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/vr/ - Retro Games

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5571531 No.5571531 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5565514

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.5571532

=== NEWS ===

[5-12] Quake 1 sounds remastered

[5-10] Nightdive's BLOOD remaster released

[5-9] Sigil delay entirely on the disk

[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

=== PREVIOUS ===


== PROTIP ==

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

>> No.5571537
File: 51 KB, 406x657, 1554937750961.jpg [View same] [iqdb] [saucenao] [google]

doom is gay

>> No.5571538

This is funnier with sound, but I still love this webm

>> No.5571546

Nothing wrong with that.

>> No.5571554

best version of brutal doom?

>> No.5571574

johnny doom

>> No.5571578

Is there askulltag/zandronum like survival/lives mode mod for gzdoom yet?

>> No.5571591

Search "Thanos doom" on zdoom forums
Thank me later

>> No.5571592

Anyone has a higher quality source? I'll try to convert it to gif or webm with less artifacts

>> No.5571602

are the mods all on vacation or why have the last threads been so full of threadshitting

>> No.5571604

Would the link to the tweet help?

>> No.5571606

>that thread about Blood Fresh Supply
What a goddamn shit-show. I haven't seen this level of anger and hatred in a long time. The last time I seen so many Blood fans tearing into one another was years ago on The Postmortem. Honestly, this is just more reason for me to believe that almost all video game discussion with other people who play video games is completely pointless. Everyone's an entitled man-child.

>> No.5571608

The problem is not P2P itself.
Main problem is that GZDoom has no special accomodations for Multiplayer that Zandronum has.
In Zandronum you can set things to be strictly clientside, so they don't get synched with the server. This allows for special effects and unimportant stuff to NOT be synched and thus not bogging down the connection.

In GZDoom EVERYTHING has to be synched, so when in Zandronum an explosion is 1-2 actors to be synched up, in GZDoom every single one of those smokes and 30+ particles have to be synched.

Obviously the more things to be synched the more probable it is that something desynches, and then again GZDoom does not separate stuff to critical and unimportant - so if the desynched thing is a sfx particle, it can't just skip it, print an error, and continue on - it crashes.

>> No.5571610

I can only imagine that's in case mods use some unforseen gross hack. But if it's just a toggle-able option then... why not?
>check for client side only Y/N
>oh now things work

>> No.5571619

any useful console commands I should use for half life? I'm using xash3d if that matters, thanks in advance

>> No.5571630

That's sounds neato, but how do I get it working with Quakespasm?

>> No.5571638

you can "clientside" by doing players[consoleplayer] checks. If you know what you're doing.

>> No.5571642

IIRC That does not make something truly client-side in the part where it relates to multiplayer - the actor still gonna have to be synched to all other players as well, even if it is not visible/interactable to them.

>> No.5571645

can actor drawing be selective per player this way?

>> No.5571647

IIRC if you do it right, it won't even spawn. Gotta set some attribute I don't recall the name off to zero or the random table will desynch though.
Yeah you can set renderstyle to none for a single player if you want.

>> No.5571650

looked up that thread and it says you gotta use quakespasm spiked or just unzip the pk3s

>> No.5571651

Oh, you meant not spawning extra effects if there are more than 1 player.
That would work somewhat, but still that requires additional care on the modders side (they don't usually put)

>> No.5571653

Little black squash balls
This machine creates little black squash balls
It turns potato pancakes
Into little black squash balls

>> No.5571676
File: 220 KB, 1440x810, the way it was meant to be played.jpg [View same] [iqdb] [saucenao] [google]

doom made me gay

>> No.5571678
File: 1.76 MB, 400x225, its ogre.gif [View same] [iqdb] [saucenao] [google]

Thanks, seems that I also have to add "sndspeed 44100" in the autoexec.cfg

>> No.5571680

in the end you find out that
the gay was within you all along

>> No.5571685

Shrinker in Duke sort of trivialises most levels yes? Anyone else try their best not to use that weapon?

>> No.5571689

I don't think there's enough ammo for it to truly trivialise everything, and highest difficulty pretty much expects you to use it on commanders and asstroops

>> No.5571695
File: 17 KB, 431x296, 1557351753063.jpg [View same] [iqdb] [saucenao] [google]

maybe the real gay was the friends we made along the way
okay I'll stop now
>[5-12] Quake 1 sounds remastered
Are these from the original sound library or are they edited?
Whats the difference to Quake Eargasm?

Also is there a Quake sourceport that supports HRTF? Even OpenAL-Soft?

>> No.5571713

No I meant spawning an actor that's local to one or several players. It can't interact with anything non "local" though, perhaps except for calling net events? Also no random() calls iirc.

>> No.5571717

Missed Screenshot Saturday, whoops!

>> No.5571718

No John, you are the gays

>> No.5571750

>refueling base

Why? Just.... Just why?

>> No.5571768

Because bases need refueling too

>> No.5571780

because Sandy had to pump out levels like a champ and there were still a few of Tom Hall's levels that he didn't use for Doom 1

>> No.5571785
File: 418 KB, 734x557, 1555207530077.png [View same] [iqdb] [saucenao] [google]

I can't get any mods to work in Quakespasm, but FTE works fine and supports openal
The ambient sounds are definitely better, however the weapons, monsters and player sounds sound dreadfully tinny
Quake Eargasm's sound balance is beyond fucked however

>> No.5571843

Has anyone here tried to make their own music for a TC/wad? I'm thinking of buying a cheap synth and making my own loops but I'm unsure if im over my head, as I know nothing about making music or which synth I should buy

>> No.5571845

I like it :)

>> No.5571870


>> No.5571891

Cant wait for fresh supply to get fixed so we can ge some fucking mods


>> No.5571901

yo he look like thanus

>> No.5571907
File: 197 KB, 1280x720, I THINK x SUCKS.jpg [View same] [iqdb] [saucenao] [google]


>> No.5571909

Joel's Doom mapping contest is finally over.


You can download a gigabyte of WADs that were submitted.

>> No.5571910
File: 47 KB, 640x400, Uds5sQdl.png.jpg [View same] [iqdb] [saucenao] [google]


>> No.5571915

Can I play Doom 1 with the super shotgun?

>> No.5571916

>me masturbating to tomgirls
Thanks Doom

>> No.5571928
File: 435 KB, 1065x1599, Screenshot_20181119-091028_QooApp.jpg [View same] [iqdb] [saucenao] [google]

Crispy Doom VS Prboom Plus?

>> No.5571929
File: 1.46 MB, 1920x1080, Screenshot_Doom_20190510_161451.png [View same] [iqdb] [saucenao] [google]


>> No.5571932

I disqualify it for 3D models and throw a big nasty fit.

>> No.5571937

you's a big wiener

>> No.5571940


Is this for a Golden Souls 3?

BTW where's my proper-rope-physics-swinging I've seen in the last thread?

>> No.5571943

Deal with it. There's no reason why someone should avoid using Gzdoom's advanced features if they are planning to make a non-vanilla map.

>> No.5571946

>letters of doom
Watching him play that and start losing it was really fucking funny.

>> No.5571949

Maybe aesthetics. The baked-in ambient occlusion / lighting looks a bit high-res and dynamic for the mostly flatly-lit world.

I'm mostly against the "advanced features" because I don't trust people to use them in ways that fit the rest of the graphics and as the person with this opinion I consider it a good reason.

>> No.5571951

Which sound type you all prefer in GZDoom?

>> No.5571953

what you mean homie

>> No.5571969

It's not Golden Souls 3, In its current state it's mostly just a test and also a way for me to learn a bit more of ACS (and perhaps Zscript)

>> No.5571974

I save it for fat commanders and emergencies.

>> No.5571978

Good level.

>> No.5571983

Load Doom 1 with Doom 2

>> No.5571993

I used to have a nice SC55 soundfont that i'd use with timidity along with setups for GUS and wildmidi but i accidentally deleted the sound folder so now i'm just using the gzdoom defaults.

>> No.5572001
File: 467 KB, 1920x1080, 1010750_20190513143300_1.png [View same] [iqdb] [saucenao] [google]

>tfw out of dynamite

>> No.5572004

Playing Quake 2 deathmatch makes you realize just how many of Quake 3's changes were a result of trying to balance the railgun.

>> No.5572010


>> No.5572016

just kill em all twice lmoa good game design guys

>> No.5572027

They have set HP, it's just possible to knock them over.

>> No.5572035

Longtime Blood fan (and ultra-obscure non-celebrity youtube channel) Austin Adams is doing a series of videos to demonstrate the differences (mostly regarding the things that are either glitches, weird mistakes, or just outright laziness) between Blood in its original form and the remaster ("Fresh Supply"). His first part is out and I would highly recommend watching this if you are interested in seeing the issues currently with the remaster, as his video is extremely well done. No pun intended.


>> No.5572037

Is there any way to get the Blood cutscenes running in BuildGDX?

>> No.5572039

What's he point in these videos when they will be out of date in a few days? There's already a huge patch coming that fixes shit. There will no doubt be multiple

>> No.5572045

use the mega link in OP to download "movie" in the blood folder and just drop it into your blood folder

>> No.5572057

>b-but they'll patch it
maybe they should've advertised this shit as early access if it needs to be fixed after release

>> No.5572058

Have them in the directory?
Runs out of the box for me.
Take One Unit Whole Blood installed, drop GDX on top of it, and cutscenes run fine

>what's the point of documenting bugs, they'll be fixed anyway!

>> No.5572059
File: 1.51 MB, 1280x720, p2.webm [View same] [iqdb] [saucenao] [google]

cultist cunts are fast

not the guy who posted that but the patch addresses none of the issues that guy covered, and I didn't see many people notice it in the feedback thread either, so there's def a use for such videos if kaiser sees them

>> No.5572065

blood.ini, change the paths for the movie files to .
ie CutSceneA=.\cs1.smk

>> No.5572068

also im testing the new patch in that vid, they said they fixed the dynamite doing the ground animation when thrown upward but I still see the ground animation there...

>> No.5572089
File: 2.92 MB, 1280x720, tnt nblood v kex.webm [View same] [iqdb] [saucenao] [google]

I'll try sending them this on the 1.8.6 beta thread

>> No.5572169

I reckon Blood's community having a lot of purists is thanks to it simply never having its source officially released. Any differences to vanilla behavior become more apparent when vanilla is the only way most fans have been playing for decades.

This is in stark contrast to Doom's community, which have gotten so used to source ports, that only a small few ever take issue of the differences that GZDoom and the like have over vanilla, with plenty in the community not having even touched vanilla at all.

>> No.5572208

ah fuck

>> No.5572219

Well you have the accepted idea that there's the vanilla or faithful vanilla way of playing Doom, then there's the kind of Doom which isn't properly faithful in all ways, but which can be modded like crazy.

You have both at your fingertips and nothing stops you from doing either.

Congratulations. What was your prize?

>> No.5572220

Doom :3

>> No.5572241

The Blood remaster has a weapon wheel. Does this mean that console ports will be released soon?

>> No.5572252

Their latest video about the Kex engine was bragging about supporting consoles so I imagine a Blood port to happen soon yeah.

Early pc version is probably a beta test to iron out the bugs. Thanks pc cucks!

>> No.5572253

Duke :3D

>> No.5572258
File: 533 KB, 1920x1080, 1550815431107.jpg [View same] [iqdb] [saucenao] [google]

I wasted 2 days trying to figure out where the fuck was the level exit
the worst thing is this isn't even my first playthrough

>> No.5572259

You do check the map for little bits not filled out fully right?

>> No.5572260

oh, yeah, I don't like to use the automap

>> No.5572262

Too bad Nblood already beat them to it. There's a port of that to Switch already.

>> No.5572265

Nothing at the moment

>> No.5572269

If you had trouble on this level already, have fun with Lair of the Blind Ones. Protip: the automap won't be of much use there.

>> No.5572271

If they actually fix the bugs and the behavior, and release it for PS4, I legit might buy it.

But only if the behavior is proper and it comes with the expansions.

>> No.5572272

Dude it's barely functional. I mean I wish it was finished but the guy hasn't fixed anything from the first release dropped in over a month.

Without a keyboard plugged in you can't access options, load/save and you can't finish a level cus you have to press a key. Needing a keyboard defeats the purpose of having a handheld port. You might as well just play the pc version.

Also if you die the level doesnt reset. Only the players position resets. So you have to quit the game. Also the game freezes for 1 second every time you fire some dynamite. I'm sure all these could be ironed out but none of them have.

>> No.5572276
File: 660 KB, 1920x1080, Screenshot_20190513-163307.jpg [View same] [iqdb] [saucenao] [google]

Kex engine doesn't support PS4 lol

Too much onions

>> No.5572278

Is the Switch GZdoom port any better? I heard it can really run everything, even the most advanced mods.

>> No.5572279

I already finished it on the n64 at the time
I can notice it's being made easier as fuck
I'm playing on hard and nobody killed me yet
I remember the catacombs in this 2nd map being more complex
the 3rd map even has at least 1 ammo respawn in each level somewhere

>> No.5572283

also, to me the boiling point was the mantis ship and I remember running the entire lair without ammo

>> No.5572284

It's fucking fantastic. But there's performance drops on the bigger maps and more modern mods. So you gotta tweak some settings here and there like lower the res and shit to get a bit better results. But it's a seriously full featured port. That guy has done amazing work he ported over Quakespasm and Quake 2.

Also Doom 64 EX! Full pc version. Though unfortunately there's a control bug that makes strafing stick that he can't find a fix for

>> No.5572286

Noncommercial wads like NRFTL and Sigil are:

>> No.5572290

>But there's performance drops on the bigger maps and more modern mods
No different from PC then.

>> No.5572291

>No Rest For The Living
What did he mean by this?

>> No.5572301

Oh really? I don't even use the pc version I just assumed it ran everything perfectly.

>> No.5572310

The performance varies with the hardware being used. Modern builds of GZdoom are unplayable on toasters, and require high end systems to use the eye candy.

>> No.5572328

Don't really like the way the Remastered Quake 1 Sounds sound.
They sound oddly sharp and treble-y, in a really unpleasant manner.

>> No.5572350

I came to this same conclusion. It's unfortunate since some of them are really neat sounding

>> No.5572357

i thought doom and wolfenstein getting lore in their reboots is weird because it's mostly stick to their reboot iterations rather than the first games in their series (at least in doom's case) that are why they matter in the first place
so, you're expanding the series but in a different part of it, which is probably why quake champions feels like it's retconning things at times
meanwhile, bj's abusive dad breaks both tno lore and 3d lore

>> No.5572370

why did Caleb even join the cult

>> No.5572372

for the lulz
because ophelia was in it

>> No.5572389


>> No.5572391

what a cuck

>> No.5572396 [DELETED] 

Why is The Seal of Nehahra so fucking good?

>> No.5572407

Ophelia's entrance into the Cabal came during her college years when a genius student created a reanimation serum. The Cabal sent zombies into the campus to secure him and the serum, but as zombies are apparently wont to do, they wandered instead to the "largest collection of defenceless and scantily clad women" - Ophelia's sorority house.

Observing the power that the Cabal wielded, Ophelia had an evil inspiration: ditch her education, family, and associates and join the cult. After destroying all of the incriminating evidence against her, as she knew they would never take a perky bleached blonde sorority girl, she presented herself to the cult and was accepted.

geez what a bitch

>> No.5572447 [DELETED] 

Only wrong thing about it is that teleport to CD isn't telegraphed in any way. I always forget where it is and get teleported when I don't want to.

>> No.5572448

Only wrong thing about it is that teleport to CD isn't telegraphed in any way. I always forget where it is and get teleported when I don't want to (not that it matters, but it's just annoying).

>> No.5572452

>MetaDoom's Cyberdemon's alert sound is a mix of sounds from Doom 3 and the original
>Spiderdemon is a mix of 2016 and the original scream too
>Baron just uses a simple 2016 sound, instead of that being mixed with his otherwise brilliant original alert sound

>> No.5572461

maybe mixes just didn't sound consistent or sounded muddy

>> No.5572489

Easiest way to do LAN with GZDoom?

>> No.5572496


>> No.5572503

>[5-1] Release of GZDoom 3.8.0 Vintage

What is the difference between the "Vintage" version of GZDoom and the regular version?

>> No.5572515
File: 281 KB, 1920x1080, 1539358231331.jpg [View same] [iqdb] [saucenao] [google]

games with this aesthetic?

>> No.5572524

Daikatana maybe?

>> No.5572560 [DELETED] 
File: 674 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]

Daikatana is fucking pretty and I wish more people would give it a chance without the Sidekicks.

>> No.5572565

What's the consensus on brutal duke? I like duke 3d but there's just too little gore imo

>> No.5572569

> brutal anything
same shit, different anus

>> No.5572572

*sniff sniff*

>> No.5572575

I rather like some of the visual aspects too.

>> No.5572584 [DELETED] 
File: 267 KB, 430x323, file.png [View same] [iqdb] [saucenao] [google]

I unironically like Daikatana (without sidekicks lol) but my only gripe with it is the fucking art style. Beautiful levels, beautiful lighting, and gorgeous settings, but the enemies, some of the weapons, and even the character models all have this extremely ugly overdesigned look to them that doesn't bother me too much until I focus on it. It's like everything had to be made from gratuitous amounts of greeble before it'd be acceptable. Like look at this fucking glove. Maybe there's something wrong with me but I get a sensory overload from a lot of the weapons when I focus on them. It's not as bad in motion when I'm not looking directly at it, but when you stop to look at it and a lot of the enemies (especially, of all things, the fucking skeletons in Episode 2) it's just so ugly.

>> No.5572590

I'm keeping this one.

>> No.5572594

what does it change gameplay wise?

>> No.5572603
File: 5 KB, 213x237, ron.jpg [View same] [iqdb] [saucenao] [google]

I wish I had the super power to remote-choke people over the internet

>> No.5572609

>What's the point
shut up bitch

>> No.5572610

personal taste and opinions

>> No.5572614

That glove looks terrible with such a low poly count and primitive rendering, but I bet it would look quite striking if using normal maps/very high poly count and specular highlights.

Agreed that there's generally way too much high contrast greebling.

>> No.5572616

Why do people have so much trouble with this game? All the years of linear corridor shooters damaged your brains.

>> No.5572618

personal taste and opinions

>> No.5572619

i lifted it from Yahtzee anyway

>> No.5572621

yeah the first thing that jumped at me from daikatana was that everything had greeble to the absolute max

>> No.5572623

I'd create propellers out of separate sprites

>> No.5572629

Vintage uses the old OpenGL 2.0 renderer. If your computer performs fine with normal GZDoom, you don't need Vintage.

>> No.5572630

>BTW where's my proper-rope-physics-swinging I've seen in the last thread?
Patience. I'll get to that when I make the tesla/gravity gun for my mod, which'll require them.

>> No.5572632

man, now you throwing a tanty about not playing his wad fast enough looks really embarrassing in hindsight

>> No.5572638

congratulatory raisins

>> No.5572641


Love the texture work in this game. Also Hexen 2/Heretic 2. Almost nobody today is capable of doing this. Legacy techniques.

>> No.5572645
File: 182 KB, 512x512, FOV 90.CurvatureMkIII.png [View same] [iqdb] [saucenao] [google]

Shame about the hard angles at the 45-degree marks.

>> No.5572650
File: 201 KB, 1920x1080, 20190513203236_1.jpg [View same] [iqdb] [saucenao] [google]

*elevator leads you to a tight hallway with 3 hellhounds but no way to turn back so you get fucked if you didnt know they were there*

cheap desu

>> No.5572661

>has Tesla Cannon
>still dies
shit player desu

>> No.5572664

I couldn't stand the 20 minute intro into giant mosquito hunting.
It was annoying from the get go, and I couldn't stick with it.

>> No.5572665

hold down mouse 1 idiot

>> No.5572668

that was after I loaded a quicksave and knew they were there

>> No.5572671

Are you confusing Marisa with someone else? Because i remember some random fag doing that but not Marisa.

>> No.5572672
File: 471 KB, 800x600, Screenshot_Doom_20190513_144309.png [View same] [iqdb] [saucenao] [google]

>> No.5572674

blood 2 is a piece of shit and not canon (in my head at least)
especially not that even shittier expansion

>> No.5572679

I agree.

>> No.5572690

Can I have a look at how you transform screen coordinates? Maybe ask other experienced coders?

>> No.5572691

it looks fun for a playthrough desu, whats so wrong w it?

>> No.5572693


>> No.5572695

The game is broken as shit.

Monolith did about 10 months or so of preliminary design, presented it to their publisher, GT Interactive, said something like "This is our current rough draft and what we have developed with the budget you've given us this far, we recommend you fund further development."
GT Interactive publishes this build.

That doesn't even get into how many bad ideas and concepts are in there, so I'm not sure how good it would actually have been if they had gotten to finish it.

>> No.5572704
File: 456 KB, 431x360, hqdefault.png [View same] [iqdb] [saucenao] [google]


>> No.5572707

I did this:

vec2 SignedUV = abs(texCoord * 2.0 - 1.0);
float Distance = distance(SignedUV,vec2(0.0,0.0));
float SignedUVMax = max(SignedUV.x,SignedUV.y);
SignedUV = SignedUV / SignedUVMax;
SignedUV = SignedUV * Distance;
SignedUV = SignedUV * sign(texCoord - 0.5) * 0.5 + 0.5;
fragColor = texture(source[0], SignedUV);

I was thinking I'd end up normalizing the coordinates and then scaling them to a circle made by distance(), but those nasty corners are awful and as far as I know can't be avoided with this method.

>> No.5572713
File: 2.97 MB, 640x480, gzdoom 2019-05-13 14-59-22-89.webm [View same] [iqdb] [saucenao] [google]

>> No.5572716

is this drugs?

>> No.5572721
File: 907 KB, 800x600, 2018-05-01 13-42-43.webm [View same] [iqdb] [saucenao] [google]

I had some misshaps before I achieved this too. It's perfectly possible tho.

>> No.5572729

I can get a clean distortion by dividing signed UVs by distance from the center and then multiplying it by a power or root of the distance, it's just that toward the center it seems to zoom in an extreme amount. Maybe that'd work fine for your effect since there seems to not be a center?

Just bringing it up since it seems to be light resource use and I don't know what you've got currently.

>> No.5572730

It would have probably been at least decent if they scrapped the plot and kept Caleb as the protag. Though, I really don't know how they'd salvage the actual gameplay. Shogo is a bit more polished but it still plays like total shit for the most part.

>> No.5572745


>> No.5572752


>> No.5572763
File: 141 KB, 656x964, Capture.png [View same] [iqdb] [saucenao] [google]

>people actually use and like texture filtering
puked in my mouth a bit

>> No.5572773

>Render 320x200 no filtering
>Upscale to 1280x1024 bilinear
The Retro Experience

>> No.5572778

Everything looked softer; with a touch of glow on CRTs. Part of the magic.
Near impossible to recreate with those shader experiments that get posted here regularly.

>> No.5572793

>didn't make games look like jumpled squarefest

Guess what fag, they pretty much did because they were using RGBHV connections and most consumer CRT monitors by that time could reach 1024x768 no problem so they'd look disgustingly clean on what was essentially 640x400 because of 31KHz.

>> No.5572807
File: 897 KB, 640x480, another_early_attempt.webm [View same] [iqdb] [saucenao] [google]

>it's just that toward the center it seems to zoom in an extreme amount
I think you need to clamp it.

>> No.5572832

is it possible for doom/quake enemies to suffer fall damage?

>> No.5572845

texture filtering blurs textures based on their resolution, not on their screen space. If it's supposed to simulate CRT blurring it's doing a piss poor job.

>> No.5572850

Not in vanilla. With mods sure.

>> No.5572856

What if Kaiser goes through a self harm phase after this and his next project is Daikatana EX?

>> No.5572863

Well, it's wasteful on vram, but you could always internally upscale textures with the scaler algorithm of your choice.

>> No.5572875
File: 360 KB, 1920x1080, 1532817816013.jpg [View same] [iqdb] [saucenao] [google]

123 minutes in, 1 key, 1/3 vents sealed and 1 feather, it's not even half the things I need to do

>> No.5572890

Haha are Truok 2 levels much bigger than 1? I can't wait for 2 to release on switch already!

>> No.5572907 [SPOILER] 
File: 58 KB, 960x540, 1557779770271.jpg [View same] [iqdb] [saucenao] [google]

Hey guys, check out this map that I'm making.

>> No.5572912

brush-based geometry cucks btfo by the linedef ubermensch

>> No.5572918

but anything possible with lines is possible with brushes

>> No.5572935

i like it

>> No.5572938

How do I disable FP16 rendering in GZDoom?

>> No.5572942
File: 617 KB, 1920x1080, Screenshot_Doom_20190513_174351.png [View same] [iqdb] [saucenao] [google]

whats the classical music piece that sounds when you do the pantokrator alternate fire?

>> No.5572943

1812 overture?

>> No.5572961 [DELETED] 

Should I bite the bullet to pay the 20 bucks for Ion Maiden so I can upload it to the mega?

>> No.5572967

Stop being a faggot.

>> No.5572979
File: 466 KB, 1360x768, Screenshot_Doom_20190513_135655.png [View same] [iqdb] [saucenao] [google]

Does anyone know where the sprites from "Metal Meltdown" are from? They couldnt have all been created just for this contest.

>> No.5572987

I'm actually surprised they haven't released Classic Doom on Switch yet. Have they released it at all on current gen?
There's a mod called Vanilla Essence that might do that.

>> No.5572991

thats it
thanks anon

>> No.5572995

Complete guess. I've never played it. But it's the only classical piece I know of that uses cannons as a musical instrument.

>> No.5573002

1. Texture interpolation is not comparable to screen blur. The former magnifies with object proximity.
2. Bilinear filtering looks and is very unnatural. A gaussian filter would probably look better, but it's a tremendous waste of resources.
3. In the case of Doom, there's no obvious way to deal with alpha-tested sprites. A hard cutoff around a soft billboard looks very jarring indeed.
God, I hate these people talking out their asses.

>> No.5573004

I would like something like the Classic Complete port for my 3DS.

>> No.5573016

>I'm actually surprised they haven't released Classic Doom on Switch yet. Have they released it at all on current gen?
They probably think people aren't that interested.
But we can also expect some fucks ups like with some previous releases
>PS3: one of the master levels fucks up a secret because it expected to be replacing map 7 to use a Mancubus death tag
>Xbox: Phobos skybox used accross other episodes
>NRFTL in BFGE: Wrong song order
>Censorship on Wolfenstein stuff instead of interesting changes like Deathshead painting, W logo or english but with forced accent speaking TNO styled guards
>Even Wolfenstein songs were cut
>That pill thing instead of Eternal's solution for a red cross
>Sound pitch randomization
>TNT's map 31 bug was fixed but only on the GOG release
>The absense of additional stuff like master levels or Final Doom
>Doom 64 in trademark hell
>Do they even have the RPG games' assets?
>Changing the TITLEPIC's and fonts for no reason
>No additional settings and options but that's what source ports are for
>Actual proper midi for the music

>> No.5573021
File: 59 KB, 1248x368, idea.png [View same] [iqdb] [saucenao] [google]

>PE: could spit a kamizake LS but the player can still shoot it down, which has less health and it dies quickly
>Baron: can also charge a stronger fireball with arcing physics
>Manc: the 2 2016 inspired moves are part of the same attack, where he shoots three single fireballs (arcing physics and fired from each cannon individually) while then switching to flamethrower attack
>AT: his two new attacks are merged like the Manc's: shoots two plasma balls three times before switching to a few bouncing grenades
>AV: summons an enemy only ONCE
>SM: Instead of grenades, his explosives are bombs so they don't have bouncing physics like the Arachnotron's grenades, hitscan is replaced with big, fast and stronger plasma projectiles
Just thinking about a dumb idea i had for a mod.

>> No.5573031

Still seems to render to FP16.
Not that it has any effect on the visuals using core settings, but it seems like a waste when you aren't using any of the fancy effects that need it.

>> No.5573039

being a maze corridor shooter isn't any better than a linear one, expecially if everything looks like the exact same

>> No.5573047

Maybe with Wolfenstein 3D but Doom showed that you can make areas recognizable, even if they still look abstract
>Always change floor height when changing floor textures
>Use border textures between different wall segments and doorways
>Be strict about texture alignment
>Use contrast between light and dark areas and cramped and open areas
>Make sure that if the player can see outside, he can somehow get there
>Be strict about having several secret areas on each level
>Make levels flow so that the player revisits areas to better understand the 3D >Create several easily-recognizable landmarks for easier navigation
And all this in a limited engine that can be used for either regular levels (some of which following the rules above) or even gimmicky ones (like some of Doom 2/Final Doom's stuff)
You also have a variety of tools to use like lightning, crushers, toxic floors, switches etc

>> No.5573063

nope, that's even why marisa released the wad early

fucking hilarious

>> No.5573064

Oh and you have the case of enemy/item/weapon placement

>> No.5573079
File: 79 KB, 1024x725, tx4l8k5jkmw21.jpg [View same] [iqdb] [saucenao] [google]

Can I get a rundown on gzdoom's softpoly renderer?

>> No.5573085

That gives the shape a flat top, would rather something else like Inigo Quilez's smooth minimum http://www.iquilezles.org/www/articles/smin/smin.htm or some kind of polynomial, but I haven't sat down and came up with a shape I liked.

>> No.5573092

>Sound pitch randomization
are you implying this is bad

>> No.5573096

It makes some sounds a bit awkward at times, if not, unrecognizable.
If anything, make that an option.

>> No.5573125

duki nuki

>> No.5573131
File: 5 KB, 208x243, 1557363555497.jpg [View same] [iqdb] [saucenao] [google]

Any good guides on making a new iwad? I know that gzdoom added the .iwad file support but I haven't found any good guides on what it requires.

>> No.5573134

fuke bookem

>> No.5573141

You could probably use freedoom as a template.

>> No.5573201 [DELETED] 

I completely respect that. The first episode of Daikatana is fucking ass. It's also peak romero bullshit so if you hate that, you'll loathe that episode. Hitscanners in every fucking hallway with almost instant reaction times, and worst of all they rapid fire. Add the tiny, annoying enemies and you have a pretty bad time. I suffered through it twice (it wasn't that bad but the weapons make it more miserable than it should be because they're all either explosives, or bounce, with the exception of the shot cycler that's basically useless.) and I'm probably gonna do it a third time. I really like Daikatana and I honestly think it's worth giving a shot on a lower difficulty or by skipping that first episode. Episodes 2, 3, and parts of 4 are worth skipping/suffering through 1 in. The only story context you need (should you give a shit lmao) is that Hiro gets the Daikatana, and now there's two because Mishima and Time Travel bullshit, so he sends you, Superfly, and Mikiko back to Ancient Greece where Hiro learns slowly how to control the Daikatana.

>> No.5573217

>Make levels flow so that the player revisits areas to better understand the 3D
I have seen so many let's plays where the player goes "where am I I've already been here" like you'll never have to go to the same place twice.
People seem to get confused in first person. Like in a Zelda game they'd do fine, there are 4 directions and it's laid out in a grid. But as soon as you try to exercise their own sense of direction many people are helpless.
The trick is to guide them invisibly with lights and flow, but even then you'll see people taking the same circular paths saying "where am I supposed to go?"... Weirdly frustrating to see then walk past the same switch or elevator or door over and over completely ignoring it because they aren't directly shoved into it.

>> No.5573225

Is that a FEAR explosion blast wave effect I see?

>> No.5573230

I managed through, with the no sidekick patch.
There were good moments, but they all drown in the pool of shite that I ls the rest of the game.

>> No.5573276

Doom is edgy and all but having him give the middle finger and say "fuck you" is cringe as fuck right?

>> No.5573281

doom isn't even edgy by today's standards

quake is far edgier if you ask me

>> No.5573283

Doom isn't even that edgy. It's metal blended with a bit of D&D and the whole thing is cheeky and fun.

>> No.5573295 [DELETED] 
File: 30 KB, 720x673, tjl316p4r0y21.jpg [View same] [iqdb] [saucenao] [google]

What the fuck is this garbage
Never thought I'd see the day that fags will beg for money on fucking doomworld. A high profile creator at that. All under the guise of "Supporting your """favorite"""" creators"
What a piece of shit.

>> No.5573306

Interesting that the title is "support your favorite creatorS" but it's solely about him.

>> No.5573309

Someone else already brought this up earlier and tried to be outraged about it. You're late.

>> No.5573313

Apparently they have just been remastered not remixed from original sources. Some people say that you get used to it and they like it more. It puts a kinda ring into some sounds. But ive previewed the sounds and they generally do sound better than the originals even after processing filters are used in the engine.

quakespasm may need to have the cvar "sndspeed" changed to 44khz so that they can properly be heard.

>> No.5573314

It's not really THAT edgy.
It's about killing demons, ergo corporeal manifestations of evil, being a threat to society (and presumably also the environment), thus 100% acceptable targets, and there isn't actually any good argument for NOT killing them, there's no gray area. Most of the violence is against the demons, or you see their victims, which are there for detail, worldbuilding, atmosphere, and further reinforcing why it's ok to do violence on the demons.

The whole flipping the bird thing feels kind of awkward and out of place, because not only is the voice totally fucking goofy and impossible to take seriously, you get the feeling that it's there less to be funny, and more because Mark genuinely thinks it's cool (he doesn't seem self-aware enough for it to be ironic). If I'm gonna swear, I'd rather just vocalize it myself IRL as I actually do something productive inside the game.

>> No.5573317

sweet geez that sky is good

>> No.5573321

This is undeniable proof that Doom is now swarming with zoomers.

>> No.5573326

Yeah. There's a sort of serious air to its presentation, but there's a bit of a charming B-movie vibe to it all, and the gameplay certainly can be quite funny at times.

Go slip a disk, you grumpy old shit.

>> No.5573335

>what a piece of shit
Does it make him a bad person somehow?
He's upfront about the fact that he needs money, and he does offer something for it.

I'm honestly contemplating the $10 tier, because not only can I support someone I like, he would in return do something for me.
If you don't want to, then by all means don't, you don't owe him anything at all, but I fail to see why it makes him a bad person.

>> No.5573337

I thought they were unpleasant to listen to, personally.

>> No.5573338

Could've all been fixed by lowering the damage. In single play it does 150. Having it do 90 or 95 in DM would've been just fine. Heck you can take enough damage from a fall or the edge of an explosion to make that a oneshot.

>> No.5573347

Random levels generators? Cool? Good? You use them? Any good modern ones? Talk to me

>> No.5573352

Kingpin: Life of Crime

Rags 2 Riches or Vanilla? And why?

>> No.5573353

I tried Slige a bunch of years ago, didn't like it, then went back to paging through levels made by actual people.

>> No.5573363

i'd rather have a program that takes a bunch of megawads and randomizes the levels and puts them in one wad

i realize this is almost impossible with custom textures and all

>> No.5573367

what does rags 2 riches do? I've only played vanilla

>> No.5573418

He's a faggot because he's advertising his shit unprompted on Doomworld. At least post it with a project or something.

>> No.5573420


>> No.5573428

i mean, he recently released faithless

>> No.5573441

ok, I'll continue with this tortur, I mean, enjoyment
>Haha are Truok 2 levels much bigger than 1

>> No.5573484
File: 11 KB, 450x299, shrug.jpg [View same] [iqdb] [saucenao] [google]


>> No.5573538

What am I not understanding about the "Block Sound" tag? Do I have to give it to walls too?

>> No.5573548,1 [INTERNAL] 

just when you think these threads couldn't get any worse

>> No.5573548

All the millennials who wasted their fucking lives on internet forums are suddenly in their thirties with absolutely nothing to show for it.

>> No.5573572

you need two tagged lines for it to work

>> No.5573664

he is one of the most prolific creators on doomworld

i'm pretty sure you're getting mad just for the sake of getting mad

>> No.5573691

>"getting mad just for the sake of getting mad™"

>> No.5573705

>that OP pic

I want an /egg/ game made in Doom

>> No.5573721

A double-barreled blast kills them from point blank though.

>> No.5573742
File: 242 KB, 382x417, 1556301753436.png [View same] [iqdb] [saucenao] [google]


>> No.5573748

engineering games general


>> No.5573809

Actual reliable way to aim at enemies sure makes a shooter easier
who wouldve thunk

>> No.5573812

I honestly love that feature. It shouldnt be in vanilla play but the voice isnt so good

>> No.5573840

Can someone make a webm with sound of 9:38-9:43 from this video? https://www.youtube.com/watch?v=PRI2rTwvWfk

>> No.5573981


>> No.5573983

wait I don't know how to do cross-board quoting

>> No.5573986
File: 22 KB, 645x773, 1463949237741.gif [View same] [iqdb] [saucenao] [google]

>when the blood remasters poor quality mentally breaks you
I think it was just the years of hype and "what if"
Now, I wish I could go back

>> No.5573990
File: 1.20 MB, 480x360, 1407089099278.webm [View same] [iqdb] [saucenao] [google]

Does anyone know what this is? I can't tell if it's a Doom mod or an original game.

>> No.5573991

On the other hand, BloodGDX and nBlood may be great in due time

>> No.5574008

a while ago somone posted a link to a page that had a bunch of doom and hexen images, it was a black background I think, it was memes and stuff like an image gallery. anyone know what im talking about and has the link?

>> No.5574050
File: 2.57 MB, 638x477, Marathon non-euclidean geometry.webm [View same] [iqdb] [saucenao] [google]

What the fuck?!

>> No.5574052

>HD textures

>> No.5574095

the vr doom booru?

>> No.5574103
File: 2.87 MB, 1066x600, Half-Life.webm [View same] [iqdb] [saucenao] [google]

What's this from? Is this Opposing Force, vanilla Half-Life, or some kind of mod, or something else?

>> No.5574107

OpForce. You can tell from the HUD, the gloves, and the male Black Ops enemies.

>> No.5574109

>Arm model and HUD

Just looks like Opposing Force to me, chief. It's been a while but it's alright.

>> No.5574115


>> No.5574139

I remember that moment. It's from OpForce. I remembered that part specifically because I managed to explode that rocket and kill myself, which I didn't knew was possible before that.

>> No.5574214


>> No.5574302
File: 295 KB, 1920x1080, 20190514155541_1.jpg [View same] [iqdb] [saucenao] [google]

didnt notice this little shit needed a walkthrough to notice it

>> No.5574369

so is the general consensus that cryptic passage > plasma pack?

>> No.5574409


>> No.5574432
File: 2.53 MB, 1366x768, boing.webm [View same] [iqdb] [saucenao] [google]

fun miniboss

>> No.5574454
File: 15 KB, 175x231, 1478530389838.jpg [View same] [iqdb] [saucenao] [google]

>Bye, lol!

>> No.5574461

Looks like A Turok mod for Doom

>> No.5574486 [DELETED] 

No surprise, half of Doomweird are transsexuals. Romero's wife is also transsexual.

>> No.5574498

with that many hit points do you think the fall would do enough damage to kill it?
Id hate to think you'd have to go down there somehow to kill it and finish the level.

>> No.5574503

that's a cool moment. if you wait before killing them they talk a lot about how they shouldn't be used to clean up messes usually given to grunts. Half life is full of these little moments, it's what makes the game so special to me.

>> No.5574504

nah you don't need to finish it off to end the level, i think it's instakill for anything down there though

>> No.5574571

the pit deals like 1000dmg per second standing on it

>> No.5574586
File: 2.66 MB, 320x240, Doom (ZX Spectrum).webm [View same] [iqdb] [saucenao] [google]

How does this exist?

>> No.5574589
File: 1.30 MB, 640x480, Doom (Monster Hunter Ltd. Part I) [mod].webm [View same] [iqdb] [saucenao] [google]


>> No.5574591

Is that from the remaster?

>> No.5574594

yeah just finished cryptic passage with it, the beta version patch that fixes some shit

>> No.5574596
File: 90 KB, 638x814, pushwalls.jpg [View same] [iqdb] [saucenao] [google]

Reminds me of that clip where Civvie accidentally pushes one of those giant spiders out through the wall and outside the bounds of the level.

>> No.5574610
File: 499 KB, 1920x1080, 20190514182408_1.jpg [View same] [iqdb] [saucenao] [google]

also I think they fixed the thing civvie complained about here https://youtu.be/EkG29e-nE-A?t=96

>> No.5574615

because people were desperate to cling to huge market movers like this and before wolf3d there wasnt a phenomenon quite like it.

(shovelware "sapphire shareware vault" collection cds would be loaded down with doom map pwads in the games section while actual other games took up a fraction of the total filecount, sometimes the disks had other nice things on them in other categories but it was silver among nickels sorta thing)

I guess as illustrated by a retro guy on youtube, Street Fighter II was also like that and somehow a port to the Commodore was arranged for it. If you could call it that.
Fact is you didnt know you were buying a piece of look-alike crap until you took it out of the package and installed it, and at that point they had your money already. Back then there's no widespread internet, so complaining and getting a refund was hard because you could be ignored.
It was an era of "I cant believe I just wasted 40 bucks" and if you tried to return it to the store they'd look at you funny and say "the packaging has been opened, how do we know you didnt copy the disks?".

>> No.5574623

Mind uploading the patches? I'll back them up on the mega.

>> No.5574625

>thinking it's the same ai
did you even play it?, they had to tone down the turok 1 hardcore difficulty because everything happened at the speed of sound

>> No.5574626

sure how do I do that though, the entire blood folder I have rn? it's the steam beta patch

>> No.5574627

that's the firestorm cannon from turok 2

>> No.5574630
File: 474 KB, 800x562, eBtHHAd.png [View same] [iqdb] [saucenao] [google]


>> No.5574632

I see. The GoG patches would be ideal, since they come in separated executables.

>> No.5574636

yeah gonna need to wait for that, they said they can't roll out betas like this on GoG and it'll release when the update's done

>> No.5574682

I like it when i'm in a tight corrider with a hole that leads to enemies near to where i'm about to fall, but i can shoot my rockets to a wall that'll still hurt them because of the infinite height thing in the engine.

>> No.5574706

That's a lot of fun.
In modern gameplay mods, it's also fun to throw grenades or bombs down holes like that, then listen for the carnage.

>> No.5574717

I feel like the logo and all should be contained in the monitors screen.

>> No.5574718 [DELETED] 

>Marisa is a MtF
oh that explains why people keep calling her he.

>> No.5574758
File: 129 KB, 800x600, blood_000.png [View same] [iqdb] [saucenao] [google]

Thoughts about using chase view to peek around corners?

>> No.5574781

Your problem

>> No.5574804

imo fanatics that take 70% of your hp the moment you peek out are kinda bs difficulty that rely on you knowing they're there to kill them (hence all the savescumming people do) so its fine

>> No.5574806

The game is broken. People are right.

>> No.5574836

Thats only if the "Old DEH" explosion thingy is tagged for the A_Explode effect.

It is a good way to kill monsters in slaughterwads though, by gaining elevation and shooting a pillar or caco that happens to be right near where the skeletons and you make them take damage down there without having to face them.
Kinda also nifty to have Cybers lob rockets like that and drag the cyber's aim across to the wall because you moved behind it - splattering other monsters because of the height issue.

throw more spraybottles, seriously that ammo piles up for a reason
and use tesla on hellhounds, that ammo piles up for a reason too

>> No.5574937

>tfw Gggman couldn't tell that the Manc in 2016 was completely different from his classic counterpart
At least him and Civvie aren't Midnight
according to him, the hardest doom mod is linear doom

>> No.5574964

goddamnit who told me megaton edition duke 3d was fine, the mouse aim is absolute horseshit and doing that trick people do where you bust open the theater door with the rpg on e1m1 is impossible with it because i can't fucking aim it, eduke32 is so much better its insane, shame no achievements or hour tracking but I can use steamedit to launch eduke32.exe when i open duke3d i guess for hour track

>> No.5574975

>according to him, the hardest doom mod is linear doom
idk who that guy is but he was prob kidding

>> No.5574979

>10 fucking minuters
Or rather clickbait
Good thing there's a YT feature where you can see a few frames of the video by simply leaning your mouse on the thumbnail

>> No.5574980

the reason people like megaton edition is because it was cheaper than world tour and included the expansions, nothing to do with the quality of the port itself

>> No.5575034 [DELETED] 

is he right or its bait?

>> No.5575043

why don't you discuss it in the actual thread it's in instead of tracking that shit into here

>> No.5575045

hes right, combat isn't HL's strong suite, doesnt make it any less good

>> No.5575046 [DELETED] 


>> No.5575109 [DELETED] 

The webm proves how garbage hl is.
a shitty fps for the reddit audience.
keep ignoring criticism hlfags.

>> No.5575112

Great map. Most of the author's maps are classics.

>> No.5575119

Basically cheating. Half of the difficulty is having good enough reaction time to kill cultists before they kill you.

>> No.5575125

how do I use the custom voxels with NBlood?
I made a folder with them in it but they dont seem to work

>> No.5575127

Yes. It's a hitscanner shitfest.

>> No.5575128 [DELETED] 


>> No.5575132 [DELETED] 

git gud

>> No.5575134

that'd be hard, considering how gzdoom handles resolutions now and what anyone's settings/computer screen might be like

>> No.5575138

>citation needed

>> No.5575139

What advantges does NBlood offer compared to BloodGDX? Does the latter do anything better than the former?

>> No.5575140 [DELETED] 

half life still is a bad game.

>> No.5575145

good mouse aim

>> No.5575160 [DELETED] 

refute the webm hlfags

>> No.5575163

well with GDX you have to enable the autoload folder in the settings

IDK about nblood, but i would assume it's something similar

>> No.5575168 [DELETED] 

imagine being this bad at half life

>> No.5575171


>> No.5575173

Ah. Right. I guess you can't just center, and scale to vertical resolution or some such. But I don't really know the possibilities.

>> No.5575174 [DELETED] 

hl still sucks

>> No.5575203


>> No.5575209 [DELETED] 


>> No.5575216

Quake 1 yeah, Quake 2 is horseshit

>> No.5575221
File: 81 KB, 900x900, unnamed (4).jpg [View same] [iqdb] [saucenao] [google]


>> No.5575228 [DELETED] 

Half life still sucks. Awful quake clone that zoomers love.

>> No.5575237 [DELETED] 

reminder hlfags

>> No.5575260

it really wouldn't be; the menus are drawn on a 320x200 canvas that gets upscaled to fit the resolution, and if the TITLEPIC is getting replaced already, it'd be trivial to just move everything down

>> No.5575265 [DELETED] 


>> No.5575272

Doesn't it do 90 damage in Quake Live?

What gets me with Quake 2 is that not only is the railgun super strong, but healthpacks only give 10hp or 25 hp so you get tagged from across the map, survive with like 6hp and then you have to spend a thousand years trying to get enough hp and armor to survive another hit.

>> No.5575297

mods just not going to do anything or?

>> No.5575301 [DELETED] 

prove me wrong hlfag

>> No.5575302

Yeah. 150 in Q2 SP, 100 in Q2 MP and Q3A, 90 in QL and QC. The healthpack thing is Q2 inheriting from Q1 where aside from the Megahealth, the only health pickups were normal health boxes (25hp) and rotboxes (15 health).

>> No.5575304
File: 132 KB, 240x240, radiation logo.png [View same] [iqdb] [saucenao] [google]

Megaton was never *great*, it came with the expansions (under dubious legal circumstances, but hey, they were rare and I'm glad people got to play them), and it was a passable way to play Duke Nukem 3D on the PS3/360, all for just ten bux.

It still leaves a lot to be desired though, and if you bought it on PC, honestly just use the game files (and the remixed music, if you like it, I think the Megaton version of the Caribbean themes sound excellent), then run it in EDuke32.
People were pissed it got pulled because Fuck You Randy, and his port cost double that, even lacking the licensed expansions (though it ran kind of better, and had some extra content of its own that I think isn't without value, even though I don't think Randy deserves my money).

>> No.5575308

ì don't even play halflife
you on the other hand are spamming

>> No.5575312

Its bait. Hes not playing very good either. HL is a biat magnet sadly

>> No.5575315

someone should tell kinsie about that

>> No.5575320

RPGCodex is on the same level as NeoGaf, go back to your wretched hole of criminally autistic misfits where you belong and rot.

>> No.5575325 [DELETED] 

stay mad hl combat sucks it will never be a classic.

>> No.5575336

>never be a classic
what do you mean by that? HL is already a classic, and not for it's combat, it completely redefined what FPS games were capable for and set the trend for the next 20 years

>> No.5575339 [DELETED] 

it ruined the fps genre forever you mean.

>> No.5575341

nah, that was Halo

>> No.5575342 [DELETED] 


>> No.5575346

Just report him. He's an invasive species.

>> No.5575351

serious question: do you think you'll convince people to not like somthing they already like with this shitposting?

>> No.5575354
File: 2.65 MB, 320x240, goblin laugh.gif [View same] [iqdb] [saucenao] [google]

Didnt know that. I figured Quake Live was a direct port of Q3 and I never got to play it for long enough to notice, I just have fuzzy memories of running around with the grenade launcher for a few maps.
> spend a long time getting your health back
Yeah but depending on the map sometimes you could come across 2 or 3 health packs all at once. Also you were alot more likely to die from rocket spam than another railgun hit. That's the problem with using the railgun, if you shoot someone from a long way and they survive, you need to have another shot lined up otherwise you're giving someone Else a kill.

Quake 2 had Megahealth. I dont know if Quake 3 had it but they often had alot of health sitting in a row like several +25s depending on the map. It was all really mario coin-collector style.
Q3 also had the Regeneration powerup, which alot of people kinda ignored except to know where you was when it sounded out. But that was a pretty hefty thing without vampric damage stealing.

Q3 also pretty much forced you to die alot. They didnt want people prolonging their life and living for like a 20 frag killstreak. The maps weren't exactly cavernous huge complexes you could get lost in, in fact a good deal of them let you fall to your death.

Quake 2? You could probably live for a 20 frag killstreak if you kept the body armor and quad damage stepped on. All those crunchy armor shards and health bonuses added up too, those were never stepped down. I got up to 500 armor one time, and that was in an infinite ammo map too. I did some chaining but the quad machinegunning was really where its at.
How ironic that I usually found my success with other weapons than the iconic ones from the game.
Im also a BFG whore too and would most certainly one-shot people, Im extremely hard to avoid with the '10K. And... kill several people who happened to be fighting each other without paying attention to the approaching danger. But such is battle tactics.

>> No.5575359

Come on now Anon, you know the answer to that. He's not here to discuss anything

>> No.5575360

it does 80 damage in quake live, and 90 damage in quake champions
not sure about quake 4, but who cares about quake 4

>> No.5575361 [DELETED] 

>defending hitscan bullet sponges gameplay

>> No.5575368 [DELETED] 

its like you people didnt see the webm

>> No.5575374

Not to mention the game tears like a motherfucker and using vsync screws things up. Eduke all the way

>> No.5575403

>Quake 2 had Megahealth. I dont know if Quake 3 had it
It does, the two most contested pickups (usually) in Q3A are the megahealth and the red armor. They respawn on different timers, too, so even if you time both exactly, at some point you're gonna have to concede one or the other to the enemy. One of the things that Champs kind of screwed up was setting them both on the same 30-second timer, so you can infinitely loop them once you've got the pattern down.

>> No.5575428

>They respawn on different timers
This kind of shit is the kind of interesting design that is grossly underappreciated.

>> No.5575445

Trying to make Shadow Warrior (not remaster) work in source port but it have problems with graphic and controls

>> No.5575461

It's the kind of interesting design that Quake Champions forgot about, and replaced with champions.

>> No.5575464

Quake Live is a very good game but you have to actually learn it rather than running around being a dickhead. If you think you can beast around Quake Live against people who've all been playing for a decade and a half, you'll be sorely mistaken. It's taken me 957 hours to be somewhat decent.

>> No.5575473

It forgot about armor tiers too. Every armor reduces damage by the same amount.

>> No.5575496

That's how it is in Quake 3, bro.

>> No.5575497

q3 and qc have static absorb rates of 2/3 on all armors
the colors in q3 just dictate the amount they give, not how it was in q1

>> No.5575502

I'm aware, but I still prefer how it functioned in the older games.

>> No.5575504

Then it was Q3 you should be blaming, not QC.

>> No.5575507

QC could have done something to fix it.

>> No.5575510

Does anyone have the links to the GMOTA compatibility patches for Heretic and Hexen?

>> No.5575518


>> No.5575551

Q1 system:
> tiered armors
> who ever gets the red armor is at a HUGE advantage
> but leaves more armor for other players
Q3 system:
> more normalized armors
> one player can hog up all ther armor on the map
> but you can't get a full stack from just one red armor
pros and cons
i see no clearly superior answer

>> No.5575567
File: 643 KB, 2048x1365, D6j5MrdW4AE6QOb.jpg:large.jpg [View same] [iqdb] [saucenao] [google]


>> No.5575574
File: 593 KB, 2048x1365, file.jpg [View same] [iqdb] [saucenao] [google]

The Romero head looks pretty bad, desu.

>> No.5575576

Q3 allows the player out of control to build up a stack with shards and +5 bubbles, at least

>> No.5575586

Who is the matthewmatosis of Doomtubers?

>> No.5575595
File: 1.24 MB, 1920x1080, Screenshot_Doom_20190514_154702.png [View same] [iqdb] [saucenao] [google]

>> No.5575626
File: 56 KB, 720x720, chill bones.jpg [View same] [iqdb] [saucenao] [google]

About time! I hope it arrives before I move.

>> No.5575632

Sigils fucking happening lads

>> No.5575653
File: 57 KB, 1024x698, 1551996008786m.jpg [View same] [iqdb] [saucenao] [google]

For any hacked Switches out there


Quake 1 - Quakespasm now with 1080p docked support, console keyboard input for mods and usermaps and shit AND Gyro motion controls (that work fantastically)

>> No.5575656
File: 1.04 MB, 1085x1178, cacoward_pbr.png [View same] [iqdb] [saucenao] [google]

I need cacoward

>> No.5575679
File: 1.41 MB, 478x218, 1412429868357.gif [View same] [iqdb] [saucenao] [google]

Work hard and make something great then.
Though ultimately the validation of some other nerds in a thing that happens every year shouldn't matter, you should just make something you feel strongly about. Make something you love, and if it shows in your craft, then you'll turn heads.

>> No.5575681
File: 8 KB, 72x129, DLC1A1.gif [View same] [iqdb] [saucenao] [google]

>> No.5575683

I only know how to steal shit and generate maps in Oblige. How do I learn mapping? What's the best tutorials? I would create maps only for GZDoom with all its graphical features.

>> No.5575694 [DELETED] 
File: 2.91 MB, 640x360, 1557860521296.webm [View same] [iqdb] [saucenao] [google]


>> No.5575709
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google]

Look into ChubZdoomer's playlist on how to map, it's old but a lot of these lessons should still be applicable.


The biggest thing you should keep in mind is: Learn to take criticism, and push yourself to make shit better, don't expect your first couple maps to be amazing, or even good. Just keep making maps and practice your craft.
One thing I've learned from a friend that works good for maps: while you're playtesting your map, if you die at some point, go back into the editor and leave a marine corpse there, maybe some supplies like a stimpack or a bit of ammo.

>> No.5575725


>> No.5575774
File: 1.63 MB, 1920x1080, Screenshot_Doom_20190515_013750.png [View same] [iqdb] [saucenao] [google]


>> No.5575843

>Yeah but depending on the map sometimes you could come across 2 or 3 health packs all at once. Also you were alot more likely to die from rocket spam than another railgun hit. That's the problem with using the railgun, if you shoot someone from a long way and they survive, you need to have another shot lined up otherwise you're giving someone Else a kill.
Yeah it's probably more balanced for FFA but when I was playing it was a 1v1 and it was a painful experience. Especially on q2dm2 where there's only one armor pickup in the entire map...next to the railgun.

>> No.5575845

To beat the game, you must defeat me, eight hundred chaingunners

>> No.5575853
File: 2.22 MB, 2030x1148, 666666666.jpg [View same] [iqdb] [saucenao] [google]


>> No.5575854

Civvies vids are fun but I feel they spoil too much desu

>> No.5575870

fuck I cant for the life of me recall what dm2 was, I think dm1 was the edge, and dm3 was that firey lava filled one with the suicide pipe that had the hyperblaster in it... d4 was lost halls because I ruled there... I think dm8 was the warehouse map...
was it tokay's towers?

>> No.5575879 [DELETED] 

and no one proved the webm and the hl thread wrong. It really makes you think.

>> No.5575901
File: 165 KB, 550x700, 1361327519923.jpg [View same] [iqdb] [saucenao] [google]

I'm probably the polar opposite of the anti-HL shitposter, I fucking love Half-Life and the Goldsrc engine above any other retro FPS.
I love the scenery, the setpieces, the continuity of the maps, the guns are varied and fun to use, the multiplayer is a blast, and the mods are amazing.
That game is my soul.

>> No.5575910
File: 179 KB, 800x1067, MP5 M203.jpg [View same] [iqdb] [saucenao] [google]

I love the atmosphere, and it's an example of the right way to do linear level design, with off paths and little hidey holes and secret places to look for.

Malay spec ops must like Half-Life as well, they use custom MP5s with M203 grenade launchers mounted to them.

>> No.5575912 [DELETED] 

see >>5574995

>> No.5575925
File: 1.41 MB, 580x433, 1448052603717.gif [View same] [iqdb] [saucenao] [google]

>no grenade cooking
>no python headshots
>no grenade launcher use
Also, how many times have you linked that thread already, Jesus Christ.

>> No.5575934 [DELETED] 


>> No.5575940
File: 1.88 MB, 1920x1080, Screenshot_Doom_20190514_181229.png [View same] [iqdb] [saucenao] [google]

how to get rid of those big lines in the sky

>> No.5575941
File: 38 KB, 900x900, 1555522586231.png [View same] [iqdb] [saucenao] [google]

give me some actual arguments
no, pointing at it even harder doesn't make it a more viable argument
no, saying 'cuck', 'nigger', or 'fag' is not an argument
because all i'm seeing in the webm is someone with bad movement who can't right click or hit meatshots

>> No.5575943

you raise the ceiling height to match the ones next to it

>> No.5575946

Fresh supply patch is out and looks super promising, thanks kaiser

>> No.5575949

He's not posting in good faith, don't reply to him.
Report him for spamming and ignore his posts.

>> No.5575959

>Malay spec ops must like Half-Life as well, they use custom MP5s with M203 grenade launchers mounted to them.

>> No.5575970
File: 640 KB, 1500x656, MP5SD, SilencerCo SD9 Upgrade.jpg [View same] [iqdb] [saucenao] [google]

I don't know the rationale for it, because given the size of that package you could easily have something more effective in an intermediate rifle caliber.
If they used the variants with integrated suppressors, then I could see the purpose.

Perhaps they use some special kind of 9mm ammunition or something.

>> No.5575972

yes this is it, can someone post me a link to the doom booru?

>> No.5576049

GZDoom 4.1.2 released

>> No.5576050


>> No.5576062

Why is vulkan being so pushed?

>> No.5576071


>> No.5576160

Yeah it's tokay's towers

Quake 2's DM maps have a lot of cool architecture, I wish the campaign could have been more like that.

>> No.5576172

also this if anyone's interested

>> No.5576243

Is Rachel cute looking?

>> No.5576259

Yeah the tranny meme swept through doomworld hard af

>> No.5576265
File: 269 KB, 1024x447, legodoom.jpg [View same] [iqdb] [saucenao] [google]

nuh uh you are

>> No.5576280 [DELETED] 

half life fags will defend this

>> No.5576287

That Lego revenant is excellent

>> No.5576312
File: 478 KB, 1680x1050, Screenshot_Doom_20190514_195557.png [View same] [iqdb] [saucenao] [google]

Okay, Deus Vult II played with Trailblazer was so much fucking fun. I loved jetpacking through those thousands of enemies and just firing off that glory shot, taking in the scenery while everything exploded. Some of the most creative and huge maps I've ever seen. Just a wonderful and chaotic mapset with that mod, I'm so elated right now after beating it.

>> No.5576328
File: 15 KB, 480x360, 1395288691782.jpg [View same] [iqdb] [saucenao] [google]

>play Dusk's deathmatch mode
>chat filters "goodnight" to "good***ht*
wew lad

>> No.5576331 [DELETED] 

refute it hlniggers>>5576280

>> No.5576339

GDX is about 95% accurate to DOS.
nblood has better mouselook which really is the only feature everyone hypes up about both kexblood and it, so pray the day GDX rolls out a patch to improve it so we can safely discard those two for the pieces of shit they are.

>> No.5576342

Some people don't like gdx because they detest Java as well. I'm not one of them, but I do kinda dislike Java. So I sorta get it.

>> No.5576345

doesnt the buildgdx update run separately without the need for it

>> No.5576353

Dunno, I haven't had a chance to play blood yet. No time. No time.

>> No.5576438
File: 31 KB, 490x368, nam-shot2.jpg [View same] [iqdb] [saucenao] [google]

Are there any mods for NAM? I feel like this game would be a lot better with user made maps and weapons.

>> No.5576571 [DELETED] 

This is unironically perfectly fine. Nothing matters other than how enjoyable to talk to the person is, and how good they are at their trade in the doom community.

Trans rights mother fucker

>> No.5576573

There's a level in Dissolution of Eternity where a SNG is locked behind a room that can only be entered through a secret entrance. Upon touching the front door, the game prints a message, "THE PERFORATOR IS THE KEY."
I'm going to assume that this is where Quake Champions got the name for the nailgun reskin.

>> No.5576589

The SNG is referred to as the Perforator in the physical Quake 1 manual, IIRC.

>> No.5576627
File: 286 KB, 422x310, gladyouwaited.png [View same] [iqdb] [saucenao] [google]

>> No.5576631

there are people who have spent 166 USD and have waited multiple months and delays for this

>> No.5576634

Worth it

>> No.5576639

How easy hard would it be to just take a weapon from QUOTH in Quake and just add it to the normal base game?

I just want to take their chainsaw thing and replace that piece of shit axe and play through the full base game again

>> No.5576640

I can’t even remember what came in the box. There’s the two chunks of pewter, and what? A large tee and an awkwardly shaped flash drive? For that much?

>> No.5576669
File: 711 KB, 1920x1080, Screenshot_Chex_20190515_001431.png [View same] [iqdb] [saucenao] [google]

>> No.5576683

Haven't touched doom since sunlust was released. What are some good wads that came out in the meantime?

>> No.5576690

You can already play the base game in Quoth. Check the readme for which impulse command will give you the saw.

>> No.5576694
File: 324 KB, 960x540, anuket_x64 2019-05-14 21-57-25-41.png [View same] [iqdb] [saucenao] [google]

I know there's a bunch of drama, I don't really care about that.

I was playing Blood: Fresh Supply and had gotten to the second to last level of episode four, when this update corrupted all my saves. Is there a fix anynone knows of or is this it?

>> No.5576707

The fix is called use a source port with the files you have.

>> No.5576712

Ancient Aliens, No End In Sight, Eviternity

>> No.5576721

You could pirate the old version to play your old save on

>> No.5576738

There's a developer command that you can use to reload your old saves, look at the patch notes

>> No.5576741

Wot? Did it get released?

>> No.5576745

it got re-teased
and delayed

>> No.5576751

Apparently id Software did a shout out to Winters Fury on Slayers Club

>> No.5576752

Best first map

>> No.5576780
File: 2.80 MB, 720x404, 2019-05-15 11-47-31.webm [View same] [iqdb] [saucenao] [google]

yeah can i get a fuckin uhhhhhhh

>> No.5576797

Done in vanilla? Cool

>> No.5576798

[Speaker says something inaudible]

>> No.5576819

well, acs
set the chaingun's gravity to zero
set its momentum to match the speed of the lowering ceiling, then stopping it with the ceiling

>> No.5576860
File: 8 KB, 246x205, 1512590720664.jpg [View same] [iqdb] [saucenao] [google]


>> No.5576862

calm down it's ironic
i hope

>> No.5576886

>[4-16] RemasterSFX repackaged in .wad format for maximum compatibility. With some bonus goodies.
where's the source of the pk3 then? I've never heard of this

>> No.5576957

>GDX is about 95% accurate to DOS.

What? There's no even palette tonemap.

BloodEx > NBlood > BloodGDX.

>> No.5576985

That's the 5% where it's inaccurate
Nblood has more inaccuracies, but is accurate to the palette
Bloodex is an empyrical recreation on a different engine, only marginally better than BloodCM

tl;dr - you are retarded

>> No.5577013

Maybe about 50% anaccurate? The way it looks is more important than gameplay accuracies. Palette tonemap looks much better in Blood - it is what gives Blood its atmosphere, without palette tonemap it's just generic flat textured corridors. Also the reasons BloodEx/NBlood is less accurate is probably because they fixed some stupid movement bugs and improved mouselook which was crappy in the DOS version from the begining.

>> No.5577019
File: 230 KB, 190x250, 1557124090565.gif [View same] [iqdb] [saucenao] [google]

>The way it looks is more important than gameplay accuracies

>> No.5577021

>The way it looks is more important than gameplay accuracies
>BloodEX collision boxes being 25% smaller than a sprite (also smaller than original) is "fixing"
>removing Voodoo Doll's defining feature is "fixing"

>> No.5577023

I guess you are one of these faggots that don't care for accurate emulation as long as "it looks better, with all these higher res and filters, does not matter if the game broken"

>> No.5577036

There a one word for describing them. Being a vasyan.

>> No.5577047

This looks good. I like that red sky. But Reshade is quite resource hungry. Why they didn't implement bloom from a begining in BloodEx? Will there be any postprocessing mods like for GZDoom?

>> No.5577059
File: 2.84 MB, 341x256, 1490362400029.gif [View same] [iqdb] [saucenao] [google]

I wouldn't expect any less from Dusk.

>> No.5577064

Post webm of SIGIL now.

>> No.5577065


>> No.5577067


>> No.5577087 [SPOILER] 
File: 90 KB, 397x400, 1557926912189.png [View same] [iqdb] [saucenao] [google]

give me

>> No.5577158


>> No.5577159

Discord tranny detcted

>> No.5577160

>male voice

>> No.5577167
File: 5 KB, 669x102, Capture.png [View same] [iqdb] [saucenao] [google]

aww can't have the flamethrower

>> No.5577173

Use a better source port

>> No.5577183
File: 327 KB, 1920x1080, 20190515164714_1.jpg [View same] [iqdb] [saucenao] [google]

An actual good official port, I'm impressed Randy

>> No.5577192

>good port
>invisible landmines because LOL rendering

>> No.5577201 [DELETED] 

Refute the thread and the webm Half life cucks.

>> No.5577213

u wot m8

>> No.5577216

Almost. They never fixed the landmine bug.

>> No.5577219

ignore him

>> No.5577221
File: 1.98 MB, 588x470, 1547003988101.gif [View same] [iqdb] [saucenao] [google]

Why the fuck is GZDoom so hard to compile on windows. On linux this shit is easy as hell.

>> No.5577234

Are there any mods where Doom is just a factory production type game?

>> No.5577235 [DELETED] 

see >>5574995

>> No.5577256

>vompiling on Windows

>> No.5577264

Has anyone ever implemented the "measured jump" platformer mechanic - where jump height depends on the length of button press, yet at the same time does not feel floaty because of that?

>> No.5577297 [DELETED] 

prove the thread wrong hlbabbies

>> No.5577306


>> No.5577307 [DELETED] 

prove me wrong

>> No.5577327

>trying to "prove" something subjective on the internet

>> No.5577331 [DELETED] 

>cant refute the webm evidence

>> No.5577342
File: 824 KB, 1275x1684, ( ͡° ͜ʖ ͡°).png [View same] [iqdb] [saucenao] [google]

We have Brutal Doom
Where you dismember Caco

Now we need Bridal Doom.
Where you marry Caco

>> No.5577346

>arguing on the internet
how old are you?

>> No.5577352 [DELETED] 
File: 2.91 MB, 640x360, 1557860521296.webm [View same] [iqdb] [saucenao] [google]

>Defending this shit

>> No.5577361

This Causes an Error!

>> No.5577362

>playing a shitty mod
that what you deserve

>> No.5577363

This is a doom thread. Literally no one cares.

>> No.5577364

Is it already time to hate popular things?
Most games just implement a service that deals with this sort of thing btw. There are some that'll ban real words like chink, but allow jigaboo and wop. It's kinda weird how pisspoor they are at their jobs.

>> No.5577367 [DELETED] 

its not a mod

>> No.5577372

>The virgin Johnny
Doom is edgy and all but having him give the middle finger and say "fuck you" is cringe as fuck right?

>The chad Mark

>> No.5577373

But it is.
There is no M16 in HL

>> No.5577374


>> No.5577379

I don't think you know what "edgy" means.
Doom isn't, by any means

>> No.5577381 [DELETED] 

its hl with the HD pack zoomer.

>> No.5577386 [DELETED] 

no this is also a retro fps thread. People need to know how bad half life is and how it ruined fps.

>> No.5577387

First Quake usermap I played and I checked and it's from 1997 a few months after the game released. It's really good. And I'm just thinking of some guy on his pentium 3, voodoo gfx card 800x600 huge square monitor on the most basic level creator tools and how long and hard it must have been to make the levels.

It's kinda surreal playing them today at 15x the resolution and with all the stuff like free look and shit don't you think? Here we are 20+ years later enjoying that map he made.

>> No.5577391

They updated some models for the steam release of Half-life at some point or some shit. In any case stop responding to the guy, he's just poor bait

>> No.5577393

>HD pack
>calling others "zoomer"

>> No.5577394

any sort or automated filter alghoritm is always expected to fail, which is why it takes actual human beings to take care of shit
>tumblr's attempt at banning porn and calling it a solution to banning bots
>youtube as a whole
>soon article 13
>facebook trying to ban meme related accounts leading to accounts exploiting the system with videos using memes with some effects on them
>websites filtering "rude" words that have a different context in a different language

>> No.5577404


>> No.5577406

He's got the official HD pack installed which isn't that old, it turns the MP5 into a M16 for whatever reason.

>> No.5577407

What does anyone think of arcing projectiles compared to simple ones that just travel to where they've been fired at?

>> No.5577409

Why are you even here? This is simply embarrassing.

>> No.5577412

What's the best way to play Shadow Warrior on a modern pc? Dosbox, SW Redux, SWP or JFSW?

>> No.5577414

The official "HD" pack always looked like garbage.

>> No.5577415

I wish someone would make an SFM 3D model of her
with fully modelled vagina

>> No.5577417

Well, that was quick.

>> No.5577419 [DELETED] 

keep deflecting criticism

>> No.5577420

I like them a lot. As long as they don't fire above the crosshair, other than for spread randomization. I also like when projectiles inherit player velocity.

>> No.5577425

Pay me and I'll do it. The only thing that is free is death(and that still costs your life).

>> No.5577426

what criticism?
you havent criticised anything
you just posted a video with no context

>> No.5577429

I can pay you like 1.5$
My wage is like 0.5$ per hour in this 3d world shithole

>> No.5577431 [DELETED] 

the combat is ass and it ruined fps

>> No.5577432
File: 8 KB, 546x566, bd6.png [View same] [iqdb] [saucenao] [google]

>projectiles inherit player velocity
Yeah, that DOES REALLY MATTER A LOT now does it. Does at least double the damage IRL when you rush a motherfucker with your pistol instead of standing still.

>> No.5577441

in real life, sure
in a game where player travels at 50 mph, while the projectile goes at ~30, adding them up would make a big difference.

>> No.5577453

Does any OSint expert knows when Sigil will be released?

>> No.5577454

These are the only situation where I’d overlook the cringeyness of having legos on my desk at work.

>> No.5577459

Spoiler alert: no, it’s a man

>> No.5577475

It's about point of impact, not damage you silly goose

>> No.5577481 [DELETED] 

>"That webm is probably playing on hard which does nothing but turn everything into a damage sponge. Very unfun. Half-Life started the lame trend of Normal being the only skill level worth playing on. before HL, higher skill meant a faster paced game, not a slower one."

>> No.5577492

can’t imagine a better representation of satanism than drag queens

>> No.5577495 [DELETED] 

see hlcucks>>5577481

>> No.5577517

Got stuck at that exact bit yesterday. Had to watch a video playthrough to progress.

It doesn't even make sense. How would a mechanical switch on a toppled bookcase connect to a door.

I have a feeling that room was designed as a secret area first.

>> No.5577519

Except even with real people companies will find a way to fuck up, even harder thab if they had the bots.
Facebook like had and maybe still has like around 10k content reviewers, guess how many of them are paid too low to care, lack education or can't speak english. That enabled falseflagging and let real nasty shit stay on the site, on top of people getting psychological traumas and shit.
I'm afraid there is just no reliable way to moderate platforms like these.

>> No.5577526

because it runs faster
when it's properly applied

>> No.5577528

Download when

>> No.5577536 [DELETED] 

and hlfags ignoring criticism again.Typical.

>> No.5577558

>mom did you see how badbutt I was when I said the nono word on my video game
Ultimate soi cringe

>> No.5577561

Yeah, it's pretty humbling, especially when I think of what I must have been doing at the time.

>> No.5577565

wow half life really sucks, you are right

>> No.5577571

Most important rule on the Internet: It's always a man.

Is he cute?

>> No.5577576

Yeah that anon's constant shitposting has really convinced me! I'm throwing away my old HL discs as I type this.

>> No.5577620 [DELETED] 

>criticism is shitposting

>> No.5577630

That guy's right about the enemies being bullet sponges on hard. (If I recall correctly 1 grunt took about 40 smg/m4 bullets or *at least* 2 shotgun rounds), that's spongey. There is also nothing wrong with the ps2 hd models. Half Life is still one of the best fps games there is. My 2 cents.

>> No.5577632 [DELETED] 


>> No.5577638

What do you think?

>> No.5577656
File: 214 KB, 1599x899, Screenshot_80.jpg [View same] [iqdb] [saucenao] [google]

What do you guys think of my sky? Made it myself, I used a couple images I took of my eraser to create the landscape.
Pretty proud of it.

>> No.5577664

There's a radiolab podcast about that. Where their sweeping bans kept fucking up, and people were making personal decisions.
"you'll know it when you see it" appears to be as good a method as defining the minutia of life.

>> No.5577679 [DELETED] 

hl fags should be shot

>> No.5577694

Sad but not surprised

>> No.5577703

Oh and if anyone wants to play MetaDoom during its development.
>Get the file from https://github.com/TheKins/MetaDoom and download the zip.
>Extract it.
>In the metadoom-master folder, you have to drag both metadoom-dev and Makefile into a _zip batch file.
>It asks you whether or not you want a pk3 or pk7 and you type "pk3" then press enter.
>Once it's done, go to the folder "builds" and a file named "metadoom_test(date of creation of the file)" should be there, which is the mod (Or rather a version of it you created).

>> No.5577705
File: 123 KB, 1024x400, dn3d_moon_edit.png [View same] [iqdb] [saucenao] [google]

Inside a moon crater?

>> No.5577750 [DELETED] 

half life killed good fps.

>> No.5577762

looks like mashed potatoes

>> No.5577775 [DELETED] 

half life is not retro.

>> No.5577801

What is the name of the track that plays in duke 3d level complete screen? It's not listed in any soundtrack I can find. It's not like in doom where it also doubles as a theme for a level, it seems unique.

>> No.5577808 [DELETED] 

half life is bad

>> No.5577820

Isn't it just a wave file instead of a midi

>> No.5577868




>> No.5577894

I'm sorry for your subpar eyesight. You may want to visit a specialist.

>> No.5577910


what kind of fucked up potatoes are you eating?

>> No.5577935
File: 40 KB, 826x620, 1383168517591.jpg [View same] [iqdb] [saucenao] [google]

moon potatoes, apparently.

>> No.5577968

yes. .voc, but basically just a pcm loop

>> No.5577981
File: 888 KB, 1920x1080, Screenshot_Square_20190515_013842.png [View same] [iqdb] [saucenao] [google]

>> No.5578027

whats the difference between gzdoom legacy and lzdoom? which one should i choose on a toaster. does that mean I can play modern gzdoom wads on old machine with these ports?

>> No.5578054

Kinda, I haven't really decided a planet yet. I just wanted to get a nice looking sky first.

>> No.5578059

Noticed something odd about MetaDoom: the first is no longer affected by berserk, meaning you can't punch demons really hard while holding another weapon.
Even during fists mode, it's still not affected.

>> No.5578060
File: 96 KB, 705x527, wo.jpg [View same] [iqdb] [saucenao] [google]

Anyone got a mod that simply changes the weapon sprites to be right-handed? I need it for a mod.

>> No.5578062
File: 607 KB, 2944x1440, 666666666666.jpg [View same] [iqdb] [saucenao] [google]


>> No.5578065

why are walls covered in lube and piss?

>> No.5578071

Demons are disgusting degenerates that ejaculate, shit and piss everywhere

>> No.5578073

What, you think those demons were just standing around until Doomguy showed up?

>> No.5578074

just flip them horizontally bro

>> No.5578081

No, I mean that they also appear on the right side of the screen in the proper perspective

>> No.5578086
File: 28 KB, 534x401, wiseau.jpg [View same] [iqdb] [saucenao] [google]

>get idea for ambitious map
>full of inspiration & creativity, bust ass on it for a couple days
>completely lose inspiration and feel frustrated with the map

>> No.5578089


>> No.5578093

Because more shiny more cool. A new PBR/Specular pack


Not srinkwrapped. Proper PBR!

>> No.5578105

Work on it little by little, saving the best parts.

>> No.5578128

What do you mean save the best parts

>> No.5578138

Is it advisable to dump Death Wish into the same folder as the rest of the Blood files or should it be in its own subfolder?

>> No.5578142


>> No.5578147

Turn off the texture filtering in the 2nd one.

>> No.5578148

It's turned off. Its neural upscaled

>> No.5578161

Well then don't do that.

>> No.5578192 [DELETED] 

haha ah yes. dookie in the mouth.

>> No.5578239
File: 2.01 MB, 1920x1080, Screenshot_Doom_20190515_145527.png [View same] [iqdb] [saucenao] [google]

reminds me of those ugly hd textures

>> No.5578250

Is there a way to get better midi for chocolate doom on delta touch. Shit sounds awful.

>> No.5578256


>> No.5578270

Here's the version i got if anyone wants to try it.
I hope it works.

>> No.5578301

Who would you rather meet, John Romero or Gabe Newell?

>> No.5578304

All the respect I once had for Gaben is long gone.

>> No.5578373

Gabe of course so I can kick that fat fuck right in the dick

>> No.5578379

the one who releases anything remotely like a video game first
actually nah, would still be Romero
he's more design focused
Gabe is all tech and business

>> No.5578380
File: 27 KB, 118x142, p9snKwO.gif [View same] [iqdb] [saucenao] [google]

I wonder how this project (doom 64inator) is still going
Ask Romero about Blackroom and how would he fell if Doomguy is in Smash

>> No.5578394

I play Doom to kill demons, as a Christian myself I find satisfaction in it, due to my hatred of Satan and all things related to Satan.

The fuck is Romero doin?

>> No.5578407

Good interview. am I the only one that noticed he said his next game is being shown next month?

>> No.5578413

Second part to this post:

I mean honestly, I have never been more disgusted by the pure evil of something than black mass appeals website... absolutely revolting shit. Burn it, burn it all to the ground. I mean, they're literally aligning themselves with the original sinner, the worst being alive, God's only true enemy.

That's what Doom has always represented to me, killing demons. Killing evil demons. I've found comfort knowing other people wanna do that too.

That's what Sandy Peterson enjoyed about Doom being a Mormon himself, and I don't even agree with Mormons but on this I agree with him 100%.

>> No.5578423

used to be a piece of shit to compile on linux too because it used proprietary libs

>> No.5578425
File: 102 KB, 746x500, 1492204644346.jpg [View same] [iqdb] [saucenao] [google]

kek romeme making buyfags his bitch

>> No.5578474

So I'm trying out some build engine games, mainly Duke and Blood, and they just feel really weird to me. Like movement is slippery as hell, and mouse look also feels slippery.

I'm totally fine with movement and looking around in Doom, I dunno what it is with these games. Is it the versions I'm playing? I'm playing BloodGDX (I guess until the remaster gets fully patched) and Duke Megaton edition

Is it just something you have to get used to?

>> No.5578490

The old Reaper miniatures which you could get in that Master Levels box way back in the day weren't that good either. Maybe he's just 'being retro'?

>> No.5578492

What's the complaint here? Looks like what he said it would be.

>> No.5578537

build movement has always been really slippery but mouse smoothing is more of a sourceport thing.

>> No.5578541

I've got that installed (for widescreen purposes). Can I run that AND Rags 2 Riches?

>> No.5578559 [DELETED] 

>not shitposting btw
Right on, chief

>> No.5578610

that's the build engine doing things on your end, never ran into any issues with fluidity playing any title under it. as a matter of fact I have more issues moving around in doom than I ever had in duke or shadow warrior due to the frictionless movement in the former.

>> No.5578626
File: 977 KB, 1360x768, VVr4W74.png [View same] [iqdb] [saucenao] [google]

>> No.5578640


>> No.5578647


>> No.5578653

what impulse is Armagon's Plasma Cannon? The HUD says it's in slot 9, but typing "impulse 9" in the console instead gives me everything.

>> No.5578658

uh, why is buildgdx not loading my blood config file?

>> No.5578674

because it uses bloodgdx.ini
press number 9?

>> No.5578678
File: 520 KB, 1280x720, weaponrack.png [View same] [iqdb] [saucenao] [google]

creative uses for flat sprites on weapon pickups

>> No.5578685

>think I'm hot shit
>start up PLUTONIA
>can't even beat map 01

>> No.5578705

got it, turns out it was using a config file it created on my home folder. unchecking the box does nothing so I just replaced the current file with my older one.

>> No.5578712

Does BuildGDX itself even support Blood by itself yet? I thought BloodGDX was going to be folded into BuildGDX at a later point in time.

>> No.5578720
File: 431 KB, 400x600, blue potions.png [View same] [iqdb] [saucenao] [google]

That's pretty neat actually.

Have you studied The Curriculum?

>> No.5578727

The sky should automatically generate lights.

>> No.5578735

doesn't work, it seems i can only access it through scrolling the mouse wheel

>> No.5578739

I thought Blood was the only thing it supported. I tried loading Tekwar and Redneck to no avail.

>> No.5578750

I don't know

>> No.5578762 [SPOILER]  [DELETED] 
File: 188 KB, 1920x1080, 1557969179779.gif [View same] [iqdb] [saucenao] [google]

Hey /vr/, you think there are any prominent black map makers for Doom?

I love maps that have that nice urban touch to it.

>> No.5578768

uh bro? that's... cringe...

>> No.5578792

That's the weakest sector penis I've ever seen.

>> No.5578793
File: 492 KB, 3440x1440, 55555555555.jpg [View same] [iqdb] [saucenao] [google]

This is how Doom looks like in 2019.

>> No.5578801

your balls are so fucking tiny

>> No.5578804

why did you save it as a gif

>> No.5578812
File: 311 KB, 3440x1440, 4444444.jpg [View same] [iqdb] [saucenao] [google]


12x neural upscale for textures released https://www.moddb.com/games/doom/addons/doom-neural-upscale-12x-pack

>> No.5578832


>> No.5578840

Some men just want to watch the world blur

>> No.5578847
File: 135 KB, 256x384, 1543852598733.png [View same] [iqdb] [saucenao] [google]


>> No.5578860
File: 259 KB, 3440x1440, 777.jpg [View same] [iqdb] [saucenao] [google]

Just for lulz

>> No.5578862
File: 305 KB, 1920x1080, wthdtd.png [View same] [iqdb] [saucenao] [google]

"Wow, what the hell did that do?"

It's not actually really hard to figure out what this one does but it's a hilarious to hear that line.

>> No.5578868
File: 522 KB, 3440x1440, 6678.jpg [View same] [iqdb] [saucenao] [google]

Now Doom is in proper full HD.

>> No.5578870

I dont think there are any. Someone should make their own version of NAM that doesnt suck because the original is such wasted potential

>> No.5578875

jesus fuck look at the exit sign

>> No.5578895

It's just for testing for now that's why it looks like crap. I'm gonna edit this pack - I will replace crappy upscaled textures with the ones DHTP which I will edit to look more like original (I'll morph together original upscaled and DHTP textures in Photoshop). Also I'll add prebaked normal maps.

>> No.5578936

oi, I went through that same ordeal.

there's a line in your bloodgdx config that should read "use home folder" or something to that effect. (the one sitting in your blood folder, I mean). just set that to 0.

>> No.5578951

maybe ai should be given high res images, then use those to make low res images and learn how to upscale those back into high res images and then upscale new low res images

>> No.5578980
File: 95 KB, 2011x616, 555555555555.jpg [View same] [iqdb] [saucenao] [google]

It just need normalmapping. See? Looks much better now.

>> No.5578995

That's exactly how these AIs are trained. How tf else would it work?

>> No.5578997
File: 321 KB, 1854x1110, 888888888888.jpg [View same] [iqdb] [saucenao] [google]

Normalmapping fixed everything. Shitty texture? No worries. Just add normalmapping. Normalmapping fixes everything and makes it look c00l.

>> No.5579006
File: 368 KB, 2140x1121, 555555555555555.jpg [View same] [iqdb] [saucenao] [google]

You think it's shitty texture because it has neural upscale? No it's shit because it doesn't have normalmapping. Add normalmapping - more and more.

>> No.5579012

I wonder how Doom would actually look like if somebody turns all Doom textures into something like this.

>> No.5579026
File: 287 KB, 3440x1440, 15566507498110.jpg [View same] [iqdb] [saucenao] [google]

Like this.

>> No.5579181

man fuck tommy gun cultists

>> No.5579185

how the fuck did people actually play blood with only the keyboard back in the dya

>> No.5579193
File: 1.41 MB, 320x240, 1550222186669.gif [View same] [iqdb] [saucenao] [google]

This makes e1m1 look really dank and depressing, like it's one of the lesser used parts of the Mars base.

I love it.

>> No.5579205
File: 61 KB, 640x640, 1466311205760.jpg [View same] [iqdb] [saucenao] [google]

cheat codes

>> No.5579216

Is this the beta E1M1?

>> No.5579225
File: 2.46 MB, 1920x1080, Screenshot_Doom_20190515_211229.png [View same] [iqdb] [saucenao] [google]


>> No.5579228
File: 2.36 MB, 1920x1080, Screenshot_Doom_20190515_211149.png [View same] [iqdb] [saucenao] [google]

from other side

>> No.5579232

jesus those are disgusting

>> No.5579234


>> No.5579261

Thanks doc.

>> No.5579280

thanks doc

>> No.5579298
File: 58 KB, 1626x787, f46azqiqcg411.jpg [View same] [iqdb] [saucenao] [google]


>> No.5579315
File: 156 KB, 800x1027, 88240-shadow-warrior-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]

What should I play first, Wonton Destruction or Twin Dragon?

>> No.5579334
File: 131 KB, 1197x900, temp.png [View same] [iqdb] [saucenao] [google]

If'n anyone cares I updated REKKR to v.1.16
Holy Relic is less useless, and E1M3 is less big and annoying. Various other small fixes.

>> No.5579335

Eyy nice, glad to see REKKR getting a few more tweaks. I think that's newsworthy >>5571532

>> No.5579365

>line_horizon takes the plane texture and stretches it into infinity to make it look like there's whole "horizon" behind it
>put it in a middle of a hallway lol

>> No.5579367

You can make vanilla doom do this. I've only ever done it by accident (by say, copying the blockmap of one map to another), but was always kinda curious what method you would need to use to do it on purpose. For infinite oceans mostly.

>> No.5579375

Vanilla does this if you make an untextured wall with a textured pit infront of it. Pit's texture will stretch into infinity
That's how "deep water" and "monster hiding underground" tricks are done.

>> No.5579386
File: 177 KB, 1067x672, temp.png [View same] [iqdb] [saucenao] [google]

I didn't get that result. afaik it'll only stretched forward to the end of the pit, not out to the edge of the horizon.
Is there an example somewhere I can check?

>> No.5579391


>> No.5579398
File: 107 KB, 1703x688, map 06.png [View same] [iqdb] [saucenao] [google]

is that what it is? I'm just editing an already made map because i thought it was too barebones so i wanted to try my skills at making a doom map for practice i guess i still have more to learn i'll probably ask the creator if i can have permission to do so

>> No.5579409

New thread.


>> No.5579450

How do you get nightmare mode in quake

Have to use a console command?

>> No.5579452

>Duke Megaton
Try eduke32, Megaton feels just off