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THE LITTLE DOOMER BOY
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You are currently reading a thread in /vr/ - Retro Games

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DOOM THREAD / RETRO FPS THREAD - Last thread >>2858137

Mostly Doom, but all retro FPS welcome.
## Let's post like gentlemen ##

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[12-21] Painkiller mod: monsters only version
>>2867495
http://temp-host.com/download.php?file=bp24wf

[12-20] Several new versions of Beautiful Doom (6.0.9.2, 3, 4, 5...)
https://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-back-6-0-9-5-dec-20-2015/

[12-18] Freedoom will (eventually) become vanilla-compatible.
https://www.doomworld.com/vb/freedoom/85134-freedoom-1-0-will-be-vanilla-compatible/

[12-16] Freedoom v0.10 released
https://github.com/freedoom/freedoom/releases/tag/v0.10

[12-15] Turok being re-released on the 17th
https://youtu.be/i9Op9wNphq4

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.
https://vimeo.com/148909578

[12-13] 32in24-15 is happening right now and will probably be over by the time this news post is published.
https://www.doomworld.com/vb/wads-mods/85065-32in24-15-dwango-unchained/

[12-11] Thanks for the shout-out, @doom_txt!
https://twitter.com/doom_txt/status/675011657949646849

[12-10] GBA DM updated
http://www.best-ever.org/download?file=gba_dm_remakev4f.wad

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)
https://youtu.be/8fqYpWAIL3Y

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle
https://www.doomworld.com/22years/

[12-08] NUTS.WAD... for DN3D!?
https://youtu.be/iP2am1tDSGg

[12-08] Scerebi Forest updated
http://www.mediafire.com/download/i40ac6dm61ls8vp/Scerebi_Forest_11.rar

[12-07] Italo Doom: 20 extreme slaughtermaps by Ribbiks/dannebubinga (beta)
https://www.doomworld.com/vb/wads-mods/84966-

[12-06] Anon mod release: Project MSX without custom monsters
https://drive.google.com/file/d/0B5auxSCe-a8eTVpqempDcFRRVFU/view

===

To submit news, please reply to this post.
>>
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Why does PRCP and Plutonia 2 have like hundreds of Archviles and skeletons
Plutonia wasn't exactly like that
>>
Marathon was here.

Doom is a shit.
>>
>>2867706
is it possible to play marathon without having to own a mac?
>>
>>2867709
yeah, go download Aleph One
>>
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>>2867706
Hi Marathon
I mean, you're ok for what you where
but you had ugly ass textures and clunky gunplay

>>2867709
Aleph One
https://alephone.lhowon.org/
>>
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>>2867706
Blood was here, you guys all suck.

Get on my level of weapon enemy and level design.
>>
>>2867774
Not to forget the clunky controls.
>>
>>2867774
source code when?
>>
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>>2867785
Haha. ha
>>
>>2867774
Wow, Blood's HUD layour is a clusterfuck.
>>
>>2867803
Layout, even.
>>
>>2867712
>>2867713
wow, linux port, source available, everything. me rikey. thank you very much.
>>
>Beautiful Doom causes slowdown whenever things get busy
>Brutal Doom never did

Huh. Wish I could change that.
>>
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>>2867774
Source code release
Never ever
>>
>>2867850
play smooth doom instead
>>
>>2867774
If anyone actually liked you you'd be reverse engineered by now. Even Strife did!
>>
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>>2867881
I think there is a reverse engineer either done or WIP

>>2867803
so are doom and quake when you have them fully zoomed out. (+/- keys)

Most people run their HUDs with minimal info.
>>
>>2867881
There was a guy reverse-engineering it for ZDoom but his hard drive wasn't a fan of Blood.
>>
>>2867907
Zblood
>>
>>2867617
Anyone got any good megawads that are compatible with gameplay wads?
>>
speaking of Blood, could anyone help me in setting up eduke32?
Everytime I try to run it I get this message at the bottom:

Initializing OSD...
0 joystick(s) found
Setting video mode 1024x768 (32-bpp windowed)
Disabling desktop composition...
OpenGL information
Microsoft Corporation GDI Generic 1.1.0
Your OpenGL implementation doesn't support detail mapping. Disabling...
Your OpenGL implementation doesn't support glow mapping. Disabling...
Your OpenGL implementation doesn't support Vertex Buffer Objects. Disabling...
Opened "textures" as cache file
Warning: the GL driver lacks necessary functions to use caching
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Executing "settings.cfg"
Texture filtering mode changed to GL_NEAREST
g_errorLineNum: 0, g_tw: 0

Wrote eduke32.cfg
Wrote settings.cfg

What is going on here? I know I'm on a rinky dinky piece of shit laptop but I'd figure I'd be able to run duke.
>>
>>2867857
__________this
>>
>>2868072
I'm not great with computer, but I think this means you need to update your OpenGL.
https://www.opengl.org/wiki/Getting_Started#Downloading_OpenGL
>>
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>>2868205

I tried that, but intel does not like my processor.
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Is this true?
>>
>>2868221
The part below the line was written by the poster who quoted Romero there.

But who can know for sure?
>>
>>2868221
Those aren't really things he said.

Carmack had redone basically everything though, not out of spite, he just had, and Romero realized "Oh fuck, we have to redo everything!"
I don't think he even held it against him at the time, even though Romero was in full cunt mode during Daikatana
>>
>>2867617
Does quake have a copy pasta?
>>
>>2868231
>Carmack had redone basically everything though, not out of spite, he just had
i think he does an engine, goes "look at all the things wrong with it, i can do this better" and does another one that does everything a different way
>>
>>2868221

>and my current hot romanian wife

Romero had as many wives as Littlefoot had movies. And THAT is something you don't get to say every now and then.
>>
>>2868221
http://lparchive.org/Daikatana/Update%2025/

Very real.
>>
>>2868261
i wonder what happened to her. did she develop a fault and had to be returned to the seller?
>>
>>2868273

He's talking about Stevie Case you dong
>>
>>2867705
Cause they thought emulating something is taking its signature mark and just rolling with it.
>>
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>>2867774
I play crossmatching.

Though i'm a little wary of mentioning it since I recall in one thread one retard having a huge autistic fit over it.
>>
>>2868283
i'm having a huge autistic fit right now. bweeeh. gyaaah.
>>
>>2867705
Why would anyone ruin this picture?
>>
>>2868291
kek.

Not even kidding though this guy made like twenty+ mile long posts ranting about how shit crossmatching was, I think he needed professional help.
>>
>>2868301

It's an old, stale pic someone was forcing really hard on /v/ (shocker) back in the day
>>
>>2867705
I miss Robin.
>>
>>2868312
The version without the shittily photoshoped head on top of Carmack's is much better.
>>
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Real Doom 3 coming through.
>>
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>>2868221
yeah totally isn't parody
>>
>>2868320
pretty sure that's a Somehthing Awful thread.
>>
>>2868320
>>2868327

Expert deductive skills.

>>2868270
>>
>>2868007
>>2867965
>>2867907

ZBlood is about as much of a reverse engineer as fucking Dehacked patches are.
>>
>>2868318
More like Doom 2.5
>gameplay of doom 2
>dark and gloomy atmosphere of doom 3
I can see why it's liked so much.
>>
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https://www.youtube.com/watch?v=mhd0FAkcxvY
>>
>Beat Quake for first time
>Have first three Runes
>Beat Azure Agony
>Get final rune
>Get sent back to main hub
>What the fuck
>Game doesn't think I beat the other three worlds
>Don't have the other three runes any more
>Can't fight Shub Niggurath and finally fucking beat the game
Why the fuck is this happening?
Jesus fucking lordie Christ.
I just want the satisfaction of finally fucking killing Shub, but I'm not playing all those god damned levels all over again.
>>
>>2868363
Hey if you want to risk your computer by clicking links posted on 4chan, that's your decision.
>>
>>2868401
>he doesn't fucking know the lparchive

I don't have enough > in the world for your bullshit.
>>
>>2868386
Just warp to the last level.
>>
So like, uh, Quake is on sale over at GOG.com. Anybody up for a MP lobby?
>>
>>2868426
Quake 3 or no deal.
>>
oh look i fixed BethesDoom's shit

http://picosong.com/QhFM/
>>
>>2868451
Sounds as shitty as before. What changed?
>>
>>2868451
It's going to take far more than a speed up to fix that.
Mick's newest teases don't sound much better frankly.
https://vine.co/v/iKH2gZJ0b3U
>>
I've been trying to get into Blood, and it's pretty damn fun, but is there any way to make its mouse not feel like slippery assholes?
>>
>>2868493
Why do you know what slippery assholes feel like?
>>
>>2868493
Nope, that's why people want a source port. Or at least why I want a source port.
>>
>>2868493
There's a special driver for that. It has a form of exe and you should load it up as custom input device in the setup program.
>>
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What's the best Hexen sourceport? I'm feeling like hacking up some Wrath of Cronos in Epic 2 but i don't like fighting doom enemies
>>
I sure hope night dive ends up expressing interest in buying a Blood license/the entire IP. Porting/recreating it in Kex ought to take like less than a month for them.
>>
Is there any mods to change the monsters without any weapon mods?
>>
>>2868548
Do you mean "TC" perhaps?
>>
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trying to run doomrpg after a long time, and I don't remember what I did to get it to work. I tried to play it, but I got this error. wat do?
>>
>>2868593
Nevermind that, i was just retarded. Anyway, i'm trying to run the Epic 2 megawad with the thing but i keep getting Doom enemies despite the replacer patch. What gives?
>>
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>>2868605
>That window color
>>
>>2868554
why would you want that?
>>
>>2868605

Update your GZDoom.
>>
>>2868548
>likes hexen enemies over doom enemies
You're weird.
>>
>>2868609
Try a different load order of the patch and the main mod in zdl.
>>
In Blood, how do I get rid of those hand monsters when they choke me? I haven't found out how.
>>
>>2868630
thanks, it worked.
>>
>>2868634
It worked, thanks mayne
>>
>>2868451
>>2868465
Why can't people be arsed to compose actual music for games anymore?
>>
>>2868650
It's not the Composer's fault, most of the time.
Mick Gordon is an insanely good and talented composer, and his work on Killer Instinct is exceptional.
Usually it's the dev or publisher's fault. They'll set up guidelines for the soundtrack that are too strict, and the composer can't use their musical talent to their fullest.
>>
>>2868667
Well that's awfully unfortunate.
>>
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I know its not retro, but are there any good Single Player mods/ campaigns for Unreal 2?

Are there any for Unreal/UT for that matter?
>>
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>>2868650
>not making your own soundtrack for your own wad
>>
>>2868643
IIRC you spam the use key or hold it in
>>
>>2868643
Here's athing: you're supposed to shake them off with mashing USE button, but it's FPS tied, so the higher the FPS the faster you need to mash. In Dosbox if your fps above 60 its near impossible to shake them off.
>>
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Non-stock chem effects coming soon. Was focused on getting player metabolism working first.

the lights can be replaced
>>
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Hey everyone, just wanna let you know I bought the id Anthology off ebay, this one was priced at $625 and it's never been used but opened, even has the Doom comic. Look forward to pictures in the coming week. Have a safe and happy holiday.
>>
>>2868698
>drugs
You can do some really trippy things with colormaps. I think you can also use cameratexture hudmessages with an increased FOV for a fisheye effect.
>>
>>2868705
Wow. Congratulations.
>>
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>>2868317
sorry
Kel was cannonically part of the MFWMD though
>>
>>2868706
Camera textures are already being used for the nuke-op helmetcam (planning on making it display on-station security camera feeds if possible), but I'll keep that in mind. I haven't experimented with colormaps though, but it's probably worth looking into. Any other engine features you can recommend for SS13-related things?
>>
>>2868705
Should've bought it for 666
>>
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>>2868705
>You'll never own a Doom Comic
>>
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>>2868717
this anon is right.

I mean...this is doom we're talking about here.
>>
>>2868705
gimme the mac wolfenstein files!
>>
>>2868705
wow man you must be loaded
>>
>>2868726
Absolutely love to if I knew how! hahah
>>
>>2867774
it has some decent level design from what I've played...I'll give it that much.
As for looking appealing?
Good enemy design or variety?
Fuck no.
>>
>>2868715
I've never played SS13 and have only the faintest idea of what it's like, but I know a decent bit about modding tricks and special effects. If you could post some features you'd like to implement but are unsure of perhaps I could recommend something specific.
>>
>>2868426
Huh, neat. Seems like I can buy Quake even if I live in Germany, which is the reason I can't buy it off Steam.

A shame Q2 isn't there though.
>>
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>>2868767
Imagine WDI but more complex, on a space station, with some of the best emergent gameplay ever implemented, on the worst engine ever known to man. Basically, each round starts with a random gamemode being picked, hostile players being assigned, then the round lasts until the hostile players achieve their objective(s), are killed, the emergency shuttle is called and arrives in time to evacuate the crew. The original's basically a simulator in many aspects - for instance, the health system lets players build up damage of various types with effects as a result (if you're spacewalking without a breath mask and oxygen tank, you'll take oxygen damage, and as a result pass out or worse), and it also has atmospheric simulation (pressure leaks, gas levels, etc.). Those are just two examples of the detail level.

The original is on a tile-based engine, so it has some features that I'm probably going to revamp (original has 100% environmental destruction, I'm making dedicated breach zones instead, for example), but overall I'm pretty sure that most of the essentials are implementable.

I'm not making a 1:1 port, however, because the original has what's essentially the definition of spaghetti code, and has been open source for ages so it's not exactly stable on the inside. That, and adding everything isn't within the abilities of any source port currently released, so I'm basically starting over from scratch and building the game up piece by piece in order to get something that's fun and playable, while keeping the spirit of the original intact.

If you're curious about the game, check out the /vg/ thread, I recommend everybody to try it at least once. There's some more progress screenshots in there as well.

Anyhow, for actual features, it'd help if you could specify what you're most proficient with (ACS, DECORATE, cosmetic effects, etc.) so I can find a couple of features in that area on my to-do list for starters.
>>
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>>2868767
>>2868802
Hate to double post, but I'm not trying to sound like I'm demanding a job application, it's just that from what I currently have there's a lot of directions I can go. I'm more motivated to work than ever and I'm trying to scrape together a basic list of things that need to be added sooner rather than later.
>>
>>2868802
>>2868805
It sounds like a really neat game and I ought to try it myself when I have more spare time. I was under the impression that it was some kind of mmo before, but round-based gameplay appeals to me at lot more.

>Anyhow, for actual features, it'd help if you could specify what you're most proficient with (ACS, DECORATE, cosmetic effects, etc.)
My decorate isn't really up to scratch, especially in regard to decorate expressions. Textures and special effects is something I love doing, and which my current main project has none of so it'd be cool doing some of that.
I know ACS rather well as far as a single player environment goes, but I have almost no idea how running scripts, storing values and whatever works in a multiplayer environment other than basic information retrieving calls.
>>
>>2868837
Don't worry about the global/multiplayer ACS stuff, I'm reverse engineering parts of Stronghold to see how it's done there and then writing up my own scripts from scratch once I'm sure how the lobby system works.

Okay, there's one thing I'm sort of unsure how to implement, which is basically horizontal gravity. Think a black hole sucking the player towards it. I've been trying to put down a couple of methods on how to handle that in generic cases (invisible monster + negative kickback hitscan, only hits one player sadly from what I realize), and a few others, but so far I haven't been able to find a solution that works. ZDoom pushers and pullers are positively archaic and I'm not sure how much use they are.

For special effects, one thing I could use some inspiration for is how to handle, say, eye damage. Keeping track of the player's vision state isn't a problem, but making some good special effects for it that aren't just FadeTo(grey) is something I haven't really found myself able to do (if there's one thing I'm not, it's a graphic designer). Last one is the inventory system, but that's a whole different ballgame. I'd love it if you had any ideas on how to implement the former two, primarily.
>>
>>2868767
https://www.youtube.com/watch?v=9U2CePgS1Rc
>>
>>2868840
https://www.youtube.com/watch?v=FHH1vfY6HTA
>>
>>2868839
have you tried an AoE attack with negative knockback for the black hole ?

and for the eye damage, you could look at how (old versions?) of brutal doom handle blood and bullet holes getting in your face, it was a pain but properly done it could help, i guess
>>
>>2868846
That's actually a good idea, but I just noticed A_RadiusThrust works with negative values. That's probably better - combined with a check to see when actors enter the sector, it's probably sufficient for what I need. That takes care of AoE, now I have to find out how to do one-way suction (opening airlocks without cycling them).

I've got unused cracked visor sprites that are going to be added to masks and helmets once I do an interface overhaul later on, moving things into both scripted HudMessages and SBARINFO depending on where it's most efficient (right now it's 100% SBARINFO). I'm thinking more of what kind of effect would best portray 'I've had poisonous gas sprayed in my eyes and I can't see shit".

tempted to track each eye seperately and do overlays which make you literally half-blind
>>
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>>2868839
>which is basically horizontal gravity.
That should be fairly easy. Make an invisible HullBreach actor that uses A_RadiusGive constantly, giving a custom inventory item to nearby players that runs a script that compares the x/y angle of the player with the HullBreach and does a ThrustThing action in the opposite direction.

I'm not sure how to make the hullbreach pass it's TID to the inventory token's script however, but I'm sure there's a way.

>For special effects, one thing I could use some inspiration for is how to handle, say, eye damage. Keeping track of the player's vision state isn't a problem, but making some good special effects for it that aren't just FadeTo(grey) is something I haven't really found myself able to do (if there's one thing I'm not, it's a graphic designer).
I would print a black radial gradient around the screen with a hudmessage, and either pulsate the opacity or waggle the SetHudSize values up and down in a loop so the visual field appears to dilate and contract(like in a severe migraine). If you want to make something really advanced you could abuse several cameratextures of low opacity and 1px differing size to make a blur effect kinda like in Total Chaos.

>Last one is the inventory system, but that's a whole different ballgame. I'd love it if you had any ideas on how to implement the former two, primarily.
I have made one of those, but it runs entirely on ACS, doesn't interact with inventory items, and the interface is used with a mouse pointer so I don't know how relevant it'd be for your use.
>>
>>2868853
the most realistic way of doing it would be having an oval window [to simulate squint/narrowing] and only a circle in the middle that's not blurry [to stimulate tears]
but that'd probably be annoying
>>
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>>2868858
You're a godsend, mouse interface has been the plan all along but I wasn't sure how to implement it efficiently. Even if your inventory doesn't actually interact with the inventory, it'd probably be good for handling the actual interface (everything you see on-screen, apart from O2/temperature is meant to be clickable to toggle things). Those items you see in the lower right are currently locked in place, the idea is that you should be able to equip different items in those slots. The original goes as far as to have two hand slots that track items you're currently holding, but that's something I'm not quite sure can be done satisfyingly outside of a fuckton of SetWeapon hacks, so I'm sort of keeping that basic at the moment (right hand for weapon, left hand for item - so basically just cosmetic for now).

I'm gonna try and implement the HullBreach thing for airlocks since they're part of the level, and make gravitational anomalies like black holes or spacetime distortions actual DECORATE actors. Throwing those suggestions in the project folder so I won't forget them. Thank you, anons, keep it coming. Have some plasma leaks for your time.

the mask overlay changes depending on which type of mask you wear
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>>2868870
Er, items in the lower left, my mistake. Here's an example of some of the stuff I've been toying around with when it comes to camera textures.
>>
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>>2868870
> mouse interface has been the plan all along but I wasn't sure how to implement it efficiently.
Basically I have an array of all clickable buttons with their left, right, top and bottom coordinates (based on a series of values dependent on each other so they can be moved around in real time by changing some variables) along with associated scripts and graphics, and a script called "leftclick" that just compares the cursor coordinates to every button until it finds a match. I think it could work in multiplayer if every player gets his own one dimensional array that stores his mouse coordinates.
Here's my project thread anyway, I think it's relevant enough to you:
>http://forum.zdoom.org/viewtopic.php?f=19&t=49027

>The original goes as far as to have two hand slots that track items you're currently holding, but that's something I'm not quite sure can be done satisfyingly outside of a fuckton of SetWeapon hacks
That sounds like an inconvenient design choices one wouldn't even necessesarily want to keep, so rationalizing a bit on your own seems like a good idea there.

>>2868873
It looks incredibly neat. A nice border around the cameratexture is in order but I realize it's really WIP.
>>
>>2868893
It's /extremely/ relevant to what I'm trying to create - a big part of SS13 is the world's interactivity and the sense of immersion it creates. It runs on an engine that's basically a graphical MUD (in case you're not familiar with them, they're multiplayer 80s-text-adventures), so the whole verb-interact thing is in the original, just hidden away under the graphics. I'm also a fellow point-and-click fan why play shooters otherwise, so I can appreciate the work that goes into making something like that in first person. Can't wait to crack open the beta and see how it works.

And yeah, while I can appreciate the depth they tried to go for with the hand system, it's not something I'll mourn if lost, although I'll try a few approaches later down the line to see if something similar can be made. The reason it's in the original is so you can have stuff like a riot shield in one hand and a stun baton in the other, etc.

Don't worry, the helmetcam will get a border when I figure out the right dimensions to balance functionality versus annoyance. And as to the mouse coords, I think that can be handled by making the script run clientside in multiplayer (I'm not sure I need to track player mouse positions across levels). I'll figure something out.

Looking forward to seeing how your stuff pans out, by the way, I really wish more games put focus on immersion and world interactivity in a way that isn't 'pick up that can'.
>>
Is there an easier way to kill the standard Zombies in Blood?
I've only played to the second level because fighting almost everything in the game feels tedious and slow as shit.
>>
>>2868915
Shotgun altfire kills them in one hit most times (their head flies off), other than that pitchfork works well, but you'll have to kill them 2 times instead.

THE best way is to burn them either with spray can or napalm cannon, or blow them with dynamite (or make cultists blow them)
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>>2868912
>a big part of SS13 is the world's interactivity and the sense of immersion it creates. It runs on an engine that's basically a graphical MUD (in case you're not familiar with them, they're multiplayer 80s-text-adventures), so the whole verb-interact thing is in the original, just hidden away under the graphics.
I really like the formulaic and technical approach to world interaction text and (old style) point and click games have. Even if it isn't as immersive and realistic as for example Amnesia it makes for a more.. literary? experience, and lends itself well to multiple solution puzzles and detailed/specific response to player input.

>Can't wait to crack open the beta and see how it works.
Likewise. I'm fumbling in the dark with so many things so it's great that someone else works on a similar/related project.

>I really wish more games put focus on immersion and world interactivity in a way that isn't 'pick up that can'.
Ultimately what too many games lack is a sufficient amount of player agency. A true feeling of exploration is rare, and choices rarely matter at all (if there do, it'll be a binary choice "be a dick" or "be nice"). Telltale games are particularly bad in this regard, with good acting and characters as their only saving grace.
>>
>>2868915
What difficulty are you on? Because Blood is a very difficult game, even on easy.

>>2868930
>or make cultists blow them
l-lewd
>>
Are there any more recent worthwhile episodes/megawads with custom enemies and weapons? Outside of Athropomorphic Lizard Fetish: The Wad.
>>
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>>2868946
>Even if it isn't as immersive and realistic as for example Amnesia

Old games will always feel infinitely more realistic to me than any amount of polygons will, because I simply can't feel immersed in a game if I don't feel like I actually exist in the world. It's the old theme-park versus sandbox argument all over again. This is also why I prefer System Shock to its sequel, because even though a vast amount of its gameplay features are essentially useless to the game's goal itself, it makes it feel more real than any new game when you can slide into basically any stance you can think of in a completely smooth, non-rigid manner. (I'm looking at you, ArmA)

That and the modular difficulty, another genius concept I've never seen implemented in a game since.

>I'm fumbling in the dark with so many things

This is exactly how I feel when I mess around with the current atmospheric simulation system which runs on individual particles. Generally I try to do as much as possible in DECORATE because it scales neatly to multiplayer, but sometimes it just breaks down entirely.

Here's a shot of the main map. It's a bit old and needs updating (some sector merges, mainly), but it's the most played one in the original game so it's the one I did first. Angles come later once it gets to the polish phase. Trying to make it relatively easily to add new maps.
>>
>>2868954
Blade of Agony? You've played Valiant I assume.

I thought the third installment of TOTLM was pretty good honestly, and the upcoming 4th one will be free from objectionable content
>>
So, is Hellcore 2.0 a sequel to Hellcore, or is it a polished/fully done version of Hellcore?
>>
>>2869045

The latter.
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Out of all the Doom and Build engine protags, who would win in a wrassling match?

Hard mode: No drugs
>>
>>2868915
You're experience with Blood is pretty much exactly like mine. I get it, you're trying to save your ammo for stuff that shoots back or worse. Especially important on medium because everything that isn't one of those moronic zombies can basically flay you apart.

It fucking sucks.

I didn't find it at all fun on anything but Easy. Can you do higher? Sure, but it's as you said, it turns into a complete slog / savescum fest quickly.

The later levels are actually pretty cool and you should see them.
>>
>>2869078
Duke because he's the crowd pleaser
>>
>>2869078

Either Doomguy or Baratus as they're both swole as fuck.
>>
>>2869078

If we're going off kayfabe and basing off who would please the crowd, then obviously Duke. His entire shtick is the crowd pleaser. Even now, with his franchise being drug through the mud, he's still the most recognizable.

If we're going for greco-roman wrestling and actual combat, then likely Doomguy or Baratus. Doomguy's got experience and can handle fucking anything at this point, and Baratus is the meatiest as all fuck.
>>
>>2869073
Oh, well fuck. Screw this Hellcore playthrough I'm in, I'm transferring my shit over.
>>
>>2868215
>>2868072
bump? I really wanna play that blood conversion thing but I'm not sure what to do.
>>
>>2869128
nevermind, figured it out myself.
>>
>>2868721
>>You'll never own a Doom Comic

Good.
>>
>>2869116
Well, this is just great. I'm playing Hellcore 2.0 with Psychic and Colorful Hell, and I'm on the first map when I reach the dock where you grab the blue key. The baron closest to the key is green, the second closest is blue, the third closest is orange, and the one next to the door to get back inside is fucking purple.

All I have is Lv.1 pistols and Lv.1 Steel.
>>
>>2869078

indie wrestling? The ultimate underdog would win, so that means Chex

WWE? Definitely Brutal Doom. belee dat bbygurl
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AAAAAAAA
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>>2869281
At least doomguy has a new power.
https://www.youtube.com/watch?v=wPLpovcDujw
>>
>>2868672
Operation: Na Pali for Unreal Tournament acts as an unofficial sequel to the original Unreal, and it's rather good, with very similar gameplay. Just get past the crappy easter eggs and terrible (but charming) voice acting and it's worth a ride.

It's hard to install but if you know how to extract files out of .UMOD packs, then you can figure it out.
>>
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>>2869281
>>
What does the EX in Doom 64 EX stand for?
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>>2869417
EXtra crispy.
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>>2869417
It means the demons take two lives when you are defeated
>>
Anyone have a link to that retro FPS compilation? The torrent is unseeded. I'm only at 3.89%...
>>
gratz Terminus on the write-up for gameplay wad, good stuff that!
>>
>>2869247
>The ultimate underdog would win, so that means Chex
chex is a military warrior, though
he's hardly an underdog if he's got the skills to back it up
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okay so i just played switcheroom e2m6, if the fellow from the previous thread is still around.

the "secret exit switch" isn't actually necessary, it's just a trap that releases some cacodemons. you don't, in fact, need to activate it to be able to exit the level.

call it vestigial, i suppose. a feature formed due to the map's heritage, but not a functional one.
>>
People, when you say that noone likes Terry WADs, you do realise you're speaking for everyone? Unbelievably enough (well for you autists), there are people that genuinely enjoy Terry WADs because they can actually take a fucking joke. Just because you don't like it doesn't mean noone else is allowed to enjoy it.
>>
>>2869541

So what?
Of course some people enjoy it. It's not some kind of yes/no all-or-nothing jumble where simply the existence of an opinion validates it.

Yes, there are people that enjoy Terry wads.
There are also people that enjoy eating full sticks of butter.
It's not a matter of being able to take a joke, it's that the joke is shit. Sure, it's "just your opinion" but I don't give a shit about your opinion and simply having an opinion doesn't change anything.
>>
/vr/doom: the last refuge of the banned
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>>2869550
Guess he couldn't resist coming back for one more round.
>>
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>>2868968
Modular Difficulty was implemented into at least one other game series - Space Rangers (russian turn-based space RPG mixed with arcade top-down shooter, text adventure and economic elements for good measure). It's really good, and while first one has a wonky translation the second one was recently re-released with a proper translation and several fan addons (picrelated is from 2nd one)

Space Rangers 2 also has RTS (build robots from parts, command them in ground combat) and FPS (in same situation, assume control of said constructed robot and smash things to pieces) elements added, which are entirely optional and you can even turn those missions off completely in the menu.
>>
>>2869550
>>2869556
What (who) are you talking about? Did I miss all the drama again?
>>
>>2867881
Blood has been recreated in both eduke32 and doom engines. The recreations suck but that's no surprise when the source code hasn't been released due to atari holding it hostage. Its multiplayer maps and weapons have also been recreated for quake. There are also loads of fan made level expansions and map packs.
>>
>>2869569
tl;dr: the terry scene is dying, and nothing of value was lost.

terrywads haven't been accepted on /idgames.
terrywads are usually very, very bad jokewads revolving around a couple rooms that look nice before dumping you in an instantkill trap with screeching noises and textspam.
the people who make terrywads don't like this
they have been talking about how it's "fascism" and "censorship" and they should be allowed because "some people like them".

the idea that "people enjoy X and so it should be fine" is a very, very poor argument, especially when the crux of your own argument is about how personal taste shouldn't dictate what should and shouldn't be allowed

the creators have decided the best course of action is to:
A: fill the /idgames uploads with wads saying the admin is a fag
B: make shitty topics on doomworld about anime girls
C: post on /vr/ about "SMELLS LIKE 'STOP HAVING AN OPINION I DON'T LIKE' IN HERE", the irony of which is completely lost on them
>>
>>2869574
How about I red pill you? Oh wait it doesn't matter since you'll just completely ignore my points.
>>
>>2869578
No, please do.
I collect red pills
>>
>>2869569
doomguy 2000 and nambona 890, maybe others, i don't know.

there's no drama other than they've been banned from doomworld and zdoom and everywhere else and have nowhere else to rant.
>>
>>2869579
DG2k is doing the vid stuff and speaking indirectly, I'm coming here and wondering how people can survive with such little intelligence.
>>
>>2869578
>>2869583

Go to bed, nambona.
>>
>>2869591
>It's basic freedom of speech.
irrelevant since idgames is a private hosting server.
i'm sure you've had this explained to you before.
>>
>>2869597
OK, we have different opinions of what freedom of speech actually is.

Also, I'm glad you omitted the "archives" from /idgames, because /idgames is not an archive anymore.
>>
>>2869591
>Should they have the right to exist? Yes. It's basic freedom of speech.
literally nothing is stopping you from making them and distributing them
that is their right to exist
congratulations, you exercised it

you do not have the right to have them hosted on certain websites unconditionally, nor does this make them exempt from people telling you "this shit sucks, stop making it"

yet, this is the second (third?) time you have come out of nowhere to rant about this, which means you are very concerned about people with other opinions
which, yes, makes the entire thing incredibly ironic
>>
>>2869591
>>2869603
>freedom of speech
Is the ability to say what you want without backlash from the government.
It is not the ability to have your shit hosted on a website.
>>
>>2869607
so you have no interest in actually discussing things. fair enough, not sure why i tried in the first place.
go have "a bit of fun" and then go to bed, nambona
>>
>>2869613
I take it this post is a forum shitter.
>>
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I made my first Doom 2 map. My goal was to make it seem like it's not my first map. It's short but action packed. Works in zdoom/zandronum not sure about anything else.

https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

Feedback encouraged PLEASE VALIDATE MY EXISTENCE/spoiler]
>>
>>2869613
no it's a pun on "the little drummer boy". a fairly lame one, i know.
>>
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>>2869624
Unf, he told me.
Then shot his shot gun.
Into my bum.
>>
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>>2869621
>My goal was to make it seem like it's not my first map
It's almost impossible to achieve this, even if you've had experience mapping in other games. But the good thing is you'll only get better!

I noticed the grass in the outside area is slightly higher than the floor of the base, you should lower it or give the sidedef between the height differences a texture. The height of the grass also made one of the imps outside climb into a window, which didn't look right. You can stop that by making the windows block monsters, if you don't want to change the height of the grass area.
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>>2869639
thanks, fixed it by lowering it. I guess I accidentally raised the grass instead of lowering the patches of dirt.
>>
>>2869621
nice, have a demo.

http://temp-host.com/download.php?file=ix99om

recorded with ZDoom 2.8pre-1865-g7c6237e

there are a few missing textures in software mode, the window in the first room, and around the edge of the blue key area.
>>
>>2869550
Given how Sgtmark posted here when he was banned from various places I'm honestly not surprised

Not that it was a bad thing
>>
>>2869567
Leave it to the Slavs to actually incorporate innovations into their games. They may be bug-riddled pieces of shit, but they're fun and original pieces of shit.
>>
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>>2869656
Sweet, thanks for the demo. It's cool to see someone else play through your level. Your different play-style gave me a bunch of ideas on how to improve it.
>>
>>2869665
Surprisingly, Space Rangers are nearly bug free, in the first 2 or 3 playthroughs I encountered only one bug (which broke one of my savegames, thanks god this game autosaves every turn), but have not encountered any ever since.

Also note that AI Rangers and NPCs in this game has all the abilities of the player - they can buy things (some times things you were saving money to buy), extort money from passing ships if they have a pirate personality, trade, affecting the global economy, fight invaders, and even complete quests.

In fact if you chose lowest difficulty settings there's a chance they complete the game on their own (defeat all the bosses) and you'd know about it only from the local news.
>>
>>2869670
I have to check that out, it sounds surprisingly similar to a project I've got going on the side. Hopefully it's not too hard to dig up a torrent somewhere. Thanks for the recommendation, anon.
>>
>>2869672

here's a torrent for the latest re-release that has some additions that were previously a fan mods. Fans of the series treat it as a mixed bag.

https://kat.cr/space-rangers-hd-a-war-apart-v-2-1-2022-0-2013-repack-r-g-catalyst-t11775151.html

There are several more versions of this: Rise of Dominators (original 2), Reboot (patched-up 2nd with original 1st game included), Revolution (even more patched up with some addons and shit). HD: A war apart is Revolution with even more addons that were fan mods before and HD compatibility.
>>
>>2869678
Much appreciated, now I have something to play the next time I take a break from modding. Thanks, man. Good strategy games are extremely rare to come across these days and it's awesome when obscure gems like this are dug up and distributed.
>>
>>2869689
Its not a strategy though. Its closer to turn-based RPGs, but set in space with some of the open-world space sim elements (trading, pirating, combat, government missions) thrown in and minigames of other genres.
>>
Is there a more beautiful OST than Mock 2's?

I don't think so.
>>
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>>2869621
Nice little map, thanks for posting it

I liked the traps, though the way you set up the 1st main room made the demons crawl over to the side and surprise me to the right of the door. Not sure if that was intended.

I was a momentarily unsure of where I was directed as the red key is not as clear behind the switch you placed in front of it. For situations like that I find it best to give the key some appearance room unless its meant to be hidden.

Either you didn't mark any secrets or the map simply had none? You should feel free to put some in, I always enjoy searching for them.

Some misplaced textures here and there, remember that doors can reveal some height changes.
>>
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>>2869621
Can anyone tell me why the quoted linked file won't open in GZDoomBuilder?

I made the map using zdoom+UDMF settings in SLADE. Errors telling me it can't find any maps in the file. Tried stable and SVN build.
>>
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>>2869741
Feedback noted, I've fixed a bunch of things related to your suggestions. No secrets, I'm not much into secrets but seeing that people seem to like them I guess I should add them. Fake walls always came off as cheesy/lazy to me.

The Imps stacking up isn't intended but I left it because it didn't seem terrible. I'm probably gonna add sound blocking to more areas to stop monsters from rushing you before you get there.
>>
Are there any Christmas themed wads?
>>
>>>/wsg/873557

Okay so I'm working on adding holster/drawing sounds for the weapons, but do you guys think it's too much because of how fast the weapons are drawn and holstered?
>>
>>2869749
Nevermind I figured it out, apparently those blank entries in my WAD weren't supposed to be there.
>>
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What are some fantasy-themed map packs to play? Shit similiar to Epic 2 or Brotherhood of Ruin etc.
>>
>>2869787
nothing wrong with that, they're just sound cues. just don't make them go on for too long.
>>
>>2869852

Yeah, all weapon draw/holster sounds are like, half a second tops
>>
>>2869852
>just don't make them go on for too long.
I COULD AIM, BUT WITH THIS THING...
>>
>>2869621
It is pretty fun to play actually, i liked it. Can use some texture aligning and proper skybox (i played in zdoom).
>>
>>2869753
h2h-xmas https://www.doomworld.com/idgames/themes/xmas/h2h-xmas
nordhell https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nhell_d2
whitemare https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/whitemar
>>
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Guise, how do I into fukken Quake?

I'm overwhelmed by all the fucking sourceports and texture patches and music downloads.
>>
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>>2869920
>The Imps stacking up isn't intended but I left it because it didn't seem terrible. I'm probably gonna add sound blocking to more areas to stop monsters from rushing you before you get there.
>>
>>2869927
Oh whoops. I apparently had some text selected. Anyway. There's your image.
>>
>>2869927
>>2869930
Tom Hanks, brev.
>>
>>2869667
I think it is important to get a demo from someone who isn't particularly good at doom to balance your map so here. https://mega.nz/#!0NdWAKAA!brTKKcEOWaseAah7B23a_4PI9Nwr7y-J6QBcYFTfljY

made on the same version as >>2869656
>>
>>2869962
are you implying i'm good at Doom!?
>>
>>2869205

i'm glad someone still feels that way about the comic
>>
>>2869971
I didn't watch the other posted demo
>>
>>2869975
oh, fair enough, well i just watched yours and i think you did just as well as i did if not better -- i mean you got a faster time.

the biggest difference was that you were using autoaim while i have all the quake options like jumping mouselook and no autoaim turned on, because i only usually use zdoom for mods, which usually assume quake options. i would have preferred to record with a boom-compatible port, but that was sadly not possible due to udmf.
>>
>>2869927

Do you guys prefer Quakespasm or Darkplaces?
>>
https://www.doomworld.com/vb/wads-mods/85184-freudian-slipgate-time-spent-with-cats-is-never-wasted-public-beta/

a #doomtwid diss map. this won't end well.
>>
>>2869920
>>2869927
A little note: buttons bleeding when you shoot them is normal in Darkplaces and not a bug. Well "normal": They emit the same pixely red particles you get when shooting enemies in vanilla, intended to represent blood and sparks respectively, but since it still the same particle, buttons will bleed in flashier sourceports.
>>
>>2870016
I won't condone community drama, but it is fascinating seeing creative products like these as a result.
>>
>>2870016
Dont see no dissing in there. What do you mean?
>>
>>2867705
>Plutonia wasn't exactly like that

Yes it was. Its just that PL2 and PRCP took it up a notch.
>>
>>2870016
Can I ask what the hell this #doomtwid thing is, and why its something to care about?
>>
>>2870016
I expected something like Community is Falling down, but right now I only see a wad with a non present first map, and otherwise spacious maps filled to the brim with shit you wouldn't really encounter in your first megawad maps.
>>
Re: Reviews in /idgames

I can confirm I can't leave a comment in any wad, but I can still rate it while being anonymous. As a matter of fact I have a DW account and the last time I checked I couldn't post or rate any wad either.
>>
>>2869972
Why are you so fucking salty about the Comic?
Is it because it helped spawn Brutal Doom, so you blame the comic for why you can no longer enjoy Doom?
>>
>>2870054

...what?
>>
What, I can now also buy Quake on Steam?

I suppose all the classic games originally banned in Germany are being applied for reevaluation.
>>
>>2870032
Read the plot. Fix your irony detector.

>>2870036
Chatroom of doomworld admins, mods, cacoward writers, cacoward winners, other popular people - and of course brown-nosers, coattail-riders, and hangers-on. A clique with a disproportionately large influence. The inevitable result of a forum with names, identities, and a hierarchy.
>>
>>2870067
Plot? In my Doom? No wai!
>>
>>2870067
>A clique with a disproportionately large influence.
They have "a disproportionately large influence" because they actually do stuff, anon.
>>
>>2870067

Not him but

>Read the plot.

I did, and last time I checked alterworldruler had no heat with the #dtwid members.

Unless there's something we don't know that you do, anon.
>>
>>2870067
>disproportionately large influence
How? A lot of them are bigshots for a reason.
>>
Who's lead designer on Düm 2016 anyway? Marty? Is this a "From the producers who played Doom!" kind of deal?
>>
>>2870139
shrug, no idea. it just seems like a dig to me.
>>
>>2870168
>fat guy nips up front
>Z-list Gosling to his right
>>
>>2870161
probably design by committee, with stratton as the scapegoat
>>
>>2870168
Bethesda aren't developing it you cretin.
>>
>>2870168
Todd Howard is sexy huh guys
>>
>>2870161
>Marty

Do not bring up his name in /doom/; last time it happened shit got ugly around here.
>>
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>mfw looking for a good zandronum server on doomseeker
>>
>>2870067
>The inevitable result of a forum with names, identities, and a hierarchy.

It's not so much a result of names and identities. Sometimes people do have names and identities they have absolutely no influence because they either don't do things or the things they do are terrible.
It's more the inevitable result of people who do things and do them well. People listen to them over the guys who talk big but do jack.

You get the same thing in the /agdg/ generals, the split between devs and nodevs--the devs who actually do things and post progress are listened to, while the nodevs just whine and shitpost.

I really could do without the sycophants, though. I hate kissasses.
I want people to be able to tell me to fuck off without fear of reprisal.
>>
>>2870161
he is apparently "executive producer", whatever that means. some guy named Graham Joyce is the writer, according to Wikipedia
>>2870236
not really, all i remember was a bit of fun with his nervous demeanor and sweaty visage in a photo
>>
>>2870278
Chief Scapegoat. Executive == he gets publically executed (fired) when it flops.
>>
>>2870054

please explain the need to insert brutal doom in your post, when the post you were replying to never mentioned it in the first place.
>>
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Why is this in my DOOM folder?
>>
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Was this by a 13 year old?
>>
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In Turok EX I'm seem to be unable to obtain unlimited lives cheat through legit means (by getting 10 lives) - when I have 9 lives and 99 crystals I cant pick up the last crystal to make it 10 and unlock the cheat.

Do I do something wrong or is it a bug?
>>
>>2870362
>>2870369
haha i love those art gallery wads. low res pictures awkwardly forced into the doom palette, a delightful relic of the nineties.
>>
>>2870362
>>2870369
Is that a weapon mod or is it part of the wad? Because I really like the shotgun.
>>
>>2870435
That's smoothDoom with alternate weapons on.
>>
>>2870436
oh shit really? is that a new feature and I need to upgrade? or was it there for awhile and i'm just too retarded to see the option?

if it's the former, link?
>>
>>2870449
Current version should be: http://forum.zdoom.org/viewtopic.php?f=19&t=45550

SD has its separate menu.
>>
>>2870010
quakespasm because i'm not mentally handicapped.
>>
>>2870456
Oh shit thanks laddy.
>>
>>2870458
Already downloaded it lad, but could you explain to a fellow candlesniffing fuckfence what's wrong with Darkplaces?
>>
>>2870468
It doesn't look ugly enough for the purists. After all, the most important thing about Quake is the bad graphics.
>>
>>2870462
Try "SSG gibs" on. It's ridiculously satisfying.
>>
What are some other WADs, not necessarily good ones, that just scream "product of the 90s"?

I'm talking Ace of Base 90s here.
>>
>>2870487
graphics/sound wads like Simpsons Doom?
>>
>>2870506
I was thinking more of stupid stuff like that gallery further up, not just graphic/sound replacements.
>>
Finished Quake's 3rd episode this evening.

My current ranking is

Ep1 > Ep 3 > Ep2

I tried the 4th episode and instantly noped when I saw 0/77. A few minutes later I died.
>>
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>>2870487
like this?
>>
>>2870508
self-referencing sectors, floating middle textures, fake 3d out of the ass. the 1997 style
>>
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>>2870528
>He hasn't played Pain Maze
>He hasn't played Azure Agony
Oh boy oh boy
>>
I love immersive mods like the helmet hud.

Horror mods like dark doom and ambient soundtrack are also gold. I fucking love self-inserting and roleplaying as a random space marine whose in a bizzare ass situation.

My greatest doom experiences resulted from immersing myself and playing intentionally cautiously.
>>
>>2870595
>GzDoom.
>Bad.
u wot m8
>>
>>2870573
yeah it's fun to play previously unseen maps cautiously, try to find 100% of everything on the first attempt and take absolutely hours savouring it.

i can only do this once though, once i've learned the map it doesn't work any more.
>>
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>>2870595
>>
>>2870603
how do you feel about limit removal and boom features?
>>
>>2870603
>>
>>2870603
then what other source port could we use?
>muh dosbox
>muh chocolate doom

yeah no, fuck off.
Thread replies: 255
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