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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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9073691 No.9073691 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9063731

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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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://rentry.org/8ca3061522e0

>> No.9073692
File: 2.28 MB, 1328x1644, 1656988004532.png [View same] [iqdb] [saucenao] [google]
9073692

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
Awaiting Idgames release

400 MINUTES OF /vr/
Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)

=== NEWS ===
[07-08] New Quake hub for mods and things
https://www.slipseer.com/index.php

[07-07] Black Mesa Demake demo for HL1
https://www.moddb.com/mods/bm-classic/news/black-mesa-classic-we-got-hostiles-demo-is-out

[07-05] New Serious Sam patch
https://dreamycecil.itch.io/sam-exe-patch

[07-05] Anon shares his punch sprite fix for Doom
https://files.catbox.moe/ptqfk2.zip

[07-01] vkquake 1.20.1 released
https://github.com/Novum/vkQuake/releases/tag/1.20.1

[07-01] Sonic Mayhem is releasing a vinyl

[07-01] DBP49 is out
https://www.doomworld.com/forum/topic/130049

[07-01] Quake 4 hinted to have a remaster
https://news.xbox.com/en-us/2022/06/30/join-the-quake-4-xbox-insider-preview/

[07-01] Sonic Mayhem Is teasing a Quake 2 Announcement
https://twitter.com/quakecomposer/status/1542567262338527232

[06-30] vkquake 1.20.0 released
https://github.com/Novum/vkQuake/releases/tag/1.20.0

[06-27] GZDoom 4.8.1 is out, reintroducing the console scaling feature and fixing some bugs
https://github.com/coelckers/gzdoom/releases/latest

[06-27] Nugget-Doom released, adding a bunch of QoL/casual features on top of Woof! 10.0.3
https://github.com/MrAlaux/Nugget-Doom/releases/latest

[06-26] Demon Throne 3.0 is out
https://www.moddb.com/games/wgrealms-2
https://www.youtube.com/watch?v=VevjVqsgBII

[06-24] Semi-public release for Unreal 227j patch
https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10395

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9073703
File: 446 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9073703

>> No.9073705

>>9073703
>difficult yet nice wads
Feels like this should be a category.

>> No.9073712

>>9073703
>crispy blood makes beatable guys leave
>quick rest needed
>big pwads

>> No.9073754
File: 380 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_74_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9073754

TIME FOR FRIDAY NIGHT FIREFIGHT! We'll be running INSANITY DEATHMATCH on bourdm.wad for this session, effectively bringing you a Friday Night Shitshow. Let's get started with this mess
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9073759
File: 433 KB, 831x649, How About I HUUH Your Shit.png [View same] [iqdb] [saucenao] [google]
9073759

>> No.9073760

No official delay of 94 Protons yet?

>> No.9073774

>>9073703
>i'm sourceport romero

>>9073760
only fitting that the delay announcement has its own unannounced delay. Choppy get back to work

>> No.9073793
File: 707 KB, 1920x1080, Screenshot_Doom_20220708_182305.png [View same] [iqdb] [saucenao] [google]
9073793

Do you think anyone might make a hub/compilation set for DBP since there's so many? shove them all into one pk3 and set for coop like Lexicon or Compendium?

>> No.9073802

>>9073793
That would be awesome

>> No.9073805

>>9073793
I think they considered doing this for the first 9 or so DBPs, but it never ended up happening. It was pre-split too so I think the interested parties left.
It also seems like a lot of work with the variety of replaced sprites, actors and sounds the series has accumulated over a span of... four years now.
Damn, I feel old.

>> No.9073814

>>9073793
There would probably be a lot of work to go through and have all the sprites and shit not overwrite each other.

It's doable but not likely to be done.

>> No.9073834
File: 19 KB, 243x240, 1639458923376.jpg [View same] [iqdb] [saucenao] [google]
9073834

i like the grenade rifle

>> No.9073849
File: 451 KB, 1920x1080, Screenshot_Doom_20220709_005542.png [View same] [iqdb] [saucenao] [google]
9073849

Alright, so now that the shotgun and the tree are done, I started setting up some placeholder sprites and the code scaffold for ied/db detonators.
So far I managed to make an inventory item that gives me a remote that, on pressing fire, does an action.
However, I still haven't found a way to properly get the necessary data from the doorbusters.
I know it's usually over ccmd, but how to access those through regular zscript without opening the console? That should be possible, shouldn't it?
For now I would already be satisfied if it just did the db 999 0 command; fetching and setting the tags and commands later won't probably be that much of a problem once I know how to actually get them.

>> No.9073854

How do you anons share maps you're currently working on?
I have a 2 map wad (trying to make the 3rd rn) that I'd like some thoughts on

>> No.9073867

How does /vr/ feel about the Doom Spritefix project? I think it's a pretty neat mod for vanilla doom, but even though it's the kind of thing you want to stick into your autoload folder, I find that it conflicts with a lot of HUD changing wads or wads that include minor custom sprites. It becomes more of a hassle to deal with rather than a genuine improvement project.

>> No.9073868

Anybody know what the fuck happened to Octothorp Station?

It seemed to have a pretty solid idea of turning Oblige into something that puts like Citadel-like space stations. Link related.

https://www.youtube.com/watch?v=TfpBNjaq4XY

>> No.9073884

>>9073867
It fixes sprites in the vanilla game.
You try to play it with stuff that potentially changes exactly the things the spritefix project changed and the complain about it.
Think about this for a second.

>> No.9073926

>>9073692
>Furfagweather
No thanks
SPIRIT REV THE ENGINES FOR QUADDICTED 2.0


>>9073793
i would love to see a DBP Compendium

>> No.9073934
File: 1.71 MB, 1000x714, 1657316571952.png [View same] [iqdb] [saucenao] [google]
9073934

>> No.9073951

>>9073884
That's not really my point though. My point is that so many wads nowadays try fancy dehacked and palette changes that using the mod is kind of pointless unless you know for a certain that it only contains vanilla assets.

>> No.9074009

>>9073951
>My point is that so many wads nowadays try fancy dehacked and palette changes that using the mod is kind of pointless unless you know for a certain that it only contains vanilla assets.
That was exactly MY point though.

>> No.9074020
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
9074020

>>9073664
>Mostly in terms of mods vanishing off the site, Nexus in particular purges stuff all the time and has even been known to delete mods because somebody uploaded a fucked with copy of the mod and claimed to be the original creator, so the actual original mod gets deleted.
That's unfortunate. Still, I doubt that sort of thing happens that often (at least on Moddb) and I'll take the occasional honest mistake over the inevitable butthurt-based blacklisting and Doomworld-style circlejerking.

>>9073926
>SPIRIT REV THE ENGINES FOR QUADDICTED 2.0
The funny thing is he has apparently asked for help several times over the years to expand the archive and revamp the website, but none of these freaks ever stepped up. It's about control more than Quake maps at the end of the day for them.

>> No.9074034

>>9073951
So your point is that the mod's pointless unless it somehow supports every other mod that might use or overwrite those mods?

>> No.9074130

>>9074034
not him but mods in general are clownshows one step removed from machinima and sprite rip webcomics, can't blame the guy for his reaction at all

>> No.9074138

>>9074130
>why use this thing when it’s incompatible with something it wasn’t designed for?
what an understandable reaction

>> No.9074147

>>9074020
If spirit reaches Q2 and Q3A Community, they would gladly help him since it would unify the FTP archives

>> No.9074153

>>9074147
Sk0oGe says hello

>> No.9074170

>>9074130
Now, you say in general. Are there exceptions?

>> No.9074196

Mancubus beanbag chair

>> No.9074212
File: 290 KB, 1920x1080, Screenshot_Doom_20220708_221614.png [View same] [iqdb] [saucenao] [google]
9074212

>>9074196
mancubus boob mousepad

>> No.9074226

>>9074212
What the fuck? :D

>> No.9074236

>>9074212
Sector tiddy mousepads?

>> No.9074239

What's the best version of Ghouls vs Humans? I downloaded Multiverse but it has Gaster and characters from Hazbin Hotel as classes? Is it really the best version or did I get lied to?

>> No.9074242
File: 81 KB, 640x640, Z(12).jpg [View same] [iqdb] [saucenao] [google]
9074242

>>9074196

>> No.9074245
File: 4 KB, 368x113, file.png [View same] [iqdb] [saucenao] [google]
9074245

512 Lines update is still in the incoming directory so it looks like we'll be waiting a little longer.
Anons, this project has seen some gross mismanagement compared to previous projects, and I take full responsibility for it. I don't have any excuses here. I just want to say that I fucked up, and I'm sorry.

>> No.9074249

>>9074245
The management of the project doesn't seem that bad compared to 94p, to be honest.

>> No.9074251

>>9073867
>It becomes more of a hassle to deal with rather than a genuine improvement project.
I agree that it becomes a hassle to deal with because you gotta check each wad for custom sprites to be sure that it doesn't conflict, but that doesn't detract from the coolness of the project. I used it all the time but now it's like meh I don't feel like opening every wad with Slade first and original is fine. FWIW there is also Smooth Doom and Black Ops

>> No.9074262

>>9074245
The maps are good and memorable, what else can we ask for?
I'm sorry about bitching too much about the old beta map 2 being too diffficut

>> No.9074270

>>9074245
Management seemed fine. Don't worry about it.

>> No.9074272

>>9074130
Just consensual sex in the missionary position for me, thanks.

>> No.9074276
File: 1.97 MB, 285x205, 1640922944620.gif [View same] [iqdb] [saucenao] [google]
9074276

>>9073934

>> No.9074278

Map03 of 10x10
https://www.youtube.com/watch?v=VE2sJLEWVLU
>>9074245
I'm back from the mountains and steppes, so I'm going to start recording tomorrow. I will either use the old wad and record up to map12, or you could upload the updated version somewhere else, so I can grab it earlier. Or email or send me on >Discord or something.

>> No.9074283

>>9074278
https://files.catbox.moe/wgx18f.zip
Did you want in the mapping/shitwad sekrit club btw?

>> No.9074289

>>9074283
Sure, why not.
EnragedEggplant#3778

>> No.9074305
File: 65 KB, 640x480, Trinity.png [View same] [iqdb] [saucenao] [google]
9074305

Released before Doom 2
Sandy bros...
https://doomwiki.org/wiki/The_Unholy_Trinity

>> No.9074310

What's the best soundfont to play the vanilla WADs with?

>> No.9074337

>>9074310
Depends on the era. But there's no "best", just whatever the authors might've composed the music with, which is mostly guesswork.
IWADs? Probably one of the more sophisticated SC-55 soundfonts, like the ones that are 100+ mb in size. They're more accurate since they're lossless recordings of an SC-55.
Old 90s pwads? Assuming the authors even composed their own music (most of the time it was reused from iwads or popular pwads) then they probably just used default windows midi soundfonts from that era.
Modern/current pwads? Every sourceport uses the ZDoom-family SC-55 soundfont by default, which is a close enough approximation without having an absurd filesize. I'd assume most authors compose their midis with the sourceport defaults taken into consideration unless states otherwise.

>> No.9074370 [SPOILER] 
File: 364 KB, 1920x1080, Desktop Screenshot 2022.07.08 - 20.37.29.69.png [View same] [iqdb] [saucenao] [google]
9074370

Well I did it. I finally beat 400 mins. Definitely had to save (and quite a bit in a lot of levels) and got rekt repeatedly but damn that was fun and good. So many great creative levels.
512 lines will be next, eventually.

>> No.9074389
File: 2.91 MB, 960x540, ghost.webm [View same] [iqdb] [saucenao] [google]
9074389

Does anyone remember Absolute Redemption? It was included on the official Counter-Strike retail disc.

>> No.9074513

>>9073867
Just load it before the wads that include custom sprites.

>> No.9074534

>>9074513
This usually works except if a pwad contains segmented custom sprites, such as only replacing doomguy's gloves.

>> No.9074582
File: 105 KB, 750x650, 30849.png [View same] [iqdb] [saucenao] [google]
9074582

>>9073692
QUAKE FINALLY GETS ITS OWN DOOMWORLD EQUIVALENT
https://www.slipseer.com/index.php

This is huuuge news because the biggest Quake repository/archive for singleplayer maps has been quaddicted, which required a middleman between mapper uploader and website hosting due to quaddicted architecture. Now users can upload their own shit.

>> No.9074585
File: 1.78 MB, 350x255, impressive.gif [View same] [iqdb] [saucenao] [google]
9074585

>>9074212
>the mini keyboard with distinct arrow keys

>> No.9074603

>>9074582
>fagweather
Quaddicted is still the best.

>> No.9074618
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
9074618

>>9074582
>replying to news post with something already in the news post and already discussed in this thread
>actually being excited for something equivalent to Doomworld
The line between retard and shill gets blurrier by the day.

>> No.9074627

Are WADs meant to be played in Mouselook?

>> No.9074632

>>9074627
If it's not for ZDoom, probably not.

>> No.9074660
File: 484 KB, 502x488, ranger stalker 4.png [View same] [iqdb] [saucenao] [google]
9074660

>>9074582
You can tell by the online presence of the admin that this is shit. Screenshot me for when the website is inevitably shut down in the future because it's "taking a toll on his mental health" or something else these people usually say about their dumb creations.

>> No.9074693
File: 2.94 MB, 960x540, Replay_2022-07-09_02-06-24.mkv.webm [View same] [iqdb] [saucenao] [google]
9074693

Three new weapons have been added to Peppergrinder over the past few days.
The plasma pistol offers the versatility of Thunderbuster spray in a safer, smaller package, with charged shots that can crack a Hell Knight shield or reliably drop any humanoid. Overheating is a concern, but you can carry two and alternate between them to alleviate it.
The mauler, based on its namesake from Strife, provides incredible burst damage in close quarters with a wide plasma shotgun blast, and also has a mini-BFG secondary mode that lacks most of the power of the real thing, but can still wipe out dense groups and be flung into places that are too awkward to shoot directly. It's grossly inefficient and awkward to use even at medium range, but you'll be damn glad to have it the next time you're face to face with a Baron.
Lastly, the Yuyuze pump action grenade launcher offers 3+1 40mm explosions at a much more accessible weight than the full-size rocket launcher. No HEATs, no rocket mode, and a longer stroke than the Hunter, but it only weighs slightly more than the single-shot rocket launcher by itself.
There's still more to come, but this was a bit of a milestone for us finally resuming full development, so I thought I'd make a proper announcement out of it.

>> No.9074712

>>9074627
If by mouselook you mean looking up and down then not necessarily.

>> No.9074736

>>9074245
Eh, my uploading of Skulltiverse was worse.

>> No.9074746

>>9074693
Just did a few slam-fire carpet bombings in map01 of lost civ with the Yuyuze, I love it.
It did, however, make me realize how disappointing it is that airburst settings reset after every shot. Don't take it as a complaint against the weapon itself, the stock RL does the same thing.

>> No.9074747

>>9074370
Nicee. Favorite map?

>> No.9074749

>>9074746
Hold Zoom when firing and it'll retain the airburst setting, same as the stock launchers.

>> No.9074753
File: 947 KB, 2048x2048, 1646545590324.jpg [View same] [iqdb] [saucenao] [google]
9074753

>>9074749
TIL

>> No.9074754

>>9074212
lmao excellent, gotta love doomcute&sexy

What HUD is that, btw?

>> No.9074760

>>9074245
Eh, don't beat yourself over it, I think you've done a good job, and most important, you've done a job (and e.g. didn't vanish).

>> No.9074762

>>9074754
That's the HUD from Hideous Destructor.

>> No.9074771

>>9074749
>>9074753
I just realized I'm retarded, this is in the default tips.But who reads those?

>> No.9074775

>>9074762
Yes I know, but that's not the default one, is it?

>> No.9074778

>>9074775
The only thing that's not default about it is the kill counter, which is from War Trophies.

>> No.9074784

>>9074778
Huh? Then how do I get the armor to display there on the side? Is that a setting somewhere?

>> No.9074791

>>9074784
There's the HUD Style setting in HD Options. Either set it to Use Screenblocks and set screenblocks to 11, or just set it to Mugshot.

>> No.9074806

>>9074693
God those new weapons sound absolutely radical. Love how you guys just decided to use the M2/I Fusion Pistol too. Really fitting. Guess it's time to make a tactical loadout with that and the WSTE-M5.
>>9074771
I did until lgbt propaganda started to get pushed around in those. It's also in the manual I think.

>> No.9074812

>>9074806
There's a better pack of tips nowadays.

https://dastrukar.gitlab.io/hddons-list/#misc:newtips-eric

>> No.9074817
File: 299 KB, 1920x1080, Screenshot_Doom_20220709_033604.png [View same] [iqdb] [saucenao] [google]
9074817

What kind of aesthetic do you guys go for with hardware-accel sourceports? Full SW rendering aesthetics, TrueColor SW, the whole OpenGL aesthetic shebang with dynamic lights, or something in-between?

>> No.9074818

>>9074806
>It's also in the manual I think.
So it is. With how much there is to this mod, I've already forgiven myself for forgetting about this particular feature.

>> No.9074821 [DELETED] 

Instead of Return to Castle Wolfenstein World War Zero 2-1 against a covert neo-nazi theoretician completely aside presents First Person Transhumanederelict Danceforest Cyberdrawup Shooting Property key argument incorrect curves maneuvres', hereon World War Zero: Iron Storm uses derivative of that central rebuttal reductionally and the differing World War Zero The 2 which gives the closure. World War Zero The 2 is the formerly destroyed pre Return to Castle Wolfenstein debunking the social practice of swastika reference as historically Mein Kampf target. Notificatively, nevermind.

>> No.9074851

>>9074821
P.S. Danceforest is megalotank aesthetics and machinegun-and-rocket aesthetics actual equal WWZ2-1 hereon Danceforest the game strictly stick firing arbalest influenced Venom gun, unfeedbacked shots unbalance the agent plummeting invisible armor the stance, nevermind.

>> No.9074878

>>9074818
Honestly. I just never bother with the airburst because measuring doom units is wack. I either angle at a nearby wall for the splash or go for direct hits only. The one time that it did work for me was absolutely satisfying though. Flying over the head of like 12 imps and detonating right in the middle of a group, instantly gibbing the healers in the middle and killing the rest of them except for a pair.
Sadly it was rather close ranged so shrapnel came back flying into me too and incapped my wounded ass.

>> No.9074943

>>9074878
I did at least remember you can hold use and press the rangefinder key to auto-set airburst to that distance.

>> No.9074954

what are some games that feel like doom without being literal doomlikes? i just beat hotline miami, it was so damn good with the fast paced action, violence and presentation

>> No.9074961

>>9074954
doom 2

>> No.9074972

For me, it's Derelict.

Srsly, it has all the SOS brilliance of Lunatic Fringe and other hyped maps, except it has a great, unique sense of location with the giant tanker ship, and it's very atmospheric as well.

Best Duke map by a mile.

>> No.9075050
File: 467 KB, 661x623, 1631724343143.png [View same] [iqdb] [saucenao] [google]
9075050

Gonna try learning Duke mapping.

>> No.9075081
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9075081

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 A GOOD TIME TO POST THAT SHIT.

>> No.9075082
File: 109 KB, 1749x567, Ambition or a cry for help, you decide.png [View same] [iqdb] [saucenao] [google]
9075082

>>9075081
Fuck brightmaps.

>> No.9075083

>>9075050
godspeed anon, do the duke proud

>> No.9075084

>>9074791
Oh, I see. Thanks.

>> No.9075086

>>9075082
jesus christ anon
looking great

>> No.9075087
File: 23 KB, 352x192, it's all so tiresome.png [View same] [iqdb] [saucenao] [google]
9075087

>>9075086
Oh it'll look great once I'm done. I just hate having to apply this shit for 100+ frames. God help me if I fuck up the tedious process of assigning all of these in the GLDEFs, I've done that a few times. I also lost a few frames while working on this earlier when I realized the brightmaps were misaligned by one pixel.

>> No.9075091

>>9073849
Politely asking again for advice on how to get the necessary values to make a doorbuster (and in the future also ied) remote detonator.

>> No.9075126
File: 754 KB, 1366x768, image.png [View same] [iqdb] [saucenao] [google]
9075126

>>9075087
god bless ya anon

>> No.9075141

>>9074972
It's my favorite too, big and fiendish dungeon crawl with a side of realistic locations.
In fact I seriously dig the last three levels as a whole in The Birth, the Nuclear Powerplant, the Derelict ship, and then the alien lair, some fantastic music and atmosphere in these parts as well.
I think last few maps really make up for the episode's weaker ones.

>> No.9075152

Guys
What if
gunplay of Hideous Destructor
but
with anime girls?
and gratuitous BD levels of gore
inb4 wait for Citadel 2

>> No.9075153

>>9075082
I wouldn't fuck them, that's how you get sexually transmitted brightmaps.

>> No.9075158

>>9075152
Somebody's probably already feverishly trying to mash this together with hideous derpstructor.
https://www.moddb.com/mods/call-of-doom-cod-style-advanced-weapons-mod/news/developer-diary-doomguys-new-girlfriend

>> No.9075167
File: 2.90 MB, 960x540, Replay_2022-07-09_08-14-41.mkv.webm [View same] [iqdb] [saucenao] [google]
9075167

>>9075081
Slapped together a rough concept for Kegan's CBT variant of the Bastard. Making this an actual loadout option is going to be the painful part.

>> No.9075178

>>9074618
Not him, but the whole crusade against dw is unnecessary. Yes, the site does have few mods that occasionally act more immature as mod should, but the fact is that it still has the largest community that produces 90% of quality content, idgames archive and better forum ui than quaddicted.

(Also this post does not mean that i'm against db or vr. I'm not against any forum. Forum wars belong to underage users.)

>> No.9075187

>>9075152
That would just be replacing and touching up sprites. Find a set of suitable replacements, touch them up, and have at it I guess.
>wait for Citadel 2
Not retro, but more importantly if it’s anything like the first it would be more arcadey than HD anyways.

>> No.9075215

>>9075178
>Forum wars
That's always going to happen when moderation even minutely oversteps its bounds. 4chan had jannies and mods simping for Zoe Quinn all those years ago; it's all about time and context.
And right now DW fucking blows. At least DoomKid finished his mapping contest, God bless his heart.

>> No.9075241
File: 498 KB, 731x718, Screenshot 2022-07-09 092721.png [View same] [iqdb] [saucenao] [google]
9075241

>>9075081
Initial progress report on my DBP50 entry.
>>>/wsg/4618566
I'm gonna take it slow this month and make a large, room-y map like Lunch's (tho much less impressive, no doubt.) The tenements is done, and I plan on adding a park and some kind of open-air market with a couple stalls/kiosks; those three should make-up the bulk of the major zones, besides the streets (which will probably be a lot of faux buildings on raised sections to give a lot of verticality and ambush potential.)
Shoutouts to noisyvelvet on Doomer Boards for his screenshots so far—they inspired me to stick with the "large space" layout idea, rather than going for a more experimental indoor horror vibe with the texture set,

>> No.9075271

>>9075241
Comfy commieblock.

>> No.9075278

>>9075241
Looks really nice, I like it.

>> No.9075308

>>9073691
Why is there no rentry update on 512 lines? It's been days since idgames release

>> No.9075310

>>9074660
this reminded me of doomuniverse.com

>> No.9075312

>>9075308
Oh ignore me for being retarded, it's already in there. Title disappeared too for some reason however

>> No.9075321
File: 2.89 MB, 1328x1644, PROTONS Sheet 17.jpg [View same] [iqdb] [saucenao] [google]
9075321

>>9073692
94 Protons Of /vr/ - The Anchor Post
Extended deadline! From July 10th to August 18th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.7 (main assets)
>PROTDECO11 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Unclaimed
>E2 Boss Level: Claimed
>Hunted clone: Claimed
>Hunted clone 2, if it's different enough from the first one: Unclaimed
>Optional Dead Simple clone: Unclaimed
>Large city battle level akin to Odyssey Of Noises: Unclaimed

Minimum Goal: 15 Maps Total
Current Submissions: 6 Maps
Submissions In Progress: ?

To Do:
>probably alter Status Bar digits so they actually fit
>touch up Status Bar
>M_DOOM (something styled after Plutonium in the periodic table)
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.9075327

Updates for 94 Protons:
>fixed animated liquid flats
>added a couple of more flat version of Plutonia wall textures
>new subgun sounds, the way they handle in GzDoom and PrBoom+ differ, please give input
>extra explosion sound effect for rockets
>fixed offsets for DeHacked and Decorate version hangladies

>> No.9075332

>>9075241
Whats the theme of this one? The texturing reminds me of Redneck Rampage. Some sort of dilapidated country estate.

>> No.9075338

>>9075332
>Whats the theme of this one?
"Emerald City". Lots of greenery and overgrown urbanscape textures (overturned cars, vine-crept brick walls, street signs, the works).

>> No.9075346
File: 121 KB, 1280x720, 1657376396664.jpg [View same] [iqdb] [saucenao] [google]
9075346

>>9075332
Ghost town fully taken over by nature, think Planet of apes or Last of us.

>> No.9075348
File: 604 KB, 1920x1080, 1657376459216.jpg [View same] [iqdb] [saucenao] [google]
9075348

>>9075332
>>9075346

>> No.9075349

>>9075241
Nice!

>> No.9075365
File: 3.05 MB, 2735x1654, 1003620676.jpg [View same] [iqdb] [saucenao] [google]
9075365

>>9075338
>green post-apocalypse
Best setting ever. Maximum hyped.

>> No.9075367

>>9075338
>>9075346
I imagine this town is depraved of electricity, how will lifts and lights work? You know, main staple of doom mapping

>> No.9075386

>>9075367
Demons got the generators working so they could use the lifts and lights.

>> No.9075394

>>9075386
What if somebody's hooked up a demon to the generator?

Lifts powered by a lost soul in a box.

>> No.9075397

>>9075367
>how will lifts and lights work
>implying they run off electricity and not hellicitry

>> No.9075401

>>9075394
Drawfag request: Demon in a hamster wheel powering something

>> No.9075405

>>9075394
That sounds like a cute Icon of Sin facelift, having vines hanging from the wires in his face, maybe have some glowing energy pillars on the sides.

>> No.9075427

>>9074245
I wouldn’t worry about it too much. Thanks for putting my map (Tomes & Triggers) on the same slot as Tricks & Traps, I thought that was cool. Chill out and have a drink.

>> No.9075440
File: 3.64 MB, 387x426, 1657378748928.gif [View same] [iqdb] [saucenao] [google]
9075440

>>9075386
>>9075397
Alright, someone should make a secret room with bunch of demons packed around working TV set or projector. What kind of things hellspawn usually watch, marvel movies? Hellboy? Make it real Lunch.

>> No.9075448

>>9075440
>What kind of things hellspawn usually watch
Really sick shit like "Little House on the Prairie" and "The Sound of Music".

>> No.9075451

>>9075440
Doom (2005) starring The Rock rofl

>> No.9075476

>>9075440
>What kind of things hellspawn usually watch
Movies where the bad guys win.

>> No.9075482

Is vkQuake the way to go?

>> No.9075490

>>9075394
>>9075401
The Halberd from Kirby Super Star is powered by little living wheelies riding around in cages - lost souls could fly around in cages like that too

>> No.9075504
File: 489 KB, 1920x1080, Douk2.jpg [View same] [iqdb] [saucenao] [google]
9075504

>>9075367
>>9075386
Ron Paul spinning in his grave hooked into a generator somewhere on the map.

>>9075241
Looking really good and a great idea. The maps I love the most in Build Engine etc games are ones based upon real world locations like places such as supermarkets, the bath house in Shadow Warrior, the holiday resort in Duke Caribbean etc .

>> No.9075509
File: 1.54 MB, 498x415, polish-cow-cow.gif [View same] [iqdb] [saucenao] [google]
9075509

>>9075440

>> No.9075515

>>9075504
>The maps I love the most in Build Engine etc games are ones based upon real world locations
This is something that always stuck out to me about Duke3D as a kid, and it's influenced my mapping hugely. I almost always include some real world anachronism to my maps (like a bed, toilet, comfy chair, or television.)

>> No.9075540

Are we getting a DN3D map editor that is equivalent to DBuilder any time soon?

>> No.9075593

>>9075346
>>9075348
>>9075365
i can see someone compare this wad to doom eternal because of reclaimed earth
but you can also see this as an extension to plutonia

>> No.9075636
File: 154 KB, 1920x1040, 94automap.png [View same] [iqdb] [saucenao] [google]
9075636

>>9075081
>>9075321
All my ideas for 94 protons map turned out to amount to just two rooms, but when I'll add encounters to it, it's gonna be fun.

>> No.9075646

>>9075636
A map can still be fun with 2 rooms. Especially for something resembling Plutonia.

>> No.9075691

>>9075321
Also, is start of the map supposed to be that device, or only the finish?

>> No.9075710 [DELETED] 
File: 361 KB, 1366x768, Screenshot_Doom_20220709_172312.png [View same] [iqdb] [saucenao] [google]
9075710

uhhh what???

>> No.9075843

>>9075710
>yfw matt introduced drum mags, but forgot to change sprites

>> No.9075896
File: 159 KB, 1600x900, Screenshot_REKKRSL_20220709_102250.png [View same] [iqdb] [saucenao] [google]
9075896

>>9075081
Started working on this again,

>> No.9075925

>>9075636
>there's an automap mode
Well, that's useful to know

>> No.9075947

>>9075896
What is this, Far Cry Blood Dragon for REKKR? Looks sick, did you do that sky dithering by hand?

>> No.9075952

>>9075925
There's a sound propagation mode too.

>> No.9075954

>>9075947
Isn't that the default ep4 sky.

>> No.9075960

>>9075954
Oh, is it? I never played REKKR beyond the first two levels.

>> No.9075973

I've spent the last few hours playing Quake 1 deathmatch maps (from the base game) They're all awful.
You can really see how far map design has come since then.

>> No.9075974

>>9075960
I never played REKKR beyond the fist demo level from when it was just a doom mod

>> No.9075984

>>9075974
I never played doom beyond e1m1

>> No.9075986

>>9074582
Neck yourself Furfagweather
Quaddicted is superior and you will fail miserably as you tried to kill the quake 2 community.

>> No.9075987
File: 2.15 MB, 960x540, lamp.webm [View same] [iqdb] [saucenao] [google]
9075987

>>9075081
After the destructible tree (which broke in 4.8.2 because Matt changed how the chainsaw inflicts damage and I haven't found out how to fix it) I did a destructible lamp.
Code-wise it's nothing special, so I'll have to make the sprite prettier, but at least it works.

>> No.9076006

>>9075984
What the fuck is an e1m1?

>> No.9076025

>>9076006
It's from some shitty prequel to Map01

>> No.9076051

>>9075896
Man, I love that sky.
REKKR tries sometimes to be dark or hardcore but it always fails because it's so cozy (thankfully Revae knows this which is why he gave us the good ending in Sunken Land).
I wish it had more dark forest levels though, those were kino as fuck.
I should start mapping again.

>> No.9076053

>>9076006
what the fuck is a doom?

>> No.9076054
File: 209 KB, 1506x766, 4ExSnekis.png [View same] [iqdb] [saucenao] [google]
9076054

>>9076051
>I should start mapping again.
If you've got the drive, then fukken do it. I love playing random maps dropped by anons in these threads.

>> No.9076056

>>9075986
>Quaddicted is superior
Let me know when the injector is updated to get user scores for maps

>> No.9076126

Shit Ashes is some remarkable shit. Not only does it play well, it has a really nice length if you take your time to get the secretes even more.
Iam glad I am seeing this uber mod era, for doom, thief, quake especially.

>> No.9076159

>>9076051
>thankfully Revae knows this which is why he gave us the good ending in Sunken Land
Best five quid I spent in ages.

>> No.9076201
File: 3.62 MB, 4608x3456, 20220708_215921.jpg [View same] [iqdb] [saucenao] [google]
9076201

>>9075081
Sketched out a design for the last map in my 3 map wad, first wad I've made but I've been trying to pick up tricks quickly as for whatever reason I decided to use default map format for the wad.
So far the "tricks" are just self referencing sectors to fake water depth and silent, instant speed walls for better monster closets and traps.
Kinda stuck on whether I should keep the corridors seen in picrel connecting the rooms or come up with better ways of bridging rooms together

>> No.9076212

>>9075636
I'm sure it can work out.

>>9075691
Both.

>> No.9076213
File: 184 KB, 1364x768, 1337349041375.jpg [View same] [iqdb] [saucenao] [google]
9076213

>>9076201
>sketch on a coffee-stained notepad
>design so intuitive I didn't need to read half the text to understand it
>using Intermediate/Advanced tricks on your first WAD
Looks full of soul, anon.
I look forward to playing your WAD. As long is it's not too hard...

>> No.9076231

>>9076213
I don't think I starve players of ammo or health all that much, I imagine continuous runs will be easy as piss.
That said I haven't been pistol running anything so that may be an issue.
Glad you think the design is intuitive anon, I've just been trying for interesting room shapes that flow in some sort of direction.
How do people share wads here? I'd love to let anons have a go after I at least get the initial draft of map 3 done

>> No.9076251
File: 42 KB, 712x476, 1634742808650.jpg [View same] [iqdb] [saucenao] [google]
9076251

>>9076231
>Glad you think the design is intuitive anon
Oh yeah. Things like, "oh, this is probably a window—oh, these are probably enemies and these are items" became obvious as I look at it Also, I think I can tell the intended indoor areas from outdoor at a glance, but you could always surprise me with an open-air room somewhere.
>How do people share wads here?
Lots of people upload to catbox.moe, usually with their WAD in a .zip.
My recommendation, however, is to get a Google Drive or mega.nz folder setup with a shareable link. That way, you can share a folder with multiple WADs in it, and if you need to update one, you don't have to re-share the link, just update the contents of the folder in whatever manner you prefer.
I'm sure there's other ways people can recommend, too, like some of the less-strict /idgames alternatives.

>> No.9076278

>>9076251
>that picture
kek

>> No.9076340
File: 1.18 MB, 1435x745, 1645283984356.png [View same] [iqdb] [saucenao] [google]
9076340

Serious Business Saturday is happening today! This is just a little preliminary announcement, but if you want to download the map pack we'll be playing with early you can grab it from this page:
>https://rakanishu-sed.itch.io/mappers-collective-mappack
Make sure to grab the most recent version and NOT the revolutions one, then just extract the .gro file from the rar into your main SS TSE directory (do NOT modify the .gro file in any way).

Also while on the subject of Serious Sam, I gotta figure out what I'm going to do with my entry for the current mapping jam. Theme this time is being limited to 128x128x128 playable space (similar to 2048 units of vr). This amount of space is somewhat limiting.

>> No.9076398
File: 90 KB, 1000x563, CacoaDemon.jpg [View same] [iqdb] [saucenao] [google]
9076398

>>9075896
Good shit.
>>9076051
>thankfully Revae knows this which is why he gave us the good ending in Sunken Land
I really appreciated it. In current times where every moron tries to "subvert expectations" or "write deep lore", you're just desperate for simply lines of texts that are full of SOUL.

>> No.9076425

>>9076201
If anything, I think that's a tad too many corridors. Not something that couldn't be adjusted or changed during the mapping process though, from my own experience sketching things... the actual results usually notably differ from the sketch

>> No.9076435

>>9076340
Aw yeah, looking forward to playing a little bit of SS again (even if I can't stick-out full sessions.)
>Theme this time is being limited to 128x128x128 playable space
I'm actually interested in seeing a tight-quarters Serious Sam map with more of a rooms-and-corridors Doom feeling. I wonder if this restriction will encourage such design a little bit more, or if people will lean towards single arenas with enemies teleporting in?
Regardless, you have my best wishes on your submission!

>> No.9076464

Does anybody know how to get the height of a hitscan attack in ZScript?
With a missile or something it isn't hard, I just check DamageMobj inflictor.pos.z, but not all hitscan puffs actually do damage, so I can't use that.
I also didn't find any "onhit" function that maybe had a Z height I could check.

>> No.9076476

>>9075986
>as you tried to kill the quake 2 community.
Elaborate, please

>> No.9076481

>>9075947
VR-3KKR
... REKKR VR missions. It's just something I'm making for kicks. I started it a while ago, and then focused on unity stuff leaving it unfinished, but since 512 lines and 400 mins I feel like mapping again I guess.
Each level is focused on one weapon, and I'm trying to put in areas that illustrate their strengths and weaknesses.
It'll be episode 6, since if you use the bonus patch there are already 5. If you use both all of them will show up...
Dithering was by hand. The sky might change though since it's just the bonus eps sky.
>>9076051
>>9076159
Thanks anons.
We'll see about a forest level. I have a secret map to do... Dunno quite what it'll be yet.

>> No.9076496

>>9073691
Looks like Temporal Tantrum got removed from the rentry. What gives? Does it technically not count as a /vr/ project since it's developed off site? Or did you just realize it's never coming out?

>> No.9076505
File: 357 KB, 1920x1038, 2022-07-09-230118_1920x1038_scrot.png [View same] [iqdb] [saucenao] [google]
9076505

>>9075081
Guess I'm making another protons map

>> No.9076507

>>9076505
What is this builder?

>> No.9076513

>>9076507
Eureka
I only use it because it works natively on linux

>> No.9076575

>>9075427
That's pretty neat, but it was entirely unintended, I just thought it was a good map that wasn't too hard for its placement. Hooray for happy coincidences.

>> No.9076580

>>9076513
Did you know that it is possible to build UDB on Linux?

>> No.9076591
File: 631 KB, 1920x1080, Screenshot_Doom_20220709_174702.png [View same] [iqdb] [saucenao] [google]
9076591

>>9075081
I needed a better looking and more lore-accurate ZM66 for my resprite, and I figured somebody has to adapt the recent DrPyspy Zombieman rifle to HD, might as well be me.
I haven't done the pickup sprites yet, that's a whole ordeal thanks to fire selector/GL variations, and cookoff rotations.

>> No.9076596

>>9076580
I didn't. But I'm used to Eureka now so I probably won't switch for a bit

>> No.9076602

What do anons here use for lump editing?
I've been using slade3 purely so I can fiddle with MAPINFO settings but it seems a bit overkill to use a full editor to do that

>> No.9076607

>>9076602
Slade is useful for pretty much anything. You can make a text file and text editor and import it I guess.

>> No.9076614

>>9076607
It's not like I really need to use a dedicated lump editor or anything, I just split between using UDB for the mapping and stuff, then slade for MAPINFO edits. I suppose I could use it for more if I ever dip into Zscript shenanigans

>> No.9076616

>>9076614
If you ever get to sprite replacements, adding DEH patches into your WADs, etc., SLADE is what you'll probably want to use.
My workflow for gameplay mods isn't super streamlined, but I can still get custom enemies implemented with DECOHack using just three main applications, two of which are UDB and SLADE.
Just depends on whatchu wanna' do.

>> No.9076618

>>9076607
It's shit for mapping, which was it's original purpose.

It's really good for crashing though.

>> No.9076624
File: 30 KB, 319x116, Builders.png [View same] [iqdb] [saucenao] [google]
9076624

>>9076618
Can't imagine using it for mapping, desu.
Something about the interface just puts me off from using it that way

>>9076616
Not sure what a DEH patch is but I do remember seeing a tut ages ago about adding my own sprite patches in so I think I'll just stick to my current workflow.
If only I could cut down on the amount of builders I have...

>> No.9076651
File: 161 KB, 1069x554, image.png [View same] [iqdb] [saucenao] [google]
9076651

>A door that opens for 4 seconds after 5 minutes and then never again
Who was the genius who come up with this idea?

>> No.9076678
File: 616 KB, 1600x900, meh.png [View same] [iqdb] [saucenao] [google]
9076678

>>9075081
Sewer mapfag here, posting more unimpressive progress.

>> No.9076683
File: 597 KB, 1920x1080, Douk.jpg [View same] [iqdb] [saucenao] [google]
9076683

>>9075515
>This is something that always stuck out to me about Duke3D as a kid
Yeah, I remember playing Shadow Warrior and Duke Nukem 3d demos and being almost blown away at like "holy shit it's like the real world" compared to Wolfenstein or DOOM. Like the interactivity of Duke Nukem 3d levels, pissing into toilets giving money to strippers, the interactive pool table at Red Light District, the car driving around in the first level of Redneck Rampage and the "city street" of Seppuku Station in SW... Good shit.

>I almost always include some real world anachronism to my maps (like a bed, toilet, comfy chair, or television.)
Godspeed, this makes maps turbo comfy imo. Also one of the reasons I couldn't really get into some shooters, if the maps felt "lifeless".

>> No.9076685

>>9076678
looks cool anon, I like that door texture

>> No.9076691

>>9076618
>It's really good for crashing though.
I'm noticing this more and more lately, I might go back to the version that made my audio crackle every time I ran it. I at least remember that version being more stable.

>> No.9076692
File: 113 KB, 2200x2200, 1622554531475.gif [View same] [iqdb] [saucenao] [google]
9076692

>>9076678
>Sewer mapfag
*ding* sewer count go up!

>> No.9076696

>>9076692
sewer count never fails to at least make me smile. I wish I knew why.

>> No.9076706
File: 743 KB, 1920x1080, Screenshot 2022-04-25 192727.png [View same] [iqdb] [saucenao] [google]
9076706

>>9076678
>unimpressive
This looks like one of those "it was harder to make that it looks like" scenes, but maybe that's just me being bad at mapping. I count... What, 9 different textures? And at least a half-dozen flats? You'll do fine, just keep at it and don't get despirited if it takes a while. Much like a Bob Ross painting, at one point after working on it piece by piece, layer by layer, you'll finish one section and zoom-out and go, "Whoa, where'd this fucking real-ass map come from?"
At least, that's what I choose to believe. Ganbare!!
>>9076683
>Godspeed, this makes maps turbo comfy imo. Also one of the reasons I couldn't really get into some shooters, if the maps felt "lifeless".
I don't like "lifeless" any more than you. I vastly prefer "lived-in".

>> No.9076712
File: 828 KB, 1050x809, 1583697359476.png [View same] [iqdb] [saucenao] [google]
9076712

What is the best program for procedurally generating wads? I remember Oblige + Obaddon being very impressive and generating fun playthroughs but it's been discontinued.

>> No.9076713

>>9076678
Those are some fucking nice train tracks.

>> No.9076717

>>9076712
Obsidian is the continuation of Oblige+Obaddon

>> No.9076718

>>9076712
Obsidian is the most recent continuation of the Slige / Oblige /Obaddon train of things.

>> No.9076743
File: 2.21 MB, 1500x997, 1650754800565.png [View same] [iqdb] [saucenao] [google]
9076743

Time for some Serious Business Saturday! Grab your briefcases and load those double barrels, today we'll be playing through the Mappers Collective Mappack from 2020! Download the map here:
>https://mega.nz/file/92ZkGbxY#TiqUSUCKGcJQZD3-RKV7dNAxZGWGvyM8TRnxdR9MPBM
As always, extract the .gro file from the download and place it inside your main Serious Sam TSE directory (do not modify the gro file in any way, just drop it in). When you got that ready join via specify server with the ip:
>45.79.57.115

Also, as I said in my previous post a new Serious Sam mapping jam is going on and runs until the middle of August. It's theme is being limited to 128x128x128 units of playable space. If you'd like to join then let me know.

>> No.9076768
File: 115 KB, 583x350, sleepy.png [View same] [iqdb] [saucenao] [google]
9076768

Golden Souls 3 when?

>> No.9076782

Map04 of 10x10
https://www.youtube.com/watch?v=CO7yDu0jG04
Do you like shotgunning arch-viles?

>> No.9076789

>>9076782
>Do you like shotgunning arch-viles?
More than I like shotgunning barons, that's for sure.

>> No.9076829

>>9076743
Game crashed on me, and I can't rejoin the server. (Just so you know.)

>> No.9076910
File: 220 KB, 1280x720, Screenshot_Doom_20220710_015550.png [View same] [iqdb] [saucenao] [google]
9076910

I love bloom effect in gzdoom so much

>> No.9076945

>>9076829
Oh dang, really? I think I'm going to restart the server in the next level anyways because the current one we're on broke.

>> No.9076965

>>9073793
Might be able to do something similar to doom complete, that gzdoom compilation wad. It processes everything first to make a compatible combo wad. That would be a lot of work though. Probably easier to just make a launcher for them.

>> No.9077059

What GZDoom lighting mode is closest to the vanilla intended experience?

>> No.9077079

Hideous Helmet doesn't seem to work with the newest HD commits.
>Script error, "HDH.pk3:zscript/statusbar.zs" line 469:
>Insufficient arguments in call to DrawHDXHair

Is this an easy fix or should I just wait for Dastrukar to do it?

>> No.9077083

>>9076945
It kept happening. I'm 95% sure it's on my end since Doom Launcher is also suspiciously crashing intermittently. Hope you guys enjoy, tho!

>> No.9077118

>>9077079
Crosshair display is going through a lot of tweaks right now while caligari and Matt try to get the sights to interpolate smoothly, but still line up with where your shots go in high-ping multiplayer.
You might be able to fix it one error at a time, but it also might break next HD commit when things change again.

>> No.9077130
File: 457 KB, 1600x900, 1630011179263.jpg [View same] [iqdb] [saucenao] [google]
9077130

>>9076743
Thanks for everyone who came. These levels were getting a bit too long so we didn't finish the entire map pack. Maybe we'll continue them next time.

>> No.9077137

>>9077059
Software is the most accurate, as the name implies.

>> No.9077189

>>9076910
Me too. I like using it with SBrightmaps so you can get some additional glow out of a pair of pinkie eyes or a big caco mouth in the dark.

>> No.9077202
File: 2.92 MB, 998x590, 400kbsofbrightmaps.webm [View same] [iqdb] [saucenao] [google]
9077202

>>9077189
>>9075126

>> No.9077208

>>9077202
I'm glad someone could appreciate that dark hallway.

>> No.9077235

You have the ability to force your friend who loves boomer shooters to play one Doom wad. What do you choose and why?

>> No.9077241

>>9077235
Imp Encounter, it's what they deserve.

>> No.9077245

>>9077235
Hideous Destructor co-op tutorial session.
I've done this before, complete with drill sergeant role play.

>> No.9077251
File: 483 KB, 1920x1080, Screenshot_Doom_20220709_223152.png [View same] [iqdb] [saucenao] [google]
9077251

>>9076910
This is probably considered extremely blasphemous on this general but I actually like the aesthetic of some of the GZDoom postprocessing effects especially when they're combined with the vanilla palette.

>> No.9077256

>>9077235
Assuming they've already finished the IWADs, Ancient Aliens probably. People who are getting into doom wads need something pretty to hook them in, and aalliens.wad is nice looking, has some maps with quirky gimmicks, and isn't overly difficult especially on HMP.

>> No.9077262

>>9077251
The ones I really don't care for are the blur filter, fisheye lens, and chromatic aberration, the last one in particular is just unpleasant to me.
Otherwise, I think a lot of the effects can look very nice, I imagine it could look delightful with one of those pixel filters and when palette restricted (even though I like truecolor a lot).

>> No.9077263

>>9077235
Epic

>> No.9077270

>>9077245
sounds like fun

>> No.9077271
File: 212 KB, 694x811, Progress.png [View same] [iqdb] [saucenao] [google]
9077271

>>9076201
I forgot how fucking long mapping can take.
I've only got the first draft of the first 2 rooms done and some early item placement stuff plus decorations.
I realise I've also scaled up from what my design was, it was only meant to be a small-medium sized temple thing...

>> No.9077273

>>9077271
For some reason, the idea of making the player wade into deeper and deeper blood to exit a map sounds fuckin' cool to me. I might have to try that some time.

>> No.9077274

>>9077262
I like truecolor for SW rendering aesthetics. I can live without palette restrictions and banding. But weirdly enough, for HW rendering and stacking a bunch of postfx, I think unrestricted palette looks too flat. Especially with effects like SSAO and bloom.

>> No.9077275

>>9077273
that's kind of how I ended map 2, so I've just continued that into the map 3 start.
You might want to prevent monsters or items getting into your water unless you're fine with sprites rendering over the liquids

>> No.9077279

>>9077270
It was.
Especially when I shot him in the leg with the revolver to teach him how to use the medikit.

>> No.9077280

>>9077279
fucking brutal

>> No.9077281

>>9077256
This person is very experienced with Doom and boomer shooters in general.

>> No.9077292

>>9077281
Well, experience doesn't really cut it for a vast majority of pwads because they have different gameplay expectations in comparison to vanilla. Don't make your friend jump into something like sunlust on UV unless you want them to hate Doom

>> No.9077298

>>9077279
I remember my first co op session with my friend. I got shot to shit and fireballed, went incap. He dragged me to safety and I was jokingly asking him: "did I do good coach?"
After he patched me up, he injected berserk into me, which was the first time I used it, I leapt up, punched an Imp into chunky salsa, and then jumped forward and headbutted a wall. It was great

>> No.9077315
File: 12 KB, 889x181, file.png [View same] [iqdb] [saucenao] [google]
9077315

>>9074245
And it's gone. Update should be up soon, hopefully before the thread dies.

>> No.9077329

Playing through the IWADs, how do I manage my ammo while playing Ultraviolence?

>> No.9077332 [SPOILER] 
File: 185 KB, 1920x1080, Screenshot 2022-07-09 232916.png [View same] [iqdb] [saucenao] [google]
9077332

>>9077315
Just checked, looks like it's updated.
GG WP

>> No.9077335

>>9077332
Phew. Now we can finally lay this to rest. Right?

>> No.9077336

>>9077332
I don't want to stare at Pain Elemental holes.

>> No.9077352

>>9077329
By knowing which weapon is best to use on which enemies and knowing this stuff so well that you can change your tactics on the fly in the middle of a fight. Each enemy has a sort of "dance" you do with them that involves shooting, dodging, prioritization, and being opportunistic, knowing how do this is the most essential skill in FPSes and it is perhaps the most powerful aspect of the game that makes it great. The ability to create so many unique kinds of scenarios by combining different monsters with different level geometry is what has given this modding community the longevity it has.

>> No.9077385

>>9077262
I genuinely don't understand chromatic aberration. No idea what it's for, looks terrible in every game, I turn it off every time.

>> No.9077464

>>9077329
The fist is stronger with the berserk, it can one-shot pinkies in such a state.
Use the shotgun.
If you run out of shells, you're intentionally missing and/or playing episode 4 of doom 1.
The Super Shotgun, as the name implies, is a straight upgrade unless your target is far away.
Chaingun may seem like it has high stock, it doesn't, save it for enemy zombies or for stunlocking cacodemons, revenants.
Rocket launcher is great for crowds, both big and small. Hit multiple targets to maximize the damage potential vs Barons, Cacos, Revenants and mook troops. It only takes 3 rockets to kill a mancubi, arachnotron or hellknight. 2 or less for anything else weaker than a baron.
Plasmagun is a waste of munitions compared to the BFG if you have the latter available. If you do not, use it, it offers a massive firepower increase compared to the chaingun that lets you deal with anything stronger like barons, even the cyberdemon and the spider mastermind are quite weak to it.
Treat the BFG like a plasma shotgun that will still spread in the direction you aimed even if you miss with the ball. It can't kill you unless you're dumb enough to play brutal doom.

>> No.9077485

>>9077332
So what did the update update?

>> No.9077486

>>9077485
Fixed an error on my part that made MAP13 unbeatable.

>> No.9077490

>>9077256
>ancient aliens
>not overly difficult
>map01 is a literal tyson map where you have to telefrag a cyberdemon that contineously shoots at you from the start
hmmm

>> No.9077501

>>9077490
I mean, if the friend has beaten Plutonia, then ancient aliens on HMP really shouldn't be too far off of the ballpark. It's a good starter wad for anyone who has beaten Final Doom and wants to jump in pwads, but not slaughtershit immediately.

>> No.9077549

>>9077235
any reason this person played so many shooters but never a pwad? just a giga purist that doesn't use "mods" of any kind?
I'll second ancient aliens because it's probably the most professional looking fanmade pwad. Maybe also sigil because it's got the Romero brand attached to it and doesn't rely on Boom shenanigans, which would appeal to a purist.

>> No.9077590

>>9077235
stuff from skillsaw is a good choice, though you can ease him into it with something like DTWID

>> No.9077594

>>9073692
>[07-05] New Serious Sam patch
this is shit

>> No.9077603 [DELETED] 
File: 375 KB, 1391x1018, ms.jpg [View same] [iqdb] [saucenao] [google]
9077603

>>9077590

>> No.9077607

>>9077603
made me laugh
though the recommendation still stands.

>> No.9077638

>>9077594
whats wrong with it

>> No.9077678

>>9075540
why? build and mapster are enough

>> No.9077682

>>9077638
i dont like it

>> No.9077683

I'm using Ultimate Doom Builder and the sidedef/flat I'm pointing at in visual mode isn't highlighted anymore. Anyone know how to turn this back on?

>> No.9077687

>>9077683
Press H

>> No.9077758
File: 42 KB, 320x200, ss_close.png [View same] [iqdb] [saucenao] [google]
9077758

>>9073692
Solar Struggle is released on idgames.
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/sstruggle

>> No.9077772
File: 275 KB, 1440x720, Screenshot_20220710-005420_Steam.jpg [View same] [iqdb] [saucenao] [google]
9077772

Dimension of the Machine was amazing

>> No.9077814

>>9077079
The latest commits seem to have broken a few things, better wait it out. Or fix it yourself.

>> No.9077820

>>9077329
lolwut? The game throws ammo at you like candy. The only time I have ever had problem was the first two maps of E4.
But having seen quite a few demos from people around here, I can blindly give you the advice to NOT spray and pray and instead actually aim.

>> No.9077843

>>9076580
It's not super stable on Linux though, I had issues with both UDB and SLADE's map editor.

>> No.9077915
File: 78 KB, 461x476, mappen.gif [View same] [iqdb] [saucenao] [google]
9077915

Still using detail brushing like it is 1999.

>> No.9077935

>>9077274
Just fyi, bloom works perfectly fine with software render mode >>9076910, even though it's buried under hardware render settings. I hope it's intended.
The only thing stopping me from switching to hardware completely is "broken" sprites clipping. We have quantum computers in 2022, but for some reason drawing sprites the same way they were in vanilla Doom that runs on potatoes is impossible.

>> No.9077953

>>9076782
I love it, I forced the players to single shotgun/chaingun archies in three of my maps so far

>> No.9077959

>>9077251
would you mind telling me how you got the ambient occlusion to look like that?

>> No.9077961

>>9077953
t. author of I Sawed the Demons (And They Were Pretty Hot)

>> No.9077964

>>9077953
I hate you and everything you stand for.

>> No.9077975

>>9077953
>>9077964
I think shotgunning Archviles is actually cool, since they're an actually threatening enemy. But shotgunning Barons or even Hell Knights sucks since their attacks are so easy to avoid.

>> No.9077980

>>9076782
10x10 is good shit and forcing single shotgun of arch viles mixes it up

>> No.9077987

What's a good way to get gameplay similar to vanilla Doom but with some graphical improvements? Tried Chocolate Doom but it looks pretty terrible on my monitor. GZDoom looks better but a lot of the options confuse me. Should I just suck it up and deal with that?

>> No.9077992

>>9077987
Crispy Doom
Prboom+ or dsda doom are also less of an eyesore, but you'll need to set compatibility to doom to keep it faithful.

>> No.9078007

>>9077992
Thanks

>> No.9078114

Ironic shitpost, decision to ban is your death do you hear.

Far Cry and Evolva
Chaser, Opposing Force, Blue Shift, DecayPC, Exodus from the Earth
World War Zero: Iron Storm, World War Zero 2-1, World War Zero The 2
from hereon tolerate no fanfics endangering canon and are their sequences' closed eternally.
Screech whatever, never mind.

>> No.9078115

>>9074582
>fagweather
~/Shadman.webm

>> No.9078116

What's the point of lives in Wolf3D? Was it just some holdover from arcade game sensibilities or something?

>> No.9078157
File: 1.32 MB, 1665x937, Screenshot 2022-05-24 165533.png [View same] [iqdb] [saucenao] [google]
9078157

>>9077486
>made MAP13 unbeatable
>>9077485
More accurately, an update caused MAP13 to be a broken copy of MAP29, instead of the actual MAP13. (I made both maps, and MAP29 was originally in an earlier slot, so the update to RC4 seems to have just placed one of my maps back over its old spot and in its new one as well.)
Honestly, I accept partial responsibility for making my contributions so convoluted for the project lead.
I'm sorry, shishou! And thank you for all your efforts!

>> No.9078161

>>9078116
>Was it just some holdover from arcade game sensibilities or something?
Yeah.

>> No.9078178
File: 2.68 MB, 960x540, column.webm [View same] [iqdb] [saucenao] [google]
9078178

Made the last electric lamp destructible. Because it's just the tiny shitty column, you can blow its top off and expose the wires that will then zap you if you're unlucky.

Doing all this I was wondering: With how level geometry is destructible and all that, why haven't destructible props been implemented yet? It's not an awful lot of spritework and coding is also not that bad apart from the horrible underlying pasta.

>> No.9078191

>>9077961
No but that's a good map
>>9077964
Filtered
>>9077975
Based

>> No.9078235

>>9077329
Don't use the SSG on enemies more than a few yards away.

>> No.9078252

Why does it have to be so complicated to play these games?

Why can't I just download dunno Quake 1 and just play it?
Why every time I want to play some old shit like Quake or Fallout1 I find out that even the versions they sell on GOG are censored or missing files.

>> No.9078257
File: 326 KB, 1920x1080, doom70.png [View same] [iqdb] [saucenao] [google]
9078257

>>9073692
>>9075321
Submission for 94 Protons of /vr/
Acid Vats by Sitri
https://files.catbox.moe/b0ovvh.zip
MIDI is the final boss of Vectorman 2, by Rapidkirby3K The Extreme Hedgehog, from https://www.vgmusic.com/music/console/sega/genesis/
No difficulties or co-op yet.

>> No.9078258

>>9078252
Because Microsoft decided to constantly update their operating systems and didn't care for backwars compatibility in most cases.
That and you being a brainlet, most likely.

>> No.9078281

>>9078116
It can work for a good challenge if you're going saveless. The problem is the game isn't really hard, save for a few moments.

>> No.9078283

I just finished Dimension of the Machine. Some pretty cool levels there, with great brushwork. There was a big range in their length though - the second cultist level only took me about 7 minutes to go through, but I think the second blacksmith level was about 20 minutes for me.
Still much better than dopa.

>> No.9078290

>>9078258
Not wanting to go through a million links and researching shit to play 30 year old games is not a sign of being a brainlet, it's just valuing your time.

I mean I'm thankful for having the information needed in one place, I just can't be arsed to read that shit after a stressful day at work, I just wanted to shoot things man.

>> No.9078381

Any poles here in the community? Thinking mainly of polish mappers but Im interested overall how many poles come here

>> No.9078382

>>9073691
I'll ask here because I don't want to make a new thread.
Does anyone know if in Thief Gold/The Metal Age the NPCs go back to sleep after being awoken by a noise? Usually you can hear the sleeping npcs before you see them so it's not an issue, but I was playing through a fan mission and I woke someone up by accident and thought the area was just impossible to stealth through until I checked a walkthrough that said he was supposed to be asleep.

>> No.9078387

>>9078290
>it's just valuing your time.
That's fine and all anon, just remember that the info you're thankful for or the ready to launch stuff that you can play means someone else took their time to make it for you. Im not saying you're that kind of person but it fucking pisses me off when people dedicate shitload of their time and resources and someone complains that they cant sacrifice theirs cause they are busy - pretty sure all the hobbyists who do it also have work and shitty lives of their own and also are busy

>> No.9078401
File: 129 KB, 1920x1080, 20220710164727_1.jpg [View same] [iqdb] [saucenao] [google]
9078401

>>9078382
Ok. I came back an hour later ingame and it seems like they do go back to sleep. Fuck this guard.

>> No.9078406

>>9078290
If you don't have the time to google 5 minutes, you certainly don't have the time to play the game, little brainlet.
Also, what >>9078387 says.

>> No.9078409

>>9073691
>THOU HATH COMETH
Thou hast come
Learn English

>> No.9078429

vquake of qss? Kind of want to start building my own maps so an engine that handles that the best could be nice to know as well.

>> No.9078437
File: 41 KB, 300x550, bfm_steward_ribson.jpg [View same] [iqdb] [saucenao] [google]
9078437

>>9078409
God bless you, Steward Ribson.
>Sir Blazkowicz! Why didst thou cometh hither?

>> No.9078441

>>9078409
Sorry,
Thou hadth cometh

>> No.9078442

>>9078429
Sorry vkquake not vquake,

>> No.9078449

>>9078437
>>9078441
Seriously, though, it always breaks my immersion when I'm playing a game or something and someone tries to write in Early Modern English but doesn't know any of the rules and fucks the grammar up. It's not hard to learn either.
>Why didst thou cometh hither?
Why didst thou come hither?

>> No.9078456

>>9078382
I'm out of touch with thievery, but I believe that sleeping routines are mainly possible due to custom scripting, i.e. it's not a feature from original game.

>> No.9078458
File: 107 KB, 640x512, 154545s.jpg [View same] [iqdb] [saucenao] [google]
9078458

>>9078409
>>9078449

>> No.9078459

>>9078449
'tis but no oneth careth about thou autistical sentimentes, verily.

>> No.9078463

>>9078429
FTE, obviously.

>> No.9078468

>>9078449
>Why didst thou come hither?
I purposefully chose a quote from that character because he inappropriately ends lots of general verbs with "-eth". Don't worry, I understand your frustration.

>> No.9078470

>>9078458
>Dost thou speaketh it?
Dost thou speak it?
>no oneth careth about thou autistical sentimentes
no one careth about thy

>> No.9078479

>>9078456
For this matter, some fan missions tend to break if pathways to script files are not specified. Although it shouldn't be a problem for those who prefer TFix installers to manual patching.

>> No.9078487

>>9078429
I think vkQuake is caught up with QSS's features at this point, so it's the natural choice if you have a video card that supports Vulkan.

>> No.9078490

>>9078470
No one gaveth the fucks till thou puteth on the mask.

>> No.9078507

>>9078490
If I were to pull it off, wouldst thou perish?

>> No.9078527

>>9078449
Tbf I don't know the rules. I could learn them but thats all but useless to me. It would benefit me in this conversation and literally nowhere else in my life, hitherto.

>> No.9078534

>>9077235
My choice is to tell him to go back to plebbit, for I don't play "boomer shooters". I only play Traditional FPS like DOOM and Quake.

>> No.9078535

>>9078527
Sometime in the future you'll end up in a grave situation in which you would have be benefited by understanding proper Early Modern English verb morphology, and you'll think, "I should have listened to anon."

>> No.9078547

>>9077235
Extermination Day

>> No.9078548

>>9077590
Lunatic's a pretty decent starting point since it doesn't drag on and on and on.

>> No.9078551

>>9078507
Thou art a large fellow

>> No.9078571
File: 327 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
9078571

>>9077235
2048 units of /vr/.
Actually pretty solid mapping work and maps that aren't massive and exhausting to play.

>>9078534
While I don't like your attitude at all, it kind of irritates me how "boomer shooter" tends to be equated by "lmao it looks old and pixelated" and it feels like some of the throwback shooters are missing the point similar to how soulslikes miss the point of why dark souls was popular.

>> No.9078616
File: 3 KB, 448x448, file.png [View same] [iqdb] [saucenao] [google]
9078616

>>9078449
Fornicate thyself, flaming queer!

>> No.9078615

>>9078571
>trendchasers don't understand what made the trendsetters work
rule of nature

>> No.9078623

>>9078571
>it kind of irritates me how "boomer shooter" tends to be equated by "lmao it looks old and pixelated"
I've recently come across somebody who genuinely thinks Minecraft is a "retro" game and believes Doom actually looked like this piss take bunch of mods Term is running here.
https://www.youtube.com/watch?v=Zbtfoa_yu-A

There's no fixing that level of brain damage.

>> No.9078624
File: 854 KB, 285x320, 1530543989343.gif [View same] [iqdb] [saucenao] [google]
9078624

>>9078615
That's all that needs to be said before any other discussion shitsprials out from these very un-retro newer shooters.

>> No.9078690
File: 53 KB, 197x190, Comfy DoomGuy.png [View same] [iqdb] [saucenao] [google]
9078690

>>9078429
It was QSS for me due to lack of Vulkan support, but Ironwail seems to catch up. It's gonna get CSQC support for HUDs even, which is nice. So there's one more reason for me to try it out since my lazy ass is sticking to re-release currently due to braindead bots for deathmatch.
By the way, is QuakeC a good starting point for learning C/C++/C#? Asking for myself and/or (as I'm cunt who can't do shit) my friend that's getting into gamedev. It's more likely that he'll actually do something meaningful, but I suggested him to make some maps for Quake or other retro vidya as practice.
>>9078623
>"retro" game
I mean, current VR rules are actually perfect about that. Although I would say that sixth generation is more of a transition period between retro and modern. I think it's best to keep seventh as the beginning of modern as that's when indies really started to shine. And I also try to refer to older titles as "classic" as "retro" actually means "imitation of older thing", but it is what it is.

Also, anon... I think Tom Hall might do something for DOOM's 30th anniversary:
>Have you thought about making a Doom WAD level set yourself in recent times? With a limit removing port, of course.
>If there was only an anniversary that would be cool for.....
>I mean, the thirtieth anniversary is coming up next year… 30 years of Doom!
>"Winking face"
https://twitter.com/ThatTomHall/status/1545569887103307776
...and Tom "Paradox" Mustaine from Hipnotic/Ritual (whatever you prefer; made most SoA levels and some for SiN) is apparently getting back into Quake mapping.

>> No.9078705
File: 16 KB, 288x288, c3eeee.jpg [View same] [iqdb] [saucenao] [google]
9078705

>>9078690
>comparing C# to C and C++

>> No.9078736

>>9078535
>aight motha fucka, to whomst or to whom? thee or thou!!? answer or it's your life bitch nigga, yo time hath cometh!!!
AAAAHHHH

>> No.9078741

>>9078690
>Also, anon... I think Tom Hall might do something for DOOM's 30th anniversary:
I don't know what I would prefer from him more, bringing plot back in or going RoTT-style crazy.

>> No.9078751

>>9078690
>is QuakeC a good starting point for learning C/C++/C#?
Cute idea but really just start with C...

>> No.9078769

>>9078690
>With a limit removing port, of course.
Tom Hall would just make a UDMF map for GZDoom so he could fit-in dialogue and cutscenes. Who's this nigga think he's foolin'?

>> No.9078778

vkQuake's audio sounds pretty low quality. Any reason for this?

>> No.9078845

>>9078178
I actually have been doing this for a while by loading NTMAI's prop-only file after HDest. It works quite well, but your work here is a definite improvement.

>> No.9078926

>>9077251
anon GZD effects has no issues at all, people never bitched over Doom Legacy.
the only issue is the shitty filtering, because graf is too retarded to add Doom 64 3-point off the D64 mod.

>> No.9078952

>>9078705
Yeah, I'm not hiding the fact that I have no idea I'm talking about.
>>9078741
Both?
>>9078751
>really just start with C...
There's just more chances that way, I assume? That approach sounded realistic to me as I already had a mod idea for a long-time now and ultimately I would kill two birds with one stone. Trying my hand in something I'm interested in + creating something for an old game I like, even if would turns out to be shitty.
>>9078769
That doesn't sound all that exciting and I'm not sure why.

>> No.9078972

>>9078926
Why would you ever use filters?

>> No.9078985

>>9078972
because its possible to use sharp and smooth filtering using lanczos or other models
but graf is too retarded to work on proper shaders.

>> No.9078994
File: 240 KB, 1920x1080, 20210605150055_1.jpg [View same] [iqdb] [saucenao] [google]
9078994

>>9076706
>I don't like "lifeless" any more than you. I vastly prefer "lived-in".
There's something insanely comfy in places in vidya that feels like something where people did their regular chores / work / relaxed until the events of the game (or during the events of the game).

Especially in Half Life 1 it was such a thrill to explore Black Mesa, I would daydream of working in there, relaxing on the couch or being one of the barneys guarding access points or being in maintenance / logistics or whatever. I imagined the life in a marine barracks after playing Opposing Force's tutorial and the little taster we get of the boot camp irl military barracks was not as exciting haha
In Duke I also liked the apartments with "bachelor life" going on, especially when at the time I was in my early teens and the porn movies and babes really got my attention heh. And still do as an adult heh.

I wasn't bothered by the comparative dullness of Quake / Quake 2 environments back then but nowadays the thought of something like Quake 2 doesn't appeal to me because I'm very much used to lived-in environments.

>> No.9079040
File: 205 KB, 1337x731, sw7.jpg [View same] [iqdb] [saucenao] [google]
9079040

>> No.9079041

Okay, am I retarded or totally mandela'd or did the computer map also reveal all undiscovered secrets too?
I just tried in GZD, Crispy and Woof, but there just was nothing.

>> No.9079049

>>9079041
Mappers can flag lines to be hidden even if you have the computer map.

>> No.9079058

>>9078845
Thanks, you're welcome.
Here's the link if you want to try it out https://www.dropbox.com/s/o8kidcpvs6pl4pg/hdlamp.pk3?dl=0
feel free to give feedback.

>> No.9079067

>>9079049
Thanks, but that was not what I was asking.
I am literally talking about "I put a regular secret sector in a map and it didn't show up as such".

>> No.9079079

>>9078769
I'd still be interested in seeing what he dos, much as I'd be interested in if Sandy decided to do something (which he recently ruled out of him doing any time soon).

I was ok with giving Sigil a chance, even though I didn't feel like it earned the hype or the token Cacoward it got for being mapped by Romero. It also didn't earn the Doom wiki trying to reclassify megawads to include it as one.

>> No.9079083
File: 2.92 MB, 640x474, ShadowWarrior 2021.webm [View same] [iqdb] [saucenao] [google]
9079083

>>9079040
These and the guardians are fun to shoot. Fightwise they're less interesting than ninja recolors, even a crouching ninja is more of a threat.

>> No.9079097

>>9079067
Unique colored lines for secret sectors is optional, but even with it enabled, relevant lines need to actually be seen by the player for the secret color to overwrite the "unseen line" color granted by the computer map.

>> No.9079130

>>9077959
I set ambient occlusion quality to High, outside of that it's just stock GZDoom AO.
If you're asking for the specific config I used then a short tl;dr is:
>Bloom: On
>AO Quality: High
>Tonemap: Palette
>Fog mode: Standard
>Sector Lighting: Software
>Anisotropic filtering: 16x
>lights.pk3 and brightmaps-plus (https://forum.zdoom.org/viewtopic.php?t=64299)) loaded in
The only things that will dramatically change how the lighting looks in the screenshot are bloom, tonemap and fog mode probably. Software lighting and original palette will give you a nice high-contrast look with the AO.

>> No.9079134

>>9079097
Alright, so I was indeed being retarded, thanks for clearing that up.

>> No.9079195

FUCK DEMONS

>> No.9079197

>>9079195
I shall. But not Doom's demons.

>> No.9079219

>>9079195
h-hot

>> No.9079223

>>9078778
Maybe related to https://github.com/Novum/vkQuake/issues/469 ? (it's not really fixed despite being marked as such, but you can try the workarounds)
But that's not what I'd call "pretty low quality", so it's probably some other issue.

>> No.9079229

>>9079223
https://files.catbox.moe/bqcnrw.webm

Yeah I have no clue. The Kex port runs just fine. It's all the same files too...

>> No.9079241

>>9079197
IDK bro, have you not seen the hdoom ones?

>> No.9079246

>>9079241
Nope.

>> No.9079257

>>9079229
I have really shit hearing but I don't really notice anything wrong. Does it sound bit-starved or compressed?

>> No.9079264

>>9079229
I don't have headphones but that doesn't sound egregious to me. The rerelease did change some sound files to be 22K which the other engines may not handle correctly (the originals are 11K). I'd recommend you try the original pak0.pak/pak1.pak, maybe compare with some youtube video to know what to expect?

>> No.9079282

>>9079257
>>9079264
I thought it sounded bit starved and compressed. Compared to what I'm used to listening to in the remastered version here:https://files.catbox.moe/ozxz2l.webm

The difference is heug (I don't know why kex looks like that)

>> No.9079291

>>9078381
Brxyz here
One other polish mapper I know about is NMN

>> No.9079367

>>9078381
I know one who was working on a gameplay mod but I dunno what came of it.

>> No.9079375

>>9075321
SW1TEKW and SW2TEKW appear as a HOM on Woof and DSDA. Shows up as a blue checkerboard on GZDoom.

>> No.9079398
File: 344 KB, 1280x720, screenshot_GZDoom v4.8.1_eternal.png [View same] [iqdb] [saucenao] [google]
9079398

I'm playing Eternal and having such a blast. Really feels like some old adventure game with pants on head obtuse secrets. I can see why most players prefer combat-oriented wads instead.
t. fag who complained about Alien Vendetta recently, still have no idea what was so great zomgbestwadever about it

>> No.9079405
File: 340 KB, 680x817, spicy skull key.png [View same] [iqdb] [saucenao] [google]
9079405

>>9078409
Would you believe this shit right here is the reason why I've considered dropping the olde english shtick for Blaz? It's a fun idea but man keeping on top of that stuff is gonna be a real bitch when writing dialogue for him.

>> No.9079426

>>9075321
>>9079375
DOOR3_1 is similarly broken. Haven't looked at every single texture yet.

>> No.9079427

>>9079405
>this shit right here is the reason why I've considered dropping the olde english shtick
Do what I mentioned Squaresoft did in >>9078468 and just take it to the point of self-parody/absurdism. It's a good way to have your cake and eat it too, if you can pull-off the execution (i.e. if you can into humor.)

>> No.9079436
File: 356 KB, 1000x750, rest.png [View same] [iqdb] [saucenao] [google]
9079436

>>9079427
I think I could happily do humor and endearing stuff. But I feel like that'd go against the grain for some of the other stuff I have planned in the future.
I'm gonna make people cry.

>> No.9079457
File: 70 KB, 440x439, 5fa957fdad383.jpg [View same] [iqdb] [saucenao] [google]
9079457

>>9079436
>But I feel like that'd go against the grain for some of the other stuff I have planned in the future.
IMO, if you can make a character consistent through a humorous quirk, then that same quirk can be suppressed just enough in serious moments to let the intended sentiment shine. Again, you just have to know what you're doing; going from casual "I SHALL SMITETH THE FUCK OUT OF THEE!" to "I only wanteth to be happy." can still totally tonally work.
If you need a classical example, Mercutio from "Romeo & Juliet" is my go-to "tragic fool" character—probably a very different personality from what you're going for, but a concrete example as far as the general concept having validity. RIP Mercutio, you died like a bitch lmaoo ;_;

>> No.9079492
File: 581 KB, 1920x1080, S05tfcp.png [View same] [iqdb] [saucenao] [google]
9079492

Anyone knows RL replacement mod name?

>> No.9079498

>>9079492
DoomRLA? There are tons of RL mods for duum

>> No.9079507
File: 1.95 MB, 310x280, 1631692004043.gif [View same] [iqdb] [saucenao] [google]
9079507

>>9075448

>> No.9079508
File: 1.16 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_70_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9079508

SUNDAY NIGHT SHITSHOW TIME!!! Tonight we're playing valkiriforce's recent megawad Anomaly Report. Password tonight is "fucknsuck". Connect with Zandronum and let's get that 90's PWAD nostalgia flowing!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9079517

>>9079508
>that fundoshi demon ass
lord have mercy... I'm going to sin...

>> No.9079528

>>9077758
You guys worked out a sick TITLEPIC in the end, I see.

>> No.9079538

I just downloaded 512lines from idgames.
It contains the file "512linesvr_u.wad".
When I try to start it up with DSDA it complain about something with Hexen format.
Anybody know what's going on there?

>> No.9079550

>>9079538
There's an alternate version of MAP07 in a ZDoom format to make it work with ZDoom ports. It shouldn't affect DSDA, however. Hell, I just loaded the WAD myself just fine.

>> No.9079552

>>9079538
Works fine for me. Screenshot an error maybe? Also maybe your version is not new enough?

>> No.9079563
File: 1.17 MB, 1857x832, assss.png [View same] [iqdb] [saucenao] [google]
9079563

Sewer mapfag here again - I burned out and now I'm stuck with this unfinished monastery section and my brain won't come up with anything fun to build out of it.

>> No.9079564

>>9078257
I'll give that a look.

>>9079375
>>9079426
Oh goddammit, I thought I fixed the last of those.

>> No.9079595

>>9079563
You could try constructing minor altars and plinths along the side as sort of monastery-esque greebling.
Alternatively making small pillars at regular intervals with sconces/torches inbetween them.
If that curved section towards the left is what I think it is, you want some form of raised platform or dais there anyway, or if you want to keep it minimal, like a section of the floor as a different texture like a mosaic or prayer area.

>> No.9079601

>>9079595
>>9079563
You could also raise the center of the ceiling somewhat to create a vaulted ceiling, possible using a slightly lighter/darker texture to amplify whatever tone you're going for

>> No.9079604

>>9079564
>>9075321
Also, if someone is trying to think of something to do for one level, a map for Episode 3 which makes a heavy use of green marble textures is welcome.

>> No.9079635

>>9079595
>>9079601
I'll post a new screenshot once I have that stuff built, thanks.

>> No.9079638

>>9073703
>mancubus peppergrinder shame
what the fuck did he do

>> No.9079676
File: 180 KB, 364x500, 32X_Doom_Box_Art.jpg [View same] [iqdb] [saucenao] [google]
9079676

I just finished Doom 64 Merciless Edition II, never played any Doom before
Should I play PlayStation Doom or 32X Resurrected 2.0?

>> No.9079684

Is there a heirarchy of config.cfg files for quake, or does it always just use the config file in the corresponding game directory?
I'm trying to force scratch1 to be 1 for arcane dimensions, so I can actually see the hud, and I'm using vkQuake.
But if I set scratch1 "1" in either the base game config.cfg or the one in the ad folder, it always resets to the default in game.

>> No.9079701

>>9079517
You should see him from the front.

>> No.9079702
File: 783 KB, 640x686, 91C9DC10-81DB-4320-908F-7E87C174CA19.png [View same] [iqdb] [saucenao] [google]
9079702

>> No.9079726
File: 219 KB, 1000x1160, lady pavise.png [View same] [iqdb] [saucenao] [google]
9079726

So I was talkin with the boys about this during SnS but a pretty cool artist drew pic related a few years back.
Still sticks with me, for reasons

>> No.9079730

>>9079726
NO WAY

>> No.9079735
File: 109 KB, 886x809, shamblette.png [View same] [iqdb] [saucenao] [google]
9079735

>>9079726
He also did this. Artist goes by @Joolius_draws on twitter nowadays.
He draws a lot of big ladies.

>> No.9079737
File: 2.91 MB, 960x540, Replay_2022-07-10_19-18-56.mkv.webm [View same] [iqdb] [saucenao] [google]
9079737

New weapon of sorts for Peppergrinder. It puts your problems somewhere else so you don't have to think about them right now. Probably. It might create problems for future you, or just make it a bigger problem for present you.

>> No.9079751

How did you go from playing Doom to wanting to fuck monsters?

>> No.9079752
File: 6 KB, 250x250, 1656506062320.jpg [View same] [iqdb] [saucenao] [google]
9079752

>>9073691
To Hutz Fandango:
Your video on Hideous Destructor got partially muted on youtube :(
https://youtu.be/jNTX38yJK4o?t=164
I think you are able to upload a replacement track from the video's controls for that section if you want

>> No.9079753

>>9079751
I suspect doom isn't the only factor in that anon

>> No.9079771

>>9079508
Server killed. I could put up 512 Lines if you still want more.

>> No.9079772

>>9079751
hdoom probably

>> No.9079773

>>9079771
Go ahead.

>> No.9079776

>>9079771
I'm down, that last one was fun but over too fast for me and I got time to burn up tonight.

>> No.9079783
File: 1.08 MB, 960x1080, Screenshot_Doom_20220710_194533.png [View same] [iqdb] [saucenao] [google]
9079783

>>9079508
Thanks for playing stick around for 512 lines probably.

>> No.9079784
File: 2 KB, 289x24, file.png [View same] [iqdb] [saucenao] [google]
9079784

>>9079508
>>9079773
>>9079776
We're back

>> No.9079881

>>9077687
Thank you mate, absolute lifesaver for productivity.

>> No.9079897

>>9079676
play the PC version and avoid the console ones, though if you insist on the console version, DOOM CE adds in the PS1 content while keeping most of the PC parts too.

>> No.9079913
File: 161 KB, 2048x1501, FXSByPJXwAExLin.jpg [View same] [iqdb] [saucenao] [google]
9079913

>>9079436

>> No.9079923

>>9079913
not that kinda crying, more bittersweet stuff. Like Soul Blazer or Illusion of Gaia.
and a bit of Fist of the North Star.

>> No.9079925
File: 612 KB, 1920x1080, Screenshot_Doom_20220710_205603.png [View same] [iqdb] [saucenao] [google]
9079925

>>9079508

>> No.9079929

>>9079925
That was fun, thanks for hosting so much tonight.

>> No.9079936

>>9079784
cant connect for shit

>> No.9079939

>>9079936
Server killed, we're all done

>> No.9079942

Map01 of 512 Linedefs of /vr/. Let's go.
https://www.youtube.com/watch?v=6II0Z_VedYU

>> No.9079945

>>9078449
didst thou cometh, hitler?
t. eva braun

>> No.9080009
File: 566 KB, 1920x1080, Screenshot_Doom_20220710_213448.png [View same] [iqdb] [saucenao] [google]
9080009

>download widescreen HUD for Doom
>it's still not wide enough
what the fuck I was lied to

>> No.9080025

>>9079945
Lol

>> No.9080074
File: 195 KB, 480x657, andy_sixx.jpg [View same] [iqdb] [saucenao] [google]
9080074

Hey, is the Andy Sixx mod guy around? I wanna hear an update nigga; you know what I've been dreamin' (and creamin') about baby.

>> No.9080084

vinny's playing doom mods again.

>> No.9080094
File: 58 KB, 347x415, 1520713767459.jpg [View same] [iqdb] [saucenao] [google]
9080094

>>9080009
Your mom's wide enough, kiddo.

>> No.9080108
File: 404 KB, 2379x1461, joolius draws_G-Mutant.png [View same] [iqdb] [saucenao] [google]
9080108

>>9079735
>>9079726
Muscle girls AND big monster women? This guy is beyond based, holy shit

>> No.9080151

>>9080009
We need to go wider

>> No.9080154
File: 2.65 MB, 1522x857, FadeColor.png [View same] [iqdb] [saucenao] [google]
9080154

Doing some experimentation with fade colour in MAPINFO as I didn't realise till now you could change that.
Had to almost have the brightness of the red though, I realise I probably shouldn't base the brightness off open areas otherwise regular rooms lose way too much contrast

>> No.9080220

>>9080084
Literally who?

>> No.9080229

>>9080084
>>>/v/

>> No.9080247 [SPOILER] 
File: 981 KB, 841x950, 1628622027245.png [View same] [iqdb] [saucenao] [google]
9080247

>>9079195

>> No.9080298

>>9079676
It's not worth playing the Playstation Dooms without having experienced normal Doom IMO

>> No.9080313

>>9080084
Who the fohk is vinneh?

>> No.9080423
File: 71 KB, 1920x1080, Screenshot_Doom_20220710_235412.png [View same] [iqdb] [saucenao] [google]
9080423

kegan sentenced to six months in the monster closet for zorcher crimes

>> No.9080424

>>9079508
Have you already used Quake Champions: Doom Edition for SNS?

>> No.9080426
File: 383 KB, 1920x1080, Don't talk to me or my son ever again.png [View same] [iqdb] [saucenao] [google]
9080426

>>9080423
I regret nothing.

>> No.9080428
File: 91 KB, 1920x1080, Screenshot_Doom_20220711_010617.png [View same] [iqdb] [saucenao] [google]
9080428

kegan banished to the corner for repeat offenses, zorcher confiscated

>> No.9080442
File: 2.94 MB, 960x540, Replay_2022-07-11_01-30-02.mkv.webm [View same] [iqdb] [saucenao] [google]
9080442

live skeleton and robot fights

>> No.9080446

>>9080442
lmao

>> No.9080453

>>9080428
>>9080423
How do you get the sprites in your automap?

>> No.9080456

>>9080453
am_cheat 2 and set "show things as sprites" to animated in automap options

>> No.9080459

>>9080456
Thanks

>> No.9080462

>>9080442
is that a security robot from deus ex?

>> No.9080513
File: 86 KB, 640x480, Inappropriate CacoLady.jpg [View same] [iqdb] [saucenao] [google]
9080513

That's neat.
https://www.youtube.com/watch?v=c6hnQ1RKhbo

>> No.9080538
File: 2.93 MB, 1280x720, fuck_glass_houses.webm [View same] [iqdb] [saucenao] [google]
9080538

>>9080462
Yes. Sometimes he plays as an orb bot from Xcom 2

>> No.9080541
File: 2.93 MB, 960x540, quote from man zorched.webm [View same] [iqdb] [saucenao] [google]
9080541

"What are you going to do, zorch me?"

>> No.9080554

>>9080513
good shit

>> No.9080584
File: 537 KB, 500x281, 1628369089248.gif [View same] [iqdb] [saucenao] [google]
9080584

>>9080442
get boned, kilroy
lmao

>> No.9080609
File: 1001 KB, 1920x1080, Screenshot_Doom_20220711_050514.png [View same] [iqdb] [saucenao] [google]
9080609

very comfy

>> No.9080614
File: 648 KB, 1600x900, Screenshot_Doom_20220711_021522.png [View same] [iqdb] [saucenao] [google]
9080614

This is so goddamn tedious. But it sure looks nice.

>> No.9080645
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9080645

>>9080614
Good job
i
b

>> No.9080662
File: 592 KB, 933x711, blaz_and_bold_shake_2.jpg [View same] [iqdb] [saucenao] [google]
9080662

>>9080645
Been slowly grinding away at brightmaps. After this I'll be finishing the last two weapons for the new set. I'm kinda waiting on a sound guy for some sounds for the Hunter Rifle, the BFG tier weapon. I ain't sure if he's up for it or not, guy has a lot on his plate at the moment.

I've also been thinking about GMOTA shit again. I can't get the Samson update out this year so I'll be breaking the update into two halves: First half is all of the polish and improvements, I should be able to get that out this year. Second half will be for the stinky bastard man.
There's some shit about Blaz I'm gonna fiddle with too, like I'm strongly considering letting him perform his full sword combo even if you whiff, that would actually make his sword attacks demand a little more awareness if I make the last attack have a slightly longer reset before you go back to idle and ready to swing again. Though you'd be able to cancel out of it if you switch to the Blazter or throw a subweapon.

I also want to give actual sprites for throwing each subweapon. I also want to fiddle with the shield and see if I can make it actually work off a durability system that replenishes over time or faster with the subweapon gems. Though if you totally break it, it'll still recover. Might do the same thing for the Boomerang too. Along with this, I'm definitely gonna add a subweapon lock key so players can finally hold onto shit they like.

I also really want to try and make his chain more consistent but I'll be damned if I know how I'm gonna make that work.

Doomslayer is still pretty much mechanically perfect in my eyes, though if I give Blaz subweapon throwing sprites, I'll be doing the same for him. There's a part of me that wants to give him new hands too.

There, you ask, I gib progress and what I got planned.

>> No.9080664

>>9080614
It's the way of things really, just about everything that looks really good takes a long ass time and id fiddly as fuck.

>> No.9080674

>>9080538
I can hear the psychic Yhollsounds coming from this.

>> No.9080678

Megaton edition isn't available anymore, is 20th annivesary world tour really that shit?
Just looking for a way to play through the campaign coop

>> No.9080685

>>9080678
Yes. And Megaton was kinda shit too in all honesty.
If you want to buy the game, instead of pirating it, do it on Zoom and then use a port.
eDuke32 is the most developed, but inaccurate in some places, kinda like ZDoom.
BuildGDX is somewhat closer to vanilla, but uses Java, which might be a turn off for you.
Remember to set the sofware renderer in video options.

>> No.9080687

>>9080685
eduke32 doesnt have proper multiplayer function though

>> No.9080691

>>9079552
>Also maybe your version is not new enough?
It was the latest & greatest when I played 400min with it.
What the fuck warrants always having the most up to date version if I just want to play a fucking Boom mapset? It's already annoying enough that you can't play demos recorded with a newer version.
Fuckin DSDA... at least it makes it easier switching to Woof. Seriously, fuck anything PrBoom-derived.

>> No.9080696

>>9080678
Wait, coop?
Multiplayer is kinda shitty whatever you pick, but your best bet likely is
https://forums.duke4.net/topic/11826-netduke32-enhanced-duke3d-netplay/

>> No.9080706

>>9080696
Yeah i downloaded that but it has ZERO ui function, so it's basically worthless

>> No.9080709

>>9080687
You mean for connecting and stuff? It works fine with YANG. You need to set it as eDuke32 and connection as master/slave.
https://www.yang-online.com/
There also was some way to set it up with Discord or something, but I don't know how.

>> No.9080710

>>9080709
Meant for >>9080706

>> No.9080712

>>9080709
>master/slave
what kinda kinky shit is this

>> No.9080791

>>9080712
Just how new to computers are you anon?

>> No.9080831

i'm not very familiar with running duke3d standalone mods. what is usually wrong when you get errors compiling con files? i'm getting GAME.CON:9341: expected a keyword but found ''

i'm trying to play Oblivion tc on eduke32 linux. regular duke3d works fine. if i run the old eduke32.exe included with the mod with wine, it runs but midis aren't playing. if i run the latest eduke32.exe trough wine i get the same con file error.

>> No.9080846

What do you think, did the official mappers (Romero, Sandy, American etc) release maps under a different alias? Just for the fun? Or because they don't want to attach their name on the project for whatever reason?

>> No.9080850
File: 566 KB, 256x307, 94guy-is-unbreakable.gif [View same] [iqdb] [saucenao] [google]
9080850

>>9075321
>>9073692
ProtonPack V1.8
>fixed texture errors (I went through all of them to check for it, so this should be the last of them)
>touched up green water
>additional kaboom sound for rocket explosions
>subtracted pew sound effect for Chaingun in DSDA
The last one is because sound shenanigans like those don't come off that great in DSDA (limited sound channels and they cut each other off), but voice your opinions on it either way. Does it sound bad in GzDoom as well, should it be altered, should it be removed?

>> No.9080854

>>9080831
Do people make duke mods?

>> No.9080857

>>9080850
I don't see a link brah brah.
Gonna hafta ask you to bail. I was here first.
SQUATTER'S RIGHTS!
Three poe-tay-tuh not!
It's my squatter's right to life.

>> No.9080864

>>9080857
I think all updates are just added to the old mega folder and no new links are needed
>It's my squatter's right to life
The whole episode I was laffin hard but when that quote came and they zoomed out on the baby I fucking errupted and almost fell off the chair. I imagine whole episode but that ending especially must have caused some aneurysms in some communities

>> No.9080865

>>9080831
Try the version from eDuke32 Addon Compilation.
https://forums.duke4.net/topic/7640-release-eduke32-addon-compilation/
>>9080854
Have you really never seen Duke Nukem Forever 2013, WGRealms or AMC TC?

>> No.9080879

>>9080865
Nope, i'm guessing duke nukem forever 2013 is just it in eduke engine?

>> No.9080881
File: 130 KB, 640x480, 25372.jpg [View same] [iqdb] [saucenao] [google]
9080881

>>9080864
>I think all updates are just added to the old mega folder and no new links are needed
Good catch, I forgot that was a thing. I'll go to sleep now.
But before I do, I'll drop one more:
>You people have forgotten the true meaning of Christmas!
>It's about playing tribute to our proud veterans who fought and died for our right to die in a fight to the death.

>> No.9080909

>>9080879
DNF 2013 was based of the old DNF trailers, not the finished game.
Totally worth a playthrough.

>> No.9080912

>>9080909
Where's it at? I only found some version that needs compiling i couldn't figure out

>> No.9080920

>>9080909
It's aged really poorly, and needs a strong revisit with the leaks if the authors still care.

>> No.9080941

>>9080712
Show you who’s boss of this network.

>> No.9080946

>>9080941
Mr jabroni here with his easy mode

>> No.9080960

>>9080846
Why would they do that?

>> No.9080963
File: 151 KB, 850x1369, file.jpg [View same] [iqdb] [saucenao] [google]
9080963

anybody got any good wads with huge dragons in them? or anything really

>> No.9080967

>>9080846
Romero was too busy deathmatching & partying for any of that shit. Sandy is a work-by-hire person who doesn't really give a shit about past projects unless it has something to do with C'thulu.

>> No.9080968

>>9080967
cthulu? explain?

>> No.9080973

>>9080968
https://www.youtube.com/c/SandyofCthulhu

>> No.9080984

>>9080850
The sound that plays when you stop firing the chaingun sounds really bad in GZDoom, and I don't notice it at all in DSDA. I'd say it should just be removed.
The bullet casings are cool, though.

>> No.9080989

>>9080967
It's not that he doesn't give a shit about them, rather he hasn't used that era to define his life. Partly because he was older than the rest of id and partly because he already saw some success with tabletop stuff prior to Doom.
Compared to Romero, he's done literally nothing of note since Doom and Quake.

>> No.9081001

>>9080912
Download this:
https://msdn.duke4.net/DNF.zip
Put duke3d.grp in its folder
Get this recent sound fix made with leaked assets and install it into the same folder:
https://mega.nz/file/aywnHCqS#LsBnN34BlWQGjVVJ5ayGBoAWnntjJ2W0Zgf7yDz-xW0
Run dnf.bat

>> No.9081025

>>9080968
Sandy is pretty much *the* Lovecraft fanboy, in some not-insignificant ways he's largely responsible for Lovecraft being pulled out of obscurity.
>>9080989
Sandy was the designer for Age of Empires 1 - 3, which is arguably of more note than the list of mostly shovelware that Romero worked on after Eidos went tits up.

>> No.9081029

>>9081025
did he make a cthulu wad?

>> No.9081030

>>9081025
I should have said "Compared to Romero, who has done nothing of note..." I know that Sandy has still been doing stuff unrelated to Doom. But Romero hasn't really.

>> No.9081035

>>9080846
Romero's too up his own ass to do that, Sandy's too busy with tabletop stuff to want to do that, American is doing fuck knows what weird ass game, Tom Hall is doing nothing really, Tim Willits would say he has in an attempt to steal credit for good maps.

>> No.9081043

>>9081029
Nope, though if he did he'd probably do more with Lovecraft stuff than just a Cthulhu set.

>> No.9081081

>>9079405
Just check out a few play throughs of Two Worlds for a primer on how to do hilariously bad olde English.
And remember ye actually means "the"

>> No.9081114

>>9081081
>no, this is old english and means 'the, Bart, the'

>> No.9081163

>>9081001
oh i see its duke nukem forever remade

>> No.9081239

>>9079684
autoexec overrides config

>> No.9081335
File: 1.17 MB, 1920x1080, afterglow_sterilized.png [View same] [iqdb] [saucenao] [google]
9081335

>Afterglow's sterilized version came out a month ago
Oh shit I've been living under a rock. Hell yeah brother. Hideous Destructor Afterglow here I come

>> No.9081341

>>9081335
Is it still just 2 levels or the whole thing now?

>> No.9081347

>>9081341
Looks like 16 maps to me

>> No.9081359

>>9081347
Aw hell yeah

>> No.9081371
File: 94 KB, 1323x715, sw8.jpg [View same] [iqdb] [saucenao] [google]
9081371

>>9081335
>sterilized version
???
What does that mean?

Also, aside from the kinda puny sound, the uzi sprite in Shadow Warrior kicks ass. It looks really appropriate and very real firearm-like compared to a lot of vidya weaponry.

I hope AWOL comes out one day and gives a glorious return to build engine gunkino.

>> No.9081372

>>9081371
>What does that mean?
It means you can play it with gameplay mods, ie the gameplay elements of the Total Conversion have been stripped away and all that remains are the maps themselves

>> No.9081379
File: 298 KB, 819x709, temp9.png [View same] [iqdb] [saucenao] [google]
9081379

did I accidentally make a penis

>> No.9081381
File: 214 KB, 1920x1080, sw3.jpg [View same] [iqdb] [saucenao] [google]
9081381

>>9081372
Oh, gotcha. Well, that sounds p good for people who want to run it with Hideous Dilator or other gameplay mods.

Not my cuppa tea since I really liked the weapons and the redone enemies Ashes did but yay for freedom of choice for people who want to run it with other gameplay mods.

>> No.9081382

>>9081381
>>9081372
Ashes Afterglow x LTG

>> No.9081384

>>9081381
what wad is anime

>> No.9081392
File: 282 KB, 1920x1080, sw2.jpg [View same] [iqdb] [saucenao] [google]
9081392

>>9081384
what?
that screenshot is from Shadow Warrior, one of the Build Engine trio classics. Play it if you haven't.

>> No.9081394

>>9081381
There's Ashes weapon and monster mods too, for bringing those to other maps if you so desire.
>Hideous Dilator
Fuck you, I laughed.

>> No.9081405

>>9081392
regular version or the "remastered" version for sale on steam

>> No.9081413

>>9081405
just grab the free version and use a sourceport

>> No.9081419
File: 161 KB, 1331x733, sw4.jpg [View same] [iqdb] [saucenao] [google]
9081419

>>9081405
I'm running the GoG version through BuildGDX and it works really well!. Comes with Twin Dragon and Wanton Destruction expansions too.

>> No.9081553

>>9081419
>Comes with Twin Dragon and Wanton Destruction expansions too.
Both are free.
The main game is also free on Steam.
You paid just for official source port.

>> No.9081561

>>9081553
well, at least it goes to the owners

>> No.9081564

>>9079291
Are you interested in a mapping project?

>> No.9081640

When do we get new pages for /vr/ map projects on doomwiki? Not meaning to push matador, just that I thought this is automated or something and some doomwiki jannie would get on with it

>> No.9081684

>>9081640
5 hours

>> No.9081685

>>9081640
Anon, do you know just how many wads are released daily? The Doomwiki is not some curated frontend for idgames, it's still about users writing entries.

>> No.9081782

>>9081685
is there a tag system for wads anywhere

>> No.9081881

>>9081685
The wiki is also of very dubious quality due to this.

Any fucker can try to change the meaning of what a megawad is because Romero called Sigil one.

>> No.9081898
File: 222 KB, 1597x857, wang1.jpg [View same] [iqdb] [saucenao] [google]
9081898

>> No.9081914

>>9081640
>matador
Sorry I'm not in the know, is this the name of the doomwiki admin or the name of a project I don't know about?

>> No.9081915

>>9081898
>>9067847
are you fishing or something or what?

>> No.9081951
File: 236 KB, 1014x1740, D5bSfgSXoAIYKxd.jpg large.jpg [View same] [iqdb] [saucenao] [google]
9081951

>>9081915
>are you fishing?
What?
I just like posting my screenshots of retro vidya sometimes. There's no real rhyme or reason for it... Though I was thinking of posting another explanation on how I find the various "normal"(ish) locations in retro shooters ultra comfy, especially when they include places like fully furnished lounges and setpiece decorations like the apartment in Hollywood Holocaust with the two babes in a hot tub, champagne etc or Redneck Rampage's Disgraceland level having this insanely comfy basement with a home movie theater or Wang's house with all kinds of facilities from a toilet / shower to living room, kitchen and the garage with the pic hot girl poster.

But then I kind of just posted the image and forgot the post itself.

>> No.9081994
File: 89 KB, 500x563, 500px-Dukenukemshotgun1.jpg [View same] [iqdb] [saucenao] [google]
9081994

What's the favorite gun aesthetics / audio wise in yalls retro fps games ?

>> No.9081996

>>9081881
>Any fucker can try to change the meaning of what a megawad is because Romero called Sigil one.
who cares lol

>> No.9082003

>>9081914
admin, guy who used his free time to write about our projects

>> No.9082024

>>9080691
>>9079550
>>9079552
OK so I could finally check. It's version 0.21.3.
I remember having to update for Ad Mortem, but it worked without issues with 400min.
I still don't see why I should be forced to update just to play on -complevel 9.

>> No.9082057

>>9082003
Not admin, anyone can write a page. It's a wiki. He's just a frequent contributor and he maintains pages for our mappers and WADs.

>> No.9082162
File: 359 KB, 988x1318, 1642234464775.jpg [View same] [iqdb] [saucenao] [google]
9082162

>> No.9082409

Guys, I have a confession to make.
I never finished Duke Nukem 3D because I have a phobia of those green fuckers that latch onto your face, to the point where I have to close the game after I finish one E2 level. I often use pipebombs in advance just so that I don't have to deal with them.
I literally don't know why, not even the facehuggers from Alien or the Half-Life headcrabs give me the creeps and I don't have any issues with horror as a genre, no matter how "scary" but these little fucks ruin my day each time I hear them.
I hate having a row of teeth in my face and I'm tired of it. I'm a fucking adult yet my monkey brain gets fucking seizures from some pixels.

>> No.9082417
File: 12 KB, 387x477, 1504742886130.png [View same] [iqdb] [saucenao] [google]
9082417

>>9082409
Here's something to keep in mind: The game is hardwired to instantly kill any protozoid slimers attached to you if you hit the fire button. Doesn't matter if you're shooting or not, it's just checking for the input. So if you switch to your boot and hold fire, the moment the slimer starts their attack, they just die instantly, meaning you don't have to look at them.

>> No.9082427

>>9082409
Just do what I do when I have to enter a room with those fuckers: hold down the right mouse button and spam the Mighty Foot, they'll go down in one hit before they get on your screen every single time.

But also yeah fuck those things, still scare the shit outta me every once and a while

>> No.9082452

>>9081994
Quake 2 guns look great, sound great and feel heavy.

>> No.9082461

>>9082417
Thanks anon, this works great.
I just spammed the boot and slaughtered them in the vents.
One of these days I'll face my fear because I'll have to, but now at least I can play Duke all the way through.

>> No.9082464

>>9082409
This post has been more interesting than anything they’ve accomplished in game, because they become a complete non-issue with the mighty foot.

>> No.9082475

>>9081994
The magnum from Half Life and the double-barrel from Blood are my favorite two; they both make such a satisfying crack sound after a shot and makes you feel like a gunslinger

>> No.9082497

>>9082409
I've never understood why people get so scared of slimers and the barnacles from half life. Is it just because they're big mouths? Why do people have the opposite reaction to cacodemons then?

>> No.9082558

What happened to swamp anon? I want to know how that monastery is coming along

>> No.9082619
File: 46 KB, 647x578, SoundTravel.png [View same] [iqdb] [saucenao] [google]
9082619

Anyone know why sound is propogating between these two rooms? I have a door the same size above picrel that doesn't propogate sound in the same way.
It isn't terribly important as players doing start in the leftmost area but I'd like to know why regardless

>> No.9082634

>quake mapping
>trying to make levels with the same abstractness of the stock levels
>constantly slipping closer and closer towards realistic environments that focus more on making sense than being something that serves as a vehicle for the gameplay
>only way I can stop myself is if I'm looking directly at screenshots from the episodes
I don't get it. Is it because I'm not bound by the limitations of period-accurate hardware? Am I just stupid and dumb and stupid?

>> No.9082643

>>9082634
Give yourself a brush limit

>> No.9082648

>>9081951
the fuck is this thing

>> No.9082653

>>9082634
>that focus more on making sense than being something that serves as a vehicle for the gameplay
You can absolutely have maps that do both though. Look at Coffee Achiever's two Violent Rumble entries.

>> No.9082669

>>9082619
Are you using two sound-blocking lines?

>> No.9082678

>>9082669
No I've just been using natural geometry where possible, I can change the two linedefs to the door's immediate left to sound blocking and that fixes the issue but I just wonder why sound propogates through the door here but not elsewhere

>> No.9082679

>>9082619
Are you using any joined sectors? Or do the rooms connect farther up in the pic or something?

>> No.9082683
File: 37 KB, 1080x564, 669.jpg [View same] [iqdb] [saucenao] [google]
9082683

>>9082679
That was fucking it, I checked the two sectors next to the door and they were joined, the sound was travelling to the sector on the left, transferring to the right because it was joined then passing to the rest of the adjoining room as a result. Ty anon.

>> No.9082689

>>9082683
No problem. I used joined sectors for the first time in my first 400mins map, and I had a problem with monsters being alerted too early through doors—glad my experience could be used to help you, anon.

>> No.9082701

>>9082409
I used to have a similar issue with the choking hands from Blood. At least my excuse is that I was stuck with v1.0, meaning once they grab you, you're fucked. So I avoided any episode other than the first one.
Nowadays I can deal with them just fine. If I could do it you can as well with the slimers.

>> No.9082715
File: 9 KB, 902x320, KoCF_shitpost.png [View same] [iqdb] [saucenao] [google]
9082715

>> No.9082743

>>9082648
I know right? Disregard the poor guy.

>> No.9082762

>>9081994
>Rocket launcher
Quake
>Shotgun
Blood
>Sniper Rifle
Halo
>"Grenade"
Blood

Nothing else really matters

>> No.9082787

Map02 of 512 linedefs of /vr/
https://www.youtube.com/watch?v=pbN97ziq108

>> No.9082798

>>9081994
I wonder how hard it'd be to make your own doom weapon animation sets by just cutting out the BG layer from your own footage

>> No.9082814

Has anyone played (And finished) Blade of agony or Hearts of liberty total conversions for doom 2? i need opinions before i try them out

>> No.9082825

>>9082497
Cacos don't try to eat you + they have eye(s) + they don't get in your face.

>> No.9082829

>>9080614
That's real pretty. Good stuff.

>>9080662
>like I'm strongly considering letting him perform his full sword combo even if you whiff

Yes please. I was sorta wanting to ask about this for a long time but I figured it was 100% on purpose so I didn't. It's been one of my pet peeves about Blaz forever.

>> No.9082830
File: 2.64 MB, 638x464, new_textures_comp.webm [View same] [iqdb] [saucenao] [google]
9082830

new textures

>> No.9082835

>>9082829
Actually it WAS 100% on purpose. My mindset about the sword combo was going for older beat em ups like SoR1 and 2, where if you whiff your jab and attack again, you just throw another jab.
But really there's plenty of other beat em ups and action RPGs where your character will do their whole attack sequence regardless if you hit or not as you mash. So I'll be going with that and further polishing up all that combat stuff.

>> No.9082841

>>9082787
>Imagine dying in your own level
How else am I supposed to know where to put health?

>> No.9082847

>>9082497
I think it's specifically something attaching to and wanting to eat your head. Barnacles are fuckin' creepy.

>> No.9082921

>>9082830
looking cooler and more fun with each post, great work so far anon

>> No.9082960
File: 662 KB, 1974x1500, RobertWilliams_01.jpg [View same] [iqdb] [saucenao] [google]
9082960

I want to create Drunk effects in my mod. I have several questions and none of them are "how to do this" I want to really sit down and learn scripting instead of just patching shit together by looking at other mods which is what I've done in the past.

1.Should I use Zscript or ACS? Every bit of conventional wisdom seems to suggest creating a custom powerup with Zscript, but since Zscript is not compiled doesn't that make it slower? I'm more familiar with Zscript as I've built a few custom weapons, enemies and props with it

2.What's a good way to set up a working dev environment to develop and test shit like this? So far I've been using slade for everything but I'm probably going to migrate to using a source folder open in VSCode, having a command line command to bounce everything to a PK3 then test my code, but what about debugging? GZDooms console is pretty limited from what I've read in the docs. I'm interested in how people here set up their basic dev environment.

>> No.9083020

NEW THREAD
>>9083015
>>9083015
>>9083015
Violent Rumble's not "current" anymore, so I axed that. 400 Minutes is next.

>> No.9083021

>>9083020
You forgot the news post.

>> No.9083026

>>9083020
>>9083021
Disregard that, it just popped up.

>> No.9083027

>>9083021
Check again

>> No.9083030

>>9083027
It was posted just 2 seconds after I made my post, lol

>> No.9083160

>>9082830
Fancy shit.

>> No.9083672

>>9082798
It'd be as hard as your photoshop skills go. In fact, lots of weapon sprites are made that way.

>> No.9083836
File: 94 KB, 3200x1273, Skulltiverse_MAP15_map.png [View same] [iqdb] [saucenao] [google]
9083836

What are your favourite maps that use Wormhole gimmick? (Teleporting between two or more copy-pasted worlds)