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DOOM THREAD / RETRO FPS THREAD - Last thread >>2875387

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===

[12-30] Anon map release: "just a big room with a cyber demon on steroids"
>>2884008
http://temp-host.com/download.php?file=qe66td

[12-29] Anon map release: Wait What
>>2883410
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad

[12-27] Arcane Dimensions released (Quake)
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html

[12-26] Anon map update: Buttghost, almost final version
>>2877793
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

[12-26] Doom on a Leapfrog TV
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/

[12-25] Anon map release: vinterRunterland (deathmatch map)
>>2875596
http://www.mediafire.com/download/i5g0r1sodkuruql/vinterRunderland.wad

[12-25] Demonsteele update
https://youtu.be/nVqYo2FTzLA

[12-25] Trailblazer update
https://youtu.be/BNbpeH31h-k

[12-24] Combined Arms WIP6
>>2873756
https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

[12-23] Freedoom v0.10.1
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)
>>2870887
https://drive.google.com/file/d/0B8xWmOI7IYl3eWczZGhvM0J4MzA/view?usp=sharing

[12-22] Anon map release: helloworld.wad
>>2869621
https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

[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/

[12-15] 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

===

To submit news, please reply to this post.
>>
Do you know where I can get the TNT Evilution wad?
>>
>>2884740
yes it's in iwads.zip linked from the pastebin
>>
>>2884743
Thanks
>>
>>2883910
I'm not sure I understand, would you mind further explaining?

also just gonna repost for exposure for peeps
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad?dl=0
>>
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>>2879182
Looking good, man, apologies for not catching it last thread. It's probably better looking when it's in motion.

Meanwhile, I'm messing around with everyone's favorite ghetto jetpack. It's probably a bit ridiculous right now, but fuck it, pre-release. Been cleaning up the CentCom map while adding miscellaneous weapon effects - most are extremely rudimentary but work similarly to the original. Some parts of the map aren't done yet (hence missing windows).
>>
>>2884728
>>2884353
painkiller anon here if your wondering about the cyberdemon on steroids teleporting ?

That is because i set his speed to 999
>>
>>2884632

WhoDunIt, maybe?
>>
>>2884826
Just be mindful of how non-standard ways of moving the player works with prediction in multiplayer. I'm far from an expert on the subject but IIRC it might cause issues. The zero-gravity looks cool as heck anyhow. If zandybam has the view and sprite rolling from gzdoom/gloome you could perhaps even have infinite freedom of orientation and movement with enough horribly complicated ACS.

Do you have a full hd monitor? If so I could send you the eye damage wad for testing/eval purposes.
>>
>>2884873
The zero-grav is pure native sector gravity at the moment, combined with Zand's "limit air movement" compatflag - I still haven't figured out how to force it in MAPINFO since the parser is apparently broken and doesn't recognize zadmflags. The heads-up on player movement prediction will be taken into consideration, thanks for the reminder. I don't think it'd cause many issues at the moment because it's a simple A_Recoil that takes into account player pitch.

I dunno about 6DOF, that's a post-1.0 feature if anything. Could be neat. Also, I'm working on a '96 CRT, but I could probably run in the required aspect ratio anyway, so that's your decision to make. Would be neat to try out.
>>
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>>2884885
I'll change some values around and see if I can make it resolution-independent.

>I dunno about 6DOF, that's a post-1.0 feature if anything
Shows what I know about zandronum..
>>
>>2884927
You don't have to go too far out of your way to do something like that, but if you're gonna make it independent, at least make sure it works with 4:3 and 16:9/10. I think the renderer can handle the conversion from 4:3 to 5:4 itself, but I'm rusty on how HUD scaling works.

Doing God's work, anon. Need more effects for dem injuries.
>>
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Release of my map for the /vr/ boom project; Engineering Deck.

It currently replaces E1M9 for reasons, it has 4 player starts but still haven set different demons for each difficulty. If I have enough time I'll polish some things that still need work, but for now it's almost complete.

Tested extensively on PrBoom, Doom Retro, and (G)ZDoom.

Had to put a name in the wad because I had my work stolen a few times and don't want it to happen again (not that it was stolen here, mind you)

It was the first time I make a map for boom instead of vanilla and it was quite fun to mess around with the new linedefs.

https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad?dl=0
>>
Man imagine how full you would feel after drinking so many of those health pickups. And they only give you one health each jesus christ I wouldn't be able to walk after healing that much.
>>
>>2884943
Turns out I only needed to change a FOV value. I think this should work.
Just a note: I'm pretty certain there's no real need to have super large single color image files like it currently does, it just seemed like the path of least resistance initially.

Link in email field because 4chan thinks I'm a spammer.
>>
>>2885004
they're more like energy which is absorbed into the body, they don't fill your stomach.

like if you go round and pick up all the armour bonuses in E1M1 you don't leave the map wearing over two dozen helmets on top of each other.
>>
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>>2885013
...
>>
>>2885015
>picking up armour bonuses
>wearing over two dozen helmets on top of each other.
someone draw this please
>>
>>2885013
>email field

Does that even exist, still? I can't see shit, even with browser plugins turned off.
>>
>>2885023
no, they should replace it with a "bump thread" checkbox
>>
>>2885021
Maybe he just has a very small head.
>>
>>2885019
putting a linebreak in a url usually defeats the filter. don't remove any characters and it can still be selected+visited via right click menu.
>>
http://www.
filedropper.
com/uacs13stuff
>>
>>2885027
This is amazing, I wasn't aware you could do stuff like this with shaders. The documentation is a bit lacking there, although I'd assume it's because there are plenty of other resources to read about how the shaders work.

Will spend some time toying with it, very much appreciated. I might tweak things a bit, but credit where credit is due, man.
>>
>>2885047
I have absolutely no idea how shaders work or how they're written myself. I just ripped the shader file out of an example wad "boris" posted on the zdoom forums. I don't even think there's a guide on how to write them, but they can apparently achieve magical things.
Glad you liked it anon, and tweak away - that's what it's meant for.
>>
>>2885068
The GLSL syntax is nice and similar to C, I just haven't worked much with OpenGL yet even though I've been planning to. This is as good an opportunity as any to dig in and see what can be done.

At least people will be able to get dunked somewhat more properly in the melee combat demo now.
>>
>>2885080
>The GLSL syntax is nice and similar to C, I just haven't worked much with OpenGL yet even though I've been planning to. This is as good an opportunity as any to dig in and see what can be done.
Be sure to post what you come up with somewhere public!

>At least people will be able to get dunked somewhat more properly in the melee combat demo now.
Are you referring to mine or have you made one too?
>>
>>2885093
I'm sticking to yours at the moment while I freshen up on the shader stuff, so it's probably going to come a bit later. One drawback is that I don't exactly think software mode can handle them, but I've got plans for a couple of fallback effects there. Will keep updated.
>>
>>2885096
I didn't think anyone really cared about that little swordfighting project. It's pretty, uh, unfinished.
>>
>>2885105
What swordfighting project? I'm always on the lookout for stuff that does melee combat well. Most games have half-assed implementations.
>>
>>2885093
the thumbnail kind of looks like a wolf wearing Gene Simmons makeup.
>>
>>2885110
I thought that's what you referred to with "melee combat demo" and saying you meant my project, because I released something like that last summer. Guess we misunderstood each other.

>https://www.dropbox.com/s/umb6hokxig4x4eq/meleetest.zip
>>
>>2885126
Yeah, I was still talking about shaders, but I -am- trying to work towards a melee combat teaser, so both are correct. Lemme give this a spin and see how it works.
>>
>>2885136
fire= horizontal swipe
altfire=vertical
reload=block

Try hitting walls at different angles after the knight has rekt. The idea is to have the sword visually connect with game geometry and actors. Same goes for enemies.
>>
>>2885146
Well, shit, I thought it was boring for about 10 seconds before I absent-mindedly typed "summon demon" into the console, then got shrekt. I really like how the parrying system works - it's a bit finicky, but with a laxer timing window it'd probably be fun in multiplayer.
>>
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>>2885152
If you load the wad and the pk3 at the same time there's a "demon" summoning button on the test map. Yeah it would need a lot of tuning to be playable, it's just a concept demo really.
>>
>>2885162
Aw, yeah, now that's some Chivalry shit right there. Seeing it with the debug effects on makes it much more impressive. Good work, man.

I'll probably be focusing on unarmed combat with what I'm making to begin with - after that comes standard melee weapons, then some gimmick stuff at the end.
>>
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If Project: MSX was a standalone game and had good map design I would instantly buy it. It strikes a perfect balance of design elements of all eras of fps gaming.
>>
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>>2885224
>tfw the mod completely breaks at 2560x1440
I just want to use my native resolution for once
>>
>>2885230
Roll up your sleeves, fire up SLADE and tweak it yourself! It has a fairly sane if complex structure IIRC, unlike the clusterfuck of brutal doom or temple of the lizardmen 3 (seriously opening this one will give you an aneurysm)
>>
>>2885224
the one thing that project msx i would wish to have was the ground stomp from guncaster with parkhour
>>
>>2885305
Not a bad idea. Personally I'd enjoy some dodging, sliding and action movie acrobatics in general.
>>
How can I control how much damage puts an enemy into XDeath? I'm playing a mod where the shotgun gibs zombiemen and it's annoying me.
>>
>>2885256
>It has a fairly sane if complex structure IIRC
Not the HUD.

>>2885372
I think there's a GibHealth or XDeathHealth value.
>>
What's the best HUD?
>>
>>2885389
yes
http://zdoom.org/wiki/Actor_properties#GibHealth
>>
>>2885393

The default bar HUD.
>>
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>play DOOM for the first time ever
>Act 1 Nightmare is just right for difficulty
>get to Act 2
>completely facefucked by the difficulty spike
>switch to Ultra-Violence
>it's too easy and not exciting
>>
>>2885406
Play act 4 on UV, it's not easy.
>>
>>2885406
try fast monsters only, without respawn
>>
>>2885406
Try UVFast.
>>
>>2885413
>>2885409
this
>>
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>>2885406
>play through DOOM for like the 30th time
>still playing on Hurt Me Plenty and feel like the difficulty curve is just right through the whole game
>>
>>2885256
>temple of the lizardmen
Oh my god, I remember opening LMTemple. The indents were all spaces, and ALL RANDOM NUMBERS OF SPACES. From 10 to 16 tabs worth of spacing. On every line.

What the FUCK was that guy on.
>>
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here is a demo for gravity control center or whatever its name was

http://temp-host.com/download.php?file=mz93px

disclaimer: i had played the early test version so i knew where the secret was. unfortunately i managed to fall for the broken entrance door right at the end of the map, so i couldn't finish. has this been fixed yet, do i have an old version of the map? also i don't care for invisible tightrope mazes at all, but at least the automap gave away the route.
>>
>>2885437
And the pk3 actually just contains a shitload of wads, and there are a gazillion numbered scripts strewn across them with no rhyme or reason. I can't imagine how the guy manages to keep track of it all.

>The indents were all spaces
That's what happens when you type acs in doom builder and copy-paste it. It actually puts a shitload of spaces in there instead of real indentation.
>>
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>>2885468
Found the file.
This is NOT how you're supposed to do it. I've only seen one thing that's arguably worse and that's regular day
>>
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>>2878764 [pic related]

>>2881063
So what exactly does id have to do with this, anyway?
>>
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>>2885406
try blood
>>
>>2885495
i believe it was explained adequately in the previous thread
>>
>>2885409
>>2885413
Yeah that did it, thanks guys. Now getting reamed by Inferno, feels good.
>>
>>2885468
And all I wanted to do was make his weapons have some fucking reload keys.

Oh yeah,nand the DECORATE was all one file.
>>
Are there any Metroid WADs?
>>
>>2884779
In the hallway the other anon was complaining about, with the blue lights leading to the marble face thing at the end (the one that you liked the aesthetics of), if you instead put a room at the end of the hallway that used those marble textures, then it would look nicer.
>>
>>2885537
I wish every pk3/wad was as neatly organized as say BoA. It'd help immensely for those just trying to learn how things work if nothing else.

But I'd feel like a total dick whining about something like that when a mod is perfectly functional and even good, like I honestly think TotLM3 is.
>>
>>2885549
Metroid Dreadnought is a TC-in-progress, not sure how soon the maps will come along though.
>>
>>2885560
I dunno which LMTemple I played, but it had great levels, and the gameplay was pretty good. The main issues were terrible sprite edits and spagooti code.
>>
>>2885564
>not sure how soon the maps will come along though.

ded.
>>
>>2884917
Alright, man.
>>
>>2885564
>in-progress

Anon, I've got some bad news for you.
>>
>>2885569
The first two are kind of haphazardly designed in general (nice looking levels though) but the third almost feels like a game of it's own. As a series they've had a lot of criticism for the (way overblown but still in poor taste) smut content. Apparently he's working on a 4th installment which will be free from lizardtits.
>>
>>2884779
i recorded a demo. it's 14 and a half minutes long so i won't try to video it.

http://temp-host.com/download.php?file=kj16on

i got all the secrets, then died to the last monster. argh. well played, damnit.

it looked like there's a missing texture in front of the computer map when the lift is lowered. also there are a bunch of hanging bodies that are right high up on ceilings but block movement under them which is pretty annoying. otherwise -complevel doom2 is fine.
>>
>>2885334
i know there was sliding in project brutality where you need to crouch and slide in the same time
>>
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>>2884917
Best you'll get out of me for now. Maybe I'll come back to it.
>>
>>2885495
>So what exactly does id have to do with this, anyway?
Nothing. Bethesda likely is handling any marketing, or could even be hiring and outside marketer. The sprite they used may have been from a googling of sprites, or from odd scaling. though the whole "i tried several rescalings" claims otherwise, I've had this sort of thing happen when rescaling sprites... And I can't imagine why someone would waste the time.
>>
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>>2885406
http://temp-host.com/download.php?file=qk44wy

i hope this is hard enough.
zdoom and gzdoom i recomend sinced i did used it with this
>>
>>2885632
>I've had this sort of thing happen when rescaling sprites...

I am calling bullshit on this, because this simply doesn't happen.
>>
>>2885654
Looking at the image again you're right. It happening on multiple rows wouldn't happen.

Either way it's still irrelevant.
>>
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What's the community consensus about the level design in No Rest for the Living?

I think the gameplay is pretty good and traditional, the aesthetics are fine, even if a tad too conservative.

>>2884917
Well, there's an old meme. Exquisite!
>>
>tfw HQX4 makes your game lag
>>
>>2885748
so get rid of it
>>
>>2885552
Ah i see what you mean. That would end up looking nicer thanks.

>>2885601
Thanks man Imma watch this. And really? In the dark room they block you? What engine are you using? I played on zandronum and they never stopped me.
>>
>>2884727

What's the largest doom map ever made?

I always thought it would be awesome if there was a map that was simply gigantic and took an hour, or maybe even a few hours, to beat. Like just progressing enough to find the first key would take a long time.
>>
>>2885927
>What's the largest doom map ever made?
Probably Planisphere 2.
>>
Question about that Space Station 13 wad that cool guy is making

I never actually played SS13, is this gonna be an actual faithful recreation that would replace the original SS13 or just an inspired wad?
>>
>>2886046
I'm going to be honest, I'm talking completely out of my ass here, but I don't think there is any way you could recreate the little details and intricacies of SS13 with any source port magic.
>>
>>2885927
Memorial.wad All Doom 2 maps in one. HMP - original UV monster placement, UV - authors placement (lots of enemies replaced/moved)

If you want to play on ZDoom with mods, you have to build a reject table because author is dumb.
>>
>>2886051

>it's the wad author's fault that his wad doesn't play correctly on a sourceport that can't handle boom maps
>>
Is there any way to remove nanofiber skin armor in DoomRL arsenal?
>>
>>2885601
Hey just got around to watching this. Cant believe you got every secret, I really enjoyed watching this. Thanks a million dude whoever you are.
>>
>>2886051
Memorial would've been a lot cooler if the music changed per level instead of ever 3 or 4 or whatever, or if the levels were better integrated into a giant explorable complex. Rather than just being linked more-or-less linearly.
>>
>tfw you're playing Doom and you don't worry about XP, login bonuses, monthly fees, paid DLC... the list goes on and on
>>
>>2886092
It's the wad author's fault for not using a vanilla feature specifically made to optimise big maps when making a fuckhuge map.
>>
>>2886110
>don't worry about XP, login bonuses

Are you talking about Warframe per chance? Cause that's an illness of mine =\
>>
Last night I had a Doom dream.

The place was a warehouse of some sort. It was "obviously" a Doom 1/2 -style warehouse due to its architecture and textures, but the lighting and weapons were from Doom 3. I had a BFG that shot huge rotating green blobs that looked like human heads with an angry face (they looked a bit like the Carmack's head easter egg in Quake 2, but with someone else's face). When the blobs hit something, their explosions were black and purple, like the DMG cannon (or whatever it was) explosions in Quake 4. I kept firing the gun and laughing at the angry faces and wondering about them.

There were imps dressed in human clothes. I must have killed a hundred or so of them. They exploded and there were body parts flying around and lots of blood decals on the walls. Then a boss appeared and it tried to kill me with a screwdriver. My BFG disappeared, so I had to escape by bunnyhopping. I don't remember how the dream ended, but at some point I was outside, running on a snowy road, yelling "find and stop the spy among us!" to someone.
>>
>>2885914
i used my own engine, but it's a vanilla demo. chocolate doom or prboom+ will play it.

being able to turn off infinite actor height is an advanced port feature.
>>
>>2885724
i think it's excellent. can't speak for the community, but it did win a cacoward.
>>
>>2885724
>even if a tad too conservative.

What do you mean by this?
>>
>>2886098
thanks, regarding secrets though, i have to say the gift of an early computer map helped a lot. :)
>>
>>2885724
>an old meme

What are you talking about? Do you even know what a meme is?
>>
>>2886326
Too rational. Could've used more of the abstract mindfuckery Doom had.

>>2886349
I though it was a reference to that old /tv/ meme. Oh well.
>>
>>2885927
isn't there a map that represents the whole island of Manhattan?
>>
>>2886381
cf. >>2886013
>>
>>2886381
Yeah, Planisphere 2 I think its called. It's on idgames.

It runs better in PrBoom-Plus than it does ZDoom, but needs to have nodes rebuilt with glbsp or zennode first. ZDoom builds them upon load.
>>
finally, a Doom thread.
Can anybody tell me what engine and gameplay improvements Doom 2 had over Doom?
>>
>>2886437
code added for extra weapon + about twice as many monsters. not a great deal else, to the extent that the same engine executable can be used for both IWADs.
>>
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Say, does anyone have some nice centered sprites for a MAC-11?
Something like pic related.

>>2885393
NC Hud is pretty good.

>>2885406
Try Shut Up And Bleed, it's pretty rough.
Or if you want unreasonable, try Hideous Destructor.

If you like challenging shooters, try out Blood too.
>>
>>2886438
>code added for extra weapon
The alternative shotgun? Same mechanism as fists vs. chainsaw, isn't it?

>about twice as many monsters
Was that a limit of the engine in Doom 1, or did they "just" add more enemies? Meaning, was there a bit-size limit to the IDs for different monsters, or some other code aspects putting a hard limit on the number of monsters available, and that number was exhausted in Doom 1?

I'm not trying to belittle the engine or anything, it's good work. I'm just wondering if Doom 2 was more than a wad pack to an updated executable
>>
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Trying out more weird effects
>>
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>>2886454
the unintentional slight misspass between the camtex and the normal view almost makes it look cel-shaded.

This one is more instagram + DXHR's piss filter.
>>
>>2885224
I would agree. Usually I get tired of gameplay mods but this and demonsteele keep me coming back.
>>
What feature or features do you miss in current source ports?
>>
>>2886470
OpenGL 2.0 support in GZDoom
Being able to rebind the menu button, or to be able to bind it to a second button besides Esc
>>
>>2886447
>Meaning, was there a bit-size limit to the IDs for different monsters
not really, doomednums (thing types) are 16bit.

>I'm just wondering if Doom 2 was more than a wad pack to an updated executable
i'd have to say no. aside from the extra code to handle the super shotgun and the new monster types, the engine is pretty much the same.

http://doomwiki.org/wiki/Versions_of_Doom_and_Doom_II
>>
>>2886443
I´m starting to work on one

but it won´t be finished in the next few weeks
>>
>>2886481
>doomednums (thing types) are 16bit.
using them all should be quite a burden on RAM, unless Doom's really creative in streaming/loading the assets
>>
>>2886467
I like demonsteele as well. There are a bunch of other gameplay mods that are cool as well but those two are a cut above. Smooth Doom too if it counts.
>>
>>2886486
What's the WIP?
I'd only need the basic centered frames, I'd do the rest myself.

It's for a personal thing (for now), I'm reskinning a gun in a mod I'm playing.
>>
>>2886487
well yes. very few represent a valid actor. in v1.9 i forget exactly how many different actor types there are internally. somewhere between 100-150
>>
>>2886507
could the engine handle higher RAM requirements? After all, we got gigs now, not megs. Sounds kind of fun to have variants of mobs or items. Soldiers with different ranks, pre-wounded monsters, dozens of different entities.
Of course the whole burden of development of all these entities would probably be off the charts, got to draw them all, stat them all, and so on. But hey, people make huge maps. Making maps with tons of different assets sounds like an interesting alternative variant.
>>
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>>2886503
I just started to take photos of my mac today
so, only the first steps

pic related, it´s the mac I´m using right now
>>
>>2886512
there already exist giant randomizer mods with thousands of monsters, such as Aeons of Death or Complex Doom. people seem to either love them, or think they're a worthless clusterfuck.
>>
>>2886580
>worthless clusterfuck.
Maybe just to clarify, I'm not talking about increasing density. I personally don't like the various kinds of challenge maps that just pack monsters densely and let the player figure it out. Think more along the lines of a zombified military base (cliche, but bear with me), where you won't just see the same soldier sprite over and over, but young recruits, veterans, soldiers wounded from infights, people not in uniform, people in lab coats, people in different uniforms and so on. Go as far as keeping certain people together on a theme, so you know for example by the kind of zombies you're facing, which sector of the base you're in.
>>
>>2886447
super shotgun has vertical spread and a different spread pattern

all the guns in doom used the same spread pattern, so that's actually something
>>
>>2886609
>all the guns in doom used the same spread pattern
I thought the BFG had some elaborate pattern? Interesting change though. Especially the vertical aspect. In my understanding all movement and impact math in Doom was entirely two dimensional. Was that not the case? Are there vertical "limits" to how far a target may be offset in line from the player, to be hit?
>>
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Anyone have an up-to-date infographic for Quake 1 & 2?
>>
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Whaddaya know, a minimap is actually possible in zdoom. Just have to scale world coordinates to the pixel coordinates of the map image.
>>
>>2886646
my my, are we getting one step closer to a marathon remake?
>>
>>2886651
I just enjoy making silly features. I could see a map like this being cool for large outdoor maps, since you could edit the image in photoshop to make it look like a real satellite map or something.
>>
>>2886646
that ceiling begs for mipmapping or supersampling
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>>2886660
That fixed the ceiling but made the walls look weird at tight angles.
>>
>>2886672
Use anisotropic filtering nigga
>>
>>2886672
to fix the walls you got to enable anisotropic filtering, at 8x or higher. It pushes these artifacts further into the distance, but may possibly re-introduce some of the moire artifacts on the ceiling
>>
>>2886678
>>2886680
I 16x anisotropic. It does literally nothing about these artifacts. Is it perhaps only meant for use in trilinear mode?
>>
>>2886694
I tried*
>>
>>2886694
might be. You probably don't want trilinear filtering, as it implies bilinear filtering, which will smooth your textures. What you want is linear mipmap blending. The anisotropic filtering should in theory push the artifacts back, because of the way the mipmaps are used. Why it doesn't work this time, I don't know
>>
>>2886694
16x anisotropic + Nearest Mipmap master race
>>
>>2886704
>You probably don't want trilinear filtering, as it implies bilinear filtering, which will smooth your textures.
Yeah, I quite dislike it for anything that isn't a 3D model based TC.

>What you want is linear mipmap blending.
I enabled that at your suggestion and it does indeed look better than no filtering at all. The wall artifacts are less grating than the ceiling ones.
>The anisotropic filtering should in theory push the artifacts back, because of the way the mipmaps are used. Why it doesn't work this time, I don't know
It might either be a bug or one of those limitations that are just there in gzdoom. I'm using a version with the old 2.0 renderer though, since my good GPU died and I had to replace it with an old spare that doesn't support 3.0.
>>
>>2886046
I've told people from the very start that it's not going to be an 1:1 port because even the most advanced ports don't support every single feature the original has.

>>2886050
I respect the skeptics because I've always wanted to port over as much functionality as /possible/, but beyond that, my goal is to make up for the loss of certain features by expanding the game in other directions. That, and since the source ports are open for contributions, I'm toying with the idea of going in and seeing if I can fix some of the more minor limitations, but outside of that, it'd be best if people don't expect BYOND SS13 in 3D. I like you guys here in /vr/ because you're more realistic as to what can be done, but still like the idea enough to give me motivation.

If you want an idea of the bare minimum I'm aiming for, think multiplayer System Shock 1.
>>
>>2886734
yo check out
>>2886646
I think you could have use for this when it's finished. I think I'll do it proper and release it on zdf's Resources though, since it might be useful for any project.
>>
>>2886323
>being able to turn off infinite actor height is an advanced port feature.

Shitt I had no idea. Its been so long since I played anything beyond zandronum

>>2886331
Haha, I was afraid if I didn't put it no one would ever find them
>>
>>2886739
I dunno how you got the minimap, but I can confirm that playing around with textures in the HUD can give some pretty dank effects outside of zooming/FOV fuckery. I use it a lot for software mode compatibility.

I just wish I knew who to credit apart from boris
>>
>>2886753
when in doubt, credit anon
>>
>>2886754
>UAC Station 13, by Anon
>Credits:
>Everything - Anon
>>
>>2886753
>I dunno how you got the minimap
Basically just using SetHudClipRect to clip any part of the image outside the minimap box, and using the player's X and Y coordinates to offset the hudmessage x/y for the map image. I'll upload it once it's finished and a bit more user friendly.

I don't know who you are either
>>
>>2886760
I meant the fact that the minimap is from the unreleased pk3, but I figure you just used a crop of a screenshot for testing purposes. It's a pretty neat concept, I'm looking forward to the full thing. It'd probably need the map to be finished first to be useful, but I can think of a couple of situations.

I'm a real fuckin' spaceman.
>>
>>2886323
>i used my own engine, but it's a vanilla demo. chocolate doom or prboom+ will play it.
kb1? is that you???
>>
>>2886760
>the map image
wait, is it a static image representing the level map, or is it *actually* the level automap?
>>
>>2886769
I don't think it'd be possible to display the automap directly in-game without changes to the underlying rendering code. The closest you'd get is probably the overlay option. Correct me if I'm wrong.
>>
>>2886768
no, not him
>>
>>2886769
Nah it's a static image that scrolls in the box according to player position, so it's always centered on your position.
>>
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>>2886643
No idea if this is up to date but I have it lying around my downloads folder
>>
>>2886276
Lol, whats the deal with doom dreams, hope you won't become a school shooter anon.
>>
>>2886898
don't tell me you've never had a dream set inside your favourite computer game, i won't believe you.
>>
>>2886916
don't tell me Doom's your favorite computer game
>>
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>>2886919
>>
>>2886919

wheredoyouthinkweare.jpg
>>
>>2886943
Doom thread, which makes it likely that most people in here enjoy Doom. I'd include myself. I'd be crazy though to call it my favorite. It's a great game, but, to me, its genre does not lend itself as a favorite above everything else.
That said, my post was moderately tongue-in-cheek.
>>
>>2886952
>its genre does not lend itself as a favorite above everything else

What did he mean by this?
>>
>>2886961
you skipped the "to me" part, either because you missed it, or because you're trying to cause trouble. In my experience, again, just my opinion, FPS are either single player, with a hint of story, but not as dense as for the story to be useful; or they're multiplayer. That means either you got content that is meant to be "played through" (and can't pull too much on an emotional level, thanks to the thin narrative), which I personally, in my opinion only, consider a bit of a problem for a game; or I depend on other people to contribute, which I personally, in my opinion, find unacceptable, since I'm a bit of a lonesome player and prefer my games to be the complete vision of a designer, or group of designers. Yes, I have the oddity, which people justifiably may call madness, that I don't like modding. I do enjoy my share of FPS, although Doom specifically is giving me a hard time (again personal reasons, and no fault of the game), but if I had to decide on just a single game above all else, an FPS would be very unlikely for me to be it.
>>
Didn't see this at the archives
Notch played Doom and Quake some months back and he was pretty alright at it
twitch /notch/profile
>>2886437
>finally, a Doom thread.
We have had these since the board began
>>
>>2886981
I wanted to drop that question for the last couple days, but didn't see a thread in the catalog. In my understanding the Doom general is not up 24/7, which is fine. Didn't want to create a new thread, since I didn't know the content of the OP, and frankly, didn't know the game even remotely well enough to be OP.
>>
>>2886984
>In my understanding the Doom general is not up 24/7
it is
>>
>>2886987
in that case, I just failed reading the catalog the last couple days. So please disregard that little remark.
>>
>>2886984
there is always a thread: the first post always starts "DOOM THREAD / RETRO FPS THREAD" so you can find it in the catalog.

however by convention we do not create new threads until the current one falls sufficiently far down the board. this is to prevent flooding the board. it's probably less important now our threads have slowed down so much, but in years gone by if doom threads had been recreated as soon as they hit bump limit there would have flooded the board.
>>
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>>2887003
>>
>>2886097
nope, thats the point.
>>
apparently brutal doom v20b is due out today
https://www.doomworld.com/vb/doom-general/85235-brutal-doom-v2b-release-date/
>>
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>>2886884
>http://goog.gl/t9cgvi
>Server not found
>>
>>2887070
Please don't mention that here.
You know, I'm not against or for the mod, I really have no opinions on it, or the creator.
But dear god, just please don't mention it, because I know someone's gonna get pissy, and this thread is going to derail and roll down a hill faster than you can imagine.
>>
>>2887093
You literally fulfilled your own prophecy.
>>
>>2887093
>this thread is going to derail and roll down a hill faster than you can imagine
Wow, that sounds brutal. Question is, will the thread just turn to pixelated blood and stop rolling, like the founding fathers intended, or will all its posts fly away graciously, exploding on impact, leaving behind excessive carnage and spreading their dripping red texts all over the board?
>>
If I was to make a game using the Doom Engine but not using any assets from doom, and pushed for a physical release of this game in a limited print on say the Dreamcast, would I get in legal trouble for this?
>>
>>2887106
Assuming only the physical versions aren't free.
>>
>>2887106
I have no clue who would take you to court, and the DOOM engine is open source, so no, you'd be fine.

And if for some, unfathomable reason, id tried to take you to court, which they technically couldn't, they'd really be the laughingstock for being the shit for brains company that took a guy to court for making a fucking Dreamcast game.
>>
GZDoom or ZDoom, that is the question.
>>
>>2887139
do you want to use freelook without wanting to puke?
>GZDoom
do you want to play huge levels with huge amounts of monsters without the game lagging to hell?
>ZDoom or prboom+
>>
>>2887106
using the engine code is fine as long as you comply with the terms of the GPL (which amounts to you must give your program's source code to anyone to whom you give the program)

you obviously can't use anything from or derived from the IWAD but you seem to know that already.

incidentally PrBoom apparently has dreamcast support, it might have bitrotted though, i doubt anyone's tested it in years (i certainly never have)
>>
>>2887139
i think that is a false dichotomy
>>
>>2887093
Actually, could be just me but I feel like the thread has been handling mentions of brtldm a lot better lately. Personally, I used to love Brutal Doom, then hated its guts, but now I'm like "ehhh it's okay"
>>
>>2887157
Porting the dam over is the easypart if PrBoom still has support for it.

So lets say I make a full fledged Doom-like game using the engine. ANd I do a Kickstarter for a physical release on the dreamcast, as long as I provided the source code I could do this?
>>
>>2887165

I really don't like Burt Lamb. Started out okay and then got worse and worse with every subsequent release.
Ultimately, though, the beauty of Doom and the modding scene is that there's something for everyone. Anyone can find and pick up something that really appeals to them, and that's really the priority, not whether X mod is better than Y.

First and foremost, we play vidya to have fun.
>>
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post imp tan
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>>2887074
Sorry man, I sent you what I had buried in my archive of mongolian paintings
>>
Is it normal to have a bunch of error text in the console when launching a sourceport+mods with ZDL? Everything seems to be working fine.
>>
>>2887275
sometimes, depends on the mod. e.g. DoomRLA refers to stuff in DoomRPG, so if you load the former by itself, you get a load of harmless errors.
>>
Happy new year doomers

Post the config you are playing currently. Engine and wads

Gzdoom
Tnt evilution
Hideous destructor
Sepulcher music wad
>>
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PrBoom+
Toxic Waste Processing Plant
>>
>>2887412
GZDoom
Ayylmao Vendetta
Project Brutality
Nowthatswhaticallmidi version something point something
>>
>>2887412
prboom, pistol starting maps, alternating between jenesis and sunlust
>>
>>2887412
ZDoom on strict compat
Whitemare 2
No gameplay mods
NowThatsWhatICallMidi (pretty much the only reason I'm using zdoom over prboom+ at the moment)
>>
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Got super bored, went to the M&M's website, and made Doom themed M&M's.

If you've got money to burn, you can buy em here
https://www.mymms.com/configurator.do?customerType=B2C&recipeId=22344520

Oh, also, those aren't just stars. They're spooky demonic pentagrams!!!!!!111!!1!
>>
>>2887434
lol at chocolate-doom.exe. very clever
>>
>>2887434
also well played on getting the file size to 666 KB
>>
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>>2887438
That was completely on accident/a coincidence
...but I'll take credit for it anyway
>>
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>>2887412
ZDoom
50 Shades of Graytall
No mods or added music.
>>
>>2887235
>not grimacing as hard as possible

0/10 completely unfaithful to source material
>>
>>2887412
GZDoom
The Ultimate Doom
HQ sounds pack
Smooth Doom

yes, I am a n00b
>>
>>2887465
>Doomguy head floating above HUD
>Lost Soul with 7 horns
>Weapon drawn in small box in corner
I feel like they got DOOM and some other game mixed together here, but I have no clue what the other one is.
>>
>>2887467
curiously the last thread had a fake screenshot with a similarly placed weapon on status bar
>>2881972
>>
>>2887467
The weapon looks like quake 3's plasma rifle almost.
>>
>>2887412
GZDoom
Doom 2
Reelism
>>
>>2887412
GZDoom
Doom 2
Pistol Start Mod
Erkatane
>>
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with apologies to other /vr/ E1 contributors, i admit defeat. this will not be finished by the end of the year. mapping remains too much tedious, fiddly, repetitive work. it takes so long to obtain a satisfactory result that burn-out kicks in, to the extent that in the past week all i've been able to force out is a standard E1 base entrance door. and it's never any good if you have to force it. so, yeah, sorry.
>>
>>2887484
>Pistol Start Mod
>link?
>>
>>2887485
How many maps have been made?
>>
>>2887434
needs more caco chocos.
>>
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>>2887412
I'm noob
>>
>>2887412
GZDoom
Doom RPG
Doom RL Arsenal
Scythe 2
>>
>>2887106
There are two engine forks specificallly made for this - "Gloome" and "GZDoom GPLl". If you use one of those you are completely clear legally. The problem is that there's no software renderer, but they also have the most modding capability. I think the Eternity engine or some other one is GPL too.
>>
>>2887574
GZDoom GPL*
>>
What's some good wads to use Demonsteele 0.9 with? Want to play as Shihong
>>
brutal doom v20b is out
>>
Probably a dumb question, how do I use the Iron Maiden in Demonsteele?
>>
>>2887616
Press the "inventory use" buttom
>>
>>2887619
Goddammit, of course. Thanks.

One last question, not sure if it's implemented into the mod yet, but I saw footage on Terminus' tumblr of a fuckhueg BFG-like weapon for shihong. How do I use that?
>>
>>2887616

Use Inventory.
It says how when you pick it up

>>2887601

I played it a lot on Equinox, though it causes a couple conflicts with decorations.
A friend swears by Eviltech: Soul of Megawad, or at least the first episode of it.
>>
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So I decided to clear the Starter Pack's final release to see what happens. A scrolling ending like Doom 1 as it pans from a burning city over to this.
Jesus fucking Christ.
>>
>>2887638
That's hilarious
>>
>>2887638

Not bad
>>
>>2887638
Its like the doom version of that camouflaged Chinese guy
>>
>>2887638
>mixed pixel ratios
>blurred pixels
>terrible edits
>those fucking ARMS HOW THE FUCK LONG IS DOOMGUY'S VIEWER LEFT ARM
>>
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>>2887670
>>
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First post of 2016
(fuck all your different time zones)
>>
>>2887638
How was the pack itself?
That level with the whole UAC army helping you out seemed super fucking neato.
>>
>>2887638
He thought this looked good?
That it was fine for a -final- release?
>>
>>2887852
It's the same thing as before, but a few tweaks or improvements. The early rocket launcher in map 2 with a revenant in the room? That was inaccessible previously, period, but now the door's wide open. Some extra or altered details, some fixes, etc. I don't know any distinctly notable changes of big degrees yet beside different music choices occasionally.
>>
>>2887852
>>2887867
Unless you mean as in the whole pack and didn't play the October test, whoopsie. Honestly, it's alright levels, albeit there's the occasional moment that makes you double-take, like a secret switch puzzle at the end of Map 4 or 5, can't remember which. While there's a lot of detail, it's nothing that will blow your mind and they're mostly pretty straightforward.

Fun play, but I recommend high-damage conversions if you're not Vanilla or Brutal Doom, because fighting a lot of these enemies with just the vanilla weapons will be time-consuming.
>>
Do you think well get Zandro 3.0 this year?
>>
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>>2887883
*we'll
Sorry about that.
>>
>>2887873
That stupid puzzle at map05 was nerfed. Once the switches are pressed, the doors stays open forever.
>>
>>2887497
>STATE OF THE PROJECT ADDRESS
In short, we didn't hit the deadline. Here's what we have:
>Submittable state
Buttghost's Map 1
Mainframe
>Needs more testing
Antigravity Testing Facility
Engineering Deck (I'll get around to this when I'm not still hungover and sick from bad guac)
>Work in progress
Buttghost's Map 2

We're still short 4 maps, including a boss-type map. Since progress still seems to be happening, like the sudden release of Engineering Deck, I think it's reasonable to extend the deadline - say by a fortnight.

To anyone thinking of mapping, it doesn't need to be as long as Engineering Deck or Buttghost's Map 1. Mainframe is short and Antigravity is super short. Someone has to take E1M1 after all.

If anyone has works in progress, please show them.
>>
Holy Smokes, the architecture in Alternate Dimensions for Quake is great.
>>
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Happy new years from you're painkiller anon!
>>
What mods are good for 4-player co-op?
Is it worth doing limited lives or is most co-op not balanced for that?
>>
Does anyone know of a mod for doom that involved time-travel from like the middle ages to a sci-fi style future?

I played this mod in the mid- 1990s. I think it was called Eternal Doom, or something like that?

If anyone else has seen this or knows it, I would appreciate it if you could point me in the right direction, or tell me if it no longer exists.

Thank you.
>>
>>2888076
Nevermind, found it with some google

http://www.teamtnt.com/ixet.htm
Get the eternal zip
>>
The new Brutal DOOM v20b Starter Pack is pretty fun.
>>
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Anyone have any nice centered assault rifle sprites? Like just any, I only need one frame.

Preferably something with a metal body and plastic furniture/grips/stock.
>>
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>>2884728

Released a new version of DemonSteele, v0.9. New character, lots of bugfixes.
http://forum.zdoom.org/viewtopic.php?f=19&t=46787

Still a whole ton left to do, but.
>>
>>2888237
Go to realm 667, check out armory > doom style > page 2. There's an ar15 there.
>>
I have Quakespasm and Quakeworld installed. Is it possible for those two to make love with each other and let me play Quakeworld with Quakespasm features? Quake: Worldspasm of sorts.
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>>2888242
cool you met your time target
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>>2884727
I'm completely jealous with how well organized and lively DOOM's hacking community is on /vr/ Almost everyone in this thread does kick-ass work. I have great respect for John Carmak, and am glad he values what makes DOOM fun to play today (hint, it's you guys!), but have you ever gotten interested in hacking other games? Or developed your own DOOM-esque-in-complexity game? Or wanted to?

Typically there's a lot of lashback of the "how dare you have an idea" variety when talking full games or mechanics. However there's something about community map creation that's fantastic because people key in on interesting aspects of the game play and bring them out with good level design, the only merit being "are we having fun?" It's lots of fun to share with friends new levels that highlight interesting takes on what is essentially the same game, but said in new and refreshing ways.

I personally love to hack on games, and am trying to get people interested in the hacking because it's one major way I still connect with the retro games I grew up with. Just fishing the waters for the opinions of some passionate peeps that I'm jealous of in their sense of community. Anyway much respect to all those DOOMers out there.
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>>2888237
> http://realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349?start=30

look for the M16
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>>2888258
>active
>no one does sprite work
>>
The only way Master of Doom could be realized as a game is by making it a Visual Novel. Prove me wrong.
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>>2888268
somone's asking for raw material for sprite work a handful of posts above you
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>>2888258

Honestly, when compared to other regular generals (the CRT generals and shmup generals as of late have been utter shit), the Doom threads are practically heavenly.
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>>2888271
>realm667
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>>2888272
Wat? These threads are exemplary. Most other generals are cesspools. Some how this one stays above that level. I think it's because you can't troll people who are just into DOOM hacking as much as having fun with those hacks. you guys are /vr/.

I'll try to add something more on topic next post, but just wanted to give a shout out to y'all
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>>2888282
He wanted an assault rifle sprite. I linked him to one.
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>>2888283

I was agreeing with you, bro.
Thread replies: 255
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