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5558560 No.5558560 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5552650

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.5558562

=== NEWS ===

[5-7] Two more Quake map jams, SM196 and Map Jam X

[5-5] GZDoom 4.1.1 released

[5-3] Introducing SM195, seven Quake speedmaps made in 24 hours

[5-1] Release of GZDoom 3.8.0 Vintage

[5-1] Memoirs of Magic now fully released

[4-29] Hell-Forged updated to 0.9, Episode 1 fully playable

[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

[4-19] 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

=== PREVIOUS ===


== PROTIP ==

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

>> No.5558567

unreal >>> quake > doom

>> No.5558584
File: 29 KB, 192x191, 138188789210.png [View same] [iqdb] [saucenao] [google] [report]

>doggos akimbo

>> No.5558592


On another note, does GZDoom support FMV in any kind of video format?

>> No.5558594


It's shit. I didn't reach even a half of the walkthrough because it was so boring, even though it was one of those games with fancy graphics that was running on my old crappy PC that supported only software mode.

Doom > Quake > Half-Life > Build games > Quake 2 > shit > piss > Unreal

>> No.5558595
File: 617 KB, 800x600, spasm0062.png [View same] [iqdb] [saucenao] [google] [report]

FUCK! He can't get up this path!

>> No.5558602

It used to but it was Windows-only (depended on DirectShow), and since no one really used it it was canned.

>> No.5558612

Could fake video playback if only audio could be played with a time offset argument

>> No.5558613

is there a quake map pack that revamps the original maps?

>> No.5558616
File: 47 KB, 800x450, 1528108682800.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5558627
File: 541 KB, 800x600, spasm0065.png [View same] [iqdb] [saucenao] [google] [report]

This map is kinda tough. I found a horn again and it gave me an Ogre, and then another Shambler. I'd like to think he's the same one as from before.

>> No.5558630
File: 568 KB, 800x600, spasm0066.png [View same] [iqdb] [saucenao] [google] [report]

Ogre doesn't last all that long (but did cut down that Vore). Shambler does a lot of the killing. I wish I could take him with me into the next level.

>> No.5558634
File: 648 KB, 800x600, spasm0067.png [View same] [iqdb] [saucenao] [google] [report]

Bye bye.

>> No.5558636
File: 171 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google] [report]

20 maps in and this shit is fucking impossible. Dying to the constant bullshit Archvilles and Cyberdemons and having to redo the entire hour long map is the worst feeling in the fucking world. What do I do?

>> No.5558638


give him a hug

>> No.5558642


>> No.5558665
File: 929 KB, 1920x1080, reckless.png [View same] [iqdb] [saucenao] [google] [report]

Replayed Rubicon Rumble Pack last weekend. I had forgotten how good levels they are.

Though, I probably should also play the original Rubicon level(s) at some point. If they're even remotely like RRP, I'm going to like them.

>> No.5558681

touch his ass

>> No.5558682

>What do I do?
try to enjoy games

>> No.5558717

Over 9000 lines of ANIMDEF

>> No.5558723

Heh I remember this one guy who was porting Killing Time to Zdoom, he was porting all the ingame videos as sprite animations... Always seemed like madness to me.

>> No.5558726

Some parts are complete bullshit, yes. It's like the some maps were designed with save scumming in mind.

>> No.5558729

Nah, it's better to use scripts to change textures/sprites/2d on-screen images to do it

You can use the picnum property to use textures as actor sprites without having to bother with sprite naming limitations. No rotations though

>> No.5558740

vegita, upgrade your scouter to 4.1.1

>> No.5558746
File: 31 KB, 411x310, shambler sweat.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5558749

Yo what nigga made the Doom episode 2 maps? They're fucking massive lmao

>> No.5558750

id games are overrated garbage

>> No.5558757

>It's almost like a big and grotesque Pikachu.
What about a mod that changes Shambler models to Pikachu?

>> No.5558762

>Quake over Duke fucking Nukem

>> No.5558768

Detective Shambler

>> No.5558772

muh interactivity
muh humour

>> No.5558775

Further delay of SIGIL to September due to maps still being unfinished. I guess Romero showed everything he had in his stream, which means only two completed short maps and a few more that had been started.

>> No.5558779

is he right?

>> No.5558783

It's one of the original esports related games

>> No.5558791

Ffs how did DOOM ever come out on time?

>> No.5558798

I stopped caring about romero
realized the community already produces far better content in a regular basis

>> No.5558823

Quake has better design. Duke levels are generic resemblance of real world.

>> No.5558828


>> No.5558829

Nobody cares, go bang some Ogres

>> No.5558842
File: 1.40 MB, 500x510, 1446414542932.gif [View same] [iqdb] [saucenao] [google] [report]

Some questions regarding Slade and it's options.
1:Is there a way to add vim keybindings?
2:Is there an option to set macros (I'd like to add a macro that compiles an ACS script when saved)
3:Can the editor add closing paratheses for every one I open?

I know this sounds super spoiled, I'm too used to modern editors.

>> No.5558856

Is there any versions of Smooth Doom with all sprites in png? I want to make a modified version, but I'm too lazy to convert shit.

>> No.5558858
File: 509 KB, 800x600, spasm0069.png [View same] [iqdb] [saucenao] [google] [report]

Well, that's Armagon.
Dissolution Of Eternity is better overall I feel, but even if Scourge Of Armagon starts a bit rough, it does get a lot more fun later.

Machine Games did an episode, didn't they?

>> No.5558873

quake is garbage

>> No.5558874

I like both but Quake does show off some of its development scars with stuff like how one episode has a final boss and others don't.
It's a good thing the expansions had some ideas id dropped for the base game, even if Q1/SOA/DOE don't really give you the "Lovecraft" feel as much as you which it did.

>> No.5558884

quake is garbage

>> No.5558887

>Machine Games did an episode, didn't they?
Yup, and it's pretty good, if a little uninspired.

>> No.5558891

The community produces slaughter garbage with Unreal style sprawling locations and annoying neon, magenta colours.

I played Hurt yesterday because I thought the first map of the author was interesting. Now the second map is the typical shit the community does. Big scale fucktard map with no proper progression, confusing layout with lots of unneccessary backtracking, awful new coding, and slaughter shit.

>> No.5558894

This guy is joking or is a retard.

>> No.5558898

Is SIGIL never fucking coming out?

>> No.5558901

Does Doomworld idgames have a tagging system for slaughterwads and otherwise?
Because if that exists, you can still find wads without that or at least in a small amount.

>> No.5558902

Yes, and the fact that it took you this long to see through romero's bullshit is incredible. He comes out of the gate talkin big shit and then he screws the pooch and doesn't even care to take care of it afterward.

>> No.5558904

Not until you publicly admit that you are Romero's bitch.

>> No.5558905

Look he's very busy with his gas station job ok?

>> No.5558915

quake is garbage

>> No.5558921

Yeah. Source.

>> No.5558935
File: 2.82 MB, 320x240, Star Wars - Dark Forces.webm [View same] [iqdb] [saucenao] [google] [report]

Anybody remember playing this back in the day?

>> No.5558937

Would there be a wad I can load with pretty much anything Heretic related that changes the colors of Gargoyle Leaders and Nitro Golems? I played one wad where they had different skins, and I never realized how fucky it was that you can't immediately distinguish a difference between enemies that shoot and enemies that don't.

>> No.5558951

make a pistolstart demo
> you cant save in a demo

>> No.5558962
File: 144 KB, 714x714, ohiopepeismostbasedpepe.jpg [View same] [iqdb] [saucenao] [google] [report]

Not actually, large levels are the Standard for FPS its just over the last 10 years or so people have been challenging themselves to make smaller and smaller ones because they're mapjunkies.
Big Maps are normal, small maps are deathtraps.

You're the first person ive heard complain about maps being large.

>> No.5558972

Every Episode 2 map is 4 times the size of Episode 1

>> No.5558991

Thats a good thing because they're labyrinthine nature gives you alot of stuff to do and places to go. The different architecture and non-techbase aspects were also pretty fresh, of course you didnt see any of it except in the Help screens unless you bought the game.
Alot of people just played shareware versions of games back then because their parents were tight or they disapproved of games and wouldnt bother ordering them. Because shareware often came with other samplers on CDs.
> stop playing that damn evil game and go clean your room

E2M4 is my alltime favorite doom1 map. Nobody will ever convince me otherwise. It also has a unique ominous music score that isnt used in any other maps.

>> No.5558997

Areas are also meant to be recognizable, which is what Doom has over Wolfenstein 3D (comparing these two is how you see why Doom is important and it was what it took to popularize FPS too)
Even with the automap, you can still remember how areas looked, even if they're not on pair with Duke Nukem 3D levels

>> No.5559008
File: 9 KB, 200x200, 8da.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5559014
File: 458 KB, 800x600, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5559027

Sometimes they intentionally weren't.
Slough Of Despair (E3M2) goes out of its way to make it hard to remember where things were and puts a cactus in your way to keep you from moving around fast.
But this is good level design. They even give you a secret weapon which doesnt work well in that level (plasma bolts dont like wall corners).

I think you have to run the game from a shortcut instead of loading it up from the console like that.
I dont remember dimensions of the past modding the SNG to shoot sprite projectiles but if its asking for an s_bullet.spr id go into the pak file with Slade and look for that "blue water bubble" sprite and copyrename it to match so it has a bone to chew on.

>> No.5559045
File: 431 KB, 800x600, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

I tried putting the Id paks in the dopa folder, and got this instead.

>> No.5559063

this is an unusual error and you may have to reinstall quake. Thats pretty easy but just saying
- redownload dopa
- redownload qspasm
- make a new folder and unzip qspasm and dopa into it
- copy the id folder to the new one
- go grab your savefiles and configuration file and put those there
- delete the old folder and rename the new one to the old one
Sometimes computers hiccup, image files for example degrade over time due to bitflips caused by radio waves or gamma rays. Chances are if you get fresh copies of the files its not going to give you issues that other people arent getting. Something video related due to hardware mismatches and requirements might be a thing. Having the game ask for assets its not supposed to isn't a thing with mods that aren't broke.

>> No.5559072
File: 582 KB, 800x600, spasm0002.png [View same] [iqdb] [saucenao] [google] [report]

I solved it, I was an idiot and copied the wrong .pak files.
One of them was a DOE one, I guess it wondered what/where the fuck the lava nails were.

>> No.5559083
File: 61 KB, 304x228, bangaio-2.png [View same] [iqdb] [saucenao] [google] [report]

Chalk me up to someone who doesn't like big maps either. Smaller maps (<20 minutes) usually have a faster clip of encounters, an economy of space that's more exciting to fight in, and are overall easier for me to build a map-long strategy. I think E4M2 is the best Doom 1 map, and Plutonia is the best IWAD for those reasons - the nonstop tension of quickly pushing your way through fight after is more interesting to me than long bouts of wandering. It makes Doom feel like an arcade game or a free-form shmup like Bangai-O, which are the feelings I like.

>> No.5559106
File: 642 KB, 750x751, my breasts wont stop growing.jpg [View same] [iqdb] [saucenao] [google] [report]

different strokes different folks

I like big levels for a few reasons
In single player it gives me the chance to juggle different things going on, I can move between areas and leave monsters to infight or wander around and thin out. Or I can go back and grab health and ammo from somewhere to deal with problems. Im not concerned about how long it takes me at all, im just fine playing a map for 1 hour plus. This is about strategy and survival horror.
> TNT map 27 "Mount Pain" was an absolutely huge level
> so is Plutonia2 map 23 "Aztec" and map 17 "Nuclear Horror"
> these maps can take at least 30 mins to beat even if you're hauling ass and know what to do.

I like big levels in multiplayer/deathmatch because it gives me room to sneak around and gank people in the ass. Im The Predator and thats my playing style and thats the way im always going to play FPS.
Maps like Lost Halls from quake 2 and The Warehouse to a small degree. And also the single player warehouse maps too, because im a big fan of the single player quake 2 maps being used in deathmatch. Most of those are pretty big.

>> No.5559109

No way man! Unreal is way too confusing.
Legit How do you complete the tower level? im stuck

>> No.5559123

you're gonna hate this, and thankfully it's the only time unreal pulls this shit
in the pitch black area with the bath you can get dumped into, there's a corridor that leads to the upper half of the sunspire

>> No.5559129
File: 2.02 MB, 215x323, 1522619776260.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks, anon. I'll look for it

>> No.5559137

Duke levels are the exact opposite of generic. At a time when FPS games were still mostly abstract mazes with keycard hunts, Duke had progression involving scaling rooftops, demolishing apartment buildings, climbing through vents, etc.

>> No.5559156

You go to the top?!

>> No.5559171
File: 618 KB, 800x600, spasm0008.png [View same] [iqdb] [saucenao] [google] [report]

Man, Dimensions Of The Past is gorgeous.

Kinda. I'd say Duke kind of crosses abstract stuff with quasi-realistic environments, for largely non-linear levels.
Does it very well, in a way I'm very fond of.

>> No.5559176

I've been to the top many times. My save might be bugged or something

>> No.5559185

if you're at the top of the sunspire then it should be fairly obvious
pull the lever in the crystal chamber, that calls down the floating chariot (for lack of a better name) that takes you to na pali

>> No.5559192

wouldn't mind if metadoom takes the life system from eternal and makes it work like dakka where it just resets health and maybe even make the player invencible for a while
only so the mod has a chance to be more fun with maps that have death exits
>only one life available
>maybe have a chance to spawn near soul/megaspheres
>if already picked up/used, the chance of it appearing again may or may not be lower
>it also has a higher chance to be found in secrets

>> No.5559194
File: 34 KB, 372x260, ௵.png [View same] [iqdb] [saucenao] [google] [report]

>chaingunners in open arenas

Send help.

>> No.5559203

OK I just wasnt seeing it until now. thanks again

>> No.5559220

I like how the cultists in blood all squeal like little girls, drop to the floor and start toddling around when they take damage

it's cute

>> No.5559240

No. Pistol start for you. Have fun.

>> No.5559241

tom hall really likes mazes and he designed most of episode 2 afaik

>> No.5559246

know your exits, run fast
if they're out in the open and not on a ledge then position some of them so they will be hit by the others, and shoot at the ones in front if they start shooting
they have such a wide spread that they will cause alot of infighting
but seriously, know your exits, GTFOuttathere

>> No.5559249

> tom hall was in with rise of the triad
> its literally nothing but mazes

>> No.5559250

yup, and pushwalls

>> No.5559294

Rott could've been a lot better with some better level design. As is it's pretty fun, but gets old after a short while.
When I was a kid the enemies pleading, playing dead, and rolling out of the way blew my mind though.

>> No.5559353

News regarding Sigil release. Brenda Romero replied to one guy who asked about it:

"The game has been done for ages. The manufacturer is waiting on one last thing - the disk. Should start shipping next week. The delay is out of our hands, unfortunately."

Source: https://www.doomworld.com/forum/topic/103430-sigil-new-romero-megawad-for-may-2019/?page=47

>> No.5559376


Today I will: Be a contrarian on 4chan

>> No.5559380

Ah yes the uniqueness of a brown drab shithole and military bases

>> No.5559390
File: 17 KB, 431x296, IMG_20190401_195327.jpg [View same] [iqdb] [saucenao] [google] [report]

one thing I'd love for Ugly as Sin to have is a more in-depth ration system that counts the individual meal components, and allows for the player to select and prepare each meal as a real life MRE ration, taking into account the nutritional value and cooking time of each of them.

imagine actually sitting down to set up the stove/flameless heater and picking out what to prepare to eat/drink in order to keep yourself up, or digging up a packet of peanuts on the go to keep your gums occupied.

would be pretty Nice.

>> No.5559391

If some insane ghoul fucker double tapped you out of nowhere im sure you'd be in stoic silence

>> No.5559396


>> No.5559397

I don't know about cute, but it certainly adds humor to the atmosphere and distinguishes them as human footsoldiers from the actual hellspawn.

>> No.5559412

>The community produces slaughter garbage with Unreal style sprawling locations and annoying neon, magenta colours.
Man you put it in words what I've been feeling for a while, though I'd have been less rude. I've been playing Eviternity and while I'm enjoying it, all the maps are starting to blend together as they all look very similar in architecture, merely changing the textures. It's like everyone started aping skillsaw. Really getting tired of it.

>> No.5559415

I find their AAAAH scream slightly haunting. Also that their corpses dissolve after some time (which doesnt happen with most other enemies barring the critters and mother spider) kinda hints that they are not fully of this world either.

>> No.5559417

Correction; Sandy Petersen retooled a bunch of Tom Hall's left over reject levels to save time, as he was hired like 10 weeks before the game shipped, being the new guy who wasn't familiar with the game or the software.
In hindsight, this was an excellent shortcut, because I think the 'realistic' proofs of concept which Tom was trying to show off, filtered through Sandy's abstract design sensibilities and classic D&D nerdery, made for some of the best levels. They're very much my favorites of ID's Doom maps, with the best aesthetics and atmosphere, and the most fun gameplay.

They couldn't do all that much with height (though there's some experimenting), and walls were still perfect 90 degree angles in square segments.
I think they did quite a good job with what they had, and Rise Of The Triad has a lot of Tom Hall's personality all over it.

>> No.5559426

>implying skillsaw was the first

Okay, listen up. People could say the same for mario rom hacks, you could very well say "waaah all the mario rom hacks are all kaizo clones, they're so hard with frame perfect jumps and inputs". Well, there's a reason for that, you think after 20+ years people want to run through extremely easy levels?

The same goes for doom, after 20+ years, the people who play doom are the hardcore fans who live and breathe doom. These people don't want to run through corridors killing 2-3 imps at a time with a pump shotgun, it's just too easy when you've been playing the same game for 20+ years you're definitely good at it. I for one LOVE slaughter maps because I can see the creativity put into a GOOD slaughter map. It's objectively more difficult to make a good slaughter map than it is to make a good non slaughter map, which is why I appreciate when they're good.

>> No.5559432

Dude. You post this on every fucking doom thread. Trust me, we already know.
>new maps bad, old maps good
>colors bad, new textures bad
>modern wads only good if made by Romero

>> No.5559434

You're reading a lot of things that aren't there in my post. I wasn't even referring to gameplay and I never implied skillsaw was the first. He was just the most prominent in my mind.
I just want something that looks different than an entire open wide map made of dark textures covered in neon lights, which Eviternity and a bunch of wads I've played recently are very guilty of.

>> No.5559436

Very good post.

>> No.5559441

Sounds like doom isn't the game for you

>confusing layout
Go play call of duty then, it's a nice straight line for you
>Big scale map
Go play call of duty then, it's a nice straight line for you
>magenta colors
you want the ugly puke colors that you've been seeing in ultimate doom and doom 2 for the past 2 and half decades?
>no proper progession
This is a buzzword, you don't actually know what you're saying. No proper progession? What you're not leveling up? Go play an RPG. I mean you're prgoressing by getting keys and opening up new areas of the map and getting new weapons

I'm sorry but everything you said is just plebian nonsense. You're objectively incorrect, and at no point in your inane rambling did you form anything that could be interpreted as a coherent and tangible argument.

>> No.5559442

You do know, that even the original Doom wads were quite colorful.

>> No.5559445

There's a middle ground between Doom E1M1 and "dude lock the player in a cramped arena that ends with archviles lmao".

>> No.5559446

Sure, it was consistently colorful throughout, but some modern mappers seem to have taken the Tomentor667 mapping style of adding borders to everything but with bright technicolor lights instead, and everything that's not that is just drab and dark.

>> No.5559448

>I just want something that looks different than an entire open wide map made of dark textures covered in neon lights,

I'm not even mememing , call of duty sounds perfect for you.if you don't like open maps with non linear structures.

>> No.5559457

what's the best way to play Heretic/Hexen?

>> No.5559458

yeah but there aren't that many casual players anymore. I'm not alone when I say I find it fun being creative in those crazy situations. It's always fair, there's always pillars for the archvilles, it's about gitting gud and preparing for the situation and playing it perfectly. There's always a dead give away. (square room, pillars, lots of boosts) You know its going to be an archie trap.

I have a funny feeling you play with save states. Try taking away the save states and then you'll feel the adrenaline as you walk into a big arena and are able to take it on. Eventually you'll start to learn how to actually defeat each enemy and in what order and with what gun. You'll start optimizing your gameplay and actually get good. I'm not joking when I say the people who complain about this map design are just not good at the game, because if you were good at the game you'd love the challenge.

>> No.5559464

with a puke bucket. Seriously those games make me nauseous.

>> No.5559469

go back to /v/ fucktard

>> No.5559473

>makes a valid point
>gO tO /v/ fUckTarD

Well, since you have nothing of value to say. Ironically, go back to /v/ brother.

>> No.5559474

at everything you don't like isn't a valid argument, sorry
post a wojak next

>> No.5559476

I don't even know what a wojak is. ;)

>> No.5559481
File: 95 KB, 1050x531, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5559482

a whole new generation gets to experience the Daikatana Effect

>> No.5559483

i like em

>> No.5559484

>yeah but there aren't that many casual players anymore.

As long as Doom is a good game and there are mods or new games that act as gateway drugs, there will always be new players who discover it and fall in love. I started playing Doom in 2006-7 when I was in middle school because Skulltag and ZDaemon multiplayer felt like Quake, which eventually lead to me playing ZDoom single-player and now has me playing PRBoom+ pistol starting with no saves. And I'm sure that not only am I not alone, but that there are still more people getting in on it starting from shit like Brutal Doom, or throwback games like Dusk.

And even people who play a game for a long time aren't necessarily great at it, nor does it mean that their tastes are always the same. Mapsets like Coffee Break or BTSX are highly regarded and never go into slaughter territory. Different strokes.

>> No.5559485

Chocolate Heretic or GZDoom.

>> No.5559489

>breaking the passive and factual style of writing to say "I've got a great demo coming up in the future"
Robot uprising confirmed

>> No.5559492

That's neural network generated text, not Romero's words.

>> No.5559498

I was just playing Ultimate Doom The Way id Did. It's quite fun wad. Challenging and innovative encounters without being slaughter. You might enjoy it.

>> No.5559501

I would be inclined to agree, because what you're saying does make alot of sense. But however, the statistics don't really help you on that one. The whole point that was being made earlier is that it seems like all wads fall under the difficult category. That means thats where the large majority of the demand is (yes of course the mappers don't get paid, so its not like ACTUAL demand) But the mappers receive criticism and feedback through comments to help them on their next map, and given the fact that hard maps are popular means that most people enjoy hard maps. Sure you're not alone, but you're in the minority. Which in that case, go play a different game instead of trying to get everyone to have your opinion and taste.

Or alternatively, start making your own maps

>> No.5559503

Except Romero doesnt have to switch engines and lead a team that never worked on a game before

>> No.5559517

I'm not the guy you're arguing with. I'm just saying that there's room for all kinds. There's difficulties like HMP and below for a reason, and the fact that non-slaughter maps or the most ballbusting get made at all and still win Cacowards and are regarded as notable or even great means that there's no prejudice in the community that considers easier stuff as unworthy of being played or recognized.

>> No.5559528

>"save states"
Do you think saves are a feature added to Doom like they were to emulators? The game always had quicksaving, and the original manual encouraged using them.

>> No.5559530

for hexen it's definitely gzdoom

>> No.5559536

Back when we were using mouse's with the little balls i them , or literally just a keyboard. Before people were good at videogames.

I'm just saying, I didn't like slaughtermaps because I was using savestates and it just seemed like i had to repeat a section over and over untill I did it, then it didn't feel as rewarding. But when you take away the save states your adrenaline skyrockets and you actually feel like you accomplished something by the end, because you could have lost all your progress at any moment. I don't care what old doom did, that's a false premise that you presented right there.

>> No.5559541

GZDOOM with Widescreen patch

>> No.5559542
File: 677 KB, 1080x840, 1498220706271.jpg [View same] [iqdb] [saucenao] [google] [report]

No! You can't leave him, he cares so much for you.

>> No.5559559

where can i get full quake for free?
i want softwarr rendering

>> No.5559562


>> No.5559564

>and it just seemed like i had to repeat a section over and over untill I did it,
Well I mean, you technically still are, just over a longer stretch of time.
I usually find if people want to not use saves at all, more power to them, but it's a bit of a tall order to ask of everyone when some maps take upwards of an hour to beat, I'll definitely make a save or two in the middle even though I generally try not to.

>> No.5559586

The game itself is finished developing, this is a problem with the publisher. In some hypothetical worst case he can just say fuck it and release it now.

>> No.5559598

Maybe he followed me home.

>> No.5559603

Is that a tail or a turd back there?

>> No.5559613

I don't know how you could argue that I'm not enjoying something more now that i'm not using save states. That's not up to you to decide.

>> No.5559618
File: 21 KB, 274x328, check.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone recommend a mod? Im trying to find one that adds new items but all I can find is weapon mods.

>> No.5559619

that's so general.

>> No.5559620

Carmack, who worked on Tomb Raider, was the head writer who created Doom and the main developer for Unity; he wrote the Doom Engine and worked on everything that has since been ported to Unreal Engine, Unreal Tournament, Unreal Tournament 2, The Crew, and even the upcoming Unreal Tournament 3. During this time he got to know many of the biggest names in the games industry and, after going from being very little involved in development to being a big player (the latter is a good thing), he felt he had everything to gain. Carmack even wrote a piece in the New York Times titled "Why I Was The First Person to Bring The Doom Engine to Unity." But it didn't just open up some doors for Carmack, a lot of other people thought that his enthusiasm was just an excuse to dump a little more money on a crappy piece of hardware that was barely good enough for a handful of demos.

>> No.5559624
File: 10 KB, 240x240, bootleg omegalul.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Crew

>> No.5559625

Do you mean too broad of a category?

>> No.5559630

You're suggesting other people do as you do, hence the second paragraph of my post.
Not to mention what you just say could just as well go for the guys who save after every encounter, really.

>> No.5559632
File: 6 KB, 145x145, 1549328007423.jpg [View same] [iqdb] [saucenao] [google] [report]

>the latter is a good thing

>> No.5559640

>widescreen patch

Is it for the HUD or what?

>> No.5559650

because g/zdoom uses actual rng and not a preset table

>> No.5559657

>>Crap-Life as OP pic
You have to go back

>> No.5559661
File: 41 KB, 600x542, cat approves of this post.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5559665
File: 82 KB, 873x655, shambler ass.jpg [View same] [iqdb] [saucenao] [google] [report]

Do Shamblers even have anuses?
They don't have tails I'm pretty sure, maybe he just sat on something and it stuck to his butt?

>> No.5559672


>> No.5559682

Blockmap bug. GZDoom hitboxes are effectively larger and more reliable compared to vanilla-accurate ports, where hitscan attacks could just go right through monsters sometimes. This means the BFG can land enough tracers on the mastermind that it's actually possible to deal over 3000 damage and oneshot it.

>> No.5559687

I actually also dislike large maps. I always try playing without mid-level saves whenever possible, and when a map gets excessively long I either need to compromise my playstyle or certain maps become horrible to play fucking Mount Pain.

>> No.5559702


>> No.5559709

Sounds nice, but it seems to be a GZDoom thing and I usually use more vanilla source ports. Saved just in case I use a wad made for GZDoom though.

>> No.5559725

>Do Shamblers even have anuses?
Probably considering id gave Cacodemons some extremely visible holes. The buttcheeks are probably just hiding it.

>> No.5559727


>> No.5559735

yeah they are based for recognizing half life as the cinematic garbage that ruined fps forever.

>> No.5559798

>not Warframe or Bioshock or TES

>> No.5559825


>> No.5559863 [DELETED] 

Half-Life is retro but Half-Life 2 isn't? Fuck off.

>> No.5559874

>a game released in 1998 is retro but a game released in 2004 isn't? Fuck off.

>> No.5559876
File: 120 KB, 1360x768, Screenshot_Doom_20190508_175145 dbp11.png [View same] [iqdb] [saucenao] [google] [report]

I did it. Ive defeated ronald mcdonald

>> No.5559881
File: 122 KB, 1024x600, doom02.png [View same] [iqdb] [saucenao] [google] [report]

Oh gee its another one of those maps where "you have to use infighting to kill enough things to make your ammo last" and also "here's some more skeletons if you wasnt satisfied with the previous lot"

>> No.5559882

from the thumbnail i thought you were using some kind of gameboy black and green palette/shader

>> No.5559886

> oh gee its another day where anon complains about slaughtermaps
come back when you have something more original

>> No.5559908

Using OBLIGE for the first time.

Why are all the enemies invisible?

I set stealth monsters to rare....

>> No.5559920

it's probably not even a slaughtermap

>> No.5559926 [DELETED] 

imagine defending one of the games that caused the cancer of modern gaming.
maybe you should leave.

>> No.5559937 [DELETED] 

they both have more in common with modern garbage than real proper retro fps.
they dont belong on /vr/.

>> No.5559939

The Thunderbuster in hideous destructor is amazing. I'm really fond of its shotgun too. Some goodass weapons there

>> No.5559964
File: 2.15 MB, 2448x3264, IMG_20190508_212837.jpg [View same] [iqdb] [saucenao] [google] [report]

The crops were hell this year, I tell ya what. Drought really ripped and tore us.

>> No.5559974

That's a pretty good helmet. Does he have plans for a full set of armor?

>> No.5559981

I refuse, You are not a mod motherfucker. learn to differeniate between cinematic FMV games and Half-Life Story telling.

>> No.5559997 [DELETED] 

>muh train ride
>muh corridors
>muh realism
>muh unskippable cutscenes

>> No.5560139

The first two levels are challenging.

The beginning of 3 is horseshit, you have to make a dive for a corner immediately and fire off a BFG to kill whoever's trying to pin you down. But then you can just explode the invincibility powerup with a grenade launcher and let the archangel help you mop up everyone else

You can just jump to the end but if you stick around (as with any level) you can find goodies

level 4 is way easier than 3, probably less than half the enemies and another archangel to free. Nothing to write home about

Unto the Cruel is pissing me off. I've got like 4 doorbusters but unfortunately the Cyberdemon still blocks the exit, so idk how effective those will be.

>> No.5560142
File: 360 KB, 1920x1080, Screenshot_Doom_20190508_212944.png [View same] [iqdb] [saucenao] [google] [report]

If 4chan let you just drag an image I wouldn't keep fucking forgetting mine.

>> No.5560154
File: 2.94 MB, 640x360, the night train.webm [View same] [iqdb] [saucenao] [google] [report]

If you've got berserk you can just beat a cyberdemon to death at point-blank range. The hard part will just be making it there.

>> No.5560183
File: 19 KB, 481x540, Alice_(Dilbert).png [View same] [iqdb] [saucenao] [google] [report]


>> No.5560203

What worked for me in Sever the Wicked is just booking it to the vulcanette and gunning down everything. I couldn't beat it when I was playing the whole game through so I did it recently as a naturist.

You can defeat the cyberdemon pretty easily if you've got a vulcanette, just find a good spot and unload.

>> No.5560214


>> No.5560216
File: 24 KB, 207x155, 3d-maze-2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5560223

I'm not sure Heretic lends itself well to slaughter maps but goddamn is it fun. I don't even know if it counts as a slaughtermap.

>> No.5560242
File: 545 KB, 1920x1080, Screenshot_Doom_20190508_221303.png [View same] [iqdb] [saucenao] [google] [report]

I just shot the invincibility sphere and let these units do it for me.
Gonna door bomb my way through Hell Followed since the object of this mod is to play it as little as possible

>> No.5560296

>since the object of this mod is to play it as little as possible
Wait, what?

>> No.5560313
File: 415 KB, 1920x1080, Screenshot_Doom_20190508_223944.png [View same] [iqdb] [saucenao] [google] [report]

Do y'all think I have a hoarding problem?

It's a joke, son.

>> No.5560319

how can you carry that much without grinding movement to a halt

>> No.5560328

Hideous Destructor sets the encumber multiplier to 0.25 as default and I didn't change it.

Although I probably should. Really, I'm not playing the real game without it.

Basically I figure I'll set it to 1 if I'm actually co-oping with people

But yeah the more I think about it the more I realize how much it affects the game. Having to choose which weapons to drag along effects your ability to deal with enemies later on.

>> No.5560394

I tried that once. none of my jabs hit. then he just turned around to face me and killed me so hard the game crashed on me.

>> No.5560404

that's because HDguy is a fucking faggot.

>> No.5560416

wtf is all that

>> No.5560417

He's carrying a shitload of guns

>> No.5560423

All the weapons except for the brontosaurus and the sniper and the double barrelled shotgun, an extra bfg, two extra pistols, tons of ammo for all, few grenades, few door bombs, rad suit, auto turret, rope ladder, backpack with ammo, health kit, berserk back, potion, stimpack
heavy armor

think that's everything.

The in game character, or the guy who makes the mod?

>> No.5560445

like basically all the cool shit you can do in HD, you'll need practice. just try learning the circlestrafing first. that's the part that keeps him from shooting and turning you into a smoking crater. all you have to do is hug the hitbox (remember that it's a completely static square, it doesn't turn to match the sprite's facing) and as long as you've moved out of the way enough any time he goes to shoot, he'll stop the attack and try to take aim again. once you've got the movement down, then it shouldn't be any trouble to add in the punches. you don't need to worry about maximizing your punch damage since the cyber can't even fight back as long as your movement is maintained. you'll get the kill well before berserk wears off, if you applied it just for the fight.

>> No.5560452

no I mean my punches didn't register.

>> No.5560479

Are you telling me that people who draw kids fucking are bad? My god!

>> No.5560486

a few months ago someone was complaining that quakespasm didn't have the weapons in the correct positions, what was the Quakespasm config for fixing that?

>> No.5560510


>> No.5560524
File: 2.93 MB, 640x360, technical difficulties.webm [View same] [iqdb] [saucenao] [google] [report]

you really have to be right up against the hitbox
as long as you get green sparks you're landing hits, it won't make a noise unless you land a particularly high-damage punch and it won't trigger pain unless it's a headshot

>> No.5560526

I assume he thought you meant HDoomGuy, and even then I don't know what the fuck he's trying to say. HDoomGuy draws tiddies, that I've seen.
Prolly just trying to stir shit like a fag.

>> No.5560558

Just look at his pixiv. Shit stirs itself.

>> No.5560571

k. i did.
turns out shit doesn't stir itself and you're a liar.

>> No.5560583

I would say he is in the minority, but that doesn't mean everyone is. One of the women in this discussion stated "I didn't mean the women. Those who draw kids have sex." I agree with him.

>> No.5560587

first time playing quake, should I go hard or nightmare?

>> No.5560592

brainlet here, how do you installed it

>> No.5560595

hard. Nightmare makes enemies behave in weird, stupid ways.

>> No.5560596
File: 2.24 MB, 480x270, 1551613699656.gif [View same] [iqdb] [saucenao] [google] [report]

>capable of exerting a speed of 320MPH while encumbered with heaps worth of weapons and their respective ammunition
>and maintaining said speed indefinitely
>able to negate any damage from high impact falls
>able to soar 100 feet into the sky dome via conveniently placed railings

just how fucking powerful is this dude's fuckin feet

>> No.5560597

hard for intended enemy behavior

>> No.5560598
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google] [report]

Shit! The global shitposting AI is corrupted! Everyone, now is our chance to rise up and reclaim the world from this hellish dystopia!

>> No.5560607

Gzdoom with software rendering.

>> No.5560615

get mark v for authenticity or quakespasm-spiked for compatibility, then put the id1 folder in the same directory

>> No.5560617

There's a an archive at the MEGA link in the OP.

>> No.5560632
File: 47 KB, 560x420, dims[1].jpg [View same] [iqdb] [saucenao] [google] [report]

How do you guys handle midlevel saves? Save whenever you want? Only have a limited number? Save when you have to stop playing and only open it when you come back? No saves at all?

I was pretty firmly against saving altogether, accepting the grind of just repeating a stage until I get it all right. But now that I've lately been playing maps longer than I'm normally used to, I've started to open myself up to the idea that it's alright to save during a level for the sake of learning how the level works, and then going for a full no-save rerun when I beat it. Sorta like playing an arcade game with lives/continues and then going for a 1CC.

>> No.5560638

I don't monitor myself, but I usually save before an obvious fight/ambush, and then after if I think I've done well enough (and continue on even if I didn't).
I don't care what anyone else thinks of me and don't feel the need to unnecessarily repeat sections I've already played through.

>> No.5560641

Best fantasy/DnD-like doom wads?

>> No.5560642


>> No.5560646
File: 28 KB, 239x258, 1523914399753.png [View same] [iqdb] [saucenao] [google] [report]

Do we have any texture artists who are looking for something to do?

>> No.5560649


>> No.5560652

Nope. Dude draws nekkid kids having sex. It's right there.

>> No.5560659

There's a particular satisfaction I get when I manage to get it all in one go without stops. It's sorta like playing a piece of music - knowing how to play every phrase individually is good, but it's not really a song until I can connect those pieces together into one complete performance. So saves or not, the ultimate goal is eventually no saving.

>> No.5560701
File: 2.46 MB, 1920x1080, 2019-05-09 04-52-04.webm [View same] [iqdb] [saucenao] [google] [report]

to that guy who posted that link to the skins, many of them are shit, but there is a small amount of very high quality ones

>> No.5560727

What's on your mind?

>> No.5560736

I'm making a tomb, it isn't very big and the player doesn't enter it but the big bad is inside it so narrative wise I wanted to have a texture that represents that. Big bad looks very similar to Corax from Hexen.

>> No.5560751

You mean like a single texture that fakes the perspective/view of looking into a room? I get it...uh I think.

>> No.5560754
File: 3 KB, 128x128, zombieman.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to figure out the math behind giving sprites hitboxes in 3D space and how such a thing could be implemented in GZDoom.

>> No.5560756

No no, I mean more like an edit with Corax on it.
It was more meant to be a hint to the player that the big bad looks like that to help the narrative structure of the level. If you're on the doom forums I can hit you up in a few months.

>> No.5560763

I used to think such a thing was impossible but Brutal Doom does it.
Mark is an ass, but holy shit I would beg, borrow and steal to get a work speed like his.

>> No.5560773

>I used to think such a thing was impossible but Brutal Doom does it.
brutal doom has each enemy periodically spawn "head" actors that only last for a few tics, are larger than the actual monster's hitbox (so you can actually hit it), and explode when they do damage in order to transfer damage to the monster they're "attached" to
it's buggy, leads to the head hitbox just vanishing whenever sgtmarkiv forgot to spawn it in (because they only exist for like 3 tics), and I wouldn't be surprised if there's cases where there's multiple head hitboxes for one monster at a single time

even within the constraints of zandronum 3, it's a terrible solution

>> No.5560774

Yeah, people familiar with programming have opened the hood of Brutal Doom and spoken of how spaghettified and hacky it is, but it works. Though fuck trying to learn from him that would be a nightmare.

>> No.5560776

Maybe with the same stuff behind brightmaps?

>> No.5560784


>> No.5560787
File: 71 KB, 281x497, dev3_1.png [View same] [iqdb] [saucenao] [google] [report]

A faster solution is to just check for the Y position of the hit, like Ion Maiden does it.

>> No.5560798

yeah but you can still miss their head and have the shot go harmlessly past and over their shoulder

>> No.5560802

>distributing a doom wad in PDF format

Woah. Is this a loophole to get around UK floppy licensing?

>> No.5560816 [DELETED] 

Didn't Toys'R'Us crash and burn?

>> No.5560823
File: 39 KB, 586x515, escalation.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5560831

Yeah, after map 20, it gets brutal.

I still enjoyed it a lot

>> No.5560838

RPGCodex is Neogaf tier.

>> No.5560861

Probably not worth the effort.

I think he means using an invisible overlay to calculate hit areas on a sprite, but the problem here is that this would be a nightmare to make work consistently and accurately.

It sounds like an easy idea at first, but then you start to realize it's Jank City.

>> No.5560921

What's your favorite era of retro shooters from a graphical standpoint?
Id Tech 3 does it for me.

>> No.5560965

Probably the 90's Build shooters like Duke, Blood, and Shadow Warrior, even though they don't have the aesthetic style of Doom that I love the most.

>> No.5560986
File: 672 KB, 800x600, spasm0003.png [View same] [iqdb] [saucenao] [google] [report]

I guess I'll just give it a go.

>> No.5561007

HL engine games

>> No.5561040

The UK has floppy licensing?

>> No.5561043


>> No.5561062


Do you have a license questioning license?

>> No.5561082
File: 67 KB, 800x600, deck16_1.jpg [View same] [iqdb] [saucenao] [google] [report]

For me, it's UE1

>> No.5561124

Why is there no Shambler plushie?

>> No.5561141
File: 12 KB, 644x354, unreal engine1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5561173

The Blood remaster is out.

>> No.5561179



>> No.5561185

Send that fucking wad to the ones who gave you money, and one of them leak it on the next day at least.

>> No.5561197

the most unrepresentative footage of actual gameplay i've ever seen

>> No.5561206

Seems exclusive to GOG?

>> No.5561210

GoG flipped the switch too early, it'll come to Steam too.

>> No.5561214
File: 13 KB, 490x28, file.png [View same] [iqdb] [saucenao] [google] [report]

Im wondering how this will turn out.

>> No.5561221
File: 188 KB, 720x480, 1265679945819.gif [View same] [iqdb] [saucenao] [google] [report]

>Kex engine
Kaiser worked on this, neat.
The trailer is very weird.

>> No.5561248
File: 14 KB, 480x460, d06d6d7cd3a087f.png [View same] [iqdb] [saucenao] [google] [report]

absolutely disgusting

>> No.5561253 [DELETED] 

post a link nigger

>> No.5561256

I miss team fortress bros ;-;

>> No.5561265

Contrarian faggot

>> No.5561272


it's blood

>> No.5561273

That's how ever game did headshots until SoF (at least that I'm aware of).

>> No.5561275
File: 99 KB, 1024x1024, D5eDKDSU8AA53Aa.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sees another thread saying that it comes out on July 15.
>Blood Remaster is out now.


>> No.5561302

Made To Order difficulty setting is a godsend. Nice to play Blood with higher enemy count without the bullshit cultist crackshottiness and the health boosts on everyone. Can tailor it to just how crazy you want it.

>> No.5561306
File: 9 KB, 63x106, danc.gif [View same] [iqdb] [saucenao] [google] [report]

I love that song.

>> No.5561313

It gives some Metal Slug vibes

>> No.5561324

Looks alright, I think I'll stick with GDX though.
It's nice if more people get to play Blood.

>> No.5561338
File: 269 KB, 501x483, FGTNGT(You).png [View same] [iqdb] [saucenao] [google] [report]

casual midget :^)

>> No.5561351

Garbage. Don't pollute the Doom thread with this excuse of a "game".

>> No.5561361

>Quake: The Offering
I'm sorry, what?

>> No.5561370

So this is the Blood port for the masses that now gets covered by every streamer/youtuber(and their moms) in existence.

>> No.5561376

>"Battle it out in local split-screen action"
>tfw no friends

>> No.5561387
File: 611 KB, 800x600, spasm0005.png [View same] [iqdb] [saucenao] [google] [report]

Man, Hard Mode doesn't fuck around. In a way, I very much appreciate that.

Who knows why they call it that, but it's the original game along with the two mission packs.

They don't include the music, however, so here:
Some guy on /wsg/ gave this to me, it's got the original Nine Inch Nail soundtrack for the original Quake, the new soundtracks for both Scourge Of Armagon and Dissolution Of Eternity, and then an adapted version of Nine Inch Nail's Ghost Album (which is open source/freeware, so to say), which he used for SOA, but I used it with Machine Games' episode Dimensions Of The Past, and found it fit quite well.

>> No.5561389
File: 807 KB, 388x470, 1556163740051.gif [View same] [iqdb] [saucenao] [google] [report]

Fresh Blood is up on the mega.
Get it while it's hot!

>> No.5561393
File: 38 KB, 1159x441, ignore the funny borkbork words.png [View same] [iqdb] [saucenao] [google] [report]

I recommend using Quakespasm for compatibility (whether or not you want to buy the Quake package or pirate it is up to you), then you would put each music folder in the respective game file folder (so the Dissolution Of Eternity soundtrack goes in a folder named MUSIC in the Rogue folder).
See pic related.

>> No.5561397

Mind if I mirror your link? I think the one on the mega only has the original ST.

>> No.5561398 [DELETED] 


>> No.5561406

Go ahead, my man.

>> No.5561407

is it a decent port? I'm pretty satisfied with bloodgdx so far but i might give it a shot

>> No.5561412

Fuck off Atari. Or should I say Infrogames? Go away before I say it backwards.

>> No.5561415


>> No.5561416


>> No.5561440

>Doom thread
This has never been just a Doom thread.

>> No.5561463
File: 67 KB, 774x767, sfvulm9Wfe4oHvXbia0GMHs9YcCukSDSydLEqyn-vo8.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know. it feels a tiny bit off, and the screen feels like it was cut in half for some reason. I've been feeling out of wack all day today so that might be what's throwing me off so who knows.
It's free to try I guess, lol.

>> No.5561467

Will this come to Steam? I only buy games on Steam.

>> No.5561471
File: 19 KB, 500x164, KDIZD_logo.png [View same] [iqdb] [saucenao] [google] [report]

12 years later, and no Doom mod in my opinion has had greater gameplay, fantastic level design, and the amount of polish put in than Knee Deep in Zdoom. I know its controversial, but to me its still the best thing the Doom community has ever given us. Its a shame we'll never see a sequel though.

>> No.5561472
File: 79 KB, 1024x725, tx4l8k5jkmw21.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some notable console shooters? Been feeling bored and want to update the mega with more varied shit.

>> No.5561473

It's already out.
Now the question is which port is the best one

>> No.5561485

Ok so here's my first discoveries/impressions:
Lighting is more acurate than nBlood/GDX.

Sound is botched by interpolation, and is muffled. Not to the same degree as Duke World Tour did it, but noticable, especially if you compare it side by side.

Radius of actors is reduced for some reason - you can get into zombie/cultists face much closer than the original (at the same FOV setting). As a side effect - jumping on things like Tombstone is a bit harder since it's radius is narrrower, and at some point I fell "into" the voxel model which didn't happen in the original/fan ports since the edge of the tombstone was rigid as well (it is immaterial in KEXBlood)
IDK how it affects hitboxes.

AI is altered significantly. Cultists try to surround you, but end up running away from you some times, overall move more and shoot less even on highest difficulty.
Zombies a bit smarter about their pathfinding.

>> No.5561492

Depends on the size and difficulty of a level. If it's a standard, 5-15 minute level, I don't even feel the need to save. If it's an epic sized map or something brutal with constant lockins, I'll be saving.

>> No.5561493
File: 11 KB, 236x219, 1520228391640.jpg [View same] [iqdb] [saucenao] [google] [report]

>trailer doesnt play type o negative
missed opportunity

>> No.5561498

So, basically, this "remaster" is 100% pointless?
Fucking kaiser.

>> No.5561502

"Made to order"? Is that something from the remaster? BloodGDX has custom difficulty mode too but it's just called custom difficulty.

>> No.5561514
File: 99 KB, 1920x1080, shot000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5561525

whats controversial about it

>> No.5561532

Jesus, that's really too many options. In GDX it's just "enemy count, enemy damage, player damage". All those variables should be left to modders to change, otherwise people will play the game and think of it as vanilla but have a quite different experience from others.

>> No.5561545

Something to do with being bloated and exaggerating on details and content.
If you're familiar with Tormentor, you know what to expect from this and Blade of Agony.

>> No.5561550

my only gripe is unpleasant map layouts

>> No.5561559
File: 256 KB, 1024x600, doom03.png [View same] [iqdb] [saucenao] [google] [report]

> size and difficulty
speaking of which I just downloaded the 1024 maps again so I could play them on PrBoom+ and make personal demos.
Thing is... now the Shootable Switches that you need to use to get anywhere in the beginning maps are no longer working. Shoot the switches does nothing and you cant flip them firsthand.
(In fact there are no bullet puffs appearing on them either and doomguy does not UNF when trying the use key)

got the files fresh from idgames\
readme says they're boom compatable

Usually when I get past a hard chokepoint and also whenever I kill a Cyberdemon.
I also do it when I pull off some trick like managing to make a speedy run to a secret switch, jumping over a chasm or dodging fast enough to escape a teleporting horde.

Basically, I save after the Difficulty spikes to overcome them. Because of the random nature of combat in the game thats where the sense of accomplishment kicks in, when the success is locked in.

>> No.5561565

How the fuck does SBARINFO work? I want a small as hell Hud, similiar to the alternative one.
It should only draw health, keys, points and ammo for the current gun.
I can't seem to figure it out.

>> No.5561578

To clarify, for my mod. I know the alt hud can be adjusted the way I want it to be.

>> No.5561580

I only know ps2 shooters which are not retro.
Black, Timesplitters 1&2

>> No.5561584
File: 14 KB, 546x812, ahhhhhh.png [View same] [iqdb] [saucenao] [google] [report]

I dont know how the BD author does it but the easy way (if you can implement it) would be to have separate actors which each have a Radius/Height associated with them. And then pass the damage they take to their "master" which is the monster.
With several that are maintained at different heights you could make each one take different amounts of damage from different damage types, higher or lower painchances (so a leg shot could put them on the ground due to damagetype.pain).
And likewise when it comes to Headshots you would have a smaller cylindrical actor (like Radius/Height 3 basically) which you can have the high damage multiplier on, or even do special stuff like get punched in the head and they have a high chance of being knocked out.
(and non-damage effects like if you take a headshot from a noble fireball having fancy screen colors, or even being instakilled and turned into a lost soul)
OG Xcom games used a similar system, at least for building a 3d model of the terrain (LOFTEMPS) which you never got to see, so that shots could be blocked or let through depending on that model of the terrain and registering the effects on the sprite based tiles.

The main thing I WANT to use it for is separating the hitbox from the collision detection so the standard monster radius doesnt have to be touched (wont get through bars and tight spaces) but their size when it comes to Shooting them will be smaller.
Monster or player with Radius 16 would still need a size 32 hole in map geometry to get through.
But the actual hitbox might be Radius 8 or 10 which is about 2 feet wide... much more realistic and also ignoring grazing hits since demons (and the player) aren't going to take any meaningful damage from those (heck a grazing shot with a rocket isnt even going to make it explode).
It would also nerf shotguns abit because everybody would be thinner, making you have to get a close up solid shot on them for the full damage.

>> No.5561615

port the AI fixes and palette changes to GDX and we're good to go.

fucking 10 bucks for a 20 year old game, hah, nah.

>> No.5561619 [SPOILER] 
File: 50 KB, 640x504, 1557428462783.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope you guys don't mind if I post this picture here.

>> No.5561620
File: 93 KB, 700x394, rotld_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone complains about the maps but thats not the problem with it. The map geometry is fine. And as tough as it is, the final map is in line with modern gaming. The problem is enemies and guns. And no infighting.
(I would also point to the forced end-of-level tallies and the fact if you pistolstart at a later level your total-collected is off. Any way to turn that shit off would be great)

There's alot of different types of Imps and it takes away from the game alot . I think they should mostly just be slightly recolored translation string imp that throw varying kinds of fireballs. And the fireballs should all pretty much be yellow or red none of this blue and purple shit.

I appreciate the red horned demons but making them leap like that isnt all that great. The A_recoil feature can be used to make them lunge a little when they get close so you cant back off from them. And if they toss themselves in a pit, check if their target is above them, and if so have them lob an arcing fireball up at it.
Also the HK should be a translation recolor of the Baron so the doom2 image assets dont have to be included in the game.

- fuck the rifle, give the player a plasma gun or bfg.
- fuck the grenade launcher, give the player a rocket launcher, or a modified rocket launcher that can do an arcing shot altfire that explodes on contact.

Ive been meaning to come up with a fix for all this but ive been lazy about it.
Does this give me a meaningful worthwhile project to work on? I dont know.
I could fix these things... but I dont think other people care as much.

>> No.5561632

i dont know about how quality the actual port is but zdaemon is the only one that ever has active vanilla doom dm servers
zandronum is all megaman cancer and shit

>> No.5561638

is that from simploo?

>> No.5561645
File: 2.88 MB, 512x384, Base Profile 2017.07.30 - (no sound).webm [View same] [iqdb] [saucenao] [google] [report]

They can hide the HUD all they want, but it is too obvious that whoever is playing has god mode enabled. They should have went with the "prepare to die"-aproach to their marketing IMO.
Nice music remix though.

>> No.5561647

who knows I found it somewhere
But I still need my problem fixed with the 1024 maps.

>> No.5561670

see >>5561197

>> No.5561675

Will the Blood Remaster work with REALLY old PCs? I'm on the toaster to end all toasters (early-ish Windows 7). Is that just not gonna happen or what?

>> No.5561679
File: 131 KB, 965x208, simploo.png [View same] [iqdb] [saucenao] [google] [report]

simploo is this guy who i think made some doom 4 sprites based off the models but now he's making them stylized
i'm not sure if they're even finished but they look cool

>> No.5561693

Do it. If you can make KDIZD better you should.

>> No.5561701
File: 478 KB, 1280x720, Screenshot_Doom_20190422_003516.png [View same] [iqdb] [saucenao] [google] [report]

Also that reminds me that I need to polish up the Suicide skin a bit.

>> No.5561717

Oh, the things I'd do if I had access to its source code...

>> No.5561723
File: 83 KB, 130x150, 6.gif [View same] [iqdb] [saucenao] [google] [report]

I agree with you, I feel like 2 years ago though that kinda stuff wasn't as prevalent, I could be wrong.

I actually started out playing on ZDaemon and then a friend recommended me to try out Zandronum. I use to just play on those Invasion UAC servers that had the supergun wad.

>> No.5561737

I really dislike the look of the Quake 2 and Half Life era, with all the low-res textures ran through shitty filters that you often couldn't disable. Unreal's textures look outright bizarre.

>> No.5561741
File: 99 KB, 1280x800, logo1.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah but he didnt make rotations for them, so they're not really sprites. Until I see full animations of them im declaring that they're just doodles and its a nothingburger.

Yeahhh but like I said people keep complaining about the Level geometry instead of the gameplay. So I dunno.
A few of the things I would do with it is
- Take the pale imps and give them an archvile attack instead of that stupid halloween ball they throw. Less damage but they'll hit you twice with it if you're exposed. Also possibly conjure up limited lifespan lost souls.
- Ill give the stone imps a Stone to throw at you over short distances so they're not useless down in a pit.
- Imps that throw the blue fireballs are going to start throwing Revenant Rockets, less damage maybe but still lets keep the theme right.
- Faster Satyrs because they have to gain something over imps for losing the ability to throw fireballs.
- Rapid Fire troopers are just zombiemen who will fire several times in a row and then stop.
- SSG will only do 14 pellets worth of damage to help preserve difficulty. But make it shoot faster to compensate, and I would use D64 graphics or something like a quake double barrel type of animation.

And the rifle zombie at the end would be a full fledged plasma zombie since he'd give you a plasma gun. Since I dont want to use D2 graphics assets im going to have to find some way to rip the "Quake 2 Plasma Gun" mod because thats what I would like to use for it.

>> No.5561750

so... Well Done or Extra Crispy?

>> No.5561752
File: 16 KB, 288x279, KuLvsNP.png [View same] [iqdb] [saucenao] [google] [report]

i think he is working on them but probably taking shitloads of time

>> No.5561754
File: 216 KB, 1920x1080, wrongvoxelrendering.png [View same] [iqdb] [saucenao] [google] [report]

>voxels are rendered as cubes instead of squares

>> No.5561762

That's how the other sourceports do it in hardware rendering as well. For whatever reason nobody has managed to recreate software-style voxels in hardware mode.

>> No.5561765

I thought voxels were cubes? A pixel would be a square, right?

>> No.5561768

EC is literally made for co-op play, so it's extremely challenging for just one player.

>> No.5561769

I will advise Well Done

>> No.5561773
File: 123 KB, 1064x1440, 1550086245051.png [View same] [iqdb] [saucenao] [google] [report]

Voxels are collections of pixels in a 3D shape. They were made this way as a less costly alternative to 3D models. And the 2D pixels actually look more convincing than the cubes IMO, since they blend together from a distance.

>> No.5561776
File: 163 KB, 808x646, ௵.png [View same] [iqdb] [saucenao] [google] [report]

Nope, Voxels are 3D pixels.
They are not cubes. Basically every time an engine encounters a voxel in a space, it just draws that voxel's color on the screen without bothering to calculate any other properties. that what makes them fast.
Here's a handy html5 demo https://github.com/s-macke/VoxelSpace

>> No.5561780

>but it works

>> No.5561785

Since everyone like difficulty these days im also upgrading the Shotgun Sergeant to fire a full spread of 7 pellets using the rotation mechanic. It will be damagetyped so the player only takes about the same (30ish) they'd normally take, but now he can do some real damage to monsters when infighting happens.
And infighting will happen. Since infighting is a thing and it wasnt in the kdizd design that means I can make some things more lethal, because the player is going to be using infighting to dispatch more of the monsters.
- Rocket Zombies also load up a double barrel shotgun blast (canister round, two of what the sergeant will fire) if you're too close, instead of doing punches. Normally id do something like he pulls out a pistol but id rather not mess with the gfx and just use the weapon he already has.
- And make chainsaw zombies faster.

yeah but cubes are three dimensional squares
in terms of difficulty I think the most artificial aspect about the difficulty in blood was the amount of damage the enemies do. This new port has fine-tuned difficulty settings so play on the highest one and keep that Enemy Damage scale turned to medium or such.
Btw has anyone figured out what kind of packaging format that gog is using with its .gog files?

Now that you mention it yeah that is a groovy effect and I kinda miss it. Would be better if they were sorta pillow/rounded square shape and drawn slightly larger than their positioning stacks them.

>> No.5561797

It's easier to render cubes on modern graphics hardware. Rendering them as squares as originally intended is rather inefficient, but not impossible. Possibly not enough demand for the extra coding.

>> No.5561812

I like BloodGDX, but I gotta give props to the remaster for the improved mouse aiming.

>> No.5561821

>can't get past e1m2 on well done
I don't remember blood being this hard

>> No.5561837

Damnit, I was hoping I was losing my mind and that it wasn't the actual case. Jumping on the tombstone to get the akimbo secret was fucking hard.

>> No.5561842

It's fairly hard, and Well Done is the highest intended difficulty for single player.

>> No.5561845

Can someone guide me through the best WADs of all time? like the absolute best ones you should play after beating ultimate doom.

>> No.5561853

>- Ill give the stone imps a Stone to throw at you over short distances so they're not useless down in a pit.
Would that mean arcing physics?

>> No.5561856

Also, what's up with the multiplayer? I hit Join Game just to see how they did it and all I got was an error message. Do you really need Steam or GOG clients to get it working? Does the GOG version just not work like AvP2000?

>> No.5561863

Tim Sweeney said that oepn sourcing UE1 might be possible, and I hope he's gonna do it one day

>> No.5561876

meh, Im gonna wait and see if Kaiser fixes all the stuff post launch

>> No.5561895

Are private messages disabled on zdoom forum? I want to ask someone if I can use their assets and I can't find any other way to contact them,

>> No.5561902

monster has a maximum attack range, maybe 512 or 640
monster shoots projectile
projectile is low gravity maybe 0.1 or 0.05
before the first frame the projectile gives itself a "bump up" with a vertical velocity boost, then goes to idle animation for looping. That way the monster doesnt have to account for vertical aim.

For stone imps in this case their melee-try range would probably be at least what a revenant has so that they wont try to keep stoning you up close. For a stone the speed would be 15 but the gravity would be increased too, id have to play with it. The damage would probably be 3 dice just like other imps..

I did this before with regular pinkies and it was amazing, I gave them a recoil boost when they attack so that they press in to do the bite. This gets them thrown off of ledges sometimes. So being able to shoot a fireball from below is a big help to keep them relevant (and make a pit full of pinkies a bigger danger). Those fireballs were slow but they did 6 dice as punishment for being a dunce and getting hit by them.

>> No.5561906

Some people have disabled their PMs, for whatever reason. Suppose you could always ask them on the thread.

>> No.5561923

lol. i used to play with it all the time for convenience though, back in the day.

>> No.5561926

Voxels can be rendered as pixels, cubes, tiny rabbits. They themselves are just points in space though.

>> No.5561929
File: 199 KB, 800x975, 3029-duke-caribbean-life-s-a-beach-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Any of you anons got Caribbean: Life's a Beach?

>> No.5561930

>hexen 2 in Idtech 2 and not Quake
i get what they're going for but its still quake engine not an idtech engine for Hexen 2

>> No.5561931
File: 11 KB, 355x319, 1452310166222.png [View same] [iqdb] [saucenao] [google] [report]

Oh no I just found out that my account is too new for that.

>want to ask for permission via PM before posting mod
>can't use PM until I made a post
This is a deadlock.
I don't want to shitpost until I get enough posts but I also don't want to necrobump the old thread from a year ago where said asset was posted.

I'll find some other way to ask the dude, thank you!

>> No.5561935

with all these differences, has anyone thought of reporting it to kaiser?

>> No.5561941

Just go make a comment in a thread about some game or wad or something.

>> No.5561942

Compliment someone on the forums! Make a good first impression.

>> No.5561943
File: 22 KB, 574x349, quack.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5561947
File: 2.73 MB, 696x392, output1.webm [View same] [iqdb] [saucenao] [google] [report]

What configs should I use to make this fog not look like ass?
I'm using gzdoom, the map was generated with oblige.

>> No.5561950

Thats how Graf should handle it.

>> No.5561951

Its in OP's mega

>> No.5561956
File: 126 KB, 640x960, I need you to come in on caturday.jpg [View same] [iqdb] [saucenao] [google] [report]

> you get the phone call at 4am. By 5:30 you're in the secret installation
Yeahh, about that, I think im gonna call in sick today, whatever problems they got down there at the installation I think today is the perfect day to call in sick.
The Enforcers can handle it, ive seen what they're packing.

>> No.5561958

Ok folks, whats the best brutal doom version and why

>> No.5561962


>> No.5561973

Someone said awhile back that version 17 or 19 was the last good version before it went so horribly wrong.

>> No.5561986

newest one that's about to come out

>> No.5561989
File: 73 KB, 640x470, 1461198175775.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw when Dead Simple

I'm liking Doom 2

>> No.5561991

elaborate what makes skulltag better than zandronum, please

>> No.5561992

which ever one is corrupted and doesn't work forcing you to play vanilla instead.

>> No.5561994

Zdaemon is objectively better than Call of doomy zandronum bullshit

>> No.5562015

there's this quote from romero where he says doomguy is not only you but the less you know about him, the more you get to be in his shoes
is there an actual source of him saying this?

>> No.5562018

pictures taken before disaster

>> No.5562030

Go in the menus and turn fog off entirely

>> No.5562039

Doom 2 isn't bad thoroughly, just very mixed.
I think there's enough good levels in there that it's worth playing.

>> No.5562042
File: 353 KB, 800x600, spasm0006.png [View same] [iqdb] [saucenao] [google] [report]

HAH! I expected you guys to do that!

Episode 1 is pretty rough on Hard, I wonder how it'll escalate in the next ones?

>> No.5562052
File: 586 KB, 1920x1080, Screenshot_Doom_20190509_174836.png [View same] [iqdb] [saucenao] [google] [report]

Finally beat map20. It only gets worse from here doesn't it?

>> No.5562067
File: 216 KB, 1600x469, IMG_6599.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5562071
File: 82 KB, 317x288, Death-Wish-Lamp.jpg [View same] [iqdb] [saucenao] [google] [report]

How's Death Wish run in the new Blood remaster?

>> No.5562084

-> >>5559702

>> No.5562092

desu even the "bad" levels don't bother me. doom is pretty fun regardless. hard to fuck up imo.

>> No.5562102

Kinda true, though I tend to lose a lot of steam at Map 12, because it's such a dull map, followed by a dozen other maps I also think are dull, and it's a jarring shift from how Map 11 was really good, and the levels before were mostly good or decent.
On the other hand, some of my favorite maps come later.

>> No.5562106
File: 7 KB, 267x282, 1553768769468.png [View same] [iqdb] [saucenao] [google] [report]

already on my library, get mad faggot

>> No.5562113

nice falseflag

>> No.5562125

it looks like ass because it's clashing with the skybox

>> No.5562126

Are these sprites used anywhere?
can't even download them anymore

>> No.5562127

Don't use the fog option when generating levels with Obaddon, it looks like ass more often than not

>> No.5562136

It doesn't get "bad" until map12. Even then there's still kino maps like map20.

>> No.5562149

>exaggerating on details and content.
Anon, I like you. I think you're a smart guy. But what you just said was stupid. How can anyone complain about having lots of detail and content? I don't want simple, square and ugly looking maps. I want nice and detailed, care put into every room and hallway.

>> No.5562152

Did he send out a tweet saying he's going to make everyone his bitch because if not I can't respect the man any longer.

>> No.5562157

I think you can still get most of those on R667.
Some of those are kinda shit though.

>> No.5562161
File: 2.94 MB, 720x404, 2019-05-10 01-22-43.webm [View same] [iqdb] [saucenao] [google] [report]

my playlist put on eurobeat and it was very fitting

>> No.5562164


>> No.5562167

>swat shotgun
don't know
also don't know
duke3d n64 shotgun with doomguy hand edited on
>blood shotgun
well, it's ripped from blood
I've seen it before, don't remember source
that's from Zen Dynamics
you could probably ask torm himself if he still has the sprites, though it's been 10 years

>> No.5562169

I don't know what exactly this is, but it's fucking cool.

>> No.5562171

fuck didn't meant to reply to that anon

>> No.5562180

If you save it doesn't feel as good beating the level, especially when its a particularly difficult level. I save at the beginning of every level.

>> No.5562184
File: 86 KB, 1280x720, mpv-shot0001.jpg [View same] [iqdb] [saucenao] [google] [report]

getter robo doom when?

>> No.5562191

SWAT shotgun is the SPAS12 from the Half-Life HD pack.

Western Shotgun I think is one of Scuba Steve's old sprites.

Pump is the Duke 64 shotgun obviously.

Ego Smasher is the big cool shotgun from Zen Dynamics, but without the reloading mechanics or the sick looking animated belt-feed where you'd see how many shells you had left, and without the cool boom sound effect.

>> No.5562198
File: 187 KB, 500x587, 1553063127366.png [View same] [iqdb] [saucenao] [google] [report]

/arena/ died. Anyone here from it? New one pls

>> No.5562207 [DELETED] 

Sorry, I don't post on /vg/ because I'm not mentally ill.

>> No.5562209

it'll probably come back when splitgate or diabotical get released, and then die shortly after

>> No.5562240
File: 73 KB, 700x481, shambler finger snap.jpg [View same] [iqdb] [saucenao] [google] [report]

People have been discussing a fair bit of Quake recently actually.

>> No.5562273

man, i'd really want to try some Q1 multiplay
but most of this thread is from yankee land, which is 150 ping land for me

>> No.5562275

I love quake single player, I only played one map, the artistical named one, of the map jamx and i cannot believe the size and awesomness of the level!

>> No.5562293

burger here, I wish this place hosted more game nights

>> No.5562357

I used to host a server that switch games every weekend. there was NOLF, Unreal (coop and dm), red faction, idtech1 games (hexen, doom, etc), and others... i don't really remember what all.
Someday I'd like to do is set up permanent servers for less-played games, and a convenient way to connect to them. Maybe if I win the lottery and have disposable time and income.

>> No.5562365

I'd be up for Friday/Saturday night game time

>> No.5562504

But why?

>> No.5562512

>not vampire the masquerade bloodlines
absolutely disgusting

>> No.5562514
File: 23 KB, 273x506, 1526413887107.png [View same] [iqdb] [saucenao] [google] [report]

because I can

>> No.5562520

Can anyone make something like this, but splitting and arcing like lightning?
So it would basically be like Heretics Gauntlets


>> No.5562521

my apologies
>blood 2
absolutely disgusting

>> No.5562524


>> No.5562541

Is there a way to port BloodGDX's voxels to NBlood? Because NBlood doesn't have as much as GDX.

>> No.5562558

Its a ROLL playing game
disgusting... I cant believe steam misspelled that


>> No.5562563
File: 31 KB, 680x339, 1552353491344.jpg [View same] [iqdb] [saucenao] [google] [report]

oh fuck, you are right, it was me, not steam

>> No.5562569

there is nothing wrong with blood 2

>> No.5562575

what are some must play half life mods? I've played they hunger and gunman chronicles, anything else?

>> No.5562585

duke nukem in half life
absolute redemption

>> No.5562589

Afraid of Monster

>> No.5562598

thanks anons

>> No.5562604
File: 442 KB, 1602x1202, 666666666.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom is the best game.

>> No.5562607
File: 27 KB, 376x440, 1465293480295.png [View same] [iqdb] [saucenao] [google] [report]

If you could magic any Doom project to full completion that has fallen by the wayside, what would it be?

>> No.5562616

what steam skin do you have on it looks neat

>> No.5562639


>> No.5562640

Demon Eclipse and Quake Nexus Aftermath

>> No.5562641

except the game is a secret and nobody knows about it

>> No.5562643

Shut up. The game looks much better with ENBseries.

>> No.5562659
File: 344 KB, 1600x500, 15573314774040.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5562672
File: 114 KB, 640x800, 1547101685396.jpg [View same] [iqdb] [saucenao] [google] [report]

Unloved II was pure kino, wish it was finished.

>> No.5562673

Not like it's on GOG or anything like that, right?

>> No.5562680

metro 4.3.1

>> No.5562690
File: 104 KB, 500x280, 1393878648158.gif [View same] [iqdb] [saucenao] [google] [report]

>want to play sum D00M
>wrist pain

>> No.5562692

I'll get that, only because I don't have the money to buy it yet.

>> No.5562693

does anybody have a download for quake 64's ost?

>> No.5562735

Is this Axiom Verge?

>> No.5562742


>> No.5562745


>> No.5562752
File: 550 KB, 1024x600, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

Just started playing the expansions. Somehow I never got around to in all these years. Seeing that old fashioned 90s goth text is getting me really hard. Man that takes me back.

>> No.5562753

>vanilla compat
>keyboard only
Do it

>> No.5562785

I don't know why you wouldn't just play with KB only controls for this, much less use vertical mouse look.

>> No.5562801

Dude probably doesn't know that's even an option. Seems like some opportunistic streamer faggot

>> No.5562813

Apparently you can bring down the console type in "spawnipserver" and then people who want to connect type in "connectip IP:5029"

>> No.5562830


>> No.5562871


>> No.5562875

different john romero i assume

>> No.5562892
File: 2.24 MB, 1920x1080, Screenshot_Doom_20190509_213030.png [View same] [iqdb] [saucenao] [google] [report]

Is there anyway to turn on texture filtering in the new Blood port? I know it probably triggers you guys, but I don't like the crispy pixels.

>> No.5562896

>Switches from narrative to quote while in bold.
>Switches from bold to normal while in quote
Who wrote this absolute garbage?

>> No.5562903

the awesome power of the neural network

>> No.5562905
File: 41 KB, 572x461, wow.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5562907

I don't get it
this is a new computer and I don't have a confused reaction image

somebody help

>> No.5562909


>> No.5562912

It's fucking great.

>> No.5562914

It's a new meme AI that takes a prompt (the bold part) and finishes writing it.

It's actually kind of garbage and over fits like crazy. More like an automatic mad lib machine than something that's actually capable of writing.

>> No.5562929

It's working with what it's been given. The internet. Kind of garbage is to be expected.

>> No.5562938

lmao these just look like IMX's tumblr posts

>> No.5562945
File: 18 KB, 100x100, laughing crying mspaint man.png [View same] [iqdb] [saucenao] [google] [report]

>Duke 2 Duke Nukem: The Third Duke Nukem Forever
>and Duke Nukem Forever 3

>> No.5562957
File: 256 KB, 446x283, laughinginforeignlanguage.png [View same] [iqdb] [saucenao] [google] [report]

Damn straight, anon. That's gold.

>> No.5562975
File: 73 KB, 588x325, lel.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5562997
File: 750 KB, 1232x957, the cacos.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5563136
File: 2.65 MB, 320x240, 1531866907233.gif [View same] [iqdb] [saucenao] [google] [report]

>This is a person who has been vilified to the point where most of the young people he was associated with believe they are a danger to themselves and others to say nothing else.

>> No.5563173
File: 36 KB, 553x375, but what does it mean.png [View same] [iqdb] [saucenao] [google] [report]

this is actually somewhat legible and fitting

>> No.5563275
File: 54 KB, 500x500, Dick_kickem.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys quick question aka spoonfeeding, should I update ZDL? The latest version is "ZDL 3-1.0, Feb 6th, 2019 (Lcferrum, from QBasicer's)". Idk if it's something useful or I can just skip this.

>> No.5563287

It's a loader. It loads files in a certain order. It makes a command prompt. OH BOY WHAT KIND OF NEW FEATURES COULD I BE MISSING?
I want to slap you.

>> No.5563295

Doom 64, Turok 1 and 2, GoldenEye, Perfect Dark, Duke Nukem 64. Maybe Quake 2 N64 and PowerSlave as well, depending on who you ask.

>> No.5563314

fuck off carnbarn

>> No.5563331 [DELETED] 
File: 205 KB, 280x160, dukekick.gif [View same] [iqdb] [saucenao] [google] [report]

Sorry man I'm a noob at this, I know what ZDL does (in fact I watched the video in the OP but some stuff is still unclear to me), but seeing such a recent update in comparison of other ones made me suspicious. You're right though, what you said is only logic: thanks for the reply! Another noob question and then I promise you I'll vanish: is it possible to have multiple ZDL presets? Like, do I have to add and remove .pk3 and .wad files each time or is there a quicker way if say, I want to play different combos everytime?

>> No.5563342

graphics in that screenshot made me think I was looking at Quake 64 for a second
I kind of like it.

>> No.5563346
File: 51 KB, 400x323, confused kot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5563348
File: 205 KB, 280x160, dukekick.gif [View same] [iqdb] [saucenao] [google] [report]

Sorry, I'm a noob at this. I watched the video in the OP and even some more around the web regarding this whole ZDL matter but some stuff is either still unclear to me or I just can't find what I need to begin with. The thing you just said is only logic, so as you implied I won't bother. Thank you very much for the reply, anon; another question then I promise I'll vanish.

Is it possible to have different "presets" on ZDL? Because I have various .pk3 and .wad files that should only work in different "combos", meaning that I can't load them all at once but rather only certain ones each time... So I was wondering if I have to add and remove said files everytime or if there is a quicker way to do it. Thanks for the patience, Duke bless you.

>> No.5563353
File: 22 KB, 480x396, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Yeah. click "ZDL" and then click "Save .zdl".

>> No.5563389

Is there a proper lives mod for gzdoom co-op yet? Deathcoin came close but unfortunately the re-spawn functionally shits itself near walls.

>> No.5563391
File: 137 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google] [report]

How difficult is Plutonia? Is it easier or harder than Scythe 2?

>> No.5563394
File: 50 KB, 539x595, Angry Skeleton.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry for the late reply but yeah I feel you. I have been playing Zandronum less and less recently. Every time I boot it up I just see shitty ass servers.

Have you noticed a pattern with bad servers on Zandronum? I am not sure if this is a pattern from the past year or so but I notice that there are a lot of servers with these traits:

- Survival Game Type
- Complex Doom
- Legendary Complex Addon
- Awful Maps/Map Packs
- Complex Doom Clusterfuck

These kinds of servers are honestly just bad. The maps especially make the server bad. For example, lets say you get into a server that has CD and LCA and as soon as you step a foot out of the player spawn point you are surrounded by demons and you just die near instantly.

What makes this worse is if the server has a wad that randomly changes the demons every time the map resets or goes to a new map. So one moment you may spawn and be surrounded by some pinkies and zombiemen and the next time you spawn you could get unlucky and have a legendary zombie man spawn among the other demons.

All of these traits just make for a bad experience.

>> No.5563397
File: 5 KB, 208x243, 1557363555497.jpg [View same] [iqdb] [saucenao] [google] [report]

Almost all MM8BDM servers are shit. It's just a shit boring gamemode. Why the fuck is is so popular?

>> No.5563409

so what's stopping you from making your own server and playing what you want

>> No.5563412

in my experience, no one else joins

>> No.5563415

Helps if you ask people when they have time for it

>> No.5563420

let it stay dead man

>> No.5563435
File: 21 KB, 1420x1299, f1c5cd0c3f9f1bf137e1b0b0c4177926e22689ea92415d8f2c146d6dd349ad5b.gif [View same] [iqdb] [saucenao] [google] [report]

What's a good way to force the player into moving that isn't annoying as hell?
Playing a sound is a bad idea because it'll just repeat over and over.
Stealing health is also pretty mean.

>> No.5563441

Competent level design.

>> No.5563443
File: 2.15 MB, 3840x2160, 1534091560905.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing is stopping me from making a server to my liking but I wouldn't want to be playing on an empty server forever.

Also, I just straight up don't feel like it. I tend to stick to the singleplayer side of Doom and I don't play multiplayer all that much.

As well as that, there are already servers on Zandronum that basically do what I want to do which is a basic coop experience with good map packs. There was this one that was just straight up coop, vanilla Doom 2 on the Whispers of Satan map pack. I enjoyed it quite a lot.

>> No.5563448

I knew it, it was something that simple. You're a life savior, thanks a lot man!

>> No.5563453
File: 73 KB, 512x512, Crash_by_Dshpilevoy.jpg [View same] [iqdb] [saucenao] [google] [report]

For a mod.
Sorry for not being clear enough.

>> No.5563462

Harder. Way harder.
While most people got used to the challanges Doom 1,2 and TNT present, Plutonia still has people struggling to this day.

>> No.5563467

Maybe look around and learn things for yourself next time.

>> No.5563478

Temporarily nerf the players stats without hurting them. They'll have to move around for several seconds to undo it.

>> No.5563482

How do you get Inherit the Earth and/or Hostile Takeover running in Blood?

>> No.5563497
File: 16 KB, 555x182, ohshit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5563527

>some stuff is either still unclear to me or I just can't find what I need to begin with.
>I don't know how to read

>> No.5563539

I guess he has a valid excuse for the Sigil and Blackroom delays now.

>> No.5563547

>buttons? i'm scared. better go ask the internet for help before i break this fragile computer software with my hulking ham hands

Just press buttons.

>> No.5563551

Damn you really are an insufferable idiot, anon. It really wasn't that straightforward as you make it sound.

>> No.5563552

Projectile weapons gain movement inertia (like Tribes Ascend), so their speed and/or destination is based off movement.
Or you could do what the Doom 4 Static Rifle did and tie damage to player movement.

>> No.5563553
File: 107 KB, 645x1000, 1545361621754.jpg [View same] [iqdb] [saucenao] [google] [report]

People on Nightdive's twitter post about their Blood remaster are talking about wanting a console port, zoinks scoob.

>> No.5563554

>I knew it, it was something simple

>> No.5563559
File: 1.30 MB, 768x1660, 1557103084540.png [View same] [iqdb] [saucenao] [google] [report]

Ah yes British women, such beautiful creatures

>> No.5563572

Wouldn't mind desu.

>> No.5563607

Simple, not straightforward. Illiterate zoomzoom.

>> No.5563612

I ask myself this same question ever time I launch IDE.

It's eye-searingly garish, the weapons are shit, the sounds are shit, I can find absolutely zero redeeming qualities in it whatsoever, and yet these are the most popular servers on any given day for the last three or four years.

What the fuck gives?

Is it seriously just 'because Megaman'?

>> No.5563626

Maybe your taste is just shit

>> No.5563646

Synonyms. You seem to be eating your underwear right now. Calm down.

>> No.5563653

Not necessarily true

>> No.5563687

I don't even bother joining anything that has the word 'complex' in it anymore.
It's always just unbalanced clusterfucks.

>> No.5563726
File: 41 KB, 609x673, John Romero did gamergate.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5563739

What is context?

>> No.5563743

What is reading comprehension?

>> No.5563753
File: 308 KB, 4608x1732, fruits.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5563759
File: 2.57 MB, 382x554, 1553038189229.gif [View same] [iqdb] [saucenao] [google] [report]

You're drooling again.

>> No.5563765

Ok, spectrum master. Enjoy your chair.

>> No.5563772

Stop projecting and most importantly stop drooling

>> No.5563839
File: 17 KB, 493x481, children of the corn.jpg [View same] [iqdb] [saucenao] [google] [report]

you've had seven of your fingers blown off by laser cannons
your mission has failed
game over

>> No.5563848
File: 88 KB, 680x774, scaredcat.jpg [View same] [iqdb] [saucenao] [google] [report]

John Romero is a con artist
most of the young people he was associated with believe they are a danger to themselves
they are being manipulated by false allegations
> Austrailian Federal Police
of a criminal trial which no one should see
At this point the only thing Romero should do is answer the fourth question and accept those who are blaming him for those injuries.

>> No.5563851

I played it, I'm going to say one positive thing about it
it has a fov slider

>> No.5563852

If SIGIL will not be released next week I'll make a letsplay of it with vasyan777 pack when it arrives and spam Romero's twitter with it.

>> No.5563865

in the form of a mod im going to have to go with stuff like what ashes2063 does with the screen flashing colors when you get hit by the ghost beams, because then they do alot worse than damage to you
also if you gave splash damage to some types of fireballs, not much but enough to be an annoyance (maybe 10 points flat damage all the way out to 48 radius) that will make players move. Mancubus is the perfect culpret for this

id hit it

>> No.5563876

way easier.

lol what the fuck?

>> No.5563883

Fuck romero

>> No.5563886

ok, I'll spam the n-word on the chat

>> No.5563895

So you'll damage yourself and then have him ignore your efforts.
I don't get it.

>> No.5563897
File: 24 KB, 400x400, 1544160389751.jpg [View same] [iqdb] [saucenao] [google] [report]

Turok 1 and 2 remasters added to the mega. Under KEX.

>> No.5563902

Only if you stop spoonfeeding.

>> No.5563904

based, thank you

>> No.5563907
File: 474 KB, 1619x1725, 1471901847347_0.jpg [View same] [iqdb] [saucenao] [google] [report]

If it does ever actually see the light of day I would hope that some benevolent buyfag leaks the .wad file ahead of Romero's weeklong delay.

>> No.5563943
File: 487 KB, 1024x600, spasm0004.png [View same] [iqdb] [saucenao] [google] [report]

Anybody else had problems like this with Quake?

>> No.5563946

how can I contribute to the mega?

>> No.5563949

Jamal that's not a banana, it's my detachable penis

>> No.5563954
File: 87 KB, 418x337, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

who else uses the rocket launcher frontend?

>> No.5563958


>> No.5563964

I dont know what kind of question this is, but thats a good sprite.
The front of the rocket launcher is for shooting rockets.

>> No.5563970

Lol, it's 3 months late now.

>> No.5563971

No? I've never seen that in Quakespasm.

>> No.5563976
File: 216 KB, 173x261, 1553399066297.gif [View same] [iqdb] [saucenao] [google] [report]

Just post what you want on there I guess. If it's anything obscure post a DL link and I'll mirror it.

I do on linux.

>> No.5563982

I don't know what the fuck is going on in that pic but surely is vis related

>> No.5563985
File: 37 KB, 720x540, 4ktv0yvid0t21.jpg [View same] [iqdb] [saucenao] [google] [report]

>on there
on here.

>> No.5563986

I like the favorites list feature. it's nice to have the files handy so you just drag em over.

>> No.5563996
File: 56 KB, 600x635, no fun allowed baron.jpg [View same] [iqdb] [saucenao] [google] [report]

Going below the water shows the proper geometry, but when looking down at the water from above its showing all this noclip geometry.

Also ive got a problem in quakespasm where there's some options that keep getting reset no matter how often I change them in the console or in the config file. Specifically...
mouse sensitivity, r_lerpmodels, r_lerpmove
it might also be changing the square particles option too
I can go in the config and set them but then when the game loads those changes are erased. It doesnt affect any other settings though, like r_scale is still the same.
I dont know what to do other than write an exec and bind it to a letter to make it a macro.

>> No.5564000

>Going below the water shows the proper geometry, but when looking down at the water from above its showing all this noclip geometry.
the map has no vis for transparent water
what map is?

>> No.5564002

Come on give it back now

>> No.5564003

doesn't QS support autoexec?

>> No.5564004

Its one of the expansions, I forget the names, its the hipnotic one.

>> No.5564009

I mean the planned delay between the preordered box shipments and the release of the free wad file a week later.

>> No.5564012

I dont know much about the difference between the autoexec and config when it comes to quake. There's no autoexec in the folder only a config.cfg

>> No.5564016

throw them inside the exp folder

>> No.5564020

that's what happens when you have translucent water on maps that weren't compiled with that in mind
the vis data was built with the assumption that the water is opaque, and therefore occludes everything behind it

>> No.5564023

did you really take that man's penis?

>> No.5564028

create an autoexec.cfg inside the id1 folder and tinker with this options:

fov "110"
r_particles "2"
fog "0.02" "0.8" "0.6" "0.4"
gl_texturemode "3"
crosshair "1"
r_wateralpha "0.4"
r_slimealpha "0.8"
r_lavaalpha "1"
r_telealpha "0.6"
r_shadow "1"
v_idlescale "0.5"
r_viewmodel_quake "1"
gl_flashblend "0" //to disable light globes around the light sources
gl_ztrick "0" //to disable distant objects flickering
gl_keeptjunctions "1" //to remove white dots on the polygons edges
gl_overbright 1
gl_overbright_models 1
v_gunkick 2
//gl_wateralpha "0.6" //this transparency level is the best for this map
//gl_shadows "0" //better to disable shadows to speed things up
//r_lerpmove 0
//r_lerpmodels 0
//r_scale 4 //scales video output

obviously, use the ones you want

>> No.5564034
File: 363 KB, 648x526, default.png [View same] [iqdb] [saucenao] [google] [report]

yes, it's true.

that man has no penis.

>> No.5564035


>> No.5564037


>> No.5564038

Thanks, I didnt know about those at all.
Nor all those community releases... hmm...

Why change the FOV?
also what does r_viewmodel_quake do?

>> No.5564042

>also what does r_viewmodel_quake do?
shows the entirety of the weapon model

>> No.5564045
File: 183 KB, 425x450, 54171787_p0.png [View same] [iqdb] [saucenao] [google] [report]

The fuck happened to that image?

>> No.5564046

I'm afraid it is government's property now.

>> No.5564047
File: 34 KB, 575x361, highaltitudesuv.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5564054

>Why change the FOV?
so you get a better view of your surroundings and can eye a potential threat that you otherwise wouldn't be able to. 110 is the perfect setting that allows for it without totally warping your image.

>> No.5564061

So what am i supposed to do now without a penis, smartass? This is so fucked up, man...

>> No.5564063

>Why change the FOV?
I'm playing widescreen, even though the correct value is 106 something

>> No.5564067

get another penis, is not like is full of penises out there

>> No.5564070


>> No.5564071

>110 is the perfect setting
No, there's no one perfect setting. It depends on your screen aspect ratio, and the size of your screen relative to how close to it you sit.

Console games have narrow FOV because people typically sit far away when playing them.

>> No.5564083

and they have less power, don't forget that

>> No.5564086

Can i get yours? After all this, it's only fair

>> No.5564090

probably got resized so it could fit on a board that demands 500px images

pretty much everyone is widescreen these days
but im on 1366x768 and I always play windowed
I mean IRL I have very good peripheral vision like 170 degrees actually, but in game im just fine playing with fov90 like it comes with.

>> No.5564173

Those mecha shooters that were common on early PSX. Kileak, disruptor, epidemic, brahma force etc...

>> No.5564185
File: 560 KB, 1024x600, spasm0019.png [View same] [iqdb] [saucenao] [google] [report]

My Arcane Dimensions has the letter "i" bound to execing some kind of script that changes the player's name instead of displaying the Inventory for arcane keys

How do I get that functionality back? It came this way.

>> No.5564223

no, I like to collect penises

>> No.5564232

a computer wrote it, you fool

>> No.5564306

What is this from

>> No.5564317

Big ass thank you to whoever posted the Turok 1 and 2 remasters, as well as Blood Fresh Supply, in the MEGA. I just saved a bit of money, thank you very very much!!!

>> No.5564323

What's the problem?

>> No.5564329

>I have very good peripheral vision
Weird brag, but honestly I just recently realized how good my own peripheral vision is so... Wonder what the average is and how you test for it.

>> No.5564332

Support remasters you fucking piece of shit so then we can keep getting more

You can't spend $10-20? I bet you spend that a day on fast food you fat fuck Fuck you fucking asshole motherfucker

>> No.5564340

hi kaiser, are you going to make Fresh Supply's voxels not look like shit?

>> No.5564342

they test for it at the driver's license place and most people have 140, I found out because of going to the eye doctor.

Then of course, there's people like me who dont have digital currency so I wouldn't have any way to pay gog. So id never be a customer and they lose nothing by me getting it (its just ones and zeros).
Unironically I didnt download these from the mega though, im not interested in them. Ive got the whole unit version and last time I played turok I couldnt progress past about the 5th level, kinda ruined turok for me in general.

>> No.5564349

lol enjoy starvation kaiser.

>> No.5564354


>eye-searingly garish
Got used to it.
>the weapons are shit
They could indeed use more feedback and damage, but there is a lot of interesting gimmicks and most of them can be dodged. And dodging projectiles is fun.
>sounds are shit
Same as graphics. Got used to them.

I have to admit big part of the appeal is quantity over quality, even if the last one isn't so bad. There are weapons and maps based on all mainline games from 1 to 9, and some extras. And balance is alright. Even in the popular classes mod which makes all robot masters from 1 to 9 (and a few from 10) playable, each with special abilities.

Bosses in the singleplayer campaign are very interesting, too. More interesting than bosses in any other FPS I can remember.

>> No.5564381
File: 46 KB, 500x375, dm4jam_thumb.jpg [View same] [iqdb] [saucenao] [google] [report]

So whats this thing about the Quake 1 DM maps
Ive never played Q1 multiplayer before so I dont know anything about its deathmatch maps...
How do I load them up in single player mode so I can check out the architecture?

>> No.5564416

QS by default will automatically increase the actual FOV shown using your aspect ratio and the currently set FOV using the hor+ method. When playing at 16:9 with a desired FOV setting of 90, you're actually seeing about 107. So 110 becomes almost 130 in practice, which will definitely have distortion.

>> No.5564426
File: 13 KB, 124x39, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5564439

Yeah but this isnt the original DM4 and also what about the other DM levels?

>> No.5564443

open the console and type the map name, just like any other map
vanilla quake comes with dm1 through dm6

>> No.5564446
File: 368 KB, 1920x1080, 20190510195441_1.jpg [View same] [iqdb] [saucenao] [google] [report]

what a fucking maze

>> No.5564449

What the hell is the script? Post it here for us to laugh at/wonder about. Anyway default binding for i should be "impulse 175" which will show your Arcane Key inventory. Binding that in-game should work in the console, shouldn't need the autoexec.

>> No.5564483

Thanks man
> DM5
> that pentagram and lightning gun next to the water
> thehorror.jpg

it comes with quakespasm
bind "i" "exec pirate"
have no idea where the script is it must be in one of the spasm pak files

>> No.5564491

>Also, I just straight up don't feel like it. I tend to stick to the singleplayer side of Doom and I don't play multiplayer all that much.
i don't really see how this is zandronum's fault but ok

if you like singleplayer, play singleplayer

>> No.5564492
File: 30 KB, 1908x122, file.png [View same] [iqdb] [saucenao] [google] [report]

>have no idea where the script is it must be in one of the spasm pak files
It absolutely is not. Where the hell did you download your main .pak files from, or QS for that matter?

>> No.5564496


>> No.5564503

are you going to work in turok 3 or not?

>> No.5564505

>Ive never played Q1 multiplayer before so I dont know anything about its deathmatch maps...
google nquake

>> No.5564509
File: 11 KB, 153x216, 20190510201512_1.jpg [View same] [iqdb] [saucenao] [google] [report]

what the hell do these do

>> No.5564519

I'll support it if it's good.
You're gonna have to put more work into Fresh Blood.

>> No.5564527
File: 212 KB, 800x480, 1510399808854.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5564528

The same way the night vision goggles in Duke do.

>> No.5564531

turns enemies fullbright

>> No.5564532
File: 208 KB, 510x624, 1549848647667.jpg [View same] [iqdb] [saucenao] [google] [report]

no problem :3

>> No.5564548
File: 765 KB, 1920x1080, Screenshot_Doom_20190510_132753.png [View same] [iqdb] [saucenao] [google] [report]

here we go babeeeyyyy

>> No.5564567

t. reddit expert

>> No.5564613

holy shit, death wish is more fun than the base game

>> No.5564619

>taken moments before a disaster

>> No.5564634

I just downloaded "Rise of the Triad - The Hunt Begins (Deluxe Edition) (1995)".

How the fuck do I set this up?

>> No.5564641

Wait a second. Is this the shareware version? If so, then fuck that shit. Forget I even asked.

>> No.5564647

I feel like rise of the triad is one of the least supported of these games, the best "port" ive found is the extensive doom mod

>> No.5564684

could be worse, dm3 puts the LG directly in the water and still has the pentagram nearby

>> No.5564713


Do give the game a try, it's loadsa fun, I like to describe it as a mutant of both early FPS and sidescrolling shmup arcade games.

>> No.5564751

The shareware is an entirely different episode from the full version.

>> No.5564776
File: 36 KB, 717x417, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Can any one help? I got the dll pack, this dll is not in there

>> No.5564785

It should run fine in DOSBox though, right?

Wait, so it's COMPLETELY different levels?

>> No.5564790

ah shit wait, theres some 390 mb zip, I guess I need that

>> No.5564821
File: 135 KB, 1177x586, Capture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5564856

1.64 seemed to work, 1.74 wants that .dll I don't have, seems to work well enough other than the inverted mouse

>> No.5564857

I would let a baron fuck me no problem

>> No.5564878

Yes, and they're generally agreed to be better levels too. Not an uncommon occurrence at the time, but ROTT was a bit more blatant than most of its competition.

>> No.5564893

should I change the gamma and contrast?

>> No.5564896

So if I have the GOG version then this is worth getting, too? Can I just run it through DOSBox?

>> No.5564901

I've never been tested for periphery at the DMV. Not that I recall anyway.

>> No.5564902

I don't do it, but that depends on you and your monitor I guess

>> No.5564904

It's a troll you fucking retard. Probably put the uploads up himself to stir shit. As he is wont to do.

>> No.5564909

okay, any other commands I should use or I'm good to go?

>> No.5564914

I don't know, fog albeit can look good uses to break some maps in the distance
ah, it's the only command in the autoexec that ironically doesn't autoexec
you have to put:
bind "ENTER" "exec autoexec.cfg"
in the config.cfg, replace "ENTER" with your desired key

>> No.5564917

have you realized that // lines are comments and will not work, right?

>> No.5564925

should I not bother to use it then?
yes I'm not that dumb

>> No.5564930
File: 41 KB, 1000x1000, 1553262399598.png [View same] [iqdb] [saucenao] [google] [report]

why don't you try yourself, anon?

>> No.5564934

The shareware levels should be included with the retail version, you just have to select them in the setup program (huntbgin.rtc). DOSBox works if you can't get the source port working. It's not a great port anyway.

>> No.5564938

I'm playing another game, I'm setting up quake right before I replay it again

>> No.5564951

DOSBox will probably work, sure.

>> No.5564970

I felt ROTT was fairly consistently 7.5/10 from the Shareware to the end of the full game, personally.

>It's not a great port anyway.
True. Shame there's no real good sourceport of ROTT. Kind of a neglected game.

>> No.5564972

OK, cool. Thanks for the info.

>> No.5564997

i just noticed an interesting different between gzdoom and prboom+
with gzd, if i'm playing a game on it in windowed mode, the rest of the stuff "freezes" such as the timer in my task bar
but if i have the game open but i'm busy with something else or watching a video, the game is "frozen", sometimes with a freeze from a previous event
meanwhile, prboom+ still displays sounds from the game and i can watch videos while playing doom
>True. Shame there's no real good sourceport of ROTT. Kind of a neglected game.
that can be said about a lot of other fpses
i mean, is there any quake source ports where settings are handled through a menu instead of console commands?
because it makes gzdoom look simpler in comparison
then again, i might be super fucking wrong, so correct me on that one

>> No.5565005

>freeze from a previous event
i meant "frame"

>> No.5565056

>r_wateralpha "0.4"
get rid of this, you retard
id1 maps are designed for opaque water

>> No.5565060

I'm using vis files

>> No.5565067

stop doing that

>> No.5565076

is not like I didn't play the base maps 1 thousand times or something

>> No.5565094
File: 68 KB, 736x736, 1529096192224.jpg [View same] [iqdb] [saucenao] [google] [report]

oh, it's not your first playthrough
carry on, then

>> No.5565102

I'm not the same guy, you want to talk to >>5564012

>> No.5565104

I'm the one who made this post:

You out you damn mind homie? Calm down and play some Doom.

Trailblazer with Deus Vult II is pure gold, go play that and come back. You're welcome for the top tier pick by the way.

>> No.5565164
File: 429 KB, 800x600, spasm0007.png [View same] [iqdb] [saucenao] [google] [report]

A deathknight getting in a melee fight with a zombie is partially fun, partially drawn out, because they go at it for a while.

The winner got a grenade.

>> No.5565189
File: 764 KB, 1920x1080, Screenshot_Doom_20190510_145104.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5565201
File: 592 KB, 800x600, spasm0009.png [View same] [iqdb] [saucenao] [google] [report]

Sweeping down a dozen strong monsters with the Thunderbolt powered up with the Quad Damage, it feels just kind of godly.

>> No.5565241
File: 74 KB, 300x300, whiterthanyougordon.png [View same] [iqdb] [saucenao] [google] [report]

Uh Gordon, it would appear that www.snarkpit.net is down and I could really use a prefab right now.

Are there any other sources nearby?

>> No.5565243

> filename

>> No.5565280
File: 528 KB, 800x600, spasm0010.png [View same] [iqdb] [saucenao] [google] [report]

Hard mode really gets intense by ep3, and really fun. Like they ramp up the cruel traps, but the combat gets SO wild!

>> No.5565290

I'm not buying trash

>> No.5565294

I can't do anything about my skin color, Kleiner. Maybe you should get your mutation shit TOGETHER AND FIX MY GOD DAM-

>> No.5565307

>search engine
>full .dll name
>unzip in RoTT dir

>> No.5565316

i feel like plutonia's music should have been remixes of doom 1/2's soundtrack rather than the actual songs being simply used.

>> No.5565318

i like the music selection in plutonia, feels like a "best of" almost

>> No.5565398

Is Obaddon the only Oblige addon?

>> No.5565410

I agree. Or an all original soundtrack, but it was literally just two guys hammering the thing out in like 8 weeks, they didn't have a music guy available or anything, it was just them and their level editors.

>> No.5565497


>> No.5565518

New thread.


>> No.5565519

It's fucking lazy and I hate it.

>> No.5565526

The devs probably didn't have enough time to get original music. On the other hand we got a neat MIDI project out of it.

>> No.5565552

cope harder.

>> No.5565629

that's what your mom said the other day to me regarding her vagina

>> No.5565921

It's just because Megaman.
It's okay. Not terrific. Just okay.

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