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DOOM THREAD / RETRO FPS THREAD - Last thread >>3057113

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

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

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[03-13] Multiple Anon Map Releases / DUMP Submissions
- UAC Fucked Up Again >>3060817
http://www.mediafire.com/download/l1epxicbjd8n3zi/UACFuckedUpAgain.wad
- dumpmap.pk3 >>3060706
https://www.dropbox.com/s/ziriss5wa8k69hp/dumpmap.pk3
- Autism!.wad >>3060465
https://mega.nz/#!p8dxwYgb!DzLGA984kBso09AKxXKsH3Xfa4Xx3OI2thShv6XEUHg
- pincer.wad >>3060250 >>3060401
https://mega.nz/#!i0UGTL5K!FIq5GeLyNtxSxt_qzuXaRZ_dGLMfPNkLA1FUhZicpJo
- DOAWAD2 >>3060098 >>3060102 >>3060105 >>3060126 >>3060130 >>3060132
https://www.dropbox.com/s/nmfovqedhtsg315/DOAWAD2.wad
- DUMP Castle map WIP >>3059281
https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3
- DOPADUMP >>3059235
https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
[ DUMP: see http://forum.zdoom.org/viewtopic.php?t=51072 ]

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)
http://diehardwolfers.areyep.com/viewtopic.php?t=7400

[03-11] Serious Sam Source Surprise
https://twitter.com/Croteam/status/708318491921752064

[03-11] Vaccinated Sawdust (unofficial patch)
>>3058000 >>3058139
https://www.dropbox.com/s/oorvs6bgl15jdp8/sawdustv.zip

[03-11] LegenDoom v1.0 released
http://forum.zdoom.org/viewtopic.php?t=51035

[03-10] Crispy Doom v3.3 released
https://www.doomworld.com/vb/post/1572121

[03-08] Spellcross Arena V1.01 now available
http://forum.zdoom.org/viewtopic.php?t=49873

[03-07] Hello World 0.7.1 - 4 maps plus secret
https://mega.nz/#!r4RRWYoJ!7ARDjyqzv4siGM9jvMatehrFlYH7ntGrv7suxyUreGo

[03-07] Sawdust, seven maps cut from Valiant, by skillsaw
https://www.doomworld.com/vb/wads-mods/86554-

[03-04] Anon map release: Dark and Dreary final edition
>>3042602
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-04] Anon map release: helltour.wad
>>3041418
https://drive.google.com/file/d/0B4mwJRa7e5VpRElIeVdzRDNkckU/view

===

To submit news, please reply to this post.
>>
What a huge dump

Ahehihaiuhehio
>>
>>3062801
autism, pincer, and doawad2 do not state they were made for DUMP, they are likely unrelated
>>
>>3062801
>UAC Fucked Up Again
Sorry, forgot to update link for this. It should be:
https://www.mediafire.com/?itss44iflc4372h
>>
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fourth for boners
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x'th for DO NOT
>>
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>>3062810
Oh god, that just made my night. This kid annoyed me to no fucking end. I guess I should go enjoy the spriting carnival at some point again.
>>
>>3062809
It's an either/or. Some are DUMPs some are not. I'm not involved in DUMP, I'm just announcing anon map releases. Thank you for the clarification but at the time I thought it irrelevant for news post purposes. However I agree the separation could be clearer and I apologize for any confusion.
>>
>>3062754
The edit is by me.
>>
>>3062782
>That was strange.

>I was able to fit through that broken window- the one after the SSG room, with the chaingunner- pretty easily. I didn't run into any kind of problems.

>I suppose I could move the crate closer...

now i know that gap is meant to be traversed i was able to do it by mashing a combination of forward runs, jumps, and crouches. but there seems to be no method to it.

however i admit i am usually a prboom user and do not care for all the extra facets of movement in the, how shall i say, less traditional engines. perhaps your target audience will get on better than i did.
>>
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>>3062850
Forgot the pic.
>>
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Does a mod exist where you can use the weapons from Strife in Doom/Doom II? I feel like I've seen one before but can't remember where.
>>
>>3062852
> i admit i am usually a prboom user and do not care for all the extra facets of movement in the, how shall i say, less traditional engines.
That's fine. I actually made the vent systems larger so that people didn't need to crouch through them, and moved the pillars in the berserkpack room closer together so you could get across with careful straferunning instead of jumping specifically for folks like you who dislike crouching/jumping.

I'll widen the window a bit larger, and throw around a few more shards- and some rubble you can climb up. I'll need to make it more easily traversed.

Did you end up getting the red key easily, or was there confusion there? Do you think it'd be harder to figure out if you hadn't already shot/noticed the button in the stairwell?
>>
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bones
>>
>>3062889

And who are you?
>>
>>3062878
>Did you end up getting the red key easily, or was there confusion there? Do you think it'd be harder to figure out if you hadn't already shot/noticed the button in the stairwell?
i haven't seen a red key yet. all i have done since making the recording was run the map with -nomonsters to re-try the grate.
>>
>>3062913
he's the doctor
>>
>>3062858
Hey I have an idea: What if you took an image, separated it into a separate channel for R, G and B, layered them as additive blending linedefs one map unit of distance to each other, changed the offsets so they don't *quite* line up, and used GLDEFS to apply one of the warp shaders? Unless I'm forgetting something that should produce a real time glitch effect.
>>
> >>3062410 (You)
>Post your decorate with pastebin

>>3062457
Sorry was away
It's not a code problem. The whole A_VileAttack will always cause its noise on multiplayer. Try it on any custom monster and replace/remove the sound... and it will NOT work. At least on Zdoom for Zandronum (not gzdoom+)
I created two different monsters with two different purposes on A_VileAttack and the same shit happens to both
>>
>>3062931
that's the oddest bug I ever heard of. Post a bug report on the zandro forums.
>>
>>3062878
>>3062920 (me)
update: i found the red key. it was just there. no trouble. from what you said, i guess the button was shootable and it was activated by accident.

here is a second demo. unfortunately i got stuck again. at the end of a network of canals, i fell down a hole to a switch that made clunks and door closing noises, but looked like a missing texture (in software mode at least).

http://temp-host.com/download.php?file=rw27vz

also i forgot to mention: in a lot of places, the monsters have a strange reluctance to attack me, or sometimes even refuse to wake up until shot. also, i would appreciate not having to pistol so many creatures at the beginning of the level.
>>
>>3062889
wouldn't know what I'd do without you doc
>>
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>>3062872
Thanks lad

Here's the result of my first doommap so far. Blandness intended. will shift more with 3D/textures once I have the general layout finished. I also just can't quite get the settings to go so it will fit the final bit where I flip the blue switch, lowering the pentagon in the starting chamber revealing a pentagram and a corpse..

Not that you need the blue key for that atm, have to find a way to lower floor in UDMF mapping with key requirement
>>
>>3062985
...

Goddamnit, the one door I just slapped on and didn't test is the one that doesn't work.

As for the the reluctance to attack you, that's because of two things: The Block Sight tag, and my own idiocy. I'll fix that real quick.

>Not having to pistol

I might just throw a shotgunner in the stairwell. That's more like a four or five kills rather than a dozen.
>>
>>3063046
>>3062985
Alright, I've fixed it, as well as the blockmap issue.

I'm sorry if it seems like it's just problem after problem, I'm just not very good at mapping.
>http://www.mediafire.com/download/d13o70xag5054rd
>>
Who /misri halek/ here
>>
Why does /vr/ hate Brutal Doom? It's pretty fun.
>>
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>>3063117
>>
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playing around with some gzdoom effects
>>
I've tinkered around with Dark and Dreary, added some things, removed others. Let me know if I fucked up the ammo balance... it's supposed to be tight but doable without secrets.

https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad?dl=0

BTW OP this is my DUMP entry.
>>
>>3063131

Coooooool.
>>
>>3063117

1: Because you're a dumbass for thinking /vr/ is a hivemind.
2: Because you're a dumbass who doesn't read the FAQ.
3: Because you're a dumbass for caring about someone not liking a mod you do.
4: Because you're a dumbass for trying to set up the inevitable reply.
>>
>>3063185
u 8 the b8 m8
>>
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>>3063117
>bringing in a new age of cancerous sub-mods
>creator being a egotistical fag (declaring that he made "the most advanced ai in any doom mod" and comparing the d44m shotgun to the brutal doom shotgun)
> brutalbabbies (pic related)
>>
>>3063117
I dont hate it, I just dont play it.
I only play mods with new mapsets and coherent storylines. Purely gameplay mods dont interest me
>>
>>3062809
Correct. Pincer is NOT meant for DUMP. I want to make another map for it, something that's more of a challenge.
>>
>>3063185
>know its bait
>reply anyway
people like you are where the problem start

inb4 "i did that to warn the others"
>>
>>3063131
How??
>>
>>3062817
what was the name of this guys website?
>>
>>3063004
Easy. Make a little door that is blue key locked and when you open it, the button is behind it.
>>
>>3063191
>the most advanced ai in any doom mod
I didn't notice a difference at all.
>>
>>3063117
I play Brutal exclusively. Vanilla is too slow for me.
>>
b8

(i 8)
>>
>>3063325
is that a face looking upwards? the 8 being eyes and the i is a mouth?
>>
>>3063329
i guess
>>
can I get some help with this?
i'm trying to make a ai system where monsters loose their target if they can't see them

right now i'm working on a script where a "dummy actor" is spawned at the last seen target position, but for some reason, monsters aren't targeting it, anyone know why?

script "spawnDummyLastPos" (void) net
{
int oldActivatorTID = activatorTID();
setActivatorToTarget(0);
int dumTargetTID = uniqueTID();
spawnForced("dummyTarget", getActorX(0), getActorY(0), getActorZ(0), dumTargetTid, 0);
setActivator(oldActivatorTID);
setPointer(aaptr_target, dumTargetTID);
//for debug purposes
print( s: GetActorClass(aaptr_target) );
}
>>
>>3063332
its like an apprehensive face looking up at the b8 post lmao
>>
>>3063343
Maybe Thing_Hate?
>>
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Why so many shitposters lately?
>>
>>3063368

Lately? We've always had nerds who think they're funnier than they actually are.
This is nothing new or even interesting.
>>
>>3063372
we've had a good run the past few weeks
>>
post your gameplay videos doom cucks

i wanna have a good laugh again at how bad y'all are at this game
>>
>>3063343
This would be really easy to do in decorate. There's an "A_ClearTarget" function that makes a monster forget what it was attacking.

http://zdoom.org/wiki/A_ClearTarget
>>
>>3063375
If I'd been recording, you'd have had a video from last night of a bunch of random fuckers who have no idea what they're doing playing hexen. We ended up just running around and trying to find keys/doors.

Eventually we found the porkulators. Had some fun with that.

Then it was like 5 AM and everybody left.

It was tons of fun.
>>
>>3063383
I couldn't join, kept getting the "Protected lump authentication failed" error. Had the same hexen.wad and everything
>>
>>3063394
I'd actually just plain downloaded the latest zandro and doomseeker and just plain joined. It worked for me.
>>
>>3063383
also fuck centaurs
>>
>>3063401
I know, I agree.

I would definitely like to fuck centaurs.
>>
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>>3063402
>>
Someone do a Doomguy/Baron edit of pic related.
>>
>>3063375
https://www.youtube.com/watch?v=h-9-L-vkR_Q
>>
>>3063395
Same. but I got le error message.
>>
I missed out, I enjoy when I see non-doom servers.
Be interesting to play Hexen, strife or maybe Chex Quest co-op.
>>
>>3063185
it still is funny brutal doom gets its own "question" in faq instead of simply being listed with most popular wads... like project MSX which adds a lot of things mentioned in the brutal doom question
>>
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>>3063408
Like this?
>>
>>3063463
Eh, I was thinkin' more of a redraw of him.
>>
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Still DUMPing
>>
What's the best way to extract textures out of build engine games? Specifically I'm trying to get the animated water texture from Shadow Warrior
>>
>>3063490
spooky
>>
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>>3063490
Damn son.

Here's a little room from my map.
>>
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>>3063512
>>
>>3063490
would switch the squid ceiling to be honest
>>3063512
the wall face made me laugh
>>
>>3063329
It's a cineese guy. The i is his squinty eyes, and the 8 are his buck teeth.
>>
>>3063526
Chinese guy, sorry on my phone in the bathtub and wet fingers don't type well.
>>
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>>3063518
FINE

HAVE SOME RROCK YOU FILTHY FUCKIN HEATHEN
>>
>>3063539
also I just realized the sky is fucked there - already fixed it
>>
>tfw you bit off more than you could chew
m-maybe i'll make it in the next DUMP
>>
>>3062809
I made Autism as a test to see whether or not I could make a fun little map, it can be put on Dump if anyone wants to, but I wouldn't really mind either way or another, but I won't do it myself cuz >non-anonymous forums
>>
>>3063567
see >>3054852
>>
>>3063539
i was thinking about something grey to fit the dungeon walls, but that looks good too
>>
>>3063572
the STONE2 is temporary - it's my default texture, and I didn't bother texturing or aligning anything when making the layout
>>
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>>3063567
Anon, please.
>>3054852
>>3060190
>>
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>>3063574
>>3063571
Sorry, I don't think I made myself clear. I was aware of that, and I was saying it should be uploaded. I'd prefer it to be anonymously.
>>
What are your favourite doom midi tracks lads?
Map packs with music you liked?
I like this one https://www.youtube.com/watch?v=RUyQWURqR6c
>>
>>3063581
On The Hunt is my favorite
>>
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>>3063581
>NEDM cat popping up in the bottom right of one frame
>>
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So I checked out PSX Doom TC, and, is it supposed to be pitch fucking black half the time? I often can't see anything without using the flashlight mod.

Was it really this dark in the original PSX release?
>>
>>3063589
You asked this last thread. Mess with your OoenGL settings or something you fucking pleb.
>>
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>>3061967
>>3061967
Late reply, but the PSX TC needs both GZDoom with the Doom sector lighting mode. The Software lighting mode makes it unacceptably dark past a few feet.
>>
>>3062797
Who animated this OP image? It looks nice.
>>
>>3063578
that's weird, but all right
>>
>>3063430
2/10

really shitty looking mod too
>>
>>3063497
http://www.bghq.com/textures.php?game=sw
>>
>>3063596
think that's an unintentional atmospheric switch necessitated by the PSX's shittier hardware, yeah? Effectively decreasing draw distance by changing how it handles lighting and sectors.

Or maybe I just heard that once and it stuck in my head
>>
>>3063619
Cheers
>>
>>3063117
I don't hate it. It's just hilariously retarded to me and there are way cooler mods out there imo.

I can see how it appeals to a mainstream audience, but only because of how it speeds up Doom and makes it feel a bit more modern. Doesn't change the fact that it's still Doom for edgelords tbqh familia
>>
>>3063629
>unintentional atmospheric switch necessitated by the PSX's shittier hardware
No it's not. PSX is powerful enough to play Doom and then some.
Why do you think they added colored lighting effect as an extra gimmick?
>>
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Still trying to figure out ACS. What am I doing wrong here?
Strength is a global variable defined in lastmain.acs so I don't think that's the issue.
>>
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Is there a way to use more than one sky texture in the same map? I've got an interesting idea for a map, and it'd be cool to include the skybox as part of the theme.
>>
>>3063117
I don't think /vr/ hates Brutal Doom, but instead the people who play it. They have a very linear scope of Doom mods in general, and don't see the bigger picture. Content creators are endlessly harassed by people asking if their mods are compatible with Brutal Doom, and people who play a wider variety of Doom mods are frustrated with such a narrow view of mods.

That's just my two cents on it, though.
>>
>>3063641
/vr/ is extremely jealous of Brutal Doom.
>>
>>3063640
As long as you aren't using Doom format, sure.

In Boom format, you want action special 271 - Change sky in tagged sectors to upper texture. Keep in mind the offset of the texture affects sky alignment. Note that while Boom itself doesn't support it (it was introduced by MBF), pretty much all Boom-derived ports do support it, as well as ZDoom.

In Hexen/UDMF format, you want Static_Init: http://zdoom.org/wiki/Static_Init
>>
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>>3063642
>>
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>>3063656
You speak enlightening words my friend. Here, have a large stuffed rabbit.
>>
>>3063648
Cool, thanks!
>>
>>3063596
>The Software lighting mode makes it unacceptably dark past a few feet.
I play on hardware mode.

Again, was it this dark on the real PSX?
I can deal, the flashlight helps a lot.
>>
>>3063678
>I play on hardware mode.

software lighting mode =/= software mode.
>>
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>>3062930
Sounds like a plan. I'd have to undertsnad apply shaders with GLDEFS though and the wiki is not all that helpful on a first look.
>>
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Now that's just inaccurate.
>>
Haven't been on /vr/ since the new doom demo/gameplay vids

what is the general consensus for you guys? Worried? 0 expectations? Hopeful or excited?
>>
>>3063735
Not /vr/.
>>
>>3063735

Cautiously optimistic. I think the single player will be okay. And I'm pretty damn confident I'll like it better than doom 3
>>
>>3063738
but..i just...
>>
>>3063712

It looks really cool though
>>
>>3063712
Doomguy is in Q3A.
>>
>>3063735
Looks like it could be decent.
Might even be better than Doom 3, which I liked.
Anyone who expects a game as timeless as the old ones is naive though.

They seem to pay attention to SOME complaints, such as lack of colors, and bad cover art.
>>
>>3063474
I can do it, I'm just a bit busy these days.
Do you need it urgently?
>>
>>3063712
People forget Quake 3 was just like, id All Stars
got Doomguy and some friends, Quake Ranger and some friends, Bitterman and some Stroggs, only thing missing was BJ or a Nazi
>>
EMERGENCY I hit something and now I can't see my damn slopes in GZdoom Builder. Anyone know what the hell I did?
>>
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So, I'm running into this what to me seems weird issue in doombuilder. I'm trying to cut a sector into multiple smaller sectors by adding lines. (For lighting purposes).
However, draw one line, and presto, suddenly there's floor where there shouldn't be and if I enter visualmode basically suddenly all my walls are seethrough and reeeeeeee.

Can anyone explain?
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>>3063815

Hit Tab while in visual mode.
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>>3063825
Holy shit thank you
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>>3063824
Draw closed shapes, not just lines
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>>3063828
Thanks, but now the following happens. I drew the red-lined box, and the red-striped area filled in. Then, when I removed the texture from the rightmost red line and removed the impassable flag, the editor says that the texture is missing and ingame testing still makes it impassable. I am just confuse, there's probably a logic to this, but as newb I don't know it (yet)
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>>3063637
It might be a problem with how you define and access your "lastmain.acs" library.
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>>3063837
Use "make sectors mode", the one left to the blue circle qith a black arrow. When you cut sectors apart sometimes the program can't predict what you're trying to do, so you'll have to tell it.

If you were trying to draw a wagon wheel shape for example you'd probably end up clicking wildly with make sectors mode in the end.
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DOPADUMP.wad is now probably finished unless someone finds more problems. I've added difficulties and a second secret.

The download link didn't change but I'll post it again anyway:

https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
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>>3063105
still broken? in fact i think this is the same file, although sadly i deleted the old one so i can't check they're identical
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>>3063901
I renamed, re-uploaded, and then even checked filesizes to make sure they were different.

Here's a working version:
>https://www.mediafire.com/?gkzhab9x2eanej3
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>>3063903
well i know i redownloaded because i saw you had changed the filename to add (2) on the end. however, i still had all the problems i had before. monsters three feet away not waking up, getting stuck at a non-working HOM effect door at the end of a tunnel, etc. i'll try this new link anyway.
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>>3063862
>>
I found a video of people who play doom with gameplay mods

https://www.youtube.com/watch?v=xROC5-V2dmU
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>>3063919
>watch this video on youtube
no thanks
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DUMP deadline is the 16th? Eh, no need to start now then.
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>>3063928
I'm sure there will be a DUMP 3. I'll probably sit that one out, I dunno.
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>>3063903
all right this new version seems to work, here is another zdoom 281 demo that actually finishes.

http://temp-host.com/download.php?file=hj26qp

there are a few minor issues left

- the pictured panel looks messed up in software mode

- in the corridor leading to the blue key there is a corner that looks like it has something in it, and could be activated somehow, but it responded to nothing

- secrets: i think the two boxes of rockets behind the teleporter and the backpack in the wall should be marked secret. i also think it's easy to miss the super shotgun secret because you can bump the thing without actually having to crouch down and enter the space in the wall

i think that's about it. sorry the demo is so slow, i was enjoying watching the fight at the start haha.
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Wet concrete effect test.
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>>3062858
>>3063708
Who is this person anyway? Search engines are empty.
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>>3063953
Wii FIT trainer in Gravity Falls style?
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>>3063117
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>>3063953
The character? C.J from Regular Show
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>>3063512
Cool blood.
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>>3063708

Is everyone sticking their waifus in their maps or something?
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>>3063965
Nah. But I like to do it.
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>>3063959
>that sad skelly right next to one with jetpack
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>understand quake mapping just fine due to experience with goldsrc and source
>doom mapping scares the pants off me

Am I just retarded?
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>>3064010
I feel the exact opposite if that helps. Doom mapping is simple but quake mapping I have no idea where to start. Just get doom builder, its easy as fuck.
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>>3064010
isn't it much more simple being 2d and all?
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>>3063975

Dude wouldn't you be sad if your buddy had a jetpack and you didn't?
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>>3064012
>>3064014
I guess my issue is the whole 'thinking in one plane' thing, it's like it feels harder to be actually creative with the limitations at hand, if that makes any sense.
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>>3064016
i'd be more glad i wasn't the one about to burn my own legs off. but i guess osteopeds don't have that problem
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>>3064017
I started similarly, it's a big matter of doing by learning I'd say.

Talking of learning, can I appoint multiple tags to a sector?

The lighting in this dark room is upped by pressing a switch which raises lighting in tag 14. However, I also want to be able to open up a section of this room later. Can I give this wallsection two tags so I can change its lighting with 14 and raise/lower it with 15?
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>>3064017
>I guess my issue is the whole 'thinking in one plane' thing
The first person mode has pretty much everything 'cept drawind sectors, so i think it should be easy to adapt to it.
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>>3064023
GLOOME I think let's you do multiple sector tags per sector, but not ZDoom (or any doom port for that matter).

BUT HEY THAT OPENGL 4 RIGHT
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>>3064034
can't UDMF do it? i must have been misinformed, if so.
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>>3064042
okay apparently zdoom 2.8.1 pulled in that change

so if this is for DUMP, or for any version of zdoom that isn't bleedimg-edge, you still can't use it
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>>3064047
>zdoom 2.8.1
>any version of zdoom that isn't bleedimg-edge
zdoom 281 isn't bleeding edge, it is the latest stable release. you should be able to assume users have the latest stable release. right?
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>>3064054
wait never mind i just realised what you are getting at. it's not guaranteed gzdoom stable is updated to zdoom 2.8.1 stable. or zandronum. okay, i see your point now. sorry.
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>>3064034
The latest version of G/ZDoom allows multiple tags per sector, actually.
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>>3064042
>>3064047
>>3064058
>>3064061
So the answer is... yes, but no? Guess I'll have to script it then. Scripts are okay for DUMP right?
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>>3064074
>scripts are okay for DUMP right?
Can't imagine otherwise. Use named scripts though, so they won't clash with gameplay mods using numbered scripts.
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>>3064061
Does that also apply to the latest 1.x release?
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>>3063806
they added the nazi in team arena.
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You know how in TF2 Scouts that dress obnoxiously or "hardcore" are usually a good sign of the player being a tryhard?

Was there a "try hard" character for Q3? Like, did certain types of players just gravitate to a certain character?
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>>3063919
Do you even keep in the same music? I've heard DOOM's tracks way to many times.
>>3063616
I had no idea you made a better mod, can I play it?
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>>3063806
Many people think Sarge is Blazkowicz (or at least an Allied soldier), and Q3:TA introduced a Nazi-like character.
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>>3063648
>Note that while Boom itself doesn't support it (it was introduced by MBF), pretty much all Boom-derived ports do support it.

This is more thanks to PrBoom actually allowing sky transfers in the Boom complevels. This lead to the confusion that it was a boom feature, resulting in plenty of "boom compatible" mapsets using it.

PrBoom+, which aimed to make the complevels more engine accurate (excluding static limits), did disable them in the boom modes for a short time. But this was quickly reverted due to it being far too late for such a fix.
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>>3064136
If there was its anarki.
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>>3064136
Good players often went for a bitterman variation in my experience
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And another question. I'm shit
Here's what I want todo and have set up. I want the player to press a button. That button teleports a bunch of enemies to the same room as him, specifically, on the pentagram. The logical option for this seems teleport group. This needs a group ID. I give the enemies all tag 25. I give the regions where I want them teleported tag 24.
In pic related, I'm confused a bit. And by a bit I mean, what does everything quite mean. I assume Target thing ID is where I want them to go, tag 24, but what is move source and source thing ID?
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>>3064197
Teleport_Group moves all things with the group TID to the target TID thing, using their position relative to the source TID thing.

"Move Source" controls whether the source TID thing is teleported as well. It'll end up directly on top of the target.
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>>3064197
teleport group isn't what you want for this I think, but you can see what everything means here, even if the names are a bit different
http://zdoom.org/wiki/TeleportGroup
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>>3064223
>>3064226
Thanks, and it also turned out I was missing something.
Teleport destination things
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Quick question from a newbie to modding here, is there a mod which can pile all the official WADs e.g. doom, doom 2, final doom etc into one huge WAD so I play through the lot from start to finish?
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>>3064074
>>3064095
>Use named scripts though, so they won't clash with gameplay mods using numbered scripts.
Don't. Zandronum 2.1.2 doesn't support them. Use short numbered scripts (1-49) instead.
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>>3064276
oh, wasn't aware official zandybam doesn't have them. Sorry for the disinformation.
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What are some good map wads for DoomRL?
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>>3064136
Bones, because lol what's hitbox accuracy?
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>>3064354
UAC ultra!

I think doomrl works well with shorter mapsets like that.
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So anyone else love the soundtrack to ROTT?

https://www.youtube.com/watch?v=yaB3NXAGIKo&ab_channel=KongmingTheMongineer
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>Want to try out this Space Pirate mod I've heard about
>Download Alpha version, apparently latest update added a crossbow
>Play
>"Wow, this is nice! I can't wait for the next version."
>Last updated 05/06/14
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>it is an all enemies are archviles level xD

fuck this shit.
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>>3064464
what map were you playing? pl11? equinox 10? something else?
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>>3064464
That one level in Going Down with the city of archviles is actually one of my favorite maps in the Wad. It constantly keeps you fed with invuln spheres and BFG shots, making it more a slightly challenging tour of a city of hell than a bullshit slog. Except for the parts in between where you have to fight the hordes of pain elementals.
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>>3064441
It's synth-a-rific!
https://www.youtube.com/watch?v=xX_Kb0cDN98
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The rough part of about 2/3rd of this level is done now. Built with udmf zdoom thingy whatever. Doom 2.

The looks are absolutely disgusting and bland, I've barely done anything for them yet, basically everything has the same/default textures. This is more a difficulty check.I think I might have gone a bit too much, especially since the room is supposed to close for the final level. (Haven't gotten around to doing scripts yet).

Also a few places have weird graphical glitches like pic related. Still, all feedback appreciated. This is Sentient Penis Driving Car 0.8
https://mega.nz/#!wxtCFYqB!6jWbCat-AhUBDwvgWoy8VfL-EjDSawF8xNkTO5ErIXA
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>>3063156
http://temp-host.com/download.php?file=gb37co

this is a boom format demo. the box with the plasma gun and the revenant in it did not open in doom2 format (ceilings with monsters stuck in them being able to raise is a boomism). however since this is a DUMP map i expect you don't care about vanilla or vanilla-with-removed-rendering-limits demo compatibility.

also i must note i recorded it with the map cheat turned on, and a large artificial boost to the lighting. trying to fight in cramped spaces in pitch darkness constantly bumping into walls and hanging bodies is not enjoyable and it seems to have got worse since the first version i played.

i skipped the revenant hall since previous attempts at the map suggested it wasn't worth trying to clear (a previous recording attempt died there with only two of the monsters down, it seems difficult to kill them quickly enough before too much damage is taken). then because i had abandoned trying to get 100% kills i also chose to skip the mancubus trap at the end.

sorry to say this map isn't to my tastes. but hopefully others will enjoy it.
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>>3064529
2/2
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So has anyone played Chex Quest?

Is it any good beyond the whole "Cereal box Doom" gimmick?
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Voss please, I don't need this right now.
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>>3063865
Gr8 m8 i r8 (16/2)/8.
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Does anyone know a good hosting site for a wad to download via searcher?

Everytime I host on Zandronum with my wad, my file hosting sites have "enter this code" stuff to prevent automatic downloads via wad browser.
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>>3064012
Try out Trenchbroom if you want to do Quake maps, it's fantastic.
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>>3064136
All of the really good players seems to use the roller derby chick with the annoying taunt.
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>>3064541

The third episode of CQ3 has pretty varied and nice looking levels.
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>>3063865

noice. those traps still rustle my jimmies but the new secret is a nice touch. when can we expect a 32 megawad from you anon?
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>>3064468
I just played Going Down for the first time, finished it today - on Armageddon in DRL/RPG - holy fuckballs was that level a nightmare.

However, I wasn't familiar with the level the first few attempts, so I got rekt. However, dat dere experience/money flow... Jeeesus.

Also is level 30 the end? Srs question.

Also also, DRPG/RL .wad suggestions? Thinking about starting a new marine. I'm totally not an addict.
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>>3064454
Hey, at least Marty has more work done than my crap mod.
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>>3064686
GD has the standard 30 levels + 2 secret levels.
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>>3064686
>>3064732
Chain Mouldy to a desk in your basement and make him do a sequel?
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>>3064746
I'd love to

>>3064732
Just curious, has anyone ever done >32 levels in a decent quality .wad?
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Only tangentally related, but what's openarena like and does anyone play it? What does it offer that q3 doesn't and vice versa?
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>>3064840

Anime titties.
It's pretty cool, barring the usual issues of free content.
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>>3063939
>the pictured panel looks messed up in software mode

All transparent textures do, sadly, and I'm not sure how to fix it. Other than making a new version of the 'glass' and 'bar' textures that are cut down to size.

>in the corridor leading to the blue key there is a corner that looks like it has something in it, and could be activated somehow, but it responded to nothing
It was, er, supposed to activate just by pressing use on it. Huh.

>Secrets:
Yeah, I agree. The shotgun was really hard to actually fit in there, though. I'll tweak it.

Thanks for trying it so many times. If it were myself in your shoes I'd probably have just been a jerk to me.
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>>3064856
>anime titties
well I'm not a fan of either.
Is it "freedoom for quake 3" or does it have gameplay differences?
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Is there an updated link for Quake floating around somewhere? The one in the So You Wanna Play Quake image is broken
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I want D44M to be good but I just don't know right now judging from the things I have seen.

I'll probably end up buying it anyhow and hope for some good mods. Straight out of the box this game doesn't seem to be the game I wanted, like DooM 2 with current-gen graffix.
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>>3064971
>like DooM 2 with current-gen graffix.
that would be terrible
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>>3064948
it's not QUITE freedoom for quake 3, but it's a relatively close comparison

if anime boobs is somehow troublesome to you, though, definitely stay away
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>>3064971
>>3064974
Honestly, if you expect a full remake with just fancier-new graphics, that´s just... a waste man. Like movie remakes, it´s not good, unless you actually pull a new spin on it. It has to be at least a re-imagining/update of some sort.
>>
Night Dive just put out a trailer for their System Shock remaster. It looks nice.
https://www.youtube.com/watch?v=okPLF9Ad9ns
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>>3065075
I've never played System Shock because it doesn't really look like my kinda thing, but this looks pretty good. Maybe I'll give it a shot.

I wonder if DOOM will ever get this remaster treatment.
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>>3065075
This looks nice and true to the original.
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>>3065109
>I wonder if DOOM will ever get this remaster treatment.
18+ years of source port development doesn't count?
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>>3065118
I think he means a 1:1 remake of the game in a modern engine. Maybe change physics a bit, but even maps would be the same layout.
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>>3065075
seeds of evil, rage wars, and shadow of oblivion getting this kind of remaster treatment. One can dream.
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>>3065118
I'm talking about a full 3D remaster of the original, that MOSTLY keeps the gameplay intact.

I say mostly because I think we can do without the lack of free mouselook. Jumping I don't really care but I wouldn't mind if they added it in, provided they also changed the maps so you don't break them by jumping.
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never seriously played doom before. I've probably played like 2 hours of it my whole life.

Convince me to play this game.
is it as dank as I've been told
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>>3065143
Dude you can beat the first episode of Doom in less than an hour.

If you're not interested in it by then, it's probably not for you
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>>3065143
hmm i'm not sure i can since it was only after i'd pistol-started every level in doom2 twice and rewritten all the weapons in dehacked that i realised it had taken over my life. two hours is nothing.
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>>3065075
Not a fan of the odd looking "We made it just as blocky as the original but it's got shiny current-gen visuals and the walls are all super detailed" style, but at least they're putting effort into making a decent remake.
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>>3065140
>What is GZDoom?
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>>3065143
how "dank" would you like
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>>3065187
now that is dank
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>>3065185
There's a mod that makes all the monsters and weapons 3D and doesn't look like shit?
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>>3065143
The first 8 levels of Doom 1 are classics and as anon above said, you can beat them in about an hour. If those don't win you over playing on hurt me plenty or ultraviolence, little else will.

As an alternative, you could try gameplay mods, linked in "so you want to play Doom" in the OP if vanilla doesn't hook you. Demonsteele and Doom Rouge-Like Arsenal/Doom RPG (these two in combination) are mods I recommend.

>>3065187
Oh you. That's a custom map set called Sunlust. Beautiful, but really damn hard, several orders of magnitude more difficult compared to ID's original games. I played it on HMP and died a lot at the end and I've been playing Doom mods on and off since 2014.
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>>3063641
I never got why it mattered. I don't play BD as much as I used to, but it's still fun to play every once in awhile. I actually like the headshotting mechanics and the gore more than the fatalities or any of the other ridiculous stuff. It feels like it makes it a more satisfying shooter experience for me. I wish more mods would use locational damage, it definitely helps things feel different.
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>>3064574

Can anyone help me?
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>>3065192
>>3065202
i don't actually know what "dank" means, so i thought i'd go with "impressive-looking screenshot"

this is from miasma, another recently-made map i just happened to have downloaded
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>>3065213
i dunno. mixtape.moe?
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>>3065220
Oh it's miasma? I've seen other screenshots of it, but haven't played through yet. Love Tourniquet's work too, but I've got a DUMP entry I'd like to finish. Looks like some of Sunlust's later levels though, with all the green.
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>>3065220
How long does Miasma take to beat on the first run?
I'd love to tear through another challenging, beautiful looking .wad but I haven't got enough spare time to dedicate to something as long and as fucked up as Sunlust UV.
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>>3065213
>>3064574

best-ever? also, check whatever sites doomsekes crawls and try uploading it there
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>>3065226
i try that later
thanks
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>>3065228
the first thing i posted is sunlust map25. the second thing is miasma. you'd be forgiven for getting them confused for obvious reasons
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Okay /vr/

If you could make give any old FPS game a proper Remaster treatment, which one would it be and why?
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>>3065249

Blood. The one true answer.

if you know about Blood, you will immediately know why.
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>>3065236
it's not like sunlust, it's only one map, although a large and complex one that might take a while to solve fully. also it's beyond me on any respectable skill level. so it will likely take you a few hours to learn, maybe even some study in a map editor needed. but once i had sufficiently taken it apart i was able to max it on ITYTD in about 50 minutes. also, somebody on doomworld posted a UV max in 44 minutes.
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>>3065254
Let it go anon, it's just not meant to be ...
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>>3065249
hexen
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>>3065240

i also try that
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>>3065269
Good choice, though personally I'd go with Heretic.
There's just something I love about medieval Doom. Also a remake could fix the broken weapons.
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>>3065267
never!
blood is life
let's see you live without blood
yeah, thought so
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>>3065269
cuz i want to engage in a nice fps magic slinging fight that isn't skyrim-tier shit.
>>
>>3065254
You know what's funny?

Atari has to die for Caleb to live again Oh the irony
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>>3065249
Blood, so long as the original VA for Caleb returns. And we get an anthology on the cultist language.
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>>3065249
shadow tower
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>>3065249
Heretic.

There aren't enough fantasy FPS games.

Also I want a good weapon for my 7th slot, not that weird medieval plunger shit.
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>>3065075
It looks pretty good, that atmosphere is excellent with effective sound design.
I just hope it won't become boring.
wtf was with the BWAAM sound effect at the end. That is so out of place for a horror game trailer.
>>
>>3065379
When's the last time Atari even made anything?
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>>3065382

This, apparently:

https://www.atari.com/news/atari-launches-pridefest-mobile-game-celebrating-lgbtq-equality-marches-iphone-ipad-ipod-touch
>>
>>3065384
jesus christ, How far they've fallen.
>>
>>3064529
>>3064530

thanks for running it again

i fixed the revenant issue and updated my download, i was shooting for vanilla compatibility and apparently bungled that sector in one of my additions
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>>3065143
It's fun.

It's the quintessential FPS shooter, with the raw basic weapon types- Starter Gun, Shotgun, Fast Gun, etc.

Then it's got the basic types of enemies, too- just the right enemies to be used almost globally. You've got cannon fodder, slightly stronger cannon fodder, melee brawlers, etc etc.

But the thing is, this is the cliche 'quintessential shooter' boiled down to a goddamn art form. You don't have billions of monster types cluttering things up- instead you have about five or six in an encounter, and each is so visibly recognizable that you find yourself *automatically* prioritizing which needs to go down first. You find yourself dodging rockets and fireballs because as badass as Doomguy is, he can't take a bunch of rockets to the face.

Not to mention that for you, modern shooters are just 'hide in cover until health/shields regenerate' as opposed to needing to rush through the level, shooting enemies on the way, until you can scoop up a healthpack.

Not to mention that Doom as a game has been around for over twenty years- and the modding community is STILL alive, working on new engines for the game, working on new wads, new mappacks, new gameplay mods, new monster mods, new tiny tweaks, new everything. By this point you could play the right gameplay mod with the right mappack and have something extremely dank. You still have people discovering it, you still have people learning how to map goddamn TODAY, in 2016, for the Doom Upstart Mapping Project.

I personally played Doom off and on for my entire childhood, but I discovered the community back in '12, and rediscovered my love for the game by playing so many new mappacks and iwads and shit. So it's not like I'm a 40 year old man trying to cling to the only game he ever knew.

Doom is pretty amazing.
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