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5531179 No.5531179 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5519054

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.5531180

=== NEWS ===

[4-27] Introducing Lt. Typhon, a new mod from the maker of Baradoom and Nun with a Gun

[4-23] Jimmy releases Faithless, a Hexen-style hub mapset for Heretic

[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

=== PREVIOUS ===


== PROTIP ==

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

>> No.5531212
File: 651 KB, 1300x800, 1409245985770.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5531256
File: 2.46 MB, 512x512, agitated_skeleton.gif [View same] [iqdb] [saucenao] [google] [report]

On Ubuntu-based distros, how do you install multiple versions of GZDoom?

>> No.5531262

you only need the latest version
you always nee the latest version
gotta enjoy linux ;)

>> No.5531294
File: 3.04 MB, 1606x925, file.png [View same] [iqdb] [saucenao] [google] [report]

Would you like to see a sprite rip of Destiny 2 weapons? There are some interesting ones there like this one SMG with rotating spiral top magazine.

>> No.5531296

Alot of new games have interesting looking guns. I wouldn't touch a new bungie game with a ten foot pole but at least they hire good artists

>> No.5531302

What the fuck am I supposed to reply?
>"Kill yourself"
is a regular thing I see in the readme.txt files of actually decent mods.

>> No.5531303

if the source material is more interesting than 'umpteenth billionth generic assault rifle'

>> No.5531304

I'd like to see a sprite rip of my ass

>> No.5531305

> actually decent mods.
such as?

>> No.5531306

There are some weapons I've found in Quake mods that I'd love to see in Doom like a Mjolnir's Hammer that destroys everything around it when you smash it into the floor or rocket launchers that home in on your target. They're in plenty of other games too, I get that, I'm just saying it's an idea.

>> No.5531307

Can't remember which ones. I can name some decent Quake mods though. They are out there.

>> No.5531378

You want to see SgtMark's work?

>> No.5531383

honestly, something that mashes DooMRL: Arsenal and DooMRPG' with Destiny would be nice.

>> No.5531384


>> No.5531386

uh, ok

>> No.5531401

Install them using different prefixes. Fill your /opt with versioned subfolders or something idk.

>> No.5531412
File: 496 KB, 1680x1050, Screenshot_Doom_20190417_172131.png [View same] [iqdb] [saucenao] [google] [report]

dude epic

>> No.5531457

>[4-20] Plastic Doom releaed

>> No.5531461

>[4-20] Plastic Doom releaed
blaze it

>> No.5531464


>> No.5531516

Isn't this another vasyan mod? Why it's even listed in news?

>> No.5531554

New GZDoom devbuild seems works fine with mods in Vulkan mode. Also there's significant fps increase.

>> No.5531556
File: 14 KB, 314x469, 1526188268447.jpg [View same] [iqdb] [saucenao] [google] [report]

GMOTA when

>> No.5531574

Is there a way for a script to find enemies of same type clumped together? (preferably with possibility of counting zombie types as one, as well as barons+knights)

What I want is to make "smart spawner", that will not be random, but instead at the start of a level would find groups of same-typed enemies and
if there are more than 6 in close vicinity insert an elite version among them
if there are 10+ he will insert 2 elites + 1 officer,
and occasionlly will transform a group into a commander + his posse of officers and elites

>> No.5531597

I don’t know if it checks for specific monster types instead of any enemy, but I think Babel has something like that

>> No.5531601

With oku2v31.wad after teleporting, standing still waiting for the projectiles and god mode:

4.0 lowest fps:75
Newest git build: 54

>> No.5531603
File: 390 KB, 552x439, 1556203328435.png [View same] [iqdb] [saucenao] [google] [report]

repost of that link to 90s stock footage for creating 'splosion and fire sprites

>> No.5531613

IIRC Babel does it not at the start of a level, but by making pseudo-explosion from a monster when that monster notices you that tags nearby monsters of same type. Unfortunately, unsuitable for a replacer/spawner.

>> No.5531680

Problem is that the all versions configuration files are stored in ~/.configs/gzdoom, so shit will get messy jumping between versions. I'll need to put in some work to get a setup I'm happy with (whether it be through bash, containers, VM's etc.).

>> No.5531693

Hi friends just found this motion blur mod which looks pretty good
even if you haet motion blur its pretty impressive

>> No.5531741

MetaDoom's GitHub has been updated to have a somewhat "clean" code and a major change is the alt fire for the RL being more useful.
I think this is more focused on the new GZDoom so that could be a barrier for some but at least Kinsie seems to be improving on the mod.

>> No.5531745

Doom is now a modern indie game https://www.youtube.com/watch?v=JTpBS9YwbSk

>> No.5531762

Does this use properly created normals/specs or again just the crinkly shrinkwrap-like ones? Can't tell from all the moblur.

>> No.5531764
File: 7 KB, 222x104, file.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot Saturday come in
I Just did this and oh boy it was fun!

>> No.5531765

>shrinkwrap-like ones


>> No.5531782

Now add directional light

>> No.5531787

Since kell.spawnpoint.org and quakemaps.nm.ru are completely dead sites now, so many classic Quake mods are lost.

I'm looking for a Quake mod called "Project: Monsterfree" to play. Does anyone have it or can help me find it?

>> No.5531792

uhhh great i didn't plan this part,
or at least where the light should come from

>> No.5531793

Hideous destructor has a setting that replaces archviles with other monsters when there are too many together. Look into that.

>> No.5531805

Top left or top right usually.

>> No.5531812

Oh shit I found it.

>> No.5531830
File: 7 KB, 251x93, file.png [View same] [iqdb] [saucenao] [google] [report]

Here is an attempt i don't know if it worked

>> No.5531836
File: 7 KB, 216x95, file.png [View same] [iqdb] [saucenao] [google] [report]

And here is one with the barrel!

>> No.5531837

Keep refining it anon

>> No.5531871
File: 9 KB, 401x131, Sam.png [View same] [iqdb] [saucenao] [google] [report]

I should have said this but according to ShadowLink, his Samsara mod isn't updated as often because he sometimes just procrastinates at times.

>> No.5531902

Can't you set which config file to load using a flag? Then just alias everything.

>> No.5531940

what's whith the white noise on the left?

>> No.5531942

Thanks for the tip
I don't play HD so I didn't know about that

>> No.5531945

Those are nails, i am not realy good at put to perspective small things

>> No.5531952

I meant the one that looks like a compression artifact (but is part of PNG so its not)

>> No.5531954

i don't see it then

>> No.5531959

Kinsie is such a good developer. It's going to be sad the day they retire

>> No.5531969

why linux on the first place
linux is not suited for playin vydia

>> No.5531972

nice oc

>> No.5531973

the fuck is this shit, discord?
stop following drama, makes more drama

>> No.5531982
File: 6 KB, 321x281, .png [View same] [iqdb] [saucenao] [google] [report]

make this happen pls

>> No.5531994

Holy crap, yes.

>> No.5532057

The specific parameter is -config. Could just add it to a shell script for running each version.
Aw hell this is why I love seeing more people learn zscript.

>> No.5532061

I'm just posting an update on his process through a mod he's working on.

>> No.5532098

And what about blue/green fire torches?

>> No.5532105

Do you still have that script that makes textures to project dynamic lights? Can you share it? I need it for my map. It has too many ceiling lights and I'm too lazy to add them manually.

>> No.5532117
File: 408 KB, 908x630, 1381776412311.png [View same] [iqdb] [saucenao] [google] [report]

Does Zandronum support ZScript yet?

>> No.5532119

Give it 25-40 years.
How's GZDoom's c/s coming along?

>> No.5532121

>He is also bi.

>> No.5532123

The Artbeats one in specific has alot of the standard explosion effects we know of.

>> No.5532124
File: 85 KB, 498x363, temporarefieldo.png [View same] [iqdb] [saucenao] [google] [report]

that veteran doomgirl sure is intimidating

>> No.5532126

He could always dev his own Doom engine game. But he doesn't seem like the type to turn his hobby into work.
There's nothing inherent about Linux that makes it bad for games.

>> No.5532145

I love LT. Typhon but Bio touch is kind of shit if you get it on a level that relies on berserker packs.

>> No.5532152

I'm using the latest version of Smooth Doom on latest GZDoom and plasma rifle projectiles seem to have no impact puff? Is it just me?

>> No.5532159

Is there a mod based off the enemeis from Halo?
Like, an actual attempt to prove if Doomguy could beat the flood or whatever

>> No.5532163

There is clearly not enough jpeg. Need more jpeg.
Make a different users.

>> No.5532179

I dont think its been updated in awhile because a week or two ago I updated to it and I didnt notice an issue with plasma impacts. The author said they were away for awhile so im not expecting an update for a long time.

>> No.5532180
File: 145 KB, 1920x1080, 1556059600454.jpg [View same] [iqdb] [saucenao] [google] [report]

Latest Smooth Doom is bugged.

>> No.5532185

well shit
and I deleted the old version I had too

>> No.5532206
File: 82 KB, 800x800, dead red.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorta did this on Spacebattles forum and we figured out that doomguy would have less problems than master chief.
They have silly caveats there that have to be figured in but it made him kinda OP considering he could harvest the power cells out of plasma weapons to fuel his own plasma rifle and bfg.
And that the SSG actually uses 8 gauge shells not 12 gauge so he's still got plenty of ammo for that.

Idea is he's alot faster and able to avoid hits alot better, they also have overshield items and plenty of +100% health medikits so he'll be fine.

Ironically the actual fault was doomguy doesnt have the computer hardware necessary to get around and do alot of things that was necessary in the setting. Like doesnt have a computer chip to put cortana on it. And that makes a really big difference actually.
> battle was on halo installation 04
> master chief is dead in the containment facility because he fell down a shaft
> doomguy appears out of nowhere, sent through a portal to the command center where cortana is still in the computer

>> No.5532231
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Sprites, maps, mods? Let's see it

>> No.5532241
File: 16 KB, 1643x159, EviternityJackhammer.png [View same] [iqdb] [saucenao] [google] [report]

Posting the full sheet now that i finished
this >>5531836

>> No.5532247

puppy playing bed.wad for the first time trying to find all the secrets: https://www.youtube.com/watch?v=4OIyjwsJ6kU

>> No.5532251

cute but uh how is this doom related

>> No.5532253

Just put the binaries in different folders. You just unpack the official .dep files with any archive tool and slap the bins where ever you want.

>> No.5532262

WUT the heck is that...?

>> No.5532275

it's a jackhammer
or a harpoon launcher or whatevar

>> No.5532279

looks like someone's been snorting a line or two on your gun

>> No.5532281

okay so its like a literal jackhammer like the one from ashes 2063

>> No.5532283


>> No.5532301

>eviternity jackhammer
Final Doomer?

>> No.5532320

That was actualy my attempt on giving some lighitng to it (and failing because i assumed that the material was mettalic and not ceramic)
Sure if you like to imagine that!
Probably not gonna happen, and also yholl and shivers are doing something else i don't think they are interested on doing a eviternity weaponset when they are already planned 3 already

>> No.5532327
File: 76 KB, 320x240, doom.png [View same] [iqdb] [saucenao] [google] [report]

Someone please reccommend a wad that is either as brutal or even more brutal than project brutality v2.

I can't go back to these wimpy vanilla-level weapons and monsters. So quiet. So timid.

>> No.5532332
File: 385 KB, 354x461, 1482782743771.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on it. Still waiting on sprites. If the wait gets too long I'm gonna say fuck it and do them myself, though if it comes to that, don't expect release for another couple months.

>> No.5532348


And I already played the one with the dragon wearing a leather jacket with the quad-barrel shotgun... it was pretty badass, but the magic was gay, and I don't think it added any enemies

>> No.5532361

Theres a shitload of mods out there

>> No.5532367

Have you tried combining Trailblazer and Colorfull Hell?

>> No.5532396

i used to shit on plutonia but after playing it a bit more i realized that it's actually better than doom 2 wtf

>> No.5532402

Is anyone working on any maps they want tested/demoed?

>> No.5532406
File: 79 KB, 582x544, plutonia.jpg [View same] [iqdb] [saucenao] [google] [report]

Childhood is thinking that Plutonia is bullshit and too hard.

Adulthood is realizing that it's the best IWAD.

>> No.5532427

It's hard, and it plays some mean tricks on you, but there's a logic to it and it's built to be challenging yet playable.
It's also chock full of homages to original Doom and Doom 2 maps, so the Casalis had the benefit of hindsight.

>> No.5532431


Guns in trailblazer look cool... nice and loud and powerful... but I hate the vanilla enemies. They just kinda waddle around and every few seconds lob a softball at you that you can just casually walk around. Either that or they roll a dice to hit.

>> No.5532450

CH adds a lot of new enemies, mostly randomized and organized by color, even bosses.

>> No.5532471
File: 434 KB, 760x900, doom_bunnerino.jpg [View same] [iqdb] [saucenao] [google] [report]


Looks cool, thanks!

>> No.5532492

All this.
Also TNT would be okay except the gimmicky textures for the tape machines and the tnt logo. That actually fucked it over significantly despite not affecting the level design.

Im abit spoiled by modern wads but I keep thinking someone should go back through and make a remaster of Plutonia using Plutonia 2 style design. Same level design pretty much but with more details and added complexity to the levels.

>> No.5532513

Final Doom isnt really that hard. You can always stunlock the chaingun guys, and you get plenty of ammo from them. It only gets difficult when Archviles come into the mix

>> No.5532540

why are they bluishing
is doomguy into zoophilia?

>> No.5532546

I didn't even get to finish it. Conceptually it sure sounds nice, but the implementation is just too tedious.

>> No.5532696

It should since enemy based mods are usually rare.

>> No.5532703
File: 12 KB, 400x175, n1s490.jpg [View same] [iqdb] [saucenao] [google] [report]

this is such an awesome looking railgun/beam effect

>> No.5532715
File: 991 KB, 640x480, smokerail.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5532716
File: 71 KB, 248x405, chiaki_whiny_growls.jpg [View same] [iqdb] [saucenao] [google] [report]


animes blush for pretty much any reason, many of which are platonic

>> No.5532723


>> No.5532739

first effect is made of 3d model planes spawned by a fastprojectile. Second one is 3d model planes used as railgun particle actors. both have the built in wave shader applied, and randomized/increasing actor size respectively

>> No.5532742
File: 2.42 MB, 1920x1080, Screenshot_Doom_20190421_110533.png [View same] [iqdb] [saucenao] [google] [report]

Here's something to help with modding, more or less. It's a swiss army knife of sorts. Most notable function is the ability to check for unused sprites and sounds in a mod (with some minor limitations atm), but there's also frame generation for MODELDEF, and batch operations for GLDEFS. Use F1 while in the respective tab for more specific help. If it doesn't work at first, click somewhere on the current tool's interface (not tabs) and try again (or, alternatively, manually open the help file located in "The Manual" folder). Requires .NET Framework 4.6, which should come automatically with Windows 10.


>> No.5532745
File: 55 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

So guys
What mod/engine was used in the QuakeCon matches where they had the quake two maps and weapons?

>> No.5532752

I didnt understand hardly any of that but since I cant work with 3d models at all it doesnt seem like something I can do.

>> No.5532756


>> No.5532759

How do you calculate the length of 3D model size so that they don't stick into each other creating unsightly seams?

>> No.5532764

This looks nothing like the screenshots, so no its not.

>> No.5532772

That's what the description of https://www.youtube.com/watch?v=6Fu5hUNbGM8 says.

>> No.5532778

then they're lying

>> No.5532791

Why is this image so low res?

>> No.5532794

the 3d model is 1 unit high (actually 1.2 due to pixel ratio bullshit) and points down. means you can set Y scale right in the actor to any length you want then pitch it +90 degrees. you set it to the same y scale as the railguns sparsity argument, then twiddle with tiny fractions until the seam is almost invisible.

>> No.5532817

using simple flat plane models really isn't hard anon.
>get blender
>select everything in the base file
>press spacebar, search "plane"
>click "add plane"
>tab into edit mode, spacebar search "unwrap"
>tab again, export as .obj and you got your plane model

>> No.5532821
File: 2.54 MB, 1920x1080, Screenshot_Doom_20190428_003519.png [View same] [iqdb] [saucenao] [google] [report]

It kind of works, though, at least. But I refuse to go and comb through every single texture in every iwad.

>> No.5532827

use the lump reader to get brightness values in everything that's in brightmaps.pk3, run through some galaxybrain algorithm and use that to spawn your lights

>> No.5532831

Spoken like a true non-programmer there, anon.

>> No.5532856

youtube, recognize the filename?

>> No.5532859
File: 9 KB, 353x363, murder.jpg [View same] [iqdb] [saucenao] [google] [report]

I stopped reading at "get blender"

>> No.5532883
File: 111 KB, 800x600, doom26.png [View same] [iqdb] [saucenao] [google] [report]

Been working on this Boom compatible, it was supposed to take just a week but it might take 2 more at the rate things are going.

>> No.5532891

You should have read more because that looks super helpful.

>> No.5532918

Fine you big baby, here.


>> No.5532925

If that one doesn't work then try this. https://www14.zippyshare.com/v/kQMs7EXJ/file.html

There's a double-sided plane as well just in case GZDoom doesn't texture both sides of a plane.

>> No.5532954
File: 2 KB, 32x32, cabae0.png [View same] [iqdb] [saucenao] [google] [report]

trying out an idea for upgrading smooth doom, with making sprites at a higher resolution (I can use Scale 0.5 to keep them the same visual size)

So I can include some tweaked processing on them, some sharpening, a little bit of blurring but with mosaic used to keep it a fluidly pixelated product.

>> No.5532973
File: 2 KB, 52x52, MFX2E0.png [View same] [iqdb] [saucenao] [google] [report]

also for the Quake1 Projectiles selector im going to have the mancubus shoot lava bombs. Couldnt find a sprite version of the lava balls from quake so im using hexen based lava balls (which will detonate with the sparkly booming explosion quake has).
Options like this do affect gameplay but not much.

Other attacks for this will be
Quake1 Explosions + Projectiles:
Baron/HK - Spread of death knight bolts
Revenant - Firepod, and red colored non-seeking firepod
Caco - two green scrag slime balls
Aracnotron - orange blaster bolts
Imp - Slow quake 2 style blaster bolt with sparks

Apogee Explosions + Projectiles:
Baron/HK - Rise Triad Death Monk fireball
Revenant - Red Oscuro Seeker Orb / Death Monk Fireball which is red colored.
Mancubus - Large fireball from wall shooter traps
Caco - Oscuro Green Lightning Ball
Arachnotron - Same thing but smaller

>> No.5533005

Just got Final Doom, which megawad do I start first? As in which one is easier lol?

>> No.5533006

TNT is allegedly easier.

>> No.5533010

TNT is easier. Plutonia is also considered better so its also a save the best for last thing. I dont know anyone who plays Plutonia first

>> No.5533035

Good to know. Doom 2 is kinda easy for me on UV now since I played through it fucking shit loads of times. I want a challenge. But I have also heard how hard Plutonia is lol.

>> No.5533051
File: 245 KB, 800x600, Screenshot_Doom_20190427_201947.png [View same] [iqdb] [saucenao] [google] [report]

miss new booty

>> No.5533072

Can you share a script and template? This thing is very useful for mapping.

>> No.5533094

Fuck off vasyan.

Don't release it. It's vasyan who wants to put it in his shitty vaseline pack to ruin Doom even more. He pretends to be a mapper, but he's not. He should write his own zscript.

>> No.5533095
File: 2.97 MB, 640x480, gzdoom 2019-04-27 20-32-12-42.webm [View same] [iqdb] [saucenao] [google] [report]

High FOV: Great peripheral vision, everything is tiny.
Low FOV: No peripheral vision, natural sizes.

What if there was a compromise?

It's yellow because Flux is on.

>> No.5533119

Everyone who plays anything other than vanilla/chocolate doom is vasyan.

>> No.5533125

report and filter

>> No.5533141
File: 680 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google] [report]

TNT is easier. It's mostly good, but the last third gets kinda wonky and sloppy, with some mediocre levels and a couple of outright bad ones.
I'd say to play the whole thing, but after Map 21 you should have seen the peaks of what it offers, and if you feel like "God, I can't take this anymore", then you wouldn't miss out on much if you just quit.
I think Map 22 and Map 25 are FUCKING awful (and really the only levels in TNT that are outright shit), but there's still some alright levels after those.

Plutonia is much harder, by design. Though many feels playing the original Doom and Doom 2 on UV is mandatory, because they're popularly considered way too easy otherwise, Plutonia was designed to be a bit of a ballbuster on UV, and will really demand you bring your A-Game. If you find it too bothersome, you could dial down the difficulty to HMP and it won't be nearly as difficult.
A lot of people would say that Plutonia has much more consistent quality in map design, and I can see why, but I think it doesn't have quite the atmosphere that TNT's new music does such a good job of providing, instead using a mix of existing Doom and Doom 2 tracks (though there's a pack out there which replaces Plutonia's music with new tracks).

>> No.5533145

what the fuck

>> No.5533176

Would make for a nice temporary power up effect


>> No.5533194
File: 20 KB, 324x315, Spawn.PNG.png [View same] [iqdb] [saucenao] [google] [report]

Modern gamers will never appreciate just how terrifying it was to walk into a room full of these little nuggets of grape jelly...

>> No.5533209

>Doom with Glasses But I Don't Need Glasses
I can see it now.

>> No.5533217
File: 2.97 MB, 640x480, gzdoom 2019-04-27 21-04-49-29.webm [View same] [iqdb] [saucenao] [google] [report]

170 FOV

This sucks.

>> No.5533221

>Marvin Lemme Borrow Your Glasses Real Quick

>> No.5533232

I'm sure this is how some animals see the world.

>> No.5533270
File: 10 KB, 480x360, luigi this isn't weed.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5533274

Someone FUCKING put Heretic/Hexen in the OP before I fucking WRAITHVERGE MYSELF

>> No.5533275

Then quit being a lazy zoomer troglodyte.

Or alternatively you can cancel your shit map, no-ones gonna give a fuck about it, unless your manipulating the Cacowards by making oldfart bait.

>> No.5533281

Is there an option to turn off death-exits? some wads and pk3s just don't go well together because someone wanted level 15 to death exit.

>> No.5533286

SOMEONE better fucking put HERETIC/HEXEN in that god damn OP before I fucking WRAITHVERGE MYSELF NIGGA

>> No.5533305

I played this one mod that had you go to a secret room when you died and you had to kill a certain number of bad guys in that room before you could go back. This only happened the first time you died though, but you could make it happen randomly if the player dies. Just thought it was a fun idea.

>> No.5533313

Really though, the Infographic doesn't have any Heretic, Hexen or Hexen 2 shit. I know there isn't a lot of custom stuff for the Heretic series but is there really not enough for it to be mentioned in the infographic?

>> No.5533330
File: 19 KB, 320x200, OPEN FIRE.gif [View same] [iqdb] [saucenao] [google] [report]

easily solved with a single grenade

>> No.5533336

You mean the "so you wanna play Doom" pic? It's about Doom, not the Doom engine in general. I think there is plenty of content for a Heretic / Hexen infographic, but someone knowledgable would have to make it. Maybe me, if I get the time. As for Hexen 2, the amount of content is so small, just refer to this page of reviews: http://ettingrinder.youfailit.net/hexen2-addons.html

>> No.5533337

I think it was E3M6 or whatever the rune map was for that episode that had a bunch of them at the bottom of a pit. But a sweeper came along and knocked you in it if you got too close. But if you lob a bunch of grenades in there then most of them will be wiped and you can thunderbolt the rest. It is a very effective death trap otherwise though, with 4 switches to flip.

>> No.5533340

How do I view the textures of a game as images I can just slap into paint? Some of the old Doom Engine games don't have them easily accessible and I wanted to make something neat with the old textures.

>> No.5533346


>> No.5533367

This wont work for Blood though
Any way to view Blood resources?

>> No.5533368

I have a shitload of content I'm going to upload to here as soon as I'm done organizing it. It'll have all that and be much better. Just wait. Not today but soon.

>> No.5533375

theyre stored in .art files

>> No.5533387

Blood has weird files called .RFF extension instead of .GRP which means that slade will view the file, but it will only display the entries it wont view them. They're all ??? file type inside the .RFF so it wont display whether theyre .ART types in there or not

>> No.5533396

I really love this

>> No.5533397

the .art files are loose in the same folder as the rff

>> No.5533401

thicc pistol

>> No.5533404
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google] [report]

game.gog is 290 megabytes
blood.rff is about 9 megabytes

the actual data seems to be packed up in game.gog
I have ZERO idea how to get anything out of there

>> No.5533416


>> No.5533428
File: 42 KB, 640x427, bomberman feels.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks frien, I knew something was wrong

>> No.5533432

The way that door just sort of compresses itself upwards is sickening.

>> No.5533435

Bugman Doom. Buzz buzz

>> No.5533437

What kind of screen mapping is this called? I loved fucking around with all the different ones available in some of the Quake source ports.

>> No.5533454
File: 237 KB, 1638x1905, D4JbTB6XsAELc8N.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5533456
File: 1.41 MB, 1600x900, DOOM_Eternal_It_s_Hot_in_Here.png [View same] [iqdb] [saucenao] [google] [report]

it's funny how the new design for the possessed in doom eternal resembles the og archvile more than the real thing.

>> No.5533478

Oh yeah, that's the thing, they're pretty easy to take out if you already know they're there and can get the drop on 'em with the GL. But if you walk into a room not expecting them? You're fucked.

Didn't one of the expansions also have recolored slimes that scatter clusterbomb pellets when you kill them, too?

>> No.5533486
File: 49 KB, 500x603, Arch-Vile-Doom-video-game-a.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, kinda. Just size him up so he's bigger than the player, and give him those crazy fast strides.

I'll say I'm not fully in love with the whole carapace thing they're doing with a lot of the demons, on some of them, like the Baron, it looks great, but it looks absolutely out of place on the Vile, and really kills what made his original aesthetic so perfect.

>> No.5533493

I don't know, it's just zooming in toward the center and blending the texcoords into the unzoomed image toward the edges.

>> No.5533501

Yes, the whole angry martian look is what made the vile so creepy, it made him seem truly alien and out of place even for literal demons. The carapace thing you mention is a bit intrusive on the DE designs, but at least it isn't the chitinous overload they did for 2016

>> No.5533502
File: 22 KB, 550x359, uchvile.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of Arch-Viles, I found this hilarious fucking thing on Google Images:


>> No.5533521

Whoever made this:

I really wish they hadn't abandoned it. It looks and runs fantastic. It's a shame there are no complete ports of Quake 2 N64 for the PC.

>> No.5533606

Fuck shotgun dudes and fuck the first map of Thy Flesh Consumed.

>> No.5533610

he keeps pressing E lmao

>> No.5533617

E4M2 is gonna be harder.

>> No.5533619

Not if you pistol start.

>> No.5533665


>> No.5533668

Maybe arguable that it's not going to be harder than E4M1, but it's not arguable that pistol starting E4M2 is easier than playing continuous.

>> No.5533670

It does, but you gotta give it the DONTCULLBACKFACES or whatever modeldef flag.

>> No.5533674

In GZDoom's console, you can use "changemap (next map number)" to retain your gear.

>> No.5533676

Depends on how well you did on E4M1

>> No.5533685
File: 916 KB, 2560x1440, poosandwees.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5533692
File: 954 KB, 2560x1440, ballsofsteel.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5533697
File: 1.13 MB, 2560x1440, only4linedefsused.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5533705

How? That looks like some kind of Voxel fan almost?

>> No.5533710
File: 118 KB, 1005x1001, maybemorethan4.png [View same] [iqdb] [saucenao] [google] [report]


Was kidding about the 4 linedefs. This is using duke3d textures.

>> No.5533712

>I stopped reading at "get blender"
The hard thing about blender is getting used to the interface, and I won't lie it's not easy. When you do however, it's a quite pleasant program to use.

>> No.5533713

Oh, so it doesn't spin then?

>> No.5533714

It's a give and take. Healthwise, you're almost guaranteed to be less than 100 going into M2. But you'll also be going into it with a shotgun and shells ready, possibly some armor, and maybe even a rocket launcher if you got the secret in M1. Not to mention that there's also two medpacks right at the start and a third medpack not too far away, and there's the soulsphere secret in the lava, meaning that's 50-175 health you can get back pretty quickly depending on your skill and map knowledge.

>> No.5533719


Nah, just sits there

>> No.5533721

Seems like it was a pointless endeavor to me. Fan blades aren't that thick.

>> No.5533748


I find sector art style stuff charming

>> No.5533765

Don't see much of a point in it myself. Maybe because it's the kind of detail I wouldn't go to such lengths to embellish with extra sectors.

I do too, though I'd scale back the thickness on them, because they look weird thick like that.

>> No.5533773
File: 59 KB, 1179x479, fan2.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, true, it looks better thinner.

As for the effort I don't mind it to be honest. If it's way too finicky then fuck it but this wasn't overly time consuming.

>> No.5533774

>im a fucking idiot
I want /3/ to leave this site. Worst board at 3d.

>> No.5533775

Eviternity lags at places like the mass of trees at the start of MAP12 and overlooking the main field in MAP11 even though I'm running PRBoom in software. Is it just that resource heavy?

>> No.5533782

Better pinball than FX3's Doom pinball

>> No.5533797

Evi's the first time I had to change my resolution to 640x480 for a wad.

>> No.5533827

Eviternity has some pretty demanding maps in the final episode, too, thanks to a few views that show a large amount of geometry in the distance.

>> No.5533895

Havent updated Gzdoom since 3.51, only did because of a mod of course, so has something substantial changed or is it just stuff that plebs like me won't notice like
>reset RF_NOINTERPOLATEVIEW when unpredicting a player.

>> No.5533907
File: 11 KB, 420x418, arg.png [View same] [iqdb] [saucenao] [google] [report]

Well I know it does not work.

>> No.5533925

use Hardware. It's much faster. unless you don't have a GPU.

>> No.5533932 [DELETED] 
File: 21 KB, 489x377, aaaaaaaaaaaaaa.png [View same] [iqdb] [saucenao] [google] [report]

sorry for all these posts, but it seems that GzDoom is not working for me anymore, regardless of pk3 or external iwads and wads.
Did this with 4, 3.72 and 3.72 vintage.
I start a new folder and it just hangs here.

>> No.5533948
File: 96 KB, 641x481, 42424242.jpg [View same] [iqdb] [saucenao] [google] [report]

Why it's so slow? 5 fps or something.


>> No.5533953

> Last Update: 2013-06-25
>All effects currently done in software (CPU).
>GPU tailored for Raytracing: 2018
Gee I wonder why, but I do wonder why nobody seems to have tried again.

>> No.5533963
File: 6 KB, 223x225, 1528819445617.jpg [View same] [iqdb] [saucenao] [google] [report]

>"Such clean graphics and even at 1080p, in 1999! I wonder how much those PC's cost at that time"

>> No.5533984
File: 100 KB, 250x250, 1462369877874.png [View same] [iqdb] [saucenao] [google] [report]

Okay I've got a pretty decent grasp at the basics of doom modding maybe I'll look under the hood of some prolific mods and--
Oh. There's so much shit going on here; I never knew.

>> No.5533994

keep digging and experimenting and you'll learn
i did

>> No.5534012

Using OpenGL rendering didn't help.

>> No.5534050
File: 3.47 MB, 1608x1854, file.png [View same] [iqdb] [saucenao] [google] [report]

What kind of CPU and GPU do you have? My 6 year old PC (Core i5 3570+GTX660) handled Eviternity on GZDoom +DAKKA (along with ambient occlusion, bloom and x2 MSAA) just fine with ~140 fps., and at about 300 fps in PRBoom+ (through GLBoom)

>> No.5534053
File: 2.71 MB, 3840x1440, Untitled-2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5534068

You're a champion Anon.

>> No.5534073

I just wanted to let you guys know that you are all my niggas. Even the annoying fags. I'm glad you guys are around to talk shop about God damn Doom and shit of all things. Even the guy going apeshit about Hexen. None of my friends even know that game exists.
You guys are awesome.

>> No.5534075

It's not ray tracing. Just some dumb fake shininess and post-processing filters. The author of this video is an idiot.

>> No.5534096
File: 228 KB, 1280x960, 1512711052523.jpg [View same] [iqdb] [saucenao] [google] [report]

Godrays is not the same thing as raytracing, you braindead moron

>> No.5534098

Did graf add godrays in latest build?

>> No.5534107

>using map11 as an example
Try map26

>> No.5534117

And instantly all those Doom Remake Overhaul mods just got 10x more obnoxious.
To think there was a time where you could play a game and not have 5 unneeded post processing effects constantly shitting up the screen.

>> No.5534129

Cool snow, is that standard in eviternity or do you need another wad/a certain build/?

>> No.5534131

nice glaucoma effect

>> No.5534134

with a n64 controller

>> No.5534168

Because the guy i replied to was talking about this specific place's performance?

Here's your map 26 anyway. It does not go below 50 on GZD or 70 on PRBoom.
For the most part staying at 100 in GZD and 130+ on PRB

Eviternity has some decorate and ACS based effects that only work in ports that support them. There's rain, snow and portal particles.
Snow is done through sprites instead of particles so it's about 4 times as demanding as it would've been as a particle spawner. Though IIRC it was done that way because particles can not be spawned simultaneously across the height range so when player walks around in a large open area or walks outside of building, he would see the snow suddenly beginning to spawn instead of there already being snow in the air. Only the closaest spawners to the player are enabled so it does not spawn in the distance

>> No.5534171
File: 2.24 MB, 1608x1854, file.png [View same] [iqdb] [saucenao] [google] [report]

forgot the pic lol

>> No.5534227

I miss the mouth tubes

>> No.5534242

Is it me or do D64 pain elementals not have soubds in meta doom?

>> No.5534265
File: 440 KB, 200x200, 27817e9378a38ac33189f46667e42751e069c66d.gif [View same] [iqdb] [saucenao] [google] [report]

where's your window title man

>> No.5534280
File: 418 KB, 3440x1440, 666.jpg [View same] [iqdb] [saucenao] [google] [report]

Realistic PBR blood.

>> No.5534281

Eviternity eats it.
It's GZD 3.8, I haven't updated yet.

>> No.5534285

>not using the 4.0
man, you're missing so much bu~ahem features.

>> No.5534291
File: 1020 KB, 1608x927, file.png [View same] [iqdb] [saucenao] [google] [report]

Latest devbuild (gzdoom-x64-g4.2pre-2-g6d1a85af3) - installed just now in different dir, copied config.
Shows 52 fps in OpenGL, but also 61-63 fps in Vulkan at that same moment
So I guess newest GZD+Vulkan indeed has better performance

>> No.5534293

not him, but i aint updating until the console and menus get their old, modifiable fonts back

>> No.5534294

Do you mean lazagna sauce?

>> No.5534308

How easy is to convert original (or smooth Doom) 2D weapons sprites into fake flat 3D models? I want to put PBR on weapons, but GZDoom doesn't support PBR on sprites.

>> No.5534325

Hm, what you want to do is first stick all the weapons on a same size canvas, like 320*200 with transparency except for where the gun is drawn. Then it's a very easy matter to apply them to flat planes. If you don't use a same-size canvas, you'll have to individually tweak modeldef scale and offsets per gun and you'll go insane.

Use this tool to generate the modeldef definitions with texture changes automatically. Go to modeldef generator tab and press F1 for documentation.

>> No.5534327

It would be too tedious. Wait until graf will add pbr/specular support for sprites.

>> No.5534347

freedoom should just ship with DTWID

>> No.5534353

He won't do it. PBR have been around for quite a long time and there's still no support for sprites. That's why nobody has made a proper PBR/specular overhaul, but we have tons of vasyan 3D model crappy "remakes" full of vaseline.

>> No.5534359

You gotta ask in other places, I suppose.

>> No.5534362

Just fist it regularly, the base melee seems as good as vanilla berserk

>> No.5534370

Dakka and champions.

>> No.5534372

It would be hard to have it look good on monsters, but it would be fantastic for weapon sprites.

Something else I'd also really like is for screen.drawShape and screen.drawTexture to have arguments to allow being lit by dynamic lights and whatever close to the player. With material support.

>> No.5534374


GZDoom 4.1.0 Released


>> No.5534384

2X Neural upscale + Smooth Doom + Proper PBR/Specular maps (not generated shrinkwrap shit) + Honte Remastered (or other wad with dynamic lights) would be cool

>> No.5534386

How can I improve perfomance even further, like get 120fps or similar.

>> No.5534389
File: 30 KB, 648x595, .png [View same] [iqdb] [saucenao] [google] [report]

>Notice: There is currently no Vintage version planned for this release.

>> No.5534398

oh boy, time to ignore it for a year until some wad absolutely requires me to upgrade.

>> No.5534405
File: 11 KB, 330x340, .png [View same] [iqdb] [saucenao] [google] [report]

>shilling old versions of gzdoom

>> No.5534410
File: 71 KB, 640x480, .jpg [View same] [iqdb] [saucenao] [google] [report]

>freedoom should just ship with DTWID
what did he mean by this?

>> No.5534414

>using gzdoom versions beyond 2.x.x
Enjoy your bloat, broken backwards compatibility and fucked up features ala Graf. He's turned gzdoom into the >darkplaces of Doom.

>> No.5534416

c'mon now

>> No.5534425

Get better hardware. All BSP engines get exponentially more demanding with the increase in scene complexity.
Or ask BloodGDX guy how did he manage to make it run at 1000+ FPS even in scenes that would make GZDoom drop from its usual ~200 down to 100

>> No.5534430

joke's on you, i have 6 different versions of GZD including 1.8.7

>> No.5534431

Graf is the main developer of GZDoom. He can do whatever he wants. You dont like the current features? Just stick with another sourceport, or even better, fork it.
>backwards compatibility
Sometimes the mods devs are shitty monkeys like sgmiv and can't stand with nice updates because they don't understand anything about coding stuff.

Everyone should kiss the ass of Graf for what he is doing for the community.

Get some help dude.

>> No.5534437

what about looking at the graphics settings?
there are like a doomillion options in there, disable post processing, filters, resolution, render quality, etc

>> No.5534438

>BSP engines get exponentially more demanding with the increase in scene complexity
>BSP engines
Wow. I've learned something new.

>> No.5534441

zscript was released way too prematurely considering mods using it break with almost every new version

this shit is not set in stone in any way

>> No.5534442

wtf, I love graf now

>> No.5534446

I've already lowered the settings to make it similar to "the original"
I just want to bork my eyes when I watch the fps count.

>> No.5534450

gzdoom should turn the entire level into a single static mesh 2bh

>> No.5534454
File: 351 KB, 634x827, 1552898448535.png [View same] [iqdb] [saucenao] [google] [report]

>This skybox
Pretty good anon. I think you need to stick with this low ceiling outdoor area idea, also maybe add a bit of shades and dark areas as well

>> No.5534457

I would like to see.

>> No.5534462

>oh btw I changed how this function works because the way it worked for the last 5 years was obviously a bug and unintended behaviour
>so what that all those mods that were using it in the past 5 years broke down, devs who might not even be in the community anymore should fix their shit themselves

>> No.5534480

It looks cool but I feel like it'd fuck the atmosphere of a lot of maps. I think the colored lighting and brightmaps of PSXDoom would be less of a pain to work with.

t. non-mapper and non-modder so I'm probably entirely wrong

>> No.5534491


>> No.5534493


>> No.5534495

>If we go for backwards compatibility at all costs the engine will become unmaintainable
Do you read what you post?

>> No.5534504

its called SHROOMS MODE

>> No.5534513

that's a typical Graf's excuse
have you actually read past that?
because past that lies bullshit like altering how pitch and the way it is transfered worked for the past few years because that apparently was not how it should've worked (but nobody noticed), so everything using several functions related to it made before 3.7.1 breaks
There was no reason to change that behaviour, those functions did not affect anything else and altering them offered no benefit to the engine's maintenability

>> No.5534519

Why don't you join the devs, then.
I don't excuse Graf for errors. What I absolutely don't understand is the hate to this guy.

Jesus. Now we have Vulkan in DOOM. This is a conquest.

>> No.5534528

the "hate" is mostly ironic, but it is based on loads of questionable decisions, and several shitfest dramas that stemmed from his poor judgement
Recent "why would anyone want to select a precise resolution? just stetch the window's edge lol." is a good example.

>> No.5534547

Although the lilith.pk3 debacle was hilarious.

>> No.5534594
File: 1.01 MB, 1024x768, 2019-04-28 19-47-42.webm [View same] [iqdb] [saucenao] [google] [report]

System Shock 2 style bounding box brackets, health and name display now in place for monsters. Should be able to do this with switches and doors too, so you can click-open them.

>> No.5534604

the hacker in samsara WHEN

>> No.5534605

Can you make a universal mod that only adds healthbar on top of enemies, but can work with custom enemies/replacers too?
There was an old one I think, but it worked only on vanilla monsters.

>> No.5534607

bros I can't find the name of one short wad, it was like a groundhog day but with an Imp in your house

>> No.5534608

Right after Caleb of course.

Yeah, sure that wouldn't be hard. Would you want it to draw over every visible actor within some reasonable distance, or just the one you're aiming at?

>> No.5534609
File: 302 KB, 756x686, 1521974606400.png [View same] [iqdb] [saucenao] [google] [report]

You are making a fuckton of progress, anon! I always knew you'll get back to work on your mod and I really hope you'll finish it eventually.

>> No.5534613

Probably the best would be to mimic some of the modern RPG/shooters, where it keeps showing you HP bar of the enemy you've aimed at for another ~6 seconds after you stopped aiming at him and switched targets. Would allow player to quickly scan over a group of enemies with all their HPs shown, but all unnecessary clutter would disappear quickly, leaving only HP bar of one under the crosshair.

>> No.5534616

EYE: Divine Cybermancy hacker that can hijack the minds of the enemies and make them turn on one another while chuckling from the dark corner

>> No.5534621

Got some help to get me past the one big scripting plateau of how to structure the UI and I also find myself with an abundance of energy. Smooth sailing right now. Might get caught up in bullshit like making arcade video games that run in the screens though.

>> No.5534628

That's sounds very sensible, and it would be easy to implement. I'll see if I can throw it together tomorrow. Will @ your post if I get around to it.

>hijack the minds of the enemies
That's a fantastic idea and it's gonna be a thing now.

>> No.5534645

>reports of actual performance increase with Vulkan on
so they're real.

>> No.5534656

if you haven't played it, mind-hijacking in EYE does give you direct control of the enemy, but it does so in an indirect way.
Instead of controlling a hijacked enemy same way as you do your player character (wasd + mouse for example) you get touch-screen like buttons for looking, basic movement and shooting and since you have 1 mouse that limits you to single action at a time, so while it's fun, it's also kinda cumbersome (which is the intent)
I think it would go well with the kind of interface you're making
esp if you find a way to make it work with custom enemies too

>> No.5534662

>Does Zandronum support ZScript yet?

Pfhaha, you must be new.

>> No.5534668

hello graf

>> No.5534669

Someone doesn't understand that they're watching a recorded demo being played through a modern port.

>> No.5534682


>> No.5534690

>licking the boot of the "REEE LILITH BAD" guy
Also, Mark's fuck up with his code is from awful grammer and shit like replacing a 1 with L
Not simply using certain code languages that suddenly stop working because someone said so
Graf probably doesn't even like Doom or its modding scene but he doesn't have another proper hobby or job

>> No.5534715

They seem to have sped up the loading time on startup greatly. In the 3.x versions it took like 7 seconds after launching to be able to do anything.

>> No.5534750

To be honest I'm really shit at doing shading in Doom, it should be super easy but I choke up every time.

>> No.5534761

Is it actually energy-conserving PBR or just a conventional specular shader? Is the source code for it available?

>> No.5534768
File: 231 KB, 1032x1108, hdr.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, does it make use of HDR?

>> No.5534785
File: 603 KB, 1920x1080, Screenshot_Hexen_20190428_131035.png [View same] [iqdb] [saucenao] [google] [report]

what does the vulkan do

>> No.5534790

a trick in vanilla doom i kinda like is raising/lowering sectors to replace other secters
>chainsaw secert in e1m2 where the toxic liquid vanishes
>that path to berserk in e2m6 where the floor lowers into the blood river
>that part in doom 2 map 12 where a river can show up in that brown liquid

>> No.5534795

What about a circular control area which works like a control stick if you click and hold, as well as some preset buttons for turning them +friendly, making them attack themselves, or simply freeze?

Activation of the effect would be through a single use inventory item.

>> No.5534796
File: 561 KB, 1920x1080, Screenshot_Doom_20190428_131954.png [View same] [iqdb] [saucenao] [google] [report]

do you like the shadowmaps

>> No.5534802

I'd like quake-style lightmaps please
Vavoom did it

>> No.5534805

>I'd like quake-style lightmaps please
may i see

>> No.5534828

Wouldn't really match well with Doom's style of lighting, unless you converted the static sector lighting as well.
Are they contact-hardening? Any specific implementation?

>> No.5534830

The GLSL shaders are in gzdoom.pk3 Here's pastebins of the main shaders: https://pastebin.com/uZWBeHGd https://pastebin.com/ZHWKtJGV https://pastebin.com/JREdWru0 https://pastebin.com/XCKGLcHr

I'm not 100% certain that it's energy-conserving. It looks to control the level of specular light added with a metallic level and distance, and then it adds that to the albedo "material.Base". It doesn't seem to fade between albedo and reflection as I understand energy conservation to work in PBR shaders.

It looks possible for it to exceed a 0-1 range because of it just adding specular to the base color and GZDoom has HDR capability with exposure adjustment and tonemapping.

>> No.5534854

>Needing vulkan
Yeah, come on

>> No.5534861
File: 606 KB, 800x684, graf basically.png [View same] [iqdb] [saucenao] [google] [report]

im not investing the time to care about it

get into the eviternity wad and delete the zscript lump to remove the weather effects

Its not though.
Realistic blood is dark and not shiny. Its kinda sickening actually. Watch an old horror movie from the 80s and youll understand, they got it right in alot of them.
dude this is like minced strawberry sauce

they dont make em like they used to.
also in some cases you can get into a wad and gut out the shit that doesnt work in a previous version.

No, we dont. He's doing nothing good for the community. Also openGL is a dumpsterfire.

>> No.5534863
File: 296 KB, 800x600, FOV 170.Fisheye.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5534865

so i won't forget the colors

>> No.5534874
File: 97 KB, 577x242, green.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5534883
File: 1.55 MB, 1920x1080, Screenshot_Doom_20190428_135128.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5534884

Why are your posts so fucking bad?

>> No.5534886

> how did bloodgdx guy
Its called efficiency and doing a good job.
How the hell do prime time video games from the mid 00s run so fast, its because of efficiency.

Ive also got a peculiar notion that engines these days should convert old 2.5d based maps into straight up idtech3+ full 3d map formats every time they're loaded (check MD5 to note if its different from cached version).

I think this "pretending to be 3d and then putting the goddamn gas pedal on the floor" thing, when the environment is pretty damn abstract and not 3d in the first place has something to do with the performance problems. Contortionism isnt the same as bunny hopping or surfing.

>tfw fov 350

>> No.5534887

Why did you reward him for his terrible posts with a (you)

>> No.5534889
File: 582 KB, 812x634, arch-jeb.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5534890

It works same way as dynamic lights work in GZDoom now, except it's pre-calculated and not dynamic, so it is much easier on the performance side of things.

>> No.5534894

CIP - Arcane Dimensions
even on a toaster most of the levels are pretty fluid, only a couple of them such as swampy will try to lag.

And I dont know for sure but I think there's alot more geometry in those maps than youll find in most of the doom maps even the more advanced ancient aliens style ones.
If they were in Q1/spasm im willing to bet they would run faster than they do in gz. And spasm actually uses gl which is the ironic thing.

>> No.5534896
File: 1.23 MB, 1920x1080, Screenshot_Doom_20190428_135021.png [View same] [iqdb] [saucenao] [google] [report]

is there a way to change the chasecam's position

>> No.5534904

>implying this isn't obvious bait
Fucking c'mon, guys.

>> No.5534907

chase_dist and chase_height CVARs. Anything more complex and you'll need scripting.

>> No.5534914

You're asking too much from /vr/ post-2014.

>> No.5534932
File: 2.97 MB, 800x600, gzdoom 2019-04-28 16-57-37-79.webm [View same] [iqdb] [saucenao] [google] [report]

It's just not gonna be what I want.

>> No.5534952

>Realistic blood is dark and not shiny.
That's partial horse shit. I know because I've bled a lot. Some blood is darker, depends on what gets cut, and how oxygenated your blood is. It's always shiny, because wet, but not mirroresque.
An accurate blood texture would sorta blend the two. Globby dark and spraying red.

>> No.5534954

Things like this are a bad influence on our children

>> No.5534969

Should have done High-FOV correcting barrel distortion shader like it is shown in here:
I'm actually surprised moden games do not do that.
Preferably made it customizable/dynamic depending on your actual FOV.

>> No.5534970

Are there any addons on D4T that change how some upgrades works?
Like, the completionist bonuses being turned into pick ups?

>> No.5534972
File: 1.73 MB, 921x1216, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5534975

Do you guys know of that Raven Software game Cyclones? Is it any good?

>> No.5534982

You need to combine this with some wobbly shaders and other disorienting bullshit.

>> No.5534985
File: 2.93 MB, 900x506, FUCK where'd he go.webm [View same] [iqdb] [saucenao] [google] [report]

Also it would depend on how fresh it is, how much there is, if it's a smear on a surface or a large pool, etc.
I've bled a lot too.

>> No.5535006
File: 2.60 MB, 1024x576, googly.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.5535012
File: 520 KB, 1024x600, spasm0002.png [View same] [iqdb] [saucenao] [google] [report]

I like the description of that webm

How the fuck do I get up there and fight the Wraith without being a cheating bastard?
I can get up on the roofs in one part, but I cant make it over there even with a grenade jump.

>> No.5535023

has anyone looked at adding a video dump feature to GZDoom?

Would be great to be able to turn demo files into good quality videos
>but screen capture software
not as good, though

>> No.5535040
File: 916 KB, 1000x662, file.jpg [View same] [iqdb] [saucenao] [google] [report]

The shotgun looks like an anteater snout during the pump animation.

>> No.5535047

Thanks bro I feel the same way about /doom/ to be honest.

I do have one friend willing to humor me.

>> No.5535049
File: 17 KB, 207x253, do you have a single fact.jpg [View same] [iqdb] [saucenao] [google] [report]

>Should be able to do this with switches and doors too, so you can click-open them.
Deus Doom when?

>> No.5535052

>static lightmaps in doom that respond to sector height
Please for the love of god somebody give me this.

>> No.5535073

I actually didn't realize that GLBoom is different than just using the OpenGL setting in PRBoom. Putting it in there gives me full framerate. My bad!

>> No.5535075

is there a way to enable autosaves only for hexen in gzdoom? seems like turning them off really breaks it

>> No.5535093

Guess the problem with new Doom's art direction is how it tries to expand the series but at times, makes stuff less interesting to the point it feels like the opposite of expanding it.
Sphere power ups are an example of this: they went from animated faces to just simple spheres with effects surrounding them.
It's as if Doom's design were already interesting enough on their own you could build up lore on that.
Sometimes i wonder if some of the ideas they put in the game are scrapped stuff from a different IP.

>> No.5535109
File: 1.42 MB, 1920x1080, Screenshot_Doom_20190428_160747.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5535113
File: 2.97 MB, 640x480, gzdoom 2019-04-28 18-57-08-84.webm [View same] [iqdb] [saucenao] [google] [report]

Much better.

Now I gotta figure out how to use the higher resolution texture I assume is generated when multisampling or whatever it was is enabled. Otherwise it just stretches out an anti-aliased image.

Also how to not fuck up the weapon sprite.

>> No.5535124
File: 584 KB, 1024x600, spasm0003.png [View same] [iqdb] [saucenao] [google] [report]

nevermind I figured it out
seems like a plain ol grenade jump was all it ook
turns out quad lightning wasnt too healthy for the wraith

>> No.5535145

the combo of filtered textures and half-scaled res is somehow really unettling
as if you are playing the game on lower res textures than they actually are

>> No.5535149

>sRGB conversion is just a pow 2.2
Someone smash these guys in the head

>> No.5535176
File: 659 KB, 1920x1080, Screenshot_Doom_20190428_165944.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5535178

proposition: week bans with the inability to browse the website for anyone who mentions the (((russian))) as well as the russian himself so that we can finally be free of this stupid fucking s*rais 2.0 tier drama.

So in other news, why the fuck is The City of the Damned Apocalypse so good and yet so fucking bad at the same time? Seriously, amazing fucking atmosphere, but the guns and gunplay is just awful. You can't just take weapons and monsters from Blood and a revolver from Rednek Rampage and call it a day. It wasn't even a survival horror, it was more like a "Survival Tedium" imo. I love the fuck out of the setting and atmosphere but absolutely have to play it with weapon mods like Final Doomer or, dare I say it, Hideous Destructor.

>> No.5535182

shut up this is the coolest ive ever made the game look, dont take this way from me

>> No.5535189
File: 624 KB, 1920x1080, Screenshot_Doom_20190428_165211.png [View same] [iqdb] [saucenao] [google] [report]

exhausted c.kid

>> No.5535193

Ooof. If anyone wants to edit their shaders replace it with this:

Linear to sRGB
mix(1.055*pow(x, vec3(1./2.4)) - 0.055, 12.92*x, step(x,vec3(0.0031308)));

sRGB to Linear
mix(pow((x + 0.055)/1.055,vec3(2.4)), x / 12.92, step(x,vec3(0.04045)));

>> No.5535203
File: 855 KB, 1920x1080, Screenshot_Doom_20190428_165719.png [View same] [iqdb] [saucenao] [google] [report]

quick question but what does this vulkan thing do anyway i don't keep up with newer graphic stuff i have it enabled along with hdr and so far i don't see anything new

>> No.5535204

Which expansion is this?

>> No.5535205

It's the new OpenGL or Direct3D as far as we need to know.

>> No.5535210

It needs to be made consistent down the whole pipeline.
Should preferably use sRGB textures and framebuffers to reduce some shader operations.

>> No.5535212

zdaemon for multiplayer doom, every thursday theres a survival(1-2 lives) coop server with newish maps

>> No.5535214

is eduke's polymer mode outdated?

>> No.5535226

Did you write that? Clever use of mix and step in place of if/else I didn't know about.

>> No.5535227

Fair enough then. Personally I think the low res textures look prettier without bilinear filtering.

>> No.5535228

Poor C. Kid, he got wrecked by a bara.

>> No.5535231

No, I found it in another shader and saved it. https://www.shadertoy.com/view/MlSGzR

>> No.5535234

It's interesting when you find a .wad which you equal parts love, and equal parts hate.

>> No.5535254

Any new roguelike / roguelite mods in the past few years? RoR2 got me wanted more of the exact same thing but, you know, fleshed out more and in Doom.

>> No.5535267

It always freaked me out as a kid playing all alone when the monsters would attack the level end camera.

>> No.5535276
File: 274 KB, 1920x1080, Screenshot_Doom_20190428_181331.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5535286

map? or oblige?

>> No.5535291

You gonna replace the mobs with some horrible witchcraft?

>> No.5535304

I wish there were a thread dedicated to the discussion of game graphics.

>> No.5535310

Reminds me of the Nintendo 64

>> No.5535326 [DELETED] 

Someone wanted to tell me using mix, pow, and step instead of just pow for converting to sRGB is going to jeopardize the performance of GZDoom.

This is exceptionally ironic considering the developers gave up on supporting older slower hardware, never mind how trivial the calculations are.

Then went on to say Doom isn't a PBR engine, as if to suggest the PBR features don't have to work right because it wasn't in the base game.

I had to edit my reply like 5 times and I still couldn't word it without being a bitch.

>> No.5535332
File: 1.99 MB, 640x360, WOBBLE WOBBLE WOBBLE.webm [View same] [iqdb] [saucenao] [google] [report]

That can be either a good or bad thing, depending on your tastes.
There's also filters which let you emulate the awkward point scaling which you'd see on Saturn and Playstation 3D models, looking all wobbly and stuff.

>> No.5535342 [DELETED] 

Tested performance differences between the two with a gamma-corrected gaussian blur GLSL shader.

With the correct sRGB conversion I got 150 frames per second.

With just pow 2.2 I got 151 frames per second.

And that's on a 10-year-old laptop with a mobile GPU with OpenGL 2.1 which shouldn't even be able to run the OpenGL 3.3 GZDoom 4.x releases.

But this evidence shouldn't need to be given for mix() which is just multiplication and addition, and step() which is basically boolean.

I'm so upset by these bad excuses.

>> No.5535359
File: 889 KB, 1920x1080, Screenshot_Doom_20190428_181302.png [View same] [iqdb] [saucenao] [google] [report]

the shadowmaps amaze me

>> No.5535387
File: 824 KB, 1920x1080, gKYmnTO.png [View same] [iqdb] [saucenao] [google] [report]

> https://forum.zdoom.org/viewtopic.php?f=19&t=13397&view=unread&sid=2474fd3fffac7a6d17772914f19556c1#p1101536
> hellforged (rebranded demon eclipse) updated to v 0.9
> episode 1 in full playable state
> version 1.0 coming later this summer

>> No.5535391

Fuck yes.

>> No.5535404

big if true

>> No.5535456

They're fucking awful. Until they are blocked by sectors, there's no point.

>> No.5535464

Yeah. It makes me remember it more. Someday I'd like my hateboner for this game to motivate me to learn how to replace every weapon in the game with a random spawner for the respective slot, kinda like how shit like Trailblazer or Samsara does it.

>> No.5535473

Yes and no. You gotta do some work for it.
1) Get DoomRPG and Doom Roguelike Arsenal + Doom Roguelike Monsters (Henceforth DRLA+M.)
2) Get the specific version of GZDoom this requires (thanks for breaking everything with every update Graf you stupid faggot)
3) Toggle the mods after configuring the launcher
4) If the game doesn't launch right, put -sm3 or -sm2 in the properties. I have zero fucking idea why this works but it does.
5) run the game.

NOW, for level generation.

1) Get oblige, obhack, and any other random level generators you find online.
2) Generate levels
3) ????
4) PROFIT!!!

It's about as automated as it can get. Keep in mind these levels won't be as fun as regular doom levels. Randomly generated levels are about above-average at best and really safe at worst, further enunciated by whatever you play them with. Hideous Destructor works quite well, for example, but that true roguelike experience? DoomRPG, baby.

>> No.5535486


absolute madman

>> No.5535515

>Until they are blocked by sectors

>> No.5535516


>> No.5535536
File: 999 KB, 1920x1080, sadow.png [View same] [iqdb] [saucenao] [google] [report]

Only impassible linedefs block light. So while light doesn't go through walls, it /does/ go through floors and ceilings.

>> No.5535538

this whole thing had me shaking

>> No.5535554

you are right
people are entitled little shits
no one owes you work

>> No.5535565

Would I be a fag for turning the difficulty down to HMP for Mount Pain in TNT?
I've tried for months to beat it on UV but I feel like I'd have to save scum to do it, the map is just so long with so many tough choke points. I feel like beating the map legit on HMP would be better than saving between encounters on UV just to play the last three maps.

>> No.5535571

this is nauseating and looks a million times worse than any ps1 game

>> No.5535575

I think you're using some kinda mod with it then because I dont have a problem in UV Mount Pain. Im not exactly a badass at these either, I get killed alot in modern maps.

>> No.5535591

Just save occasionally. I beat that map with Hideous Destructor, you can beat it vanilla, anon. I believe in you!

>> No.5535614

I'm playing on Chocolate DOOM without any mods. The map is just really hard for me. It has almost no body armor and a lot of tight corridors. I've gotten to the outdoor area a couple times but then got overwhelmed each time.

>> No.5535623
File: 2.28 MB, 448x252, 1449105927557.gif [View same] [iqdb] [saucenao] [google] [report]

>get to Unholy Cathedral with hideous destructor
Slightly tempted to skip the map purely due to the teleports

>> No.5535637
File: 1.99 MB, 400x278, level grinding.gif [View same] [iqdb] [saucenao] [google] [report]

Hmm its been awhile so I just went and tried it again and was even recording a demo. They really dont give you much health in this map. But I remember that was kinda a thing all throughout TNT, lots of health when you dont need it, not much in maps where you do.

But still I made it all the way to the end before I died. As usual it was an archvile that did it. But really there's not much to the map.
- use cover against zombies, dont let them get cheap shots in, when there's chaingunners move so there's a bunch of other guys in the way so theyll soak it up for you
- the red key area in the "disaster zone" I really just sorta ran through and when I came back I noticed a bunch of revenants there, so I just put them down at the top of the stairs. Didnt even know the key was down there until I came back, then I ran for it again.
- use the plasma gun on the revenants that are on the pedestals outdoors, dont forget to keep track of the lost souls, and do tap-fire on the chaingun to hit the chaingunners on the walkways. Dont be ashamed to run a long ways from the homing rockets to avoid them.

The shell boxes at the beginning I remember always dying at when I played it years ago, its a cheap shot, but the crusher is lethal and the shells should only be grabbed if you really need them.

As for the end part, meh, on that precipice they've got you flanked and you really need to rocket that archvile as fast as possible to get some wiggle room. Probably the closest revenant next.

>> No.5535652

Mount Pain is a really big map, I don't think anyone would fault you for making just one mid level save.

>> No.5535665

Here's the demo I recorded if you wanna see how I handled it. UV of course, didnt care how long it took, as I said the archvile at the end killed me. But I made it that far and this was only one attempt.
(recorded in prboom+ at complevel 9)

>> No.5535715
File: 171 KB, 760x640, battle rifle 16.png [View same] [iqdb] [saucenao] [google] [report]

Noticed stray pixels on this just now and cleaned them away while screeching.

>> No.5535716
File: 46 KB, 820x190, autosniper 005.png [View same] [iqdb] [saucenao] [google] [report]

And on this one too.

>> No.5535732
File: 271 KB, 1518x817, Screenshot_Doom_20190428_223845.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know any WADS that deal with a castle or a similar setting?

>> No.5535739

Bloodstain has some castles.

>> No.5535752

While I think playing entire maps without saving is insanity, especially with how every notable thing that comes out now is some huge behemoth, I also don't want to save every single time I win a fight. What do you guys think a bronzeman of sorts where you save only when you find keys? Any other ideas?

>> No.5535758

The proper lightmaps would do it the propper way (same they do in Quake), in fact I think dpJudas already showed regular shadowmaps that perform with passible linedefs and leave horizontal shadows.
It was not done in realtime yet because it has a very significant framerate impact.
However such impact would not be an issue for lightmaps which would be pre-calculated and baked only once per level load, which is the whole point of them - to make level light and shadows more atmospheric/true to light sources without sacrificing much of performance.

>> No.5535759

What's with the massive lightshow?

>> No.5535761

Can you do same but with non-retarded FOVs, like 100-110?

>> No.5535772

I think those awkward controls were set in EYE on purpose to discourage constant use of brainjacking by making it easier to go with conventional stealth or action approaches. This way brainjacking is only used when it gives significant tactical advantages or as a part of a larger scheme, without artificially nerfing it.

>> No.5535781

>you can't criticize something unles you can do better
well then you have no right to criticize (or praise for that matter) anything ever again

>> No.5535782
File: 2.95 MB, 640x360, Base Profile 2019.04.29 - [View same] [iqdb] [saucenao] [google] [report]

it's not that bad
just remember the teleport that lets you out of the central area is the one in the north-west corner

>> No.5535785

Did DPjudas implement radiosity/light bounce or just simple lightmaps?

>> No.5535795

He showed simple dynamic lightmaps like the ones GZDoom currently uses, but with respect to doublesided linedefs, so they look like actual RT dynamic shadows.
He showed some screenshots on Discord a few months ago, but actual implementation is still too performance heavy to actually use.

This is why I wish for the proper auto-generated lightmaps since those would alleviate any performance issues shadowmaps have, even if they are not dynamic. You can even bake ambient occlusion into them and thus save on performance, while getting better quality if you prefer such an effect.

>> No.5535798

LZDoom : https://forum.zdoom.org/viewtopic.php?f=231&t=62157
This is an example of fork for old users.

>> No.5535803
File: 81 KB, 130x150, battle-rifle-test-03.gif [View same] [iqdb] [saucenao] [google] [report]

The muzzle flash? I wanted those two jets there for the ports on a large compensator, as it's a larger caliber rifle (.308) and it would press the muzzle downwards to control recoil. I also wanted to convey the higher power of a gun like that, and make it feel more violent.

>> No.5535845

Thing is, direct FPS control would be hard to do without messing with the monster actor classes in any way. Like, what's even their attack? Could be a complex set of state jumps and custom functions.

>> No.5535862

or you could do it differently from the EYE and just strap camera behind (and slightly above) their heads, and disable their AI (I've seen a mod do it, but I don't remember which one, there was an effect that made any enemy static and return to their idle state, and it worked on custom mobs too)
There was another mod that made enemies search for player in his last known position by creating waypoint nodes for them to walk towards, you could use those to control the mob, by creating a waypoint right in front of him when forward button is pressed, reenable mob AI, then interpolate node position relatively to the mob, and removr it when button stops being held.

when it comes to firing an attack, create a dummy target in a similar way then aggro monster on it. so he would use whatever attack he normally does.

>> No.5535993

I was planning to do movement like that, but hadn't thought of dummy targets. Smart! Think I'll do RC car control over a cam though, since I think it'll be funnier. Can project an aim vector on the screen in front of the monster.

>> No.5536050
File: 2.96 MB, 640x360, drla.webm [View same] [iqdb] [saucenao] [google] [report]

is there anything comfier than playing DRLA with randomly generated maps?

>> No.5536052

Not accurate enough, the uv mapping is not affine.

>> No.5536069

This wobbly geometry thing reminds me of one time I tried shrooms.

>> No.5536075

>RC car
One step closer for an Ape escape mod.

>> No.5536078

Looks nice.

>> No.5536105

We'd need propper rolling and bouncing physics for that, or better yet directional gravity (Serious Sam 1 style)

>> No.5536109

how would that even work with collision boxes?
also how is the directional gravity handled?
is it a volume or a surface? what if you jump while going over a transition?

>> No.5536120

In Serious Sam 1 there are several secrets where gravity is distorted.
In-engine it is a point or a line to which everything in a set radius attracts.
If player jumps from normal gravity area into a radius of action of different gravity, then he will be turnet that his feet face it and will fall onto it instead.
To leave the gravity distortion he must either walk or jump outside of its radius.
If he jumps inside of its radius, then that gravity point/line still attract him.
There is a hallway that curves upwards, and player then walks on what shouldve been wall (there's a gravity line right behind that wall and radius covers both beginning and end of the wall

There's a cyllindrical room player (and enenmies) walk on (there are lines behind cyllinder walls)

In next-to-last level there's a big room with a giant sphere that acts like a "planet" (there's a point within "planet") that player can walk on , and to leave he has to jump from its lower hemisphere

>> No.5536123

I know anon

>> No.5536124

HD version was released on Serious Sam 3 engine, which does not support the gravity tricks of the original engine and thus all those secrets were removed/replaced

>> No.5536128

why it looks so fucking lo-res?

>> No.5536151

Overdue reply, but you can find most of maps on https://www.quaddicted.com/

Kell's website is also archived on Quaddicted: https://www.quaddicted.com/webarchive/kell.quaddicted.com/

>> No.5536153
File: 205 KB, 640x480, FOV 120.Fisheye.png [View same] [iqdb] [saucenao] [google] [report]

It's because it works by taking the rendered image at the screen resolution and then stretches it out. There's multisampling in GZDoom but I don't know how to utilize it to warp a higher res image and then scale it down to the screen's resolution. It's like using a fisheye filter on a bitmap in Photoshop, rather than using a fisheye lens on a camera.

Here's a screenshot using the shader set up to make the columns at FOV 120 line up with the columns at FOV 90. I've been setting the fisheye settings to extremes in order to get more peripheral vision.

>> No.5536162

Here's the shader for GZDoom. https://pastebin.com/vA1fGK9w

I don't know if you can add new screen shaders in GZDoom but for this I just replaced the lensdistortion shader's void main() with something more useful.

>> No.5536193

Caleb is a part of an addon called Extra Heroes, found here: https://static.allfearthesentinel.net/wads/samsara_extraheroesv1.1ob3z.pk3
La Tailor Girl has options to alter the chasecam's position if you want a point of reference.

>> No.5536206

I'm not seeing anything in the OP about enabling high quality music in Doom (Roland/CD audio). Any recommendations?

>> No.5536210

I think the formulas might be tweaked to produce less distortion, as shown on the >>5534972
The end result is much less distorted than yours, despite FOV being higher

>> No.5536231

Alright, I'll try again.
Gotta find a way to lure or kill the unfriendly in the central teleport area.
He blasted me before I could even react to either him or Baron #1

>> No.5536234

I wonder what Doom enemy sounds are possible to mimick with the human voice

>> No.5536258

I've tried mimicking Pinky's death sound more times than I would like to admit

>> No.5536269

whats your best camel impression?

>> No.5536317

>Not survival tedium
That doesn't make sense.

>> No.5536330

What's your opinion on Quake 1 difficulty? I just finished it in Nightmare difficulty but then reading about difficulties in the wiki, I see this point being made about 'Hard' being harder than 'Nightmare' because the enemies move more to make contact instead of constantly spamming long distance attacks. It makes sense, I'm not gonna replay it now, but if Hard is actually harder I'll consider playing the expansions in this difficulty instead.

>> No.5536364

>I see this point being made about 'Hard' being harder than 'Nightmare' because the enemies move more to make contact instead of constantly spamming long distance attacks
Shamblers and Fiends ought to be way worse in Nightmare then. Perhaps not knights or ogres?

>> No.5536389

Aren't death-exits usually when the next level isn't designed with carrying over your gear in mind?

>> No.5536391

t. hasn't played the game
or any tactical shooter for that matter

>> No.5536403

Talk about gun porn.

>> No.5536420
File: 917 KB, 1920x1080, Screenshot_Doom_20190429_113842.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else having trouble picking up shotgun shells and grenades with Hideous and Ugly as Sin?

>> No.5536450

thicc thighs end lives

>> No.5536509

Are the higher difficulty levels in Marathon worth switching to or just tedious?

>> No.5536594


>> No.5536597
File: 454 KB, 1024x768, Screenshot_Doom_20190429_194915.png [View same] [iqdb] [saucenao] [google] [report]

Think I'll have universal health bars to your description working soon. Currently wrangling dynamic arrays.

>> No.5536613

Fiends are worse in Nightmare for sure because they don't have long distance attacks, Shamblers not so sure, they constantly spam the lighting but leave a considerable window and avoid persecution, just like ogres and knights.

Quoting the Wiki for more info:

"The community often debates if Hard or Nightmare is the hardest difficulty in Quake. While attacks are more rapid and id Software intended for Nightmare to be the hardest difficulty, Ogres, the most common enemy, are considered by the community to be easier on Nightmare due to the fact that they will constantly be firing at the player. As they don't attempt to close the distance, this means they can be easily killed from a distance or from a raised surface. Other monsters with ranged attacks such as Scrags or Death Knights can be exploited, this behavior means they are more likely to remain stationary, which means it is much easier to Circle Strafe opponents. The lack of movement and the constant spamming of ranged attacks means players will not be surprised with melee attacks, this overly aggressive behavior is considered broken by numerous members in the community due to its more predictable behavior."

>> No.5536616

You first.

ps blender is for plebs

>t. Autodesk chad

>> No.5536619

is the alternate wiki being updated?

>> No.5536624

Working in Linear Colorspace is the only way to go

>> No.5536651

>They constantly spam the lighting but leave a considerable window
Isn't their wind-up time way shorter on Nightmare?

>> No.5536678

Total Carnage is the way the game should be played. If you're playing Marathon on anything below at least Major Damage you're doing yourself a disservice

>> No.5536681

Not sure, perhaps. My sensation is that the moment they see you unless you are next to them, they shoot one lighting after another, so its easy to hide and shoot from a corner.
I think in Hard you have to expose yourself longer and risk more being hit, and they might peruse you more intensely instead of shorting so much, with Ogres it happens exactly this I just circle shoot them so easily and they barely move or try to use the chainsaw unless you are right next to them.
No idea.

>> No.5536727
File: 123 KB, 1920x1040, Michael-Winslow.jpg [View same] [iqdb] [saucenao] [google] [report]

Some of it is modified voice samples. Some of them maybe you could do, but most of them probably wouldn't be possible for anyone but maybe Michael Winslow.

>> No.5536742

eviternity episode 3 (the snowy one)
even if a top-blasting v comp is whats intended it doesnt look good being unbalanced like that. Add two more on the bottom to make it an X and it will be great. The center blast already looks like a top hole even if its legacy.

>> No.5536747

>I've been setting the fisheye settings to extremes in order to get more peripheral vision
Doesn't it get weird and nauseating? Doesn't it kill the look of the game.

>> No.5536753

I think im gonna go back and beat mount pain for you in a demo. Im not going to speedrun it though.
> why dont modern gamers use COVER against gunshots?
Btw demos dont allow you to make saves, so even on the modern behemoths you have to one-shot them all the way.

>> No.5536758

>accidentally delete my gzdoom folder with all my iwads and soundfonts in it
>have to reconfigure fucking everything
i feel like a huge fucking idiot

>> No.5536762

Shoulda done it like Doom's Nightmare! mode, where enemies keep advancing but they stop to shoot a lot while doing it.

>> No.5536764

No, most of these are animal sounds from a stock sound library

>> No.5536768

I'm sure switching to the highest difficulty would magically improve the games dogshit level design

>> No.5536778

Doom's Nightmare mode is really hellish, while Quake was relatively easy, Doom in this difficulty rapes me constantly, I barely managed a few levels in Episode 1 and had to take it down a notch to Ultraviolence because I just could not handle it.

>> No.5536782


>> No.5536787

I didn't say upping the difficulty would magically make you like the game. I said if you're already playing it you should just bite the bullet and play on a harder difficulty because the game is designed for higher difficulties. Fuck off retard or acquire some reading comprehension

>> No.5536789

I mean the flash working like a strong torch. Looks like the gun's about to turn into molten lava.

>> No.5536814

Is it possible to run OBLIGE on a mac?

>> No.5536824

I have recuva (and immediately ran it once i noticed the gzdoom folder was gone), the weirdest shit is my gzdoom folder is just...gone, no evidence of it being deleted or anything. I started making a folder to copy over to my friend's laptop so we could coop some hideous destructor, put essential doom shit in it, then we decided to play something else entirely so deleted that folder. Come back the next day to play some doom and its fuckin' gone.
Its not too big of a deal, I've already got everything set up with the newest version of gzdoom and getting all my iwads back wasn't difficult, but its still sad to lose my saves and screenshots.

>> No.5536827

Metal reflects light, particularly big and intense ones. I find it looks more visually interesting if a muzzle flash bathes the gun itself in some light, how much depends on what kind of gun, a smaller and less violent flash I think would be more subtle in that regard.

>> No.5536852

I actually wanted to do a Y shape, with one jet on the bottom, but that wouldn't be visible, so I figured two ports blasting fire at an angle would work as a compensator, and make for something visually distinct from just a single flame at the muzzle.

I'm not sure I'd call it excellent, but it's an effect I wanted to try making, and it's different from a more symmetrical X shape. I might do something like that if I do a GPMG some day.

>> No.5536905

Its nice to want to do something but that doesnt mean its going to be good.
If the front part of the gun was mostly obscured (a-la plasma gun) you could do that and the mind would sorta imply that there were two more jets underneath it that couldn't be seen

>> No.5536921
File: 101 KB, 438x280, Examples.png [View same] [iqdb] [saucenao] [google] [report]

Different anon, but it doesn't look bathed in additional light. Instead it looks like firing the gun removed all light that wasn't red since the green and blue values all went down to about zero when the trigger was pulled. You can argue that your eyes will darken the area since it's very bright and that's why it happened but it wouldn't look like FF0000 red and FF0000 red doesn't convey brightness that well anyway.

In the original Doom sprites, and in real life, when it gets brighter it goes toward white since it's brighter than pure red. Also the guns never have red light but that's just style.

>> No.5536932
File: 69 KB, 600x612, OC cat.jpg [View same] [iqdb] [saucenao] [google] [report]

there anon beats mount pain for you
This reminds me of why I never play TNT anymore, its not that its hard, its that its tedious and alot of it is up to chance.
What id like to do is port Mill (18) out to an individual wad so I can load it in other wads. Its one of my favorite maps.


Protip: in this map the order that you pick up items is important. The longer you can go without grabbing health kits the better because as soon as you get that Berserk it makes all the ones you picked up irrelevant. Also there's nothing wrong with going downstairs into the muck area early on, you get PLSG and rocket and backpack, just skip the Berserk until later.

>> No.5536952

>but that doesnt mean its going to be good.
Is it that bad? From both the perspective of concept, and the actual execution, I mean.

>If the front part of the gun was mostly obscured (a-la plasma gun) you could do that and the mind would sorta imply that there were two more jets underneath it that couldn't be seen
That wasn't my goal though.

>but it doesn't look bathed in additional light
I think it kinda does. Maybe it could stand touching up with some highlighting. I don't want to lose too much of the original detail though

>when it gets brighter it goes toward white since it's brighter than pure red
Fair enough.

>> No.5536985

What are some Doom misconceptions you've had?
I used to think the Caco's were as big as the lost souls.

>> No.5536995

Do you have the same depth perception as a Cacodemon?

>> No.5536996

How could you possibly misconceive that? You have eyes. You can just see that that's not true if you ever play Doom.

>> No.5537005
File: 17 KB, 536x128, doom fixed sorta.png [View same] [iqdb] [saucenao] [google] [report]

yep but style is a Big thing for doom, the explosions in duke3d (even moreso in quake) are more realistically colored and the muzzle flashes in Rise/Triad are realistic.

They sure work well, but its because of a number of other factors combined with them. Their own style. Duke explosions have a heck of alot of frames. Quake explosions are dynamic and meaty because of the sparks and the sound effect. Rise/Triad muzzle flashes have angled gun sprites and the gunshot sounds have alot of bass.

Doom palette doesnt have a good expression of firey orange. And they fixed that right quick in Heretic, Hexen, and Quake. The orange colors in doom are abit more like an orange-cream smoothie rather than rusty fire yellow and the bad thing is just a simple palette alteration to those colors and they would be. And it would do the other orange objects in the game a favor too because they would appear bolder.

So there just arent the colors for it. But there's another problem and the reason the style of doom is a big thing.
It makes everything seem bolder and more pronounced. Because its different. If you replace the explosions and fireballs with yellow-orange-brown colored ones, and the muzzle flashes with brighter yellow-orange-brown ones just like fire does in real life.

>> No.5537021
File: 41 KB, 768x512, Additive-Example.png [View same] [iqdb] [saucenao] [google] [report]

>I think it kinda does.
The problem is that it actually isn't. It's not a matter of opinion or style. It's not even perceptually brighter than the idle frame, it's almost exactly the same oddly enough.

Currently it looks like it's reflecting a red object that has absorbed light and only reflected red, rather than reflecting an additional red light source.

>> No.5537029

This quick fix was really quick because ive done it before, pretty much shifted the Hues of the orange tones up from about 25° to 35° on the bright end. But then when they get darker I shift it down towards 20° and 15°.

That allows the yellow colors to meet the orange ones easier, and it allows the orange colors to be more distinct when they fade (and/or blend to Wine Red). Because the 22-25° Hue band is also occupied by the Flesh Tones and Brown those are also often used interchangeably for realistic fire.

For the example sprites the only color correction done was to the hands so they fit the doom flesh tone bands evenly. The muzzle flashes and the duke3d explosion frame weren't toyed with at all.

>> No.5537035

until recently i thought berserk went away when the red tint fades from the screen

>> No.5537086
File: 20 KB, 407x229, D32RA0.png [View same] [iqdb] [saucenao] [google] [report]

This came out a little better than I thought it would, combining doom style muzzle flashes with that palette tweak. But still you can tell that the doom palette just isnt suited for realistic flames and explosions.

>> No.5537117

Man, if it's one thing I didn't miss from that time then it's palletized sprites & textures for sure.

>> No.5537126
File: 42 KB, 754x549, MuzzleFlashes.png [View same] [iqdb] [saucenao] [google] [report]

And various classic muzzle flashes from a community sprite sheet recolored with some magic wand selecting and converted to the tweaked palette.

>> No.5537128

the level design is pretty good though

>> No.5537152

here's to hoping they come up with new ideas to make the chaingun not completely fucking useless for doom eternal

>> No.5537174
File: 50 KB, 200x200, w t f.png [View same] [iqdb] [saucenao] [google] [report]

Not really, the hangtime falling mechanic just doesnt work all that great. Clambering would be better done with checking how high the ledge is compared to where you're at - and if its above the threshold for smooth movement, but below the max threshold for pulling yourself up then you stick to the wall and move up slowly. As long as you dont stop moving forward.
I would've liked that idea in doom, and virtually any other fps game ive played. It replaces jumping realistically and it still lets you get vertical movement over low obstacles and get across gaps.

Anybody looking at the issue from a serious military obstacle course point of view would come up with something like this. If there was a jumping ability at all it wouldnt give you much lift (1 foot equivalent) and it would extend your clambering height a little bit. And you wouldnt be able to do it while moving faster than a certain speed, certainly not while running either.

GZdoom still doesnt have clambering, point of fact.

>> No.5537208

How useless was it?
I thought it was the PLSG that felt like a filler type weapon.

>> No.5537221

weapon mods are inherently a flawed system. because having a choice of two for each weapon means they have to rebalance the base weapon in a way to accomodate one AND the other, there is no "wrong" pick to make. but at the same time, you're expected to favor one playstyle over the other, which is a ridiculous prospect in a Doom game where you're expected to 'move and think fast' and not plan ahead on whether you want your target to die from a headshot or a megablast. it's kind of nil.

honestly I don't dislike the idea of having a branch of gun mods dedicated to doing one thing that the other cannot, but there comes a point where you play a game so much you fall into account of certain things pertaining game balance, and after a number of runs on Doom 2016 I just found asking myself things like 'why couldn't you just make the shotgun/HAR more accurate and ditch the triple burst and the sight scope? why do I still find enough mod droids to get BOTH modifications for each weapon? why wouldn't you be able to switch mods faster without the need for a suit upgrade?'

>> No.5537229

>why do I still find enough mod droids to get BOTH modifications for each weapon?
this is the one that really irks me. it's dumb and only really serves to pad out the game, to make you either replay the campaign several times over in order to unlock the masteries for each of them, or trudge up on and attempt to play with both at your disposal, which is also equally retarded. like why even bother giving the player the illusion of choice when you're just going to give it to them anyways?

>> No.5537241
File: 91 KB, 622x599, 622px-E3M5_map.png [View same] [iqdb] [saucenao] [google] [report]

just never use the teleports, just finish e3m5 with only keeping to the perimeter

>> No.5537247

When will we get an option to make weapons in DRLA a pickup prompt so you dont always have to pick up guns you dont want / lose a gun you want cus it just was picked up for ammo

>> No.5537252
File: 24 KB, 300x305, 1548471815129.jpg [View same] [iqdb] [saucenao] [google] [report]

the only viable solution i can think of to the gun mod issue would be to make both mods equippable at the same time

the IDEAL solution would be to just retain the base weapon functionality from classic doom and ditch the mods altogether but the modern gaming audience wouldnt take well to that, all they want the instant comfort of having 'conquered' the game by way of unlocks and grinding instead of playing just for fun or to get better. thats the biggest hurdle d2016 and eternal have to face, and right now its more truly jeopardizing to the experience than other things like arenas, level design and shit like how the monsters look.

I'm still gonna love and play the shit out of DE but fuck if you guys got me thinking.

>> No.5537260

the weapon mods also provide variety and having different altfires is always fun. Though I think getting the altfires could have been handled better, the mastery thing should be ditched though.

>> No.5537262

They could have the individual upgrades available as pickups instead of a menu selection. It removes some player choice, but allows for a controllable progression.
Either that or having 'A' and 'B' drones that give the respective upgrade slot for the selected weapon. i.e. if you already have the grenade launcher, you can't get the Gatling upgrade for the shotgun

>> No.5537286

Isn't Archvile a slowed down little girl?

>> No.5537289
File: 466 KB, 1920x1080, Screenshot_Doom_20190430_002023.png [View same] [iqdb] [saucenao] [google] [report]

what an unfriendly establishment

>> No.5537328


>> No.5537331

Speaking of what i mentioned about "fixing" glory kills, what if they gave it the MetaDoom route of having it so punching enemies drops health, even when they're still alive?

>> No.5537356

apparently in that slayer's club side, they made a top 5 doom demons and the entry for mancubus doesn't mention his cameo in d64, while the imp one did
i wonder if they watched that one video someone made where they also forgot about the d64 fatso
and if you win quizes in that site, they use that reaction image that was based off that planetside 2 image

>> No.5537362
File: 659 KB, 1024x600, spasm0005.png [View same] [iqdb] [saucenao] [google] [report]

Any way to get the murky screen tint back in quake when you're underwater?

>> No.5537364

Demonsteele + Chainworm

>> No.5537368
File: 907 KB, 1200x900, D5WqfDKXsAEoid0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5537369
File: 922 KB, 1920x1080, Screenshot_Doom_20190430_001727.png [View same] [iqdb] [saucenao] [google] [report]

Map 9 of chainworm kommando, home of the sector kebab.
Gameplay mod is demonsteele.

>> No.5537371

Most mods since 2.x.x have required the latest version of gzdoom though?

>> No.5537383

Speaking of Quake and underwater; was the water distortion/noise in Q1(in software mode anyways) a frame buffer/post effect or did the game move actual vertices, like Tomb Raider did its UW fx.

>> No.5537451

This is actually a pretty common one, id software even did that for Doom 2016. In the original games it lasts for the entire level.

Anyway, I just wish punches had a static upgrade every time you picked up berzerk, so that you could have ridiculous punching power by the end of a wad. At least then melee would be somewhat viable.

I guess I'll just keep playing Demonsteele and GMOTA until someone makes a gun focused mod with good melee combat tacked on.

Dakka was alright, had some nice combos you could pull off with the heavy punches and the anime speed punches.

>> No.5537472

do not play on anything under Major Damage or you will literally fall asleep

>> No.5537487

Quake2 Adrenaline Boost is the most fitting benefit. It can be done in zdoom by using some item benefit that was used in strife (+100% health and +1 maximum health). Except do it twice of course.
That way every time you get a berserk it gives you punch for the rest of the level, but it also increases your maximum normal health for the rest of the game too.

Ive modded the berserk to do different stuff before. Namely make you punch quicker (for about 50 damage) and lunge with your punches and about 1/3 of the punches were an auto-stun. Made it sound like a revenant punch. It was less DPS but it was more effective.

>> No.5537498

omfg I LOVED THIS WAD. Played the fuck out of this when I was 7 years old. Holy shit the sergeants with the helmet tube that popped off when they died and the neon yellow boots. Everything was amazing

>> No.5537509
File: 3 KB, 52x76, BOSSB1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5537525
File: 11 KB, 250x250, Window Face Spongebob.jpg [View same] [iqdb] [saucenao] [google] [report]

TekWar, Gloom, Gloom DELUXE, and GLOOM Ultimate aren't that terrible or bad.

>> No.5537546

How Green and Blue Armor worked. Until some months ago I genuinely didn't know they had different percentage values. I just thought the armor stat was all that mattered.

>> No.5537571

Memoirs Of Magic full release

>> No.5537596

I wonder if Pillowblaster has an IG, Twitter, Pinterest, or Gamefaqs account? I also wonder if you knows decorate just like he knows Zscript?

>> No.5537627

Melee in combined_arms is pretty viable. Most of the sets in final doomer have good melee too, and the melee in DRLA has the potential to get absurdly powerful

>> No.5537656

doesn't combat anything i just said

>> No.5537672

I'm trying to look for a certain wad/mapset. I don't remember the name but I think I remember it having a neat reload animation for whenever you pistol-start a level, the first level having a vent section and stuff decorated with hazard stripes, and in the hell levels you get weapons that make the player do the Heretic laugh when he picks them up. Can anyone remember or tell me the name of the wad?

>> No.5537673

I'm not sure why that matters for my sprites, since I don't use the palette and instead work with truecolor .pngs

>it's almost exactly the same oddly enough
Probably because I overlaid an all red copy of the sprite and used that as my base.
I probably should brighten it some.

>Currently it looks like it's reflecting a red object that has absorbed light and only reflected red, rather than reflecting an additional red light source.
I have no idea what you just said to me. Can you rephrase it?

>> No.5537684

who's gonna make the new thread

>> No.5537686

you know how people eventually took RPG maker and made non RPG games with it like no-rpg adventure, horror, etc? does the doom community have anything like that or is it just not easily doable with the tools available?

>> No.5537687

people literally recreated donkey kong country and mortal kombat 3 in zdoom dude

>> No.5537690

>he doesn't turn randomized sound pitch on
makes the SFX genuinely less grating

>> No.5537693

>shoots the plasma rifle once then turns it off
Unbelievably false post

>> No.5537694

How wrong.

>> No.5537702

you disgust me.

>> No.5537717

Ogres acting like stationary grenade repeater turrets looks too damn stupid to be intentional so I just play on hard
As you said, it also completely eliminates area control, or "footsies" you might even say, you must have when fighting multiple in close quarters

>> No.5537724

Marathon 2 has better levels but they're still rather "eh" compared to other games

>> No.5537725

looks like a clusterfuck full of fursonas

>> No.5537752

It amazes me that people put this much effort into some incredibly obscure weebshit that maybe 20 people will play or even understand. Like that entire star wars "chibi" mod. Why?

>> No.5537769

They made it because it was something they would like? That's pretty much the reason I'm doing my thing.

Like that was literally the rationale for the original game, damn be if anyone else would like it or not.

>> No.5537772

The dickgirl donut steel game was pretty fun in spite of its origins and terrible character art, so I'm willing to give this a chance.

>> No.5537774

Autism. For better or for worse. Models and textures are pretty good but I'm not sold on the gameplay yet, also the maps are fucking huge. Unnecessarily so times

>> No.5537820

>how dare people put effort into things

>> No.5537946
File: 485 KB, 1920x1080, DycF-VVVYAA0TbG.jpg [View same] [iqdb] [saucenao] [google] [report]

Whatever happened to that dude with the Genesis fps engine he was making? He said he had some schooling to get through. wonder if he abandoned it.
Pic unrelated.

>> No.5538035

I like to do ut2004 maps that nobody plays because the game is dead

>> No.5538134
File: 3 KB, 59x100, B1_fat_zombie.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5538172
File: 236 KB, 784x880, 1554689737569.jpg [View same] [iqdb] [saucenao] [google] [report]

So I've gotten back into DOOM recently and it's a fun time all around but I've also had a blast playing Brutal DOOM. I was hoping someone might be able why it's so hated. Like I see a lot of people just straight up hate that mod. Is it just purist being purist?

>> No.5538184

This bait is expired.

>> No.5538187
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>> No.5538193
File: 49 KB, 419x480, .jpg [View same] [iqdb] [saucenao] [google] [report]

>Notably, nine of the twelve new songs in this episode were later reused, in improved form, in Memento Mori.

>> No.5538223

>when I was 7 years old

>> No.5538227

I'm almost 27 and I remember playing Doom 2 like 20 years ago, and that was just the base game (and sometimes, a crude version of Simpsons Doom).

Lots of people played it a young age.

>> No.5538231

ok, i believe ya

>> No.5538235
File: 644 KB, 1280x1022, 1554683058282.png [View same] [iqdb] [saucenao] [google] [report]

Not everything is bait. I've just been living under a rock. You get a masters in applied mathematics and pay attention to all the drama online. So you going to tell me what pisses people off so much or should I just assume they dislike Iron Sights and call it a day?

>> No.5538238
File: 108 KB, 420x500, scared.jpg [View same] [iqdb] [saucenao] [google] [report]

bros, i've completely run out of creativity and dont know what to do. i cant even get any maps down past the first handful of rooms before i give up and close doom builder

>> No.5538240

Assuming you're genuine, because of daily "So what's the hate with Brutal Doom" that would frequently plague this general, less so now.
Go look up Brutal Doom in an a /vr/ archive and you'll get some ideas.

Now drop it.

>> No.5538243

oh boi, i'm here to cry with you

>> No.5538246
File: 475 KB, 886x670, 1556277667441.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5538247
File: 54 KB, 604x550, sadblini.jpg [View same] [iqdb] [saucenao] [google] [report]

we'll get through this

>> No.5538256
File: 125 KB, 1255x1004, 1554685922594.png [View same] [iqdb] [saucenao] [google] [report]

> now drop it
Acting a bit like an edgi boi there mom. But you at least gave me somewhat of an answer. So thank you for that. Would have been nice if you could have giving me a better summary then google it though.

>> No.5538269

Basically just nobody likes SgtMarkIV

My personal favourite, >showing disturbing amounts of comfort discussing the real gore he used for BD

>> No.5538272
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.5538273

i'd rattle his bones.

>> No.5538284
File: 81 KB, 500x398, 1554689672026.png [View same] [iqdb] [saucenao] [google] [report]

Fair enough, I can see the humor in that and why people might dislike it. Thank you friend.

>> No.5538316
File: 104 KB, 120x140, battle-rifle-new-flash-04.gif [View same] [iqdb] [saucenao] [google] [report]

Had a go at tweaking the lighting on the gun, but it's a bit crude looking. I should probably just redo it from the start to make it look better, but I feel I would rather just take what I learned to heart and consider it for future sprites, my hear isn't 100% in it by this point.

Free for grabs as always, if someone wants to do the flash better, they're welcome to, and you can also use it as a base for something else (maybe you think you could turn it into a cool raygun or something).

>> No.5538324
File: 587 KB, 933x720, 1456721126667.png [View same] [iqdb] [saucenao] [google] [report]

FUCK! I forgot the stray transparent pixels on the hand.
Oh well, they're gone on the sprite sheet.

>> No.5538330
File: 121 KB, 120x140, battle-rifle-new-flash-02.gif [View same] [iqdb] [saucenao] [google] [report]

Also one with slightly slower cyclic rate.

>> No.5538348
File: 332 KB, 1280x1024, abyssofpandemonium.png [View same] [iqdb] [saucenao] [google] [report]

Anyone eveer played "Quake: Abyss of Pandemonium"?
How was it?

>> No.5538351

try it for yaself niggy!!!!!

really tho, it's pretty nice

>> No.5538383

It has some pretty good levels. The bosses are retarded.

>> No.5538395


>> No.5538413

>You get a masters in applied mathematics
Maybe you should apply your analytical skills masterfully, put two and two together, and figure out why people are saying everything just shy of "go fuck yourself".

>> No.5538418
File: 637 KB, 3440x1440, 3333333333333.jpg [View same] [iqdb] [saucenao] [google] [report]

Rate my starter pack. List of mods in pic.


Already preconfigured with latest GZDoom 64 bit. Launch "PLAY DOOM.bat"

>> No.5538423


>> No.5538435

>starter pack
>bunch of faggot graphical bullshit
Absolute cringe.

>> No.5538437

>130 MB

Is it like Doom Zoomer Friendly Edition?

>> No.5538438

Rate my starter pack:


>> No.5538439

It has wadsmooth version.

>> No.5538450
File: 72 KB, 250x272, 1327470263360.png [View same] [iqdb] [saucenao] [google] [report]


it's shit

>> No.5538453

What's better then? Beautiful Doom seems worse.

>> No.5538456

There's already a p good starter pack here >>5538438

>> No.5538458


>> No.5538460

Too boring. It needs more fancy stuff like this https://www.youtube.com/watch?v=K67IngKI-eA

>> No.5538463

holy fucking shit that is so cringe. I know you're probably joking, but

>> No.5538469

There's more cringier stuff: https://www.youtube.com/watch?v=LxTmrroHSMQ

>> No.5538471

Okay, honest answer:
1) It is touted as "Best mod Evah" and "The Best Way to Play Doom" while it is not
2) It's creator is an asset stealing prick, that does not provide credits. At first when asked for credit list he just listed every sprite/sound and credited it to himself. After a shitfest of drama that lasted for literal years, He listed people that explicitly told him not to use their stuff in his mod as "contributors" as if they made that stuff specifically for his mod
That's ignoring all the other shit and drama he pulled

3) The mod itself throws balance out of whack, by making guns homogenous allrounders instead of them occupying niches, makes all enemies into glass cannons, while adding drawn-out death scenes that for some reason have to soack up bullets if you are fighting in a tight crowd

4) Ungodly fuckton of bugs many of which are not that obvious in Vanilla-limited levels or levels made specifically for BD in UDMF format, but crop up once you play a Boom-compatible map (aka 95% of usermaps out there). They existed for ages, were not fixed despite Mark's insisting that they were

Such as:
Somehow fucked up sound propagation - occasionally enemies can become aware of you much sooner than they should whih sometimes results in them infighting way before player even sees them, and player arriving to a place of supposed grand encounter only to find evereyone dead with few stragglers left.

Altered monster radius results in at least 2-3 instances of them teleporting out of bounds behind a wall per wad (if it uses teleporter conveyors). Also tight monster pens with open top result in monsters standing on top of them and starting fighting right away - like in Plutonia 2 map 28 two Cyberdemons in the red key area greet you right away instead of waiting for final showdown.

Cybie and mastermind walking around can somehow instigate infighting. Couple it with sound bug for sudden end of level if it's tied to cybie/mastermind death,
And so on

>> No.5538476

> haha cringe
grow up

>> No.5538478

bruh what the fuck is that

>> No.5538492

For a more visual indicator, the teleporter that lets you out has a strobe effect.

>> No.5538503

Honte remastered mappack loaded with old jDoom 3d models and generated shaders.

>> No.5538505


also newbread when

>> No.5538520

I know it's a shitpost, but I'm kind of in awe that anyone remembers JDoom.

>> No.5538537

this literally gave me a headache

>> No.5538538

I played this back in 2003 https://www.youtube.com/watch?v=FpUY59CaAJQ

>> No.5538552

wtf is this shit

>> No.5538596

New thread.


>> No.5538643

Its also badly designed and poorly coded but everyone forgets to bring up actual problems somehow
If only the proper arguements were brought more often

>> No.5538658

We go through all of those things every time that fucking bait is posted.

>> No.5538808

Has anyone tried Doom or Quake GearVR? Sideload VR is fucked so I cant see anything. Does DoomGVR work with the 3DOF controller like Quake?

>> No.5538815
File: 50 KB, 367x367, nofun.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5538985

they threw the word 'cringe' back when you were a kid?

>> No.5538991

lol fag

>> No.5539072

Grab the latest version of both from the gitbub by cloning in a zip file instead of going through releases. It's a bug with encumbrance.

>> No.5539145

>>>fucking Tekwar
shut up
shut up right now and don't ever open your mouth again

>> No.5539470

Gotcha, anon. Thanks.

>> No.5539551

Because it's fucking boring and filled with feature creep that never actually serves any real value to the gameplay. Anyone who thinks ironsights are the problem is a wannabe doom purist and not an actually intelligent human being who can be trusted to hold an opinion.

No, the real problem is that cyberdemons can be killed extremely quickly now due to weapon buffs, while being even less of a threat due to the extra mobility. Body shields are a gimmick that add almost nothing to the actual gameplay. Mark's levels are padded with ugly fluff that bogs down performance, especially when you realize his "maps" are mostly freedoom maps with more fluff and stupid shit in them than necessary. Then there's the fact that most of his monsters aren't even threatening anymore. Kicksliding breaks pretty much every enemy in the game unless they have some kind of attack like the Arch Vile. Jump kicking has the exact same problem except somehow worse because of the shittily implimented headshot system.

In short, the gameplay balance is severely broken, most of the features don't do anything, his code looks like spaghetti (look at it yourself, assuming you're smart enough to read it), and he's a massive egotist who can't take criticism, seen by his ranty as fuck nightmare mode message that complains about people on this board.

Maybe next time instead of dumping your dumb fucking /v/ folder and boring anime memes you could just post instead of fucking with the image limit for when people who actually have something of value to post in the thread come to post, faggot. You got a diploma in math and you can't use a fucking search function? Go get your money back from that college asap.

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