technical detail? Are they using waypoints? or pathfiding? I want to implement it to my game.

>> No.5524120

Plutonia would probably be pretty good in co-op.

>> No.5524121

extremely easy. the AI for grunts is a mostly random mix of "push", "retreat", "stand and shoot" with a few checks for minimum grenade throwing distance, etc. they also cannot move and shoot at the same time

and yeah, goldsrc uses path nodes

>> No.5524146

it's too hard for you

>> No.5524149

It's not very complex and it's node based navigation which makes it extremely fast to evaluate

>> No.5524150

Please stop pissing on the walls.

>> No.5524156


>> No.5524163

How many people?

>> No.5524181
File: 11 KB, 587x773, 1343385063984.png [View same] [iqdb] [saucenao] [google] [report]

This reminded me of when /v/ still played games back in like 2010 and I would host servers for various games sometimes, and we once did like 20 person co-op of Doom 1 and it was complete chaos.

>> No.5524219

3 or 4 usually. last we played was scythe2 and had a good time. we got pretty far on 3-lives survival.

unironically, thank you for your service. playing skulltag and svencoop with /v/ were good times. i thought about opening up my zandronum server but it's being hosted on a cheap digitalocean droplet with 1 vCPU, so i don't know how many people it could handle.

>> No.5524235

What's the best romsite for AMIGA these days

>> No.5524242
File: 754 KB, 609x627, (CAN'T WAKE UP).png [View same] [iqdb] [saucenao] [google] [report]

>spend almost 3 hours or so meticulously setting up DOSbox for blood
>find out about the damage scaling save bug
Should I just go with NBlood? I was just worried about any inaccuracies from a reverse-engineered port, but there seems to be no fix for this other than a super-convulted route involving a CheatEngine-like program that doesn't work with DOSbox ECE.

>> No.5524253

I think you can unset the Target pointer of the projectile to make that happen. That should mean whatever is hit by it, when having it's DamageMobj function called on it, has no way of knowing either the specific actor or the species that fired the projectile.

If the projectiles inherit monster species (I'm not sure about this), you could probably change the projectile species with some other function or direct variable access.

>> No.5524257

GDX is more accurate

>> No.5524283

GDX has far better performance.

>> No.5524321

is it originally composed for it or just licensed stuff of theirs?

>> No.5524332

Romero made us his bitch again, I guess.

>> No.5524339

Middle of May this time.

>> No.5524342


>> No.5524369

Are there any retro FPS where the weapons available are all conventional firearms, but the gameplay mechanics and movement are closer to classic FPS than modern?

>> No.5524384

Guys I think BloodGDX and NBlood are both great ways to play the classic. Some real labor of loves. I'm gonna gonna risk being burned at the stake and say either program entails a great time. I'd even say the KEX engine remaster looks promising.

>> No.5524385

That description kinda sounds like Action Quake 2. I think thats multiplayer only sadly.

>> No.5524386

>I'm gonna gonna risk being burned at the stake and say either program entails a great time
By who? They both have their merits, GDX performs smoother and Nblood is more accurate

>> No.5524393

This aggression I'm talking about might stay in the Build engine threads but I've seen people get into really inane arguments about what does what better. Some people on this board simply cannot say "I like this over the other" and rather just try to stink up whole threads

>> No.5524396
File: 87 KB, 960x720, 1451141586015.jpg [View same] [iqdb] [saucenao] [google] [report]

I would laugh at that but here at the Doom threads we have arguments over dumb shit as well.

>> No.5524531
File: 96 KB, 329x142, hovering zombieman.png [View same] [iqdb] [saucenao] [google] [report]

he looks like he's sleeping

>> No.5524570

I kinda wish there were wiki like videos dedicated to showing stuff in old FPS like how enemies and weapons work because documentation is always nice and it'd be neat if it'd helped someone how to understand a game better.
Even if it means coming at the conclusion that the holoduke is a sham.

>> No.5524605

>playing Doom 1 on DOS
Now this is where you fucked up. Some good vanilla ports are PrBoom+ , Crispy Doom, and Chocolate Doom. Also, play Ultimate Doom so that you get the fourth episode. The fourth episode is very different compared to the first three and I think you might like it better despite it's difficulty spikes.

>5 enemies being a problem somehow
Most shooters have like one enemy type to shoot, with very little breaks in the monotony. Practically every fight in the first Doom game was a new experience, same goes for the second.

>just mazes
Fool. You're foolish. Every game has levels in it, and if you think complicated levels are a problem, you're just retarded. Play a different game if you want wide open canyons with crates and debris in them. Doom has creative as fuck levels with interesting designs and appearance. If you can't appreciate that, then just get outta here.

>I want people to curate my opinion on Doom
You know what, fine. Nothing new for noobs to say.

Use the automap, learn how to fight enemies properly, manage your ammo and use rockets in smart ways. Find the secrets and get weapons early. Figure out how to straferun and SR50 if you want to know extra quirks with the movement tech. Stunlock Cacodemons with the chaingun. Stunlock melee enemies with the chainsaw. Save rockets for the Barons of Hell and otherwize just plasma gun them to death. The BFG is hidden in episode 3, and makes the spider mastermind seem like a little bitch. There you go, you little baby, there's your spoon-fed Doom experience. Watch Civvie11's Pro Doom videos, they actually are super useful for entry-level zoomer fags such as yourself.

>> No.5524612

Isn't that simplified by just playing the games for about a dozen hours a piece?

Literally two months of playing retro FPS and you can learn almost everything about the main games.

>> No.5524618

I feel like Maximum Action is a good pick for this genre for single player. Not retro though.
Like this anon said,

Action Quake 2 is what you want but multiplayer only.

>> No.5524694
File: 9 KB, 256x292, based serbian.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5524701
File: 47 KB, 256x453, Yuri on lunch break.jpg [View same] [iqdb] [saucenao] [google] [report]

did i hear someone say "free willed westerns"?

>> No.5524705

Immoral Conduct. If you want to wade through trash, WWII GI and NAM as well.

>> No.5524748
File: 2 KB, 88x25, CRFIRE13.png [View same] [iqdb] [saucenao] [google] [report]

One other thing I want to do with it is cause projectiles to spray bullet damage (shrapnel) to increase their stun chance, and also be able to damage bosses who dont normally take splash.

I dont want those shrapnel sprays causing infighting either.

I think in those particular cases it would be easy to port the weapon/action over to zscript. Adding actors in zscript is kinda clunky, it certainly adds work compared to decorate but if its important to do something in it - then all you've got to do really is some formatting tweaking.

You do not have to pursue programmer's formatting either, with tabs inside braces. In fact you can combine lines of code since they're all terminated with a semicolon to keep specific stuff packed into the same line of its function.

That said, I fucking hate zscript and I avoid it at all costs. And GZdoom's features for it are asinine since the only real cool thing to do with it is replace native and original functions, and that's the ONE THING you absolutely cant do with it.

Its a stock hollywood effect that was used by star wars but that doesnt mean it came from there. Somebody had to do that explosion and film it in slow motion.
I think the intro sequence to og C&C had the same explosion as the Duke3d one, it just has a piece of burning debris falling off to the left.
Unreal Tournament is full of stock explosions and I think one of them was used sometimes on Star Trek TNG for ship explosions and the warp core explosion effect (lots and lots of sparks).

Meh, I think thats legal.
The VHS copy would be a derivative/imperfect reproduction so that strips it of the copyright restrictions. The way people used to get in trouble for copying VHS is they'd take a master copy and hook it up to like 100 VCRs, and since the master copy isnt a copy itself really thats why the feds would go after those people (hence, the reason for the "FBI Warning, $250000 fine" disclaimer)

>> No.5524785

Cute zombieman

>> No.5524795

people like them, so they're shit

>> No.5524910


>> No.5524925
File: 22 KB, 300x168, download.jpg [View same] [iqdb] [saucenao] [google] [report]

What specifically are you not liking? If you're getting lost, use the automap on tab. You can zoom in and out of it with plus and minus to give you a clearer picture of the full map. Ep 1 only has a handful of monsters, and Eps 2 and 3 have the full roster. If you're implying it's too easy, what difficulty are you playing on? If you're not on UV, play on that - Doom 1 is easy peasy. If you're on UV, pistol start each map by doing the IDCLEV cheat on each level you're on.
If you're saying you want the map design to be more engaging, try Ep 4, then Doom 2/Final Doom. You can also take a look at cacoward winners to see prettier and more "modern" design maps, though early birds like Scythe might be a good jump into that. Also, stop using DOS and use Chocolate/Crispy Doom at the minimum. Modern map packs will often need PRBoom+ unless they say there vanilla compatible.

>> No.5524931

If target-unsetting works with explosion damage it'll work with anything else you call from the projectile as well

>> No.5524938
File: 2.12 MB, 800x600, 2018-05-13 22-55-55.webm [View same] [iqdb] [saucenao] [google] [report]

>Im okay with it, I would prefer the added precision to do realistic machinegun fire rates ~(12,13,14,15 per second).

You can do that with interpolation in 35 ticks too

>> No.5524981

Are you me?

>> No.5525006

cheese-wiz gun

>> No.5525017

I started modding Doom but then I stopped caring and gave up

>> No.5525057

why? is it difficult?

>> No.5525080

I think my problem was that all the rooms only interacted with other rooms in only one direction through a door and that is what made it feel linear. I think some of the better complex maps have rooms more interconnect and its hard to tell where one room starts and where one room ends. For instance, in a setting where you are in a big outdoor area and there is a myriad of balconies, doors, stairs, etc that give the illusion that it is not linear. But it is hard to just make something like that without it ending up just being a glorified wolfenstein map. I am also not saying only an outdoors area can give off the illusion, it was just one example, there really isn't exactly "outdoors" in doom since it is just a ceiling texture and all rooms are basically the same in that respect.

It's almost like you really need to plan ahead before you start making a map, but I just want to jump straight in the program and build as I go. But it ends up just being a segmented map that feels linear.

>> No.5525117

> interpolation-in-35-tics
please explain, as far as I know you can shoot every 1 tics, 2 tics, 3 tics, 4 tics, etc... there is no inbetween

The old trick is to do some jumpy stuff with a random delay depending on what you want the overall statistical amount to be. But that isnt ideal and you can hear the difference.

>> No.5525128

every X tics shoot twice
or alternate between X and Y tics to average out a half tic

>> No.5525232

The old trick would be to do something like this to achieve intermediate fire:

CHGG A 2 -action-function-fire
CHGG A 1 A_JUMP(160,+1)
CHGG B 2 -action-function-fire
CHGG B 1 A_JUMP(160,+1)
TNT1 A 0

that would give you a base fire rate of about 1050/cyclic but the random jumps would in this case average it out to about ~920 cyclic and make it fire more like a P90 or such
The differences in sound fire rate (VERY DAMN IMPORTANT) could be overcome by putting a baked burst fire sound effect at the beginning, but that only works if you have a specific number of rounds that will be fired. You dont want to fire 1 or 2 shots and then hear a burst of 4 or 5 shots go off.

>> No.5525249

Doom 16 has a level where the player dies from being frozen by touching a floor of ice.
Is it possible for ice related deaths to happen in a Z/GZDoom map that is compatible with mods?
Because Samsara and CH seem to have their freeze related abilities tied to an Hexen related script that is part of some source ports and not really the mods themselves.

>> No.5525270

g/zdoom has generalized hexen's ice death
happens to any actor that gets killed by "ice" damage type, and doesn't have +noicedeath
> noice death

>> No.5525273

Half life has good level design and its good fps overall.
Cry more faggots.

>> No.5525314


>> No.5525327

We know, it's the manbaby faggots in the "Best FPS of all time" thread who are seething, maybe you should go there.

>> No.5525367

why are you calling us mean names? Noone in this thread was even shit talking HL. We all know its a good game you dont have to be so aggressive

>> No.5525473

No shit, I love half life.

I love Doom, Quake, Shadow Warrior, Blood, and Duke Nukem as well.

You're the only one crying you fucking sperg

>> No.5525507

i don't know why you think this is under debate

>> No.5525568

Ignore the bait

>> No.5525604

Most people in this general hold that opinion.

>> No.5525618

But anon, I genuinely do like Half-Life, I can't disagree with the man.

>> No.5525624
File: 81 KB, 419x480, tommy cruz.jpg [View same] [iqdb] [saucenao] [google] [report]

Vanilla Blood is better than vanilla Doom 1 or 2, not sure if this is popular opinion or not but either way no one can change my mind. pic unrelated

>> No.5525640

If the problem with gloy kills is how they handle resources, how would you change how these melee moves work in general?
The reason why they even exists seems to be id "canonizing" the rip and tear meme.
Like instead of rewarding the player with health/ammo/armor, how do you think these should work like instead?
An idea i had was making glory kills tied into some special weapon where a certain amount of GK's would allow you to use said special weapon.

>> No.5525642

And yes, i fucked up my grammar here.

>> No.5525646


>> No.5525651

I Sawed The Demons > Untitled > At Doom's Gate

prove me wrong

>> No.5525663
File: 1.37 MB, 400x225, b0bf85bf4533275d5f596571ab191bbf243b50e0.gif [View same] [iqdb] [saucenao] [google] [report]

I need Doom gifs

>> No.5525671

That's your opinion man, the bait thread is next door.

Title Screen < < < < Everything Else

>> No.5525678

not bait just tryna have a discussion about a retro game in a retro game discussion thread ya faggot

>> No.5525684

When you say "you can't possibly change my mind", that probably discourages people from discussing it with you lol

>> No.5525685

I just think simply showcasing them could be good.
I also haven't played Quake 2 in ages so i forget how 80% of the roster even played like.

>> No.5525689

4 words

>> No.5525709

Good answer.

>> No.5525716

un36 is really good and it almost got used but romero hated it

>> No.5525746

Were any of these used in Doom Delta?

>> No.5525750

Cripsy Duke, Crispy Strife, Crispy Quake and Crispy Shadow Warrior WHEN?

>> No.5525760
File: 951 KB, 500x375, berserk pack.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5525813

Eh, I can see that getting really annoying after hearing it for more than a minute or two.

>> No.5525815

Is there such thing as a skybox generator mod that changes a map's skybox each time the player loads/enters a map?
Like what if i get tired of a Plutonia megawad having mostly red skies and i try to have more variety even if it is out of place?

>> No.5525816

really fits mt. erebus though imo

>> No.5525842

I can't believe there's no good Shadow Warrior port

>> No.5525852

> level has a berserk pack early
> doesn't have an SSG or better

>> No.5525856
File: 940 KB, 245x145, berserk_pack.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck yeah!

>> No.5525857
File: 566 KB, 720x576, BIGX_000075.png [View same] [iqdb] [saucenao] [google] [report]

Most of the stock explosions used in video games, TV productions and movies during the 90s and early 00s came from either VCE Films or Artbeats, both stock footage experts.

I still have all my CD/DVD from that time in production. Mostly Pyromania, ReelExplosions, EyeWire and so on.

>> No.5525867

Man, that's a good explosion. Got a lot of use over the years.

>> No.5525875

I like how the HERP only becomes useful in the hands of the enemy.

>> No.5525889

Sometimes it can be decent for setting an ambush.

>> No.5525892

Does this have the Reign in Blood midi? I always liked that one even though it went unused for obvious reasons.

>> No.5525895

you mean 06:50? sounds very similar to shawn's got the shotgun

>> No.5525897
File: 119 KB, 225x227, 1465575803971.png [View same] [iqdb] [saucenao] [google] [report]

anyone else get a warm and fuzzy feeling when thinking about how DOOM has endured? 25 years later people are still making amazing content for it, we're still playing and it's still so fucking good.

>> No.5525904
File: 1.72 MB, 527x576, ZeroG1.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm guilty of overusing some of them, like the classic ZeroG. That one was everywhere.

>> No.5525921
File: 2.68 MB, 527x576, SMALLX.gif [View same] [iqdb] [saucenao] [google] [report]

...or SmallX. That one was also in Blood, Mechwarrior 2, Earthsiege, C&C series, etc.

>> No.5525961

when I was young I used to believe the zombies in quake were waving at me

>> No.5525967

Where did you guys find those?
Id like to peruse other classics animated

>> No.5526000

I worked as 3D animator and compositor during the 90s and early 00s, mostly for TV/broadcast. I still have tons of stock footage on CDs and DVDs.

>> No.5526004

> strife grenade explosion
> blood dynamite explosion

>> No.5526009
File: 841 KB, 400x400, 1535748981168.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5526018

pls no

>> No.5526026
File: 1.00 MB, 499x310, berserk pack.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5526032

Do you care to expand why you rated the Marathon Trilogy as "Reasonably okay"?

>> No.5526036
File: 1.05 MB, 300x233, Doom bars.gif [View same] [iqdb] [saucenao] [google] [report]

this one always gets a chuckle out of me

>> No.5526040

> punched in the dick by a skeleton

>> No.5526047


So, that's remind me: how you're suposed to g fools in blood with dynamite with auto-aim? How does it work? (I'm going to sleep so there's no chance I'm testing this shit now)

>> No.5526120

>please explain, as far as I know you can shoot every 1 tics, 2 tics, 3 tics, 4 tics, etc... there is no inbetween
I haven't tried it with fire rates that aren't base 35 yet, but the way I shoot any multiple from the weapon is by saving the players previous and current angle. If I shoot 10 projectiles, each is progressively fired closer to my current angle and further away from the old one.

Also, the projectiles get first-tick speed multiplier. They'll all spawn in the same place, but the first tick of movement will put them in a conga line. The second tick of movement will clear the negative multiplier and have then move normally, maintaining line formation.

>> No.5526123

oh, and to do things in between on the gun you'd need to save memory values on it and probably do some modulus operations and shit

>> No.5526359

Would you be willing to share any of this stuff, like just for fun?

>> No.5526397

Doom infomercial series when?

>> No.5526415

I like Episode 2.

>> No.5526429
File: 538 KB, 320x240, burtdoom.gif [View same] [iqdb] [saucenao] [google] [report]

>people are still sharing my GIF edits

I need to get Photoshop again.

>> No.5526456

Me too. Shores Of Hell I think is the highlight of the original game.

>> No.5526580
File: 258 KB, 1858x1080, scape.jpg [View same] [iqdb] [saucenao] [google] [report]

I tried my hand at making a map.
I gave up after about 4 hours over 2 days.
Maybe i'll go back to it.

>> No.5526640
File: 75 KB, 1000x791, 340604-apple-macbook-pro-13-inch-2013.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you run GZDOOM with mods on a Mac? Picrel

I'm travelling and a friend's macbook is all I have access to. I'd like to show them some mods

Assume I am stupid and know nothing of macs

>> No.5526664

I played 1 and 3 years ago, and found them to be good, especially for their time.

>> No.5526710

sperg detected

>> No.5526717

Maybe is busy with his paradox interactive's project

>> No.5526752
File: 169 KB, 1920x1080, 1550889-670625163.jpg [View same] [iqdb] [saucenao] [google] [report]

Non-retrofag here. What is this from and where can I dl it from?

>> No.5526785

>google "gzdoom"
>click first link
>click mac button

>> No.5526823

Just unimportant

>> No.5526840
File: 390 KB, 552x439, tfw_rocketlauncher.png [View same] [iqdb] [saucenao] [google] [report]


Uploaded the (mostly) useful stuff for sprite creation. Needs considerable amounts of cleanup, color correction and other adjustments.

>> No.5526850
File: 2.06 MB, 400x168, Highestfives.gif [View same] [iqdb] [saucenao] [google] [report]

Amazing, thanks for sharing!

>> No.5526851


I'm pretty sure this is Hell on Earth, a campaign for brutal doom.

>> No.5526936

The Wilhelm Scream of explosions, an absolute legend.

>> No.5526976

You are a gentleman and a scholar.

>> No.5526980

Correct. Though it is playable without it. There's a mod that edits it to be more vanilla-friendly on the ZDoom forums, though it's not super necessary if you're playing with a mod with strong weapons.

>> No.5526994




>> No.5527034

GZDoom will melt your Mac.

>> No.5527065

duck pinus

>> No.5527181

Doesn't tell me how to run mods.

0/10 solution >>5526664
Runs fine

>> No.5527227

2 is the best in the series

>> No.5527281
File: 441 KB, 512x512, 1FBCC02F83B4338AC30F8568CD8D9D2AD48E921C.png [View same] [iqdb] [saucenao] [google] [report]

You're a good guy.

Doing any 3D stuff for doom these days?

>> No.5527297

I used to agree with that, as 2 was the first one I bought and played when it came out, but the first game has really grown on me. Then there is also the unofficial sequel Rubicon X. There are close to 100 levels and three different story arcs with their own endings. It is absolutely amazing and every Marathon fan should play it immediately if they haven't already..

>> No.5527330

Nothing Doom-related at the moment, sorry.

>> No.5527341
File: 130 KB, 1181x864, good shit nigga.jpg [View same] [iqdb] [saucenao] [google] [report]

Aww dude, the Pyromania discs! I wonder if I can make some use of this?

>> No.5527362

Go for it anon.
Probably takes some time to get them reworked into good looking sprites.

>> No.5527378
File: 29 KB, 320x283, 1524338581966.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5527389
File: 112 KB, 640x480, Screenshot_Doom_20190425_174601.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5527392
File: 173 KB, 640x480, Screenshot_Doom_20190425_184023.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5527407
File: 3.67 MB, 250x380, FIR_007.mp4.lossy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5527425

remains to be seen what the stuff looks like once it's resized, touched up and palletized

>> No.5527494

in doom 2's map 10, there's that section with the pinkies where if you exit the small room through that area with the stone door, you get teleported because of the linedef
but if that area is open and you go through the other side, you don't get teleported
is there any map based around this gimmick?

>> No.5527563
File: 3 KB, 160x168, flibsgirl2.png [View same] [iqdb] [saucenao] [google] [report]

I'm so glad to see you guys working on sprites in this thread. I'm trying to get back to it myself.

>> No.5527580

I tried to play Rubicon, but I got lost waaaay too easily and gave up on it. I may go back and replay it at some point though. As far as Marathon TCs go, only ones I really liked was Tempus Irae.

>> No.5527605
File: 289 KB, 1300x523, 2019-04-25 14_26_19-Eviternity.wad (MAP19_ dehydration) - GZDoom Builder (Bugfix) R3058.png [View same] [iqdb] [saucenao] [google] [report]

This wall in Eviternity map19 is a midtexture. Meaning it looks solid, but enemies can shoot through it. It was done this way so the line could use multiple textures (middle and upper). I just died because I assumed I could use what appears to be a solid wall as cover. That is the absolute epitome of visuals over gameplay. Fucking shameful.

>> No.5527626

You are already more productive than 99% of the people here

>> No.5527629

Damn son, this isn't /agdg/, we only have a handful of people that actually do stuff now.

>> No.5527645

Did they not even bother putting some void space in there?

>> No.5527646

If I were to guess, time would be a big factor.
Over time more tools get built, so more people get interested, and the tech is a little more complex then Doom. As things get simpler,, more people try it out, which becomes a feedback loop.
Other anon answering probably contributed as well.

>> No.5527649
File: 121 KB, 2048x1561, 1553224070680.jpg [View same] [iqdb] [saucenao] [google] [report]

> rubicon
sounds like some serious militaristic kick-your-nuts in sorta stuff. No idea what it is, but with a name like that.

>kicks your nuts in
sorry kid
though ive gotta say like most of the third episode/snowy was just artificial difficulty to the max
> all the doors close and you hear teleporting
> okay bud you know the drill, pull your pants down and bend over
> maybe you'll get a soulsphere afterwards, maybe not

Door opens and you hear an archvile start winding up but all you see are spectres, yeahhh...

>> No.5527660

Depends on who does it and what their methods are. There's different approaches to scaling and coloring, as well as how the frames are cut out from the backdrop.

Like just one thing I can think of is if one would completely cut out the dark sections, leaving only the bright highlights of the flames, thus getting just the effect of the edges, or if one would just cut around the flame, and then fill in the dark insides to be solid.

>> No.5527673
File: 125 KB, 200x150, underbarrel-launcher-02.gif [View same] [iqdb] [saucenao] [google] [report]

I've been busy as a beaver, actually.

>> No.5527679
File: 125 KB, 200x150, underbarrel-launcher-03.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5527691

I think most people here know about and enjoy RotT.
I think it got a modern reboot/sequel too if anybody is interested in that.
I think I would've preferred a little more enemy variety, and uniqueness to the level texture presentation, but it's definitely a fun game to play.

>> No.5527697
File: 229 KB, 1000x1000, 1552736835604.jpg [View same] [iqdb] [saucenao] [google] [report]

Where an ultra rare gray caco can appear and cut your megasphere in half and make your screen red.

Great map pack of course, I just wish it had those maulitaurs like UAC ultra (?) as specialty enemies. At least you can see those coming and they're still quick and when you get blasted by three or four fatso fireballs from their hammer you feel it was an honest failure and it was your own fault.

Also id rather the green chaingunners just unleashed hell with their gun instead of shooting some kinda low velocity shotgun slugs like the arachnotron got replaced with.
(like the annihilator just some burst of SPOS blasts)

rip models and turn them into sprites

>> No.5527710
File: 605 KB, 1101x267, overclock transform (big).gif [View same] [iqdb] [saucenao] [google] [report]

I've been busy myself. There's some things I can't share yet though.

>> No.5527714

Probably people who work with sfx in these time periods who have hobbies in fps like everyone in the thread.
Or developer leaks where they got it from because they're still interested in retro fps and thought it would be neat to share.

>> No.5527721

Holy shit that sounds like fun.
Too bad everything eventually turns to shit.

>> No.5527735

This is the only reasonable position to take, and it's a good thing when others dedicate some time to give us choices.
I think it's be really nice if we could have a spiritual successor to Blood that has some immersive story quality behind it. Perhaps we will, considering that mod scenes grow over time.

>> No.5527736

Boredom laced with autism

>> No.5527746

It's like one or two retards that enjoy samefag posting, and shitpost the threads for their own amusement.
Even if Doom threads squabble over things, they always seem to be populated with reasonable people who enjoy discussing enjoyment, real comfy threads in my experience.
I don't even think Doom games are the best, but the community, even since releasing source seems really geared toward cooperation to make and share enjoyment.

>> No.5527765
File: 114 KB, 800x959, NAM.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone think that build game NAM was a missed opportunity? Are there any notable mods for it that make it better?

>> No.5527798

OP has questions to answer.

>> No.5527815

It's just some fanart by HorrorMovieGuy https://www.doomworld.com/forum/topic/91248-doom-punch-out/

>> No.5527816

I second continuous, if it's your first time.
Unless you feel like you're super badass and just need to make the game as challenging as possible from the get go.
You probably won't find the secrets off the bat anyways, so for your first go, there's little difference.
My first play through of something is usually just randomly fucking around, getting a feel for the game, and exploring things on my own to see if I enjoy it for what it is. If I get autistic about it after that, then I try to seek out the limits of what the game has to offer.

>> No.5527824

I remember reading an article a long time ago detailing precisely how the bfg 9k worked, and I learned a bit about how hitscanners are used.
It was an enjoyable article, and it described how DM players with skill would get kills with "silent" BFG use, and how you could manage to kill yourself with your own BFG shot, if you managed to spawn near your corpse when the observable plasma ball hits a wall.
Curating and creating a wiki type site with content for this sort of thing would be cool, but also a lot of work for someone to make. In my experience, developing good content for anything is fairly time consuming.

>> No.5527841

What's the "recent" deal with deprecating Decorate in favor of Zscript anyways?
And why can't a savvy developer who enjoys Decorate not just fork a major source port like GZDoom or some other derivative in order to fully support and expand Decorate?
I know this is a stupid question, and probably GZDoom is essentially closed source or something like that, but I don't keep constant tabs on the community, have only played with Decorate and Zscript a little bit as an interested amateur, and every once in awhile I see this complaint brought up.
I'm just interested in reading about the details in a clear, cohesive manner surrounding this debate. Maybe I'm asking for too much spoon feeding, but I figure if there are a few people that feel strongly about it, someone might not mind explaining it in a somewhat thorough manner.

>> No.5527852

I think it's a push by Graf because it's a shiny new toy to play with, and when you have a new hammer, everything looks like a nail. That's how I see it at least, Zscript is crazy powerful but I'm not fond of its implementation and the lack of documentation, doesn't help that it's on the newer builds of GZDoom where performance can vary pretty wildly.
Honestly the only mod I've seen that takes Zscript and does anything really interesting with it is Hideous Destructor, all of the other mods I've seen that use it on some level is usually just cosmetic stuff.

>> No.5527856

What's wrong with having a flagged sector (or more) earlier in the level that activates when some goal is accomplished, like killing a specific enemy (can specific enemies be flagged in this way in Decorate or Zscript) in a group or walking over a specific line def?
Perhaps also consider breaking your project down into "groups of rooms" that have thematic similarity and considering ways in which such groups of rooms can be interconnected in a thematically appealing way, and further considering that each group of rooms may be "unlocked" in any order the player comes across.
I believe I've seen office building style levels like that, with a lobby, a cafeteria, an upstairs area for offices, and although office building might not be an appealing theme, many military buildings are laid out in this manner.
I think I've also seen construction style levels that have elevator shafts with basements, etc. that were quite appealing for the atmosphere. I imagine a lot of work went into them to make the level progression and enemy interaction feel smooth and the exploration more satisfying, whether they felt specifically linear or more open designed.

>> No.5527863

does anyone know the name and where I can get the wad that is an extension of DOOM2 wad where every level is the same as DOOM2 but with added rooms? Entryway, for example, has a hallway extending to the left which leads to more rooms.

>> No.5527869

It's time consuming, like any other creative endeavor.
You have to enjoy it for the ability to create, in order to overcome learning the tools, and just how time consuming it is, and you need a schedule in your life where you can regularly devote a few hours in a day toward it, even if a lot of the time those few hours are devoted to cleaning up small details.
If you don't treat your hobby like a job in some regard, it's nearly impossible to produce anything, and especially so to produce anything that is worthwhile for someone to devote their own time to playing.
On that regard, the end user will probably spend 1/1000 of the time interacting with a created thing, than the creator/developer spent on making it, and unless the piece is objectively well made, which requires even more time, the user base will be nearly non-existent and it will be relegated as a temporary throw away of time.
This seems to hold true for any created thing, even non-art stuff, and it's not a bad/good thing, but rather that everyone values their time in some way, time is seemingly finite, and each individual has the responsibility to spend their time in the best way they feel is rewarding.
If you decided making doom levels wasn't your thing, at least you tried it out, and found something NOT to use up a lot of your valuable time on, reducing the list for things you can passionately spend your time doing.

>> No.5527870

Open GZDoom, click browse, select mod(s), select Doom or Doom 2 depending on the mod.

>> No.5527874

Maps of Chaos

>> No.5527875

>deprecating Decorate
It's still around and can be used like always, but it isn't updated anymore, instead a new scripting language which can do more will be worked on.

On one hand, ZScript kind of intimidates me and I'm not sure I want to learn it, because it's not very well documented apparently, but on the other hand, this means that Graf probably won't fucking break any Decorate code in a future update, and my project probably will not require frequent, constant updating or anything to make sure it will run on future builds.

>> No.5527881

Perhaps try sketching a floor plan on a piece of paper of some of your ideas before hand, and label things on it, like flow possibilities for the player or small descriptions for the intention of the rooms or areas.
This may seem boring, but usually a lot of good work executed well has a lot of prepping/planning behind it, and what I described is pretty simple to do and may get you a bit excited for when you jump into building the actual level, as well as, being a good method for focusing what you intend to get out of the final product.

>> No.5527884

Yes it does.
Why would anyone cry about it?

>> No.5527887

Sure, why not?
Why would anyone want to change your opinion?
Everyone here likes Blood, and also understands that people have unique preferences.

>> No.5527898

That sounds neat.
Perhaps it would be related that the prototype weapon that didn't make it into the final original game. It was supposed to be like a demon artifact weapon of some kind.
With your idea, if you cared about it tying into the lore/mythology, you could say that it is powered by tormented souls or some such, and thus glory kills would thematically be the ammo/gas for this OP weapon you're described.
You could also connect it with adrenaline in some manner.

>> No.5527918
File: 27 KB, 474x296, the great divide.jpg [View same] [iqdb] [saucenao] [google] [report]

> instead a new scripting language which can do more will be worked on
Elaborate? because it sounds like you're talking about something other than zscript

My take on it is there's a push to try and get as many people as possible to get into programming languages by forcing them to jump the divide by not giving them old style practical and intuitive tools anymore.
That isnt going to work... but dont tell that to Graf or any of the other new age programmers who are addicted to caffeine.

It takes a certain mindset to do it, and programming is full of so many shortened words and abbreviations (presumably to shorten keystroke entry times) that there's a doubled up learning curve not just because its hard to think in that way, the language is also as unintelligible as old fashioned cursive writing from england. Yeah... if you look at it hard and carefully you can make out what its talking about, but that's a research project not an afternoon exercise for fun.

Coding, programming itself, is in for a major reformation and overhaul to bring it tangibly and easily to the masses so that casuals can make programs if they need to. But the programmers who are already good at it (and thus, egotistical because of the time they invested in it) dont want to recognize that.
Its like massive stockpiles of .30-06 ammunition laying around still making decisions about what kinda guns are going to be made for a world war, just because thats whats there rather than doing the right thing and making something new. Even if it gets the job done its no longer efficient or ideal, its cumbersome, heavy, and it has alot of blowback.

> 1/1000 of the time interacting with a created thing
The weapons in Rise Of The Triad certainly weren't that way. No telling how long it took for them to decide on the coding of those, but thats definitely a case of Objectively Well Made.
> that staff weapon and drunk missile

>> No.5527927

>What's the "recent" deal with deprecating Decorate in favor of Zscript anyways?
It's not being deprecated.
>I know this is a stupid question, and probably GZDoom is essentially closed source or something like that,
It's open source.

>> No.5527948

Oh, there's already a lot of reeeing amongst programmers about normies taking 28 day courses to steal their frontend jobs.
Can't imagine those people looking favourably at their job becoming blue-collar.

>> No.5527950

Is it possible to run zscript functions in decorate (eg, between curly brackets)? Like new ones that are being added to zscript

>> No.5527959

>the guy that writes nonsensical 5 paragraph anti-zscript posts is back
fuck not again

>> No.5527963

Haven't seen, but really cool idea.
If you took it a step further, you could half-ass implement random weather pattern changes, and control a "set" of skybox ceilings to cycle for a given play through, perhaps with or without adding other weather phenomena (lightning and rain come to mind) occurring in the play through as well.

>> No.5527972

That boss was so epic.
Love it.
Wish there was more of this desu.

>> No.5527973
File: 120 KB, 500x522, 31897561359.png [View same] [iqdb] [saucenao] [google] [report]

time for another 8 hours of wall of text posts with disparate ramblings

>> No.5527978

What is, friend?

>> No.5527992
File: 118 KB, 389x292, he's gonna take it on the back.png [View same] [iqdb] [saucenao] [google] [report]

Well, I know where all this is going. I'll just go and do some sprites while he argues himself retarded (more retarded, I mean).

>> No.5528000

Thanks for the responses friends. :)

>> No.5528004

What an image like that I struggle to imagine you actually make quality content. Prove me wrong.

>> No.5528015

The one that makes the level feel more like they're actually interconnected and makes it way more immersive?
I really enjoyed that, but I think when I played it, it wasn't finished yet.

>> No.5528018
File: 81 KB, 130x150, battle-rifle-test-03.gif [View same] [iqdb] [saucenao] [google] [report]

I'm no grandmaster or anything, but I think what I do is decent.

>> No.5528021

Ah fuck I was afraid it was you.
C'mon man you're better than using shitposts like that.
I do agree that other guy's ramblings are fucking tiresome but it looks like he's not engaging, so there's that at least.

>> No.5528029

If this is the case, is it really a big issue as long as Decorate is still supported?
That sounds like the best case scenario to allow legacy mods to continue to be relevant, and allow developers the option to continue doing things in the ways they prefer.
I was under the impression, from comments in the past, that people who prefer Decorate were getting totally fucked.
Also, what sorts of things is Zscript really adding, out of curiosity?
I presume it allows more possibility for actually coding new functions, as opposed to Decorate being essentially code mark up for appearance.
What kind of functionality is it actually adding though? I'm assuming here that some developers are eager to use it, in order to expand control over anything they can imagine within the engine.

>> No.5528031

I just have no tolerance for the man.

>> No.5528036

Well neither do I. But rambling schizos is to be expected with 4chan. Fuck it, what're you gonna work on next?

>> No.5528050

>I was under the impression, from comments in the past, that people who prefer Decorate were getting totally fucked.
That's kind of based totally on conjecture and paranoia.
DeHacked and .bex has been 'obsolete' for years, but advanced sourceports still support them all the same.
Like, DeHacked remains for vanilla compat, but almost fucking NOBODY has touched .bex for over a decade, yet it's still supported.

Graf has a lot of questionable ideas and approaches, but I don't believe for a second that he would delete support for Decorate.

>Also, what sorts of things is Zscript really adding, out of curiosity?
Lots and lots of advanced stuff. If you want a good example of something which can be done in ZScript, but which would be difficult to implement easily with Decorate, I would point to Hideous Destructor.

>What kind of functionality is it actually adding though?
I couldn't say for sure, because I haven't learned it, but I know you can use it to make global scripts and shit, which otherwise would have to be kludged via ACS and what not.
It's not just Things and Actors, like Decorate is.

Either the fatass shotgun from Chasm The Rift, or maybe a portrait for the Suicide skin. Can a HUD portrait be attached to a skin without altering player classes? I genuinely don't know.

>> No.5528051

I'm voting for fatass shotgun.

>> No.5528053

If Decorate is still being supported in GZDoom, even if not expanded, isn't that a good thing, allowing developers the choice between using Decorate (older, better documented, but not updated) or Zscript (newer, less documentation, different grammar/keywords to learn, but being supported and updated) by what they prefer to do with current/future projects?
Also, supporting Decorate, and thus giving legacy support to older mods seems pretty good too, so it isn't necessary to have multiple versions of a given source port when choosing what to play in a given library seems like a positive thing too. Although it may add bloat, overall to the engine.
Would it be preferable to fork GZDoom with one version supporting (AND expanding) Decorate only, and another version which drops Decorate support in favor of only supporting and expanding Zscript?
>drunk missiles
Boy, do I love those. Perhaps one of my favorite weapons, and I used to think about porting them over to other games all of the time.
I don't know if I prefer RotT's limited carrying capacity, which certainly encourages using variety, over Doom's method of carrying all of the weapons and gathering ammunition. It's definitely different, and I'm glad these methods were considered, developed, and tested, but I think ultimately, I'm a bit of a collectionist babby who wants to have a huge pool of toys/ammo all of the time.

>> No.5528061

I'm almost certain that RoTT's carry limit is because its dad was a shmup.
Like, the various flavors of rocket launchers and magical weapons, they're basically temporary powerups, and how your base weapons have unlimited ammo, this feels a LOT like old arcade shooters.

>> No.5528064

>It's not being deprecated.
It is being deprecated.
However, "deprecated" doesn't mean "deleted" like some people think it does.

>> No.5528091

Why do perverts and pedos flock to this community?

>> No.5528114

Way I think it should be is alot more action functions and ability to do stuff in Decorate should have been favored, instead of going to a new thing.
ACS probably should have been extended since you already have to do things zscript style there. Except its more efficient on the implementation because you have to compile it first.
My main gripe these days about gz is the graphics though. The whole point of using gzdoom is the modding functionality beyond dehacked. The graphics are totally backseat to that, with the exception of the additive renderstyle all the other graphical stuff has been mancubus quality featurecreep.

It was crazy for me to find out the Drunk Missiles along with various other weapons do Not do the same amount of damage and splash. I figured they were all created equal so 6 missiles = 6 times the damage.
Turns out the standard Bazooka really is a good bet against most tough enemies.

I thought the carry limit was pretty innovative for the time and made alot of sense, you can carry 2 pistols without a problem, the mp40 can be slung, and the rocket can be held. All the enemies use the same ammo so (except for the monk levels logistically speaking) you have infinite ammo because you just strip ammo off badguys.

Halo was easy to follow because of that. I do absolutely hate it when enemies use weapons that you cant pick up. I get seething about that. But it can be overlooked. (the M60 the triad guards use in rise/triad, and in halo the plasma sword, fuel rod cannon, and wraith tank)

>> No.5528136
File: 82 KB, 1024x768, 2e33nyb.jpg [View same] [iqdb] [saucenao] [google] [report]

> Blocks Your Path

>> No.5528173

Because jews.

>> No.5528228
File: 818 KB, 900x1276, shinobu sweet smile.png [View same] [iqdb] [saucenao] [google] [report]

Anon, you're on 4chan.

>Turns out the standard Bazooka really is a good bet against most tough enemies
Yeah. None of the rocket launchers are bad, they're all powerful and useful, and you usually get a good bunch of them in each level, usually a couple of different flavors.

I really like how much emphasis the game puts on explosive weapons.

>> No.5528229

Since when do they? All I know of is Mike12 (HDoomGuy) and the La Tailor Girl guy. They're a bit perverted, but not pedophiles or anything else extreme.

>> No.5528232

don't engage

>> No.5528348

its horrible, 1st the walls arent shiny, they are supposed to be rugged, second the floor is too bright and shinemaps doesnt help either

it looks like vaseline, and the autists who are passing the textures through the AI can't edit on photoshop for shit to fix some of the conversion mistakes

i hate this fucking meme due to the fact that not even the cat itself serves as a perfect model for it

>> No.5528420

anyone else drinking some mtn dew? It goes well with my first foray into doom 2 using my pc, but i have to admit that I'm using my controller to get through it. Does that make me a pleb?

>> No.5528438

>Super Shotgat
My word. The OP weapon wad of the future. Or perhaps the past, surely it's been done?

>> No.5528450

Was that dot intentional? Because it shouldn't be there.

If you're a Windowsfag they should be in <your games dir>\Quake\ID1\music
and be named Track02.ogg to Track11.ogg. Only dots are in the file extension. Do make sure you have file extensions turned on or you may end up with stupid shit like Track11.ogg.ogg.

>> No.5528551

I have track0X.wav in id1/music quakespasm works fine

>> No.5528652

Where can I find these based individuals in the community?

>> No.5528672
File: 228 KB, 708x1000, 33c5f9f95a8bad57ed633855e56110d5.jpg [View same] [iqdb] [saucenao] [google] [report]

There's a secret cabal. We gather behind a Denny's in Idaho on every odd Thursday.

>> No.5528674

Looks like MetaDoom.

>> No.5528796


>> No.5528872

>Except its more efficient on the implementation because you have to compile it first.
that's not how it works
ACS instructions still goes through their own VM just like zscript, and the overwhelming amount of limitations ACS has (no references, no structs, no dynamic sized arrays, no floating point numbers) not only heavily limits the amount of logical optimizations you can make in your code, but also makes merely accomplishing many tasks so much of a pain that you'd be insane to try

case in point: the only way i can think of to add dynamic arrays in ACS is by spawning actors and using their target/master pointers to make a linked list. everything about that is horribly inefficient and a crime against humanity, but the only other way I can think of - hijack a global array, shove a dynamic array in there, and code a fucking memory mapper to make sure arrays don't collide - is even worse.

in zscript, i can just make an array, like any sane language.

>> No.5528904
File: 673 KB, 1716x2156, 1397324738165.jpg [View same] [iqdb] [saucenao] [google] [report]

Quick question: Where can I find Duke 3D without giving money to Randy Pitchford? I found some shareware copies of the DOS version but I can't get it to run.

Thanks in advance!

>> No.5528939

Site is cancer (use adblock), but downloads are clean and legit.

World Tour

Grab Megaton files, drop them into EDuke32 directory. Play.

>> No.5528941

There's a Mega link in the OP with all game files you need to run a game through EDuke.

>> No.5528952

Oh shit didn't notice, thanks!

>> No.5529019

Some good shit

>> No.5529023

New mod from the creator of Baradoom and Nun with a Gun

>> No.5529121

>brawny brute woman
>girly voice
Kinda ruins it

>> No.5529140

This is someones fetish

>> No.5529156

>Also, what sorts of things is Zscript really adding, out of curiosity?

Some things you'll immediately notice and appreciate coming from decorate is:

You can define your own, new action functions
You can have actual variables, of any type, even on your weapons.
You aren't dependent on the stock Master/Target/Tracer pointers, you can both define new ones and run any action on any pointer you have. Like
or whatever.

>> No.5529161

Oh and with zscript, you almost never have to do anything involving counting of inventory tokens.

>> No.5529329

>romero cucks everyone and is just embezzling the sigil funds into the night

>> No.5529345

I believe it. Good thing I didn't pay for a sub-megawad set of usermaps.

>> No.5529351

Romero was never good.

>> No.5529358

No, he was definitely good.
The guy's over 50 now, and he wasn't very good at Doom in the first place. I don't believe he can make a mapset that is up to modern standards, especially not one that relies entirely on Doom 1's monsters.

>> No.5529391

>No, he was definitely good.
>and he wasn't very good at Doom in the first place
make up your mind

>> No.5529394

His maps were good, but he sucks at actually playing Doom.

>> No.5529409 [DELETED] 

K9/Secdogborg but it's Smile.dog

>> No.5529412

wrong tab sorry

>> No.5529470

Knee Deep in the Dead is fucking great

His maps are among the best for Ep 4

O of Destruction was great.

His replacement maps from a few years back were good.

I liked his Quake stuff, and I think if it had been the shareware episode (ie, Death Knights replaced with knights) then those levels would be universally praised.

>> No.5529475

That could be for the Crucible.
Also, one of the runes let you run faster for a while after a GK and i hope that returns.

>> No.5529490

>use BuildGD for Blood.
>Caleb can't run.
Anyone know how to fix this? It might be my issue due to using a controller but even using auto run or run does nothing to speed him up.

>> No.5529503

Isn't Caleb a zombie? Why would he be able to run?

>> No.5529581

His runspeed is kinda low by default.

>> No.5529583

what the hell is a dynamic array and why would I want to use one?

>> No.5529592

it's a list that isn't a fixed size, which you'd use for, well... keeping track of lists of things
ACS doesn't have them, nor does it have the ability to dynamically create lists of any kind
zscript does, because it's not a complete pile of shit

>> No.5529594

A regular array is with a fixed size, whereas a dynamic array expands with each new item added to it. It is often used if you don't know exactly how many items you will end up having. Could be 5. Could be 500. One thing's for sure: if you do "int array[500];" and only end up adding 5 items to it, it will still allocate memory for 500 items.

>> No.5529608

there's almost no point to that in game modding like this and I cant see any use for it that a list of a fixed size wouldn't accomplish. Memory needs for bare bones database style information are like a mustard seed for this shit. It might've been a problem back in 1995 when people only had 4Mb of ram but thats been over for a very long time now.

Make some custom inventory with a maximum capacity of 9999 or whatever the program limits are.

> counting inventory
there's nothing wrong with this though
it might seem kinda hacky but really its just a bunch of text that does a thing and if you dont see it going on while you're playing it doesnt make a difference.

This isnt supposed to train you how to make real games or programs, its just supposed to get the job done, game modding is a hobby like model trains. I prefer tokens to be honest.

> stock pointers
Nobody really defined all that well what those do anyway so its best to leave those alone for the most part. Like what is the difference anyway between a tracer and a target, the target seems to imply what the monster is currently attacking, but the tracer seems to imply what the monster is currently following (since A_Tracer is the tracking behavior for the revenant rocket) which really seems redundant.

Defining new ones is like asking what the sound of one hand clapping is, its like completely bonkers.

And its also unclear which pointers are going where at which times either. Like apparently projectiles consider the monster that launched them to be their "target" when clearly its common sense that the target of the monster should have been inherited to the projectile so that the projectile is also "angry and mad" at that target too.

The pointers business was never explained all that well and how to switch those around, while Decorate may be pretty well documented there are still skeletons that were not covered all that well. Like all the stuff associated with A_Warp too.

>> No.5529632

>it might seem kinda hacky but really its just a bunch of text that does a thing and if you dont see it going on while you're playing it doesnt make a difference.
It's less fast/efficient to write. And I would imagine that creating new actors, even simple inventory, takes more memory than variables.
>Nobody really defined all that well what those do anyway so its best to leave those alone for the most part. Like what is the difference anyway between a tracer and a target, the target seems to imply what the monster is currently attacking, but the tracer seems to imply what the monster is currently following (since A_Tracer is the tracking behavior for the revenant rocket) which really seems redundant.
What? The way they're used isn't consistent in some functions, so they shouldn't be used at all? That makes no fucking sense.

>> No.5529637

>there's nothing wrong with this though
The wrong thing with it is that it's tedious. It's much more comfortable to write a normal for() loop like a normal person.

>Nobody really defined all that well what those do anyway
What, any even halfway experienced modder knows what Target and Tracer are.

>Defining new ones is like asking what the sound of one hand clapping is, its like completely bonkers.
No? Decorate is object-oriented programming with severe handicaps. Pointers, and the ability to define new ones, are the very core of that.

>Like apparently projectiles consider the monster that launched them to be their "target" when clearly its common sense that the target of the monster should have been inherited to the projectile so that the projectile is also "angry and mad" at that target too.
Yeah, and with Zscript you can have a pointer called "GuyWhoFiredMe" or whatever instead.

>> No.5529646

Say you wanted to make an enemy that spits out new enemies. You could use a dynamic list/dynamic array to keep track of all the spit out enemies, since the length of the array is always variable.

>> No.5529649

>playing blood
>manage to clear a level of the enemies
>remember I forgot a pickup earlier
>open up a door but am standing too close to it
I understand fall damage, but what the actual hot fuck is this steaming shit garbage?

>> No.5529651
File: 5 KB, 225x225, abanahamana.jpg [View same] [iqdb] [saucenao] [google] [report]

>getting too close to doors in the Build engine
Doors are the most dangerous things in every game on the Build engine, learn to respect them.

>> No.5529683
File: 28 KB, 720x720, 1544742162419.jpg [View same] [iqdb] [saucenao] [google] [report]

>less fast/efficient to write
> its tedious just use a for loop
Listen, people dont just kick these mods out like its coffee sipping time at 9am in the morning.

Normal people dont write for loops either. Ive never used one in my modding (in other games or this one) and ive been just fine with it. Its very confusing to have to resort to that.

> any halfway experienced modder
Irrelevant, ive been modding the game for over five years now and I still dont know what they are.
The fact is they're not clearly described and thats the point thats being dodged here. They're just dropped in the documentation and said "here's which pointers apply to which entity types" without even going into a full explanation of WHAT THEY ARE in the first place.

Trying to apply common sense to someone else's framework of shit is asking for trouble. So they need to communicate clearly what it is they have designed something to work to remove any misunderstandings.

I understand that there are possibly as many pointers as there are Actors on the map. Also what a Pointer means, a relationship between actors, would have to be HARDCODED at a deep level. Because that gets into AI shit.

> creating new actors takes more memory than variables
Irrelevant when it comes to this game.
A single mp3 file will weigh more than all of that.
Or... at least it should...

variables economy is a programming lesson from the eighties and it only applies anymore to very intense computational tasks these days where you might end up with tens of millions of them
this is understood by anyone whos beyond entry level computer user these days, you dont even have to know computer engineering to know that

Shit like this needs to have limits on it for reasons just having to do with game balance alone. And you dont really wanna keep track of them either, instead script those monsters to behave in kind on their own.

This is why the 21 skull limit option for pain elementals is a thing.

>> No.5529684
File: 34 KB, 645x729, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

How do people understand stuff like this? Are you a wizard?

>> No.5529693

>Irrelevant, ive been modding the game for over five years now and I still dont know what they are.
Dare I ask what the hell you've made?

>> No.5529697

Funny thing is that the source ports could easily fix all issues with moving sectors. It's a small addition to the collision code.

>> No.5529709

nah bro, its bugs like that that give the game SOUL

>> No.5529717

I almost failed math in high school, but worked my way up exclusively through gzdoom modding.

cos() and sin(), each supplied with an actors angle and multiplied by a desired distance gives you a coordinate [distance] away from the actor, in the direction of the angle.
I first realized what sine and cosine is by copying from that page.

The other stuff just splits a full revolution (360 degrees) into a variable number of increments. It rotates 360/10 degrees, spawns an actor, then repeats until done.

>> No.5529726

All you need to do is have the projectile jump to another state
A_SETANGLE (angle+36) to rotate it and then A_SPAWNITEMEX to generate more explosive stuff around it
copypasta it 10 times and then return to the actual state where you display the fire animation an explosive shit

For organization I tend to set the heavy copypasta stuff for an actor near the end of the sprite states so its like its own black box that can be skipped over.

There also nothing wrong with spawning a new actor which will spin around and spawn all those extra effects while the actual projectile just explodes.

Does it matter?
Ive been tinkering with it for a long time. It doesnt matter whether I share it.

Its pretty stupid stuff that should be fixed. Like the instant gibbing shit from quake and quake 2 when even some little metal bar can tear you in half by moving the wrong way.

It already recognizes some kinda collision has taken place, the resolution of it should involve some accumulation of damage and freeze the character in place, rather than jumping to a status. Same thing for No Clipping sorta issues, if you're outside the level structure it should freeze you immediately rather than let you keep falling.

>> No.5529730

>Does it matter?
I think it does, showing your work can show your competency and familiarity with the engine and its quirks, and would actually give your arguments and complaints some foundation because your work might have suffered from the changes to the engine. Plus it'd also prove you actually have a stake in this and you're not just stirring up shit.

>> No.5529734

he's made some sprites and a mod that adds particle effects to weapons
that's it
that's all he's done
don't listen to him, all that comes out of his mouth is drivel

>> No.5529783

sergent mark i fuckoingk now you browse these threads if you going to put shit like the MP5 into brutal doom at least make sure you pick ti up loaded there is nothing more annoying then picking one up and taking three shots because i didnt expect to have to load a fucking gun

>> No.5529786

I love O' Of Destruction, but I think The Living End is even better.

It's an old quirk with the Build engine, where swinging doors in particular could be potentially really dangerous. There were various attempts to fix this back in the 90s, but it was never really foolproof.
Maybe it's fixed in some sourceports or something, but I would suggest being careful with doors in general.

>> No.5529812
File: 70 KB, 720x880, 1549397094144.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually I dont think These Things matter all that much either. Its not like this game is being paid for with money. This isnt unity or blender, its very casual and entry level designed to make creative modifications for the DOOM game.
> show your comp and familiam, give some makeup foundation, prove something, do you have a stake in it
Shut The Fuck Up and just dont talk anymore.
Its just a game, and in fact, its an old game that isnt relevant anymore, and yes im talking about gzdoom here. Its basket weaving.
And modding doom because its easy to mod DAMN WELL MEANS I HAVE A -STAKE- IN IT.
Thats what even makes it a thing at all.
And that matters a whole damn lot, because that can easily apply to alot of other people.
Number of applicable people heavily outweighs content contribution when it comes to this stuff

(why that line of reasoning is phony is because the biggest contributor as far as I know is a pariah, its not like Sgt. Mark IV's opinion matters anymore and he's the biggest damn thing on the block. Not only that his mod is so popular people still play it even though they hate the creator of it. More or less throwing around that kinda weight should be dictating what kinda features go in the engine. So "what did you make" doesnt mean shit).

Sharing what ive got might be creative expression but usually its just enough for me to make it for myself and then load my own that way. Im not making my mod stuff for others, except the rare cases when I decide "hey thats a nifty thing which I dont see other people doing, maybe they might really enjoy that" so I spool off some of it.

The Smooth Doom creator by the way was inspired by some of the things I did and started copying the effects.

>> No.5529828

i remember a video on youtube showing every page of doom 64's instructions manual but i can't find it

>> No.5529830

stop posting facebook memes and fuck off

>> No.5529836

at least i found this
someone better archive it

>> No.5529837

TLDR - gzdoom isnt a game production tool
And all it takes for it to be important is a fan of the game, content, or wanting to mess around with it. Thats all.

>> No.5529839
File: 34 KB, 1166x509, U R THIS MAD.png [View same] [iqdb] [saucenao] [google] [report]

>this menstruation

>> No.5529847

I'll look into this one when I'm back home from work.
If door movement could be stopped and/or reversed + doing 'encroachment' damage instead of outright killing players, that would be great.

>> No.5529848

Go away.

>> No.5529849

I think it's time you find a different hobby because you're getting more incoherent.

>> No.5529854

I hear the build engine is a pain in the dick to work with, so if you actually go forward with this, keep us updated because I'm sure it'll be a fascinating trip.
Fucking Ken Silverman.

>> No.5529870

actually I have a number of hobbies, and as far as 4c is concerned I participate on a bunch of boards.
This is just one im fond of and its one I fallback on when im bored.
So no, ill never go away.
If someone puts the equivalent of Decorate in idtech2 id be over there more probably.

I wish I was into map editing for doom but since nothing has changed with the format im not interested in getting into it. Maybe if it was more like quake or ut but without the bs those have, I would be making maps too. Im kinda at a loss actually for an architectural creative outlet and I wish I could work with that.
I like what alot of people make, but I cant get into that aspect of the design.

>> No.5529873 [DELETED] 

i hope you get murdered fuck you

>> No.5529890

its just a game bud

>> No.5529893 [DELETED] 

i said i hope you get murdered fuck you that means DONT talk to me

>> No.5529897
File: 544 KB, 1024x768, Screenshot_Doom_20190426_163830.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom gimmick map release date never

>> No.5529903 [DELETED] 

good it looks like complete shit stop modding doom you suck at it

>> No.5529905

thank you sir, may i have another

>> No.5529906
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.5529908

how's it going vasayan

>> No.5529915
File: 121 KB, 1152x720, 1477922114352.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5529924 [DELETED] 

fuck you too asshole i bet you cant even cook rice in RL

>> No.5529925

hey IDIOT say one more mean thing i'll bake you an apology cake we can share together :)

>> No.5529929 [DELETED] 

fuck your cake and fuck your rice no one cares you probably burn toast in an automatic toaster

>> No.5529931

im building a really tiny map

>> No.5529932

if you fuck my cake and rice too quick it'll feel like you shoved your dick in the toaster :(

>> No.5529943

how small of a map can I make though, if a make a map barely small enough to fit doomguy it will be enough to place the exit switch behind him

>> No.5529950 [DELETED] 

your life is pointless

>> No.5529957

>"it's just a game bro" in a huge wall of texture followed up by no arguement

>> No.5529961
File: 18 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5529963
File: 4 KB, 64x128, Art735.png [View same] [iqdb] [saucenao] [google] [report]

Imagine getting explosively gooified by a swinging pressboard door

>> No.5529964

thats a good idea! I make the player and enemies smaller so that the worlds tiniest map can fit more things to do it in

>> No.5529969

is Doom life or a Game?

>> No.5529970 [DELETED] 

go make salty rice wit condensed tomato soup mixed in

>> No.5529978

I learned a trick while traveling, in order to make a swinging door just make floor sectors in the shape of the door at different points of its rotation and then just have them instantly raise or lower ceilings at intervals to look like door open close.

>> No.5529991

thats it! A small sector in the form of a grain of rice with spicy cacodemons all over the level. Orale! I'll make the worlds smallest map yet!

>> No.5529996
File: 2.37 MB, 640x360, advanced saltmining the webm.webm [View same] [iqdb] [saucenao] [google] [report]

the statusbar of things

>> No.5530013

smol doom

>> No.5530062


>> No.5530086


stop cacodemon bullying.

>> No.5530092
File: 160 KB, 1142x724, doode.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5530125


>> No.5530142
File: 1.49 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5530157
File: 265 KB, 800x1050, 1523589577546.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5530214


>> No.5530215

TFW I'm a sprite artist but I'm contractually obligated to my employer.

Feels bad seeing so many developers fumble about because of a lack of fitting sprites.

0% productivity sucks balls.

>> No.5530216

Looks amasing
Make it quick, bitch
I wanna play it

>> No.5530219
File: 59 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Why does the quake rocket launcher blow exhaust right back in the face of the shooter?

>> No.5530234


>> No.5530245
File: 797 KB, 1680x1050, Screenshot__20190327_050552.png [View same] [iqdb] [saucenao] [google] [report]

My goodness that image quality, what did he mean by this?

>> No.5530251
File: 68 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Over the years ive seen quake con footage showing off some kind of overhauled quake 2 engine and looks. Does anyone know what mod/base those are so I can get ahold of that and play it?

>> No.5530283

shut the fuck up, satanist nerd

>> No.5530289
File: 7 KB, 235x248, ranger.png [View same] [iqdb] [saucenao] [google] [report]

Just decided to fire up Arcane Dimensions and suddenly quakespasm is giving me an error it never gave me before and I cant find anything about it really:
> "ERROR: SZ_GetSpace: overflow without allowoverflow set"
The startup console can be seen while its loading but then it just plain crashes out.

>> No.5530305

so your sigar would stay lit

>> No.5530330
File: 35 KB, 570x570, 1482830233049.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished Doom 2 Reloaded. Cocytus is a bitch and The Icon of Sin fight is well crafted. 10/10, had mad fun.

>> No.5530332

How come Baron projectiles are the same color as their blood?

>> No.5530364

I will make a demo for your tiny map

>> No.5530396

somehow I was on quakespasm v0.92
I have no idea how it ran before, I must have popped AD 1.7 in without even testing it

>> No.5530441

Any modes besides TrailBlazer that also make a good combo with CH?
Because TB's weapons feel a bit lacking in variety.

>> No.5530497

because red and green is a nice combination

>> No.5530584
File: 506 KB, 1024x600, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

Does quakespasm have colored dynamic lighting?
I hope im not missing anything...

>> No.5530594

Can someone explain to me how Scythe 2 was named after Scythe? Because they have completely different design philosophies and are completely unrelated...

>> No.5530597

>and are completely unrelated
Besides, you know, being made by the same author.

>> No.5530607

what if the reason why some hell levels even have water/toxic waste liquid textures is because they're actually caco/baron blood?

>> No.5530617

I guess it works, but pair the accompanying enemy corpse.

>> No.5530632

or see if the colors actually fit

>> No.5530652

Holy fuck I just found out about movement interpolation in quakespasm
> lerp
Does it have FSAA too?

Honest, I would like it if barons and hks threw fireballs like the mancubus shoots.
Would kinda like the mancubus to shoot the cannonball style fireballs.

If the mancubus shot fireballs looking like the revenant rockets, what would people like the revenant projectile to look like? (a normal rocket? two small rockets? I dont know if the standard rocket looks right if its seeking)

>> No.5530678

At the risk of being that guy (apparently, some dumbshit on the ZDoom forums keeps getting banned over and over again for it), does anyone have a copy of AEOD 5.29.1? I have the 29 patch, but not the AEODDat wad.

Alternatively, how much of a pain in the ass would it be to replicate the classes in nu-AEOD or DooMRL A/RPG? Nothing fancy - just the custom sounds, sprites, and HUD.

>> No.5530794

Because blood magic duhhhh

>> No.5530880

if only pillow wasn't lethally allergic to energy weapons and rockets
> tb rocket launcher is a grenade launcher
> tb plasmagun is a minigun
> tb bfg is an oversized musket
> gc plasmagun changed from lightning cannon to sniper rifle
> gc rocket launcher is an autocannon
i like me some bang bang, but it needs that all important spice

>> No.5530893

is the autoaiming in gzdoom actually more unreliable than in vanilla?

>> No.5530915

Iirc, it's only a pain because it fucks with mouseaim, which a fair lot of gameplay .wads need for ADS or sniper-ish weapons.

>> No.5531008
File: 50 KB, 640x480, the-terminator-future-shock_19.png [View same] [iqdb] [saucenao] [google] [report]

What are your opinions on the Terminator games by Bethesda?

I played two of them ages ago, the first was very primitive, but another had interesting things like vehicles you can drive, even before the Build games if I'm not mistaken.

Are there any source ports for these?

>> No.5531037

Shut up Civii

>> No.5531041

he'll have time to do pro doom 2, 64, 3, and 4 before it comes out
maybe throw quake and unreal in there too

>> No.5531069

This is a real longshot, but the HD texture pack for just the Droles in Quoth is missing from this link:

It sends to a 404 page, both V1 and V2. If anyone happens to have it, please let me know.

>> No.5531146

>Actually read the readme.txt files
>"Kill yourself"
>"Use Google to look up "how to drag and drop files" if stuck
>"lol made you look retard"
What the fuck guys

>> No.5531149


>> No.5531154

You didn't reply to the post, faggot

>> No.5531181


I liked both of them way back when, but my memories are really hazy.

I wish there was some kind of sourceport so I could revisit them.

>> No.5531184

New thread.


>> No.5531251

smol demo

>> No.5532075

Put on Quake 64 OST. I like Reznor's music too, but Q64 soundtrack has its own unique vibe.

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