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6971739 No.6971739 [Reply] [Original] [archived.moe]

DOOM THREAD / 90s FPS THREAD - Last thread >>6965219

Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~~ Let's post like gentlemen ~~


(or Quake, Duke, Marathon, Thief, Deus Ex)
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Classic Quake pastebin (Updated 2020): https://pastebin.com/sBFzczxD
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware

Doom RPG series



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.6971742
File: 88 KB, 450x450, vx.png [View same] [iqdb] [saucenao] [google] [report]

500ml of /vr/ (for Blood)
Deadline: November 10th
Rules: >>6956801
MAPEDIT: https://archive.org/details/BloodMapedit
Discord: https://discord.gg/NfFP9Pu

=== NEWS ===
[10-8] Megaman 8BDM v6 trailer

[10-8] The Hellevator (Boom Speedmapping) - mappers wanted

[10-7] DN3DooM v1.06b released

[10-7] Raytracing progress on Q1, Q3, Hexen2

[10-7] Thy Flesh Consumed UV-Speed in 2:59 by Zero-Master

[10-6] Doom Eternal enemy sprites coming soon to classic Doom

[10-5] Raven Keep for Q1 released

[10-4] Anons hacks Vanilla Doom with Infinite possibilities!

[10-2] Quakewulf releases Reservoir Stroggs for Quake II

[10-1] DWELL: 10 map episode for Q1 was released

[10-1] DBP-28: Fear and Loathing released

[9-30] Trenchbroom updated to version v2020.2

[9-26] Arcane Dimensions 1.8 to include monster randomizer for vanilla

[9-24] Sigma-X demo released

[9-23] Aleph One 1.3 released

[9-22] UT patch v469a released

=== PREVIOUS ===



>> No.6971765

I live... Agaaain

>> No.6971771
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>> No.6971794


>> No.6971802

ok good night

>> No.6971804
File: 809 KB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google] [report]

Good night /vr/

>> No.6971806

Any other vanilla weapon reskin mods like the original eriguns? Having a hard time finding more like it, people reallyyyyy love messing with the vanilla weapons balance.

>> No.6971810
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>> No.6971813
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>> No.6971819 [SPOILER] 
File: 18 KB, 679x284, 1602216523576.jpg [View same] [iqdb] [saucenao] [google] [report]

respond to this post with blood cultist lines over mic.

>> No.6971823

>the fucking j.c. denton lip-smack

>> No.6972037

help my blockmap is corrupted, how do i fix
if i delete it doombuilder doesn't generate a new one

>> No.6972041
File: 2.63 MB, 1432x1080, dakka.webm [View same] [iqdb] [saucenao] [google] [report]

Managed to find some time yesterday.
Made different animation sets for semi/burst. Semi kicks up like a regular pistol and the burst fire rather pushes back before kicking up slightly. If nobody has any grave criticism concerning the semi/burst, I would leave it like that. Next up: Mode switch animation and muzzle effects (you have already seen a placeholder smoke after sustained fire).

>> No.6972054
File: 118 KB, 120x250, 1593996224453.gif [View same] [iqdb] [saucenao] [google] [report]

reposting the remastered quake soundtrack
if anyone has complaints or problems running it, I honestly dont know why, it runs fine on my pc, I've tested it with quakespasm, quakespasm spiked and vkquake, mark v doesnt seem to be running them though, so sorry mark v users

>> No.6972060

Looks x10 times better
Maybe add some rib/detail onto the circular thing on top on the idle state.
Final smoke looks too cartoony and out of place IMO. Remove the bright border, smooth out the transition (use eraser with 0 hardness)

>> No.6972068
File: 125 KB, 408x400, 1487536604675.png [View same] [iqdb] [saucenao] [google] [report]

The sprites and animations are looking much better, though you'll want to cut a few frames as the weapon kicks up. It should be faster as it goes up, then have it come back to a rest a little slower to help sell the power of the weapon.
You're getting there though.

>> No.6972070

Ah fuck I shoulda been a little more specific. Cut a few frames as it kicks up for the semi-auto, and maybe use a few of those fully kicked up sprites after a burst. The burst is excellent as is though. Nice touch with the smoke.

>> No.6972083

The muzzleflash should have a few slightly different variants that it cycles through. There's also no need for the ludicrous amount of smoke when we've been using smokeless powder for over 130 years and that looks like shit. You'll get it eventually.

>> No.6972110

Anons, you should really read a post to the end. Yeah, smoke looks like ass and currently it's only a placeholder, and muzzle fire is also on the list. Instead of the smoke I want to do a heat effect from the hot barrel after sustained fire (I don't know the english term for that), although I don't quite have an idea how to pull it off.

I actually had more frames in the burst originally, but I thought it looked kinda weird, so I decreased the number of frames again. But using less frames for the semi kickup was a good idea, it certainly looks snappier now.

>> No.6972140

DWELL and Raven Keep are pretty nice.
Unfortunately both suffer from "where the fuck am I supposed to go now" syndrome in the more open ended areas, where there are like 9 MASSIVE paths to explore, but you are running around across 8 because entrance to path 9 looks exactly like 3,4 and 5 and you keep thinking you've just been there and keep running past it.

>> No.6972145

Brightmaps maybe? or a translucent overlay that could cover the area around the gun to give a bit of a wavy "heat distortion" effect? Either way, I like the direction you're going with the effects, and the general burst animation is looking solid so far.
On what >>6972068 said, they're referring to the acceleration/deceleration of the animation. The start should be the slowest, the middle fastest, and the end the longest duration: It makes the velocity look much more powerful and natural, like its taking a forceful kick and your hand is normalizing the pressure as a response. Works even better with the recoil stabilizer built into the gun.

>> No.6972146

Sorry, on what I said about animation, that was more of an in general thing. Having the start be fast is also good in this case,

>> No.6972184

Haven't mapped in years, getting back into it for the time being at least. Textures are all placeholder ofcourse.

>> No.6972256

Can these mods be loaded onto PRBoom+?

>> No.6972348
File: 89 KB, 500x353, australian-man-attempts-to-walk-to-the-store-2658563.png [View same] [iqdb] [saucenao] [google] [report]

Hello folks, anyone here has any experience playing PRBoom on a 3DS?

I can make it run but I cant load PWADS or save the game

>> No.6972350
File: 144 KB, 640x480, Screenshot_Doom_20201009_045724.png [View same] [iqdb] [saucenao] [google] [report]

hey heretical doom guy ---

i'm the anon that asked about balance. i tried it out myself with sunlust, and noticed a few things:

- the dash is cool but seems not so good for standard crowd control techniques. not sure if the tight combat in sunlust is really possible.

- the weapon randomization is a cool solution to how to map the heretical doom items to the doom items, but it makes pistol starts pretty impossible (sometimes you just get weapons that don't work); i realize you might not care about pistol starts, though.

- many encounters seem tuned to the specific weapons of doom, especially the double barrel, so i'm not sure how possible things will ever really be.

that said, it's a wonderful mod and i enjoyed using it; this might be far from its intended use case, and of course if it's genuinely different from regular doom gameplay (which it should be) than it can't be used as a drop-in.

side note, i never use gzdoom (last time many years ago?), and somehow my vertical view slowly crawls upwards over time? has anyone experienced this? i had to enable freelook to manually fix it, which gave me all sorts of sperg attacks

>> No.6972368

Guys is it bad that I'm making my maps too 3D (i.e. using too many 3D floors and interactive portals)?

>> No.6972369

>somehow my vertical view slowly crawls upwards over time?

prob the guns have recoil so that happens.

>> No.6972370

For purists? Yes. For modern players? No. For those inbetween, Maybe

>> No.6972386

If hte map is good then it's ok.
if the map is bad then its lol

>> No.6972456
File: 190 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Two methods. One is to simply use your source port to take a screenshot of the titlescreen. Source ports have a screenshot hotkey. On GZDoom it's PrtScn by default, but for PrBoom you have to go into the options menu and choose a key, and for Chocolate/Crispy you need to run the setup.exe and choose a hotkey.

The other method is to use Slade to open the wad, find the TITLEPIC, double click it, and change it into a .png file. If the wad comes with it's own color palette it's much simpler, but if it does not, you need to change it to PNG (Paletted), select Doom/Doom in the drop down menus, Convert, click the little X by the TITLEPIC name and choose Save, right click the TITLEPIC in the wad, Export as PNG, then when you are done, click the X by the wad name and DO NOT SAVE CHANGES. Pic related.

Then import that picture into Doom Launcher by selecting the wad, selecting Screenshots at the bottom, and Select new file

>> No.6972465

Looks solid so far. Only issue I noticed is that the blue keycard might have some grab issues in GZDoom (GZ collision has less reach than vanilla/Boom).
As long as it's good no one will give a shit. If anything there's a lack of good UDMF maps that don't go ham with scripts.

>> No.6972468
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>> No.6972471

Progress oh boy. Having fun https://a.uguu.se/docndc.webm

Yeah, I noticed that and in the webm I also see that there's issue with the green armour in the blue room. Moved them all forward a bit.

>> No.6972541
File: 137 KB, 784x589, 2020-10-09_205111.jpg [View same] [iqdb] [saucenao] [google] [report]

Since 2048 units still isn't on idgames, I'd like to report a visual bug in map01.

>> No.6972546

it's a feature

>> No.6972552


>> No.6972576

Raven runs at 30 fps for me, even if I lower the resolution to 320x240 :( and d_mipscale doesn't work in Quakespasm

what mods

>> No.6972589

Does anyone know what engine Tom Clancy's Ghost Recon (2001) is using?
And why the menu resolution is 1024x768, but while playing it goes fullscreen 1366x768 like it should be?

>> No.6972601


>> No.6972605

Doom Sprite Fix
Vanilla Doom Smooth Weapons
Perk's Hi-Res SFX

>> No.6972607

Inhouse Engine

>> No.6972609

>shoot a proximity mine
>it misses
>run over it later

>> No.6972625

but is it based and redpilled?

>> No.6972637 [DELETED] 

I love how much more shitposting this board is getting, soon the incel chud white men will have nowhere to hide

reminder Kamala Harris is going to round you all up, kek'd

>> No.6972640


>> No.6972648 [DELETED] 

You know, instead of playing this shit game you could be playing Genshin Impact. It's based, redpilled and even anti-cringe!

>> No.6972656
File: 20 KB, 510x471, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Yes. Reread these posts >>6970818 >>6970841
Vanilla Smooth Weapons works in DOS so it will work in PrBoom.
Doom Sprite Fix requires a limit-removing port, so Crispy/PrBoom/etc
PerK's Hi-Res SFX works in Chocolate Doom and beyond; I haven't tried it on DOS but I think it should work. I haven't tried it in DOS because while using it in Chocolate Doom I found that the hi-res sounds clashed with the lo-res graphics.

Again, I stress that Doom Sprite Fix has a .wad file and a dehacked file, the dehacked file doing some minor things like making the cyberdemon full-bright when firing rockets. This dehacked file works flawlessly with vsmooth.wad when using Crispy Doom, but you cannot use this dehacked file and vsmooth.wad when using PrBoom because they clash and it causes buggy chaingun behavior (specifically it will take twice as long to switch weapons when using chaingun) - these mods work flawlessly in Woof as well so that's another reason to use Woof for Boom maps. Woof doesn't have an OpenGL option like GLBoom, though, so you will still want to use GLBoom for the super-good-looking maps like Eviternity and Preacher, though Boom maps like Eviternity, Preacher, Lunatic, Valiant, etc, already have custom weapons and/or monsters so you do not want to load mods with them anyway or you get game-breaking bugs

>> No.6972720

plz help

>> No.6972721

Eviternity has broken graphical effects with GL Boom.

>> No.6972775

random comment, i feel vanilla smooth makes tyson maps a good deal easier? somehow i can automatically line up punches thanks to the extra frames, whereas i have to really concentrate without it ... is this your experience too?

>> No.6972824

Re-install doombuilder and doom?

>> No.6972837

Ah, I do remember the sky looking all borked on map26. Any other errors?
Hmm that is not my experience but I can see where you're coming from. I spent a lot of time practicing punching out revenants in Chocolate Doom (Scythe map11) so I learned the timing that way

>> No.6972838

what about smoothdoom?

>> No.6972848

I never used it but it's a .pk3 file so I automatically know it's for GZDoom only. Also the Smooth Doom thread is on the ZDoom forums so that's another hint. AFAIK, Doom will only read .wad files, and ZDoom is required for .pk3's and .zip files

>> No.6972850
File: 52 KB, 640x400, doom07.png [View same] [iqdb] [saucenao] [google] [report]

Woof also has issues with some textures/polygons not being divisible by 2 and just straight up disappearing.

prBoom+ with -width 856 -height 480 is my method of getting the crispy experience with boom wads.

>> No.6972854

oh. sorry. I only use GZDoom. My bad.
With that said those alternative more vanilla compliant alternative do look good. I will bear them in mind, thank you.

>> No.6972867

Smooth Weapons Enhanced uses the same sprites as Vanilla Smooth weapons (both come from another PerK mod IIRC), but it also has some extras, like the chaingun barrels keep spinning for a second after you stop shooting, and you can choose between left/right handed or brown or black gloves (to match the box cover art)

>> No.6972914
File: 2.58 MB, 1440x1080, 2020-10-09 17-45-56.webm [View same] [iqdb] [saucenao] [google] [report]

Alright, how do you people like this:

>Changed muzzle flashes
>Changed semi auto frames
>Added some kinda heat shimmering effect

I am really satisfied with the semi auto now, I will leave it like that.
The burst fire still looks a little bit weird imo, but changing frames around didn't help (and it makes the whole attack extremely long-winded). At least the muzzle flashes look ok now, I think.
I also added a heat shimmering effect that you might be able to see at the end of the video. This burst fire mode works a bit different than irl, as you can just keep the trigger pulled and it goes blamblamblam. BUT if you do that for too long, you accuracy will suffer, as you can see by the higher vertical spread when letting it rip.
Also, after that time, the barrel will be pretty hot, naturally, so you'll get some distortion above the gun.
I did that by drawing black waves, blurring them a bit and setting the alpha so you could just still see the dark shades. It is noticeable on bright background and basically invisible on dark background.
If anybody has a better idea how to do that, I'm all ears.

>> No.6972919
File: 2 KB, 120x224, JUDGA0.png [View same] [iqdb] [saucenao] [google] [report]

Also made a better Judge sprite

>> No.6972924
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google] [report]

Greetings, everyone.

>> No.6972935

Excellent work. You catch on fast.

>> No.6972942
File: 220 KB, 121x125, 1560735005612.gif [View same] [iqdb] [saucenao] [google] [report]

>try out shadow warrior
>kicking my shit inside out compared to quake and doom 2

>> No.6972943

Only issue I see is that the muzzle flash on burst fire doesn't represent how fast and how many shots you're firing. It just looks like you only shot once.

>> No.6972956

Use grenades and rocket launcher as much as possible, shotgun is a workhorse too. In fights you either kill shit fast or get the fuck out of the room you're currently in so you can fire grenades into it.
Sword is fucking strong too, good for killing rippers, single lower tier ninjas, and especially coolie ghosts, just standing over their corpses and slashing will kill them instantly as they get back up.
Fists are good for wasps and recovering health against those training dummies

>> No.6972958
File: 109 KB, 858x519, crispy unity doom.png [View same] [iqdb] [saucenao] [google] [report]

> crispy doom supports widescreen assets now
It's beautiful.

>> No.6972960

I'd assume sound and case ejection could solve that

>> No.6972965

So let me get this straight from anon's yesterday pic
the Yamagi team DOESNT Support Knightmare's 3.24 patch, which is even used by GoG, and it fixes all of the game's flaws on the steam, retail and Bethlauncher versions, or even anything that increases the limits of Q2's dreaded mapping limits like Q1 had til Dorkplaces and quakespasm.
also it has issues with old mods unlike 3.24.

i have nothing against the source port but it feels stupid, mainly for map makers.

>> No.6972972

You can actually tank quite a lot of damage in continuous play given the amount of portable medikits they give you.

>> No.6972973
File: 881 KB, 1125x750, 6c9.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6973057

Just for you, anon.


>> No.6973097

oh that's much better, amazing what sound can do

>> No.6973098
File: 136 KB, 1122x519, 21x9 Doom2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6973109

That muzzle flash is much better. Looks great. Though, gotta be honest I feel your gun sprite before than anon made that 3D model actually looked better. Had better shading and the dial was more defined. You can kinda barely see it now. But you can't please everyone.

>> No.6973119
File: 2.22 MB, 512x384, 1498691256080.gif [View same] [iqdb] [saucenao] [google] [report]

That's a dangerous amount of wide anon, if we go much wider the demons might find a way to escape the window and enter our computer

>> No.6973120


Well, the mode switch is the next thing to be done, what you can see in this clip is just a placeholder (I already fixed the six fingered man). Although I really don't think that the dial looks worse now that it looked before.

>> No.6973153

Dude that's awesome!

>> No.6973164


>> No.6973215

>tfw I didn't get a chance to troll decino with my teleport puzzle
>tfw bridgeburner did get trolled by my teleport puzzle but he played copyrighted music so twitch muted his commentaries

>> No.6973269

is there a vanilla friendly gore mod? nashgore shits itself and crashes on any port using software rendering. droplets is the only one that works so far but it's too subtle

>> No.6973292

>vr server is down
nooo i was so close to beating 2048 units

>> No.6973305

It seems to be building other levels fine though.

>> No.6973307

I remembered someone asking to play as monsters.

>> No.6973324

Just download it. You're supposed to be starting with just a pistol every level anyways

>> No.6973327

What's really irking me is I had this problem before and fixed it, and don't remember how.

>> No.6973330

It's fine if you play continuous as well.

>> No.6973348

> want to work on my doom wad
> there's a hurricane outside
Dammit. Also I feel slightly dizzy, I hope it's not Covid

>> No.6973356

Dash was actually a bug thats being removed in next week's update. It was leftover from something I was testing and intended to remove, but I always play with autorun on so I didn't notice it until a while after release when someone brought it up.

The only weapons that should be randomized are the Phoenix Rod vs the Firemace, both of which play a similar role (rocket vs grenade, essentially.) I could see it being possible to get screwed if the map gives you a rocket launcher expecting you to snipe enemies, but otherwise both should work in similar capacity with different approaches. Also yeah, the mod isn't intended for pistol start :(

The Ethereal Crossbow is actually a swiss army knife of both doom shotguns and then some. If you press Reload, it switches firing types between single and double bolt. Single primary is the normal shotgun spread, while altfire is a single bolt that functions like a slug essentially. Double bolt single fire is like the super shotgun, and doublt bolt altfire is double the amount of shards as that. I specifically designed it to be super versatile like that because I know how much Doom maps love their shotgun shells.

as for the last note, yeah a lot of weapons have recoil and weapon hop which changes the pitch, since the mod was designed with mouselook in mind. You can disable the recoil in the options and won't change the screen any (barring a handful of techniques that have set ones, like the spinning attack with the melee staff.)

I'm glad you enjoyed giving it another go though anon, I know the mod had a bad rep for being too easy and being a fork of a BROOTAL mod, but I'm hoping the direction its grown in over the years can help more people enjoy it.

>> No.6973358

It's probably just a gas leak.

>> No.6973364

Is there a Rugrats themed mod?

>> No.6973380

fucking hope not

>> No.6973381

I want to say no, but go look at the idgames archive and tell us what you find.

>> No.6973401

>shooting babies

>> No.6973407

Could work as a Chex Quest like mod with the gore removed and silly weapons.

>> No.6973423

I unironically liked how the old south park fps used stuff like dodgeballs and a nerf crank repeater to make the weapons "less violent." Granted, then a cow lands ass first on your face and chickens shit snipe you from a mile away, but what can ya do?

>> No.6973426

It's a good aesthetic, yeah. I'm glad there are still some modern games like Splatoon keeping the spirit alive in some way.

>> No.6973486
File: 400 KB, 960x540, MapIntroduction.png [View same] [iqdb] [saucenao] [google] [report]

>begin quake mission pack 2
>can't even beat the introduction

>> No.6973497

someone got quaked

>> No.6973507

Is there a wad that makes a big use of voodoo dolls, where the objective is to make sure the player finishes a map while protecting the voodoo dolls?
Maybe even give him the option to occasionally raise/lower walls to protect the dolls

>> No.6973514

I don't believe monsters actually attack voodoo dolls on purpose.

>> No.6973523

That seems to be a common thing between id and Build shooters; playing one like the other will get you killed.

>> No.6973531

zoomie got filtered

>> No.6973581

The green glove and blue arm are way too bright. Other than that, I'd say its looking pretty gud.

>> No.6973583

>Double Whammy
Sorry anon, I always hated double whammy (and I don't want to code what's necessary for it to work). I already took artistic liberty by not including ricochet. Although coding it wouldn't be much of a problem (I actually have a proof of concept lying around), I can't see it properly used in Doom. Enemies won't take cover or hide behind corners from you, and even then actually hitting anything with a tiny bullet is pretty hard.
At least the other modes have a purpose here. With a proper enemy AI in a 3D game, ricochet would probably be lots of fun.

>> No.6973598
File: 92 KB, 1200x900, file-20191009-3880-d30gf8.jpg [View same] [iqdb] [saucenao] [google] [report]

Wrong shade on the glove, maybe, but not too bright. Artistic choice; it's also not consistent in the comics.
Arm IS too bright though, yeah, I have it on my list. I actually wanted to use my own hands in operator gloves, but I couldn't find them anymore, so it's colorized Doomguy hands. This is a Doom mod after all :^)

>> No.6973620
File: 952 KB, 1920x1080, dopa.png [View same] [iqdb] [saucenao] [google] [report]

I downloaded the free 20th anniversary Quake episode Dimension of the Past from the Mega in the OP, and it comes with music, but the episode doesn't come with music from the official download. Anyone know what music this is?

Also the episode comes with translucent water even in software mode which I haven't seen before, pic related

>> No.6973648
File: 31 KB, 320x200, winquake.png [View same] [iqdb] [saucenao] [google] [report]

The official download for Dimensions of the Past comes with a batch file to launch the game in WinQuake, so I downloaded WinQuake just to see if the water is translucent there as well, and it is not, unsurprisingly. What is surprising is the game is virtually unplayable in WinQuake at 1280x1024 resolution because of the terrible framerate

>> No.6973651

I'm curious as to how incendiary would work. Does Doom even support persistent decay damage on monsters?

>> No.6973662
File: 42 KB, 960x720, winquake_mark_v_0000.png [View same] [iqdb] [saucenao] [google] [report]

the music is from Ghosts, an intrumental NIN album. it's in the tags.
translucent software water is some MarkV magic. you can get it in vanilla maps too, with "r_wateralpha" below 1 and either "r_novis 1" or watervised map replacements.

>> No.6973669

I just took stuff from some flamethrower. A flame sprite and continuous a_explode. It won't stick to anything or anyone, but for Doom purposes it's enough.

>> No.6973704
File: 304 KB, 960x540, markv.png [View same] [iqdb] [saucenao] [google] [report]

wtf? for me, r_wateralpha has been set to 0.5 as the default all this time and only the water in dopa shows up as translucent

>> No.6973716

I've considered making something like that before, but voodoo dolls don't actually work quite like that. Health that the player picks up doesn't actually heal the voodoo doll, so you can easily get a situation where the hud says 50% health but the player is still "dead". You could avoid this by just building a map with no health pickups but that's going to limit the length and complexity of anything pretty significantly. Also yeah monsters won't aggro on a voodoo doll, but you could still build a level like the mancubian candidate.

>> No.6973717

yes, and original maps assumed the water is opaque, so they cull whatever's behind it regardless of cvars that didn't even exist at the time.
you need to disable that culling first, with r_novis.

>> No.6973720

Are Klegg going to make an appearance?

>> No.6973753

Depends. If I can find anything I can sell as Kleggs, sure.

>> No.6973757
File: 1.67 MB, 800x1797, (You).png [View same] [iqdb] [saucenao] [google] [report]

ty fren, have a (You)

>> No.6973759

Has someone, even Graf has taken a look at Quake 2 Evolved's 0.40 source code?

this looks like Saturn and OG sonic water, which needed the tv NTSC or PAL dithering to make it work

>> No.6973819
File: 504 KB, 1080x1080, 1502163695824.gif [View same] [iqdb] [saucenao] [google] [report]

Can someone help me find a game?
My friend had an Amiga growing up, and he had a game there was a vertically split 2 player FPS game. I just remember it being dark and brown.

>> No.6973839
File: 561 KB, 1127x628, Death mask.png [View same] [iqdb] [saucenao] [google] [report]

Death Mask?

>> No.6974026
File: 502 KB, 640x480, BTSX.jpg [View same] [iqdb] [saucenao] [google] [report]

will it ever be topped?

>> No.6974059

If you specifically mean vanilla mapsets? Probably not, you literally cannot go further than some maps went without crashing the game.

>> No.6974119
File: 119 KB, 997x752, HhNBWOz.png [View same] [iqdb] [saucenao] [google] [report]

anyone that got experience with doom launcher know how i can get strife working with the voices without needing to launch voices.wad using strife1.wad? i tried putting them in the same zip file and importing that as an iwad and while voices does show up in the files to be loaded it does not work. i assumed it was an load order error but even if i unselect strife voice.wad the game wont start and gives me a playpal not found error.

>> No.6974135
File: 9 KB, 492x106, ilU0sly.png [View same] [iqdb] [saucenao] [google] [report]

heres the specific error.

>> No.6974146

Proper widescreen assets would be pretty nice.

>> No.6974149

Did it get any when the Bethesda port updated?

>> No.6974165

Has anyone else gotten FPS drops in Sigil with prboomplus? It's only in very specific maps in specific areas, which is weird.

>> No.6974170
File: 108 KB, 858x519, image.png [View same] [iqdb] [saucenao] [google] [report]

Nah, only Double Impact, No End In Sight, Deathless, Plutonia, and TNT got the widescreen treatment. Sigil, BTSX 1 and 2, and Rekkr don't have widescreen assets.

>> No.6974171

So I just had an idea for a map, and, well...
Are there limits to the following things, and if so, what are those limits? Using the GZdoom port
>map size
>number of sectors
>number of unique sector tags
>script length
>number of sectors with moving floor and ceiling at the same time

>> No.6974184

Strife is an iwad. It looks like youre trying to run it as a pwad. Just put strife1 & voices.wad (with those names) into gzdoom's folder, open gzdoom, and select strife as the iwad.

>> No.6974191

The limits are so high you won't have to worry about them. Performance is the actual concern.

>> No.6974193

i suppose thats one way to do it. its weird solution though.

>> No.6974196

Bumping for you, brother

>> No.6974209

This would be sick in deathmatch

>> No.6974218

I see, thanks. My idea was to make a level that has you start in a small room with a button and a door. Behind the door is an absolutely gigantic room which would be divided into an enormous amount of sectors of 128x128. When you press the button in the spawn room, a script runs that generates a maze, and then spawns in all the Things. After the generation is done, the door opens and off the player goes. Want to do it to challenge myself mainly, will give it a start tomorrow since it's late euro hours

>> No.6974283
File: 1016 KB, 1280x960, i can exercise you.png [View same] [iqdb] [saucenao] [google] [report]

So, all you guys who worked on 2048 Units Of /vr/, how would you feel about releasing the official version of the .wad on idgames with the DeHacked guns patch integrated into the .wads, then also releasing one without them as a 'vaccinated' edition, playable with just straight vanilla or whatever optional mod people wanted?

There's really not any particularly good reason as to why, I just think it would be cool to see the new guns being used when speedrunners play the levels.

>> No.6974292

wait uhhhhhh where can i find the latest version so that i can properly re-report that missing texture in peanut gallery lol. we're both here now, LET'S SETTLE THIS

>> No.6974294

oops i responded to the wrong person

>> No.6974309

Yes. It's very easy to top a mapset that has a single theme and monotone gameplay for 25 levels.

>> No.6974317

All of the maps were balanced with vanilla weapons in mind, so I don't really agree with that being the "default" wad.

>> No.6974335

That's a pretty good point against.

>> No.6974343

Thats the same way it works for any other iwad like doom2 or hexen, except it also automatically loads the voices wad if you have it.

>> No.6974356

The only difference is that the pistol fires slightly faster. Everything else is purely cosmetic

>> No.6974360

You might have that benign vertigo.
I had a bout of that like a month ago, and a tiny case of it now. It usually goes away p quick.

>> No.6974368
File: 21 KB, 640x480, BTSXE2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6974383

Mostly. The chaingun fired like in like a 3rd salvo instead of 2, didn't it? Or was that just the preliminary version?

>> No.6974385

I was actually having neck soreness yesterday so that might actually be it. Thanks for the tip.

>> No.6974427
File: 525 KB, 1920x1080, wallhaven-dgeqoj.jpg [View same] [iqdb] [saucenao] [google] [report]

is there a guide in how to set up a server? I followed the Doomseeker based off of the zandronum wiki, is there any other way to get started?

Do I have to purchase a public IP?

>> No.6974451

Its initial burst fires 4 bullets instead of 2, which is hardly balance-breaking.

When the optional weapons mod was first proposed, no one knew that someone would used dehacked trickery to make a non-gzdoom version of the weapons, almost making it a Vanilla Smooth Weapons mod with new sprites. I think it'd make the megawad that much cooler

>> No.6974552

I don't mind it. For transparency though, I'm the guy that already said so on the DW thread

>> No.6974579

What is that image supposed to mean

>> No.6974581

So the only actual gameplay changes is that the pistol is a little bit faster, and the chaingun has a four round burst instead of two?

I'm the guy who made the Decorate set, while we're at it. I think it'd be cool, but I'm also apprehensive about it and don't want to foist it on people.

>> No.6974625

bravely asking questions others wont

>> No.6974737

Just some old song lyrics.

>> No.6974745
File: 848 KB, 1920x1080, peanuts.png [View same] [iqdb] [saucenao] [google] [report]

glorious peanut gallery missing texture screenshot attached

>> No.6974764

I'm not sure what causes that to happen, there's no kind of blockmap or node error on or around that spot.

>> No.6974769

Wait just a second...

>> No.6974784
File: 615 KB, 1604x974, it's not gay if the linedefs aren't to- WHOOPS.png [View same] [iqdb] [saucenao] [google] [report]

That's... that's two different linedefs occupying the same space, facing different directions. Yeah, there was something wrong with that spot after all.
I think I can fix this pretty easy, actually.

>> No.6974790
File: 3 KB, 258x47, asdrf.png [View same] [iqdb] [saucenao] [google] [report]

It's been approximately 240 seconds, anon

>> No.6974805

oh interesting. i just checked in gzdoom and it's not there (above was glboom). okay, i'll stop bringing this up.

glorious 2048, excited to see it on idgames!

oh wow. thanks for checking

>> No.6974816

Damn it, "missing QFLAT02" error in Defiled Waters, now a missing texture in Peanut Gallery. How do I fix my maps, bros?
Also what source ports/complevels do these appear in? I hadn't seen anything about these errors until today.

>> No.6974835
File: 391 KB, 1272x543, tadah.png [View same] [iqdb] [saucenao] [google] [report]

I fixed the error in Peanut Gallery by merging each pair of the sectors with the tag 32 (there was a similar issue on the right one, only the sectors there were already merged), then deleting the superfluous double linedefs. It seems to work like it should now.

Not familiar with the QFLAT error, anyone willing to fill me in on that?

>> No.6974837

for peanut gallery: complevel 9 glboom. gzdoom didn't show it. it might be a driver thing even, opengl craps when two flats are on top of each other? i didn't check software rendering in prboom+

defiled waters i can't remember if i saw one....

anyway i enjoyed the map, it was pretty tough and i had to infight a lot to conserve ammo.. thanks <3

>> No.6974843

oh actually last i checked there's still a semi-softlock that you can't get back to the starting area, which means you can't backtrack for 100% secrets................ but that's not a huge deal

>> No.6974913
File: 242 KB, 1372x826, qflats.png [View same] [iqdb] [saucenao] [google] [report]

Using the Map Analysis Mode, we find that QFLAT02 refers to an unknown QFLAT02 texture applied to a number of linedefs, since Vanilla and Boom doesn't recognize flats as wall textures, and vice versa (ZDoom format levels will, however); this comes out as invalid. Deleting these invalid textures (which are on surfaces not rendered anyway), should solve this problem.

What did MBF do when reaching this level, did it actually crash or something?

>> No.6974914

Now, does anyone have any other bugs to report for 2048? State map number as well, please.

>> No.6974970

Look up The Sentinel's Playground.

>> No.6975034


you are my hero

>> No.6975116

fuck off sarais

>> No.6975123

map24 is one huge bug holy shit delete this

>> No.6975136

Nice try, Shredder.

>> No.6975137
File: 807 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

I just played the zerstorer mod for quake on nightmare, have any of you played it? I think it was pretty good for the most part, it's hard as shit sometimes and it sucks that two levels are cutscenes, the new weapons are good too but the new rocket launcher is useless simply because you get it at the final level
I rate it an 8/10, maybe an 8.5 because of that shotgun

>> No.6975142 [DELETED] 

MAP13. First there's this (in GZDoom). Second, I remember someone doing a playthrough on youtube and noticing that trees do not teleport properly and instead get huddled up at the end of the scrolling sectors. I swear I made sure they teleport, at least in prBoom+, but apparently they don't, so can you please look into this?

>> No.6975154

I fixed the trees teleporting in the last update. What's the other issue?

>> No.6975159
File: 29 KB, 387x163, Снимок.png [View same] [iqdb] [saucenao] [google] [report]

MAP13. First there's this (in GZDoom). Second, I remember someone doing a playthrough on youtube and noticing that trees do not teleport properly and instead get huddled up at the end of the scrolling sectors. I swear I made sure they teleport, at least in prBoom+, but apparently they don't, so can you please look into this?

Another thing is, did we fixed Zandro compatibility in Decorate 2048 guns? I can do it myself, but it is really easy to do, basically you need to edit two lines or so.

>> No.6975167

Well you get the idea.

>> No.6975181
File: 113 KB, 934x447, boxed in.png [View same] [iqdb] [saucenao] [google] [report]

Drawing a sector around them (and hiding the new linedefs from the map), seems like it'd fix that.
What line changes would need to be done for Zandybam compat?

>> No.6975195

Can't remember exactly, but just try running it with Zandro and then it will tell you what is wrong. That's how I did it.

>> No.6975218

Remarkable nonce. You've done it lad. It's great.

>> No.6975225

I don't have Zandybam, are you willing to boot it up and take a look for me? I'm about to pass out from a lack of sleep.

>> No.6975284

1. You need to replace A_FireProjectile with A_FireCustomMissile in Rocket2048 and FUG2048
2. You need to remove +ZDOOMTRANS flag in 2048PlasmaBall
3. You need to remove all "attenuate 1" lines in GLDEFS

Seems to be it.

>> No.6975297
File: 113 KB, 800x598, d5s19px-16106497-b823-42dd-b86e-82bf2a5ccd42.jpg [View same] [iqdb] [saucenao] [google] [report]

If the chainsaw had a secondary fire, what would it be?
Hard mode: no swinging.

>> No.6975319

shoving enemies back similar to what shotguns do.

>> No.6975328

According to the DW user that reported it, the game did indeed crash

>> No.6975332

Chainsaw explodes suicide bomb style killing you instantly

>> No.6975338

Grappling hook to pull enemies in.

>> No.6975340

the chainsaw flies out of your hands and rips and tears indiscriminately with a mind of its own

>> No.6975347

you saw your own dick off

>> No.6975350

chainsaw boomerang

>> No.6975372
File: 371 KB, 645x645, 7858.png [View same] [iqdb] [saucenao] [google] [report]

Chainsaw whirlwind

>> No.6975391

Does anyone have the original icd-ddf.wad? I can’t find it anywhere. I don’t want icd-se, that’s the special edition, I want the OG. The uzi’s still had the original twilight warrior gun flash on them and a lot of other stuff was different

>> No.6975419

>Hard Mode
I don't care, I legitimately love being able to swing it.
Have you played Serious Sam 4?

>> No.6975423

Tbh the only thing I can really think of is a shot that fires bullets from all/half the gun's barrels at once. Almost like a pistol ammo shotgun, if you will

>> No.6975428
File: 834 KB, 1142x1401, 14419062954720.jpg [View same] [iqdb] [saucenao] [google] [report]

- Make the current primary a secondary that spends cells, and make new primary where you use it as regular saw.
- Throw it at enemy, and then you need to go pick it up.
- Press secondary to remove the chain and use it as a whip, press again to awkwardly put it back.
- Actually be smart and use your spare chain as a whip. You can get a spare chain if you find a second chainsaw.
- If you have a working chainsaw in your inventory, it will constantly make an annoying enemy-alerting noise, and you may hurt yourself when changing weapons. Use the secondary to kill the engine or to start it again.

>> No.6975443

i dont speak gopnik. someone translate for me cause i cant even squat hard enough to attempt a translation.

>> No.6975501

Good mod. The chainsaw is glorious. Fuck the ending though, what a cocktease.

>> No.6975593
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6975597

You fold it until it disappears completely, freeing up the slot so you can use the punch quicker.

>> No.6975602
File: 125 KB, 1235x733, temp.png [View same] [iqdb] [saucenao] [google] [report]

I actually fixed this just now, we good.

>> No.6975610

Why did you fix it anon? You were going to win a cacoward

>> No.6975659


>> No.6975709

Oh fuck off, how the fuck it's a fucking saturday already? We had saturday last fucking week and now it's a fucking saturday YET AGAIN? Yeah, let us have a saturday every seven days, wow that would totally not get old in like a week, what a great fucking idea.

>> No.6975735
File: 2.40 MB, 640x360, Mummy Improvement.webm [View same] [iqdb] [saucenao] [google] [report]

Been working on a bunch of last minute improvements to the Vanilla+ replacement monsters for Heretic. Took me fucking forever to rewrite all the hard coded shit for the Iron Lich so I could actually modify it without breaking everything. But I'm really interested to see how badly these shootable flying skulls fuck things up

>> No.6975743

Jewish ones, yes.

>> No.6975794
File: 2.41 MB, 640x360, Dindin.webm [View same] [iqdb] [saucenao] [google] [report]

Also been working on getting these canibalistic bastards working properly, when low on health they'll look for weaker enemies and eat them to restore their health. If there aren't any nearby, they try to get their health from the player instead.

>> No.6975796

Sounds like a cool idea

>> No.6975797
File: 381 KB, 1920x1080, Screenshot_Doom_20201010_055235.png [View same] [iqdb] [saucenao] [google] [report]

Years ago, I made a Zandronum mod that had a score and extra lives system, as well as "upgrades" for weapons and more attacks for monsters. Now I'm remaking the mod with just the score and lives system to make it compatible with other mods, and I might make separate mods for the other stuff in the future.
Also it can store the highest score now.

>> No.6975818
File: 2.10 MB, 640x360, Cluckin hell.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks. So far I have it so that they're uninterruptible when eating enemies, but the player can knock them away to avoid taking the brunt of the damage/deny the healing. Main issue I'm having is with them chasing down their target, they seem to wander aimlessly sometimes which makes it a bit ineffective unless there are a lot of enemies nearby.

Also, Iron Liches will try to turn you into a chicken when they're low on health. Just in case their improved potency and speed on their normal spells wasn't bullshit enough :)

>> No.6975846
File: 448 KB, 1024x768, Screenshot_Doom_20201010_112646.png [View same] [iqdb] [saucenao] [google] [report]

Before I do the mode switch sprite, I decided to touch up some evidence.

>> No.6975864
File: 255 KB, 1022x611, file.png [View same] [iqdb] [saucenao] [google] [report]

Working more on the wad, still need to expand it somewhat but i am kinda proud of how it's coming out so far.

>> No.6975868

>Shootable homing projectiles
Its all I ever wanted

>> No.6975875

Hey, that's pretty cool. Will be on the lookout.

>> No.6975876

What mapping format? Vanilla?
Also, this hallway still looks pretty bright, you should make it darker outside of the lamps.

>> No.6975893
File: 655 KB, 1920x1080, vkQuake 2020-10-10 03-05-30-067.png [View same] [iqdb] [saucenao] [google] [report]

Slowly but surely progressing my one room Serious Sam inspired arena.

>> No.6975901
File: 852 KB, 2003x2000, 3454468078_e9628dccbe_o.jpg [View same] [iqdb] [saucenao] [google] [report]

Judge doom anon you inspired me to update my Dredd comic uploads I havent updated in like 3 years.

I compiled and update like the past three years worth of Dredd/Anderson/Dark Judges/Judge Lawless comics that I just was far too fucking lazy to update+upload these past few years.

If any anons are interested in reading modern Dredd heres a link...

To keep this post Doom related... Umm... You gonna add a midi version of Anthrax?

>> No.6975907

Minor issues I think could use improvement:

MAP09: Precipice HQ (after starting area)
MAP19: Trifecta (in the red key path)
Walls textured with huge thick bricks being visibly thin looks wrong.

MAP15: Caliginous Cauldron
Yellow key door revenant ambush can be triggered without dropping down, ending up in them bunching up behind the door, possibly preventing dropping down with infinite height.

MAP16: Ghoul Grotto
Berserk secret can be reached and picked up without triggering the secret line. Maybe put it right behind the door.

MAP20: Baal's Coliseum
The archvile pillar encounter sucks with pistol start because you likely have no good weapons by then. Sure, you've been given a rocket launcher earlier with a total of four rockets (on UV), but also been very tempted to use them immediately at the horde attacking you, not save for an unknown encounter later. Using the pillars to hide reliably enough to kill him with weak weapons is imo VERY difficult to pull off without specifically practising it, which would be particularly unfun for saveless players because the map is so linear and the earlier parts are a grind to play repeatedly.
Solution idea #1: just give the player a bunch of rockets or access to the SSG before the encounter
Solution idea #2: increase the amount of pillars to 9 and make them go cyclically so that two thirds of them are up at all times, which might make hiding behind easier

>> No.6975916

What the hell happened here?

>> No.6975920
File: 232 KB, 1041x607, file.png [View same] [iqdb] [saucenao] [google] [report]

Boom format, with MBF dehacking stuff.
as for the hallway it's 128 of brightness to make the 192 lamps stand out but i updated it a little it
to add some more inbetween to it.

>> No.6975962

Are you Judge Anon? In any case thanks, I think I don't have anything beyond 2015.

>You gonna add a midi version of Anthrax?
Fuck I didn't even think of this before. I will see what I can dig up. I liked that song even before I got into 2000AD stuff.

>> No.6975973

hmm, i thought map 20 was okay, though i always use tons of infighting and save ammo that way

>> No.6975986
File: 482 KB, 1080x1879, Screenshot_20201009-201121.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6975992

Absolutely do not fuck with Baal's Coliseum, it's perfect. A SSG would ruin it and the pillars are fine. Get good.

>> No.6976004

yeah i agree

lead anon has done infinite work and made a masterpiece wad, please don't fret over it more and just submit the shit to idgames.

good job anon

>> No.6976016
File: 1.70 MB, 1920x1080, Screenshot_Doom_20201010_135734.png [View same] [iqdb] [saucenao] [google] [report]

Flexing on recreating the PT hallway

>> No.6976043
File: 2.90 MB, 480x270, 2020.10.10-22.35.webm [View same] [iqdb] [saucenao] [google] [report]

First time working on a proper gameplay mod about a gun that takes every kind of ammo you can pickup

>> No.6976047

Damn I was in the storyboarding stages for a small FPS like that.

>> No.6976049

Meant for >>6976043

>> No.6976052

Seems right, cheers

>> No.6976053

You mean custom ammo or just "one gun with different firemodes"? Apart from the Lawgiver I made a proof of concept for a pistol that you can switch to use all the regular ammunition with their respective attacks.

>> No.6976071

Custom ammo, really its just a bunch of different weapons disguised to look like its the same gun
kinda like lawgiver, kinda like mega buster

>> No.6976073

A fist so you can still use Berserk without having to press the button twice.

>> No.6976075

SS4 style.

>> No.6976079

launches the chainsaw blade, digging into enemies and gibbing them and causing meat chunks to fly out as impromptu shrapnel

>> No.6976080

But anon... If you have to press different keys to select different weapon sprites to shoot different ammo...
You just have re skinned weapons

>> No.6976082 [DELETED] 
File: 206 KB, 400x400, 1591170265409.gif [View same] [iqdb] [saucenao] [google] [report]

>MAP09: Precipice HQ (after starting area)
You're gonna have to explain what the problem is.

>MAP19: Trifecta (in the red key path) Walls textured with huge thick bricks being visibly thin looks wrong.
I don't feel it's appropriate of me to just apply aesthetic changes like that to someone else's map without their input. I'll fix that which is straight up broken somehow, not working like the author intended, or causes softlocks.

>MAP15: Caliginous Cauldron
Yellow key door revenant ambush can be triggered without dropping down, ending up in them bunching up behind the door, possibly preventing dropping down with infinite height.
I'll take a look at that.

>MAP16: Ghoul Grotto
Berserk secret can be reached and picked up without triggering the secret line. Maybe put it right behind the door.

>MAP20: Baal's Coliseum
>The archvile pillar encounter sucks with pistol start because you likely have no good weapons by then.
That's another where I don't want to fuck with the author's intent. I suppose you may be right about it being narrow in its margins, but it is UV, and you're doing pistol start, so you're going for the most challenge already by that metric.

Maybe I could add a box of rockets, but I'd rather hear the level author's input on that before I do anything like that.

>> No.6976085

>really its just a bunch of different weapons disguised to look like its the same gun
Is that by design or not? Because that's how my original decorate Lawgiver in 2017 was set up, but it was really convoluted and complicated. If not, you can have a look at the Lawgiver code, it's just one gun with one custom fire function that calls a different attack depending on the firemode. I don't have the link at hand right now, you might be able to find the latest version in one of the last threads.

>> No.6976086
File: 206 KB, 400x400, 1591170265409.gif [View same] [iqdb] [saucenao] [google] [report]

>MAP09: Precipice HQ (after starting area)
You're gonna have to explain what the problem is.

>MAP19: Trifecta (in the red key path) Walls textured with huge thick bricks being visibly thin looks wrong.
I don't feel it's appropriate of me to just apply aesthetic changes like that to someone else's map without their input. I'll fix that which is straight up broken somehow, not working like the author intended, or causes softlocks.

>MAP15: Caliginous Cauldron
>Yellow key door revenant ambush can be triggered without dropping down, ending up in them bunching up behind the door, possibly preventing dropping down with infinite height.
I'll take a look at that.

>MAP16: Ghoul Grotto
>Berserk secret can be reached and picked up without triggering the secret line. Maybe put it right behind the door.

>MAP20: Baal's Coliseum
>The archvile pillar encounter sucks with pistol start because you likely have no good weapons by then.
That's another where I don't want to fuck with the author's intent. I suppose you may be right about it being narrow in its margins, but it is UV, and you're doing pistol start, so you're going for the most challenge already by that metric.

Maybe I could add a box of rockets, but I'd rather hear the level author's input on that before I do anything like that.

>> No.6976098

Literally SS4 sans shrapnel.

>> No.6976109

>Maybe I could add a box of rockets, but I'd rather hear the level author's input on that before I do anything like that
I'm not bartekmil but I can guarantee the answer is No, as it should be. Dispatching the archvile with rockets instead of maneuvering the level's clever and difficult mise-en-scene as intended would be a tragedy.
Barring anon's two legitimate concerns, the time for the kinds of critiques he's making was July. It is now October.
To that anon- if you're having trouble, create a save and practice it, the same way you would with a difficult segment from any WAD. Like the similarly tricky archvile fight in MAP 19 of Sunlust. No one is holding a gun to your head making you UV pistol start every map with no saves, and with no practice.
There's a timing to the pillars. Learn it. If you want, you can even manipulate archie into areas where there's two pillars between you and him, meaning whichever cycle they're on, you're safe.

>> No.6976110

Meant to reply to >>6976086

>> No.6976113

Sort of, but if I could figure out a better way to swap between ammo/firemodes like with using Altfire that'd fit better i think
Ill see if I could find the link

>> No.6976126
File: 1.43 MB, 960x708, image.gif [View same] [iqdb] [saucenao] [google] [report]

Overclock the chainsaw, massively increasing firerate, homing ranging and forward momentum when attacking, but expends gas and has a cooldown. Probably could also make everything choke on the fumes as well.

>> No.6976136

That's a pretty good way of putting it, and I agree with your reasoning.

>> No.6976146

>You're gonna have to explain what the problem is.
What I meant was both of those maps have the aesthetic issue with the brick walls in the specified locations. Anyway, I get not wanting to alter someone else's design; the feedback was directed just as much towards the original authors in case they're around and still willing to make minor edits. But perhaps we're past that point with so much time having passed as the other anons said.

>> No.6976159

a flamethrower

>> No.6976161

broke it you mean

>> No.6976224

I'll take a look at those. I don't know dildos about GLDEFS though so I'm not sure what I'll actually do about attenuate 1.

>> No.6976236

Have the player squish down as if they've gone prone, then have the chainsaw drag them forward at super high speed like some sorta Looney Tunes shit.

>> No.6976242

>ATT: Either 1 or 0. Attenuated lights illuminate surfaces depending on surface angle — surfaces that are not facing the light will get progressively less illuminated.
I don't think it's THAT important. At least to me it seems definitely less important than having better compatibility.

I was about to suggest this (they did it in that Eizouken anime), but Doomguy is already fast as fuck, so it's rather redundant. Though I actually also did something similar couple of years ago back when I first learning Doom modding and made an alt-fire for every default weapon. I will probably upload it here, just for shits and giggles.

>> No.6976246

I *think* what happened was I broke the zokumbsp node builder by applying a 999 tag (removes the line from blockmap consideration) to a linedef that didn't like it. I'm not sure which or how exactly, I didn't narrow it down that far. It might've been one that had a door action or something and I didn't notice.

>> No.6976251

Yes, the dehacked version is mainly cosmetic changes. It's different enough to cause demo de-syncs with the demos that come with the megawad, but not different enough to break the balance in any maps. The new pistol feels great.

The one problem I DID find with the 2048 dehacked guns is, if you fire your final 'chaingun' burst with less than 4 bullets, your bullets go into the negative, which is not a big deal. BUT if you are also out of shotgun ammo and your only other weapon is a rocket launcher, Doomguy endlessly tries to switch back and forth from the shotgun which has 0 ammo to the chaingun which has negative ammo and you literally cannot use any other weapon until you pick up more bullets or shells. THIS bug is the main reason I would be opposed to not including the guns in the megawad. I still like the idea but in the spirit of transparency I am reporting the bug here. The endless-switching bug occurred in Woof. I have not tested for the endless-switching bug in other ports, but the negative ammo bug did occur in all ports I tested, PrBoom+, MBF 2.04, and Woof, so I'm assuming the endless-switching bug occurs in those as well

>Boom doesn't recognize flats as wall textures, and vice versa
I'm guessing this was fixed in modern versions of Boom (PrBoom/GLBoom)? I tested this map in PrBoom+, GLBoom+, and Woof, and it works flawlessly. The source port that I discovered the error with is MBF 2.04.

Map23 is the only map that currently doesn't run in MBF 2.04. Fix this and the entire megawad will run in DOSBox with MBF 2.04. I haven't tried to run the megawad with older versions of MBF, for the record, but I don't think it matters. A LOT of maps crash with Boom 2.02 but that port is so old that I don't think we need to worry about getting the maps to run in it.

>> No.6976272

>It's different enough to cause demo de-syncs with the demos that come with the megawad, but not different enough to break the balance in any maps
Oh, I guess we'd have to record some new demos if we're gonna do this, then.

>I'm guessing this was fixed in modern versions of Boom (PrBoom/GLBoom)? I tested this map in PrBoom+, GLBoom+, and Woof, and it works flawlessly. The source port that I discovered the error with is MBF 2.04.
It's because PrBoom+/GLBoom/GzDoom just plain doesn't put any texture on the surface if the texture isn't recognized, leaving either something see through, showing you the framebuffer, or in the case of Peanut Gallery, nothing happens, because the surface isn't actually rendered.

I'm kind of surprised that MBF would plain conk out from an unrecognized texture.

>> No.6976276

The Chaingun bug is fixed now.

>> No.6976285

Ah so the flats were accidentally applied to the SIDES of those sectors? Sorry if this is obvious. I don't map

Wow that was fast

>> No.6976293

Are you the anon who made the 2048guns dehacked edition? We still need ProjectLeadAnon to update the download

>> No.6976303

Scumhead just released a Castlevania inspired tc wad featuring a big tiddie werewolf protagonist

>> No.6976314

>big tiddie
That could be intere...WAIT, never mind, it's a furry.

>> No.6976334
File: 33 KB, 600x450, mfw45.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm watching the Trenchbroom tutorial series on youtube, and he's talking about leaks and "vis"ing, so how do people make outdoor maps? Isn't say a square room without walls or a room a giant leak? He doesn't clarify.

>> No.6976345
File: 410 KB, 656x697, Rain.png [View same] [iqdb] [saucenao] [google] [report]

You are weak
She kind of looks like a Worgen, I like it

>> No.6976349

Download any quake map and open it in trenchbroom and you'll see.

You just make a big cube and design your room inside it. All rooms are contained.

>> No.6976351

it's actually a square room of a sky texture attached.
i don't think it's much of a big tittie to be honest, it has however the whole "they bleed pixels" vibe to it.

>> No.6976353

Ah, interesting. That's simple enough. Thanks.

>> No.6976358
File: 363 KB, 1365x768, summon cccar.png [View same] [iqdb] [saucenao] [google] [report]

Okay I decided to unleash my babby's first mod from years ago onto you guys. It basically adds altfire to every vanilla weapon, while CAREFULLY preserving balance. You can just tell how good it is preserved by quality of M_DOOM replacement alone. Also it has a secret car in it, can you figure out how to spawn it?

>> No.6976398

Bretty gud. With some minute monster changes, this could be really good.

>> No.6976410

I'm the Decorate author, but I'm talking with Brxyz, who knows his way around DeHacked (which I don't).

>> No.6976447

What GZDoom version/compat setting? I use 4.4.2 and it gives me an error with the car data, and is also missing ammo icons for some guns.
The chainsaw alt fire is really funny

>> No.6976452

not him but try loading with the +compatmode 0 parameter (default gzdoom)

>> No.6976459
File: 1.92 MB, 400x224, 1560590809056.gif [View same] [iqdb] [saucenao] [google] [report]

>spend hours trying to record a uv-max demo for a 2048 units of /vr/ map
>finally get a run to the end of the map
>archvile resurrected a monster that got stuck inside of a wall
>run is invalid

>> No.6976465

I honestly wonder how speedrunners do this shit constantly and not kill anyone out of sheer rage

>> No.6976482
File: 20 KB, 538x384, oof ultimate.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6976543
File: 2.64 MB, 1436x1076, short+long.webm [View same] [iqdb] [saucenao] [google] [report]

Alright so I tinkered a bit with the rapid fire mode.
First is the version I showed in the last clip.
Then comes the version I added another frame with more muzzle rise. Of course that also prolongs the animation and decreases the fire rate. As if a theoretical ROF of 360rpm wasn't enough.

>> No.6976546


>> No.6976571

Any Nazi gun mods?

Not to be edgy. I just think those little thin barreled pistols are cool as fuck. And the ones with the square chunk. Like that pistol in resident Evil 4.

I think they're called Snozhers or something

>> No.6976573

Why wouldn't I just use rapid fire all the time instead of standard? Is there +/-?

>> No.6976589

The angle on those weapons are a little funky, but I'm really liking how smooth the animations are, and your melee attack is great.

>> No.6976596
File: 31 KB, 1054x248, Looks like a sword I know.png [View same] [iqdb] [saucenao] [google] [report]

I've been hung up for awhile trying to figure out a design for the new melee weapon I'm happy with. Basing this thing off the rapid rotation baton, it's so fucking weird I think it's a perfect fit.
that and batons are cool.

>> No.6976628

That's something I asked myself too, and that's the reason why I changed this to a burst fire mode instead of full auto like it was before.
I pursue a similar approach to HDest, in that you are "weaker" than regular Doomguy. A single shotgun to the face can already have you almost dead. Getting swarmed by dudes is basically fatal.
However, while enemies hit hard, they also can die do a few well-placed shots (you're a judge after all). That said:

>no spread, at all
>can kill a regular mook in about two shots
>slower rate of fire

>three shots per button press
>guaranteed dead mook if you manage to keep the crosshair on them
>has spread
>spread increases with sustained fire, see >>6972914

Furthermore, you (usually) only have what you get, i.e. 45 shots of standard ammunition, so you can't just spray n pray because eventually you WILL run out of ammo (a reason why the gun alone won't work in the regular game), so it's wise to not full auto everyone. Of course in the first level that only has up to nine enemies it doesn't matter, but later you will have to work more with crowd control and smart firemode choice.

>> No.6976631
File: 18 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

I actually enjoy the map, and that is the only time the mistake was by the game and not me, so I find it funny more than anything.

I finally got it:
> https://youtu.be/FILneY0XnnA
Months ago, during initial map testing, I said I wanted to beat this map in under 6 minutes but I spent enough time on this map and needed to test other maps. Well, LunchLunch, I FINALLY did it. The biggest time-saver I think is using the rocket launcher vs the cyberdemon instead of only using the SSG like I did previously. The reason I relied on the SSG previously is because firing your own rockets makes it harder to dodge his rockets, at least for me, and plus the SSG is way more likely to stun the cyberdemon. I forgot BOTH keys this run and missed a lot of rockets vs the cyberdemon so I know I can lower the time further, but I'll probably wait until the idgames release for that

>> No.6976641
File: 177 KB, 1404x936, Luger.jpg [View same] [iqdb] [saucenao] [google] [report]

>I think they're called Snozhers or something
If you're thinking of the gun I think you are (pic related) it's called a Luger. I think the moonman mod has one, but that's definitely edgy so maybe not what you're after.

>> No.6976642

Looking good, anon!

>> No.6976652

The first or second one?

>> No.6976657
File: 5 KB, 250x250, HUUH....jpg [View same] [iqdb] [saucenao] [google] [report]

When recording a 100% run of a custom Quake map on Quakespasm, do I use the in-game demo maker or is something like OBS fine?

>> No.6976672

Congrats, man! Glad you managed to nail it and hope you can take the time down even lower.

>> No.6976675

Recording a demo will save a lot of hard drive space compared to recording actual video for who knows how long it will take. Record a demo then play the demo and record video of that. I know decino plays with his video recorder on but he also records with commentary. Also a demo file has the added advantage of being shareable between players so you could maybe include it with your map or something

>> No.6976683

I see, thank you.

>> No.6976686

The one where the gun kicks up more IMO

>> No.6976691
File: 1.21 MB, 1200x797, file.png [View same] [iqdb] [saucenao] [google] [report]

Luger P08 and Mauser C96 are peak visual pistoleering
Modern pistols look like bland and boring bricks with very similar visual profile.
Walther P99 is ok I guess.

>> No.6976694

well it seems that someone modded Metroid doors into Q2 years ago but it flew off the radar

and its from Transformers Quake 2 guy

>> No.6976698

Thanks for your feedback

>> No.6976704

You're a god amongst men anon, cheers.

>> No.6976705

I have to say though anon
Your youtube avatar really checks out!

>> No.6976717

>tfw can't hear a difference
Remasters are a scam.

>> No.6976729

what headphones are you using
what player are you using
do you have an amplifier

>> No.6976738

If I can't hear the difference at a mere prick of the ear, it ain't worth it.

>> No.6976742

I don't care whether you think remasters are a scam or not, I don't have a side in that argument. I just wanted answers to the questions.

>> No.6976753

Go to bed, Trent.

>> No.6976754

This was a really clever idea by Carmack, because it made it possible to share completely crisp gameplay footage that's so tiny in filesize that it was trivially easy to upload and download on 1993 era internet (compare to a 40mb video file which took ages to transfer at the time, and which still looks like garbage today), further, the fact that it records all your inputs means it's very hard to falsify speedruns, which makes them a very valuable asset to that section of the community.

>> No.6976759

Vinyl rips won't really convey the difference in audio when played digitally.

>> No.6976762

>I don't care whether you think remasters are a scam or not, I don't have a side in that argument.
>Go to bed, Trent.
Ok don't answer them then. What the fuck.

>> No.6976763

I'm a bit wary of demos since many demos I've seen in mods or whatever seemingly have missing effects, but I guess it's working as intended given the small filesize. I'll probably do as anon suggested and make a demo, then record it externally for yt.

>> No.6976764
File: 186 KB, 1248x832, AMC Auto Mag, Reborn.jpg [View same] [iqdb] [saucenao] [google] [report]

I think the AMC Auto Mag is pretty cool, though not all that modern.

>> No.6976765
File: 2.44 MB, 4032x2268, 20201010_121641.jpg [View same] [iqdb] [saucenao] [google] [report]

You need to place the wads or dehs in 3ds/prboom3ds. Then you need to specify them as "files preloaded at startup" in the prboom menu. Tested ancient aliens map 18 and it runs terribly.

>> No.6976769

It's also probably because this is an MP3 320 rip and my id1 music folder is a .wav rip.
Enough with the swearing, Trent. You got kids.

>> No.6976773

I miss the DS port of Doom. Where it had the statusbar on the bottom screen.

>> No.6976782

You can still do that with this port, I just don't like having to look down so far to see my health. This and the quake port are both surprisingly serviceable

>> No.6976790

>Sigil map 6
Jesus why? Is it supposed to be that dark in the beginning or am I doing something wrong?

>> No.6976813


>> No.6976995

That Cacodemon room goes pitch black yeah.

I think he made some tweaks to the lighting on that level. Make sure you have the latest version.

>> No.6977010

Hell yeah dude! Great sounfont as well. How'd you record in DOSbox though with the QFLAT error? Or is this not DOSbox?

>> No.6977024
File: 23 KB, 287x623, 22245-quake-iii-arena-render.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6977040

That is the Woof source port with high-resolution turned off and integer scaling turned on (hidden option in the .cfg file). The MIDI player is Virtual MIDI Synth and the soundfont is Mysung Kite. This is the ONE map in the megawad that will not run in DOSBox so I had to use Woof

>> No.6977042

If thats 128 brightness you must just have high gamma on, it looks washed-out.

>> No.6977058

explain the Q3A intro video in one sentence

>> No.6977061

Sky brushes seal the world. So any outdoor area will have sky brushes on the top and on top of the walls around it.
Are you advising to create a giant outside cube to guarantee the map is sealed? That may be an okay method for small maps, but for larger/detailed maps youll want to seal areas individually so that the renderer works most efficiently.

>> No.6977065

A friendly reminder that the game had single player in mind but it was scrapped
Thankfully Hunter's moon exists

>> No.6977068

How would I create a sky brush?

>> No.6977069

think of the intro like being invited to smash but instead of getting invited you're kidnapped by aliens or something.

>> No.6977081

Create a brush and put a sky texture on it.
You can even get away with not doing a box, but just putting a brush over the "open" area, kinda like you would do sky in Doom.

>> No.6977083

wait it was meant for this one>>6977058

>> No.6977107

the '90s

>> No.6977114

Yeah, I meant each individual area should be sealed off. Not one giant cube.

>> No.6977116
File: 76 KB, 656x519, prefab.png [View same] [iqdb] [saucenao] [google] [report]

Started working on my new Hospital-themed contribution to Hellevator community project.

>> No.6977120

Is that Hot & Heavy from Hotline Miami?

>> No.6977136
File: 221 KB, 1080x1185, Screenshot_20200811-180952__01.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6977142

I don't remember anything about that level, so probably not.

>> No.6977148

Super gamer win

>> No.6977153

>Check to see if Bethesda has put up any new mods on the Xbone versions of Doom/Doom II
>REKKR is now available
Fucking based. This is the first they've put up with new monsters/weapons sprites since they started. Awesome. Glad he's getting even more attention for such a kick ass wad

>> No.6977154

how to IDDQD irl

>> No.6977159
File: 54 KB, 640x480, E4m7_killing.png [View same] [iqdb] [saucenao] [google] [report]

> that feel from pistol start/no-saving Against Thee Wickedly and finally pulling of the invulnerability/BFG combo against the cyberdemon

>> No.6977173

What is Hunters Moon? Was it ever going to have a single player campaign? That was my biggest disappointment with it back in the day, always thought it should be a spin off and not a mainline entry. Too bad they refuse to revisit the original Lovecraftian themes

>> No.6977174

Not sure if you know this, but wads don't autoupdate, so make sure to go down the list redownloading when there's a major update to the port. Certain older wads have bugs if you haven't updated them in a while.

>> No.6977179

That, but with a Switch controller.

>> No.6977180

Will it remove the green "Downloaded" tag when it's updated if you already have it? I noticed I had to redownload BTX Episode 1 despite already having it, maybe that is why

>> No.6977185

Thats true (thats how vanilla Quake maps did it), but with the speed of computers and quality of modern tools theres no reason not to take a little more time to create variable-height walls.

>> No.6977189

Hmm... Not sure. Luckily, if you go to the Available tab, it's a pretty quick to redownload without having to uninstall first.

>> No.6977194

Cool I'll just do that.

>> No.6977195
File: 128 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

It has a big room with several smaller rooms with lots of windows. I can remember so well because it's not the level, but just the PART of a level I spent the most time on for getting A+.

As for Doom related stuff: Does anybody have an idea how to make a certain type of projectile pass double sided linedefs and monsters? Just setting the passthrough on the linedefs only works for all projectiles afaik.

>> No.6977202

I know, I just explained it. Hell, one of my HUH maps was set completely in a deep space box.

>> No.6977203

>This is the first they've put up with new monsters/weapons sprites
Sets a good precedent. Now that we know for sure they will add ones with all new assets instead of just vanilla or just new level textures like BTX, there are all kinds of amazing wads we might get now

>> No.6977206

By "just" I meant "only", I didn't mean to condescending or anything.

>> No.6977207

i see them making the same for Q1 and Q2 very soon
I wouldn't be surprised if the ports uses Spiked for Q1 and 3.24's code and Server Browser connected to Qservers database.

Hunters moon is typically what if Quake 3 had a Single Player Campaign

Also Making lovecraft games is a pain in the ass because of the many interpretations of it, the fanbase and so on.
Its a miracle they revisited that in QC and ended up well.

>> No.6977216


>> No.6977218

It's more inspired by Refueling Base (Or vague recollections of it) and based around progression similar to MAP06 from 2048 of /vr/ but a bit more ambitious.

>> No.6977245

Sounds nice

>> No.6977248


>> No.6977254

Wondered where you have been. Review my last webm, cunt.

>> No.6977270

Romero LIVE at RazerCon
It still doesnt remove the fact that Razer products are garbage on part with Saitek Madcatz ones before logitech saved saitek

>> No.6977279

You've done it nonce. It's excellent. Well done lad. Maybe a little faster fire animation or less frames but it looks very nice

>> No.6977304

Razer products are really great for the first couple of months to a year. And then they absolutely fall apart. I really like my external gpu though.

>> No.6977316 [SPOILER] 
File: 905 KB, 1895x970, 1602364741750.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6977326

that shirt looks really tacky

>> No.6977327

I want a revenant version of that shirt

>> No.6977357

I'm still using first generation deathadder
the scroll went to the moon and back

>> No.6977376
File: 42 KB, 500x534, 1400092185442.jpg [View same] [iqdb] [saucenao] [google] [report]

>the music
>the visuals
>the nonstop stream of advertisements

>> No.6977452

Anons what did you think of Sigil? I found it quite good but the overuse of damaging floors and tight bridge fights was a bit annoying.
Should I check out Romero's other two levels he made?

>> No.6977462

I think it's pretty good, I always wanted Thy Flesh Consumed to stay a ballbuster for its entire length, but it lets up with E4M3.
With Sigil, it's pretty much a TFC as if made entirely by Romero, making it bust my balls as hard as he can.

>> No.6977472

I liked it, but I also acknowledged it for what it was. A Doom 1 episode that's meant to progress in difficulty from episode 4. Not a Doom 2 wad without a super shot gun or extra enemies. As for his other maps, I think they're pretty good, but I tried doing a run with them mixed into episode 1 and their design and difficulty is like whiplash compared to the rest of the original maps.

>> No.6977491

>Anons what did you think of Sigil?
I thought it was extremely good but I've only played it using the D4V mod. I know you should NOT play a custom map with a mod first but I was young and stupid then; it just turns out that Sigil is extremely good with D4V so it worked out well and I recommend you try it. I was going to go back and UV-Max all of Sigil eventually
>Should I check out Romero's other two levels he made?
Yes, although they are vastly more difficult than anything in E1. The only thing I didn't like is that progression can be unclear in the maps and I got lost in them

>> No.6977519

Lovecraft games can work, it's just working the themes into a shooter is hard. Lovecraft protagonists tend to be college professor types who do their fighting via arcane research, not boomsticks. That combined with the general idea that humans are actually absolutely insignificant makes it hard to justify man with gun making any sort of meaningful contribution to such a story. A good classic FPS can't be explicitly Lovecraftian unless it's willing to kill the protagonist off or drive them insane or reveal their fight was all a waste of time and energy. That said, I think quake does a good job by not really explicitly mentioning Lovecraft and sticking to the more general sense of eldritch horrors from a different part of space. Why do shamblers take half damage from explosives and shoot lightning? Because they're from somewhere that's *not like here*. They don't need to be explicit servants of the old ones, just very clearly eldritch (and not just aliens, which are just different forms of life as we understand it. Eldritch creatures should be life as we don't understand it.) Of course, I might just be making your point about the Lovecraft fanbase for you.

>> No.6977539

weird that romero used the evil eye prop but not hte actual eye switch texture

>> No.6977541

It was kind of nice to finally have that thing finally
be used for something.

>> No.6977546
File: 84 KB, 466x492, 1571701052880.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6977550
File: 17 KB, 500x333, disappointed man.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom fans when they die and go to Hell but there’s no FIREBLU, eye switches, evil eye candles, intestines floors, giant skull computers, flesh walls with metal pipes attached, moving walls with faces, skull switches, marble portraits of demons, stone faces, cross shaped pathways...

>> No.6977553

Hurt me plenty feels like Episode 4 on UV
Ultra Violence is Ass Clenching Hard as Scythe2

i see anon, also what you said is also why Alone in the dark and Call of Cthulhu The bethesda one worked well.
Even Undying is kinda lovecraftian because of the plot, the Setting(the "truce years") and the arsenal which is both magic and gunpowder, and that game was great.

Quake Remake or Sequel using that would be great.

>> No.6977590

>Why do shamblers take half damage from explosives and shoot lightning? Because they're from somewhere that's *not like here*.
I figured they resisted bombs because they're built as fuck, packed densely with muscles and with bones thick like a rhino's.

>> No.6977606
File: 112 KB, 980x658, id-software-tom-hall-doom.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a grounded kind of hell.

>> No.6977631

On that logic shamblers should resist the shotgun and nailgun, not the rocket. Concussive force travels can propagate through thick hide and muscle while a small projectile will run out of energy and stop at a superficial depth. It's why rifle cartridges for things like rhinos and elephants are relatively slow, but also fucking massive. They need to maintain their velocity even while shoving aside all the flesh in the way. Compare that to something like a a HESH round, where the whole function of the explosive is to propagate shockwaves through armor plate and kill the crew with internal spalling. You'd be more likely to tear an artery or nerve via concussive shock than poking a hole in it (assuming shamblers have arteries and nerves). Hence why I take shambler explosive resistance to be eldritch bullshit rather than beefiness.

>> No.6977638

Those are actually pretty good points.

>> No.6977639

yeah but for some reason IWADS would only show on the list when placed in the root folder
not pwads, either in the prboom3ds folder or on the root of the sd card
also I could not save the game or the settings, so the preload method didnt work either

maybe I installed it wrong? I installed it using the CIA with the FBI launcher, maybe I should have used to homebrew launcher?

>> No.6977657

Honestly this makes me want some sort of monster hunter/quake hybrid where you go on safari for a shambler and have to choose your loadout to most effectively hunt it. At the same time, you'd also have to fight through the shambler's home dimension, which would be full of other monsters, so you need to balance the requirements of getting to the shambler with actually killing it.

>> No.6977731
File: 162 KB, 749x1000, gunslingerdeadtown.jpg [View same] [iqdb] [saucenao] [google] [report]

oh nevermind, I suck cocks and fixed the problem

It even loads eviternity! Nice! such a shame the colors are all washed out and that there is no music

>> No.6977837
File: 698 KB, 2560x1438, GO AWAY.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a 500ML map, trying to make this area look surreal / dreamlike. It's not very detailed at the moment since I'm doing the scripting first.

>> No.6977845
File: 121 KB, 457x506, brutal doom.png [View same] [iqdb] [saucenao] [google] [report]

Why did DoomWorld snub John Romero and not give Sigil a 2019 Cacoward? Sigil is more relevant than any of the other wads except Eviternity. Also, half of the winners are ZDoom maps.

>> No.6977849

Why hasn't anyone made a megawad consisting of nothing but Dead Simple clones?

>> No.6977856

> https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dscythe
Surprisingly, there is no credits list. skillsaw made map26 and it's hilarious but hardly beatable

>> No.6977857

You'd have to use a non-vanilla source port to make it work, and that's not simple enough

>> No.6977859

The Judges are Fags

>> No.6977867
File: 137 KB, 680x678, 1572930578781.png [View same] [iqdb] [saucenao] [google] [report]

O-oh, I wasn't actually expecting one to exist. Dare I put myself through this torture?

>> No.6977889
File: 29 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

For context, the megawad was created as an April Fool's joke. The megawad was marketed as maps made from unfinished Erik Alm maps starts off like a Scythe 2 episode 1 map, and goes on like that for a while, but the final room is Dead Simple copy/pasted. It's hilarious if you fell for the joke yourself. Anyway, the rest of the maps are all Dead Simple clones by various authors. Because it's a joke wad, some of the maps are especially cancerous, like skillsaw's map26. One of the maps is like nuts.wad in that it has so many enemies that your framerate drops to 1 as soon as you alert the monsters. Another one has the entire level filled with barrels and is nearly unplayable. Not all of the maps are joke maps, though.

It's Boom-compatible, which surprised me. I thought the map07 trigger only works on map07 but apparently Boom lets you change that

>> No.6977895

Damn, that's absolutely hilarious and also a bit sad. I was hoping they'd all be beatable for the hell of it.
Still gonna try it though.

>> No.6977896


>> No.6977918

Tbh it seems odd to give a community mapping award to one of the guys who made the game

>> No.6977942

>Why did DoomWorld snub John Romero and not give Sigil a 2019 Cacoward? Sigil is more relevant than any of the other wads except Eviternity.
Everybody into Doom already knows of Romero. The cacowards have the power to boost a wad/author's popularity, and that power is more helpful for less well-known creators.
>Also, half of the winners are ZDoom maps.

>> No.6977946

This. Sigil is great and it's worth playing, but it's also not really that novel, it does little new (mind, it does use the limited Doom 1 roster quite well), and it's pretty much what you expect from one of the guys who made some of the best levels of the original Doom and Doom 2; the levels are all pretty good.

Besides, they already gave him a straight up physical award for E1M8B.

>> No.6977949

>Dark Scythe
>Dead Simple
All 43 maps follow this naming scheme

>> No.6977968

I feel like a huge moron for not realizing that very obvious joke. Hearing the Pink Panther midi during one of the levels was super good though.

>> No.6977974
File: 118 KB, 1697x2400, azumanga-cat.png [View same] [iqdb] [saucenao] [google] [report]

you think Romero will ever do another WAD?

>> No.6977994

He's Kinda on Board with the idea of a Q1 Episode and Q2 Unit(If he had made some maps for it) made by him
Also a Doom 2 Megawad

>> No.6977996

>Inb4 he and carmack decided to make a classic Doom 3

>> No.6978000

I remember he said in an interview that he wanted to do something for Hexen eventually.

>> No.6978004
File: 442 KB, 767x884, cfe0f236c439096cf8239770c655dbe8.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6978012

I asked him last year if he would do a Quake map pack for its anniversary and he said "That's the plan"

>> No.6978019
File: 878 KB, 1920x1080, Screenshot_Doom_20201010_153912.png [View same] [iqdb] [saucenao] [google] [report]

Q2 Unit would be sadistic as fuck if he knows of the parasites, shotgunners and gunner traps
bonus for the Sniping Technicians and Brain Pits

>> No.6978020

Is there anything better than wandering aimlessly around a map for 15 minutes looking for a fucking switch to do something and you find it just sitting there at a place you went past 5 times and then you hit it and have no god damn clue what it did so now you have to go wander around to see what it did and it might not even have done anything in the level your on but maybe possibly it did SOMETHING on a different level in the hub?

God I love Hexen.

>> No.6978034

Also i find it interesting how Q2 Meshes has zero vertex wobbling outside the game itself, unless the mesh is high poly or it has Bone animations modded into it

>> No.6978041

Looks vaporwave-y.

>> No.6978047

I opened up the wad in slade and looked at the end-of-level graphics and composed a credits list. Copy/paste into dscythe.txt. dobu gabu maru seems to have had way too much fun with this
01 The Dark Shadow / dobu gabu maru
02 Den of Stone / Rottking
03 Dynamite in the Sand / AD_79
04 Divide and Subjugate / Super Mighty G
05 Descend into Sludge / Cannonball
06 Demo Substance / Dragonfly
07 Demonic Swarms / Marcaek
08 Dietary Supplement / RonnieJamesDiner
09 Desperate Synergy / Steve D
10 Deli Spinner / Chris Hansen
11 Deceased Spartan / Aurelius
12 Driving in the Strangleyard / Breezeep
13 Dire Survival / Pegleg
14 Doomed Surface / Alper002
15 Database of Science / YeOldeFellerNoob
16 Detail Schmetail / an_mutt
17 Duel the Superiors / Tarnsman
18 Down is Sky / DJVCardMaster
19 Dash, Sprint! / Crunchynut44
20 Direct Shock / Obsidian
21 Duped, Scammed / an_mutt
22 Diminutive Size / Breezeep
23 Demolition Soup / esselfortium
24 Distant Suckers / dobu gabu maru
25 Dark Syde / Breezeep
26 Dirty Simulation / skillsaw
27 Duplicate Safety / traversed
28 Dingos, Sheila! / an_mutt
29 Designing a Sculpture / dobu gabu maru
30 The Diorama Symposium / dobu gabu maru
31 Deluxe Stovepipe / Xaser
32 Damn SS / Scotty
33 Dangerously Sonic / an_mutt
34 Door Savvy / dobu gabu maru
35 Da Stockmarket / Breezeep
36 Despair and Suffering / Obsidian
37 Disseminator of Sin / dobu gabu maru
38 Dummythicc Scaffolding / Tarnsman
39 Dork Smasher / dobu gabu maru
40 Downside is Sideup / Breezeep
41 Duhl Spayss / Xaser
42 Durandal Smells / Turbo Saber
43 Deliverying Shakespeare / dobu gabu maru

>> No.6978104

Yeah but you only found one sixth of the puzzle bro

>> No.6978121


>> No.6978148

That would be pretty interesting considering he never did LD on that game, he just produced it.
Any time a switch affects another level it prints a message telling you which level and what changed.

>> No.6978172

>Q2 Unit
I don't even care much for Quake 2 but I really want to fucking see what he'd do with the game

>> No.6978194

I think it's a decent game, but it'd be pretty cool to see what he'd do with the assets, I'm betting he could put together a unit which would be better than most (if not all) of the levels the game shipped with.
By the time of Q2, both Sandy and Romero were gone, so the most talented and inventive iD mappers weren't around to make the levels, American is good too, but he couldn't really shoulder the entire game.

>> No.6978252

Finally completed Base Ganymede. It was fun but some maps were a pain in the ass for my skill level. I'd like to think I improved a tiny bit because the third episode killed me far less than the first two.
That final fight with the two masterminds was brutal though. I worked out a tactic that involved clearing the floor before hiding in one of the monster closets so I could concentrate on one at a time. There's probably a better way but it got the job done.

>> No.6978264

see masters of doom someday
Willits was the reason of why he and sandy left.

>> No.6978271

Willits probably wanted Sandy out of the way, but a divide would have grown between Romero and Carmack with or without him.

>> No.6978317
File: 3.20 MB, 3916x5157, Quake 2 Beta Enemies.jpg [View same] [iqdb] [saucenao] [google] [report]

For those asking about Q1's Lovecraftian and ETQW,Q2 and IV's Strogg Connection in all of this for a future game, QC solved it some time ago.

The rabbit hole is deep, and the Makron was in League and Survived because he also served the Elder Gods(which explains why he was rebuilt so fast), and none of his servants knew of it, all of them were sacrifices as he was observing Bitterman, and all of cerberon was protected by another deity's runes, also the reason of why the Strogg in Q2 was "Dumb" was because all of the forces on Stroggos were made out of Scalebearer's race, and their smarts weren't agreeing with strogg tech, also Private Joker wiped out all of Stroggos gekks, which were used to make Neurocytes.
Shub's Rune and its forces is Q1's Symbol, Q2 is Another Deity, possibly Nyarlathotep, who also fits the strogg and SB's race technological narrative, Q4 is a Mix of it because of Matthew Kane, who possibly became the host of the Makron and the old god's new plan, hence why the Makron was Observing Bitterman, and possibly Joker and Stepchild, he was planning to create perfect strogg out of human marines, which led to the tactical strogg in Q4, and possibly Kane as his new backup body after his death.

Quake/Shub is alive and well too in QC, therefore if a Sequel Happens, it will tie all of this, and even add new enemies or allied races from Scalebaerer, Nyx and even rebel Strogg Possibly led by Bitterman himself against the Elder Gods.
Also the Infiltrator and ETQW strogg are pure strogg, not the Humans or Scalebearer race from both games.

>> No.6978385

There's old Russian joke: devil comes to gamer and says he will grant three wishes, but then the gamer goes to hell. Gamer says: "IDDQD, IDKFA, and send me to Hell right now". Devil says: NIGHTMARE!

>> No.6978389

runes in question

Does it sounds familiar?

>> No.6978495

>Also a Doom 2 Megawad
Can't wait for him to boldly redefine the definition of megawad and release a megawad with a single map.

>> No.6978538
File: 1.45 MB, 1280x720, A1JI3TePa+L.png [View same] [iqdb] [saucenao] [google] [report]

Let's have a bit of Le No Chicken hate in this thread
>we could've had out-of-the-box drivable vehicles in ZDoom if not for Graf
>people find a cool new feature in vanilla doom, Graf immediately chimes in with "stop having fun guys, just use GZDoom instead"
>Graf is nominated for Espi award

>> No.6978541

>out-of-the-box drivable vehicles in ZDoom
But why?

>> No.6978559

naw i'm gonna hide your post instead.

>> No.6978563

Hello Graf.

>> No.6978624

I hate graf too but can we do this when there's an actual happening like lilith?

>> No.6978670

>I'm a bit wary of demos since many demos I've seen in mods or whatever seemingly have missing effects
If demos are missing things, that's the fault of the port or mod messing things up. Quake demo files inherently record -everything- that happens while playing. This is the reason demos for Quoth or AD maps can get really big, really quick- every one of those extra little constant particles and chunks of destructible geometry spawned is also tracked by the demo.

>> No.6978867

>Lets just shit on someone instead of being constructive itt
What are y'all playing tonight? I'm about halfway through Sigil and I'm loving it, these are without a doubt the best Doom levels that Romero ever made. That Baphomet head texture too... hnnngh

>> No.6978889

yeah it's pretty great, isn't it?

>> No.6978902

Too many barons. What is this 64? At least 64 had a ssg

>> No.6978903

yeah that sucks, doesn't it?

>> No.6978904

>Doom 64
Yeah, the stupid Baron count is why I can't replay that. I also find the Quake style lack of animations for the guns jarring. It's excusable for Quake because at least there's so much mobility and it's one of the first true 3D FPS.

>> No.6978907

Nah, it feels like the natural progression for a DOOM episode.
I was totally unimpressed with SIGIL the first time I played it. Now I think it's as good an episode as KDITD

>> No.6978909

I can't say I've ever enjoyed a crudux cruo wad

>> No.6978971

How good is Boom (Strict) for old wads like Scythe 2 and Alien Vendetta?

>> No.6978978

Can some programming anon please update the GZDoom switch fork?

It's not been updated since February :(

>> No.6978993

ok, if you blow me

>> No.6979028

someone tell me a 2048 map to play RIGHT NOW

>> No.6979041


>> No.6979046

the one you made

>> No.6979047

just a moment, i started map27.

i've never beaten them with the dehacked weapons, am doing so now

>> No.6979093

Ah, I did not know that. Thank you.

>> No.6979127

holy fuck, this shit harder than i remembered?

- my strategy for the blue key area completely stopped working, maybe im' just retarded now? i used to hide in one of the corners, behind an imp,dodging as necessary, safe from most mancubus fireballs due to the increased height on the wall. instead i got fucked up and had to rocket two mancubii before the hiding strategy could work

- i first played the level in -complevel 9 and the yellow key didn't appear? i thought i played through stuff originally on complevel 9 ? oh well

anyway, black crest is a glorious map

>> No.6979140

Flashing lights is worst feature in Doom, please don't do it in your maps. I'm not epileptic and I still hate it.

>> No.6979141

>that newest level playthrough on decino's channel

>> No.6979146

What's that? You want more flashing light mazes? Filled with Spectres? I mean... if you insist...

>> No.6979149

We really need to get him to play some of 2048 maps.

>> No.6979164

did anyone submit it (or their own maps) to his contest? black crest would be hard enough to interest him imo

>> No.6979175

>playing with mouselook off makes me motion sick in a matter of minutes

>> No.6979180

Experiment with tilt/viewbob
it may make thiungs better or woirse

>> No.6979187

I submitted Bridge World from Hell Frontier (You might remember it for teleporter puzzle if you played it) but I was too late.

>> No.6979192

Dude those bricks are white though.

>> No.6979197

Simply put, they are making out from the fact that they give a full on physical cacowad to romero for remaking E1M4 And M8 so they are equal footed.

>> No.6979235
File: 2.84 MB, 440x346, The Isolation Floor no sound 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6979237

>Try varied doom with heretic for the score and treasure mode
>cant even open the secret wall with the gauntlets on the very first map
>platform doesn't rise much later either
How does this happen

>> No.6979248

>Try Fava Beans
Obviously it's the easiest mapset since the original Doom 1 levels, but I wasn't expecting the design to be so confusing. Also, the documentation that comes with it is so full of itself it's actually kinda cute.

>> No.6979268
File: 60 KB, 1366x768, grdr.png [View same] [iqdb] [saucenao] [google] [report]

>sigil.exe in dosbox
hmm what are those 5 pixels over there

>> No.6979272

wait until you read skillsaw's intermission screens in valiant (have to use eternity engine)

>> No.6979278
File: 275 KB, 1600x1200, spilled wine.jpg [View same] [iqdb] [saucenao] [google] [report]

So I started playing DOOM recently and it's great, having lots of fun but one thing that REALLY bothers me is the inconsistent rocket damage
When a caco survives 2 or a mancubus 3 rockets that's just so disappointing
Just why
Can I chnge that somehow?

>> No.6979292

You should read the text file for darkhell.wad.

>> No.6979297

everything does random damage. get used to it.

e.g., ideally you can do this:

- caco in 2 ssg shots

- hell knight in 3 ssg shots

- mancubus in 3 rockets

- cyberdemon in 2 bfg shots

good luck doing it EVERY time ...

>> No.6979301

What this anon said.

>> No.6979303

Damage is always randomized, it's not only for rockets. The only way to change that would be defining explicit damage values to weapons, which would mean making an extra wad.

>> No.6979312

I mostly liked the text file for Fava Beans because it's from a more innocent time and the mapper was clearly some guy who honestly thought this was a god damn masterpiece.
Playing it straight after Base Ganymede is one hell of a downgrade in difficulty (outside for knowing where the fuck I'm meant to go, that's the true challenge) but it was a product of its time.

>> No.6979320

Come to think of it, why is damage randomised? You don't normally notice much of this light rng mechanic in game outside of a few specific situations, but its still weird.

>> No.6979323

Because guns have inherent spread and your as shooter have inherent spread.

>> No.6979328

Based Ganymede is ridiculously well done, but it's a great shame it has no Doom II content.

>> No.6979335

I have my issues with him, but I also genuinely appreciate the work that he has done.

>> No.6979339

Gonna double down on pulsing and flickering lights just for you.

>> No.6979341

Cool concept.

>> No.6979342

>why is damage randomised?
The damage is calculated the same way Dungeons and Dragons calculates damage, that is, with rolls of dice with x-number of sides. So for example, the zombieman does 3 base damage, and the damage is multiplied by a random number 1-5, so the damage range is 3-15 in intervals of 3. I don't remember why they chose this specific way of doing things. Hopefully another anon has more information.


>> No.6979347
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

>(have to use eternity engine)
I never used Eternity and this post made me wonder why skillsaw would use ZDoom- and Eternity-exclusive features in his MBF maps. I'm trying Eternity right now and so far it seems like a good strong limit removing port. It seems the only reason PrBoom+ eclipsed everything else in terms of popularity is its ability to replicate the behaviors of different engines with simple command line parameters.

>> No.6979352

>only reason
Well it also can do OpenGL rendering and 1920x1080 resolution

>> No.6979365

i never use eternity, i just randomly remembered that you need it to read those news posts.

on doomworld there are some posts with fancy-looking eternity engine HUDs; I guess it has some positive traits.

personally i use prboom+ for everything outside occasionally checking out a mod in gzdoom, I think most people are lazy like this, though there is a heavy tail of people using crispy, woof, dosdoom, etc

>> No.6979372

graf needs to be slapped in the ass like ned flanders

>> No.6979373


>> No.6979401
File: 558 KB, 960x540, 2048pis.png [View same] [iqdb] [saucenao] [google] [report]

I extracted the pistol sprites and sound from 2048 guns.wad and made my own little wad so I can use the 2048 pistol in Valiant :)

Download link if you're interested

Just to be clear, it's only the sprites and sound, none of the dehacked stuff, so the Valiant pistol speed remains unchanged, and if you load it in vanilla Doom the vanilla Doom firing speed remains unchanged

>> No.6979410

Until recently I used GZDoom exclusively, but I've found prboom + is just so much better unless you want to use mods. For one its actually optimised and runs well on my toaster. Shame I still need GZDoom if I want to run smooth doom but I don't mind the vanilla gun animations that much.

>> No.6979412
File: 41 KB, 313x507, orbanize.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you organize your wads anons? I dont wanna delete zdoom yet in case i need to run on an older system and gzdoom is too resource intensive

>> No.6979414

what about LZdoom?

>> No.6979416
File: 55 KB, 769x635, my organization.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6979418

Everything goes into one big pile.

>> No.6979419

It is as 'low' intense as zdoom? i assumed it was stronger than Zdoom but lower than gzdoom

>> No.6979429

Sort of, it is not as demanding regarding system requirements, it runs on older systems. GZDoom for toasters.

>> No.6979436


due to your message, i played it, but did it tyson to spice things up.

holy fuck the map is NOT tyson friendly. i had to use a few saves.

>> No.6979438

I should probably put everything in one stack in that case I never test maps to see if they are gzdoom exclusive or not,this will bite my ass in the future for sure

>> No.6979439

have you tried the dehacked (vanilla) smooth doom?

it's pretty nice.

>> No.6979440

Looks like an Arabfunny.

>> No.6979443

Yeah, he needs encouragement to hurry the hell up! I want the patched up fork of PrBoom+ with the UMAPINFO support already, so that I can build a Doom 2 Boom format megawad divided up into episodes proper, mapscreen and all.

>> No.6979445

You could get a cheap USB and back up your stuff on it to be safe.

>> No.6979450

is there a way for the site to only show posts with images?
I need to do a search looking at every single image in the threads, I'm looking for screenshots of a map that was making and lost

>> No.6979454

okay now i feel bad using saves, it's not so bad. i was just pretty miserable on those two cacos, the shot gunners, and the cramped revenants

>> No.6979457
File: 68 KB, 1560x466, how2organizepwads.png [View same] [iqdb] [saucenao] [google] [report]

One great thing about Chocolate/Crispy/Woof is that, right of of the box, the mouse behaves exactly like it does in DOS, so you never have to spend time re-adjusting from one port to another if you switch for any reason. AFAIK the unreleased new version of PrBoom ( also has this benefit as I've never struggled with its mouse as I do with PrBoom-plus

Pic related. The important folders of \Doom are highlighted. I organize WADs based on compatibility, and launch them through Doom Launcher. If I download demos for a PWAD from DSDArchive, I put it in its respective folder, and launch the demo using .bat files so that the demos do not interfere with my level stats in Doom Launcher. Any demos that I record go in the MyDemos folder.

>> No.6979458
File: 14 KB, 1195x266, 1.png [View same] [iqdb] [saucenao] [google] [report]

Are those maps marked with * using custom weapons or monsters? this is heretic by the way
i have 3 USB backups of all my things

>> No.6979462


The Lawgiver weapon has been updated and is as of now ready for release.
Before release, every able bodied citizen is required to download the current update for the Lawgiver weapon and provide feedback on bugs, quirks and anything else that's not part of "known issues". Your findings will be acknowledged and modifications implemented if deemed sensible.


Check Controls menu for buttons.
Slot 1 - Kick. Slower than Doomguy Punch, but stronger
Slot 2 - Lawgiver. Six different firemodes.
Slot 9 - Handcuffs for arresting perps (if they are below a certain health value and frightened).
Slot 0 - Field Dressing. Only one, gives back 50 health, so think twice when to use it.
All modes have the same Altfire: The judge shouts at the perp, potentially frightening them, making them slower and decreasing their damage output. Frightening enemies is a prerequisite for arresting them.

This weapon was developed and tested on GZD 4.4.2 with doom2.wad. HUD and levels are not part of this .pk3.
This weapon alone is NOT suitable for playing through the game as-is, so please refrain to only testing.

Known issues:
>Shout is spammable to completely halt movement and make foes friendly
>Mode choice by hotkeys behaves funky for multiple key presses in short succession
>Arrested perps are not in the monster count in regular game

>The Chief Judge thanks you for your cooperation.

>> No.6979464

record a UV-Tyson demo and post it

>> No.6979467
File: 56 KB, 585x682, 1581109960650.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6979468

>I still need GZDoom if I want to run smooth doom but I don't mind the vanilla gun animations that much
Reminder that Vanilla Doom Smooth Weapons is a thing

>> No.6979472
File: 36 KB, 445x769, cmon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6979475

my g (and several other keys) are broken and was too lazy to do it for a name,and i refuse to buy a keyboard for a laptop because it feels weird as fuck

>> No.6979479

Basically this for me.

>> No.6979483

thanks, I'm a fucking retard

>> No.6979508
File: 5 KB, 199x302, Doom files.png [View same] [iqdb] [saucenao] [google] [report]

Like this. I'm sure there are better ways and the sub folders shown here are just piles of whatever basically fits in those categories but it works for me.

>> No.6979510
File: 2.37 MB, 436x348, pathfinding test.webm [View same] [iqdb] [saucenao] [google] [report]

Testing monster pathfinding. I'm surprised at how well they actually manage to navigate here. Not everyone though.

>> No.6979523
File: 1.24 MB, 1920x1080, jd.png [View same] [iqdb] [saucenao] [google] [report]

smoke fx could uh use some work
field dressing shoots the gun after use

>> No.6979524

Weren't the id crew massive dweebs that were playing a D&D campaign as they were developing Doom? It's where the demons came from, I know that.

>> No.6979531

What renderer and compat mode are you running? Smoke definitely shouldn't look like that.
And I can't reproduce the field dressing thing either.

>> No.6979532
File: 6 KB, 415x416, 1581111107336.png [View same] [iqdb] [saucenao] [google] [report]

I didn't even notice the filename, it was more just an insinuation that I don't organize my GzDoom/PrBoom+ folders at all.

>> No.6979538

A shit I only just noticed you fired the incendiary. There it's intentional, I wanted to mimic the white phosphorous stuff from the 2012 movie.

>> No.6979542

being honest with myself its not like i will play those 50+ map packs i have anyways,its a 'just in case internet fucks up globally' someday scenario,thats why i hoard wads and shit

>> No.6979552

what complevel am i supposed to use for 2048 demos? was pretty surprisedto find today that 29 (black crest) was unhappy in complevel 9

>> No.6979558

field dressing thing happens when it's out of its single use I guess. no compat at all, flags 0

>> No.6979560

complementing this and what >>6978271 said yesterday but Mcgee and Sandy planned boss fights

And 1.5 kinda brought that back

>> No.6979568

Ah yes, now it works. I also now know what's causing it, thanks m8.
As for the smoke, yeah, that's intentional. Thick white smoke. I didn't make the smoke anyway, it's from a flamethrower from Realm667.

>> No.6979576

-complevel 9

As far as I know, the yellow key not appearing is a bug that may occur. It happened to me during initial map testing months ago, but the map author was not able to replicate it. I just played tested the map again just now and the yellow key did indeed appear as it should. Also Brxyz posted a UV-Max demo of map29 in the 2048 Units of /vr/ thread on doomworld, and the yellow key appears when you replay the demo as well. Try again with -skill 1 so you can rush to the yellow key section to see if it appears

>> No.6979580

never had the chance to fire WP IRL so I won't insist. still, it being uniform doesn't look right, seems like even a shitty emboss would improve it.

>> No.6979581

i've pistol start beaten the map twice and never had a problem with the yellow key.

today i had the problem but in contrast to those two runs, i used complevel 9, saves, and 2048 guns.

anyway i think i'll record a demo next time i play it, and we'll see what happens.

btw is there an easy place to post demos? i mean, just for lame consumption here, im' not some pro player or something.

>> No.6979584

It should also work in -complevel 11 (you need to use -complevel 11 in order to use the dehacked weapons mod)

Did you put the - in -complevel?

>> No.6979590

>i used complevel 9, saves, and 2048 guns
You need to use -complevel 11 when running 2048 guns dehacked version.

>> No.6979595


- when did people start feeling tyson >> chainsaw? based on some anon suggestion, i played a bunch of random idgames maps recently, and an incredible number of them were mid-90s maps. those maps all had tons of chainsaws and few berserks. i have hardly used chainsaw lately, but realized it's not bad; e.g., it's reasonable for cacos, whereas tyson is hell with cacos.

- when did people start obsessing over pistol starts? i basically quit doom during 2014-2019, and i come back and it's all pistol starts, but maybe i'm just disconnected

- does everyone hate ghost monsters? i just started playing RUSH, and they are so annoying: i waste ammo on some enemy, thinking i missed it earlier or something, only to finally realize it's a ghost. really not friendly to blind runs, for dumb reasons.

>> No.6979598

iiiiiiiiiiiinteresting. so it was probably that. thanks!

anon or i could cheat to rush. or does that cause an arch vile to spawn into my apartment irl

>> No.6979607

It's a good plan, especially how the internet is being policed/censored a lot more in recent years which implies things might get tougher at some point. I've grabbed a bunch of wads and mods for just that possible scenario too.
I had a mini version of this happen after a close lightning strike that fried my router a couple of years ago. The earlier version of my hoard came in handy then.

>> No.6979609
File: 22 KB, 266x794, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to get all the ammos to display in prboom+'s advanced HUD? I found a forum post showing you could edit them in prboom-plus.wad, but I have no idea what this format is.

>> No.6979610

Serious Sam is actually fun. I dont really see why people hate it

>> No.6979616

Should i play the first encounter or second? how PC demading it is?

>> No.6979623

I'd also like to know about pistol starts. To me it sounds like a fun challenge but some people seem to think it's the only legitimate way to play wads, which sounds silly.
As far as I'm concerned Sam sucks because it's just a bunch of arenas against annoying enemies. The monsters aren't even fun to fight against so it has nothing going for it.

>> No.6979628

oh to be clear, i do pistol starts now. given my preferences in doom, it is the only way to play: i like tight combat, and if you come into a level with random weapons, armor, health, and ammo, there's obviously no way for the map author to plan your encounters.

that said, i don't care how other people play. the above preferences also rule out most gameplay mods.

>> No.6979636

Pistol starts are just a nice challenge without being absolutely autistic like Tyson or . The level designers for Doom admitted that they designed with pistol start in mind, so a ton of people latched onto it. It's pretty fun to start every map fresh. It makes every map feel like it's own thing without relying on equipment from past maps.

>> No.6979641

SS Classic/Revolution will run on any toaster
SSHD/BFE through Fusion will run on most pcs since 2013
Play whichever version of The First Encounter you already own, unless you don't own any, then get "Revolution". It comes with TFE and TSE, as well as steam workshop. Could always nab the classics from bad new uploads too

I always go pistol starts because it makes pickups and secret hunting more fun, plus encounters are usually more tightly designed around them.

>> No.6979649

Pistol starts balance the difficulty overall by not making it too easy (stomping encounters with an SSG from the previous level, for example) or too hard (starting with 10 health in a hot start with chaingunners). Nothing wrong with playing however you like, personally I like to do it how the game naturally deals with your inventory without GZDoom autosaves - continuous up until I die, then restart the level as a pistol start.

>> No.6979653

Also, friendly reminder that you can record demos for 2048 in Woof (which is effectively -complevel 11) and the demos should play back in PrBoom -complevel 9. Obviously you need to test this on a map-by-map basis but I recorded a demo in Woof for map17 and it played back in PrBoom -complevel 9

I'm not sure what the exact differences are between the -complevels so I'm sure if you knew the differences you could automatically rule out what would not work, for example, demos with lost souls recorded in doom1 (-complevel 3) will automatically not work in doom2 (-complevel 2) due to how lost souls work


>> No.6979692

HD ran flawlessly on my last PC, and I built that in 2011.
It had a Phenom II 1100T, HD 6950, and 8GB RAM.

>> No.6979697
File: 75 KB, 900x1100, EjmrWEYXgAEzcvF.jpg [View same] [iqdb] [saucenao] [google] [report]

say anons, what are some great wads with a more leisure pace instead of ribbiks/skillsaw levels of anal rape? not talking easy or just few enemies, just...less frantic if that makes sense

>> No.6979705

>doom youtuber streaming for some fag charity


>> No.6979709

Is there anyway to like.... Downgrade requirements for zscript? I play on Switch and it's not been updated since February and doesn't support 4.4.2 and the guy who ported it isn't interested or in a rush to update.

>> No.6979717

Okay, I changed some things.

>Smoke is now overall smoother and not as uniform anymore
>Field Dressing isn't used automatically anymore via hotkey, but also doesn't shoot gun anymore when used empty

Link is the same as before, see >>6979462

Frankly, I have no idea. I only got back into Doom modding when 4.4.2 was already released, so as far as the Lawgiver is concerned, I have never seen anything else.
You can try to change the version number in the ZSCRIPT lump in the .pk3 and see if it works.

>> No.6979725

I'd say Scythe or Base Ganymede. Better yet, how about you try playing on a lower difficulty
>inb4 uv is the intended difficulty

>> No.6979762

>continuous up until I die, then restart the level as a pistol start.
This is why I like prboom +. None of that checkpoint stuff, if I die I'm back to the pistol and most maps are built around that anyway.

>> No.6979767

Not him, but I just fiished Ganymede and I'd like some wads of a similar difficulty - not bullshit hard but not too easy either, Ganymede was pretty much at the level I am (outside of a couple of annoying ambushes/the final map)

>> No.6979768

You could do a lot of fun stuff with Dredd in videogames, even an investigative rpg.

Its such a comfy crazy setting.

>> No.6979820
File: 757 KB, 1920x1080, map06.png [View same] [iqdb] [saucenao] [google] [report]

I unironically recommend that you play Preacher.wad on skill 1 with pistol starts and no saves. You need to play on GLBoom+ or PrBoom+ in order to get the most out of it (GZDoom does not play the start-up demos and demo1 of this pwad is the greatest start-up demo of any pwad ever).

I recommend GLBoom+ because the levels are gorgeous and you want to be able to see them (the fog of software mode will make everything dark). The only problem is, setting up your GLBoom light mode just right can be annoying.

To find "Sector Light Mode," go to the General options and press right four times. I recommend Sector Light Mode GLBoom, with gamma level 2. To toggle gamma, start playing and toggle it with the F11 key.

The two best places to make sure you can actually see shit are: go to map02 and just mess around with the light settings while overlooking the level from the starting room.

Go to map06, press IDDQD, IDKFA, and IDCLIP, and go to the section in pic related. Go on the top of that ledge with the blue and yellow bars. Make sure that you can actually see the switch behind the bars once the bars are raised. That switch opens the exit and if it's too dark you will miss shit like this.

>> No.6979837
File: 41 KB, 662x529, dq2ps.png [View same] [iqdb] [saucenao] [google] [report]

For the few of you who wondered why Quake 2's guns didn't have muzzleflashes

>> No.6979840

Why could literally every other 3D game do muzzle flashes but Quake 2?

Why did the flash have to be polygonal?

>> No.6979842

I can see the logic, but personally I find the quake 2 weapon animations too busy. It makes Bitterman seem like he has ADHD, constantly fussing with his gun the moment he stops shooting it. I'd have preferred mediocre particle effects and no "attitude" to the gun animations over what we got.

>> No.6979849

True. Meg-1 has something for everyone and everything.

>> No.6979850

My least favorite trend around modders for every game is that they get a huge boner for hyper difficult content. These are the same people that positively compare themselves to Romero and American. Your wad isn't better because it's more difficult. It's just more difficult and is often worse.

>> No.6979857

Literally all they had to do was have a flat sprite animation appear in front of the muzzle when shooting, a split second ball of fire only visible from one angle doesn't need to be a three dimensional object. This must be Tim's fault.

>> No.6979859

I have no clue, other than this I've seen nothing regarding why they couldn't add anything besides a dynamic light. A sprite effect would've looked too strange, and a 3D effect may have been too taxing. Maybe they were rushed? I know they were for Q3A.

I don't like the idle animations either. They aren't really animations, it's just jittering the guns around, which is jarring when you're moving.

>> No.6979871

I ahve been reading some of the most famous ones.
Any you would recommend?

I liked the Pit, and day of chaos sting of stories.

The Alien crossover is really fun, its such a fucked up setting nobody bats an eye that the aliens and Dredd just seems slightly irritated.

>> No.6979880 [DELETED] 

Man this time limit bullshit is really stressing me out.

Only 60 days left and I only have the temple of the elf to do, and I have not explored the map yet.

>> No.6979942

does d4t works with steve's flashlight?

>> No.6979962

Better ask on /co/. Grab the Case Files and start from the beginning; there are so many iconic and important stories, Judge Child, The Day the Law Died, Judge Death, Block Mania and Apocalypse War.... Rico Dredd, Judge Giant, I mean we are talking 40 years of continuous stories without reboot. The four panel strips are also good.

>> No.6979976

They need compatibility patches to work with that mod. I imagine it says so in that very post.

>> No.6979984

So let me get this PRBoom+ can't run gameplay mods like colorful hell but can run maps with custom things like Valiant and reliquary? or it's a case by case scenario?

>> No.6979989

>sigil_shreds.wad works with prboom
why didn't i know about this

No, PrBoom+ cannot run mods designed for ZDoom, and yes, it can run custom maps designed to run in t

>> No.6979992

Yup. The 'custom things' in Valiant use DeHackEd, which PrBoom+ supports. Mods like Colorful Hell are made using Decorate, which requires ZDoom based ports.

>> No.6979993

The two use completely different modding languages. Most gameplay mods use decorate or zscript, languages implemented by zdoom for zdoom which allow seemingly infinite possibilities. Valiant uses dehacked, which originated as patches to doom2.exe but evolved to be human-readable and loaded by ports such as PrBoom+. It can only change some properties and rearrange the code pointers already present in Doom, so its much more limited.

>> No.6979997

PrBoom+ supports .mp3s, but only or music, it'll flip out if you try to use an .mp3 file for a sound effect.

>> No.6980021
File: 36 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

HOLY SHIT it works in Woof and Eternity as well! For Woof you have to use the _COMPAT version of Sigil and Sigil_shreds

>> No.6980037

Different mods have different compatibility levels. To simplify it the main ones you see people develop towards are
Vanilla -> Limit-removing -> Boom/MBF -> ZDoom -> GZDoom
Generally anything further to the right can play mods made for the left (with some exceptions, like older ZDoom mods won't work in GZDoom because No Chicken doesn't care about compatibility)

>> No.6980049

I always have a weird feeling playing community stuff from around Doom's original release, like Doom City or Fava Beans. I'm not entirely sure what it is, but it might have something to do with knowing the people who made these have long since left the community and moved on to other things/raised a family/maybe even died.
Plus the mapping from then is so different to today. There was no obsession with making things are hard as possible, it was just a few people trying to make fun maps.

>> No.6980105

What's a good WAD if I'm not very good at doom? I finished Doom and Doom 2 on hurt me plenty. I'm stuck on one of the ice maps on eveternity where it throws you into a massive clusterfuck of enemies and I can't keep track of everything and die to a shot in the back. WADs for shitters like me? Preferably ones that look pretty.

>> No.6980123

Doom 2 the Way id Did

>> No.6980143

I wouldn't say the reason why difficult maps are a trend is a boner for difficulty, unless we're talking about slaughterwads or other crazy shit that's doable only with a TAS run, but rather just the fact most modders are experienced players who want to make something that would be entertaining not only to other people but also themselves.

>> No.6980147

Italo Doom

>> No.6980152

I want to report a bug for 2048.

In "Dark Sanctuary", there wasn't a new Archvile in each tight corridor.

>> No.6980161
File: 40 KB, 610x347, 0d68a3a794fdd5cb07076c6a8491d927.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck Earthquake mechanics in quake 2.
This shit is fucking annoying paired with the gunner death squad

>> No.6980163

Doom The Way Id Did, and Doom 2 The Way Did, also don't feel bad about playing on lower skill levels, while Doom 1 and Doom 2 aren't particularly hard on UV, often .wads will crank it up since that's the highest setting.

Here's some tips, by the way:

>> No.6980169

Dimensions, Okuplok, Tarakannik :)

>> No.6980182

2048 Units of /vr/

>> No.6980196

If he plays on HNTR or HMP, maybe. It gets pretty damn spicy in late levels.

>> No.6980198

Doom 1 had you using the regular shotgun far, far too much. It's a satisfying shotgun but in the earlier maps and wads it feels like it might as well be the only gun.

>> No.6980223

Somewhere in Time

>> No.6980224

you get the chaingun in the 2nd map. there's plenty of ammo for it.

>> No.6980239

Scythe 2, it was actually the very first custom WAD I ever played and it's still fun and challenging for newer players on HM while remaining visually interesting. It also has my FAVOURITE custom music I've found in any wad, the E1M1 music is a midi version of the Sisters of Mercy's Temple of Love and it's fantastic.

>> No.6980245
File: 38 KB, 376x347, smug carmack.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6980251

Where can I get that? I'm not seeing in in the "our wads" pastebin. Am I retarded and missing an obvious link somewhere?

>> No.6980261
File: 171 KB, 858x519, CD Doom2 Custom Name Graphics.png [View same] [iqdb] [saucenao] [google] [report]


Try doing pistol start runs on lower difficulties. Will allow you to learn the maps better at your own pace and will spice things up a bit without getting too crazy.

>> No.6980263
File: 322 KB, 1884x480, rq.png [View same] [iqdb] [saucenao] [google] [report]

Retroquad 0.1.0 is out - a Q1 engine with state-of-the-art 8-bit renderer. Dev in dire trouble.

>> No.6980273

midi renditions of real songs sound really stupid, there's a reason they are not copyrighted

>> No.6980276

you sound really stupid

>> No.6980279

He isn't a midi rendition

>> No.6980282
File: 254 KB, 500x282, spectating boners.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6980283

>sees link
>sees pics
>its True fucking dithering after all these years
Bonus is this goes for Q2 And Hexen 2 too

>> No.6980286

they make everything sound like some weeby anime song

>> No.6980287

Is it possible to make a see-through lower structure? I want to have windows below a 3d floor, but if I set them impassable, the linedef on the 3d floor above also gets set impassable, naturally, and I don't want that.

>> No.6980292

Untextured lower texture and offset mid texture, I guess. Not sure how it would relate to 3d floors.

>> No.6980294


>> No.6980297

But won't that just get me a HoM effect?

>> No.6980298


>> No.6980305

Shiiiiet it worked, thanks m8!

>> No.6980316

"3d midtex" flag on the window line. Then the line will have a finite height as tall as the midtexture used. Also use "projectile shoot through midtex" when using grates. Alternately you could just make the windows another 3d floor. But thats less efficient for the renderer.

>> No.6980331

No worries m8!

>> No.6980361

Have you listened to both and compared? It works well or I wouldn't be jerking it off, silly

>> No.6980393

Finally playing some more of 2048. I'm really thankful for the rocket launcher on Baal's Coliseum, I was able to get through the map in one try.

>> No.6980515
File: 16 KB, 222x227, horse on ren and stimpy.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you are enjoying a wad and it suddenly turns into slaughtershit

>> No.6980539

Maybe its my PC that is fubar a bit, but could someone test this one and post some screens in the next thread?

>> No.6980551

Nah just git gut, if you don't clear Hell Revealed II and Okuplok by only using fist you are casual zoomer who never enjoys retro FPS.

>> No.6980565

Fuck you.

>> No.6980590

Next thread

>> No.6980714

Both, but play TFE first obviously.
>Serious Sam TFE or TSE
They run flawlessly.
Hard disagree. I think Serious Sam has some of the most balanced hordes in FPS history. Maddeningly fun to navigate a battle of kleers, firecrackers, and reptillians.

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