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Imagine being Doom guy in this scene:
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You are currently reading a thread in /vr/ - Retro Games

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3151932

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/GnWMDhg0

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
>>
Why was the last thread purged?
>>
What's with these frequent thread removals and newfag ops?
>>
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>tfw no news
>>
Anyone thought about making a weapon wad using Nerf guns ? I'm making some first person sprites out of nerf guns for a non doom related personal project and I think they look fine.
>>
===NEWS===

[04-20] Romero and Carmack project:
https://www.youtube.com/watch?v=sbDQSOmwA20

[04-19] Current version of Lydia, by Spritenoob
>>3147752>>3150485
https://www.mediafire.com/?rvy2be35tbrj77q

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek [Embed]

[04-17] The /newstuff Chronicles #493
https://www.doomworld.com/php/topstory.php?id=4569

[04-17] Toilet of the Gods, a Boom map with a new palette
https://www.doomworld.com/vb/wads-mods/87183-toilet-of-the-gods/

[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.
https://www.doomworld.com/vb/wads-mods/85043-

[04-16] New version of The Port (city map)
>>3144129
http://www.mediafire.com/download/80d7b4kwfy5d650/CityALPHA_ThePortA4.pk3

[04-16] "If Doomguy was a Mechwarrior"
>>3144137
https://youtu.be/y7Aa9o0P7EQ [Embed]
>>3139285
https://youtu.be/Z-8CI1XbGPk [Embed]

[04-15] Dark Arena textures
>>3140694
https://www.sendspace.com/file/o3q2av
>>3136407
https://www.sendspace.com/file/vf82gq
>>3136294
https://www.sendspace.com/file/frk027

[04-14] Anon mod release: "replaces chaingunners with super shotgun guys"
>>3139040
http://www.mediafire.com/download/0ha6xri3dcdh529/SSGGUNNER.wad

[04-11] kLazer - 3d laser beam
http://forum.zdoom.org/viewtopic.php?p=896568#p896568

[04-10] The /newstuff Chronicles #491 and #492
https://www.doomworld.com/php/topstory.php?id=4565
https://www.doomworld.com/php/topstory.php?id=4567

[04-10] Gun Godz v1.0 released
>>3129623
http://www.mediafire.com/download/u5j7esu7q56xz7f/GunGodz1.0.zip

[04-08] Durex Waste Disposal updated
>>3122797
https://www.dropbox.com/s/u1ja3syodz63t7n/CLOSETV3.wad

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI [Embed]

[04-07] Anon mod release: gachigasms.wad
>>3121301
http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

===

To submit news, please reply to this post.
>>
>>3156814
Nerf Arena Blast was the shit.
>>
>>3156808
Yeah, this is getting out of hand.
>>
>>3156817
>[04-20] Romero and Carmack project:
misleading
>>
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>>3156819

What if the janitors are being paid by bethesda to silence the doom threads in an attempt to trick people into thinking new Doom is literally the only Doom game?
>>
>>3156820
Well, that video could be described as a project by them two I guess :'^)

>>3156823
I'm with what was said a few weeks back too when several threads were deleted in a few days, some official statement would be nice.
>>
Hmm, TNT2 seems to be gaining momentum
https://www.doomworld.com/vb/post/1593426
>>
>>3156820
Yeah.
Though wouldn't it be cool if they got him in on it too?

I'm pretty damn excited either way.
If you look at Romero objectively, he's a very talented and creative person, we know that he can achieve great things when actually working hard.

Now, he probably still remembers the Dai-Katana mess sharply, the pitfalls and errors of that are probably going to be in the back of his head constantly during this project, he'll be careful to not repeat those mistakes, he'll have appreciation for the value of hard work, and he also has decades of experience.

I think that this time, together with Adrian, he'll have a very good chance of making a good and clean game
>>
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>Title isn't all-caps
What's the world fucking come to?
>>
>>3156823
That's just retarded.

>>3156824
I think he means that people might think it's the other Carmack.

>>3156828
Good, I'm a big fan of TNT, I played the demo of TNT2 ages ago and I loved it, I can't wait for that shit to get done.
>>
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>>3156828
Oh man, those are a few neat skies. Are those the same people who did the original TNT?
>>
>>3156824
which carmack does it refer to? the reader is likely to guess wrong.

>>3156823
if that's you kegan that's the silliest thing you've ever posted. the real reason is because he-who-barks-at-the-moon reports every thread in the hope the janitors don't watch what they're doing.

https://warosu.org/vr/thread/S3098272#p3098845
>>
>>3156829

Romero is a good game and level designer. His problem was that he was promoted to a position he had zero experience with: project management. He's never done that. He let the Doom fame get to his head.

He needs some good producers above him to keep him tied down to reality and reasonable goals.
>>
>>3156829
The big thing is to not overpromise. Daikatana in his words was supposed to be the endgame of the FPS genre.
>>
What did Doom 3 do right?
>>
>>3156849
The chainsaw.
>>
>>3156849
Off the top of my head, nothing really. The lighting was kinda alright when it wasn't pitch black.
>>
>>3156836
Janitors can't delete threads. It's literally some dumbfuck moderator.
>>
>>3156835
>Are those the same people who did the original TNT?

Nah. Most of the 94-97 community have moved on, or in some cases, passed away.

TNT2 will be more of a PL2 situation.
>>
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>>3156836

I need to stop posting so many boners, I stick out like a sore thumb sometimes.

I'm not being serious though, I figured it was someone being asspained over some bullshit.


For actual productive posting and discussion: BURL TUMD is still really good, I love throwing chainsaws, but god damn does it suck when you get it stuck up somewhere you can't reach it, needs a callback function or some bullshit teleport ability to put it back in your pocket.
>>
>>3156828
"we are working on this again, and really fast now, promise!"

i've heard this kind of update before, it means little.
>>
>>3156858
they absolutely can, they just can't ban
>>
>>3156865
Usually the times it means little, they don't really have anything to show for it.
>>
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>>3156849
>best chainsaw
>the opening theme was really good
>plasma is kind of neat actually
>some of the monsters are actually pretty cool
>action is passable with a flashlight mod
>hell levels are cool as fuck
>the guardian boss is a good bossfight
>as stock as the plot and characters are, I don't actually hate them
>the PDA stuff is kind of neat
>>
>>3156829
>Though wouldn't it be cool if they got him in on it too?

SPECULATION TIME:

He might be indirectly, because I think romeros and adrians new project is focused on one of these three things:

1) Innovative use of VR (hence the possible indirect contribution of carmack)
2) A game tailored entirely for modding with built in community features and shit for it
3) an mmo-fps with facebook integration and shit
>>
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>>3156817
>Automatic Lighting Generator not in the news
https://www.doomworld.com/vb/post/1558348

>>3156849
The sprites were cool, the ones that it had.

>>3156829
Did I have a nightmare about Romero's new project being confirmed VR or did I just read it at night? I know the hype material is about virtual stuff and reality bending but it could just be plot / gameplay and not dumbfuck roboglasses.
>>
>>3156883
>Automatic Lighting Generator not in the news

It was not a reply to the News post in the last thread.
>>
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>>3156863
what have you done to me im addicted to this shit now
>>
>>3156883
FUCK, I want this for Mapster32, it wouldn't hurt to take the code and give all the credit, right?
>>
>>3156885
Didn't realize that was the system, I thought someone just looked for Cool Stuff.

>>3156886
Split the metal gills into three or four rows and shrink them toward the end to help with perspective. May end up looking like shit but in theory it sounds good.

>>3156891
I think that the real hurt is using the code, but otherwise I don't think it'd hurt if you credited. Anon reported that the plugin sliced through a door, like cut it apart, so it has to some flaws to work out. Maybe wait a bit if it's a large undertaking to port it to Mapster32.
>>
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>>3156886

Try using a shotgun barrel instead of the pistol barrel for a smoother transition.

Is the bottom part of that rifle the plasma rifle's barrel mirrored? THAT'S FUCKING BRILLIANT
>>
>>3156886
Now cut together sounds using multiple channels, slicing at the tic level by muting sounds playing on each channel with a 0 volume sound, and repitched sounds.

You can alter the pitch of a sound, right? It isn't just setting a range for the game to randomly choose from?
>>
>>3156886
>Try using a shotgun barrel instead of the pistol barrel for a smoother transition.
The flat gray shotgun barrel doesn't mesh well with the plasma grills imho. I can try sticking the pistol barrel under the grills and masking the top of the shotgun away though.

>Is the bottom part of that rifle the plasma rifle's barrel mirrored?
Yep. I'm also applying a 0.2 alpha olive green blend to the plasma grills so they have the same colors as the pistol barrel (this is me being autistic)
>>
>>3156863
yo
new game has something that reminded me of you
>>
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ugh I meant to reply to >>3156895 and not myself
>>
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>>3156904
fuck
>>
The average size of a webpage is now equal to a install of Doom.
https://mobiforge.com/research-analysis/the-web-is-doom
>>
>>3156903
>>3156905

You're doing great though, making shit with TEXTURES is fun as hell.

>>3156904
>>3156909

I saw that, that knight setup is rad as fuck.
>>
>>3156901
Looks like that's a no, but you can warp an actor to the player and adjust its velocity, even though it's stuck to you, to shift the pitch of its sounds with the doppler effect.
>>
>>3156909
That demon skin is cool.
>>
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Realised what was missing from the collapsing ceiling yesterday. Earthquake added.
>>
>>3156909
I don't like how fluorescent the armors can be. So Doom branding aside, is the game's multiplay got anything of merit or will it be something that dies within several months?
>>
>>3156918
>is the game's multiplay got anything of merit
nope
>>
>>3156917
Good shit, dude
>>
>>3156918
Nope. It's bland, generic arena FPS junk. Like a sub-Halo. It will see no play at all in a couple months after release.
>>
>>3156912

>doom install image

Does that mean shareware doom or ultimate doom?
>>
>>3156901
>>3156914
[NO]
There has to a be a limit to the madness! Deadline is soon anyway.
>>
>>3156923
Unless someone makes a mod that tweaks up the speed and damage values to match Doom ahahaaha who am I kidding they'll just play UT4 instead
>>
>>3156917
FUCKING SWEET

MAKE THE WHOLE LEVEL LIKE THIS

MY DICK IS DIAMONDS
>>
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wew lad
>>
>>3156925
Shareware is 2.3mb and Ultimate is 6mb as I recall.
>>
>>3156927
Yeah, the D44M multiplayer is dead in the water already with all those negative Steam reviews.
>>
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>>3156927
Playing UT4 makes Doom 4's multiplayer even more embarrassing. How can Epic make an early-acces F2P arena shooter that is phenomenally better than this AAA, almost finished game?
>>
>>3156928
That actually would be a neat idea for a level. It starts, and the thing starts collapsing behind you, however at a limited speed (though it goes faster over time). Spreads into every hallways possible, giving a time attack level basically.
>>
>>3156918
We don't have the full modes and shit yet, but I'd doubt it.
>>3156927
>who am I kidding they'll just play UT4 instead
Lol, no.
>>3156935
Probably, but remember that one boycott group pic?
>>
>>3156891
Takes like 2 minutes to do this scene in M32, what's the problem?
>>
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>>3156932

KEEP GOING FOR THE LOVE OF CHRIST.

KEEP
E
E
P

GOING
O
I
N
G

I'd love a version of SS13 on a better engine, even if it's not as in depth
>>
>>3156935

It looks super dull. Like Halo but more boring.

The game overall is just copying previous games, including Doom without understanding anything about why they work. The aestetics do not work at all and a clash of Halo (the suits), Doom (setting, monsters), Doom 3 (plot).
>>
>>3156932
Destructible environment test?
>>
>>3156917
This is fucking rad.
>>
>>3156918
Everyone I know that has actually played it has had a lot of fun with it.
>>
>>3156945
I don't want to do that scene in particular, I'm also lazy and autistic about lighting.
>>
>>3156947
We're going to make the UAC great again, we're going to build a space wall and make Hell pay for it.

>>3156949
Yeah, I had a voxel-based version going earlier and it sent the GL renderer running at a blazing speed of 0.6 FPS. Models run much smoother, although if I go beyond 4k~ cubes it starts to slow down. I had it working in Z& MP without too many issues when about 768-1k cubes were being manipulated at once, but above that it rapidly starts chugging before disconnecting the client (which is understandable). Hence why it's going to be used sparsely to begin with, I don't want to upset the engine too much; it should pave the way for stuff like proper tool -> object interaction if tweaked a bit.
>>
>>3156980
are you on irc?
>>
>>3156987
I lurk there frequently enough, come by whenever if you have questions.
>>
>>3156990
wats your irc name
>>
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>>3156980
>Yeah, I had a voxel-based version going earlier and it sent the GL renderer running at a blazing speed of 0.6 FPS.
Friendly reminder that each voxel is drawn as a 3d cube, even those "within" the voxel-model. So each block becomes a 3d model of x*y*z*6 faces unless I'm mistaken.

>it should pave the way for stuff like proper tool -> object interaction if tweaked a bit.
This is a fun subject to work with.
>>
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>>3156980
Here's a crazy idea.

Have some actors that are, for example, a 4x4x4 block of cubes. This would be 64 cubes for the price of one model, but as-is you obviously wouldn't be able to affect individual cubes.

So instead of doing cube damage in one step, do it in two. The first step would do damage of, say, damage type "BreakdownCubes", that the 4x4x4 block would respond to by spawning each of the 64 cubes and disappearing - effectively, breaking apart into the 64 component cubes. The second step would be the actual damage intended.

You could even do the breakdown step multiple times, so that the 4x4x4 can break down into 8 2x2x2's, which will then break down into 8 component cubes if they're still being hit. And they don't have to be cubes - as long as they're rectangular prisms, it'll work fine.

It'd save you a lot of renderer time. It'd probably perform slightly worse on the netcode front since you're spawning all the new things, but on the other hand there's less of them, so it might still play better?
>>
Some anon over at /v/ purports to know the story to Romero's new game
>>>/v/335019016
>>
>>3156995
Oh right, potential caveat - online, the blocks could flicker as they spawn in and the old one disappears. It'd require testing.
>>
>>3157003

Hi, I'm Romero's son, I know the plot to the new game. It's a game where you're a guy with a gun, and you shoot things with bullets from your gun.
>>
>>3157003
Oh sweet I love GMOTA!

Also this is fake as fuck come on
>>
>>3157003
>F2P
>Microtransactions
No! Romero wouldn't play us like that! He wouldn't make us his bitch again!
>>
>>3156975
Wherever you have a light, just slap a random sprite in the center of it, then start drawing a wall from it, and use that as a guide line and just cross corners with it and then just place a vertex where you hit the final wall.
>>
>>3157003
>Multiplayer will be a seperate f2p project with microtransactions.

And that's how you know he's lying
>>
>>3156991
Railfist

>>3156994
I can't wait to get my hands on a release, man, it's been ages since I played a point and click game worth shit. Good stuff, keep it up.

>>3156995
This is a very legit idea - I've considered something similar, but to get the proper effect it'd need some careful considerations. I think if a chunking system is done correctly it could have pretty neat implications overall. Although currently, most of the applications for the system are single blocks (windows, breakable wall sections, etc.), but it'd be interesting to play around with once the functionality of an individual tile is improved, because the destroyable floor and ceiling add a few orders of magnitude to the amount of shit that needs to be handled.
>>
>>3157003

BRB going to go beat up Romero for taking GMOTA's premise.
>>
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>>3157016
>I can't wait to get my hands on a release, man, it's been ages since I played a point and click game worth shit. Good stuff, keep it up.

My motivation has taken a temporary dip since the time came to actually make a demo map with puzzles and shit in it. It's so much harder coming up with the puzzles themselves than all the code that allows them to happen. I've been pretty productive with many, many little side projects though.

Speaking of releases: you have no idea how bad I want to try your mod, even just an alpha. It'll hit the zandro community like a meteor when you release it.
>>
>>3157048
>It'll hit the zandro community like a meteor when you release it.

Heh, no. It's not Complex Doom.
>>
>>3157048
>It'll hit the zandro community like a meteor when you release it.

You're very optimistic.
>>
>>3157051
Optimism? I think not! It'll be ruined by retarded third party mods in two days flat.

Can't play SS13-doom without the "spaceman Caleb" mod, and of course don't forget "Brutal Space XIII"
>>
>>3157057
don't forget "Super Epic Demonsteele: Ultimate Zandro version"
>>
How do you A_FireBullets so that the first bullet isn't 100% accurate?
>>
>>3157105
>The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.
>>
>>3157003
That's fake as fuck but that's actually a good premise for a game, and sounds like something Romero would make, and I'd be super hyped if that was what he's doing.
>>
>>3157130

Someone post that Romero then vs now pic that is actually some ftm tranny.
>>
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>>3157130
I fucked up the order.
Dammit.
>>
>>3157136
How about no.
>>
>>3157136
>>>/v/
>>
>>3156941
shadow warrior did that
>>
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Secrets!
>>
>>3156807
because doom babbies are faggots and mods realise it

they enjoy shitting on your plates
>>
>>3157182
Neat!
>>
>>3156886
Looks like a pretty cool machinegun.
>>
I hate that Slade's Textures editor strips away all of my comments.

It's so bad.
>>
>>3156935
Low ratings on Steam but very high ratings on Xbox One and Playstation 4.
>>
>>3157294
I was wondering earlier if the reason why they're reluctant to boost speed is because console players can't handle it without a mouse.

Makes sense that CoD Central likes it.
>>
I've got a Custom Inventory actor, all it does is give you a gun and use Inventory.PickupMessage and Inventory.PickupSound to tell you that you got it.

How do I get a different pickup message and sound when the player already has the item?
>>
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>>3157302
It's funny because CoD Advanced Warfare felt faster than Doom did.
>>
>>3157317
are we in the bad future
>>
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>>3157321
Don't worry anon, there's still a chance that there really are space demons and all the Doom general posters are taken into a secret UAC program and turned into real-ass space Doomguys.
>>
>>3157302
FACT: all the worlds problems are the fault of console players.
>>
>>3157317
i was thinking, his legs are very deformed
>>
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>>3157325
real ass...
>>
>>3157315
Don't use those two properties. Use A_Log and A_PlaySound on CHAN_ITEM.
>>
>>3157336
That doomguy has the telltale signs of being drawn by a weird tranny from somethingawful.

>>3156849
A whole load of shit that would've been better suited for a continuation of the System Shock series.
>>
>>3157048
>if this was wii port

Y E S

E

S
>>
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>>3156917
has doom gone too far?

or not far enough?
>>
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>>3156917
>>
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>>3157356
it's from this image i think. perhaps you could point your finely honed weird tranny detector sense at it and tell us of its providence.
>>
>>3157371
SO LETS KEEP GOING AND SEE WHAT HAPPENS
>>
>>3157371
It's gone too far and now it's Quake.
>>
>>3157379
ayy
>>
>>3157376
im seeing visions of pink, raves and very gay pee pee things
>>
>>3157341
So I use A_Log for the message, and A_PlaySound for the sound, but how do I get it to use the A_Log and A_PlaySound for the right scenario?
>>
>>3157376
As far as I can tell the source is either Shmorky (It's his artstyle) or some guy with a deleted tumblr account account imitating Shmorky's artstyle who happens to also be friends with that autistic anal-vore loving "butterdragon" guy who paid to get his character in Undertale. Probably a weird furry tranny, then. What a time to be alive.
>>
yeah can you not infect this thread any further with dramafaggotry thank you
>>
>>3157389
What's this about anal vore butterdragon Undertale guy? I've heard it only recently, is this new?
>>
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>>
>>3157404
Anyone being aware of him is pretty recent and probably explains how the picture found its way here given he's got the closest reblog on it to the deleted tumblr account it comes from. You can reverse image-search it if you want to see.
>>
>>3157406
No! If we tell a mod, maybe something good will happen!
>>
>>3157409
I think people deserve to know where the stuff they're posting comes from, anon.
>>
>>3157414
>MUH DRAMA
>MUH IDEOLOGICAL PURITY
>>
>>3157414

Nobody is accurately identifying it, so that's out the window.
>>
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>>3157370
I think it should be possible to control it with a wiimote hooked to a pc depending on driver settings.

Anyway I got the shotgun in there with all the animations and also started working on the hud. It will be overlayed with a bunch of funky acs messages with info and stuff.
>>
Does anyone have the "Welcome to /doom/" comic?
>>
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>>3157423
Here you go.
>>
>>3157426
Much obliged, anon.
>>
Speaking of comics, do any of you have the one that has the 4 different versions of Doom (Ultimate, II, TNT, Plutoina)? I can only remember the second panel had a closet of shotcunts.
>>
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>>3157426
i want freaky angels in doom but rekkr is probably the only bloke capable of such a thing, and they're busy with rekkr (hence the name)

old art of angels are just as weird as the demons, wonder if that has any significance
>>
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>>3157438
>>
So when will there be a Prince themed wad with a purple color scheme and a groovy midi track?
>>
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>>3157418
I've done the dirty work and determined that it's clean, it's from someone called "Marshmallow-hitscan". You can resume your regularly scheduled Doomposting now in confidence that you are safe from any further biological infection.
>>
>>3157445
I love you anon.
>>
>>3157416

What are you talking about?
>>
>>3157416

>MUH

Give me a good reason to not think you're an utter idiot.
>>
>>3157464
because I don't post faggotry like this on /vr/.

>>3157447
>>3157389
>>3157384
>>3157404
>>3157356
>>
>>3157471
>can't handle a joke

We've got a real debbie downer over here.
>>
>>3157471

>because I don't post faggotry like this on /vr/.

That's not a good reason.
>>
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Do you pistol start pwads your first run, or keep that for a challenge after you're more familiar with the maps?
I'm trying to git gud. Recently been doing scythe on uv pistol starting, gotten to map 30 without too much trouble. Played btsx ep1 on hmp before that, and a bit of alien vendetta. Any pwad recommendations from there that would feel like a natural difficulty progression? Thinking about getting into plutonia revisited.
>>
>>3157474
more like a negative necromancer
>>
>>3157446
https://www.sendspace.com/file/pnbjds

After a while your eyes will get used to it and it won't look all that purple.

Needs new purple-centric graphics and not just a palette.
>>
>>3157474
That would imply there was any humor to be found in your anal vomitations.

>>3157479
Look at this thread and tell me it's not exactly what you're trying to do.

>>3123176
>>
Does anyone have Combined Arms V1.0? Author's dropbox account is disabled due to traffic and I'm not tech-savvy enought to know if this can be bypassed.
>>
>>3157471
Imagine being the guy who gets upset at any sign of discontent/bantz in these threads, being literally the guy who is actually saying "GUYS CAN WE STOP". I really think those types of people have childhood trauma from their parents fighting or something like that.

Doom 4 is terrible and not retro, am I right my guys.
>>
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>>
>>3157482
>Do you pistol start pwads your first run
yes, if i have trouble i rather lower the skill level than start faffing with savegames. not for the purposes of "getting good" but just because i rather play in a way conducive to replays. it's easier to replay a randomly chosen single map than being daunted by the idea of redoing all 30 maps in a row.
>>
>>3157482
If the author recommends pistol starts I go with pistol starts. Otherwise, not at all unless it's an established "challenge" mapset.
The last few I played through with pistol starts were Combat Shock 2, Hell Revealed and Sunlust.

>>3157491
Yeah, you graduated into being the joke yourself a few posts back.
>>
>>3157491
>Look at this thread and tell me it's not exactly what you're trying to do.

But I'm not the one bringing those subjects. You, however, seem to have a (very) personal problem with them judging how quick you jumped a minute after >>3157389 was posted.

Also I'm not implying in any way, shape or form that you're him, because it has been implied in many occasions that he browses the threads and he's okay with the opinions about his art.
>>
>>3157486
Thanks anon, I guess I'll go to /mu/ and get some Prince albums and pretend I'm playing purplerain.wad
>>
>>3157497
why does it have the sort of mask you wear to orgies
>>
So, continuing the question from the last thread, if SnapMap turns out to be fairly complex enough to stand out from other ingame level editors from other games, do you have any ideas for stuff you'd like to make?
>>
>>3157494
You're absolutely right, fellow circlejerker.
>>
Anybody got the last version of Cyberpunk Shootout, or whatever it was called?
Haven't actually checked it out since the second version or so.
>>
>>3157503
Thanks for clarifying, and the reason I jumped is because I don't want to see /vr/ get infected more and more with e-celeb cancer. I realize that those people are benigh compared to high level buttdischarges like Spoony or The Unspeakable She-Demon That /v/ Birthed. But you have to admit that's a noble goal.

>>3157494
>Mentioning Doom 4

Shh... you'll wake the mo-

*scrolls up*

Actually, on second thought keep doing that.
>>
>>3157513
https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3

RIP
>>
>>3157494
>Doom 4 is terrible and not retro, am I right my guys.
both are objectively true, though
>>
>>3157482

I suicide so I pistol start just because I get too much ammo after a few levels.

There really should be a "pistol start" option in these source ports.
>>
>>3157519
>But you have to admit that's a noble goal.

I dunno man, it could cause getting oneself banned for spamming the report system. Better avoid that!
>>
>>3157507
Not retro but even if Snapmap isn't amazing I'm going to shart out a 32 level campaign filled with bullshit amounts of difficulty regardless.
>>
>>3157507

No because we have no clue what SnapMap is capable of.
I wish this question would stop being asked.
>>
>>3157519
You really think that? Because I would've shut up a few posts in without incident if you weren't so determined to defuse a potential drama by starting up some drama, which is pretty counter-productive when you think about it.
>>
What's the best QUake map editor?
>>
>>3157529
Probably.

>>3157537
I can't say I'm not guilty of it, but I've seen worse examples. Trust me.
>>
>>3157492
% wget "https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3"
--2016-04-21 23:01:26-- https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3
Resolving dl.dropboxusercontent.com (dl.dropboxusercontent.com)... 45.58.74.5
Connecting to dl.dropboxusercontent.com (dl.dropboxusercontent.com)|45.58.74.5|:443... connected.
HTTP request sent, awaiting response... 429 Bandwidth Error
2016-04-21 23:01:28 ERROR 429: Bandwidth Error.

no luck here either. the author is here all the time, though.
>>
>>3157387
Duh, A_JumpIfInventory("gun",1,etc), and also Inventory.PickupSound none

I feel so foolish.

>>3157537
>My actions are your fault
Ewww
>>
>>3157482
>scythe on uv pistol starting, gotten to map 30 without too much trouble
this is quite impressive, i've never managed anything beyond map20 on UV
>>
>>3157482
I continue in sequence regardless if the authors suggest pistol starting each map.
>>
>>3157549
>jumpif

if (countinv("MyGun"))
{
A_PlaySound (stuff);
}
else
{
A_PlaySound (other stuff);
}

works too now senpai
>>
>>3157567
i though they were only for zdoom dev builds and not stable gzdoom versions?
>>
>>3157549
Someone initiated a dialog that wouldn't have had any reason to exist otherwise. It was directed at me, so I participated. I never intended for it to get out of hand so, now that I've explained myself, I'd rather we put it to rest.
>>
>>3157554
Ep3 is where it became pretty challenging. I admit I lost my patience on a few later maps and looked up demos or used savestates. I kinda skipped one harder map because I accidentally arch-jumped to the exit like 3 seconds in and rolled with it. But it became a trial and error deal, slowly learning some maps and the safest paths before I could make it through.
>>
>>3157567
yeah but compatibility with more than dev builds is nice

also what in utter fuck happened to this thread
>>
>>3156932
Jesus dude, you have no idea how much I want to play your mod

Do you have an expected date of release yet?
>>
SNDINFO's limit doesn't allow another of the same sound to play until the number of currently playing sounds goes below the limit.

How do I do that with a set of sounds?

For example, there's BigMan/Shout1 and BigMan/Shout2 and I want only one of them to play at a time.
>>
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>>3156932
Brilliant.
>>
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HALP
>>
>>3157607
>behold my stand, 「CUBAN PETE」!.png

more like Animal Man vs. Cuban Pete.
>>
>>3157617
throw the rockets at him
>>
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Are there any maps that re-imagine Deimos/a similar "UAC base teleported into hell" scenario?
>>
>>3157617
difficult situation. hope you are berserk, it is possible to punch projectile throwers without taking any damage. or have a chainsaw, which can keep a cacodemon in pain until it dies.
>>
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>>3157617
Dat ass. They dont attack me, until I shoot or swing with my fist.
>>
>>3157653
oh wait you're on e2m4. i thought you were in the bit of map18 with the bfg behind the two cacos
>>
>>3157617

Pistol start the level. Be better with ammo. Find more ammo.
>>
>>3157584
>slowly learning some maps and the safest paths before I could make it through
that's how you practise. as you move onto other maps you find your experience from this process of trial and error becomes intuition
>>
>>3157667
>becomes intuition
..and you find yourself beating supposedly difficult maps on the first attempt.
>>
>>3157662
ty, but I already beat that level. It is pretty challenging and silly, when you ignore all secrets and run for exit.
>>
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PSX Doom LOST fan remake of Dis adds a bunch of Hell Knights. This goes about as good as you imagine for the Spider Mastermind. She barely gets to do anything before being surrounded. Then it just turns into another kill the Hell Knights level.

They also mistakenly place this in Thy Flesh Consumed for some reason. Looks to be a mistake. Someone should report it in the doomworld thread. I would but I can't register to that forum. I'll try again later I guess.
>>
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>>3157675
are we still on about e2m4 here
>>
>>3157645
wut wad
>>
>>3157645
>K: 0/8
not a very long map? or spawns everything through scripts?
>>
>>3157617
E2M3 is one of my favorite levels.
>>
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>>3157492
>>3157545

https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3

Try it now.

I think I felt bethesda's wrath, I may have grabbed that Doom 4 chaingun video and put it on my public dropbox, I was told I was temporarily suspended due to bandwith but I think something else is afoot, I'd better play nice with my dropbox to make sure that doesn't happen again
>>
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>>3157695
i don't care for it so much, its legacy to the world is "grids of perpetual floor risers" which we could have done without
>>
>>3157713
you so paranoid boy. it's not hard to break a dropbox's bandwidth, doomrla v1.0's release did for yholl's as i recall.
>>
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>>3157682
>>3157689
Work in progress, I'm only "done" with the first room.
>>
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>>3157723

Wait. The video is 30 MB in size. That would probably explain it
>>
>>3157442
scroton was talking nonstop about making weird ring within ring angels from a bunch of warping actors for like a month straight a year or so ago but afaik nothing ever came from it
>>
>>3157736
thrones? did it end up as the demonic powerup thing in that OTHER space pirate mod?
>>
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>>3157726
>>
>>3157741

Nope, the circling runes there are a modified version of the Afrit's fireballs from Realm667.
>>
>>3157389
That is definitely not Dave Kelly. A mutual friend of ours hung out and he was telling me all about different techniques he learned from him, and then told me that he saw some of the infantilist porn Kelly was really into at the time.

It really coloured my opinion of him when I actually met him one time.
>>
>>3157741
Which space pirate mod are we talking about? Term/ijon's metroid or Marty's Space Pirate or the new Term's space pirate mod (which isn't named space pirate)?
>>
>>3157741
>thrones?
What?
>>
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>>3157756
the last one, unless the first one is a new metroid mod and not the old metroid mod

>>3157761
http://www.angel-ology.com/The_Thrones_Choir.html

they are humble burning wheels of eyes
>>
>>3157753
"That isn't Dave Kelly" would've been sufficient. Nice anecdote, though.
>>
>>3157607
I'm usually hesitant to give out release dates because they're always subject to change, since issues might pop up; I work on it daily, though, since I want a playable and more importantly testable release out for people to provide feedback on. Full release is a way off, but I'd enjoy hosting some /vr/+/ss13g/ crossover tests sometime in the near future, as long as at least one department or gamemode is ready to mess around with.

>>3157616
Thanks, man, I appreciate it. It's more of a simple tech demo, and the current incarnation is probably going to be used for stuff like inner station walls that need to be destructable for gameplay reasons, or things like outer station windows, simple construction, etc. The main map is at a stage where it's ready to be filled with actors besides these tiles and lights, starting with the most important consoles and then going from there.
>>
>>3157645
What exactly is the hell element here? For all I know, this could just be a techbase located in a Volcano.
>>
>>3157781
it's full of demons
>>
>>3157768
Yeah I'd assume those were the ones then, from pic

There were demon symbols from space pirate but no angels or anything like that, and I don't think the symbols were even used in the mod. They aren't the same as the power up in the new mod, and I don't know what the source for them. Someone (assuming scroton) posted them a couple of threads ago.

Honestly I don't think scroton's warping sprites idea or really any sprite or sprites would work for that, you'd probably need a model or a voxel to do it justice. Maybe some sprites in addition but you need a 3d asset at the center of it to give the proper depth. Rekkr could do it.
>>
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>>3157780
>I'd enjoy hosting some /vr/+/ss13g/ crossover tests sometime in the near future
That's great news!
In the meantime, is there anything we can help you with, or would you rather keep working on the whole thing yourself?
>>
>>3157784
But there was more to what made Deimos hellish, then just demons.
>>
>>3157781
It'll go through Gothic architecture/hellscapes but it'll also be really techbasey. I'm not imitating Deimos.
>>
>>3157793
Oh, okay then.
>>
Is there any port other than DOOM Retro that lets you scale up the original 320x200 aspect ratio to 1920x1080?
I love the low res, gritty look of DOOM in 320x200, and I like it even more when it's nice and crispy looking.
>>
>>3157787
I try to do most of the work myself at the moment since I know a lot of people here are working on their own projects, and I don't want to steal their time away because I'm equally curious to see what they end up making. That doesn't mean I don't favor the sentiment, though, since I'd like to start opening up to contributions at some point, mainly due to the fact that the original codebase and its amount of content is staggering and it needs to be somewhat extendable either way. Testers are always welcome when we get that far.
>>
>>3157804
Chocolate Doom
>>
>>3157805
>I'd like to start opening up to contributions at some point
That's what I was thinking of. I'm not working on anything lately, and I got experience in spriting, and since I really want to see this come to fruition, I'd be glad to help out any way I can once you start accepting submissions.
>>
>>3157809
Doesn't let you scale up properly though.
It's always much smaller on the screen than it should be, for whatever reason.
>>
>>3157786
Aren't there issues with applying tilt/pitch to models and voxels though? Like you can give them one but they just won't display it?

If that's the case it would make a lot harder since you could still pitch them in the model itself, but the rotation would have to be animated in with different frames rather than applied with a script.
>>
>>3157786
No-rotation eyes (always looking at you) orbiting via warp in two rings around a ball of fire could be a cool (G)ZDoom-friendly reimagining.
>>
>>3157802
I was considering making it ambiguous until the second half so I guess I just spoiled it.
Nobody will remember this in a day, though. I hope.
>>
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>>3157820
It kinda depends on your own preferences. What's so beautiful about the original SS13 is that its crowdsourced development means there's an extreme variety in different features, objects, and playstyles - if you can sprite it, you can code it, so updates are fast and steady. The original codebase has plenty of graphics and sounds to use, although some things tend to be missing (8-dir rotations, FPV sprites, etc.). It'd also be nice to drop some of the Realm667 placeholders.

The original HUD could probably use an overhaul as well, as it works okay for what it is, but could still be tweaked to make it less intrusive. Same for stuff like scanning or examining things: the original game is very text-dependent, and Doom isn't known for its legendary text handling, so a lot of things need to be adapted to be either more visual or just less verbose.

if you're really bored you can paint a clown suit on doomguy :^)
>>
>>3157829
Thats because it scales through multiples.

1x : 320x200, 320x240, 256x200
2x : 640x400, 640x480, 512x400
3x : 960x600, 960x720, 800x600
4x : 1280x800, 1280x960, 1024x800

So if you want exactly full screen, just set your screen to 1280x960 or something.
>>
>>3157843
I'm more just disappointed, since I find gothic/redrock for hell kinda boring and overused.

Wish more maps did the more surreal otherworldly stuff for Hell.
>>
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>>
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>>3157713
Thank you kind sir. I only have a WIP of this mod and I love it.
>>
>>3157885

I'm glad you like it, does the WIP have the secret function of the fists?
>>
>>3157887
For a secret function, you sure like to bring it up a lot.
>>
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>>3157892

Only here at least. Because I like you guys and you get INSIDER PROTRIPS.
>>
>>3157870
What if we stopped thinking in terms of Hell and started thinking in terms of R'lyeh, that way we think about different things that a level needs to be that place.
>>
>>3157887
There's no such thing in the version I had as far as I'm aware. It's the WIP2, if you can make something out of it.
>>
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>>3157870
My plan is to suspend the gothic stuff in a totally black void and have the last 2 levels take place in a disconnected/dismantling base, if that makes any difference. But I'm the king of shitty unfinished artmaps so don't get your hopes up regardless.
>>
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>>3157896
https://www.google.com/search?q=R'lyeh&source=lnms&tbm=isch

Inspiring
>>
>>3157894
I saw you bring it up on Facepunch a several times.
>>
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>>3157898
dayum, that looks good
>>
>>3157896
How would you do a non-euclidean Doom map?
>>
>>3157907

damn it
>>
>>3157914
I've seen a video of a map that used warps and I've seen another video of a map that had walls act as portals, I'll try to find it.
>>
>>3157898
Marryb?
>>
>>3156918
The PvE teased in the Steam store page's screenshots looks much better than the sub-par HALO-tier shlock that is the competitive multiplayer.
>>
>>3157914
>>3157918
https://www.youtube.com/watch?v=oYI9LFP0K6U
http://forum.zdoom.org/viewtopic.php?f=18&t=46916

http://forum.zdoom.org/viewtopic.php?f=19&t=36575

https://www.youtube.com/watch?v=l-MBYWPM4Ps
>>
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Is there a way to play Quake 2 multiplayer without respawns, similar to survival in Doom?
>>
>>3157937
Co-op without respawns, I mean.
>>
https://www.youtube.com/watch?v=RYRSgFfDviI

Post your trax for playing
>>
>>3157948
https://u.pomf.is/tiexfr.mp3

DoomMetal.wad and DoomMetal2.wad is love
>>
>>3157948
https://www.youtube.com/watch?v=7bt5EmQh66A

I WAS BORN FOR BURNING
>>
But why? What is the point of this area?
>>
>>3157917
what is this from, anyways?
>>
>>3157964
You found it!
>>
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>>3157912
It's from an early map that I don't plan on finishing, but it's also where I got the idea that I'm going to build on in my current wad. I could dump it if anyone would like that, but likely won't ever get around to finishing it.

>>3157918
>>3157925
I'd thought of that, but the wall portals aren't supported by any sourceports last I checked.

>>3157919
Nope.
Thread replies: 255
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