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/vr/ - Retro Games


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7934398 No.7934398 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7927886

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/TWNE3nZZ

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.7934402

=== CURRENT RELEASE ===
Hard Fast Faggot Maps v 1.1
idgames release TBD

1.4 beta: >>7922531
https://drive.google.com/file/d/1IFWI2-pNHMgRlr9FROacrQbyxs6mK9jI/view?usp=sharing

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest updates: >>7925293 >>7927245

VRSKINS 3.9 UPDATE
Reply to this post with skin submissions
Ends July 18th

=== NEWS ===

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/

[6-30] Live Through Doom updated (but the guy fucked up the links)
https://www.moddb.com/mods/litdoom-survival-gameplay

[6-29] New Quake mod and mappack with an aim of balancing the weapons
https://www.celephais.net/board/view_thread.php?id=62065

[6-29] Decay announces Liberosis, releases demo
https://www.doomworld.com/forum/topic/122937-liberosis-wip/

[6-25] Skulltiverse enters public beta (Boom speedmapping)
https://www.doomworld.com/forum/topic/120210/

[6-25] Feature-heavy beta release of vkQuake:
https://github.com/Novum/vkQuake/releases/tag/1.10.0-beta1

[6-25] Woof 6.0.0 update adds MBF21 support
https://www.doomworld.com/forum/post/2339262

[6-22] Sinister 625 for Quake (6 textures, 2 surprises and 5 monster types)
https://www.celephais.net/board/view_thread.php?id=62063

[6-22] Q25-Limits (Quake maps with 1996 limits)
https://www.celephais.net/board/view_thread.php?id=62064

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7934405
File: 2.85 MB, 800x600, bounce.webm [View same] [iqdb] [saucenao] [google]
7934405

(In)truder!

>> No.7934415
File: 2.43 MB, 2160x2160, 1625537373316.jpg [View same] [iqdb] [saucenao] [google]
7934415

>>7934402
:|

>> No.7934419

>>7934415
FUCK.

>> No.7934424

>>7934378
>to fill them with 50% brightness
found it, yeah, this works.
>the real concern pertains to detecting transparent water
kind of an unrelated concern, but sure, would be nice to have watervis autoswitch
>Width and height to 128 of what exactly?
like so: https://www.mediafire.com/file/y78126q65p7c9sh/
>Do you get the Hunk_Alloc error even without this?
I'm getting the error with just your files. if I raise heapsize, I'm getting "numgltextures == MAX_GLTEXTURES" instead

>> No.7934425
File: 118 KB, 800x600, 1496447807_duke-nukem2.jpg [View same] [iqdb] [saucenao] [google]
7934425

Can I get some recommendations worth playing but not super obvious? I've played through most of the good retro stuff as it came out but I know there's some hidden gems I've never heard of. I can't use a mouse right now and I'm playing on PC with a controller so make of that what you will.

I'm looking for games about as obscure as Turok. It's flawed but it's fun and easy to play with a controller. It's kind of known but no one really cares. Time shift is about the same level of obscurity, but too modern (I'm cool with more modern recommendations). I would like to avoid boomer shooter fad games. I don't want to play quake rip offs when I could play quake instead. I'm also happy for it to be a tps or a 3d platformer with lots of gun play. I'm looking for good shooty action.

>> No.7934436

>>7934425
Does Hexen 2 count as a Quake rip-off?

>> No.7934439
File: 14 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7934439

>>7934398
/doom/ Challenge #3: World Record Hype!

Pwad: Scythe
Map 03: Up and Around
Author: Erik Alm
Category: UV-Fast
Goal: Less than 1:08

No one ever goes for the beginner challenges, so let's get right to it. The record for this map was 1:24, dating from 2003 and performed on doom2.exe. I beat it with a 1:08. All of my other times have been beaten so far. Are you a bad enough dude to claim the record for yourself?
Here is my submission: https://doomshack.org/uploads/sc03f108.lmp

Reply to this post with demos, and suggestions for future challenges.
Your demo also needs to be posted here for verification since it's for the record:
https://www.doomworld.com/forum/topic/38372-scythe-demos-complevel-2/

Previos thread's winner: Scythe Map02 UV-Fast in 58s >>7928357

>> No.7934440

>>7934425
Nosferatu: Wrath of Malachi
Requiem: Avenging Angel
Clive Barker's Undying

>> No.7934449

>>7934425
kingpin, unreal, kiss psycho circus, I don't know

>> No.7934451

>>7934436
No. I'm talking games like Dusk. Commercial games based on the same engine released around the same time are fine.
>>7934440
I'll take a look. Cheers.

>> No.7934454

>>7934425
Totenkopf SDL Edition

>> No.7934462

>>7934405
Someone add accordion noises to this webm.
Also what the fuck is this new captcha bullshit?

>> No.7934464

>>7934424
Too many textures? Interesting. I'll look into that tomorrow.

>> No.7934485

>>7934464
repro example, in "Honey": start.bsp still works, honey.bsp fails

>> No.7934502
File: 662 KB, 1914x1080, spriteoffsets.png [View same] [iqdb] [saucenao] [google]
7934502

Adjusting sprite offsets is can get very tedious. Did I finally get this right? Left is software, right is opengl

>> No.7934526
File: 2.05 MB, 800x600, warp.webm [View same] [iqdb] [saucenao] [google]
7934526

>>7934485
I already took a peek and saw that it loaded tons of lightmaps for some reason. Too sleepy to fix now.

>> No.7934530

>>7934425
Nothing else anon, maybe something even more specific?

>gamepad

Its this faggot again.

Play some Rune or Enclave. Play Vanquish again I dont fucking know.

>> No.7934536

>>7934530
I have no idea who you're talking about. I generally play with a mouse but I've injured my wrist.

>> No.7934538

>>7934536
Yes its you.

Play Wheel of Time. Again I dont fucking know.

>> No.7934548

>>7934502
No idea what you are trying to show. Are you on GZD? Because you can set the sprite clipping there, too, which can lead to some funky behavior depending on what setting people have.

>> No.7934573

>>7934548
Nevermind me, I found the source of my problem. In PrBoom+, if you set OpenGL sprite clipping to smart, the game will draw the monster above the ground so it doesn't clip into it, but on the last frame, it immediately sinks into the ground like in the picture >>7934502, resulting in a janky death animation because the corpse instantly clips into the ground on the final frame. The problem goes away in software mode, or OpenGL sprite clipping Constant or Full

>> No.7934595

>>7934573
Interesting. For my stuff I turned off sprite clipping completely, since I have to set the offets anyway and thus have more control about it.

>> No.7934608

hows Ion maiden, Im getting back into boomer shooters, unreal is kino

>> No.7934612

Does anyone remember when clips from Marveller's videos appeared in an MTV gaming related show in either Cuba or Argentiva, about Doom mods?
At first, it was about the first wad, then they made a top 5 Doom mods, in which they actually credited him.

>> No.7934615

>>7934608
I enjoyed it a lot, apart from the final boss.

>> No.7934617

is using voxels for monster replacers in a doom mod a good idea?
i can't draw well or make good looking, consistent sprites, so i started messing around with voxels as an alternative. i'm not sure, however, if it's even worth trying.
on the same note, are there any monster replacing mods that use voxel models?

>> No.7934624

>>7934617
https://www.youtube.com/watch?v=rs346vliGtQ
Someone is working on a monster voxel mod for Blood and it looks pretty good to me.

>> No.7934641

>>7934617
It's gonna be difficult, partially because GzDoom's voxel support is actually really poor and unoptimized. It's also just really labor intensive, there's no shortcuts to doing voxels, AFAIK.

>> No.7934646

>>7934526
>gfx settings: overclocked(baked) green potato

>> No.7934649

>>7934425
I can't think of a game that I would even call a quake ripoff.
Go to Wikipedia and look through the list of first person shooters by year, and get back to us with one you think sounds good. Then we'll tell you whether it's good or not.
But for my part, no one lives forever, avp2 (one is p good too) heretic 2, unreal, daikatana

>> No.7934654

>>7934641
GZDoom converts voxels to models, so it's rendering thousands of polygons inside the model for no reason. What you can do is convert voxels to models outside of GZDoom, remove the internal polys, and plop that into GZDoom...
Unless that's changed and it actually renders them properly now. I'm working off years old info at this point.

>> No.7934660

>>7934425
Outlaws. Pretty ugly artstyle, but it plays well and the score is awesome.

Also, it still runs on Windows 10, and in high-res widescreen with unfiltered textures if you use DGVoodoo.

>> No.7934663

>>7934608
The shooting is really, really crunchy. Love it.

>> No.7934665
File: 841 KB, 1360x768, Htic2-13.png [View same] [iqdb] [saucenao] [google]
7934665

>>7934425
If you want good third-person action, play Heretic 2.

Rune sucks dick. The gameplay is as simplistic ands boring as it gets. Heretic 2 is way more exciting, and pretty too.

>> No.7934668

>>7934595
I don't think there is an option for that in PrBoom+ OpenGL, but software has 0 options for that so I will use that as my standard; OpenGL's constant is the closest thing but it cuts stuff off once it's in the ground like in that pic

>> No.7934673
File: 123 KB, 1064x1440, voxels comparison.png [View same] [iqdb] [saucenao] [google]
7934673

>>7934654
It still renders them as models.
Whereas in software mode, theyre a collection of flat sprites oriented to face the camera. Which, IMO, can actually look more convincingly 3D than Minecraft-esque cubes.

>> No.7934687
File: 30 KB, 1309x195, Capture.png [View same] [iqdb] [saucenao] [google]
7934687

Someone stop this man

>> No.7934727

>>7934665
Rune is pretty decent anon. The platforming\mantling and weapons are okay. It has some really nice levels as well.

Heretic is also good but it also has some jank. The difference is not that massive.

One of thee days I have to try and play Drakan as well. But I bet its going to be jank to the max, fakk2 was already a bit of a slog near the end.

>> No.7934772

>>7934398
https://www.youtube.com/watch?v=YiyEKq63Y0Q

>> No.7934785

>>7934673
This.

>> No.7934786
File: 510 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7934786

>> No.7934798

>>7934502
lol at GZ not even having sprite overdraw implemented yet. It's more costly in OGL, but fixes all the ugly cutoff/clipping problems.

>> No.7934802

>>7934673
Why don't they have that option in hardware mode? That's a much smarter way of doing it, and is a proper voxel render method.

>> No.7934806
File: 53 KB, 632x397, E1M8.jpg [View same] [iqdb] [saucenao] [google]
7934806

id software can't deny this

>> No.7934813

>>7934649
There's plenty of games Wikipedia doesn't list. World of legends has a better list if you're wanting to do that.

>> No.7934816

>>7934802
probably performance. In opengl every single flat of an object is a separate draw call.

>> No.7934826
File: 88 KB, 640x480, Yangshuo Cavern - China.jpg [View same] [iqdb] [saucenao] [google]
7934826

>>7934806
What exactly?

>> No.7934827

>>7934826
the two computer maps mistake

>> No.7934843
File: 111 KB, 792x1025, Doom Skill Progression Checklist v2021.png [View same] [iqdb] [saucenao] [google]
7934843

Made this using that skill progression post on doomworld.

>> No.7934870

>>7934673
It is an issue in BuildGDX. Eduke32 ports or Raze render big voxels correctly. M210 already knows about this and he will fix it when he has the time. He's still working on that new renderer for BuildGDX.

>> No.7934879
File: 2.59 MB, 1026x762, blood.gif [View same] [iqdb] [saucenao] [google]
7934879

>>7934870
PS it will be possible to switch between original and blocky style voxels

>> No.7934882

>>7934843
Valiant is easier than Ancient Ayys. IK you didn't make the list, I'm just pointing out that if you're actually using the list as a means for linear improvement then play Valiant first

>> No.7934890

I noticed something funny about Eviternity's Astral Cacodemon. If you play on -fast it becomes frozen in place because it uses the Chase action for it's lunge, which goes haywire on -fast/skill5 because chase will start the attack loop over again because of the extremely high attack rate. I noticed this when giving my custom baron a charge attack, and testing it on NM

>> No.7934895

>>7934882
They probably gave Valiant some weighting because of its custom monsters.

>> No.7934912

>>7934608
Pretty fucking phenomenal if you ask me

>> No.7934920

>>7934687
Lol what wad

>> No.7934935
File: 705 KB, 1920x1080, passingmonsters.png [View same] [iqdb] [saucenao] [google]
7934935

Some dehacked monster ideas failed, but here are some that turned out cool: Heretic gargoyle, Valiant super mancubus, floating mancubus, Valiant pyroknight, and a custom pyrobaron to go with it

>> No.7934953

>>7934920
RAMP, this guy submitted 12 maps and counting and they're all of what-the-fuck tier quality

>> No.7934954

Some good wads to play with Naku Naru mod?

>> No.7934960
File: 800 KB, 1920x1080, moremons.png [View same] [iqdb] [saucenao] [google]
7934960

Whoops, forgot that the turbo pinky and cyberbaron also passed. Turbo pinky moves as fast as a -fast pinky. Even Sandy himself admitted pinkies are a failure in a recent video because of their slow movement and attack speed. And cyberbaron exists as a 1v1 boss because I gave it some ridiculous attack patterns.

The failures are the flesh spawn (sprites just don't fit, plus the turbo pinky is more interesting as a melee monster, and gargoyle better as a flyer), and the random-attack-pattern mancubus (I can just give the random attack pattern to the floating mancubus).

I'm working on an upgraded imp directly inspired by Hell Ground - 150 hp, moves faster, throws baron fireballs. I might just use those sprites as well, as this red one is fugly. At first I was opposed to giving the upgraded imp the baron fireball attack because I wanted every monsters' attacks to be unique to themselves, but the pyrobaron already throws imp fireballs so whatever. Imps/gargoyles/upgraded imps will be immune to eachother, like hellknight/baron and mancubus/floating manc

>> No.7934968

>>7934786
>stop r34

>> No.7934972
File: 382 KB, 749x479, yeap.png [View same] [iqdb] [saucenao] [google]
7934972

mood

>> No.7934974

>>7934786
wheres the blurb about doomguy being a jew?

>> No.7935025
File: 1.99 MB, 1920x1080, vkquake0001.png [View same] [iqdb] [saucenao] [google]
7935025

Finally have time to work on my Violent Rumble map. Any experienced mappers around? I'd like to make the slab in the center pop more, but I'm inexperienced.

>> No.7935029
File: 1.98 MB, 1920x1080, vkquake0002.png [View same] [iqdb] [saucenao] [google]
7935029

>>7935025
This is all my feeble mind could come up with.

>> No.7935039

>>7935025
Looks pretty stretched on the y axis. Maybe make it more square, and add some candles to the space remaining at the base. And maybe a sloped trim on the edges of the stairs.

>> No.7935043

Are we shitwadding tonight? I don't see a point anymore because I think we reached the absolute bottom, but still.

>> No.7935046

Imagine
https://www.youtube.com/watch?v=ipItfL_RcjQ

>> No.7935052

>>7934843
Hell Revealed's difficulty curve is so stupid. The first 8 maps are piss easy, then you get some random forced Tyson map, and all of a sudden map13/map14 are these utterly horrible slaughtershit slogs if you don't cheese them with pacifist strats. Imagine shotgunning barons for 20 minutes, only to get ambushed by 6x chaingunners + 2x revenants + a bunch of cacos and hell nobles while you're trapped in a cage. I can't believe how highly DW rates this wad.

>> No.7935056

>>7935029
that's horrible

>> No.7935061

>>7935056
Agreed.
>>7935039
For some reason sloping the stairs makes them difficult to traverse. Thanks anyway anon. Gotta sleep on it all now.

>> No.7935074

I beat Marathon Infinity on Hard and I don't think I'll ever play it again. It's kino but what the fuck are those levels?

>> No.7935080

>>7935029
that should be vertical in my egotistical opinion

>> No.7935108

Hey Dazel I just played your map and I really liked, it's one of the few maps that I really enjoyed from this and it's too bad you put your effort in this colossal shit-ass megawad, I also played some maps from RAMP and I was right, it's basically playing Maximum Doom, What's wrong with newbie mappers nowdays?Speedmapfagging needs to die.

>> No.7935113

>>7935108
>Speedmapfagging needs to die.
I'm not sure anon, I did a speedmap for 2048 and it, at least according to some users here, was one of the best maps in the set.

>> No.7935131

where's the link for RAMP I don't see it in the news post

>> No.7935134

>>7935131
https://www.doomworld.com/forum/topic/122104-ramp-a-community-project-submissions-closed/
It's not finished yet, you have to download a snapshot build from the site
Also CBM remove 2 of his maps so others could take its place, hooray.

>> No.7935146

>>7935052
>slaughtershit
Opinion discarded

>> No.7935150

Waiting for Sigil to be canon.

>> No.7935156

>>7935108
>Speedmapfagging needs to die.
Speedmapping is not the inherent issue. Plenty of mappers in the community are capable of producing great maps that way.
It's only a problem when newbies couldn't be arsed to properly polish and flesh out a map before declaring it finished, so it ends up being a speedmap as a result of their own incompetence or impatience, rather than from an intentional challenge.

>> No.7935159

You aren't allowed to not 100% maps

>> No.7935165
File: 1.32 MB, 1920x1080, temp2.png [View same] [iqdb] [saucenao] [google]
7935165

>>7935029
just frame it better.
pic related is simple, but you could also listen to >>7935080 and stand it up. Does it have to be a ramp? Is it a door?

>> No.7935169

>>7935159
Sure I am. Level ends perfectly fine when I exit without 100%

>> No.7935170

What do you hear?
https://www.youtube.com/watch?v=1bnYothe0Ag

>> No.7935172

>>7935159
what if the map is impossible to 100% without cheats

>> No.7935174

>>7935172
you cheat

>> No.7935179

>>7935174
Imagine unironically cheating just to fill in a checklist

>> No.7935180

>>7935179
Imagine unironically making 100% impossible

>> No.7935182

What source port do I need to run The Sky May Be? Seems to not work in regular source ports.

>> No.7935183

>>7935182
doom2.exe

>> No.7935186

>>7935180
I'm fairly certain no mapper has intentionally made a map impossible to 100%

>> No.7935208

>>7935183
That's not a source port and Sky May Be is a DOOM I mod, not DOOM II

>> No.7935240
File: 48 KB, 612x419, a command line.jpg [View same] [iqdb] [saucenao] [google]
7935240

>This is how people played Doom

>> No.7935254
File: 5 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7935254

>>7935182
Here is a source-port-friendly version. Find the download link here:
https://www.doomworld.com/forum/topic/114086-the-dwminiwad-club-plays-lunatic-boom-stick-in-the-mud-abyssion-syringe-the-sky-may-be-and-the-iron-forge/

>> No.7935258

>>7935208
Chocolate Doom, DOSBox or get a real DOS machine.

>> No.7935265
File: 28 KB, 512x322, hdh.png [View same] [iqdb] [saucenao] [google]
7935265

>This is how people installed Doom

>> No.7935279

>>7935156
>Plenty of mappers in the community are capable of producing great maps that way.
consider that some of those maps are mostly rejected submissions from other projects

>> No.7935280

>decino has decided that blind run videos aren't always a good idea because they can sometimes be overly long. and that after he's done with BTSX E2, all his playthrough videos will go for a similar approach to his Sunlust videos, where he starts off blind until a death or two, and then shows a prepared run for the remainder.
Huh, alright then.

>> No.7935281

>>7935265
> De-ICE

Holy shit. Thank you for this trip down memory lane anon. It’s been way too long since I’ve last seen this.

>> No.7935285

>>7935279
I was more talking in general, because my point is that speedmapping isn't the inherent issue.

>> No.7935291

>>7935265
I've used this program multiple times this year to complete my collection of every version of Doom ever released and test out all the official patches. It works fine, because unlike Windows 10 MS-DOS actually "just fucking works", even today.

>> No.7935292

>CBM getting filtered by criticism
Oh boy

>> No.7935298
File: 379 KB, 1598x995, 1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Decino bros... Is our guy a hack?

>> No.7935301
File: 16 KB, 128x128, 1566561395368.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7935292
Oh boy, what is it now?
>Read the thread
>mfw
I can't wait to see the next arc in this story. If he somehow discovers this place, and then the shitwads stream, I will defecate myself to sleep tonight.

>> No.7935304

>>7935108
Hey, thanks! It's literally the first map I've managed to get to a point where I consider it "complete" without just trashing it in over 7 years of trying to make Doom maps, so it's really great to see people having fun with it. Don't let the few handfuls of dzone tier bullshit dissuade you from the rest of the project either, there's some bad maps to be expected, but there's some real gems scattered through what I've managed to play so far.

>> No.7935307
File: 77 KB, 1308x584, Capture.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7935292
We're hitting levels of autism that shouldn't be possible

>> No.7935308

>>7935052
Dude, it's from 97.

>> No.7935312

>>7935150
Why would care what's canon or not. Each wad is canon within itself.

>> No.7935313

>PS1 Doom
>Unholy Cathedral
>grab yellow key
>door was removed but the secret still inside
>87% secrets
So unfair

>> No.7935314

>>7935307
It is straining every fiber of my being to be diplomatic and cordial with this dude holy shit I just want to tear into him.

>> No.7935316

>>7934798
is there any port that implements it?

>> No.7935323

>>7935156
Same thing with newbies and "vanillaish" maps. Hell, if you aren't experienced mapper, you shouldn't try to imitate 90s maps. Doing, that while still keeping the gameplay fun and map not looking like utter shit, is not an easy thing. When amateurs try it, the end result is just ugly map with shit gameplay.

>> No.7935331

>>7935301
Holy shit dude, I just liked your comment because you're right and then he gets defensive towards me without having said anything to him, what the fuck?

also..
>"I have been getting personal messages thanking me for making great maps by others who DO like them"
wew

>> No.7935340

>>7934786
>Anon seems great
Thank you word cloud.

>> No.7935349

>>7935061
Sloping the stairs? No, i was describing making a trim like what >>7935165 drew.
Also, if that makes movement awkward, you can always make the part that interferes with movement a func_detail_illusionary so its nonsolid.

>> No.7935352

>>7935180
Would it be better to do it ironically. Would that be fine in your eyes. As opposed to unironically.

>> No.7935354

>>7934827
Doesn't the computer map have an additional temporary ability to reveal hidden linedefs and enemies on the automap?

>> No.7935370

>>7935354
No, some mods add temporary iddt when you pick up a computer map, but it's an added feature. In vanilla, if you already have a computer map, you can't even pick up another one.

>> No.7935381
File: 18 KB, 375x225, Screenshot_20210709-013728__01.jpg [View same] [iqdb] [saucenao] [google]
7935381

>>7935340
>seems
>captcha related

>> No.7935384

>>7934302
>>7934671
Ive managed to download QSS via sourceforge but after testing it I had stubled on this wierd glitch/bug:
After obtaining the Biosuit powerup all playersounds became 90% quieter for some reason (monster/enviroment sounds are normal levels mostly - with exception of NailTraps fire and Grunt/Ogres shoot/grenade bounce sounds shared by player), whats even stranger - rolling back to regular SQ doesnt fix it at all and IIRC everything audio-related was fine back there until now...

>> No.7935387
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google]
7935387

Hey, Dazel? Could you join the IRC real quick? There's something mapping related I would like to talk to you about

>> No.7935390

>>7935387
We still have one of those?

>> No.7935391

>>7935390
The same one that was created when the board was still in it's infancy. It's not registered anymore and practically dead at this hour, but it's still there. The information is in the FAQ pastebin still.

>> No.7935403

>>7935384
...I forgot to mention the sounds become permammently quieter and ingame volume control doesnt affect player-sounds at all - only the other noise sources

>> No.7935406

>>7935387
Sure, lemme just uh...
Scratch my brain on how to join it again, I haven't been in the IRC in at least 6 years

>> No.7935412

>>7934608
good start,its a bit repetitive but a good choice,but with all the options,its hard to go wrong

>> No.7935434

Does anyone have any decent resources on the theory behind Doom's enemy roster? I can't quite get a good feel on what distinct roles each enemy serves.

>> No.7935443

>>7935434
I think it's safe to say most of them DON'T have distinct roles and rather overlap significantly. It makes sense considering Doom was fresh off the heels of Wolf 3D which was little more than samey hitscanners.

>> No.7935476
File: 3 KB, 215x31, ss.png [View same] [iqdb] [saucenao] [google]
7935476

>>7934786
deep

>> No.7935482

>>7935434
I've spitballed out some stuff before but I don't know of anyone who's really sat down and written theory on the topic. Worth a closer look at, for sure.

>> No.7935492
File: 7 KB, 340x50, FMG.png [View same] [iqdb] [saucenao] [google]
7935492

>>7934786
Welp... anyone up remaking the SaturnQ1's secret boxing-ring map for VR?

>> No.7935495

>>7935434
Matthias Worch gave a GDC talk on level design where he spends half the panel talking about Doom and the construction of its enemy roster.
https://www.youtube.com/watch?v=BEF4GVNzkUw

He also has a series of videos on his youtube channel where he plays through his old 90s pwads and gives commentary on stuff like this. He made some of the best maps in Memento Mori II and Requiem so I enjoyed the listen.
https://www.youtube.com/watch?v=Km4-RCZFeFc

>> No.7935496

>>7935108
Speedmapping is ok with size constraints.

>> No.7935497

Goddamn the Quake 2 soundtrack is awesome.

>> No.7935498

>>7935434
This DW thread on enemy placement does a nice job of breaking down the roster and the various roles monsters play, with some excellent quotes from skillsaw and Mechadon.
https://www.doomworld.com/forum/topic/73964-essayarticle-monster-placement/

>> No.7935501

>>7935434
This DW thread on enemy placement does a nice job of breaking down the roster and the various roles monsters can play, with some excellent quotes from skillsaw and Mechadon.
https://www.doomworld.com/forum/topic/73964-essayarticle-monster-placement/

>> No.7935503

>>7935492
>SaturnQ1's secret boxing-ring map
The... what?

>> No.7935521

>>7935503
I didnt make that up, newfriend:
http://quake.fandom.com/wiki/E3M7:_the_Coliseum

>> No.7935539

>>7935052
Pretty sure nowadays HR is more seen as having a few influential maps in an otherwise largely uneven megawad, rather than the whole megawad being well regarderd. And even it's influential maps are pretty dated at this point, considering slaughtermaps have since far improved the formula throughout the decades, to the point that no one even cites HR as an influence anymore.

>> No.7935541

>>7935434
It's worth thinking about how the enemy roles change contextually, too. A single pinkie might serve as a meatshield for projectiles and hitscanners, but a horde of pinkies can force the player to move in a certain direction just to stay afloat. A revenant might be priority number one in most mid-tier encounters, but an elevated turret revenant isn't such a big threat, because of how their fireballs tend to track into the ground when fired down at an angle. Contrast this with chaingunners, where elevating them actually makes them more dangerous. Stuff like that is cool to think about.

>> No.7935548
File: 963 KB, 480x480, 1588787605404.gif [View same] [iqdb] [saucenao] [google]
7935548

>>7935521
hmm... That could actually be made with careful use of horns of conjuring + func_monster_spawners selected by my trigger_relay_random (or just a func_counter if you want even odds) for enemy spawns.

>> No.7935571
File: 121 KB, 1200x1200, Ekh7IA_VgAEJI5Y.jpg [View same] [iqdb] [saucenao] [google]
7935571

Anybody got a pdf of Masters of Doom? I want to read it and I'd appreciate if you'd help a brother out.

>> No.7935573
File: 125 KB, 718x524, 1622779817824.jpg [View same] [iqdb] [saucenao] [google]
7935573

>>7935571
NVM, ignore my retarded ass

>> No.7935574

>>7935108
>Speedmapfagging needs to die.
Based. People need to stop bragging about how little time and effort their maps take to make.

>> No.7935578
File: 2.72 MB, 640x480, quake 2 fighting.webm [View same] [iqdb] [saucenao] [google]
7935578

>>7935497
https://www.youtube.com/watch?v=Z6VpX-feA2M
Q
U
A
D

M
A
C
H
I
N
E

>> No.7935586

>>7935574
>Complaining about content actually being made and finished

Like 90% of map projects get abandoned. Speedmaps give a deadline so shit actually comes out.

>> No.7935590
File: 259 KB, 1024x768, DOOM0002.png [View same] [iqdb] [saucenao] [google]
7935590

what is that gray vertical line in crispy doom

>> No.7935593

>>7935265
...and?

>> No.7935595

>>7935590
https://doomwiki.org/wiki/Slime_trail

>> No.7935601

how many fps games are out there where you have a "multiweapon" capable of different firing mods, as opposed to have multiple guns in general?
like that one set in combined arms or something close to judge dredd's lawgiver and that one rifle from splinter cell

>> No.7935604

>>7935074
You should play Rubicon X now.

>> No.7935608

>>7935601
There was that X-Men game on the Quake engine.

>> No.7935610

>>7935601
Metroid Prime?

>> No.7935613

>>7935316
None, to my knowledge.

>> No.7935635

Revenants are just Pinkies that fire projectiles.

>> No.7935643

>>7935601
MDK isn't an FPS but it's kind of like that
Hard Reset isn't retro, but it has 6 guns merged into 2 iirc
Unreal, UT and Painkiller just have 2 fire modes+combos for every weapon

>> No.7935646

HFFM on idgames when?
aaaaaaaaaaaaaaaaaa

>> No.7935647

>>7935595
very interesting thanks

>> No.7935651

>>7935646
Who's even the show runner right now? Somebody has to take up the mantle and finish up what's left to be done so we can start 94 Protons of /vr/

>> No.7935656

>>7935443
>>7935495
>>7935501
>>7935482
Thanks you guys. That GDC talk was really eye opening. I was caught up in this thinking that there were particular roles you needed to cover in enemy design with shooters. The fact that particular enemy rolls can overlap as well is a very good point.

It's not like you have a checklist of roles which need to be ticked off. The real goal should be that each enemy should have a distinct function or purpose it serves. Like, imps teach you how to dodge projectiles, while barons are imps on steroids who will fuck you up if you haven't gotten a grasp on dodging. While they're functionally very similar, they both have their purposes. An encounter with one baron in a room and ten imps in another is gonna play out pretty differently.

>> No.7935667

>>7934402
Cursed Land for Chasm: The Rift - released
https://www.moddb.com/mods/cursed-land

>> No.7935672

>>7934424
>>7934485
I think it's right now. Turns out the hunk error was caused by a silly mistake I made because I had no idea what I was doing. Honey loads fine now.
Oldwater also doesn't fuck up.

https://www.mediafire.com/file/1asvymai7todhbe/quakespasm-0.93.2.7z/file

>> No.7935678

>>7935403
>>7935384
Okay the problem sorted itself out apparently, sorry to bother with the blogpost
(the shortcut provided was launching something called 'quakespasm-sdl12.exe' instead of just quakespasm.exe)

>> No.7935702

>>7934425
OP post has some good links, did you check out this one? It has many non Doom/Quake related games, Blade of Darkness, Undying, Powerslave, Heretic 2, Drakan etc. they are all pretty kino:
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

>> No.7935706
File: 41 KB, 240x450, billy.gif [View same] [iqdb] [saucenao] [google]
7935706

So, fucking finally finished with the shading for Billy. It's not perfect, I know, but I'm done now (so done) and I don't want to think about it for some time.
Next up: Finally making the Mega Squirter (TM) sprites and then pondering whether I should give Molly also eight walking frames or try to keep her more doom-y (since she will carry a rifle anyway).

>> No.7935710

>>7935240
>>7935265
soul

>> No.7935712

>>7935265
God I remember this exact screen.
>>7935240
Shareware niggas.

>> No.7935715
File: 425 KB, 1030x494, Screenshot_Doom_20210709_103636.png [View same] [iqdb] [saucenao] [google]
7935715

>>7934641
>It's also just really labor intensive, there's no shortcuts to doing voxels, AFAIK.
i've found it genuinely easier than making sprites for each rotation frame. i'm planning to replace every vanilla monster and add a few more enemy types, so it's going to be plenty of work either way.
>GzDoom's voxel support is actually really poor and unoptimized.
pic related is a little test i did. i've made a basic model based on the drawing on the left, made a simple monster, set it up as an imp replacer and ran deus vult's map01. i was mostly concerned with performance, given what >>7934654 said. however, it ran just fine, without any lags or issues.
one other thing i'm worried about here is that voxel modsls might stand out too much and simply be an eyesore.

>> No.7935718
File: 35 KB, 474x296, p2fur18i09h21.jpg [View same] [iqdb] [saucenao] [google]
7935718

>>7935712
>>7935710

>> No.7935731

>>7935651
I'm still on it, as like the third showrunner now. Life throws curveballs at you.

>> No.7935737

>>7935718
>hint manual

>> No.7935749

>>7935169
imagine all those monsters left to the void

>> No.7935750

>>7935635
They hit like twice as hard too

>> No.7935763

>>7935737
I need a pdf of this

>> No.7935765
File: 62 KB, 367x500, giraffe badthings.jpg [View same] [iqdb] [saucenao] [google]
7935765

>>7935108
Speedmapping is cancer, the last time I said it, everyone cussed me out of the thread.

And I'll also say it again, DON'T FUCKING CONTRIBUTE TO A FURFAG MEGWAD. Nothing good ever comes from furries, nothing.

>> No.7935768

>>7935763
>~/ShootAtItUntilItDies.pdf

>> No.7935776

>>7935113
imagine the other ones

>> No.7935781

>>7934870
if he makes GDX work with reshade, id be glad to play blood for once with HDR on, because its impressive how good it looks there.

>> No.7935786

>>7935635
No, that's cacos

>> No.7935789

>>7935765
My Hard Fast Faggot Map was a speedmap, and people seem to like it.

>> No.7935790

>>7935672
certainly better, but there are still some problems.
some maps now need a larger heap than before (ad_heresp2), though this may be expected.
but some maps just fail to load, crash QS and mess with my second monitor's resolution (meaning that the gpu driver checks out?). examples: jam1_rickyt23, wickedstart, shib1 (from Honey Map Jam, Something Wicked and Ter Shibboleth). interestingly, jam1_rickyt23 doesn't even have any water.

>> No.7935809
File: 553 KB, 1920x1080, Screenshot_Doom_20210709_162718.png [View same] [iqdb] [saucenao] [google]
7935809

heh

>> No.7935854

>>7935635
Arch-viles are just zombiemen with higher hp, faster movement, more devastating attack and resurrection ability. Mind = blown.

>> No.7935861

>>7935789
Now that you mention it, so was mine, and nobody seems to have a problem with it either. I think anon's just making a mountain out of an anthill

>> No.7935862

>>7935854
Baron is just a Hell Knight with more hp and a different color.
Brain = destroyed

>> No.7935872

>>7935667
David posted it too https://twitter.com/i/web/status/1413200159354273795

the guy is literally a bro

>> No.7935880

>>7934786
>Serious wish fucked completely
Someone send the word cloud to horny jail

>> No.7935887

>>7934402
Along with the wonderful news that CHASM received a new mod>>7935667
Panzerchasm was Updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music
Github page https://github.com/Panzerschrek/Chasm-Reverse
changelog in the link itself

>> No.7935890

Is there any way to force pistol start in DSDA Doom?

>> No.7935895

>>7935890
Death exits for one, but I think also that UMAPINFO is supposed to have a value for forcing pistol start.

>> No.7935904

>>7935809
;)

>> No.7935906

>>7935790
Turns out that was a simple fix. I simply decided not to heed the comment left by Fitz and not treat SURF_DRAWTILE as a tag for water. It was applying lightmaps to the entire sky.

https://pastebin.com/LBHHpdEE

>> No.7935908

>>7935789
Alright but don't forget the early submissions for 2048vr, most of them were speedmaps too and it started mostly pretty bad, so bad that we needed another deadline extension to get all the issues fixed. Roundabout Cliffside is a good example for that, it started like a shitty map and then it turned so good because we needed another month to polish everything. No wonder why a mayority of people hate speedmapping projects in DW.

Also, didn't HFFM still have some issues in their maps or something? Why still in beta?

>> No.7935920

>>7935790
Turns out that was a simple fix. I simply decided not to heed the comment left by Fitz and distinguish between sky and water. It was applying lightmaps to the entire sky.

https://pastebin.com/kghXsDKf

>> No.7935951

>>7935908
Speedmaps are fine if you limit the scope of the map, and know what you're doing. They're shit if you try to make a map too large, or too complicated. Or if you're too much a novice mapper.
Of course more polish makes a better map, but speedmaps are good for the mapper to practice without worrying too much about polish, and if they're short they can be fun diversions for players from the 50 minutes per level megawads that are common these days.

>> No.7935961
File: 1.32 MB, 1280x1920, megasquirter.png [View same] [iqdb] [saucenao] [google]
7935961

Still trying to come up with a good viewing angle for the Mega Squirter.
On the top it's a view more from the top, like if the gun was hip-fired.
On the bottom it's more of a regular shooting position, with almost the whole gun in front of the shooter.
I think *in principle* they're both kinda fine, but I am not sure about how much space on the screen they can take up - the bottom one for example blocks almost the whole right half of the picture.
Granted, this gun is pretty powerful, but can that warrant it covering such a large part of the fov? I could of course make it a bit smaller, but only like 10% at most, so it would still be a really big sprite. Also please note that here are no hands yet, as one would always be visible on the pump sleeve.

Opinions?

>> No.7935964

>>7935872
t. david

>> No.7935967

>>7935961
Top but can you shift the angle of it so that you see it more horizontally instead of aimed upwards?

>> No.7935971

>>7935920
can confirm, it works now.
gonna run around some more, add cvars for water/slime/etc and then post the binaries, unless you have something else in mind.

>> No.7935976

>>7935967
>but can you shift the angle of it so that you see it more horizontally instead of aimed upwards?
Sure, but that would just be the bottom one shifted a few pixels downward.
The problem here is that I can't change the muzzle position without going back and changing the code. Eh, I'll try it.

>> No.7935985

>>7935971
Nah, I just needed an excuse to get some first-hand experience with digging through the Quake 1 rendering code, since I was mostly acquainted with Quake 2.

Well, it doesn't check for r_fullbright, but I don't know if anything outright breaks.

>> No.7935987

>>7935976
Nope, doesn't work, the projectile appeary on the same spot on the screen, it's just the angle that is changed (it gets closer to 90° when I have it spawn from a lower position).
Trying and get that right is not worth it since I also have to redo pitch and offset angles.

>> No.7935989

>>7934398
Qunno if it was posted here but sandy has more Q1 facts
https://www.youtube.com/watch?v=MUeu96TKQwU

>> No.7935991

been playing through blood recently

i need a key

>> No.7935993

>>7935989
Does Sandy pray to God?

>> No.7935995

>>7935993
He's Mormon.

>> No.7936000

>>7935995
People wearing religious labels without practicing it on a personal level is extremely common.

>> No.7936001

>>7935991
LLLLOCKED

>> No.7936002

>>7936001
single white female

>> No.7936005
File: 10 KB, 200x199, 257.jpg [View same] [iqdb] [saucenao] [google]
7936005

>>7935995
I'll always remember when someone on one of these threads once said "how does he have 7 kids?" and another anon replied with "he nutted in that good Mormon pussy 7 times" and how hard it made me laugh

>> No.7936006
File: 57 KB, 1280x960, perspective.png [View same] [iqdb] [saucenao] [google]
7936006

>>7935976
what the other anon meant is that your gun isn't pointing forward.
you've rendered this out in something, correct? the camera looks orthographic. it doesn't necessarily have to match Doom's 90 FOV, but getting close might help.
the muzzle position shouldn't be relevant as long as you're firing forward.

>> No.7936016
File: 584 KB, 1024x768, q2_TEW.png [View same] [iqdb] [saucenao] [google]
7936016

Dumb moocow asking again:
What would be the least tedious way to rip an elaborate brushwork model from Quake2 and convert it into a simmilar shaped/looking prefab for the Quake1 map format? What tools are needed for doing this?

>> No.7936025

>>7935989
He really fucking hates Willits.

>> No.7936032
File: 12 KB, 600x400, tenor.jpg [View same] [iqdb] [saucenao] [google]
7936032

>>7935993
He prays to MormonJesus

>> No.7936035

>>7936016
pic unrelated? that truck looks ez.
you could try opening the bsp in Noesis, saving it to obj, then running obj2map.
bsp importers and map exporters exist, but I don't know how well they handle Q2.

>> No.7936036

>>7936025
Everyone hates Wallets for obvious reasons.
One of it being Q3A scrapped single player and Doom 3's development which he picked a fight against Trent Reznor and brought his former bandmate in his place to spite him

>> No.7936041
File: 1.32 MB, 1280x1920, ms2.png [View same] [iqdb] [saucenao] [google]
7936041

>>7936006
No, I didn't render this with an orthographic camera and I actually made sure that the gun and the vanishing point line up. I marked it here. Granted, the angle is off by like 1°, but this is just a mockup. Of course when making the actual sprite I will properly adhere to the lines.

>> No.7936042

>>7936032
Of these wives
Of these three wives
Produced a million israelites
[shocked indian face]

>> No.7936043

>>7935862
Icon Of Sin is just a different wall texture. Asshole = penetrated.

>> No.7936047

>>7935862
You got it the wrong way around, because Barons came first.

>> No.7936049

>>7936025
>invents multiplayer maps
>invents the railgun
>was the last remaining old hat at id
>took Quake back into the 21st century with Champions
Guess jealousy really does breed contempt; sad!

>> No.7936050

>>7936047
wew

>> No.7936052

>>7936049
>>invents the railgun
Shadow Warrior

>> No.7936053
File: 661 KB, 1280x962, 1625847831652.png [View same] [iqdb] [saucenao] [google]
7936053

>>7936041
my point is I'm not seeing any vanishing, lines look parallel

>> No.7936063
File: 500 KB, 1280x960, ms3.png [View same] [iqdb] [saucenao] [google]
7936063

>>7936053
Oh, alright, I understand now what you meant.
I actually did another render now with a 90° fov and frankly, I find that it looks kinda wrong, even though the angles now line up better now.
That said, again, the main question was if I can use such a large sprite that takes up a substantial amount of the screen or not.
This is still just a mockup to gauge how I can build the actual sprite.

>> No.7936070

>>7936016
Surely there is a map decompiler out there.
If not for Q2, then it should be very easy to port over from Q1, given the source code.

>> No.7936071

>>7936063
games usually get hacky with viewmodels, precisely because the models stretch near the corners.
I think you can make it smaller with it still remaining readable, as long as it's bigger than the pistol squirters.
or think of reduced awareness as a tradeoff or something.

>> No.7936080

>>7936071
The biggest hack of them all is having it fill almost a quarter of the screen.

Anything held at the level of the hip is going to look tiny with a realistic projection.

>> No.7936090
File: 132 KB, 1280x720, maxresdefault (7).jpg [View same] [iqdb] [saucenao] [google]
7936090

>> No.7936104

>>7935985
actually, shib1 still doesn't work.
but I'm not really sure if it's even possible, what with 65k x 65k water surface.

>> No.7936107
File: 417 KB, 1280x960, ms5.png [View same] [iqdb] [saucenao] [google]
7936107

>>7936071
>>7936080
Jesus fucking christ I never thought I'd have THAT much problems with the fucking rifle.
Anyway, here's my last attempt before I start getting drunk. At least here the lines here all line up more-less towards the vanishing point and it doesn't look as tiny as a hip-held weapon and takes up less than a quarter of the screen now. Now the projectile spawns at some in front of the muzzle, but I don't care anymore.

Now I know why Judge Anon went with having the Lawgiver centered.

>> No.7936112

>>7936049
>>invents the railgun
No.

>> No.7936114

>>7936107
this looks alright, appropriately bulky

>> No.7936115

Hey guys, I'm trying to get into making levels that don't suck, but I always get stuck on making layouts that are fun, dont suck, and have fun progression.
Could you open my map/play it and tell me what you think? Zdoom format, Doom 2
https://files.catbox.moe/hmgg1i.wad

>> No.7936126
File: 129 KB, 800x600, vr-spooktober.png [View same] [iqdb] [saucenao] [google]
7936126

Just started making some assets like those light sources for the spooktober project, I also made a new HUD as well.. Better to have everything ready before I get lazy. lol

>> No.7936127

>>7936115
I think you're overthinking things and should sketch out more of the map before second-guessing yourself.
it's fine. I wouldn't do the staircase like that, but it's w/e

>> No.7936139

>>7935961
I like the bottom one more, the big sprite size makes it look more "Mega".

>> No.7936164

>>7935604
I tried and I got lost even more than I did in Infinity.

>> No.7936186
File: 42 KB, 600x255, eraser-arnold-schwarzenegger-railgun-rail-gun.jpg [View same] [iqdb] [saucenao] [google]
7936186

>>7936052
A homage to the EM-1 from Eraser which came out the year before, going as far as using a similar firing sound and the spiraling smoke trails.

https://www.youtube.com/watch?v=hplZAWQxb6Y
https://www.youtube.com/watch?v=iuUn7SPusj4

>> No.7936196

>>7936104
Why doesn't that map seem to work even when I use the client included in the download?

Anyway, it apparently passes a gigantic surface of water that hasn't been chopped by the map compiler.
I'd limit the range of acceptable sizes, but I fear that there could be some unintended consequence of during so. Do you happen to know if modern compilers facilitate non-chopped surfaces?

>> No.7936202

>>7936049
Railgun was invented by ERASER
Multiplayer maps were invented by American McGee
the last remaining old hat at id was Carmack
The Master Level maps were shit as the doom 2 maps

>> No.7936205

>>7936202
>Railgun was invented by ERASER
I wonder if that's why Lo Wang says "TIME TO GET ERASED" when he gets a Railgun?

>> No.7936207

>>7936186
Also Wang straight up says "Time to get erased" sometimes while selecting the weapon

>> No.7936212

>>7936205
Yes, its literally areference to the movie itself.
Also Eraser railgun model is similar to FutureShock rifle

>> No.7936215
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google]
7936215

>>7936212
About 20 seconds after making my post I realized some other anon explained all of this in greater detail three posts above me.
This is why I normally don't post for a few hours after waking up.

>> No.7936232

>Dated April 10, 1996
>almost a year before it release date
>only difference is the sounds
Jim Bagley is a hack
https://www.youtube.com/watch?v=FTSnD_tNaTg

>> No.7936246

>>7936232
>inb4 its actually October 4 because muh brits
still a hack

>> No.7936247

>>7936232
We could have had a decent Doom port for Saturn if only Carmack wasn't such an autistic sperg.

>> No.7936250

>>7936247
We could have had a decent Doom port if they hired Lobotomy Software

>> No.7936263

>>7936250
You know...the engine they initially had for the Saturn port wasn't that different from Lobotomy's SlaveDriver engine. It even had support for colored lighting, sacrificing texture resolution for overall speed.

>> No.7936269

>>7936263
Where's the footage, Bagley?

>> No.7936271

>>7934425
Try the Marathon series

>> No.7936287

>>7936202
Railguns were invented 100 years ago.

>> No.7936297

>>7934660
I love the look of outlaws, but maybe its just nostalgia tinted glasses...
"Where are you Marshall" is up there for me among the most annoying and memorable catchphrases, like 'plebs are needed'.

>> No.7936318
File: 210 KB, 675x355, fitness.jpg [View same] [iqdb] [saucenao] [google]
7936318

>>7935908
>didn't HFFM still have some issues in their maps or something? Why still in beta?
Yeah, a softlock here, a switch repeating when it shouldn't there, a level where you could skip the big fight at the end and exit it early, etc. I've been fixing those today, including some glitches nobody has reported (to my knowledge anyway). I also had a bunch of IRL shit interfering, so that took time.

I think it's dragging partially because each lead has went and disappeared (and also because I spent a bunch of time fixing offsets and adding sounds). I'm the third guy to take the reigns now, and I'll try to see it through to the end. Right now I'm doing the stuff for the censored version, aside from censoring the word Faggot for the sake of protecting Twitch's and Google's advertisers (lmao), I'll have to censor the Love Saw and the Cacademon.

I have no goddamn idea how to submit shit to the iDGames archive, so someone here has to help me with that, but this should be the last version of the base HFFM, I'll be making a package which includes everything in a .zip file, and then a separate .zip file which contains only the censored and 'stripped' versions, as the archive maintainers don't like the word Faggot.

They may still reject it anyway, in fact, I'm expecting it, because they're a bunch of pussies who are absolutely terrified of sheer gay machismo, but we'll have tried.

>> No.7936319

What is one Quake/Id Tech unit approximately equivalent to? Has anyone done the measurements?

If we take the default gravity into consideration, it seems to be about 24 units per foot, which is just about 50% more than what the Source engine documentation claims.

>> No.7936332

>>7936319
I think I remember 32 units = 1 meter being the ballpark.
player is about 30x40x50 units

>> No.7936336

>>7936318
Good luck, anon. Even if it's not accepted outside of here it was still fun to create a map for.

>> No.7936337

>>7936332
Ranger is a manlet :DDD

>> No.7936340
File: 867 KB, 896x586, manlet.png [View same] [iqdb] [saucenao] [google]
7936340

>>7936332
I don't suppose Quake 1 is very accurate, though.
Perhaps this serves as a good reference?

>> No.7936348
File: 332 KB, 1224x888, screen.png [View same] [iqdb] [saucenao] [google]
7936348

>>7936337
>50 units is average!

>> No.7936356

>>7936336
If you're interested, I'm 100% going to go through with the addon pack after the core HFFM is done, and already have a map in the works.
Based on polls, it seems a few people were interested in doing that, so it'll be a couple of maps, perhaps it'll be merged into HFFM itself as Version 2.0 or something when finished, but that'll be a discussion for later.

>> No.7936359
File: 272 KB, 1024x768, shot0001.jpg [View same] [iqdb] [saucenao] [google]
7936359

>>7936340
Well, this is awkward...

>> No.7936362
File: 52 KB, 390x389, none.jpg [View same] [iqdb] [saucenao] [google]
7936362

>>7936359

>> No.7936363
File: 131 KB, 907x960, 1528009939061.jpg [View same] [iqdb] [saucenao] [google]
7936363

>>7936348
When will they learn?

>> No.7936381
File: 256 KB, 500x375, 1610745926703.png [View same] [iqdb] [saucenao] [google]
7936381

>>7936359
>Ranger
>Yeah, Doomguy?
>Why are we so short?

>> No.7936398

>>7936340
Doomguy's into autoerotic asphyxiation?

>> No.7936401

>>7936115
It's too tight and straight. You have to peek around corners a lot to see things, like the blue door and stairs for instance, and the movement is kinda boring. Try using diagonal pathways more, and make some of the halls a bit wider.

>> No.7936437

Daily reminder WinDoom works better on modern windows than the actual Doom95 port.
Just think about it.

>> No.7936446

>>7936437
WinDoom wasn't a finished port though, was it?

>> No.7936453

>>7936437
does it matter?
just use a good source port.

>> No.7936454

>>7936446
No.

>> No.7936459

>>7936453
Just find fucking funny how much Microsoft shilled that garbage

>> No.7936463

>>7936459
i mean,Microsoft makes alot of half-assed garbage,to the surprise of no-one.

>> No.7936465

>>7936459
WinDoom? Wasn't the best, and while there certainly were things which could be better with Doom 95, it offered things which weren't available previously with Doom, so they had a pretty good pitch there.

>> No.7936478

>>7936016
Also is there any place left to 'borrow' the cool looking HMMWV models from the Nehahra project or do I need to rip it from the mods map personally?

>> No.7936483

>>7936465
Like?

>> No.7936503

>>7936483
>launcher front-end letting you select levels, iwads, pwads, connecting to DWANGO, etc
>packaged with Final Doom and had the raised limits to play its more demanding levels
>larger screen resolutions, so you weren't limited to 320x240 anymore

>> No.7936507

So I measured Gordon and Barney to be about 76 units in Half-Life, while scientists were closer to 70.
The Source developer wiki shows that the player's collision box is 73, so it seems like the sequel retained the scale.

The same article confusingly throws two important ratios around, but with 12:1 being the most likely contender for real units, Gordon is at the very least six feet tall.

But this fails to explain the gravity, which seems to be twice as high as it should be (sv_gravity 800 / 12 = 67 feet per second). Does Gordon really fall that fast?

>> No.7936509
File: 22 KB, 250x187, 261214.jpg [View same] [iqdb] [saucenao] [google]
7936509

>>7936016
>Also is there any Quake1 prefab respository left to 'borrow' the cool looking HMMWV models from the Nehahra project or do I need to rip it from the mods map personally?

>> No.7936512

>>7936507
are you forgetting the armor the guy is in

>> No.7936513

Welp, I think I'm on the right track. The concept looks decent enough, so I think I can now start building the actual sprite.

>> No.7936521
File: 755 KB, 1706x960, Screenshot_SummerFun_20210709_223834.png [View same] [iqdb] [saucenao] [google]
7936521

>>7936513
Well fuck why didn't it upload the picture?

>> No.7936530

>>7936509
progs/hummer.mdl
stored in the pak files separately from the maps

>> No.7936534

Any decent soundtrack rip in highest ogg quality for Chasm?

>> No.7936538

>>7936534
Just as FLAC/MP3
https://downloads.khinsider.com/game-soundtracks/album/chasm-the-rift-pc-rip

>> No.7936542

What's the protocol for forking and maintaining your own repo of a source port? I don't want to step on anyone's toes. I just want to add features I personally would use.

>> No.7936545

>>7936512
What about it?

>> No.7936548

>>7936542
just fork it,its under the gpl,the license is for your freedom to do whatever you want with the source code as long as you give the same freedoms to the users you distribute it to.
you wont step on anyone for using the freedom that they gave to you.
idk what the issue

>> No.7936557

>>7936538
Nvm
https://www.dropbox.com/s/lt1gbq1ydfg4dxw/ZRift%20-%20Chasm%20Music%20Addon.pk3?dl=0
Just extract the music and the quake music trick

and bless ZRift dude

>> No.7936572

>>7936545
it literally has assisted movement built-in. the thing is heavy.

>> No.7936587
File: 412 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_23_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7936587

FRIDAY NIGHT FIREFIGHT'S ON BITCHES! This time we're not fucking around, we're playing GREENWAR 2 with SAMSARA (which might be buggy but idgaf)! ZANDRONUM, connect 104.128.49.2:10820 , LET'S FRAG.

>> No.7936605

>>7936572
Are you saying it has an inbuilt gravity generator to accelerate faster than anything our little planet can muster?

>> No.7936607
File: 75 KB, 780x698, EyYl9cTU8AUPz2s.jpg [View same] [iqdb] [saucenao] [google]
7936607

Same VA

>> No.7936615

>>7936607
damn, those robot bastards are gonna pay for stealing my frog

>> No.7936618

>>7936587
IF YOU'RE HAVING TROUBLE JOINING: Go to C:\Users\NAME\AppData\Local\VirtualStore\Program Files (x86)\Zandronum and delete everything Samsara related under [Doom.UnknownConsoleVariables]. Now I better see your asses in the server or you're a dead motherfucker

>> No.7936621

>>7936618
dun care

>> No.7936623

>>7936035
>>7936530
Bless you for keeping up with my dumbassery Anons :)

>> No.7936624

>>7936605
Heavy thing fall fast.

>> No.7936627
File: 21 KB, 640x400, hurl.png [View same] [iqdb] [saucenao] [google]
7936627

Did anyone manage to rip the assets(textures/sprites/sounds) of H.U.R.L. / Slob Zone 3D?

>> No.7936631

So is Doom 64 exclusive to the Unity port?

>> No.7936632

The comet struck our planet without warning.

>> No.7936635

>>7936607
Someone somewhere finds this image higly arousing

>> No.7936638
File: 247 KB, 570x668, 1378696252208.png [View same] [iqdb] [saucenao] [google]
7936638

>>7936621
Sissy

>> No.7936640

>>7936631
No, it's on the N64.

>> No.7936641
File: 2.11 MB, 1920x1080, PanzerChasm 2021-07-09 18-21-57.jpg [View same] [iqdb] [saucenao] [google]
7936641

it has some buggy music issues, but that panzer may fix it later
i wish he could add previous and next weapon

>> No.7936642
File: 253 KB, 1531x627, capture.png [View same] [iqdb] [saucenao] [google]
7936642

>>7936627
*Am retard, forget it. Had them already. I have so many textures on my machine, sometimes I lose sight of stuff.

>> No.7936646

>>7936641
Pretty nice seeing it at higher res. Can you deactivate texture filtering in that port?

>> No.7936658

>>7936126
Nice! Cool HUD too.

>> No.7936659

>>7936640
Yeah of course but on PC can the wad be played anywhere else?

>> No.7936673
File: 2.87 MB, 3440x1440, fte-20210709230655-0.png [View same] [iqdb] [saucenao] [google]
7936673

I just finished the second episode of Quake.
And I definitely don't like it as much as Doom. The movement feels fantastic, and the maps are fine. But the enemies are bullet sponges, especially the fiend.
Shamblers are somehow less annoying, because you can juke them into doing their melee attack.
The rocket launcher, grenade launcher, and heavy nail gun all feel just right. The shotguns are weak, especially coming out of Doom 2, where the super shotgun will forever have a hold on me. The lightning gun is powerful but doesn't have much feedback audially or visually. And the overall arsenal is tiny, with 2 pairs of weapons that are essentially the same but with different power levels.

I'm not really sure what I was expecting - I had fond memories of this from my childhood. And while I am enjoying it, the game isn't living up to my expectations. Maybe mods will help there.

>> No.7936674

>>7936646
You can

>> No.7936707

>>7936659
Doom 64 EX

>> No.7936714

in some ways, i like how turok clearly borrows some ideas you'd see in a platformer or even a metroidvania
it shows an age where fps games had some "gamey" ideas you'd see in other genres

>> No.7936723
File: 102 KB, 1363x768, screenshot-heretic-01.png [View same] [iqdb] [saucenao] [google]
7936723

op as shit

>> No.7936827
File: 1.40 MB, 1920x1080, PanzerChasm 2021-07-09 19-51-23.jpg [View same] [iqdb] [saucenao] [google]
7936827

>>7934398
Chasm Sourceport is kino

>> No.7936835

Made a custom build of DSDA Doom with the ability to use the -pistolstart parameter from crispy included.

https://litter.catbox.moe/2yzhb7.zip

>> No.7936836

>>7936673
>the enemies are bullet sponges, especially the fiend.
use more grenades
you can put a fiend down in two grenades and a double shotgun blast
you have instant weapon switching unlike doom, so take advantage of it and use all your tools in a fight

>> No.7936845

>>7936673
I dont get why people jerk off the movement so much in Quake. The single-player maps are so cramped and full of stairs that, unless youre a practiced speedrunner, youre not gonna be bunnyhopping around everywhere.

>> No.7936847

>>7936845
I know what you mean, but I just finished episode 3 and I found myself just speeding through the levels instead of shooting most things. And I'm not at all a practiced speedrunner.

>> No.7936850
File: 77 KB, 300x300, limmy.png [View same] [iqdb] [saucenao] [google]
7936850

>>7936624
Anon...

>> No.7936851

>>7936850
It the same as steel being heavier than feathers, idiot. A ton of steel weighs more than a ton of feathers, because steel is heavier than feathers.

>> No.7936862

>>7936521
ya nice

>> No.7936872

>>7936707
map limit is 33 (somewhat 40) for cusom maps , cannot add custom stuff like monsters and things,map format is different, and there's a random chance of crashing

>> No.7936874

>>7936104
What a bunch of hacks I had to go through for this one.
I disabled lightmaps on surfaces exceeding the capacity, but that just results in dynamic light revealing the seams between small and large polygons.
Maybe it was a bad idea to ever tamper with the water of stock maps, even though it's cool to see rockets fly by the various bodies of water in the game.

>> No.7936880

>>7936587
Good job at reaching the top of doomseeker once again. Hitting the big leagues, lads.

>> No.7936892

Is there an easy way to give a Quake custom monster the ability to teleport next to the player if he isn't closing distance?
Just making the model right now, I have no idea how the programming side of things will go.

>> No.7936901

>>7936827
I wasn't even aware there was one.
Just finished the first level, this game is really cool so far. I like how you can shoot the limbs off of enemies.

>> No.7936931

>>7936892
Easy? Doubtful. Teleporting is already a thing, but youd need to code them to find a free spot near the player so they dont get stuck or telefrag anything.

>> No.7936934

>>7936892
Violent Rumble anon here, so this is probably a brainlet-tier suggestion. You could try having an invisible projectile launch from the player in a random direction with the same bounding box size as the monster, then set the monster's origin to it. Ideally you would also do some autism maths to check that the player's bounding box isn't intersecting it. As for when to trigger that, I guess the easiest way would be at the end of the monster's run cycle animation, maybe with a random chance ( if (random() < [chance]) ).

>> No.7936947

>>7936851
There is no way that this isn't trolling.

>> No.7936973
File: 2.83 MB, 640x360, ratio.webm [View same] [iqdb] [saucenao] [google]
7936973

So there was some talk yesterday about Quake's seemingly incorrect aspect ratio. Here's a demo of Quake being 20% taller.

>> No.7936980

>>7936947
https://youtu.be/uH0hikcwjIA

>> No.7936985
File: 91 KB, 958x720, saturnquake.jpg [View same] [iqdb] [saucenao] [google]
7936985

>>7936973

>> No.7937031

i memorized every official doom port

>> No.7937045

>>7936318
>I have no goddamn idea how to submit shit to the iDGames archive
https://www.gamers.org/cgi/IdgamesUpload.html
Also read the rules on the left to avoid it being rejected.

>> No.7937051

>>7937031
Have a virtual cookie champ. Its on the house.

>> No.7937053

>>7936934
Interesting suggestion, I'll keep that in mind. Figured I would need to hack around it, like doing a short speed boost while disabling attack to make it look like teleporting.

>> No.7937062

>Douk Attrition has new features and weapons since the last time I played it years ago
>perk that lets you dual wield anything when you have a lot of ammo
>it works with devastator and quad wields it Russian Overkill style
Playable shitpost Nukem confirmed, those alien bastards are going to pay for firing my ride.

>> No.7937065

>>7936973
this feels better than Q1 at the moment and more in line with the original texture sizes
software Q2 also behaves differently than opengl, mainly the weapon models and textures

>> No.7937094
File: 1.62 MB, 2480x3508, enforced_commandos_by_helios437-d6x1cfb.jpg [View same] [iqdb] [saucenao] [google]
7937094

>>7936348
Man, Enforcers have such solid designs. They're just the same armor wearing mooks as Grunts and Ranger himself but BIG and it works well.

>> No.7937105

>>7936973
Having done a lot of thinking about Quake's aspect ratio in the past (including diagrams of circles in textures aeons ago), eventually you're probably gonna reach the same conclusion: some assets are pretty clearly meant to be upscaled vertically, some assets definitely are -not-, and it's better to not worry too much at all about specific scales or vertical stretchiness because everything in Quake 1 is an otherworldly shitpit built from the Architects of the Old Ones and you're goddamn lucky the hallways are even straight, nevermind the walls being uniform.

>> No.7937127

Is Plutonia cheap, or do I just suck? I want to play through all the official Doom releases but I'm getting filtered hard. Should I just skip to Master Levels?

>> No.7937140

>>7937127
quicksave harder

>> No.7937145

>>7937031
same. Now I'm drowning in pussy

>> No.7937146

>>7937140
I'm out of ammo near the end of a map and I'll feel cheap if I use the full ammo cheat code.

>> No.7937148

>>7937146
No one said cheat. Just quicksave.

>> No.7937152

>>7937148
I've been quicksaving, but now I'm near the end of the level, and out of ammo for everything but the SSG. This wouldn't be an issue if I didn't keep getting wrecked by distant chaingunners.

>> No.7937160

>>7936507
most video games have drastically increased gravity because real life is too "floaty" for good gameplay

>> No.7937184

>>7937127
what level?
ill try it from, pistol start to help give tips

>> No.7937193

>>7937184
Speed. I just finished it by shotgun sniping the chaingunners in the final area. Feels cheap but whatever.

>> No.7937210
File: 112 KB, 1920x1080, Screenshot_Doom_20210709_230102.png [View same] [iqdb] [saucenao] [google]
7937210

A little further every time

>> No.7937228

>>7937193
Is that the one with the Cyberdemon acting as a turret amidst a lake of blood? If so, that map is just annoying, at least when I first played it.

>> No.7937229

>>7937228
Yeah, that's the one.

>> No.7937234

>>7937210
Just wait until you get to the hell levels. I think I made it to the second or third, got stuck, and haven't touched the WAD in like six months.

>> No.7937236

>>7937229
It's been a minute since I played Plut, but the middle section of maps gave me the most trouble IIRC. The worst has yet to come.

>> No.7937239

>>7937236
Great. I'm considering this my "initiation" before I allow myself to play mods, but I'd be lying if I said I was having fun with levels like that.

>> No.7937245

>>7937239
Dude, I did the exact same thing. My suggestion is to play on HMP for your first mod, since I assume you're playing on UV to get that "true Doom" experience. You'll probably be able to enjoy the level design and aesthetic of a lot of fancy map sets without feeling like you're going through digital CBT.

>> No.7937248

>>7937245
I'm only playing on HMP because I'm new to FPS games in general and I suck. I did manage to get through Ultimate Doom, Doom II, and TNT Evilution though, so I'm getting better I think.

>> No.7937253

>>7937210
good job fren,make sure to play the secret levels,they're really fun (you access them from level 15)
>>7937193
played it,was a bit cheap on UV pistol start,but nothing unmanageable,i would have recommended saving mr.cybycy for later,he isnt hard to dodge.

>> No.7937259

>>7937248
Yeah, Plut is definitely a pretty sizeable jump in difficulty compared to the rest of commercial Doom, barring the first two levels of E4 of Doom 1, maybe.
My advice if you're constantly running low on ammo is to try to conserve shotgun ammo by using the regular SG on low-tier enemies instead of the SSG, since shit like Zombiemen and Shotgunners will still get cleaved in half with just the SG. Another is to not be too afraid to just punch/chainsaw Pinkies if you have berserk, and if possible, get right up into a Pain Elemental's face. The PE doesn't actually have a normal attack and the Lost Soul it tries to summon will die immediately since you're taking up the space it use to spawn, making the big meatball harmless.

>> No.7937265

>>7937259
>The PE doesn't actually have a normal attack and the Lost Soul it tries to summon will die immediately since you're taking up the space it use to spawn, making the big meatball harmless.
Oh wow, that's a really good tip, especially since those have been the most annoying enemies for me by far. Thanks, Anon!

>> No.7937269

>>7937265
https://www.youtube.com/watch?v=HJcf0aOwmiA
This is recommended viewing.

>> No.7937306

>>7937127
It's definitely got some bullshit traps that require foreknowledge to survive, but the maps are mercifully short, and beating Plutonia will prime you for most of the better modern pwads. Think of it as a hazing ritual.

That said, you should play through stuff like the Master Levels, NRFTL and Sigil first if you want a softer difficulty ramp. Memento Mori is another good warmup to Plutonia.

>> No.7937328
File: 2.36 MB, 1920x1080, uwjam_pritchard.png [View same] [iqdb] [saucenao] [google]
7937328

>>7935971
found a couple of existing maps with lit water so far, but they are super rare.
also found some more maps that crash, my guess is that they all use large water func_walls.
don't have time to do the cvars right now, will do it by the end of Sunday.

>> No.7937348
File: 2.77 MB, 3257x3443, 1596500843467.jpg [View same] [iqdb] [saucenao] [google]
7937348

>>7936973
neat

>> No.7937364
File: 169 KB, 360x360, 20210709_194406.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Can anyone tell me where the "esc" button is on the new iPhone 2? Here's a sweet pic I took on it

>> No.7937368

>>7937364
man I forgot all about emo dad chad

>> No.7937373

Has anyone made something similar to Zoom that's a more finished project?

>> No.7937375

>>7936126
Hud is very memento mori. I like it alot.

>> No.7937380
File: 1.69 MB, 1920x1080, jam3_scar3crow.png [View same] [iqdb] [saucenao] [google]
7937380

>>7936196
>>7936874
oh hell, how'd I miss these? I was even in the thread still at that point

anyway, like I mentioned above, func_wall produces a model that doesn't get sliced by other models, and I guess water surfaces are assumed to be special-case with unlimited surface area. this is both old and new compilers, to my knowledge.
also a possible bug on jam3_scar3crow: this one part to the side isn't lit. though it seems like the map isn't even sealed, so it might be a map/compiler bug instead.

>> No.7937384

>>7936673
I didn't like it much either anon for mostly the same reasons.

>> No.7937390

>>7936631
It's not Unity it's a custom engine called Kex, a bunch of Nightdive remasters use it.

>> No.7937391

>>7936126
These are very high quality assets, but I don't think we should call it Spooktober since that is already used.

>> No.7937450

>>7937391
What about Hallow-caust?

>> No.7937458

>>7937450
Sounds like it'd fit better for a wolfenstein halloween mod.
Also what the fuck lol

>> No.7937464
File: 76 KB, 800x400, 1625595772842.jpg [View same] [iqdb] [saucenao] [google]
7937464

>>7937450
Please dear God use that. I have an idea for a map with that name...

>> No.7937489

>>7936126
>not calling health candy

>> No.7937492

>>7937489
If we do that then we are literally required to make health bonuses rare candies. Both of them are blue, we won't even have to sacrifice the recognizable palette.

>> No.7937493

Just beat Auger Zenith. Last quarter got a bit too cramped and slaughter-y for my tastes, but the final two maps were perfect notes to end on. Probably the best Icon of Sin boss fight I've seen yet, if you count it as one.

>> No.7937497

>>7937492
There were a bunch of assets made in 2017.

>> No.7937525
File: 2.52 MB, 1920x1080, vkquake0004.png [View same] [iqdb] [saucenao] [google]
7937525

>>7935165
>>7935349
Ohh. Thank you, goodnight.

>> No.7937526

>>7937497
I think it would be more fun for anons to have a shot at creating new assets instead of just recycling /vr/y Spooky's assets. I'm just one anon though.

>> No.7937535
File: 165 KB, 1280x1024, 1510876619389.png [View same] [iqdb] [saucenao] [google]
7937535

>>7937526
I just liked the status bar text better than keeping them default.

>> No.7937548

>>7934843
Italo Doom on any difficulty below UV should be the hardest i think.

>> No.7937556

What should I play next, Hexen 2 or Marathon?

>> No.7937558

>>7937556
Marathon.
https://www.youtube.com/watch?v=NSKFROqB6iY

>> No.7937564

Tried out the Shrak TC for the first time, quality is all over the place and overall is between 'meh' and 'nice' (love the mind-controll gun);
also is this mod actually the first ever instance of implemmenting PainSkins to a monster model?

>> No.7937569

>>7936032
Endless
Celestial
Seckz

>> No.7937572

>>7937556
daggerfall

>> No.7937579

>>7936934
Is it possible to make MultiGrenade projectiles not explode on contract with model entities (a'la Kingpin) in /VR/ or should I just git gud with bouncing my shots off walls?

>> No.7937581

>>7935635
Only real similarity between pinkies and revenants is their running speed is pretty similar.

>> No.7937585

>>7935635
Spectres are just invisible revenants that don't fire projectiles

>> No.7937609

Anyone know of any more examples of maps that have multiple exits that don't take you to a secret level? Excluding Multiplayer only exits, for obvious reasons.
Plutonia map11 is probably the most well known example, as it has a choice of two exit teleporters, one exits fine, while the other takes you to a room with arch-viles and a hurtfloor exit.
I know that Sunlust map28 has a "secret exit" that lets you keep your gear, where as the main exit acts as a death exit.
map20 of Eternal Doom also sorta but not really has two exits (technically they are both normal teleporters that take you to the same monsterless exit room, but each teleporter is at a completely different section of the map and requires a different key)

>> No.7937610

Why don't "we" make some Goldeneye maps? And by we I mean you cus I can't map

>> No.7937614

>>7936723
Isn't it? I have no idea how they just give it to you in the first level

>> No.7937619

>>7937579
In theory, yes, but they would just instantly explode from already touching the bounding box of a monster. No proper hitboxes in Quake 1, so not much that can be done about it.

>> No.7937626

>>7937581
Their melee attacks are the same mechanically.

>> No.7937634

>>7937626
Not quite
Pinkies melee does between 4-40 damage
Revenants melee does between 6-60 damage
Alongside this, Revenant melee is slightly faster than Pinkies.

>> No.7937635

>>7937610
There was one anon who rebuild the Dam in Trenchbroom during HUH, but I have no idea what became of him.

>> No.7937645

>>7937556
Marathon has bad... everything. Everything but the music and story (least relevant aspects for an FPS) is dull, ugly, and generally shitty. Its wild that some people treat it like its even on the same plane as other classic FPS.

Hexen 2 on the other hand is flawed, but its unique and theres a lot of fun to be had.

>> No.7937648

>>7937634
Revenant also has an additional quirk. All monsters, including revenant, will instantly go into the melee state if you get about 32-64 map units away. However, the revenant is unique among ranged units in that it will not attempt to fire missiles if you are within about 100 map units, unless it's pain state is triggered of course, in which he will retaliate. Which makes me wonder, I don't think it matters if his reaction time is at 0 or not.

Does the reaction time reset to 8 after every attack?

>> No.7937653

>>7934439
1:04
https://files.catbox.moe/umlrl2.lmp

I'll participate casually but I really don't think I'm gonna make another WR, this took forever. Don't give up on the beginner challenges yet. I'll submit the demo to the archive tomorrow.

>> No.7937667

>>7937653
based

>> No.7937680

>>7937569
Those who remained neutral in this conflict were cursed with BLACK SKIN

>> No.7937691

>>7937680
But he forgave them in 1978

>> No.7937702
File: 439 KB, 569x431, 0.png [View same] [iqdb] [saucenao] [google]
7937702

>> No.7937743
File: 1.72 MB, 331x197, 1467944066944.gif [View same] [iqdb] [saucenao] [google]
7937743

>>7937653
>https://files.catbox.moe/umlrl2.lmp

>> No.7937801

>>7937526
I'd be in. We just have to agree on what and which style.

>> No.7937817
File: 921 KB, 1080x1920, Screenshot_20210710-090932.jpg [View same] [iqdb] [saucenao] [google]
7937817

First time Duke map pack contest

-3 month deadline
-no new content limit, chocolate compatible required
-Industrial/Plant theme

Thoughts?

>> No.7937819

>>7937702
Quality mapdesign right there

>> No.7937821

>announce 32 map 4 episode PAK
>Go silent for 2 weeks

Good job.

>> No.7937823

>>7937380
That map already has water lighting? Does it look fine in FTE?

>> No.7937824

>>7936673
The new weapons and ammo types in SoA and DiE really help fill Quake out.

>> No.7937825

how far can automap modifications go?
like, during a game, can you erase your automap progress just to restart it in a different area?
what about naming certain parts of a map, in a tc?

>> No.7937872
File: 65 KB, 500x375, 1601460608173.jpg [View same] [iqdb] [saucenao] [google]
7937872

>>7937702

>> No.7937895

>>7936931
How about doing it the ZDoom way?
>enemy turns invisible and unhittable
>gains max possible speed
>moves up to the player in blink of an eye
>appears to attack and is hittable again

That way, you aren't trying to 'pick up and place' a hitbox somewhere, he's still actually just there like always. Can Quake do this?

>> No.7937896

>>7937619
So in other words - its high time for me to finally lern2bounce like a pro then ;^\

>> No.7937908
File: 509 KB, 850x461, extinction-22bub22-version-2.png [View same] [iqdb] [saucenao] [google]
7937908

What is the most tedious 'FPS puzzle segment' that you had ever experienced fellow Anons?
Including both in the official retail vidya's levels and any fanmade mod / custom maps?

>> No.7937928

>>7936642
>CrapTornado4.gif
Kekked, if someone fixed the speed and so on this could be a really fun game

>> No.7937950

>>7937908
Definitely HexenII's Egypt themed area

1. It's an annoying maze to navigate
2. The floor tile puzzle is broken
3. The spinning dial puzzle doesn't even make sense

How that area made it to the final product I do not know. Absolutely terrible.

>> No.7937953

>>7937908
Map30 of Doom 64 for Doom II.

>> No.7937980

>>7936126
Wow, those torches are sick as fuck!

>>7937464
You could use it for your level. What'll it feature, SS Troopers with Halloween masks?

>> No.7937990

>>7936607
Thanks for a reason to keep forwarding this clip :)
>http://www.youtube.com/watch?v=7ZFDwNbtu_c

>> No.7937996

>>7937950
>The floor tile puzzle is broken
As in the corresonding function triggers dont work properly?

>> No.7938036
File: 20 KB, 342x499, ModernArtAndFearBook.jpg [View same] [iqdb] [saucenao] [google]
7938036

>>7934879
>YWN know what the book on that bed is about...
BTW was that scene a refference to something? Im a total pleb when it comes to non-movie Horrors...

>> No.7938054

>>7937824
Not him, but I only like the Lightning Ball ammo.
The Hammer is just dumb, hardly served any purpose other than kill a bunch of Vores that one time.
The Lava Bullets are unnecessary.
The multi-grenade and missile are just going too far.
The Laser Gun didn't fit and it wasn't fun to use at all.

>> No.7938059

>>7936263
That has been claimed, but we have no idea how it looks or how it actually performs.

>>7938054
I like the Lava Nails, they make the Super Nailgun a beast. The Laser was weird, but I managed to clear most of a room by just blasting into it and filling it with bouncing lasers.

>> No.7938064
File: 37 KB, 468x624, ontofava.jpg [View same] [iqdb] [saucenao] [google]
7938064

Fava Beans really likes to hide its switches for progression.

>> No.7938081

>>7937908
Colony Ship For Sale, Cheap

>> No.7938104
File: 1.83 MB, 854x480, 1613138529699.gif [View same] [iqdb] [saucenao] [google]
7938104

Hey, how many of the levels in HFFM have difficulty implementation? I put some in Jawbreaker, and I know Heart Attack eases up a bit on lower difficulties, but is there more?

>> No.7938108

>>7937996
Just read this
https://videogame-tales.livejournal.com/15488.html

I had the exact same experience with the puzzles

>> No.7938119

What's better source port for Redneck Rampage? Raze or Rednukem? Or it's still better to run it through Dosbox?

>> No.7938128

>>7937380
>>7937823
Damn, it does indeed work. Turns out that surfaces not affected by light are just treated as not having lightmaps at all. The only hack around it I can think of is to check every water surface for the presence of lightmaps and branch off accordingly.

I think I am going to have some fun perusing the FTE source. Maybe it has a clever trick up its sleeve.

>> No.7938156

managed fit finish both the mantis base and the blind ones lair
i had more trouble with the blind cave because of how similar most areas were, while the mantis core one felt somewhat linear in some ways, with the difficult parts being some combat situations
at least one has a cool boss fight with a giant eyeball and tentacles
i still haven't got the right feather for the talisman base in the first chapter, tho
there's also like one area closed by a blue energy shut door in the mantis chapter i haven't reached, which is the same area with 4 paths and floating platforms

>> No.7938172

>>7938119
I use buildgdx and it was okay, aside from RR's normal faults (autoaim, mostly).
I feel like there was some menu bug that crashed the game a few times but that might be faulty memory.

>> No.7938193

>>7936673
Play Arcane Dimensions. It adds better weapons such as 3 barreled shotgun and plasma rifle, but also lot of different low hp enemies. The mod made me love Quake.

>> No.7938201

>>7938193
I already loved Quake before playing AD, but yeah, there's a lot of things it does extremely well. Romero planning to make a set of Quake levels on a comparable level of fidelity makes excited.

>> No.7938220
File: 455 KB, 1858x1057, gzdoom_MeeNgGAn4k.png [View same] [iqdb] [saucenao] [google]
7938220

Hideous Destructor has completely changed how I play Doom to the point I'm playing every single wad with it now. Even fucking Chex Quest. I've lost control of my life. I haven't played any other Doom gameplay wad in over 6 months. Not even vanilla Doom.

>> No.7938241

>>7938220
Good for you that we're still publishing the separate set with just the sprites and sounds, you can make it the most flamboyant run of Hideous Destructor.

>> No.7938248

>>7938201
>comparable level of fidelity
We'll see. He's at least realistic about the timeline. It'll be a while.

>> No.7938250

>>7938156
Very good. Remember the levels aren't as big as they might seem (especially Death Marshes is quite tiny).

>> No.7938272

>>7937525
np

>> No.7938301
File: 3.10 MB, 3440x1440, fte-20210710172258-0.png [View same] [iqdb] [saucenao] [google]
7938301

>>7938193
>>7938201
I plan to. Everybody says great things about Arcane Dimensions.
Now that I have finished, I think episode 1 and 3 were the peak. The Spawn enemies in episode 4 can fuck off.

>> No.7938372

>>7938064
Plutonia was not that much harder than TNT

>> No.7938481

>>7938372
I felt TNT was hard, but it was harder than plutonia for the wrong reasons. Plutonia was fun because it felt more like a puzzle game than a FPS, and I really appreciated that. TNT just had really obnoxious fights that felt like the team didn't fully understand the levels. At least the music is awesome, and the maps are great for hideous destructor.

>> No.7938594

>>7937817
I was considering giving it a try, but I have zero interest in an industrial map. Thats one of the most boring themes.

>> No.7938635
File: 68 KB, 514x357, 1593187116296.jpg [View same] [iqdb] [saucenao] [google]
7938635

Never played Plutonia or TNT. Doom 2 is already boring as hell, I'm not playing another 30 level campaign that doesn't even add new monsters or weapons

>> No.7938642

>>7938635
Plutonia made me like Doom 2's gameplay. Also found it boring before that.

>> No.7938648

>>7938635
Final Doom largely makes much better use out of Doom 2's new monsters than Doom 2 did, because it doesn't hold back.

>> No.7938650

>>7938635
They are worse and don't understand what made Doom 2 so good.

>> No.7938672

>>7938054
I dunno if this was the (un)intended purpose of the Mjolnir as the devs envisioned its use, but to me it paradoxically fits both as an utility/backup weapon (in melee it renders the Axe obsolete and also lets you gib zombies if out of rockets) - yet its also a troll item for most of time (deadly in water without a wet-suit and the -15 cells per shot is never really worth it); so the most sensible way to place it on a map for players usage IMO is to try designing it around the Mjolnirs nature by not actually handing out other Cell-based weaponry and either doing the same with Rocket weapons, or make it too scarce to waste on singular Zombie encounters for example (giving a player only the ProxLauncher works too) if you can picture what am I talking about...

>> No.7938686

>>7936126
It would be really cool of you to bring this project back from the grave. I still feel terrible that it didn't work out the last time.

>> No.7938719

>>7938104
In FSF, I downgrade most of the Hell Knights to Imps when you drop down to HMP. I forget if I went further with the difficulty though.

>> No.7938729

>>7938104
Temple of Flesh has all difficulties implemented.

>> No.7938734

>>7934398
Should I really ue sourceports playing Doom for the first time?
Is the Steam version any good?

>> No.7938739

>>7938734
Up to you. I'd start with something that keeps the gameplay very close to vanilla. The steam version is alright to start, but I don't like their mouse implementation. I'd recommend DSDA Doom in software mode if you want something that looks and feels like Doom, but at a higher resolution (although you can go to crispy levels if you so wish).

>> No.7938770

>>7938734
Nothing wrong with using source ports for playing for the first time. I'd even encourage it.
Just be aware that if you're using one of the more advanced ones such as GZDoom, that features such as Jumping and Crouching were not part of the original vanilla game, and can potentially allow for unintended skips in the official levels, and anything from the community designed for vanilla engine and prboom+.
You also weren't able to use freelook in the vanilla game, either, however I'd say this is MOSTLY okay to use. Just keep in mind that there are very rare instances where it may allow you to fire at shootable switches from unintended angles, and that some maps may have visual bugs that are completely invisible to the player when playing without freelook.

>> No.7938785

>>7936521
I really like it.
Reminds me of a project I dreamed up shortly after DN3D and its editing tools came out.
Aliens land in middle-class suburbia and start to turn the population into zombies and pod people. The (anti) hero Joe Average decides to fight back with an arsenal of household/makeshift weapons.
Something like a 3D version of 'Zombies at my Neighbors' and 'Ghoul Patrol'.
Yielded nothing but a ton of cheesy sketches, texture/sprite edits and a few map concepts. I was too dumb to get into CON coding or even real programming at the time.

>> No.7938796

>>7934879
wtf is going in in the painting?

>> No.7938817

>>7938734
Steam version isn't bad. And the wads it comes with are solid.
If you do use a source port for your first time I'd go with chocolate, crispy, or some variant of prboom. Avoid GZDoom until after since it defaults to a lot of non-vanilla settings.

>> No.7938820

>>7938817
I pretty much use the steam port exclusively to download widescreen wad assets.

>> No.7938831

>>7938796
Its just a woman lying on a bed with her arm underneath a pillow. IIRC its based on a photo of one of the devs' wife.

>> No.7938834
File: 49 KB, 622x622, Untitled-1.png [View same] [iqdb] [saucenao] [google]
7938834

>>7938036
I don't know desu

>>7938796
woman lying somewhere with her arms bent and close to her body, with a small pillow between the left one and her head ?!

>> No.7938839
File: 6 KB, 233x217, SoA_SpikeMine.jpg [View same] [iqdb] [saucenao] [google]
7938839

Just tried out /VR/ and only now I have realized those goddamned flying spike-bombs thingys actually talk upon seeing you - if you slow down their activation sound by ~10% you can hear them mumbling:
'I feel incredible ire'

>> No.7938843
File: 128 KB, 631x650, E40JvuQXIAQKXh-[1].png [View same] [iqdb] [saucenao] [google]
7938843

>>7937821
t. limits jam weakling

>> No.7938850
File: 233 KB, 286x409, Screenshot_from_2020-11-27_17-25-53.png [View same] [iqdb] [saucenao] [google]
7938850

Is there a version of Smooth Doom without the smooth sprites? I know it sounds stupid, but I really like some of its features, but having monsters with super smooth movements looks weird.

>> No.7938856

>>7938850
So just the guns? https://soulsphere.org/random/vsmooth.zip

>> No.7938858

>>7938734
see>>7935258

>> No.7938861
File: 6 KB, 27x96, torch.gif [View same] [iqdb] [saucenao] [google]
7938861

So what happened to the last /vr/y spooky project, I've heard it failed or something. Someone can share the link of the wad? I can't find it anywhere.

>>7937489
Actually I have that idea just for the intermission screen to replacing the word 'Item'. I think it would make more sense since some anon wanted to replace the health/armor bonuses for candies or something.

>>7937391
I think you're right I was thinking about an unique title too, something similar to HFFM and not necessarily adding the /vr/ title like other projects (ofc I will put this is a /vr/ production in the credits, that's for sure) we have a lot of time to work on that anyways so i'll be open to suggestions.

>>7937526
>>7937801
Sprite collaborations for monsters or maybe the pickup items would be so great and I'd be so grateful for that help.

I'll be working on a few prop assets, new skies and the screen pictures too since i'm an artist too so you guys don't have to worry on that matter...I'll need some drawing ideas for the titlepic tho, suggestions?

>>7937980
>SS Troopers with Halloween masks?
Or maybe Nazi skeletons or zombies could be a good idea, actually I had planned to replace them for a DeHacked demon but I'm not really sure yet.

>> No.7938865

>>7938635
>>7938642
D2twid made me actually appreciate Doom 2 level design. The mappers seemed to understand the good things in Doom 2's maps and put it all into their maps. On paper the megawad did sound like horrible idea, but i loved playing through all of those maps.

>> No.7938867
File: 734 KB, 1862x839, whatever map.jpg [View same] [iqdb] [saucenao] [google]
7938867

I built this entire area while listening to Spoony's old D&D rants (before he went batshit insane).

>> No.7938871

>>7938865
DtWiD + UDtWiD and D2tWiD are on my list of wads to come back to.

>> No.7938878

>>7938871
What did you think about DtWiD Lost Episodes, Doom Zero and Doom 2 in Spain Only?

>> No.7938879

>>7938867
>Spoony
I really liked his content. Shame about the mental illness.

>> No.7938884

>>7938878
Have only tried Doom Zero, and I liked what I played. Thanks for making my list even bigger now.

>> No.7938896

>>7938884
Dtwid:LE's quality on first three episodes is on par with original Dtwid (rest 3 episodes are bit meh, but at least they released all map submissions). D2iso is made by most of D2twid team, so design-vice it feels like harder sequel that stays true to original. Both are very good wads, and i do recommend them.

>> No.7938897

>>7934398
Quake newb here,
is there a way to fix Quake enemies not spawning (They're basically immortal statues).
Also other general fixes are appreciated.
(Using QSS)

>> No.7938903

>>7938850
Try opening it with slade and delete the monster sprites, maybe it will work. I dunno.

>> No.7938921

>>7938850
It's called Smooth Weapons Enhanced
https://forum.zdoom.org/viewtopic.php?f=43&t=32628

>> No.7938941

>>7937645
At least the weapons do their job in Marathon unlike Bungie's future games.

>> No.7938946

>>7937556
Marathon gives me a headache. It's got some of the worst head bob I've ever seen.

>> No.7938950

>>7937210
Ch.2 was the weakest chapter imo, so you're through the worst of it. Ch.5 (Hell) is my favorite by far.

Ch.4 is the most similar to Ch.2
>>7937234
Try it again sometime, gossamer (4th one) is really solid.

>> No.7938954
File: 107 KB, 1280x720, 1602959720924.jpg [View same] [iqdb] [saucenao] [google]
7938954

>>7938796

>> No.7938957

>>7938878
I love Doom Zero. One of the most unique megawads I've ever played. Really cool aesthetic as well.

>> No.7938958
File: 22 KB, 484x562, doomkid wadpack xi.png [View same] [iqdb] [saucenao] [google]
7938958

Oh boy. Look at all those WAAAADs.

>> No.7938960

I know you guys don’t take mod request to well but can someone make a gameplay mod of Ziks addons for custom maps?

>> No.7938964

>>7938960
His addons for Blade of Agony. Basically a gameplay version. I know it’s already possible, but it’s a bit combersome.

>> No.7938968

>>7938941
The rifle is way better, that's for sure. It really feels like you're turning aliens into swiss cheese.

>> No.7938973
File: 490 KB, 230x230, 1598540032923.gif [View same] [iqdb] [saucenao] [google]
7938973

>>7938958

>> No.7938981

>>7938954
What is this from?

>> No.7938983
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7938983

IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY, WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO SHOW US WHAT YOU'VE BEEN BUSY WITH THIS WEEK

>> No.7939019
File: 97 KB, 503x600, 1414637161635-2.jpg [View same] [iqdb] [saucenao] [google]
7939019

Can I do fractional values for Weapon,AmmoUse? Like 0.5, 0.1 etc?

>> No.7939023

>>7936232
This shit is why I don't believe it when people said Bagley had it running at 60fps, the entire port was clearly done like complete shit from top to bottom. People look at Carmack saying "In retrospect, I should have allowed for more experimentation." as if it was a complete concession towards Bagley's claims and that they were totally accurate.

In Bagley's defense, the Saturn wasn't the most well suited for these kinds of games, and there was poor support for devs. If anything, Lobotomy Software's efforts are all the more remarkable.

>> No.7939024

any doom mods that have a burning oil mechanic?
like, shooting oil anywhere then set it on fire?

>> No.7939032

>>7938981
dorohedoro

>> No.7939035

>>7939024
How do you shoot at oil in a game where you can't aim down?

>> No.7939038

>>7939023
Without seeing a build that actually uses proper Saturn hardware acceleration the way he said it did, we'll never know.
This is clearly a build made after Carmack's "render the game my way" mandate, so if the final runs like shit, clearly this particular prototype is gonna run like shit, too.

>> No.7939040

>>7939035
with weapons that fire in an arc

>> No.7939043

>>7939038
The fact that it's dated so far back suggests that extremely little work was done to the port considering how close this beta is to the release. The fact also that the sound handling of this port is completely potato also suggests to me that not a lot of effort was put into it by anyone who could code.

>> No.7939049
File: 428 KB, 3731x1449, commandos.jpg [View same] [iqdb] [saucenao] [google]
7939049

>>7938983
Got my commando grunts animated and setup with a few different skins. Want to do backpack and grenade belt versions as well, but I should really get busy with the start map.

>> No.7939053
File: 2.12 MB, 800x450, are you threatening me.webm [View same] [iqdb] [saucenao] [google]
7939053

>>7938983
I added some tremors while Kustam's under the effect of the haste potion, and now you can only do fast kicks during this buff. I keep picturing him becoming like Cornholio when hopped up on this.

>> No.7939056
File: 57 KB, 432x478, kustholio.png [View same] [iqdb] [saucenao] [google]
7939056

>>7939053
also a friend drew pic related because I had mentioned the Cornholio thing.

>> No.7939067

>>7937619
Without knowing anything about QuakeC, you couldn't include code to cause the projectile to only explode on contact with != monster_* entities?

>> No.7939081

>>7939019
gzdoom.pk3 says

>int AmmoUse1, AmmoUse2;

So, no.

>> No.7939084

>>7939053
Great stuff my dude. Just out of interest, how are you producing the haste effect?
I ask because I have an idea for a powerup with a similar effect.

>> No.7939085

>>7939024
there's... this
https://www.youtube.com/watch?v=YVPRzcoDA7k

>> No.7939087

>>7939049
these will be available for all mappers to use? Still considering making a map for VR

>> No.7939095
File: 28 KB, 844x492, ACS is useful like that.png [View same] [iqdb] [saucenao] [google]
7939095

>>7939084
That's really simple actually, I have an ACS script running that's checking for my speed powerup and then it just does the quake effect in pic related. I'm not sure if you've fucked around with powerups before, they can be a little weird, also make sure you define your own silent sound in your SNDINFO too

>> No.7939097

>>7939056
>Tim Follin
Wonderful.

>> No.7939101

>>7939095
Thanks, but I must apologize, I was a bit unclear - I meant how you are producing the actual speedup effect. As a matter of fact, I even have a quake effect already built into a weapon.

>> No.7939104

>>7938686
I'll do my best anon, I wanna make this thing so fucking good as possible and I hope other anons can join when the project starts.

>> No.7939105

>>7939101
Now when you say speedup effect are we talking about all of the attacks getting faster? Because that's me checking for the powerup in the weapon's code and jumping to a new state where everything is faster. I have to do it this way due to the Gordian knot bullshit I use on my weapons.

>> No.7939107

>>7939067
To not explode? Yes. To not collide with the bounding boxes and avoid doing weird shit in the air for a few seconds? Seemingly not, but then again I'm still pretty new at this. I'll give it a try if there's time, but I don't see the issue with how it is currently since the impact explosion is bigger anyway to compensate (at least I'm pretty sure it is).

>>7939087
Absolutely. I just gotta work out a few animation issues and add a couple more skin mix-matches and it will be up on the Mega later today.

>> No.7939112

>>7939105
Ahhh ok I suspected that, I just thought maybe there's an easier solution than having new states. Thanks m8

>> No.7939130
File: 1.64 MB, 1280x720, presets.webm [View same] [iqdb] [saucenao] [google]
7939130

>>7938983
visual presets.
there's one more since this video was taken this morning so it goes
vintage (somewhat close to vanilla)
vintage+ (double resolution from vanilla, and widescreen, otherwise the same)
retro (high res, still software mode, but with some fancy effects like decals and such)
modern(hardware with same effects as retro, but also brightmaps)
modern+(BLOOM, AO, TEXTURE FILTERING,ALL THE FIXINS)

Still tweaking them. The UI bugs out a tiny bit when you hit the vintage setting, so I might end up putting a background on the menus when you open them up to hide that (or i might just ignore it). There's no other way around it without doing what vanilla essence does and plopping in some shaders, but that's another hurdle I don't want to build for myself. Have enough to do as-is.

>> No.7939134

>>7939130
oh, modern mode also has AO atm apparently... May or may not change that.
deciding if I want AA on modern and super sampling on modern+ or what. choices.

>> No.7939136

>>7939107
But isn't that how vanilla nades already work?

>> No.7939163

>>7938064
Friendly reminder you don't have to play every level of every wad ever made. Something like Fava Beans, where it's obvious you won't learn anything, you can skip. Fava Beans is good as a piece of history, but it's not a wad that'll improve your skill so you can skip stuff like this for the list

>> No.7939168

>>7939081
you didn't get it
I mean if I can make the gun spend a fraction of a number as ammo
not if I can do AmmoUse0.5 but AmmoUse1: 0.5

>> No.7939170

>>7939168
You mean if you can call the ammo literally "0.5"?

>> No.7939174

>>7938903
Bad idea. Those custom sprites are called by the custom dehacked, and deleting sprites that have no replacements causes really weird stuff. I had ONE frame that called a sprite that didn't exist and it caused the player chaingun sprite to appear randomly on the screen when the state was called

>> No.7939176

>>7939136
You know, forget absolutely everything I said:
https://files.catbox.moe/nhhb3d.mp4

I think since the size of the mini-grenade is 0,0,0 they don't have the physics problems I was expecting. Guess you don't know until you try.

>> No.7939178

>>7939170
no, if the weapon can USE 0.5 ammo with each shot

>> No.7939184

>>7939178
Sorry, you totally lost me now

>> No.7939207

>>7937653
Yea I agree, I spent like an hour grinding the demo, and at that point, you're just hoping for good RNG. I'll stick to speedy challenges since speed = skill, but nothing that involves grinding for good damage rolls for example

>> No.7939212

>>7939184
>>7939184
what exactly don't you understand?
I want to know if I can make a gun that expends 0.5 ammo on each shot
that's it, either you're baiting or you're a brainlet

>> No.7939218

>>7939212
>that's it, either you're baiting or you're a brainlet
Ohhhh now I understand, you're just A FUCKING RETARD!
WHAT ABOUT "INTEGER" DO YOU NOT UNDERSTAND?
Let me make it perfectly clear for you:

NO YOU CAN NOT EXPEND 0.5 AMMO BECAUSE AMMOUSE ONLY TAKES INTEGERS YOU DUMB ASSHOLE

That said, instead of asking like a dumbass and then acting like a smug douche you could have just put 0.5 into you code and see if it gave you any warnings when parsing the code.

>> No.7939225

>>7939218
you didn't understand a simple question, don't act like you're not a fucking brainlet

>> No.7939228
File: 329 KB, 1662x718, 1615809694258.jpg [View same] [iqdb] [saucenao] [google]
7939228

>>7938983
First time trying to make a 3D map and a custom monster. TrenchBroom's interface is friendly, so far.
Trying to make the map for Violent Rumble, but it will probably not be finished before the deadline.
Learning is fun, though.

>> No.7939235

>>7939225
Okay listen here you little shit, I gave you the answer already in >>7939081. Sorry if I didn't spell it out for you, I thought having an "int" in front of the property was enough, but but since YOU are the brainlet, you actually thought that "AmmoUse1" meant "use 1 ammo". And apparently you didn't see the "int" in front of those, because obviously you're not only a brainlet, but also too dumb to read on top of that.
Then again, you're probably just baiting by this point, if you weren't from the start.

>> No.7939241

>>7937328
>>7937380

I've now gone through all the problematic maps without seeing any glaring issues. Please let this be the one.
https://www.mediafire.com/file/1c36swfzpwyt2ol/Quake.7z/file

>> No.7939334

>>7939105
>Because that's me checking for the powerup in the weapon's code and jumping to a new state where everything is faster.
How much does stuff like this impact performance? I know with the player it wouldn't make a huge difference, as they're only one entity making jumps and checks.

>> No.7939397

>>7934608
There is a lot about it that's really good, and plenty that is annoying at best. It's a B+ game.

>> No.7939404

>>7939334
That's a good question, it shouldn't be too awful seeing as the checks are only triggered in the attack frames, otherwise the idle state is just a simple loop.

>> No.7939408
File: 247 KB, 206x178, tenor.gif [View same] [iqdb] [saucenao] [google]
7939408

>>7937127
>Master levels
Save your eyes anon, you don't want to mess with official shovelware (for the most part).

>> No.7939445

>>7935718
>$40

>> No.7939453
File: 54 KB, 299x431, HUMONCULI.png [View same] [iqdb] [saucenao] [google]
7939453

>>7938983
I've FINALLY got this homunculi of a map done. It took me WAY longer than I wanted to spend on it, but now I just need to test it, balance it, and light it up.

>> No.7939457

>>7939445
Worth it. $70-something in todays money. My father ordered Doom for me back in 1994.

>> No.7939465
File: 120 KB, 1920x1080, pentagram geometry.png [View same] [iqdb] [saucenao] [google]
7939465

I wanted to create a large circular room with five doors, and I stumbled upon ancient geometry

>> No.7939502

>>7939453
Holy mother...

>> No.7939507
File: 395 KB, 900x1073, apogee.jpg [View same] [iqdb] [saucenao] [google]
7939507

>>7939445
Speaking of shareware; anyone here remember browsing the software (or books in some cases lol) section of department stores on a friday or weekend with the family and taking PD / shareware CDs back home with you? My dad bought those every month. Tools as well as games. I later figured it was a ploy to get me busy and out of the way of my parents. :DDD

>> No.7939531

>>7939507
Bio Menace and Halloween Harry were good shit.
Hard as balls and Halloween Harry's map design was pretty confusing at times, but i liked it way more than Duke 2.

>> No.7939568
File: 33 KB, 697x587, pentagram.png [View same] [iqdb] [saucenao] [google]
7939568

>>7939465
This is way easier. Length of one side of the pentagon = radius x 1.1756

>> No.7939639

You humor me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.7939640

>>7937348
>HURRH

>> No.7939648
File: 163 KB, 1210x768, copyright claims.png [View same] [iqdb] [saucenao] [google]
7939648

Alright, I'm back from my ban. I was dicking around with Nightbot, so you guys can now request music. I'll probably add more commands later. Also, if you aren't watching me play with an adblocker, you should do that.

So, which shitwad will we dive into today?

>> No.7939668

>>7939648
what about Ultimate Simplicity?

>> No.7939675

>>7939668
Sure, why not.
>https://www.youtube.com/watch?v=lQsJMm8NyA4

>> No.7939678

>>7939648
why did you get banned lol?

>> No.7939698

Dissolution of Eternity got miles better when it finally introduced the Plasma Gun. Fun as fuck to use.
Towers of Wrath was too fun.

>> No.7939706
File: 436 KB, 1920x1080, kmquake2_0000.jpg [View same] [iqdb] [saucenao] [google]
7939706

More Q2 The Return screenshots from Q2Cafe

>> No.7939710
File: 377 KB, 1920x1080, kmquake2_0001.jpg [View same] [iqdb] [saucenao] [google]
7939710

>>7939706

>> No.7939715

>>7938220
I'm teaching a long-time IRL friend how to play HDest soon, I'm hoping I can eventually put together a semi-regular squad without using discord, fuck discord.

>> No.7939717
File: 235 KB, 1920x1080, how.png [View same] [iqdb] [saucenao] [google]
7939717

>>7939568
I figured out how to inscribe a pentagon inside a circle. But now I need to figure out how to inscribe a circle inside a pentagon for maximum symmetry

>> No.7939735

new thread when

>> No.7939736 [DELETED] 
File: 240 KB, 1420x628, ez.png [View same] [iqdb] [saucenao] [google]
7939736

>>7939717
I got it. This distance is equal to the diameter of the new circle

>> No.7939796
File: 347 KB, 1920x1080, Doom E1M1 in Heretic with Quake weapons.png [View same] [iqdb] [saucenao] [google]
7939796

>> No.7939801
File: 172 KB, 300x100, Gordon Freeman enters hollywood holocaust.gif [View same] [iqdb] [saucenao] [google]
7939801

>>7939796

>> No.7939809

>>7939801
>filename
so uh...
Is there an actual HL1 mod containing Duke Nukem 3D maps?
Because that would be neat. I want more crossover mods.

Also, nobody asked, but >>7939796 is
>gzdoom -iwad heretic.wad -file doom.wad HereticMTOTopLoad.wad HereticMTOBase.pk3 quake-dih_3.pk3
https://www.moddb.com/games/heretic/downloads/heretic-to-doom-conversion-mod-version-115
https://www.moddb.com/mods/osjcs-quake-descent-into-heresy

>> No.7939814
File: 20 KB, 436x365, xr9UTL3[1].png [View same] [iqdb] [saucenao] [google]
7939814

>> No.7939838

>>7939814
Reminds me of the controllers from STALKER

>> No.7939840
File: 539 KB, 1600x900, assssssssssssss.png [View same] [iqdb] [saucenao] [google]
7939840

>>7938983
Work in progress, yadda yadda yadda.

>> No.7939853

Are there any cases for not stretching the aspect ratio to 4:3 in Doom?

>> No.7939861
File: 166 KB, 883x778, Untitled.png [View same] [iqdb] [saucenao] [google]
7939861

I inscribed a pentagon inside of a circle that was inscribed inside of a pentagon, that pentagon being the center of a pentaGRAM that was inscribed in a circle, all in the name of glorious symmetry. The narrowest part of the path out from the center is also the width of the central ring

>> No.7939871

>>7939853
"muh pixels" I guess

you can do pixel-perfect 5:6 stretching from 320x200 to 1600x1200 though, which is the one reason I regret having a 1920x1080 monitor instead of 1920x1200.

>> No.7939873

>>7939861
...This is some of the dopest self discovery of math I've seen in a while - good shit anon.

>> No.7939881

>>7939853
everything looks too fat, I'm not a fan

>> No.7939887

>>7939861
autism, but the good kind

>> No.7939903

>>7939881
Like Doom95?

>> No.7939923
File: 7 KB, 640x640, 1597857487946.png [View same] [iqdb] [saucenao] [google]
7939923

>>7939814

>> No.7939931

Is the Unity port on GOG now?

>> No.7939932
File: 2.00 MB, 400x332, 1414202561488.gif [View same] [iqdb] [saucenao] [google]
7939932

>>7939648
Righto, so the first wad was just what passed for good at the time, but ultimately isn't remarkable in any particular way. Eggplant's wad was not bad for a first try at using doombuilder.

As for Straydog, a lot of effort obviously went into the scripting and the whole thing oozes 90's game atmosphere, but it just isn't that interesting. I'm not gonna talk shit about the controls, because that's on me and not the wad. I feel like it needed to change up the gameplay a bit. Add some different types of tanks to use, add some more enemies with unique attacks, maybe use the tiny guys with rocket launchers less often too. I'd rather there be a couple of health drops for the tank than a repair gun which lets you heal it to full. Very slowly. It's also another one of those things where the creator hamfistedly adds a storyline about contemporary politics. I'm not arguing about whether he's right or wrong, but I just don't think a Doom wad where you're trying to entertain people is the right place to put your political opinions.

Anon's out for now. Catch you guys later. I promise I'll fix Nightbot later.

>>7939678
I get autobanned because my IP has a history of sending spam or some shit. Good thing I have a dynamic IP.

>> No.7940001

>>7939408
Jim Flynn's and Cranium's maps are worth a play

>> No.7940018

>>7939648
>>7939932
damn, I missed out on a good time. hope I can make it next stream

>> No.7940057

>>7939453
jesus christ, how long has it taken you?
any screenies?

>> No.7940065
File: 970 KB, 1152x864, sshot379.png [View same] [iqdb] [saucenao] [google]
7940065

>>7940057
I've been working on it since march. It's like a crazy cityscape with a beach on the side.
It doesn't have any lights yet so it looks kinda drab and gray right now, but I'll give you a bit of eye candy anyway, I'll upload a playthrough of it once I finish the lighting.

>> No.7940075

>>7938220
Hideous Destructor really is Brutal Doom for zoomers in 2021.

>> No.7940084

>>7940075
zoomers don't play doom

>> No.7940105

>>7940075
brutal zoom

>> No.7940135

>>7940075
Nah, HD is pure-strained autism that's completely orthogonal to Doom game design, while Brutal Doom is just a caricature. If Brutal Doom is Q3A Rocket Arena, HD is Q3A True Combat or HL1 Firearms.

>> No.7940151

>>7940075
shut the fuck up

>> No.7940168
File: 44 KB, 420x349, 1615356756869.jpg [View same] [iqdb] [saucenao] [google]
7940168

>>7940075
i visited their discord once, it was horrifying

>> No.7940169

>>7940075
Zoomers would get filtered hard by HDest.

>> No.7940172
File: 27 KB, 438x472, 1439270942186.png [View same] [iqdb] [saucenao] [google]
7940172

>>7940168
>That guy who uploads a minimum of 5 Hdest webms a day with touhou music for some reason
Tis a silly place
Also i'm making a new thread

>> No.7940179

NEW THREAD
>>7940175
>>7940175
>>7940175

>> No.7940223

>>7938108
>LOL we fucked up - lets just hope noone gets it right on the first time :)
Simply wow...

>> No.7940229

>>7938839
Kek! Nice find anon

>> No.7940492

>>7940075
If zoomers are getting into tactical shooters and coming back to play Rainbow Six and Ghost Recon more, instead of whining about how Doom and Quake aren't more like an overrated gore mod then I'm fine with that. I've met a lot of friends through tactical shooter groups in Arma and shit, and some of them are pretty young guys getting into it from other games, so I'm 100% all for new people coming into my hobby.

>> No.7940504

>>7938867
I miss him. He was by far a much greater talent than all the other Channel Awesome people.

>>7940492
Lots of zoomers are getting into straight classical FPS as well, there's overlap here. They aren't all clueless, some look for where the real fun is.