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8614880 No.8614880 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8599904

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

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://mediafire.com/file/wuniyrhsjjgq4y8
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
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.8614881

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== NEWS ===
[02-10] Powerslave Exhumed trailer dropped
https://youtu.be/PzaWiD-tjMI

[02-09] Doom Shinobi releases February 13th
https://youtu.be/6ec6FHhHDII

[02-09] Underdark Overbright (with Copper) added to the Nightdive Quake port
https://twitter.com/Quake/status/1491464634913763331

[02-07] DBP43: Japanese Valentines is out now
https://doomer.boards.net/thread/2432/japanese-valentines

[02-01] /vr/ Mondo Project announced
>>8584531

[01-30] John W. Galt has passed away
https://twitter.com/E1M1magazine/status/1487866897551044608

[01-30] ModOhFun! 3.4 - Released
https://darsycho.itch.io/modohfun/devlog/340835/modohfun-34-released

[01-29] Doom Delta version 2.4.0b released
https://forum.zdoom.org/viewtopic.php?p=1211719#p1211719

[01-29] GZDoom engine Beyond Sunset demo released
https://metacorp.itch.io/beyond-sunset

[01-28] Powerslave/Exhumed is coming February 10
https://twitter.com/SVKaiser/status/1486906914017583108

[01-26] Romero's doing a post-mortem for Wolfenstein 3D at GDC
https://www.gdconf.com/news/john-romero-presents-wolfenstein-3d-postmortem-gdc-2022

[01-23] EXODUS for doom released
https://youtu.be/YI6EV7_cv6I

[01-23] GZDoom engine FPS Mala Petaka demo released
https://youtu.be/SHK3Iv71jpY

[01-22] Blood 2 developer disc found
https://twitter.com/benmcoleman/status/1483182402847473665

[01-21] ROTT Remaster delayed to this year, now being published by Apogee
https://www.gamespress.com/en-US/Apogee-Entertainment-Publishing-Rise-of-the-Triad-Remastered-on-PC-Con

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8614908

Are the 1/2/300 minutes of /vr any good? I don't see them get discussed very often

>> No.8614910

>>8614881
>Powerslave/Exhumed is coming February 10
They're streaming it on steam and probably elsewhere right now.
What's the difference between this is and one released by kaiser ages ago?

>> No.8614917

>>8614908
Theyre speedmapping projects. They range from bad to surprisingly decent to actually pretty great, level-to-level. Though there aren't that many outright bad maps, honestly.

>> No.8614918

>>8614917
>Though there aren't any outright bad maps
Conception

>> No.8614927

>>8614918
I said many.

>> No.8614935

>M O O N: ASSHOLE REVEALED

>> No.8614982
File: 178 KB, 626x525, caca.png [View same] [iqdb] [saucenao] [google]
8614982

No cacos allowed into this thread.

>> No.8614997

>>8614908
They're alright for being speedmaps, even has a few pretty good ones in there, including one by Sgt. Mark, and its one of the best maps in those sets.
It's one of the reasons I've always said it would be cool to see him do just an episode of Vanilla/Boom maps, because he'd clearly make a good one.

>> No.8615048
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>> No.8615050

So what are the major issues still left in Blood Fresh Supply that make a source port preferable?

>> No.8615058
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8615058

>nobody hides hot girls in their games and wads ala Duke/SW

>> No.8615074

>>8614910
I'm really interested in how it compares to source ports like GDX and PCE. Is this remaster worth 20 dollars?

>> No.8615092

I've never heard much about MDK. What's the consensus on it? Why do you think it's fallen into obscurity?

>> No.8615106

>>8615058
Ashes has one in a closed bathroom stall.

>> No.8615114

>>8615050
Are you just looking to get into a single Blood playthrough? It’s fine. Are you looking to play Death Wish through it? It’s okay but I wouldn’t recommend it because custom music doesn’t work.
For other custom levels? No, compatibility for it sucks and Atari won’t let them continue fixing it.
It’s just not as strictly vanilla accurate, compared to the two FREE ports. If you’re triggered FS has a bunch of difficulty settings, but GDX does as well.

>> No.8615126

Powerslave, how good is it? That new port looks pretty interesting.

>> No.8615127

>>8615106
What map?

>> No.8615134

>>8615127
The second major one near the beginning, where you first fight mutants and there’s a burger joint.

>> No.8615178

>>8615074
It's based on the Saturn/PS1 versions, not the DOS version, which means it's a totally different (and generally more interesting) game.

>> No.8615183

>>8615126
It's good if you don't mind metroidvania aspects and respawning enemies like Turok.
Not as mindless as something like Doom but it isn't really as difficult or chaotic as Doom either.
I haven't played the new port as I'm poor but Powerslave EX was fun having never played the psx or saturn originals.

>> No.8615191

>>8614885
Do you continue to use a rocket launcher in the middle of a fight when a pain elemental and lost souls show up?

>> No.8615195

>>8615191
I hope he was talking more about the weapon switch “””combos””” and animation cancels, less about using the appropriate weapon for the right situation.

>> No.8615202
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8615202

>>8615191
Yes

>> No.8615205

>>8615191
Switching tactics due to situational changes is not the same as making your gameplay loop motto be "if I'm pushing buttons, I'm having fun". The aggression required by the game is wonderful but that statement and the obnoxious way its forced upon the player is bullshit. Doom has never been about changing weapons every 30 seconds or frivolous button mashing. It's a very adhd mentality.

>> No.8615212

>>8615191
Lost souls are bullshit too. Ita a fucking skull. There's no way its a threat after 1 12 gauge shot. The 2 shot requirement is retarded too

>> No.8615219
File: 95 KB, 407x593, 1216_20220131050634_img_2_Jqn5CyQ6OrLs2cXegAabe9lCgPiMsiR0M4vMq9I4qSmgu78Q6ZsaWRc2g9CMhUCs.jpg [View same] [iqdb] [saucenao] [google]
8615219

This looks really familiar

>> No.8615253

>>8615205
This puts into words one of my main gripes with eternal. You're not switching weapons because you want to, you're switching weapons because you have to.
>>8615219
HUUH?

>> No.8615259

>>8615212
>Ita a fucking skull.
its a fiend from hell thus not just a skull of a human dangling from a rope like some marionette. Its a foul monster.

>> No.8615283

>>8614982
>"I'm not allowed to talk about those holes."

Makes me laugh every time I remember.

>> No.8615290

>>8615212
If you look at their scale it's a 5 foot tall flying flaming skull.
They actually carried that through in Doom 3 even. They're actually pretty large there too. Maybe 4 feet tall.

>> No.8615296
File: 93 KB, 407x593, 1216_20220131050602_img_2_SHxoVmcQSoU8dXil5AyWBdtXfUWR7JyPRm1kMUyf8IbadABW8xt9QcUvuoAryy4F.jpg [View same] [iqdb] [saucenao] [google]
8615296

>>8615253

>> No.8615313
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8615313

>>8615296
>>8615219
i was gonna say "it's either coincidental or a bit of a stretch, because hexen is not that popular in japan, let alone most fps games at all" but the first person prespective may be why

>> No.8615320
File: 95 KB, 407x593, 1216_20220131050655_img_1_6zWQRb7ufIE5uIlV2Wm3BRu6NsxCljUfYowoFrWjyaeihF1XccQbr8V3qG5RpNvC.jpg [View same] [iqdb] [saucenao] [google]
8615320

>>8615313
i would say too much coincidence

>> No.8615349

>>8615219
>>8615296
>>8615320
You really underestimate how big the PC FPS scene was in Japan, and how well received doom 64 was there.
Dwango was popular in japan.

>> No.8615350

>>8615212
>The 2 shot requirement is retarded too
I’m sure you’re thrilled when RNG dictates that they survive that second shot.
>>8615253
>You're not switching weapons because you want to, you’re switching weapons because you have to
The memed up and standard response I see to this is this:
>”but you don’t have to deal as much damage all the time”
Which is 100% true, and 100% completely missing the point.

>> No.8615381

>>8615313
They have a surprisingly very small but very niche pc scene that lives adn breathes western games, from city builders, rtses, fps and skyrim boobies and anything weird and pc centric.

Saw a japanese streamer one time get his head around Kenshi and was constantly being blown away by the weird freedom of the game.

They are going to get surpassed by korean and chink pc games very fast.

>> No.8615428
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8615428

>>8615134
Not that anon but you mean the low resolution one which seem to be nude right?
Nah the dev has his heart in the right place he has other grills in there.

>> No.8615478

>>8615428
Why the “nah”? Does the nude stall poster not exist?

>> No.8615484

You know what would be amazing a full conversion like Ashes with HD gameplay, I know coop is already amazing in HD since you can just jump into any doom map and have a shot.

One of these days I have to try HD in coop.

>> No.8615497

>>8615484
Ashes has sterilized maps you can play with HDest, but I'm guessing you want a matching roster of drug-fueled bandits and toxin or acid-spitting mutants rather than zombified jarheads and fire-slinging demons, yeah?

>> No.8615507

>>8615497
Sure I tried it in freedoom as well and its a bit of an eye opener for me. Not for everybody but its survival horror reborn in its core.

>> No.8615513

>>8615484
Are there any groups or ways to play coop with /vr/?

>> No.8615516

>>8615497
>Ashes has sterilized maps
i god damn love how this is a thing in the Doom community. Some people really go out of their way to make sure their mods and maps are compatible with other mods in a modular fashion.

>> No.8615521

>>8615513
I have no idea. I want to try one of these days, I hear its hell to setup but fuck i used to play some pirated games in tunngle.

I saw some vids and its seems immense fun. Taking each map as a challenge.

>> No.8615536

>>8615513
AFAIK, /vr/ only plays together with Zandronum. But you can't play HD in there.

>> No.8615545

>>8615513
You could just ask. Problem is not many people here know how to host GZDoom. But if you do, then that solves half the problem

>> No.8615565

>>8615513
There are a couple of groups of /vr/ users I know of that play hdest coop, but there's not a /vr/ hdest coop group.

>> No.8615582

>>8615536
>plays together with Zandronum. But you can't play HD in there.
Who's fault is this?

>> No.8615586

>>8615253
depends on encounter intensity, whether youre playing modded content, and difficulty setting. you would have to be terminally retarded to play on nightmare and expect the game to still let you do whatever you wanted at any given moment
that being said most of the time you can subsist entirely on SSG and RL/ballista with ease if you aircamp and dont let nobles and cacos blindside you. you can 2-shot stagger mancubi and 1-shot stagger revs at a reasonable distance with it. its tons of fun

i've done mobile turret only TAG 1 for shits and giggles on UV and had my brain turned off throughout except for the buffed marauder enc. that one sucks if you dont play by its rules.

>> No.8615610

>>8615586
>enemy weaknesses and weakpoints
Cool, wonderful additions.
>refires and reloads that still only exist to be cancelled
Not so much, that and it was snappier in 2016.

>> No.8615623

>>8615610
>Not so much, that and it was snappier in 2016.
Except you couldn't reload cancel in 2016 the same way you can in Eternal. Fast weapon switching was negligible in that game and you couldn't even make full use of it unless you knew very specific combos that let you spam 4-5 weapons in rapid succession like Clockner did, which funnily enough I suspect is the reason why he didn't like Eternal as he could no longer show off how fast he could make the geriartric-pace gameplay look since everyone could attain the same level of proficiency from the word go.

>> No.8615641

>>8615381
Isn't Kenshi really popular in Japan?

>> No.8615648

>>8615641
Well yeah popular amongst a very hardcore but small pc gaming scene. To them the western chaotic indie scene must feel like mana from the skies. Also rimworld etc.
I saw one also playing jupiter hell recently.

>> No.8615657

>>8615610
>Not so much
wait so which point are you trying to make? how it sucks that eternal asks you to change weapons constantly or that the reloads suck as they only exist to be cancelled according to you? because they contradict one another... also the latter aint true and wasnt part of your comment originally

>> No.8615661
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8615661

>> No.8615689

>>8615582
Yours for not making a ZScript compatible multiplayer fork.

>> No.8615712

>>8615381
You got a link to whoever that streamer is? I'd like to see that

>> No.8615715
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8615715

>>8615689
>ZScript compatible
Zandybam isn't even fully decorate compatible. I want to play some fucking yole mods.

>> No.8615717
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8615717

>>8615349
Obligatory

>> No.8615727

>>8615513
You pretty much need something like Discord for HD co-op. Even if someone were to host a game here, just getting desyncs sorted out would be hell.

>> No.8615730

>>8615727
We did manage to host some bloodbath games, so GZDoom multiplayer isn't entirely out of the question.

>> No.8615731

>>8615712
No one in particular just search randomly twitch, and on some days and you can find anything really.

>> No.8615741

>>8615623
>Except you couldn't reload cancel in 2016 the same way you can in Eternal.
Yeup. They standardized it and made it slower. No more internal cooldowns to encourage swapping beyond two weapons.
But I’m not too disappointed considering how many good and bad things 2016 provided, so it would only make sense for their sequel to take steps forward and back.

>> No.8615758

>>8615657
>or that the reloads suck as they only exist to be cancelled according to you?
There’s not any point to firing the super shotty, rocket launcher, or ballista consecutively if you’re not utilizing their altfires consecutively.

>> No.8615759

How's the Powerslave remaster?

>> No.8615762

>>8615759
oh shit i didn't know it was out

>> No.8615774

>>8615741
>No more internal cooldowns to encourage swapping beyond two weapons.
You can, though. PB -> SB -> RL -> Ballista/SSG -> melee -> CG shield is one I personally main. Modswap cancelling is also a common strat used among high-level players to make switching to and fro faster across the board.
>internal cooldowns to encourage swapping beyond two weapons.
Technical oversight. DKSMS + LOB alone is enough to melt through everything in the game and that barely involves QSing.
>>8615758
The RL is a great mob clearer and the default ballista deals extra DMG to flying enemies.

>> No.8615789

>>8615774
>You can, though
It was faster and snappier going through multiple weapons in 2016, though.
I think I saw a faster swap mod on the Nexus that I might pair up with an AI_haste setting.
>Technical oversight.
Lol.

>> No.8615809

>>8615789
>It was faster and snappier going through multiple weapons in 2016, though.
I didn't contend that. I simply mentioned it was ineffective compared to the most disparagingly broken combo in the game, easily replicable so long as you hold down altfire. QSing was just extra steps to crowbar in style points in a game where your movement was severely inhibited and the AI was dumb as rocks.
>Lol.
It was, though. Much like how QSing was an oversight in Eternal and only officially adopted after players complained they had removed PB quickscoping for balance reasons in BM. They then 'officially' reinstated it in the form of a tutorial for the Marauder (think the idea originally was to have an SSG joust with him, if only he weren't so fucking boring in 1v1 scenarios).

>> No.8615815

>>8615774
>The RL is a great mob clearer and the default ballista deals extra DMG to flying enemies.
What kind of mobs are you referring to “clearing” that can’t be cleared with combat grenades, and why wouldn’t you slide some quickscopes inbetween ballista blasts?

>> No.8615825

>>8615815
>What kind of mobs are you referring to “clearing” that can’t be cleared with combat grenades
The kind surrounding a heavy you want to delete ASAP, that grenades aren't fit for as they aren't as hard-hitting. Also, LOB.
>why wouldn’t you slide some quickscopes inbetween ballista blasts?
I mean, if you want to? Doesn't really undo my point.

>> No.8615828
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8615828

I thought this was a RETRO shooter thread, not a nu-FPS thread!

>> No.8615834

>>8615828
Yeah, it's just these threads have gotten slower by the day as of late and I haven't been here since 2017.

>> No.8615840

>>8615828
Nu-doom seems to be the exception to the rule. Which is fine, I guess, because the discussion about it here isn't pure AIDS like it is on /v/

>> No.8615845

>>8615828
Letting the thread veer off course now and then isn't a big issue. This place will always be Doom first.

>> No.8615863
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8615863

>>8615834
>2017
where does the time go?

>> No.8615864

>>8615863
Next month is /vr/'s 9th anniversary. It also falls on a Friday so we'll play something special.

>> No.8615903

>>8615661
>fine used dosbox
The lament of being unable to configure a sourceport

>> No.8615909

>>8615825
>Doesn't really undo my point.
Was your point just that ballista deals extra damage to fliers and the rockets hit harder than grenades? Mine was that there’s no reason to use the normal fire consecutively on the major weapons.
So why would you NOT want to be doing that in-between ballista shots and missiling that heavy that needs to die ASAP?
>LOB
>>8615758
>if you’re not utilizing their altfires consecutively.

>> No.8615997

>>8615909
>So why would you NOT want to be doing that in-between ballista shots and missiling that heavy that needs to die ASAP?
This is in the context of casual play where you're not going to be jumping around like a madman endlessly spamming weapons. Sure you can throw in a stray rocket or PB blast but few things in the campaign will demand that much firepower to boot. Sometimes it's best to save yourself the tedium of running out of ammo for some weapons and being forced to restack. If you want to kill shit faster using just one weapon, that's usually where punchswaps come in.

Seriously, more people need to get in on SSG punchswaps. Melting a cybie in less than 5 seconds is just, oh God it's too good.

>> No.8616006

>>8615997
>This is in the context of casual play where you're not going to be jumping around like a madman endlessly spamming weapons
Why would you assume that? Assume the player is good or trying to be good.

>> No.8616016
File: 623 KB, 294x232, 1616667439580.gif [View same] [iqdb] [saucenao] [google]
8616016

>>8614880
>the wedding band
every time

>> No.8616023

>>8614880
Dare I say, goatse.cx reference

>> No.8616025

>>8616006
Meaning I could see it during high-level play in custom MLs but both the campaign and TAG 1 and 2 can be easily conquered without QSing to such a degree, unless you're starting out fresh in a new save at which point you'd spend longer trying to unlock masteries, sniping weakpoints and such. The game just doesn't hit very hard outside of the first 4 maps due to a lack of resources and low stack.

>> No.8616035

>>8615114
>Death Wish music in FS
I've gotten this to work —the download comes with a README for setup. You might have to turn on CD Music once you're in the game.

>> No.8616046

from experience, you can play eternal whichever way you want so long as you remember staggers and have a modicum of muscle memory for target prioritization
all you really need to do is watch out for enemy melee and CC

>> No.8616048

>>8616025
>both the campaign and TAG 1 and 2 can be easily conquered without QSing to such a degree
But there's no reason you shouldn't want to work towards it. It's not like the super shotgun reloads as fast as a swap, any time spent seeing its reload animation is better spent shooting something. Saying "quickswapping is optional" when you're getting better at the game is bad advice.
>>8616035
It's a smooth setup on older FS versions.

>> No.8616065

>>8616048
>But there's no reason you shouldn't want to work towards it.
Yeah, absolutely, and I would argue it's way funner than just spamming one weapon only since the game is clearly intended for it what with the low ammo pools and the enemy weakpoints/weaknesses. All I'm saying is that it is, as you mention, something you work up muscle memory towards instead of it being enforced from the start as the defacto way to play, which is why I brought up the Marauder QS tutorial as an example of something they iterated on only after QS was discovered.

I'm not saying you would be better off with it or just not bother, just that there's more methods to the madness than it appears if you're skilled enough. Maining only one weapon in DE is perfectly doable if you know what you're doing, just not encouraged, and also might end up in you hitting a wall simply because you're trying to fit square pegs into round holes. What some might would argue though, is that pulling it off without dying AND making it look good is a bigger feat than just PB + RLing everything until it drops.

>> No.8616098

>>8616065
>and I would argue it's way funner than just spamming one weapon
That's a weird extreme to pull out of nowhere. But I would be curious to see how the next Doom would be if the refire of these major weapons were as fast as the swaps between them.

>> No.8616150

>>8615349
DWANGO wasn't just popular in Japan, it still exists
it runs NicoNico (basically Japanese Youtube) and owns Spike Chunsoft, although it's now a subsidiary of Kadokawa
https://en.wikipedia.org/wiki/Dwango_(company)

>> No.8616160
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8616160

>>8615349
>and how well received doom 64 was there.
it had a kickass ad, but is there more of a source to this?
and does anyone have the link to that JP review of Shadow Warrior?

>> No.8616165

>>8616098
>That's a weird extreme to pull out of nowhere.
All I'm saying there isn't much truth to the claim that there is no point in using the same weapon for long periods of time considering QS was literally a technical oversight in both games, not an intended feature. Whether that's more or less fun is up to the person playing but 99% of the playerbase will agree QS is more fun myself included.

>>8615349
>and how well received doom 64 was there.
I thought Doom games were known to perform poorly over there?

>> No.8616176

>>8616160
also Dwango owning NicoNico makes HFFM even funnier in a meta sense, since it's a Doom megawad based off of a meme from a Japanese site owned by a company that spun off from the big Doom online multiplayer guys from back in the day

>> No.8616180

>>8615290
>They actually carried that through in Doom 3 even
Which is weird because you watch it pull of that ladies body. At what point does it just scale increase in size?
>>8615259
This makes more sense but i feel like it's a meh answer. It's not wrong by any stretch it just rains on my hate parade and I refuse to let it. >>8615350
>I’m sure you’re thrilled when RNG dictates that they survive that second shot.
Berserk is my other rng bitch with that subject of taking extra damage. I hate the fist. Especially in boom. Gzdoom makes it better but boom fist is gay fist

>> No.8616198

>>8615195
This is exactly what im talking about. Although I 100% admit that >>8615202
Is the only correct answer.

>> No.8616201

>>8616165
check dondeq2's page about the japanese FPS community, you will be surprised.
and they even made some good shit on the run for Q1,Q2 and Q3A

>> No.8616205
File: 198 KB, 1200x1200, 1644283433949.png [View same] [iqdb] [saucenao] [google]
8616205

>>8616165
I think you misinterpreted the initial post, then, since there is every reason to be working towards swapping at the end of your rl/ssg/ballista shots. Whether or not 99% of the playerbase likes or hates it is irrelevant.
>>8616198
>>8615202
I can concede to this.

>> No.8616225

>>8616205
>since there is every reason to be working towards swapping at the end of your rl/ssg/ballista shots
You do get more mileage out of the game's combat that way, but where it actually matters most is on superheavies and bosses for obvious reasons, not so much everything else unless you were surrounded at which point ice nade + BP + DB will most likely be your choice.
>Whether or not 99% of the playerbase likes or hates it is irrelevant.
It is to my point that the game can be played whichever way you want, but there's a reason why QS is so revered and popular.

>>8616201
I was aware of JPCP from years ago, not much else. Neato.

>> No.8616227

>>8615513
>>8615521
>>8615727
https://discord.gg/pA2CXUkYyk
Just whipped this up. Basically a cut-down version of the HD server just for /vr/.
>discord
I don't like it any more than you do, but it's well-suited to the purpose.

>> No.8616234

>>8616227
>I don't like it any more than you do
You use it at all, I guarantee you like it more than I do. I've already got an Hdest group though, so whatever, hope this helps some people find games.

>> No.8616245

what are my options if I want to play quake with other people
is it just buy quake live and join servers?

>> No.8616251

>>8616245
Depends on what quake you wanna play. Quake 1's port has multiplayer and crossplay support. You can also use ezquake which is fairly active last time I used it. Quake 3 still has servers running. Not sure about the others.

>> No.8616254

>>8616227
>>discord
Why not qtox or telegram?

>> No.8616267
File: 29 KB, 640x480, e2bd50f06942e4da652658e9d8d42d37.jpg [View same] [iqdb] [saucenao] [google]
8616267

>>8616251
just quake 3

>> No.8616273

>>8616267
Well, you just gotta get the game running and join a server of your choosing

>> No.8616276

>>8616225
>but there's a reason why QS is so revered and popular.
Most do like it, but it’s an especially odd appeal to majority considering that most of the playerbase seems to subscribe to “”Doom lore enthusiasts””, lap up Daisy memes, and seem to applaud the lack of official mod support. It’s also a blatant given you can play how you want, just that there’s no reason to put zero effort towards swapping faster if you’re aware of it. People are switching through guns already and it’s just doing that faster.

>> No.8616290

>>8616251
Q2 still has servers running, but is mostly a few autists like Q1 before remaster and tastyspleen guys

>> No.8616325

>>8616276
I don't see how any of that is in relation to what I said, but I can tell you right here and now the part of the community that's fully invested in the lore, the memes, and 'applaud the lack of official mod support' by this point exist completely independently of the one actually playing and modding the game. Especially the latter. Getting to know the ins and outs of md6def is the next goal and there's some steps being made towards model importing/swapping, sound modding, texture edits, etc.
>there’s no reason to put zero effort towards swapping faster if you’re aware of it
Again, yes. But there's also more to the gunplay than just swaps. Sylar for instance has by now 20-ish videos covering weapon tech that you can use in conjunction OR independently of combos, and a sizeable chunk of the stuff he's discovered involves individual weapon usage. Double LOB for instance might just be the strongest exploit in the game and it doesn't involve QSing outside of the starting PB blast. It's actually kind of interesting.

>> No.8616328

>>8616227
>discord
I'll hard pass but good luck.

>> No.8616335

>>8615381
For what it's worth I've noticed Doom (both the originals and the new ones) is rather popular with those new vtubers everyone's watching.

>> No.8616341
File: 31 KB, 264x392, doomguy3.gif [View same] [iqdb] [saucenao] [google]
8616341

>>8615661
>ass post

>> No.8616361

>>8616254
Give me the QRD on them.

>> No.8616362

>>8616234
Do you mind sharing how? Is it your friends? It's rare as fuck to find anybody at all let alone people you already know to play a tactical mod of a 25 year old game together. It's like a niche within a niche within a niche.

>> No.8616365

>>8616325
>But there's also more to the gunplay than just swaps
Very irrelevant and not enough to warrant the rest of what you posted. Sorry this dragged on so long.

>> No.8616374

>>8612619
>>8612627
>>8613272
I had no idea an anon was actually making pages on the Doomwiki - Cheers buddy. The big omission so far is there's no page for 2048 units - we have pages for 100, 200 and 300 minutes but none for 2048 units.

>> No.8616382
File: 2.98 MB, 960x540, 1625975901748.webm [View same] [iqdb] [saucenao] [google]
8616382

>>8616365
No worries, thanks for keeping it civil. To summarize: if you're going to put in the effort to play the game better, learning to sort out the enemy AI, aggroing, weapon tech and aircamping will be more critical to your survival than QS/anim cancelling. Both are more fun to play with, and both yield good results even in their most basic shape, but you can subsist without either, and are but the peak of the iceberg.

To keep it retro FPS related, here's a webm of an E1M1 speedrun I did years back.

>> No.8616403

>>8616362
This is going to identify me hard but what the hell:
>Someone posts here that he's streaming HDest with a group of people
>I track down the stream and give gameplay tips in the chat
>Eventually get invited to join the group after catching enough streams and giving enough advice to border on backseat gaming

>> No.8616432

Does using dirty syringes on your friends actually risk anything in HDest? Never seemed to do anything.

>> No.8616435

>>8616382
this is the gayest video I've ever seen in my life, and I watch gay porn

>> No.8616443

>>8616435
So it gave you as much pleasure as an assfuck, good to hear.

>> No.8616460

>>8616432
Actually, another question: how does disarming ammo boxes work? Do I tap use on it until something happens, or do you tap once and wait like it's a process?

>> No.8616468

>>8616432
Nah, it's just for flavor.
>>8616460
Tap slowly 16-20 times, then it can be assumed as safe as possible, double-tap to open (sometimes rarely still not safe)

>> No.8616478

>>8616468
Cool, thanks. While you're here - how do I operate a Thunderbuster?

>> No.8616484

>>8616382
>To summarize: assumes new Doom advice
What a sad note to end on.

>> No.8616495

>>8616478
Point it at a hard surface a safe distance away (map geometry or enemy with metal or bone), and hold the fire button until big boom, then the area will spark for a while, these sparks deal heavy damage. Altfire is a scatterblast that works as a flamethrower of sorts, directly cooking what you point it at, but the range is more limited, still keep a safe distance though.

>> No.8616512

>>8616484
It's quite simple, if you're going to get better at the game there's more things to learn than simply QSing. Now I'd be interested in knowing where in 'new Doom' (just in general) was aircamping and enemy faltering ever a thing before Eternal came around since you claim my knowledge is standard across both games.
I don't know what got into you all of a sudden after a whole afternoon spent just talking. I don't know what you expected would happen, but I'm sorry it didn't if it helps.

>> No.8616529

>>8616478
Not him, but just hold down fire aiming at a wall or target from a reasonable distance. You'll/ want to either duck or remain completely stationary and wait til you hear the adjusting 'click' indicating you can fire without recoil to make your shot land where you want it to. I don't remember whether it dealt kickback DMG like the Bronto does but it's best to play it safe just in case.

>>8616484
The post where you lumped the meme-infused, lore-addicted portion of the DE community with the one actively playing and modding the game claiming they must love not having modtools in response to a comment that explained the same fucking thing to you for the 5th time over was worse.

>> No.8616570

>>8615183
The enemies only respawn when you re-enter a level. They dont constantly emerge from the fog like Turok.

Anyways... Anybody seen a Mega for the new remaster?

>> No.8616594
File: 80 KB, 634x636, 1643526664582.jpg [View same] [iqdb] [saucenao] [google]
8616594

Psst, hey kid, wanna try a mod?
>https://litter.catbox.moe/dc6bqs.pk3
So, for the next 12 hours this link is going to have an in-test version of Babel with the changes I've been working on. It's still mostly the same as it was before, but obviously has some polish and bugfixes. Try it out and see if you can get it to crash or really bug out. I'm doing my own playtesting right now but I'm not dumb enough to think I can catch everything.
Also pls remember that you can turn off/on many visual and sound effects in the options, so if you hate the new monster pain sounds or want zero visual recoil on weapons, there are options for that.

>> No.8616630

>>8614982
HE'S GONNA BLOW!

>> No.8616643 [SPOILER] 
File: 675 KB, 1210x700, 1644551642051.png [View same] [iqdb] [saucenao] [google]
8616643

>>8616630
BBRBRRRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPFFFFFFFFTTTTTTTTTTTTT!!!

>> No.8616647
File: 3.36 MB, 498x280, kaboom-boom.gif [View same] [iqdb] [saucenao] [google]
8616647

>>8616643

>> No.8616661

>>8616594
One immediate tip: doesn't work with the latest GZDoom's zoomed in start menu, which is enabled by default in Miscellaneous Options -> Disable Clean Menu Scaling -> On. GZDoom only changed this recently so you might want to look into this.

>> No.8616662

>>8616661
Well fuck, I am targeting 4.2.0+. That fucking chicken man fucked me again I guess.

>> No.8616665
File: 4 KB, 100x100, avatar.png.109e43f9d1305aaec7a54e741526b9e1[1].png [View same] [iqdb] [saucenao] [google]
8616665

>>8616662
I exist to make your life hell. Go fuck yourself. You deserve it.

>> No.8616669

>>8616665
Oh my fuck you have to click "Full Options Menu" now too? What the actual shit is Graf even thinking with these changes?

>> No.8616683
File: 1.77 MB, 3204x1860, menu scaling.jpg [View same] [iqdb] [saucenao] [google]
8616683

>>8616661
So wait, it doesn't look like this for you in GZDoom 4.7? This isn't exactly ideal, but I wouldn't call it broken. Or did you mean how the mod's options don't show up in the simple menu?

>> No.8616690

>>8615381
We do have Japanese Doom Community Project, made by a bunch of nips who love the game. Pretty good set of levels, it's interesting how different they feel from typical western mapsets.

>> No.8616696

>>8615058
What's stopping us?

>> No.8616697

>>8616683
I just meant that after you start a new game the difficulty selection gets cut off.

>> No.8616704

>>8616697
I didn't have that happen, can you take a screenshot so I can see what you mean? I might just put an upper version advisory on the mod again, but I'd prefer not to.

>> No.8616720

>>8616704
I just left my desktop PC so I can't get you that screenshot right now, sorry. On a default GZDoom installation it was just changed so that the text on the menu and difficulty selection is enlarged to be closer to vanilla Doom. Try to select the difficulty on a 1080p screen and the lowest difficulties should be cut off

>> No.8616724

>>8616690
the "cultural flavor" of the maps make me really wish more japanese people made fps games,cause they would probably be really good.

>> No.8616737
File: 486 KB, 535x895, cacoshirt.png [View same] [iqdb] [saucenao] [google]
8616737

>> No.8616738
File: 937 KB, 1924x1140, scaling.png [View same] [iqdb] [saucenao] [google]
8616738

>>8616720
I'm not seeing it in 1080p, but maybe there's something I'm doing wrong. Part of the message on the class select gets cut off though. Might have to fiddle with that and make it work like the tip message. Regardless, I'll look into the best way to either unfuck the scaling without changing version compatibility or inform anyone running a thoroughly graf'd version of GZDoom to change the scaling back to normal.

>> No.8616751

>>8616594
ran through 3 levels, didn't find any issues on my end

>> No.8616758

>>8616751
Thanks for testing it out.

>> No.8616771

>>8616737
I love caco.

>> No.8616792

>>8616737
nice arms, bro

>> No.8616801
File: 6 KB, 468x495, *DINK DINK DINK*.png [View same] [iqdb] [saucenao] [google]
8616801

Doomguy would like to propose a toast! What will he say?

>> No.8616805

>>8616801
unf

>> No.8616809

>>8616801
https://www.youtube.com/watch?v=UhVHp1cFTTc

>> No.8616810

>>8616801
>FUCK DEMONS
>FUCK HELL
>FUCK UAC
>FUCK MY COMMANDER
>FUCK TELEPORTATION
>AND FUCK JANNIES

>> No.8616876

Now that Powerslave Exhumed is out what's left on the retro fps remaster pipeline? I know Nightdive has Sin and System Shock 2 still upcoming

>> No.8616883

>>8614880
What is the exact maximum damage that a rocket can do in Doom? (Once you include direct+splash)

Decino's video says it's 280, other sources say it's 277, others say it's 288. Don't know who to believe.

>> No.8616886

>>8616876
TekWar

>> No.8616890
File: 890 KB, 3840x2160, armabase.jpg [View same] [iqdb] [saucenao] [google]
8616890

Are there any good custom maps (preferably techbase style) that use Scourge of Armagon as a base? I'm replaying it and genuinely finding it to be the peak of official Quake.

>> No.8616996

>>8616890
>tfw no Hideous Ranger

>> No.8617031

>>8616876
Gore: Ultimate Soldier. The game no one wanted, but everyone deserved.

>> No.8617057
File: 32 KB, 320x200, amTITLEPIC.png [View same] [iqdb] [saucenao] [google]
8617057

I am not the project lead and I have no contact with him but I figured someone should do this by now. Here's a compiled v4 beta for Ad Mortem that includes all the updates submitted to this post and the thread after.
>>8334495
This includes the updates for maps 01, 02, 03, 05, 09, 10, 12, 13, 15. I also made some fixes myself the most important being: making the gurardrails in map 01 blocking again since they broke in the last update, rebuilding the nodes for map 06 to fix the broken collision, altering the dehacked weapons so they're timing is accurate to vanilla and recording new demos since the updates desynced the old ones. I played through maps 01 and 06 again to make sure this didn't break anything but you still may want to look at it yourselves. A more complete list of fixes can be read in the changes.txt which will be removed in the final unofficial v4 release.
Most likely there are some issues that I missed which I will attend to for the next few days. I will accept any updates. In particular the "Autumn Mausoleum" author tried to make an update but when I went in the archive the link was dead. Also there's still no demo4 since people tend to forget that's an option. Feel free to submit anything.
https://files.catbox.moe/qyahdc.zip

>> No.8617091
File: 191 KB, 692x1100, 1631158807491.jpg [View same] [iqdb] [saucenao] [google]
8617091

>>8616883
A rocket can deal up to 288 damage if it's inside an enemy.
>>8617057
Thank you.

>> No.8617113

>>8617031
How cursed it is? Looking at the videos it seems pretty generic.

>> No.8617121

>>8617113
It's cursed by mediocrity. Never has a game sapped my will so fast.

>> No.8617183

>>8617057
Maker of MAP03 here, it would help if we had some map number consistency going forward, after the wad being released for some time, it can get confusing to still refer to map changes by their original claimed slot. (Beneath Bloodstone was submitted as map06, but was placed as map03 in the released wad, changes.txt seems to list my latest change notes under Map06, along with a node rebuild, which I'm left unsure as to whether it was applied to my map, or to the actual map06)
Thanks for doing this either way, I hear the project lead is coming back soon, but it would be nice to have everything remain organized regardless.

>> No.8617207

>>8617183
>it can get confusing to still refer to map changes by their original claimed slot
It certainly can. The changes listed for map 06 are actually for map 03 (bloodstone) except the nodbuilder thing which was done on the actual map 06 (darkwood). From here on out It should only be referring to the map numbers in this v4 beta release. No map numbers will not be changed again.

>> No.8617213
File: 294 KB, 434x725, that you REALLY need!.png [View same] [iqdb] [saucenao] [google]
8617213

>>8617207
Cool, I just wanted to clear that up.

>> No.8617225

demons SUCK
i HATE the demons,

>> No.8617290

>>8617225
bro me too

>> No.8617315

So are the Blood 2 files coming out or is it another Duke 2001 situation?
I know the guy who found the disc is a dev, but i have hope.

>> No.8617319
File: 280 KB, 1721x1152, JACKFLAGS.jpg [View same] [iqdb] [saucenao] [google]
8617319

Does anyone familiar with J.A.C.K. know if and how multiple flag types can be used on an entity? Spawnflags and infightflags are blending together on monsters.

Yes I'm still working on an update. No I don't know when it will be ready.

>> No.8617346

>>8617315
Depends on how much shit nu-Atari gives, I think.

>> No.8617417 [DELETED] 

>>8617225
No John
You are the demonsxnpws

>> No.8617418
File: 146 KB, 480x732, truly magic.png [View same] [iqdb] [saucenao] [google]
8617418

>>8616801

>> No.8617434

>anon will never play shitwads again
Whom do I even watch now?

>> No.8617449

>>8617057
>making the gurardrails in map 01 blocking again since they broke in the last update
They weren't meant to be "Impassible", they were only meant to block land monsters and the player. I wanted cacos and lost souls to fly over them.

>> No.8617450
File: 124 KB, 1374x527, Duke megaton G2A.png [View same] [iqdb] [saucenao] [google]
8617450

Any takers?

>> No.8617452

>>8617315
I mean, technically they can fix its damage formulae and level geometry but it will not help the placeholder plot and it would require actual effort from them.

>> No.8617463

I wish some day someone made a spiritual sequel to Gunman Chronicles. That game had such fun designs and variety, with the dinosaurs and aliens and robots and cowboys and space confederates.

A bounty hunter theme would be perfect, where you go to different planets and get a choice between missions.

>> No.8617481

>>8617450
Seems hardly necessary, eduke32 works just fine with the anniversary edition.

>> No.8617483

>>8617450
Duke.Nukem.3D.Megaton.Edition-COGENT

>> No.8617487

>>8617481
Yeah but no expansions

>> No.8617539

Is Sigil the real Inferno episode we all wanted when we finished Phobos Anomaly and the horrific ending blew us away? The real demonic, oppressive place all fear? Is Sigil the spiritual successor of KDITD?

>> No.8617549

>>8617319
maybe this is just the way it treats the Flags type.
I'd turn infightflags into a Choices dropdown.

>> No.8617553

>>8617091
>A rocket can deal up to 288 damage if it's inside an enemy.
Under what circumstances can that happen?

>> No.8617554

>>8617539
>Is Sigil the real Inferno episode we all wanted when we finished Phobos Anomaly and the horrific ending blew us away?
No it was Shores of Hell, it was the episode after. Are you drunk this morning, Mr. Romero?

>> No.8617575
File: 483 KB, 552x491, 1643596960060.png [View same] [iqdb] [saucenao] [google]
8617575

Stop sleeping on Down the Drain, it's really good
https://www.doomworld.com/forum/topic/124197-down-the-drain-32-vanilla-maps-final/

>> No.8617598

>>8617487
You can if you download the files. I played life's a beach on it just fine, don't see why the others won't also work.

>> No.8617617

>>8617487
>>8617598
Actually I think you're right, my bad. Seems the guide I followed actually downloaded the megaton edition as well in order to bypass the issue.

>> No.8617624

>>8616594
Played through the first few maps of TNT, running smooth.

>> No.8617693

>>8617346
As long as it makes money I guess...
>>8617452
Which is never.

>> No.8617701

Did the original Powerslave have checkpoints?

>> No.8617704

Is there a place where one can get the Dimensions of the Machine expansion .pak file for using with a port?

>> No.8617746

>>8617701
The DOS game did, but not the console game

>> No.8617747 [DELETED] 

>>8617701
I only have experience with the PS version. There was no checkpoints in that one. You had to get to the exit in a single try, restarting if you died.
Maybe there's a way to turn it off; I wouldn't know.

>> No.8617820

>>8616180
>At what point does it just scale increase in size?
I think it's when the camera points down and the head moves toward the camera. Or they just do a swap when the camera moves back to the player.

>> No.8617902

>>8616738
>Part of the message on the class select gets cut off though.
That's what I actually meant, guess I misremembered what was cut off. Apologies for gaslighting you.

>> No.8617935
File: 2.94 MB, 1920x1080, 2022-02-11 12-10-17.webm [View same] [iqdb] [saucenao] [google]
8617935

>>8617624
Thanks for testing it out.
>>8617902
Wew lad it's not a big deal. It got me thinking about the message on that screen anyway. Kinda wish there was a mid-sized font for this text, might have to fuck around a bit with the scaling.

>> No.8617945

>>8617617
Regardless, there's zero chance of any sane person paying that much to scalpers to play 25 year old expansion packs to a DOS game that Randy Pitchford willingly removed from sale so the only solution is downloading Megaton somewhere.
I had bought the GOG version while it was listed and it turns out it's Atomic edition only so no expansions either.

>> No.8617985

whats the one mod/source port for duke nukem 3d I should play? I've never played it before

>> No.8618023

>>8617553
If you're hugging an enemy and fire a rocket or an enemy walks into a rocket when the rocket is not checking for collision.

>> No.8618026

>>8617575
Maybe some day. I have +40 wads on my play queue.

>> No.8618027

>>8617704
Yea. Steam.

>> No.8618031
File: 348 KB, 600x500, blood.jpg [View same] [iqdb] [saucenao] [google]
8618031

Is this where OC goes? Did this thing based on that meme of Gun Jesus

>> No.8618038

>>8617985
Eduke. You can play all expansions (even Duke!Extreme) and the 5th episode with it. It also has support for all classic 90s tcs, and Ion Fury.

>> No.8618062

>>8616724
What makes you say that ?

>> No.8618123

>>8617704
If you already had it on Steam it’s just moving the packs. If not I’ll try to upload it for you later.

>> No.8618131
File: 97 KB, 1170x658, 0003904_duke-nukem-3d-20th-anniversary-world-tour.jpg [View same] [iqdb] [saucenao] [google]
8618131

I know this might sound weird, I said it one time but I find the lighting system in world tour incredibly comfy.
Still prefer the OG duke, but much like Ion Fury lighting build looks beautiful.
Kind wish alien armageddon used that lightning as well. OH well

>> No.8618139

>>8618123
Yeah I don't, I thought maybe someone put it on a mega drive or something similar. Thanks for offering to upload it, much appreciated.

>> No.8618148

>>8618062
JPCP was a really good map set that proves to me that japanese people are perfectly capable of making great fps games (ive heard of vangaurd,but that's a TPS,and i have yet to play citadel,which i heard is from a JP dev),even if they have chosen not to as of now.
and the sort of "cultural flavor" (idk any other word to describe it) shows the FPS game they would make,would be both good and uniquely japanese.

>> No.8618156

>>8618148
I mean I asked because they have already done fps maps in other games even from soft.

One thing is for sure the only thing I liked about their approach is that shit like hitboxes and cancelling animations gets more thought over, something the west had to struggle to fucking get. The arcade experience helped them.

>> No.8618170

Playthrough video of map05 of Ad Mortem is up. Fuck unreliable monster closets and fuck barely flickering candles.
https://www.youtube.com/watch?v=9hxvM3bOkxs

>> No.8618187

>>8618156
didn't know that fromsoft made fps games.

but overall,fps games out of japan is pretty rare and i wish there where more ones of note.

>> No.8618191
File: 48 KB, 640x480, 1623089841536.jpg [View same] [iqdb] [saucenao] [google]
8618191

>>8618031

>> No.8618194
File: 2.46 MB, 640x480, doom2.webm [View same] [iqdb] [saucenao] [google]
8618194

>>8614880

>> No.8618202

>>8618194
Sum'en... ain't right...

>> No.8618210

>>8618194
Impressive. Processing this actually makes it painful to watch.

>> No.8618243

>>8618194
What's happening there? some kind of stereoscopic shit?

>> No.8618257

>>8618243
Took inspiration from this thread. https://www.doomworld.com/forum/topic/69966-prboom-graphical-glitches/

>> No.8618267

>>8618148
Only Japanese FPS' I can think of are stuff like RE7/RE8. I guess some of the old first-person Gundam games kinda count too.

>> No.8618269

>>8618170
>Fuck unreliable monster closets
Especially the spectre in the crypt seems to be a problem for a lot of people. I tried to alleviate it now by making it pass over 9000 lines. What others regularly failed to spawn? The tower top ones, right? Is it not technically possible to have monsters pass a teleport line and then "wait" until their spawn location is free?
But since Vaeros seems to have returned, I will wait until he reports back and then submit the *really* final version of the map. The bookshelf has been fixed since november, by the way.
I have no idea though how that imp got into the ssg room though, it's certainly not spawning there. Must have wandered there for a sandwich probably.

>and fuck barely flickering candles.
:^)
When I tested in software renderer, with gamma 0, flickering was definitely noticeable. Doing something about light levels would make it TOO obvious

>> No.8618273

>>8618267
Crime Crackers 1 and 2 are basically Doom dungeon crawlers and they rule. Enemies are well designed and bosses especially (a rarity in FPS games) are fun as hell to fight. Really if you're into old FPS games you can't just limit yourself to the usual doom/duke/id/whatever stuff.

>> No.8618298

>>8618257
How did you apply said inspiration? Messed with the projection math in the source code?

>> No.8618308

>Nightdive release a game
>The fanboys buy it and literally run Quality assurance bug testing for free

Literally every single fucking time without fail. Imagine doing this for free.

>> No.8618331

>>8618267
does jumping flash count?

>> No.8618339

>>8615058
Well, why don't we? When making a map, I could just hide an image of some pretty girl inside a secret area, as an easteregg.

As long as it's not something that'll have corpos breathing down the neck of streamers, it seems cool to me.

>> No.8618367

>>8618308
I don't know shit about night dive, but if they listen to players and fix the issues and there's no "early access" scamming involved I wouldn't mind that too much. Never buy anything on release anyway.

>> No.8618371

>>8618308
>everybody: "ugh why is it taking so long? release the game NOW"
>them: "fuck okay"
what do you expect retard

>> No.8618375

>>8618308
What's wrong with the new Powerslave or are you just sperging about an older release?

>> No.8618380

>>8618269
>Doing something about light levels would make it TOO obvious
I've noticed as a mapper, the things that seem too obvious to us are imperceptible to the average player. If you make something as extremely obvious as possible, still only 50% of players will find it.
It takes time and discipline to learn to "nerf" these sorts of things for the benefit of the player.

>> No.8618382

>>8617693
>As long as it makes money I guess...
>Blood 2 developer files available now only on AtariNFT!

>> No.8618389

>>8618308
>buy it
>for free
retard alert

>> No.8618394

>>8617057
Hey, I sent this big list to Vaeros of credits for the resources used, put what you feel is worth mentioning in the text but here's mostly everything. Also could you tell me the specific changes made to the DeHackEd (like the frames tweaked in the weapon animations)? I'd like to update my source code to match since I promised to release it. Also there are a few things to fix in my map10, I'll work on that as soon as I get my lazy ass in gear. Thanks for doing this.

ENEMIES:
Pumpkin Marine (decino): Sprite by borogk, Sound from Plutonia 3: Going to Surface
Rocket with Legs: Sprite by borogk, edited with sprites from hidfan's neural upscale
Gargoyle: Dark Gargoyle by Virtue, Sounds from Heretic/Hexen
Satyr: Sprites/sounds by Vader
Skellington: Sprites from MAYhem 2019, Sounds from PSX Doom
King Boner: Revenihilator Sprite by Megaherz and skull missile by President People from DoomRL Arsena, Sounds from Blood

DECORATIONS:
SP11: couldn't find source
SP12: Skeleton by Lucario from Realm667
SP13-17: Liquid Fountains by Captain Toenail from Realm667
SP18: Skeleton Statues by Captain Toenail from Realm667
SP19-25: from Eternal Doom
SP26: Bone Pile by Captain Toenail from Realm667
SP27: Necrodome Tombstones by Gothic from Realm667
SP28-32: HeXen / Heretic - Ultimate decoration pack v0.9 by neoworm

>> No.8618397

>>8618194
Map-1

>> No.8618406

>>8618273
Crime crackers looks cool,but with a seeming lack of translations or sourceports,makes me really not want to play.
i really dread PS1 controls,even if i do rembond them.

>> No.8618408

>>8618194
lilith sequel looking great

>> No.8618412

>>8618194
>>8618408
Chicken man's gonna freak

>> No.8618436

>>8618194
Beautiful
>>8618408
I'd be cool with a sequel or something along the lines for the other games.

>> No.8618447

>>8618406
Then you have more adjacent first person games like shadow squadron and stellar assault SS

>> No.8618529

>>8617449
This will be corrected
>>8618394
Thank you for the additional credit info, I forgot to ask for that in the post. I'll I'll include all of this in the .txt for completeness sake.
As for the dehacked: The old ssg fired 3 tics too early compared to the original and the rocket launcher fired one tic too slow
The ssg now starts firing on frame 1666 with sprite SP35 A for a duration of 3 tics. To keep the repeated timing the same the states 1187 (SP35 A) , 1212 (SP37 R ) and 1220 (TNT1 A) have been reduced by one tic each to 0,2,1 respectively.
The rocket launcher is the same except frame 1235 (MISG I) has been reduced to 2 tics duration.
The exploding barrel thing was just copied from the earlier dehacked.
These changes are a bit messy because I made them manually. If you're willing to release it after you're done I'd like to include the decohack code inside the wad for future investigators.

>> No.8618534

>>8614880
Okay, was there seriously that many loose ends and dangling points left after Duke Nukem killed off the Queen Alien at the end of E4 of Duke Nukem 3D? Really, who was going to be feasible in the 2001 build of DNF?

>> No.8618547

>>8618308
It's on GoG, you don't have to pay for it.
But I might do anyway after this salt post.

>> No.8618571

>>8616594
Only thing I've noticed so far is that if you set rocket trails to use sprites or sprites & particles, the sprites don't show up.

>> No.8618589

>>8618571
Hm, it's probably because I'm using a custom rocket object. I'll take a look and see what's up with it.

>> No.8618597

I suddenly want to replay Turok. What's the best way to accomplish this on a modern computer in the year 2022? Is the remastered shitty? I want graphics that most closely resemble as it would be, I don't like ricing out my graphics in older games, like software rendered Quake looks way better than any other version of Quake, so when I play that I use a source port that as closely as possible emulates software-esque graphics.

>> No.8618607

>>8618597
>Is the remastered shitty?
Not really. The only major downside is just having to disable some graphics options. I went through it recently with the Turok+ mod, it was fine.

>> No.8618626

>>8618597
the Turok remaster is great from what ive played (once you disable the fancy stuff),smooth 60 fps,high fov and mouselook will probably make the game a bit easy though.
i blasted through it in a few hours on medium,i think dying once,but it was pretty fun.

>> No.8618631

>simultaneously finishing March of the Demons and finding out that’s all folks for NRFTL
aw maaaan

>> No.8618641

>>8618375
Barely anything. Kaiser saw some people reportong stuttering and asked for clarification on where and when, so he could fix it.
That's it afaik.
Anon is just being a faggot.

>> No.8618660

Damn, Blasphemer feels like budget Rekkr.
Really hoped we had a decent Heretic replacement on the way, but I hate everything about the game's atmosphere. It feels so generic.

>> No.8618661
File: 390 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_53_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8618661

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're playing The Eon Collection Volume 1, which includes DBAB, AEONDM and NeonDm. Join with Zandronum and let's get some frags going!
51.161.34.159:10666

>> No.8618672

Does Powerslave get better after the not-revenants are introduced? I don't know much much I can handle of their silent homing projectiles that do anywhere between a sliver and full energy tank of damage. This level doesn't even have any checkpoints.

>> No.8618691

>>8618660
>budget Rekkr
That's an amazing feat considering rekkr was made with no budget.

>> No.8618705

>>8618571
So it turns out +ROCKETTRAIL doesn't like my rocket, but I just aped the sprite trail code and threw a ZS version of it in and it works almost identically. So basically the trails will be working in the final version.

>> No.8618740

>>8618660
It's literally FreeDoom but Heretic, of course it's going to be wonky as fuck.

>> No.8618748

>>8618641
Bruh the fucking character hitbox is wrong.

>> No.8618793 [DELETED] 

I just played an shitty beginner map with a unique aesthetic that I fucking loved. Does this mean I have to learn to map so I can make a map worthy of the aesthetic?

>> No.8618801

I just played a shitty beginner map with a unique aesthetic that I fucking loved. Does this mean I have to learn to map so I can make a map worthy of the aesthetic?

>> No.8618814

>>8618801
You don't HAVE to do anything anon

>> No.8618838

>>8618801
What map?

>> No.8618847

>>8618838
https://www.doomworld.com/forum/topic/127152-limit-removing-and-then/
Most recent post is me being a little spergy about it. The maps are very clearly low effort, the first is basically nothing at all and the second is baby's first slaughter that plays like shit. Unfortunately, something about the textures, skybox, and music tickled something in my brain and now I need to get more of it.

>> No.8618884

>>8618847
Anon, what you like is the pallete change. The grays are shifted towards purple, that's all.

>> No.8618925
File: 230 KB, 1024x768, Yamagiquake2default.jpg [View same] [iqdb] [saucenao] [google]
8618925

>>8618131
The one thing all these ports can do to really update the visuals while remaining faithful is light, sometimes they go crazy with it with bloom, fog and effects and it gets annoying but World Tour had it pretty confortable by default

>> No.8618935

>>8618884
It's the palette change with the music and skybox. That slightly sad-sounding piano midi, exiting the starting cave to see a bright sky while surrounded by dreary textures and then clearing the enemies, turning around to see the dark clouds on the horizon...it stirred something in me. Not really sure what. I think it reminded me of an old game or website or something. Oh well.

>> No.8618936
File: 1.97 MB, 400x250, 1644416621123.gif [View same] [iqdb] [saucenao] [google]
8618936

>>8618194
this is how I dream

>> No.8618948

>>8618936
Cool design, but I would be hit in the head with a shotgun some nights.

>> No.8618951

>>8618936
I haven't seen the unedited version of this in forever.

>> No.8618953

>>8618951
What's the edited version?

>> No.8618963

>>8618953
Doomguy
You got the shotgun

>> No.8619002

>>8616176
Oh fuck, you're right, so that means HFFM makes it a full circle. That's amazing!
To think Doom contributed to ironic/"ironic" gay musclemen memery

>> No.8619016
File: 550 KB, 524x751, boxcover.jpg [View same] [iqdb] [saucenao] [google]
8619016

best game ever

>> No.8619069
File: 2.29 MB, 1920x1080, q2_0100.jpg [View same] [iqdb] [saucenao] [google]
8619069

>>8618925
i saw what you did there anon

>> No.8619224
File: 1.37 MB, 400x225, 1637822931099.gif [View same] [iqdb] [saucenao] [google]
8619224

>>8618953

>> No.8619254

>>8618308
Games in the 90s had bugs too, the difference is (if they were for consoles), they didnt release patches. Maybe a later revision of the game fixed the bugs. But no patches.

>> No.8619278

>>8618661
Server killed. Good games, guys.

>> No.8619280

Trying some DarkDoomZ on top of Hideous Destructor in co-op and the flashlight key does nothing, not via console command, not in any way. We both have dynamic lights and related options on, any idea why it won't work? Latest GZDoom, latest mod versions, etc.

>> No.8619306

>>8617057
Author of Autumn Mausoleum (MAP14 on release) here. I can get around to try uploading my updated map again if you're still compiling updates?

>> No.8619336

>>8619306
All updates are still being accepted, either new or old. I mentioned Autumn Mausoleum in particular since it was the only instance of a link being dead.

>> No.8619338
File: 821 KB, 800x951, 1606235574992.gif [View same] [iqdb] [saucenao] [google]
8619338

>>8619278
gg's. My sides were sent to space when i got 4 kills off a BFG tracer when i was dead.

>> No.8619374

>>8618672
You get their weapon, and it works really well against them.

>> No.8619387

>>8618748
Just checked. Seems pretty god damn close. If it's wrong it's damn near imperceivable.

>> No.8619390

>>8619374
I was finally able to get past that section. The flamethrower seems really good against them more than other enemies.

>> No.8619396

>>8619280
For what it's worth, console list for ddz_* commands show ddz_toggleflashlight in red. Does that mean anything?

>> No.8619406
File: 792 KB, 750x743, beat the crackur.png [View same] [iqdb] [saucenao] [google]
8619406

Posting again: I'm working on a saysounds pk3 for our Zandronum servers that I would like to have finished in time for SNS. If you say a specific word, a sound is played to the server (and it can be disabled if you're boring.) I would like to add sounds that represent us, so I'm taking requests. Just post what sound clip + the word to trigger it in game are and I'll consider adding it.

>> No.8619439

>>8618748
Nah, the hitbox is weirdly giant in the original too.

>> No.8619440

Any source port that let you have more than ten deathmatch starts in a map?

>> No.8619446

>>8618660
Just play Heretic custom maps.

>> No.8619459

Daily reminder that the story of Plutonia mentions time travel in the old Casali website.
Maybe this explains the Pharaoh map in TNT.

>> No.8619468

>>8618935
play Back To Saturn X

>> No.8619475

>>8619459
>story
>in doom
hehe, youre a funny guy anon

>> No.8619482

Sinister is the best track.

>> No.8619483

>>8619482
That's a funny way of spelling sign of evil.

>> No.8619486

>>8618660
>Blasphemer
Kinda forgot about this.
I actually rather like the sprites.

>> No.8619557

>>8618308
Do you need a list of current AAA game devs doing the same?

>> No.8619582
File: 117 KB, 616x353, 1644645647289.jpg [View same] [iqdb] [saucenao] [google]
8619582

>19.99
LOL eat shit

>> No.8619587
File: 30 KB, 320x320, 1617336713351.gif [View same] [iqdb] [saucenao] [google]
8619587

>>8619582
>gog release
I don't see the issue here

>> No.8619834

>>8619406
unf+unf

>> No.8619836

Does the revolver in HDest do anything other guns don't? Every time I use it, it's extremely underwhelming.

>> No.8619840

>>8619836
.355 is a better shield buster per-shot than 9mm, but other than cowboy LARP, the revolver's not good for much. I like to start with it as part of an alternate security guard loadout.

>> No.8619851

>>8619336
All good. Thanks for handling things with the project.

>>8617057
Here's a re-upload of my update for MAP14(Autumn Mausoleum):
https://www.mediafire.com/file/ndpgfksumc2114w/MAP29_vrspooky_v6.wad/file

>> No.8619853

>>8619840
How is it against armor? Tired of hauling around a ZM66 to complement my pump shotty for anything armored.

>> No.8619862

>>8619836
It has the smallest physical size of any gun, so it's ideal for getting a babuin or NP off your nuts. .355 has almost double the shield damage of 9mm and better armor penetration than even 4.26. I find it to be the best sidearm to pair with a Thunderbuster, since it can repel enemies in close quarters that you can't spray and also pick off distant ones that you can't bust.

>> No.8619865

>>8619853
It's better against armor per-shot than 4.26, but you should try for headshots against at least green armor, you can even do this with a shotgun with good choke. Slayer is my preferred sidearm.

>> No.8619895

>>8619865
On the topic of sidearms, I'm constantly at red weight because I can't pick and choose what to go with. TB is a must for shields, a rocket launcher to HEAT the bosses, shotgun for rabble, ZM for general purpose... Don't get me started on the inventory items. I don't know how you guys manage to stay at green and kill shit.

>> No.8619902

>>8619895
Switch the rocket launcher for a bronto if you're only using it for bosses, and pick one between the shotgun and ZM because they're both good at the same things mostly. Don't worry about red weight though, worry about staying under 1200. Red weight starts super early, hundreds of blocks before you even suffer a sprint penalty. 1200 is the important breakpoint because you suddenly take a huge penalty to aim sway and your jogging speed begins to be severely affected beyond that point.

>> No.8619904

>>8619895
Newest version muddied the green-yellow-red distinctions quite a lot in my opinion, but it helps to use a backpack as a portable armory, and drop it when you actually get into a fight. Most maps don't have cyberdemons and spider masterminds exactly sneaking up on you to the point where you need your entire arsenal at once. In multiplayer, players can also assume specific roles, which makes weight management a lot easier for everyone.

>> No.8619912

>>8619902
Does bronto one shot a cyberdemon like a heat missile does, though? Haven't had the chance to use it much.

>> No.8619920

>>8619912
Bronto one-shots a Cyberdemon just as well as HEAT rocket, as in, you have to hit the center of mass, or pretty close to it.

>> No.8619931
File: 2.94 MB, 640x360, Replay_2021-12-15_17-38-46.mkv.webm [View same] [iqdb] [saucenao] [google]
8619931

>>8619912
It's not as reliable as a HEAT, but it can oneshot with proper placement. Both can fail though, and when the bronto fails it's easier to finish the job compared to a HEAT, because the shield will be broken and the cyberdemon will likely be near death.

>> No.8619935

Doom chads, is there anyway to start sigil without having to use command like with gzdoom and crispy doom?

I usually have to play it with

gzdoom.exe -IWAD doom.wad -file sigil.wad -warp 5 1

How can I launch it like it's own standalone game?

>> No.8619936

>>8619931
Mods?
>>8619935
I'm pretty sure it tells you on the site.

>> No.8619939

>>8619936
Peppergrinder for the scoped slayer and 7.76 revolver. The sprite pack is Kegan's Separated Arms.

>> No.8619979

>>8619851
Your update will be added for the v4 release.
For anyone else looking to submit updates, try to get them in before this thread dies.

>> No.8620006

>interested when I get my second actual weapon in Hexen 2, since I'm walking with 0 blue and full green mana
>look it up
>apparently on hardest difficulty (I'm playing on 3rd), ammo's so scarce, you routinely resort to melee
Well, that's kinda lame.

>> No.8620020

>>8619979
>before this thread dies.
Will take some time m8, keep cool.
But I decided not to wait for Vaeros now, because I realized I don't know how much I will be able to lurk, so in case he will use your copy, here's the update for MAP05 (imps in the walls).
Improved several monster conveyors and made the flickering candle stand out more because the other anon was right in making it as obvious as possible might still not be obvious to many people
https://litter.catbox.moe/66j47v.zip

>> No.8620064
File: 36 KB, 500x500, 1625165726611.jpg [View same] [iqdb] [saucenao] [google]
8620064

>battle rifle only diabolus ex run
>make it to the roof
>mastermind BRRRTS at me twice through a fucking hole in reality basically (a tiny crevice between some boxes and a wall) twice over
>survive incap 1 by crawling back into elevator and trying again
>incap 2, my guy refuses to stand up for 30 secs after a soul + mega + not bleeding
>rev outside finally figures out how linedefs work and steps inside to punch me
yup. feels as though i had never left

>> No.8620067

>>8620064
>mastermind BRRRTS at me twice through a fucking hole in reality basically
The mastermind fires full auto 7.76, it can shoot through most things.

>> No.8620068

>>8620067
I shoot 9mm, 9 is more than 7, surely I must be more powerful.

>> No.8620070

>>8620067
couldve cheesed it with a single BFG shot but i dropped it halfway through to make space for more 7.76

>> No.8620075

>>8620070
I've taken out a Mastermind with a blooper before, wish I recorded it, it was tense as hell, a special kind of high. Anyway, if your Libby had a GL, you should have been fine if you knew it was coming.

>> No.8620082

>>8620075
Grenades are good against shields?

>> No.8620086

>>8620082
Good enough to one-shot Knights, Mancubutts and Krangs.

>> No.8620092

>>8620082
They don't do a huge amount of shield damage, but they're ideal for capitalizing on a broken shield. One grenade is usually enough to kill even bosses with their shields down.

>> No.8620093

>>8620092
What the fuck

>> No.8620110
File: 2.93 MB, 960x540, Replay_2022-02-12_06-18-01.mkv.webm [View same] [iqdb] [saucenao] [google]
8620110

>>8620093
Shrapnel is some serious shit.

>> No.8620118

>>8620110
What's happening to it? I've never seen a cybie live longer than the split second it takes a HEAT rocket to reach it.

>> No.8620121

>>8620118
Pain winces followed by death throes, if you don't gib a Cyberdemon outright, they shamble around and malfunction a bit before exploding.

>> No.8620127
File: 2.90 MB, 960x540, Replay_2022-02-12_06-25-08.mkv.webm [View same] [iqdb] [saucenao] [google]
8620127

>>8620118
HEATs usually overkill cyberdemons, so they go straight to xdeath and skip their more dramatic normal death sequence.

>> No.8620156

>>8620127
Damn, I won't be saving a HEAT for the final boss for our Inferno co-op run then.

>> No.8620158

>>8614982
>>8616630
>>8616643
>>8616647
I hope you.motherfuckers never grow up, I seriously goddamn love you.

>> No.8620162

>>8620156
Masterminds only have the one death animation, and you don't have so much flexibility with them as you do with cyberdemons. If you don't oneshot it, it'll probably oneshot you in return.

>> No.8620164

>>8619935
Look into how to make batch files, so you can start up different WADs as if they're their own standalones. I basically make one for each megawad I play; cppy from a template each time and just type in the new WAD.

>> No.8620175

>>8619446
I did.
>>8619468
Not the same anon but it doesn't have the same aesthetic at all, not even close.
>>8619935
Crispy Doom autoloads it by default.
>>8618847
I really like it too. It feels like an 80's alt rock/ new wave/ synthpop music video or cover art. It really reminds me of Darklands or Enjoy the Silence.
Like 5AM before the Sunrise

>> No.8620186

>>8620075
Nah no way i could've taken potshot from my position considering it already knew where i was and the whole area was awake including a whole swarm of souls
i was holed up in that elevator and behind those crates p much

>> No.8620189

>>8620164
>>8620175
yea but what i mean is, how do you get the main menu to have episodes selectable from sigil and not Doom? Or is this not possible?

>> No.8620193

>>8620189
Don't think so. When you boot Sigil, you will get the Sigil main menu, not the Doom one with its chapters.

>> No.8620194

>>8620189
>episodes selectable from sigil
Sigil IS an episode, it shows up in the episode list even. It's not standalone.

>> No.8620204
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8620204

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY.
WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S THE TIME TO POST THAT SHIT.

>> No.8620213

>>8620204
I didn't get anything done because of Lost Ark with frens
I have failed you

>> No.8620217
File: 4 KB, 140x87, temp6.png [View same] [iqdb] [saucenao] [google]
8620217

>>8620204
wrapping up final touches to a new LTG update

>> No.8620224

>>8620193
>>8620194
yea weird, i get the sigil logo and shti on mine, but i get Doom 1 episodes to choose from, i dunno what im doing wrong then

>> No.8620228

>>8620224
Don't load sigil in crispy. Have it in the same folder as Doom 1 and Crispy doom

>> No.8620282

>>8619582
Yeah, that's really high when their Doom 64 port was $5 and most of their other games are $10.

>> No.8620312

>>8616669
Wait, JizzyDoom got an update? Does Ad Mortem work in it yet?

>> No.8620318

>>8616876
Fixing the couple few small issues that remain in D64, so the port becomes perfect. Another levelset would also be cool.

>> No.8620320

>>8617057
Didya put in my Bazooker? I think I sent that to Vaeros but it wasn't in the last version.

>> No.8620350

>>8620217
Nice.

>> No.8620360

>>8620006
>plays game blind on the hardest skill
>complains about the difficulty being unfair
Every time with this board

>> No.8620368

>>8620360
It's the 2nd hardest. And since when first\second difficulty is worth anything?
Anyway after unlocking the castle it wasn't so bad, just a rough start. I do try to melee something like scorpions\spiders\archers, but the game offers enough health to trade it for mana with melee, so that I don't have to be too precise with those fights.

>> No.8620369
File: 836 KB, 1440x810, 22.png [View same] [iqdb] [saucenao] [google]
8620369

>pouting about people pouting
Why not talk about what you've been playing through instead?

>> No.8620390
File: 1.07 MB, 1920x1080, Screenshot_Doom_20220212_182045.png [View same] [iqdb] [saucenao] [google]
8620390

>unreachable interactible gazebo

>> No.8620431

>>8620390
What wad is this?

>> No.8620436

>>8620431
DBP37

>> No.8620438
File: 93 KB, 607x999, Hell_on_Earth.jpg [View same] [iqdb] [saucenao] [google]
8620438

>>8620436
Thanks m8

>> No.8620448

>>8616876
A level editor for Powerslave would be nice, I could see a lot being done with that engine that you couldn't easily do in Doom or Duke. As for new ports, the golden goose would be No One Lives Forever.

>> No.8620453

>>8620448
Man I hate Monolith engines, nolf is charming but I fucking hate the gunplay.

>> No.8620472
File: 738 KB, 2560x1306, Capture.png [View same] [iqdb] [saucenao] [google]
8620472

>>8614881

Abandoned Serious Sam coop arrows mod for Zandronum

https://zandronum.com/forum/viewtopic.php?f=58&t=10520

>> No.8620507

>>8620224
There's a special version of Sigil made for ports that can't show up more than 4 episodes (Like Crispy)
It's the same wad but appears as episode 3 instead of 5

>> No.8620513

>>8614880
played this ww-nazis-v2.pk3
1)is there a more recent version?
2)is there a version where i get to kill bolsheviks?

>> No.8620518

>>8620448
https://kotaku.com/the-sad-story-behind-a-dead-pc-game-that-cant-come-back-1688358811
Yeah yeah kotaku I know but this is 2015 when they had some tolerable gaming related stories

>> No.8620525

>>8616876
RoTT eventually.

>> No.8620527
File: 2.06 MB, 1024x768, 2022-02-12 17-37-11.webm [View same] [iqdb] [saucenao] [google]
8620527

>>8620204
Doing more work on the flamethrower. Trying to introduce pressure dynamics, where the spray will deflect more the closer the surface is to the shooter. This will allow you to dump fire into a room past a corner. Lots of maths I'm too stupid for.

>> No.8620529
File: 1.47 MB, 800x800, kt cover.png [View same] [iqdb] [saucenao] [google]
8620529

>>8616876
I'll like to see something weird with this and the PC version.

>> No.8620532
File: 478 KB, 1600x900, Screenshot_2022-02-12_17-49-07.png [View same] [iqdb] [saucenao] [google]
8620532

>>8620204
Trying to get back into mapping

>> No.8620539
File: 414 KB, 2384x1382, crispy.png [View same] [iqdb] [saucenao] [google]
8620539

>>8620228
Yea I am, this is what happens. It just shows Doom episodes and nothing with sigil.

>> No.8620543

>>8620507
SIGIL_COMPAT_v1_2.wad
Comes in the same .zip as the regular version.

>> No.8620551
File: 396 KB, 2380x1384, crispy.png [View same] [iqdb] [saucenao] [google]
8620551

>>8620543
that worked

i dont understand why tho

>> No.8620558

>>8620539
>>8620507
>>8620543
Crispy can't show episode 5. It is limited to 4 episodes
In the same zip that you downloaded SIGIL.wad (assuming you downloaded it from official website or idgames archive) there is SIGIL_COMPAT_v1_2.wad, that's the one you want, it'll show sigil as episode 3.

>> No.8620561

>>8620532
this nigga mapping in slade

>> No.8620569

>>8620561
Can't get UDB working on Linux, I'll probably just dual boot into Windows and use UDB there when I inevitably get tired of Slade's map editor

>> No.8620573

>>8620569
oh, understandable then

>> No.8620583

>>8620561
if the guy is making good shit in slade,why does it matter?

>> No.8620606

>>8620561
nothing wrong with lade you dope

>> No.8620609
File: 359 KB, 988x1318, 1644686458382.jpg [View same] [iqdb] [saucenao] [google]
8620609

Doom 11 > Doom 37 > Doom 27 > Doom 1 > Sigil > Doom 2 > Doom 12 > Doom 39 > Doom 41 > Doom 47 > Doom 52 > Doom 28 > DOOM > Doom 46 > Doom 56 = Doom 33 = Doom 21 >> Doom 53 > Doom 48 > Doom Eternal > Doom 15 > Doom 30 > Doom 3 RoE > Doom 31 > Doom 8 > Doom 10 >>> Doom 32 > Doom 59 ≠ Doom 38 > TaG Pt. 1 > Doom 13 > Doom 3 > Doom 7 > Doom 26 > Doom 29 > Doom 40 > TaG Pt.2 > Doom 24 > Doom 18 > Doom 58 > Doom 19 > Doom 4 > Doom 5 > Doom 9 > Doom RPG > Doom 51 >>>> Literal Shit > Doom 43 > Doom 42 > Doom 54 > Doom 44 > Doom 60 > Doom 23 > Doom 6 > Doom 55 > Doom 50 > Plutonia > Doom 64 > TNT Evilution > Doom 61 > Doom 14 > Doom 20 > Doom 36 > Doom 17 > Doom 65 > Doom 2 Master Levels > Doom 49 > Doom 57 > Doom 34 > Doom 62 > Doom 35 > Doom 25 > Doom 63 > Doom 45 > Doom 22 > Doom 16

prove me wrong
protip you can't

>> No.8620613

>>8620609
>No doom 95
Opinion discarded

>> No.8620614

>>8620390
>be game
>have coomer mods
many such cases

>> No.8620628

Is it possible to enjoy 2016 again? I'm finding it a bit slow after Eternal.

>> No.8620632

>>8620609
>Eternal that high

>> No.8620637

Is it just me or are we in some kind of golden age of OP Weapon Mods? Project Brutality, Guncaster, Hell Crusher, Schism...

>> No.8620639

>>8620628
I like it more than Eternal. It is slow but the overall experience is better paced imo. I've beaten UN with both, usually replay 2016 more than Eternal.

>> No.8620651

>>8620609
what the FUCK were they thinking with Doom 16????

>> No.8620652

>>8618529
Looks like for the rocket launcher the problem was that the refire state had a duration of 1 when the vanilla rocket launcher has that at 0. So the timing was correct on continuous firing but one frame too long if you didn't activate the refire.
I don't think my DeHackEd touches the exploding barrel, you're talking about the regular explosive barrel, right? Vaeros made some DeHackEd stuff on his own so maybe it didn't get copied when I made my update. I guess I should add that stuff so that the DecoHack code outputs exactly the right DeHackEd file.

>> No.8620656
File: 32 KB, 600x264, caco_elemental.png [View same] [iqdb] [saucenao] [google]
8620656

>>8620628
no we're in 2022 it's too late

>> No.8620672
File: 14 KB, 311x264, 1644687615984.png [View same] [iqdb] [saucenao] [google]
8620672

>>8620656
>that thousand and twenty four map unit stare

>> No.8620679

>>8620628
I like how Mars looks. Thats about it, Eternal is meh.
One thing I really don't understand is why people say mick gordon soundtrack is amazing. Its like I am seeing mimetic theory working before my eyes. It's not really that good.

>> No.8620681

>>8620672
I think we found ourselves a thread title.

>> No.8620706
File: 76 KB, 540x654, duke burgers.jpg [View same] [iqdb] [saucenao] [google]
8620706

>>8618534
It was originally going to be a new group of aliens, the DNF art book has a shitload of concept art for different ideas. EDF soldiers mutated into 'army ants', 'Day the Earth Stood Still'-style robot men, grey aliens, lots of stuff.
I think from 2001 up until the last full project reset in 2007, the main villain was going to be a returning Dr. Proton. Mech Morphix in Manhattan Project was also originally going to be Proton, but they changed him into a new character to avoid plot inconsistencies. Which is tragically funny in hindsight.

>> No.8620741

>>8618534
>>8620706
DNF 2001 from what I know was supposed to mostly have you fighting infected humans (soldiers in particular cuz Half-Life), along with obligatory DN3D cameos

>> No.8620765

>>8620679
Mick Gordon's done some good music but I don't think either of those games are really it for his music.

I feel it really says something that there was some NuDoom concert and they snuck in Quake 2 music and nobody in the audience realized.

>> No.8620771

>>8620765
I have heard some of his stuff outside doom. Its flaccid as fuck. And I am not a snob metalhead.
Maybe its the state of videogame music.

>> No.8620797

>>8616665
insert lillith.pk3 joke

>> No.8620819

>>8620765
My favorite Mick Gordon stuff is still his work on the Killer Instinct reboot, the Spinal theme is sick as hell.
https://youtu.be/mpqct1zMqTE

>> No.8620847

I really liked the 2016 soundtrack myself, especially the title screen music. It really fit the game.

His eternal stuff was meh outside of like 2 songs.

>> No.8620852

>>8620369
I've been playing Treasure Tech on Mayhem17, and I'm planning on doing a run through GMOTA on Extermination Day, and JPCP with Combined_Arms. I also have an unfinished run of Dimensions of the Boomed with High Noon Drifter.

>>8620639
I think I like 2016 more, too. Eternal suffers from feature/ability bloat. Too many damn meters. And I had to play on console, so there was no truly comfortable button layout for Eternal. Everything felt wrong no matter what I set where.

>> No.8620879

>>8617057
DeHackEd update and Map10 fixes. I hope I didn't break anything. And damn my version control is shitty, revisiting this was a bit of a pain.
https://files.catbox.moe/utjm9u.zip

>> No.8620938
File: 510 KB, 1100x825, 1644694407005.png [View same] [iqdb] [saucenao] [google]
8620938

adding extra enemies and changing enemy placements isn't a real difficulty increase
ultra-violence should remove any enemy damage rolls below baseline (i.e. revenants deal 45-80 instead of 10-80)

>> No.8620946

>>8620852
>been playing Treasure Tech on Mayhem17
Nearly makes me want to run it with Golden Souls to see if it works at all.

>> No.8620976

question for the doom experts

is crispy doom an accurate representation of playing it back at release? in particular how dark it is, some hallways you can't see shit, it's just really dark, ive noticed the same areas in gzdoom are all lit up even if you use the software renderer

just wondering if i gotta turn up a brightness setting or is this how the game actually was

>> No.8620984

>>8620320
Yes, the new rocket launcher has been added.
>>8620879
What you mentioned about the refire state is true but it was not what I was trying to fix. This decohack rocket launcher still has 9 frames before doing A_WeaponProjectile, but vanilla only has 8. To keep it consistent you should make one of the states before shooting 1 shorter and make one after 1 longer. Like this
Fire:
MISG K 1 A_WeaponSound(sound "fre050")
MISG J 1
MISG I 2
MISG J 1
MISG K 1
MISG A 1
MISG B 1 BRIGHT A_GunFlash
MISG B 0 A_ConsumeAmmo
MISG B 0 A_WeaponSound(sound "fre051")
MISG C 1 BRIGHT A_WeaponProjectile(MTF_EXTRA62)
MISG D 1 BRIGHT
MISG E 1 BRIGHT
MISG F 1
MISG G 1
MISG H 3
MISG I 1
MISG J 1
MISG K 1
MISG A 1
MISG A 0 A_ReFire
Goto Ready
The SSG also originally has two refire checks. Most people won't notice but if you wanted to reflect that it'd go like:
Fire:
SP35 A 3
SP35 A 0 Bright A_FireShotgun2
SP35 B 1 Bright
SP35 E 1
SP35 F 1
SP35 G 1
SP36 A 1
SP36 B 1
TNT1 A 0 A_Checkammo(deselect)
SP37 A 1
SP37 B 1
SP37 C 1
SP37 D 1
SP37 E 1
SP37 F 1
SP37 G 3 A_Weaponsound(sound "fre054")
SP37 H 1
SP37 I 1
SP37 J 1
SP37 K 1
SP37 L 1
SP37 M 3
SP37 N 1
SP37 O 1
SP37 P 1
SP37 Q 2
SP37 R 2
SP37 S 1
SP37 T 1
SP37 U 1
SP37 V 1
SP37 W 1
SP37 X 1
SP37 Y 1
TNT1 A 1
SP38 A 1
SP38 B 1
SP38 C 1
SP38 D 1
SP38 E 1
TNT1 A 1
SP38 G 1
SP38 H 1
SP38 J 1
SHT2 A 1
SHT2 A 6 A_ReFire
SHT2 A 5 A_ReFire
Goto Ready
>>8620652
Yeah, the regular explosive barrel. His new barrell sprites look weird with the original duration so he made it faster. He also made the chainsaw idle faster for some reason.

>> No.8621043

>>8620984
Ok, I see what was up with the rocket launcher. Here's another update, I've also changed the pistol and shotgun to have their original pre-firing frames and refire checks (they were off as well). There are comments to show what I've changed. I've chosen to ignore the SSG's original A_CloseShotgun2 refire check since that happens in the middle of the animation, but in this new SSG the animation gets to fully complete before a refire check.
https://files.catbox.moe/pdp8r0.zip

>> No.8621060

>>8620609
>prove me wrong
There aren't that many Doom games, idiot, you made them up for comedic effect. Next!

>> No.8621071

Seriously considering making a Wario Land 4 jukebox.

>> No.8621075

>>8620558
>Crispy can't show episode 5. It is limited to 4 episodes
Wrong
>>8620551
>>8620539
Care to explain why are you using the registered version instead of Ultimate?

>> No.8621081

>>8621075
it's just what i have on GOG

>> No.8621092

>>8621081
then i should have showed 4 episodes at least

>> No.8621098

>>8621092
ya dunno, both gzdoom and crispy only show 3

>> No.8621105

>>8621071
https://mega.nz/file/bh1SBRaZ#7hkXrJfXjWj4gcGkyBCrCtHTe5fjqxNKx8HTMFJKXpE
Here you go bud, I've got a script to throw these together quickly.

>> No.8621145

>>8621043
Cool, I think that's everything for the dehacked.

>> No.8621151

>>8621105
What. Holy shit and here I was gonna do it the slow way fucking with language.txt and renaming all the songs. I repurposed DemonSteele's for Hotline Miami songs and a SNES Jukebox into a Mega Man X one for Booster that way. Thanks, man.

>> No.8621160

>>8621151
No problem. If you learn a bit of ACS you should probably be able to change and recompile the source in that pk3 as well to have more or less songs, or make new jukeboxes. It's probably a bit jank to work with manually though since it's made from programmatic generation using a template.

>> No.8621164

>>8621098
because you are using the orginal three episode iwad, i think

>> No.8621165

>>8620369
Currently playing Alfonzone, on episode 4, lots of fun

>> No.8621175

>>8621164
ah okay, that explains it then

>> No.8621231
File: 457 KB, 1920x1040, MAP09 at 2022.02.12 16-21-41.832 [R3917].jpg [View same] [iqdb] [saucenao] [google]
8621231

>>8620204
still working on the secret map for that 9-map episode
I'm doing the secret map first because whatever map I do first will undoubtedly be worse than the rest, so having it be the secret map means it won't ruin the experience for most players

>> No.8621324

>>8621231
Yeah, just ruin it for people who are good.

I'm kidding, keep it up.

>> No.8621408
File: 16 KB, 2121x832, 1623008128912.png [View same] [iqdb] [saucenao] [google]
8621408

DIY anon, are you still browsing here? It's me, the anon making a map for your project. Just checking in to make sure you got my most updated version of my map called Checksum.

>> No.8621409

>>8618194
what?
how?

>> No.8621458

>>8621160
I did have a peek at the source and it seems like if the songs are listed in both sections exactly as they're named in the music folder, they'll play and be displayed correctly. And, I think I see that songnames, realsongnames, songorder, and tracks all need to have the number of songs, along with songorder having as many "-1"s as there are songs. Is that about right?

Also, now that I've listened to the full soundtrack on Zophar, there's only about eight or nine songs that go well with Doom gameplay. And whoa, hang on, on the version of Fiery Cavern that came in yours there's this really cool fire sound in the beginning that the other one doesn't have. Weird.

>> No.8621481

>>8621458
Yeah basically.
songNames is the actual filenames, songRealNames is what gets displayed ingame, which is sometimes determined by the generation script based on ID3 tag data. songOrder just needs to be the same length as the names and realnames, it fills in during the running of the script. I made this a long time ago so it's not exactly the best code, but it does work.
I'd share the generation script but I have to make sure it's not fucked first. It's also a python script and needs a certain library to work.

>> No.8621526

is anyone else unable to launch raze on linux? sometimes it'll launch when i run it through strace. there's no error in the console.

>> No.8621535

>>8621526
I have the same problem with GZDoom and Raze, usually it takes 2-5 tries to finally launch, but I have no idea why that happens because I also can't see anything wrong in the terminal.

>> No.8621540

>>8621535
It returns 1 on exit, which does mean that something is broken somewhere in the program.

>> No.8621545

>>8619468
I have. Is there anyone that hasn't at this point? It's great in small doses, but nothing like the map I linked.

>> No.8621568

>>8620006
>>apparently on hardest difficulty (I'm playing on 3rd), ammo's so scarce, you routinely resort to melee
I actually love that.

>> No.8621576

Megawads that have been tested with gzdoom and pr+ Does anyone know if theyre also compatible with Woof! ?

>> No.8621580

>>8621576
I thought Woof was a fork from DSDA, which in turn is a fork from PRBoom+.
I know ZeroMaster used Woof for a few of his Sunder runs, and that it's at least compatible with DSDA's Demo playback.

>> No.8621581

>>8621576
Everything that works with Prboom-plus should work with Woof

>> No.8621790
File: 366 KB, 1181x177, Capture.png [View same] [iqdb] [saucenao] [google]
8621790

>>8618661
Okay.

>> No.8621794

>>8621790
I'm going to fold you boys like a fucking omelette. What the fuck.

I would be a top. Or at the very least power bottom.

>> No.8621806

>>8621794
Oh I BET you have a powerful bottom.

>> No.8621807

>>8621794
Don't blame me, book the kid with the keyboard

>> No.8621810

>>8619582
https://gog-games.com/game/powerslave_exhumed

>> No.8621830
File: 302 KB, 500x501, YHOLL.png [View same] [iqdb] [saucenao] [google]
8621830

>>8621794

>> No.8621835

>>8621830
I'm going to kick his ass later for other reasons, you boys are higher on the "asses to kick" list.

>> No.8621838
File: 3 KB, 532x83, uncle.png [View same] [iqdb] [saucenao] [google]
8621838

>>8621835
Start joining our friday games then you cock. You're not afraid that we're gonna kick your ass first, are you?

>> No.8621843

>>8621838
I hang out with my friends while one of them plays FPS games and shit. I can't break tradition with my bros.
I'll try to be there tomorrow though. I DO enjoy playing vidya with you lads.

>> No.8621849

>>8621843
Aye, that's completely understandable, no hard feelings. I'm not gonna be joining tomorrow's session, but I've got a surprise for you all. Please let me know what you think when it's over.
With that said, what should we play? I'm not so sure about making tomorrow a shitwad.

>> No.8621853

>>8619582
What's even more disgusting is that it's 64-bit only.
For fucks sake, if the game is older than 32-bit, 32-bit OS are still common, and you even put out a 32-bit compatible port that is basically the same thing just a few years ago, why would you drop support now.
What 64-bit exclusive features does Powerslave require? I want it to be portable so I can take it on an USB stick and install that shit on my dad's computer if I need to.

>> No.8621876

>>8621806
>>8621794
Kegan's the most tsundere bottom in the community.

Meanwhile Yholl is probably the type who has an enormous dong but keeps quiet about it.

>> No.8621881

>>8620976
Yes

>> No.8621883

this kegan nigga so short, when he's topping he's still a bottom

>> No.8621885
File: 2.78 MB, 320x240, that's not funny.gif [View same] [iqdb] [saucenao] [google]
8621885

>>8621883

>> No.8621924

>>8621526
>>8621535
I installed GZDoom on Linux Mint from the DRD Team repo (https://debian.drdteam.org/)) and it works just fine. I haven't tried Raze yet — I thought about compiling it myself but I'm lazy — so I'm just waiting for the guy who maintains that repo to add Raze to it.

>> No.8621949

>>8621853
>32-bit OS are still common
Are they though

>> No.8621957

>>8621949
If you come from a country that would collapse instantly without western aid, yes.

>> No.8621984

>>8621957
Doesn't really sound like their problem.

>> No.8621989

>>8621408
checksum of deez nuts

>> No.8622025
File: 539 KB, 1366x768, doom121.png [View same] [iqdb] [saucenao] [google]
8622025

>>8620204
Just need to finish this map, make one more, then I can officially release this shit and hopefully move on with my life

>> No.8622027

>>8622025
>Those cybers?
Is that some lunchlunch kino I see cooking up? Can't wait to play it

>> No.8622031
File: 60 KB, 170x198, Ignite.gif [View same] [iqdb] [saucenao] [google]
8622031

>>8620204
I think I got the lighting figured out, though I'm worried this might be too noisy.

>> No.8622034

>>8622031
That is some sexy dithering there, yessir

>> No.8622039

>>8622031
Looking pretty good.

>> No.8622060

>>8622031
naisu naisu

>> No.8622078

>>8622031
>wario about to light his fart with arcane magic

>> No.8622084

>>8622078
IMA GONNA SHEEEIT

>> No.8622087

>>8622031
What >>8622034 said, shit's hot.

>> No.8622124

>>8614880
I recently when around outside in mainly the back yard of my house, and used a rechargeable battery flashlight, turning it on and off as I moved, pretending I was in the halls of the Mars base in Doom 3 doing the flashlight mechanic.

>> No.8622134
File: 126 KB, 520x198, Ignite.gif [View same] [iqdb] [saucenao] [google]
8622134

>>8622031
Fiddled with the lighting a little more and added the green fire too

>> No.8622206

>>8622134
Are you making a super mario bros hack?

>> No.8622217

>>8622206
I think it's a CA Gaiden weapon?

>> No.8622230

>>8622206
What that other guy said. I'm making an alternate set for Combined_Arms Gaiden. The plasma gun tier weapon is gonna be a Fire Flower.

>> No.8622267
File: 440 KB, 1280x1024, Plutonia Map 11 Hunted.png [View same] [iqdb] [saucenao] [google]
8622267

UV Max this map now
>b-but it's unlikely to kill the four archviles in the damaging floor room
UX MAX IT NOW

>> No.8622286
File: 113 KB, 640x480, dbp37_starlightbar.png [View same] [iqdb] [saucenao] [google]
8622286

>>8620390
Cool, didn't think anyone would go up there and look around. That was originally going to have the yellow key (and a trap) but I ended up scrapping that and just used it as background decoration. There's a few more unifished areas that you can idclip to if you're into that sort of thing.

>> No.8622307

>>8622078
He can produce deadly flammable jets of gas with those garlic farts of his.

>> No.8622330

>>8622267
I spent like 14 minutes running around like a retard looking for the secret and an archvile since I forget the map is a thing. I've only played the map once like six months ago.
I'm not playing the RNG game at the end though lmao. I let the viles bake me alive.

>> No.8622335
File: 373 KB, 1920x1040, MAP09 at 2022.02.13 00-38-31.830 [R3917].jpg [View same] [iqdb] [saucenao] [google]
8622335

>>8621231
Map layout is (mostly) finalized, although I'm considering adding a more extensive secret area accessed from one of the monster closets in the red key room (plus I'll need to set up a closet for the teleport ambush at the end)
Now I need to setup enemy and item placements, and then it's onto detailing.

>> No.8622441
File: 628 KB, 1200x476, 1644734593653.jpg [View same] [iqdb] [saucenao] [google]
8622441

What is this, a crossover episode?

>> No.8622450

>>8622441
It's stupid.
It's stupid, is what it is

>> No.8622456

>>8619406 (Samefag)
Turns out there won't be disabling any sounds. As a compromise, the sounds won't be loud enough to be annoying, and on top of that, we have a spam filter in place so they can't be spammed to create earrape. I assure you, this will work out just fine.

>> No.8622486

>>8620527
kinda looks like more of a welding torch than a flamethrower desu

>> No.8622556
File: 447 KB, 1920x1040, MAP09 at 2022.02.13 02-54-17.665 [R3917].jpg [View same] [iqdb] [saucenao] [google]
8622556

>>8622335
i made this close-quarters room rather dark and filled it with shotgunners, spectres, and a revenant when all you have is a shotgun (and a secret chaingun)

>> No.8622686

>>8622456
>>8619834

>> No.8622703

>pit with apparently infinitely respawning scorpions in egypt hub in Hexen 2
Unexpected, but neat

>> No.8622785

>>8622556
I like it, nice old-school encounter

>> No.8622798

>>8622031
>>8622134
the lines at the inner edge of the glare looks incongruous imo

>> No.8622815

>>8622798
I'm not sure if I want to make those parts dithered instead as that might make this animation too noisy.

>> No.8622832

https://www.youtube.com/watch?v=dpNh-eeld2I

>> No.8622843
File: 1.51 MB, 1920x1080, marathon end of evangelion 1630860694487.png [View same] [iqdb] [saucenao] [google]
8622843

>> No.8622856

>>8621175
either what >>8621164 said
or you set the wrong complevel
On PrBoom+ Doom 1.666 complevel won't load Thy Flesh unless set to Ultimate Doom.

>> No.8622885

>>8622486
There isn't really a functional difference between getting a facefull of either.
Also, I don't think proper fluid mechanics are possible even in GZD.

>> No.8622908

I've been trying to play ihni episode 1 in gzdoom and my fps drops to like 40s on a ryzen 1700 and geforce 1070. Is that a reasonable performance for such a mod or is something wrong with me. I use linux btw

>> No.8622921

>>8622832
Comfy af

>> No.8622923

>>8622908
Try switching the renderer to OpenGL ES

>> No.8622929

>>8622923
I'm gonna try that, I use Vulkan currently. I was also wondering, are those famous demanding gzdoom mods usually gpu limited or it's the cpu?

>> No.8622931

>>8614880
>https://imgur.com/a/wWS8zXz
Why's Tafferpatcher still recommended for Thief 2? I thought it was discontinued, and T2Fix (Lite) the better choice.

>> No.8622959

>>8622931
The OP album is from 2018, TafferPatcher was deprecated in 2019.

>> No.8623006

>>8615058
I've hid impse in a super secret area of my map, that counts?

>> No.8623008

>>8615092
Its pretty based
>"Conceived and co-designed by Nick Bruty, MDK was Shiny's first PC game, and was notable for using software rendering, requiring a Pentium or equivalent microprocessor, rather than necessitating any GPU enhancements, despite its large 3D levels and complex polygonal enemies. As the developers were attempting things never before seen in a PC game, they had to write their own programming language from scratch."
>"Additionally, when in sniper mode, the player has the ability to zoom up to 100x, but the developers chose not to employ any of the standard solutions to pop-up, such as clipping or fogging. They also worked to ensure the game ran at a minimum of 30fps at all times on all machines."

>> No.8623025

>>8615092
>>8623008
It's a better 3D Earthworm Jim game than Earthworm Jim 3D.
I don't care if a youtuber has said this, I've always thought it.

>> No.8623034

>>8622843
What is marathon's deal? Is it esoteric kino with DEEPEST LORE or a mediocre shooter with a couple neat features?

>> No.8623041

>>8623034
It's important to distinguish between Marathon (the trilogy) and Marathon (the first game) when answering that question. The writing is good sci-fi even in the first game, and the second game has some very cool alien religious writings, but it doesn't really go balls-to-the-wall cracktastic until Infinity.

>> No.8623059

>>8623034
The mouse-aiming, relatively advanced physics, rooms-over-rooms, and enemy-pathfinding make it a fairly engaging FPS experience on pure shooting merits, though you'll have to get used to the particular mouse aiming and low/floaty-gravity. The fact that it has deep lore and relatively unique setting/atmosphere is what pushes it to kino. Infinity is basically the closest thing to a Borges short story in video game form.

>> No.8623070

>>8623059
>Infinity is basically the closest thing to a Borges short story in video game form.
huh, now I'm intrigued

>> No.8623096

>>8623070
Dont let him fool you its just s shitty sci fi story like halo or destiny.

>> No.8623105
File: 168 KB, 1777x894, double aught website.png [View same] [iqdb] [saucenao] [google]
8623105

>>8623070
Don't want to spoil anything, but I'll just say two things generally
1. You'll notice certain elements of one of Borges' most famous stories very explicitly
2. There won't exactly be that "Woah" Borges ending, and if you don't already have an autistic-level memory of the story from the first two games and miss some of Infinity's secret levels, you might not realize what's going on
3. There's also a lot of rambling stream-of-consciousness stuff that may or may not appear to have meaning depending on your interpretation; the head writer of Infinity basically admits that he himself doesn't remember what all of it means anymore
>>8623096
Cope, everything Double Aught did was art

>> No.8623150
File: 25 KB, 399x411, [AGGRESSIVE HONKING].gif [View same] [iqdb] [saucenao] [google]
8623150

I just think these guys are funny.

>> No.8623265

>>8623006
Oh yes.

>> No.8623390

>>8621949
>>8621957
In my country, not for main computers.
But I get irritated when a game doesn't have it because I have a bunch of old laptops lying around, some of them still running XP with networking disabled and I dislike it when I can't put a game that's under 1GB and old as shit on the USB stick so that I can install it on these computers in case I get bored and don't have access to the main computer.
In fact, I finished Doom 2 pistol-start for the first time on one of these computers a few years ago using Crispy Doom.

>> No.8623404

>>8623390
>I am mad because someone doesn't cater to my very specific problem
Anon, it's clearly a (You) problem.

>> No.8623408
File: 1.34 MB, 2502x1199, mishap (edit area) at 2022.02.13 09-25-02.281 [R3917].jpg [View same] [iqdb] [saucenao] [google]
8623408

>>8620204
I started a new one. It's busted teleporter themed techbase.

Lots of fake ambient occlusion in this one.

>> No.8623426

>>8623390
>In my country, not for main computers.
then order components from another country jesus fucking christ its not hard you baby

>> No.8623431

>>8623404
How is it my problem that Nightdive can't and never was able to get 90's games to run on anything other than modern hardware.
It's retarded that I can play 2007 games maxed out on the same computer that I cannot play Doom 64 or Exhumed on simply because baseddevs wanted Vulkan and nothing else.

>> No.8623439

>>8623426
>Just buy hardware during a hardware shortage to compensate for a problem that you don't have all the time and only applies to particular software in some scenarios
No

>> No.8623443
File: 45 KB, 506x339, istockphoto-144796374-170667a.jpg [View same] [iqdb] [saucenao] [google]
8623443

>>8623439
If you can't afford it you don't deserve it. Can't make it any more basic than that.

>> No.8623454

>>8623431
It's not worth maintaining something depreciated just for the benefit of a small amount of people.

>> No.8623503
File: 725 KB, 640x1138, america.png [View same] [iqdb] [saucenao] [google]
8623503

>>8623443
t.20-something loser, still gets rent money from his parents, works in an IT-starter-up company, born and raised protestant although he went atheist as a teenager and now he's "agnostic" because he laughed at a few trad memes, likely sports a shitty beard
>>8623454
Pic related

>> No.8623516
File: 323 KB, 852x480, file.png [View same] [iqdb] [saucenao] [google]
8623516

>>8623503

>> No.8623541

>>8622908
GZDoom,although it uses Vulcan,due to being single-threaded,is not very well optimized,getting rid of as many graphical effects as possible helps though.qqqqq

>> No.8623582

>>8622908
>>8623541
GZDoom performance largely depends on amount of actors it has to deal with.
Special effects done with particles eat about 25% of performance of those done with sprite actors, but unfortunately rarely anyone uses them anymore.
IHNY uses an ugly amount of actors for its everything, hence the framerate issues.

Plus your CPU sucks hard at single thread performance.

>> No.8623634

>>8623582
Can you spawn particles with A_SpawnItem etc?

>> No.8623645

>>8623454
"Deprecated" is just a nice word for "degenerate tech executives and ecomaniacs will force people to use new thing, don't think just consume"

>> No.8623687

>>8623645
Then why are you not using a 386 to play Doom the way it was meant to be played?

>> No.8623715

>>8622843
I love this shit, lol

>> No.8623747

>>8623645
You're right, valuable manhours and funding needs to be wasted to cater to an incredibly small fraction of consumers. You must have TONS of experience as a project manager to make such a concise, accurate, and witty statement.

>> No.8623754

>>8623634
Spawnitem spawns an actor, particles have their own set of commands.
Trick is, unlike actors they don't interact with anything, have no collision, and their trajectory is set on spawn.
So for example if you want sparks to bounce off wall/floor you need them to be actors.

>> No.8623757

>>8622856
>>8623008
>As the developers were attempting things never before seen in a PC game, they had to write their own programming language from scratch.
This sounds like utter bullshit, are they confusing a scripting language for levels for a new programming language? What the hell are they talking about, they made C part 2 or something?

>> No.8623773

>>8623582
Disabling IHNI's lightning makes my fps super stable and high but disabling it makes the wad unplayable cuz you can't see shit. I've finished episode 1 and it was mostly 60 fps but the preview for episode 2 is stuck at like 40-50 fps and is super laggy and unplayable. I hope it's better in the final release.

>> No.8623786

>>8623773
Wouldn't hold my breath for that.
You really should upgrade your CPU. The ones with good single thread performance aren't that expensive.

>> No.8623792

>>8623786
Upgrade to what? I ain't buying Intlel. Also, I'm not upgrading over some doom mod lmao.

>> No.8623845

>>8623792
Upgrade over general performance lmao
Your CPU is very likely a bottleneck of your whole system.

>> No.8623865

>>8623845
I doubt it. Modern software is multithreaded. And I don't have any performance issues even in bloated trash like Firefox and Chromium. 4k av1 video is the only thing my cpu can't do but hey, my video card can easily accelerate it so it's not an issue.

>> No.8623890

>>8623645
I want you to know that your statement is really fucking stupid and a very bad argument.

>>8623792
>Also, I'm not upgrading over some doom mod lmao
Then enjoy it as a slideshow, I guess.

>>8623865
Yes, but GzDoom is inherently single threaded because it's built around Doom, a game which is built around single threading. I'm getting a new computer soon, and one of the things I'm making sure of is that its CPU can do strong single threading, for things just like this.

>> No.8623920

>>8623105
>if you don't already have an autistic-level memory of the story from the first two games and miss some of Infinity's secret levels, you might not realize what's going on
That's what the Marathon Story Page is for.

>> No.8623951

>>8623865
Theres plenty of shit thats forced into singlethreading, like web apps or anything on java that isn't well optimized (which is 99% of things on java)

>> No.8623992

>>8623773
try making sure its at its max clock,if that still doesn't help,ask the creator about it,maybe he could try to change it for better performance.
>>8623890
expecting someone to upgrade his fairly strong rig for one mod is ridiculous.
>"just spend 500$ bro for one mod"
one of the nice things about older shooters is the smooth performance.

>> No.8624104

NEW THREAD
>>8624097
>>8624097
>>8624097

>> No.8624117

>>8623992
>expecting someone to upgrade his fairly strong rig for one mod is ridiculous.
Expecting someone to upend two decades of software development and starting over because your processor is anemic for single threading is also ridiculous. It clearly wasn't a problem for the author of the mod.
If it bothers you a lot, open the mod in Slade and edit it to improve performance, pair down effects and shit.

>one of the nice things about older shooters is the smooth performance.
Sure, and for Doom and mods that generally applies, but with flexible moddability some people choose to go the distance and doing the extreme things.

>> No.8624183

>>8624117
>a 1700 has garbage single threaded performance
3.8 ghz is great for most things,maybe if the guy expected 200 fps id get it,but 60 is just him wanting it to be playable.
>"just use slade"
thats what i asked him to ask the mod creator for,so he can disable the fancy stuff that is really poorly optimized.
>well some people want the more extreme stuff
i get that,but extreme stuff doesn't fucking mean
>obliterate playabillity on a perfectly powerful gaming PC,with no option to disable the worst parts.
its fine to have a fancy mod,but making it unplayable is not good.

imagine a quake mod with great gameplay (idk the teleplay of IHNI,but he's likely playing for that),but it forced RTX on and destroyed performance,and disabling it made it dark,that would be BS,its basic graphical options.
sorry to be so mad,but the man just wants to play a mod for a 30 year old game,not render garbage that tanks the fps.

>> No.8624187

>>8624183
i have not clue why "gameplay" changed to "teleplay"

>> No.8624197

>>8624183
After IHNI I am now checking out Infraworld. It runs way better and even though it also sometimes drops to like 45 fps it still feels way smoother to play than IHNI. Kinda weird? ihni turns into a literal slideshow at 40 fps but this doesn't?

>> No.8624210

>>8624197
its probably just a less laggy map overall

>> No.8624212

>>8624183
dev here
It's ok, anon - i get you. I suck at optimising stuff.
I'm basically using my crappy 6 years old laptop as a benchmark.
Good news is that i'm still learning and slowly improving performance with every update (it used to run way, way worse 2 years ago).

>>8624197
Oh yeah - that stems from some weird bullshittery related to weapon recoil.
I kinda-sorta fixed that today.
If you're playing v1.03 - try turning off weapon recoil in mod settings - that should help a bit.

>> No.8624228

>>8624212
good to hear,though i was alot less mad at you as i was at >>8624117 for the insinuation that if a mod runs poorly,the only solution is to upgrade your whole rig and having graphics options needing to be on is not on the mod creator to fix,but is on the user to have a stronger PC.

>> No.8624258

>>8624212
I tried every option on mod settings. None of them affect my experience at all. Except dynamic lightning. Turning it off takes the preview map from 40 fps to silky smooth 140. But the map is kinda unplayable in some parts without it cuz it becomes pitch black.

>> No.8624561

>>8620609
You forgot doom 2 rpg