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DOOM THREAD / RETRO FPS THREAD, NO KNOCKOFFS ALLOWED EDITION - Last thread >>3223458

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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
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
>>
>>3230168
===NEWS===
[05-19] Original dev of Chex Quest is remaking it on UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] DOOT
https://twitter.com/patrickklepek/status/733061632545435648/video/1

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers from anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-18] Some madman tries to remake Doom on Unreal 4 engine (goes as well as you'd espect)
https://www.youtube.com/watch?v=fG8Lb9G7ul8

[05-15] Very good DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
https://desustorage.org/vr/thread/3210404/#q3214427

[05-15] Newstuff #497
https://www.doomworld.com/php/topstory.php?id=4585

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3
>>
>>3230178
[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1 https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4

[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: TheGrind.wad
>>3192945
http://s000.tinyupload.com/index.php?file_id=64773528746981611554

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

[05-05] Doom'16 weapon sprite rips for G/ZDoom
http://forum.zdoom.org/viewtopic.php?t=51919

[05-05] Arch-ville v0.98
>>3191871 (Cross-thread)
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)
>>3191553
https://www.sendspace.com/file/x1unrn

[05-05] ZQ (wip)
>>3190845 >>3190853
https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=1

[05-05] Anon map release: Mars One (wip)
>>3190757
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066
>>
>>3230183
[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250

[05-02] A Brief History Of @doom_txt
https://www.doomworld.com/vb/post/1600786
===

TO SUBMIT NEWS REPLY TO THIS POST.
If you think something is a newsworthy, backlink to this post as well. Let's make proper OPs since now on together!
>>
first for OP isn't a faggot
>>
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Second for HDoom
>>
>>3230197
Update never ever.
>>
>not one
>not two
>but three news posts
MAKE DOOM GENERAL GREAT AGAIN

What are some good combinations of mods and maps that feel like you're playing another game? Not like a TC, but more along the lines of a reimplementation of a commercial game in the Doom engine.
>Accessories to Murder and Epic give a nice Serious Sam 3 vibe
>BTSX E2 + Metroid Dreadnought is the Metroid game we all wish we'd get
What else is out there?
>>
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4th for not playing Vanquish last week
>>
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I just want to have this out there again, make sure everyone aware a new MIDI content producer is out there. I have brought you all Age of Wonders Defenders MIDI!

https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

https://www.youtube.com/watch?v=jXWgTdq0hGA [Embed]
>>
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>>3230168
>>3230178
>>3230183
>>3230186

Today, OP was a red-blooded heterosexual
>>
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>>3230178
>>3230183
>>3230186
now all we need is the doc
>>
>>3230209
I wasn't aware Mike Bos did age of wonders soundtrack
>>
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Reposting because last thread ended.
>>3230101
Would a seeker missile leading their tracer be possible/has it been done?
>>
>>3230227
that looks like a bad ut2k4 mod
>>
>>3230186
You can remove ToxStream and TheGrind, they've been uploaded to Idgames with two other maps.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad
>>
>>3230227
>>3230236
What is this?
>>
>>3230236
Possibly because it is.
>>
>>3230246
Troopers: Dawn of Destiny with Unreal monsters, I think. It's just a random image.
>>
kegan, the shotgun pump sound in combined arms is too loud compared to the firing sound

setting a_playsound ("shotgun/pump1",0) and pump2 to volume 0.6 and making the pumps mono makes it better. i don't know why, but things always sound less sharp / sizzly when mono instead of stereo. this helped it match the shotgun firing sound which has no sizzle.

here's some flacs, smaller than the original oggs, that i put to mono and in one of them i lowered the tonal ting at the end https://www.sendspace.com/file/u3j6c8
>>
>playing a mapset for the first time
>just unf a wall totally at random while waiting for some other shit to happen
>didn't see anything odd about the wall, just something dumb while waiting for a bridge to raise or whatever
>found a secret
I'm not sure how to feel about this. Does it reflect more on my ability as a Doomer to recognize secrets so quickly that I don't even know I'm doing it, the mapper's ability to design a secret so well that the player just instinctively finds it without any hints, or was it just pure luck and I'm thinking too hard about this?
>>
>>3230306
if you ain't seen anything odd then it's just random
>>
Can SBARINFO call an ACS int and use it in number calculation (like an image's x/y coordinates)?
>>
>>3230306
What map?
>>
>>3230313
nope
>>
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>>3230316
Epic Map03, I'd never gotten this far into it before or seen any videos or it or anything. I didn't even look at the pillar long enough to see if there was anything weird about it.
>>
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>>3230317
Fuck, why not?
>>
>>3230330
probably because "the hud shouldn't affect the game", which makes sense
>>
>>3230342
What? this is the game affecting the hud. I want SBARINFO to change how it displays certain information based on what an ACS script is doing.
>>
>>3230353
the only way to get info from a script is by running it, since SBARINFO can't access any ACS map or world variables.

running a script to get a value from it could easily change other things.

there is this for DrawNumber though, upon further inspection:

>GlobalVar <num> - Prints the specified global variable in acs.
>GlobalArray <num> - Prints the value in a global array with the index of the playernumber.
>>
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>>3230321
I just found that pillar, there's absolutely nothing to tell you it's a secret unless you looked at the automap, as it's invisible on the map. But even then that doesn't mean anything as the mapmaker seems like like randomly hiding linedefs for no reason.
>>
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>>3230313
i figured the point-and-click anon was using SBARINFO + ACS wizardry.
haven't seen him in a couple threads, though.
>>
>>3230364
he is almost certainly using SetHudSize and HudMessage.
>>
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>It's an 'activate a switch that opens stuff at the other side of the map' (with no shorcuts) kind of map

or

>It's a large area crammed with demons with no space to dodge and no walls to cover kind of map
>>
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>>3230375

How about wide open spaces with chaingunners out the ass?
>>
>>3230358
Okay then.. can SBARINFO calculate based on how much of an inventory item the player has, then (using in place of an int)? Like using CheckInventory as a number or something.
>>
>>3230375
Didn't Skillsaw do this a lot?
>>
>>3230391
Skillsaw does ARCHVILE WITH NO COVER traps a lot.
>>
>>3230405
Archville has high pain chance with anything rapid fire though

Git gud
>>
>>3230409
Wait, monsters have different pain chances with different weapons?
I didn't know that
>>
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>>3230409
True, but it isn't exactly the most fun encounter, especially when used ad nauseam.

Hunted is a good example of a gimmick map where the use of Archies in unpleasant environments tailored to make it pressing and hectic, and it is good, it was an entire map built on one concept, done well.
However, it was only one map, and it didn't reuse this gimmick throughout all of Plutonia

It sometimes strikes me as if he's aiming purely for "GOTTA BE HARDCORE BRO" over fun. I really want to like Vanguard, but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.
>>
>>3230417
they don't, and automatic weapons don't trigger pain chance better than the ssg.

ssg fires every 51 tics with 20 pellets

chaingun puts out 13 bullets in 52 tics

plasma puts out 17 bolts in 51 tics

each bolt/bullet/pellet has the exact same chance to proc pain chance
>>
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>>3230417
Not for different weapons, but rate of fire or gross number of hits related to speed is to be considered if painchance is important.

The Cacodemon has a quite high painchance, so the chaingun and plasmarifle will work very good on him.
The chainsaw too, but only if he has nowhere to run, err... float.

Then you have the supershotgun, which doesn't shoot fast, but each discharge is a lot of projectiles, so a near full, or outright full score of shot on a monster, has a typically high chance of pain, it's guaranteed to make most monsters flinch roughly half of the time (and this is an integral part in the previously mentioned Hunted)
>>
>>3230421
>but the monster count in some of the levels are just a chore, it's not challenging my skills, it's just challenging my patience and attention span.

So many wads do this, it's so unfair. Specially some that look REALLY good (Prodoomer, Ancient Aliens, Knee Deep in Zdoom). That's why wads like Return to Saturn X (at least episode 1) are so fucking good because they never feel tiring. It's just about the flow.
>>
>>3230421
The final map of Vanguard was just awful. Fighting in a boring nondescript lava cave full of hurt floors and enviro suits for 15+ tedious minutes.
>>
>>3230409
>High pain chance
It has a 3.91% chance to flinch from every hit.

Archvile without cover traps usually has them come in pairs and if you're pistol starting like you're supposed to you don't usually have a plasma rifle to try and roll the dice on it.
You're supposed to run far after knowing the trap is there ahead of time
>>
>>3230430
Yeah, I loved the design and atmosphere of Vanguard, but only to a point, the lava cave shit just had me go "fffffffffuck it I know where it's going from here"

I have never gone from high to zero enjoyment so fast in a levelset that good looking, though I suppose that one level with roughly 150-250 monsters dancing on concrete pillars, as you circlestrafe the entire concourse around them, was a pretty telling warning sign.
And the garage full of mancubi.

>>3230428
I think that a lot of big name mappers don't actually have a very good grasp of good gameplay flow or good monster placement, like, they're not untalented, they can have very beautiful and interesting maps that would be fun to explore, but the gameplay is just substandard over half of the time.
>>
>>3230417
Nope. It's the same for every weapon, but rapid fire = more hits = more chances to stun.

Super shotguns also have a very high stun rate, since the stun chance is calculated for each pellet. You can easily stunlock an archvile with the SSG if there are no other distractions.
>>
>>3230452
Super Shotgun only has a 78% chance to cause pain on an Archvile per shot.
Skillsaw loves using 2-5 Archviles for his Archvile traps.

Do the math here.
SSG is still godly against Archviles and I really like Skillsaw's maps, I just don't care much for this style of trap in particular since sometimes you can't get away from taking a hit
>>
>>3230457
That's about 4 out of 5 shots, assuming you score a full hit, so that's actually a rather reliable way to stun an Archie

>Skillsaw loves using 2-5 Archviles for his Archvile traps.
This is just tedious, if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit
>>
>>3230462
>if there's nothing to break line of sight, or at the very least large space to maneuver and other monsters to distract with infighting, that is just annoying bullshit
That is the complaint about Skillsaw's use of Archviles for the most part.

Sometimes they can be used well. Valiant had a few creative Archvile traps.

Ancient Aliens did not.
>>
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>>3230375
>>3230384
>>
>>3230425
While the SSG has a greater chance of stunning once every one and a half seconds, the plasma rifle's smaller chance is broken up into many more individual possible stuns. It's also actually capable of doing sufficient damage to kill an Archvile within the 66 tics his attack takes to execute, something the SSG can never do. I'd put my faith in the odds of either stunning or killing before a higher chance to only stun.
>>
>>3230471
I just want to point out that I really like the plasma because it's such a good weapon.
>>
You know Joel, that Swedish streamer who is part of the Vinesauce group?

Well, he finally did a stream with Doombuilder. It's a whooping 4 hours.

https://www.youtube.com/watch?v=zzfqsSm7JBc
>>
What's this about GLOOME having gotten a breakthrough?
>>
>>3230480
I'm not the biggest fan of its sound or visuals, but functionally it's fucking great. Best weapon to carry with you into hostile territory.
>>
>>3230471
>66 tics on Archvile attack
>Plasma rifle gets 1 shot every 3 ticks
>22 shots
>22 x the average of 5-40(22.5) = 495
>Archvile has 700
Not sure I'd want to be betting on this even though it should spike up higher(But never hit the max damage of 880)
Granted if there's absolutely no other options then fuck yes I am going to use the Plasma Rifle over the SSG here, unless that's not an option either.

Skillsaw uses more than one Archvile to prevent this strategy though.
>>
I just started playing DOOM 1 for the first real time, 2nd last level of E2, and god damn I didn't think I'd enjoy it as much as I do.

Only doing Hurt Me Plenty. Had to redo E2 since I thought I'd just pistol the cacodemon in M1.

Is there any tricks I should know about?
>>
>>3230489
I dunno, anon, what is it?
>>
>>3230496
If you move forward while strafing you will go faster.
The BFG9000 is a close range weapon.
Ultra-Violence mostly determines enemy count along with Hey Not Too Rough and Hurt Me Plenty
I hope you have fun with Doom
Don't touch E4 until you're confident in your abilities. The first two maps are the hardest official maps made by id
>>
>>3230483
Whoa, Joel makes Doom maps? it's the first I've heard of this.
>>
>>3230496
After finishing Episode 3, move on to Doom 2, then go back to Episode 4. That's the order they were created in and Episode 4 will fuck your shit right up if you go straight to it from Episode 3.
>>
>>3230504
Okay, thanks. Your first tip sounds like DoomRL where you're almost always wanting to move diagonally.

Is there any options I should be (de)selecting? I'm using ZDoom from the pastebin and also playing Ultimate, and have a 16:9. Everything seems fine, but I'm just wondering if there's any other recommended tweaks
>>
>>3230514
sorry, meant 16:9 monitor. Playing default resolution.
>>
>>3230514
No jumping, no crouching. This breaks levels a lot.

If mouselook is on and you want to keep it that way you should turn off autoaim.
If mouselook is off that is how Doom is meant to be played, with vertical autoaim.

It's really up to you on how you want to play it though.
>>
>>3230526
oh, jumping should be off? This should up the difficulty a bit then, at least secrets-wise.
>>
>>3230530
You don't have to turn it off if you trust yourself to just not jump.

Doom was not originally designed with jumping or crouching in mind so you can easily mess things up and get stuck or skip massive portions of levels.
>>
>>3230506
I'm not sure whether he makes them, but I think he brought up once that he knows how to make them?

Personally, I wouldn't mind taking part in a map contest should he host one.
>>
>>3230530
I would just go with PrBoom+ for playing through vanilla Doom.

This is coming from someone that mods for (G)ZDoom, the times I actually play Doom for fun anymore I do it in PrBoom+.

Great movement, great feel, comfy mouseturn, smoothest running, most maps are made with Boom in mind and you can record demos to boot.
>>
>>3230556
I can't get over vanilla doom thing->thing collision

like goddamn I bumped into the thing, why is my momentum still going forward

yes this fucks me up, especially with skeletons and pink goblins
>>
joel from vinesauce uses doombuilder for four hours

https://www.youtube.com/watch?v=zzfqsSm7JBc
>>
>>3230101
Yeah, just use any of the code to update the velocities of the projectile every tic and there you go.
>>
When making a level for Doom 1, what do you consider the most important Do Nots to avoid doing?
>>
>>3230483
Oh neat. I didn't know he made Doom maps.
I enjoy Joel's streams, so watching him build a Doom map for 4 hours sounds like a good night.
>>
I like those punishing WADs with hordes of enemies. In fact, I get bored playing the commercial WADs and I have to put on -fast on them if I want to keep entertained.
>>
>>3230731
well first off, do not pet the cacodemon
>>
>>3230731
Don't overuse Barons?
>>
>>3230731
Keep the layout intuitive and go easy on the closets
>>
>>3230727
Whoops didn't see the repost
>>3230227
You could use this
http://forum.zdoom.org/viewtopic.php?f=37&t=48211
I haven't looked at it in a while and am still on phone so can't but iirc it's well commented. Just make another version of the function that sets the calling actor to the velocities at t instead of spawning a new projectile. Also there is an unused version in there which uses quadratic formula and law of sines instead of just brute forcing the law of sines, at the time I thought I was fucking it up somewhere but I have since realized that I was using an outdated acc git version that apparently had some issues, so that might've been the culprit. You wouldn't really need it unless you wanted it to aim towards a collision moe than 11 seconds later though.
>>
So which of those Community Chests are considered the best? I'm playing through one now and it has some decent levels, but sometimes there's a level that makes no fucking sense and irritates the shit out of me. One had me wandering around for 20 mins before I gave up and skipped to next map. I said out loud, "Fuck whoever made this." I then read on the wiki that the dude who made it died awhile ago.
>>
>play btsx e1 map15
>far into the man cyberdemon spawns right next to me and kills me
>never saved

fug
>>
>>3230783
>man instead of map
sorry
>>
>>3230764
I think 4 is the most well regarded. Also thanks to it's very good texture pack that comes included for use in your own levels if you feel.
>>
>>3230504
This guy again.

I don't understand Inferno. Is it the 'hard mode' of Doom 1? It just seems like I have to keep evading and hope for an exit.
>>
>>3230806
Map 1 is rough as shit if you don't know what you're doing but it gets better. Not that it isn't still difficult.
>>
>>3230783
thats not just far into it, you were right next to the exit. that sucks
>>
>>3230814
yeah, that's just shit level design in an otherwise great megawad
>>
>>3230808
I got to 3, only bypassed 2 after getting frustrated with it and watching a speed run up to and including 2.

I'll try again tomorrow. Don't want anymore spoiled for me. Might even end up writing some notes lol
>>
>>3230819
>Don't want anymore spoiled for me
The big boss is the Icon of Sin.
>>
>>3230576
>What if I told you how fast Doomguy goes isn't necessarily equal to his speed?
>>
>>3230819
shoot the final boss until it dies
>>
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>>3230829
>>3230837
I meant speeding through levels.

But damn. I can't wait to figuratively kill Romero.

>pic
hmm.
>>
>>3230864
>not using the legacy captcha
>>
>>3230727
>>3230749
The problem with that is that the missile would be completely unavoidable as it would have no maximum "turning angle", right? The way to avoid a leading missile is to fake it out after it's compensated too far in one direction.
>>
>>3230764
Citadel at the Edge of Eternity, right?
I hear 2 and 3 are really good, dunno about 4.
>>
>>3230874
I use appchan x. Otherwise /gif/ webm's would auto play at full volume.
>>
>>3230885
No, just lead it into something or outrun it.
Keep in mind this might be even easier than a normal missile because it will correct to your current heading, but your current heading might mean a collision inside a wall. For instance, if one is coming down a hall towards you, you start from left side and juke right, it turns to its left to "track" you and hits the right (from your view) wall and dies. This could also be done in a open arena, so long as you have a wall somewhere. The only way it would be undodgeable is on a raised flat surface surrounded by damaging floors, in which cases regular seeker missiles would pose a problem too (the best case scenario being stable orbit, which still doesn't get rid of them.)
It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
Btw, the predictable nature missiles that intercept 100% of the time is why in tsp the hard mode monsters have a thrre way split between normal missiles, intercepting missiles, and missiles aimed at a random angle somewhere between those two paths.
>>
>>3230908
"fake it out" was refering to crashing it into a wall as well, though it would be more difficult to do when the missile has a max turning angle.
>It would be trivial to add a clamp to the maximum angle change though, just use one arg and then it behaves like a decorate seeking missile.
I.. I don't know how to do this. That's why I'm asking if someone else has already done it.
>>
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>go to sleep
>have a dream about part of a quake map, extremely detailed (even has the flickering pixels where the void leaks through a wall joint)
>wake up and immediately scribble down a sketch
>realize it's poop but start attempting to recreate it anyway

IS THIS HOW IT STARTS
>>
>>3230925
Yume Nikki Quake when?
>>
>>3230925

>(ab)using lucid dreaming for mapping purposes

could this be possible?
>>
>>3230946
>tfw have never been able to lucid dream
god that would be incredible, especially if you're someone who can remember their dreams well after they wake up

>using the weird shit your mind generates when you're asleep to make creative as fuck maps without needing the fucking architecture degrees all the best mapmakers have
>>
>>3230918
Ah, I see. Though having no max turning angle would mean that it would be easier to fake it out, as it would be easier to get it to take an extreme angle when you move. This is assuming it isn't absurdly fast.
Do you know acs or c? There are tutorials online for both, with far more for the latter. Basically most things you will learn about c basics will apply to c, biggest difference is it doesn't have floats or double variable types and uses fixed point which is big ints. I forget the actual numbers right now and if I look it up my stupid phone will eat this post, but for precision say you have 1000 equal to 1.0, so 500 is 0.5, and you have to use fixedmul and fixeddiv (I think those are the names, again can't look them up) and fixed sqrt cause 0.5 * 0.5 is not 500 * 500 which would return 2500 or 2.5 but rather (500/1000)*(500/1000) which gives correct 250 or 0.25.
For the clamping basically just take the current angle at the start of the script, and when you figure out the new heading if the difference between the new and old angle is greater than the max angle, set new vector in old angle +/- max angle.
If you don't, I can maybe do it later. If you're on IRC or discord might be faster to bug someone else to do it because it's not much code and I'm currently on a stupid vampire schedule because I'm doing a bunch of dumb crap in the new attic for a while.
>>
>>3230953
Whoops, this is meant for>>3230916, thought it ended in an 8 after I accidentally deleted last digit but was wrong.
Anyway I looked it up now and the number I used 1000 in place of is actually 65536. Also, forgot to mention, fixed point is not something unique to acs it's just not as common used in c where float and double are available. Carmack used it for Doom map coords though, which is why it's in ZDoom.
>>
>>3230925
I do this sometimes. Or I get inspiration right before going to sleep.
>>
>>3230953
>Basically most things you will learn about c basics will apply to c,
Meant
>Basically most things you will learn about c basics will apply to acs,
>>
why does fireblue exist
>>
>>3230968
Cause Mt. Erebus needed to look firey and blue.
>>
>>3230908
I think, you could also make "prediction" code check if there's a wall in the area it predicts rocket to hit the player, and fire closer to the player instead, or make an iteration of wall checks, that will make it shoot at a wall near the player.
>>
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http://celephais.net/board/view_thread.php?id=61316

New Quake map for Arcane Dimensions, a remix of E3M2, apparently something that didn't make the cut for the upcoming AD update in June.

It's a very pretty map, though a bit too similar to the original. The most different part is the final arena, which I think is pretty dull compared to its original counterpart and is visually strikingly plain and bland compared to the rest of the level.
>>
>>3230968
Possibly one of Doom's most enduring mysteries.
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>>3230992
Them little flame trails coming out of the lava though
>>
>>3230992
Neat, I'll see how it is when I'm done pooping.

>>3230996
Those are Quoth things iirc, lots of maps in Arcane Dimensions use them as either orange flame trails or white mist/smoke trails to denote secrets or jump-into-the-tube areas (you can even see a few in the start map).
>>
>>3230990
>predictive homing missile

You just need to have the missile spawn an invisible actor and store it in it's tracer pointer, then you have the invisible actor warp to the target with the target's velx, velz and vely in the x/y/z offset arguments. Probably gonna have to do an acs call for each
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>>3230749
>>3230953
>>3230958
I'm trying to learn ACS but this is really, really flying over my head and too advanced for me right now, I'm really sorry.

Have you seen this projectile intercept script?
http://forum.zdoom.org/viewtopic.php?f=19&t=50517
I feel like it's a lot simpler than the other one and might be easier to work out the clamping/change velocity thing. (Or at least it's not as mind boggling for me to read, the one you linked is full of so many little ints everywhere and I don't know heads or tails of what's going on! I feel awfully stupid)
>>
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Guys, I have an ethics question here. I know a common and generally accepted practice of the doom community is to reuse sprites made for other games or other wads in your doom mods.

Nobody seems to see an issue about that (I mean, Eriance's sprites pop up EVERWHERE, if this was a problem, the guy would have grounds be pissed)

Now, how do you feel about reusing someone else's maps ? I somehow feel like it's more of a gray area but I can't articulate why. Is it legit as long as you give proper credit ?
>>
>>3231019

The thing is, Eriance specifically said "yeah sure you can use my sprites for whatever" and released them into quote-unquote "public domain". Hence why they're now in Freedoom as well.

A lot of mapsets (especially on /idgames) have little clauses in their Readmes which state it's cool or not cool to use the wad as a base for your own mod.
>>
>>3231019
It'd be best to have permission.
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who /Doom95/ here?
I refuse to change ports.
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I must have missed it (but I did CTRL+F on the previous 2 threads) but I am surprised /vr/ did not talk about this
http://i2.wp.com/calavera.studio/wp-content/uploads/2016/05/mini-doom-2.jpg?fit=854%2C480

Seems lovely.

>>3231034
I remember having to get into some kind of DOS looking screen to play in multiplayer with my dad, fun times.
>>
>>3231036

the chaingun and the shotgun share ammo. And some of the sounds are weird, and the music is too loud

Fuckin nailed the art style though I adore it.
>>
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>>3230216
>>
>>3230992
Ran through E3M2 as a quick refresher, forgot how fun a short McGee map can be. If you're playing it from a shotgun start (on Hard, of course), you've got to trade grenades with the Ogres a lot so you can save nails for the dual Shamblers and use the extra grenades you get for the zombies, and the Fiends are definitely annoying given that you only get the super shotgun after the Shambler fight. Couldn't remember where the damned second secret is, though (unmarked lower right corner of the crucified Jesus).

Let's see how the AD remix plays, then.
>>
>>3231027
>>3231020

Thanks guys, I guess I'll investigate readme's and hope I'll find what I'm looking for.
>>
>>3231054
Ah, okay. It's THAT kind of remix map.

The change from blue runic to more typical orange-brown rust-hell is iffy.
>>
>>3231065
Reminds me a bit of Unreal.
>>
>>3231065
Without a grenade launcher, you're forced to use the Shadow Axe to get rid of zombies which is honestly not very fun given the confined quarters and needlessly long delay between hitting a button and actually being able to move around again, not to mention the chance of them wandering the wrong way and preventing you from actually getting the axe until you've wasted shells temporarily downing them.

The next Ogre area is pretty alright looking, as is the moonlight-lit top floor (where you get both the SSG and GL) but there's no Quad Damage to be found on the ground floor this time, just a measly 15-health pot that only opens after you've hit the center switch. Thanks, dev.
>>
Took a while because I wrote replies but phone died just as I was posting them. Am at pc now but about to go to sleep.
>>3230990
The most reliable method I've found while working on this for another thing a while ago was launching fastprojectiles from the target that die in a tic and have speed and heading set so that they die when they reach the point you're trying to check. If you don't want it to stop if it hits another actor give it +thruactors. The drawback is that this is not instantaneous and takes a tic to get done. Forcespawning something somewhat works but is prone to both false positives and false negatives under certain circumstances.
>>3230998
Warping is generally spot on when it comes to displaying things, but where the game or acs thinks things are can be really wonky. Try to spawn something from a warping actor and you will see it sometimes spawning it nowhere near the line from the start to end point of it's warp. Using setactorposition can be more reliable but that has it's own set of issues that comes with it, as it can be finicky about what it will do.
>>
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>'The Hungry' Lost Soul variant in DoomRLA
>Fast as fuck
>Does a shitload of melee damage
>One of them can kill you very quickly
>They come in groups

What the fuck is this horseshit? Out of all the souped-up variants why is this one the deadliest?
>>
>>3231068
I can see the resemblance, yeah.

Once again the gimmick is "close the door the player expects to go through in their face," and this time the normal floor is gone and the not-secret has become the correct passage (helpfully marked by a blinking red arrow).

The lava lights things up way too much, I feel. No shadowy crucified Christ with the head just out of the range of the light? Lame.
>>
>>3231000
I've seen it and briefly looked at the code a couple of months ago, iirc the interpolation is based on target average movement rather than treating target heading as something that will continue at same and using law of sines, which would probably end up being more and less accurate, depending upon the circumstances (as in, if I worded that poorly, in some cases would be more accurate and in others less.) The taking the player rotation into account isn't something that my script is doing at all. IMO if you want to keep the player on their toes, the more methods you could employ to interpolate the better, and randomly switch between which one is used.
It looks like it is nicely integrated into decorate; if you find it easier to use then go for it. Probably use it with
http://zdoom.org/wiki/A_ChangeVelocity
the only thing is you would still have to go into acs to clamp the max angle the projectile can change without a lot of ugly decorate jumps or using the new scripting branch stuff. But any method you use will have to do that.
>I feel awfully stupid
Don't. Everyone gets overwhelmed with this stuff at first and if code is difficult to understand half the time it's the fault of the coder. I don't remember if I actually commented this that well or if it was the lightning spawning script that I commented well. Or maybe I commented neither well. I'm on a sleeping pill as I type this.
In any case most of those little ints are just switches. I may be on irc again at some point, but most of the time I'm not really there. Like I said before, vampire schedule.
>>
Maybe I should try to complete Doom 2 with Hideous Destructor. Managed to also beat first maps of Deus Vult 2 and Sunder on it
>>
>>3231089
>doom 2's level design
>HD
stream it, i want to fucking see this
>>
>>3231080
You faff around for a bit, deal with fun Fiends in tiny hallways and fight some skullmissile throwing robe-wearing losers (who die so easily, why are they so overused in AD maps?) before doing fun fun fun first person platforming.

The bowels of the level have a somewhat Quake 2-ish feel with the lighting and vents everywhere, I guess, but use too much Q1 stuff to really be close.
>>
>>3231095
The slight blue tint to the outdoor-lit areas are nice, again (yay colored lighting), but some of the elevators are really fucking janky and stuttery, not sure why- IIRC ad_cruical has the same issue.
>>
>>3231095

are those shotguns projectile based?
>>
>>3231104
The Shambler arena is massively expanded with a few zombies, an annoying Vore (running around the outside is juuuuuust too loose of a circle to lose its projectile's track) and a blue Hellknight wandering around instead of hiding inside the pillars. More enemies spawn, and then more enemies spawn when you kill THEM, and you basically just circle-strafe around until they're all dead.

Not too great.

>>3231105
Yup! Arcane Dimensions uses projectiles for both the single and double shotguns as well as the mod-specific triple barreled Widowmaker. They feel pretty good to use, and the speed is fast enough that if you can lead with nails, you can lead with shells just fine.
>>
>>3231118
>firearms aren't instant
All interest lost.
>>
>>3231118

That's pretty neat, what other weapons and weapon tweaks are there?

>>3231120

Well technically real guns aren't instant either, they just travel really fast.
>>
>>3230216
>>
>>3231118
Oh hey it's those lost soul models I remember seeing some months ago.
>>
Quad Damage hiding in the wall you have to jump on a little ledge to get to. Would have been helpful before roaming around the fight but I guess I can use it for the Shambler(s) instead assuming they're still there.

>>3231120
git gud

>>3231123
>what other weapons and weapon tweaks are there?
Offhand: shotguns are projectiles, three new weapons (Shadow Axe- axe upgrade that does more damage and gibs enemies, useful for saving ammo on zombies and other things if you're gutsy enough; Widowmaker- triple barreled shotgun, SSG upgrade that uses 3 shells at once for triple damage; plasma gun- electo-pooty point and shooty upgrade for the Lightning gun that eats through lots less Cells); various new enemies both variants of existing ones (Ogres, Knights) and new (Golems, the various Hexen enemies), breakable entities like windows, new powerups, few other things I'm forgetting.

Definitely a good mod base (as is the Quoth modbase it in turn is based off), the levels included range from beautiful and fantastic to kind of sluggy but it's worth playing. Apparently there's gonna be a new version with more maps out this summer.

http://www.celephais.net/board/view_thread.php?id=61270
>>
>>3231118
Does normal Quake have those shell ejections? it looks rather silly how they pop out of your face the moment the gun is fired. Needs a timing tweak I think.
>>
>>3230178
>Klepeck

Aw c'mon, give the original guy credit, not the gawker thief https://www.youtube.com/watch?v=hzPpWInAiOg
>>
It wasn't a QD after all, it's a Nail Piercer, which apparently lets your nails go through multiple enemies.

lmao 2shambler

>implying I'm going to sit there in front of two Shamblers, especially if this was part of a multi-map set and I was saving health for the next
>implying your lowering floor and angled walls are going to stop me from cheesing this fight just like in the stock map

Then you shoot a single Fiend and go through the exit portal (or a portal back upstairs, for whatever reason you'd want to do that- there's no Rune to be found here so who cares about secrets?).

Would up finding 2/5 secrets (nail piercer, yellow armor) and getting 86/86 kills. 6.5/10 it's alright but whatever secrets there are I didn't find because I'm dumb, doors-closing-in-your-face is funny the first time but stupid the second, shadow axe vs zombies in close quarters with slow buttons is kind of lame. Overall it's just slower than the original despite not being much larger.

I can see why it was left out of the Arcane Dimensions update but hell, I'd rather play this again than Crucial Error. Also the author got the name of the original map wrong- it's the Vaults of Zin, not Sin.

>>3231138
It doesn't, no, and it does look kind of silly in AD, but I guess they made them eject the instant you fire because AD has instant weapon switching like various other Quake games and mods (in stock Quake, you have to wait for the weapon animation to finish before switching weapons, and can't switch from the Nailguns while firing unless you let go of M1 first).
>>
>>3231069
You can get the GL if you look around.
>>
Just did the first 7 levels of Wolfenstein 3D TC.
I'm into it.
>>
>>3231167
It's fun if a little boring texture-wise. It feels way more arcadey then even Doom.
>>
>>3231167
>a huge downgrade of doom gameplay and level design
>I like it
but why
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>>3231172
Maybe because I'm high, but moving really fast though the corridors and being able to shoot everyone quick enough to rarely ever get hit is kind of a power trip?
Not saying I like it more than Doom.
>>
>>3231161
So you can, how about that? That makes 3/5 secrets, then, and gets rid of the axe-zombie mess. Dunno how I didn't see that button.

Maybe my brightness is fucked up.
>>
Is Colourful Doom and LegenDoom cool together?
>>
>>3231207
It is, but as you might expect things can get ugly fast when one of the nastier enemies goes Super Saiyan. You can probably tackle some of the black and white spawns if you get a particularly broken weapon or combo, but you're just straight done playing if those guys exalt on you.
>>
>>3231078
it has really low health, if you know where they're coming from you can (usually) tear trough them with a battle rifle or anything
>>
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Why is it so dark?
>>
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>>3231092
Sorry, can't do that. My connection is way too unstable to stream anything, plus I don't think it would be particularly interesting watch.

But you bring up a good point. I think I have tried it before, but got stuck on The Crusher.
Dead Simple probably wouldn't have fared much better. Perhaps it is best not to.

Excuse me while I try out how dead I am gonna get by loading Sunlust and HD together.
>>
How does this look?

https://www.youtube.com/watch?v=oQgknRg1zrE
>>
>>3231284
Too dark. And too spooky for doom.
And the reload animation is too smooth.
>>
>>3231284
Oh shit it's a party.
>>
I want someone to take the sound of the upgraded plasma gun from Doom 4 and put it in Doom 1/2. So satisfying.
>>
>>3231270
It still has some crazy damage output though
>>
>>3231284
Pump animation should be faster.
>>
>>3231296
I havent checked Doom 4 but I think Doom 64 had a great sound and a neat idea, I remember that if there were no more enemies on the map, it would become silent.
>>
>>3231326
Is there any mod adding Doom 64's enemies to a Doom 2 wad?
>>
>>3231331
there was this mod, that let you choose for each gun and maybe even enemy if they had a doom or doom 64 skin, don't remember the name though, googling just for doom 64 enemies mod you get one for doom 1.
>>
>>3231278

Circle strafe
>>
Is there a wad where Doomguy's statusbar face gets progressively happier for a given amount of overheal he has? Like if you had 110% HP he'd look happier and 200% is his happiest
>>
So, I understand that the two girls in Demonsteele is one half mecha girl and one demon possessed sword girl, but why don't we have a staff wielding magical girl?
>>
>>3231348
>Doomguy
>happy
What.
>>
>>3231350
Give him some other reaction with having greater than 100% health then
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>>3231379
How about angry?
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>>3231383
That'll make the pain faces a lot more interesting.
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>>3231350
Have you ever actually played Doom?
>>
How do I stop making boring, Wolfenstein 3d-tier levels that just so happen to utilize the z-axis some times?
>>
>>3231428
That's not happy. That's "fucking insane".
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>>3231430
Play with detail. You'll be fucking around with stuff like hell rock formations, lights and computer terminals and such for hours if you let yourself get lost in it.
>>
>>3231434
Insanely happy.
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>>3231434
He's not a fucking Angry Marine, anon. He's a human being. I know Brutal Doom and Doom 4 try their best to convince you otherwise, but remember that Doomguy doesn't have a name because he's supposed to be YOU. If you interpret this as being constantly angry, insane, and literally incapable of ever feeling happiness, maybe you should seek professional help.
>>
>>3231448
Never played Brutal Doom. How is it?
>>
>>3230209
hey anon, I'm wondering, what licence is this under? How should I credit you? I'm thinking of using this in a non-doom project of mine.
>>
>>3231450
Makes you feel like a psychopathic killer. Your guns gore enemies in incredibly brutal ways with them screaming and stuff.
>>
>>3231450

Basically cut the average lifespan of an enemy way down, throw in some harder to dodge fancy glowy projectiles and some bullshit hitscan.

Oh and melee is instant death for both sides.
>>
>>3230952
It's not that incredible. When you're aware, the dream starts breaking apart and it "crashes" if you try to experience something you've never experienced before.

Especially sex
>>
>>3231450
It's sorta okay. There's more fun gameplay mods these days though.
>>
>>3230203
BTSX E2 + Metroid Dreadnought
I need to try this, but doesn't dreadnought make you a little overpowered?
>>
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I think there is something wrong with my Demonsteele.
Lot of maps have lot of the floors lowered, for example, here is DV2's Unholy Cathedral. I am not supposed to get to central area until later, but the blockades have vanished. Only left behind the detailing in them. Really breaks lot of the maps.

I am using the latest GZDoom dev binaries and this doesn't happen with other mods.
>>
>>3231471
Try redownloading DS?
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>>3231469
It does, but things balance out okay since BTSX E2 is pretty hard.
>>
>>3231471
That would be the smaller player hitbox fucking up voodoo doll scripting. Nothing to be done about it except play another mapset.
>>
>>3231479
That might be it, actually.
Shame... Seems like lot of maps rely on it.
>>
>>3231479

>Voodoo Doll Scripting

Please don't do this modern mapmakers.
>>
>>3231478

Holy shit those particles are so sexy
>>
>>3231478

Pssst Show the Shinespark next
>>
>>3231478
This is making me think, what's the best way to handle walljumps/wallrides/etc in FPS vidya in terms of control?
>>
>>3231486

There's no easy way to do it. I pull up mirrors edge as an example.

The problem is the first person view is great for shooting, but when you get into advanced platforming you have to deal with some serious disjunction issues, which leads to vicious motion sickness.
>>
>>3231483
But it's fun
>>
>>3231483
Cross port compatibilty isn't such a bad thing anon
>>3231486
Just make the player bounce at the same angle a rubber ball would, with a velocity reduction factor that works with the rest of the game/mod
>>
>>3231501
I fucked up
>>>/v/338377420
>>
>>3231487
It can get pretty finicky as well. I tried playing Golden Souls today and I must say that GZDoom's physics are slippery as fuck when it comes to platforming.
>>
>>3231448
Ranger is still pissed off all the time though, right?
>>
>>3231515
I think you should be able to hack nashmove (less slippery movement) in there with just a minor adjustment to Golden soul's player class.

Anyway the slippeyness comes from vanilla doom, but it's a fucking mystery why modern ports don't allow disabling or tweaking it on the wad level
>>
>>3231525
Oh yeah, totally. You don't just fight hundreds of Eldritch abominations and come away with a stable mind.
>>
>>3231487
Parkour Fortress (TF2 Mod) does first person platforming perfectly, so the first-person view is the last complaint you should have about implementing parkour.
>>
>>3231527
He should have just given the Shambler the hug it wanted.
>>
>>3231527
And to add onto this, Ranger fights his enemies in worlds they've already conquered. Dead worlds with no hope left. His victories are hollow ones. Doomguy directly saves his species and his planet from the demon assholes who attacked it.
>>
>>3231543
Is it worlds they've already conquered- or were those worlds made for them, with each dimension's inhabitants just as ancient as the runes and glyphs lining its muddy hallways and caverns? Hell is a human concept that everyone understands, the evil place of demons and lava- what do you do when you start venturing into worlds beyond things like emotions or feelings, places where fighting cloven-footed imps would be the best possible outcome?

And moreover, why do the Old Ones have grenade launchers?

Ranger is gutsier than Doomguy, at least, but it definitely left him in a worse state of wear (and if the Q3A player descriptions are to be taken as future-canon, Doomguy stayed at least somewhat level-headed and was always pretty stable while Ranger went right off the deep end once the deep end started staring back).


no one gives a shit about bitterman
>>
>>3231579
>And moreover, why do the Old Ones have grenade launchers?
I though they adapted to Earth's technology. Notice how the most advanced demons have ugly weapons installed on them, it's recent.
Like the Cyberdemon, that rocket lawncher isn't Hell Techno, they probably adapted to UAC's tech.
>>
>>3231273
Change your sector lighting mode.
>>
>>3231586
I was talking about Quake, not Doom. No UAC to be found here, only the unnamed military in the slipgate complexes (whose skull-and-wings icon would be reused for the Strogg but we don't talk about them).
>>
>>3231443
The detail doesn't affect gameplay though. I can work with detail, what sucks about my levels is the gameplay. If I could make tough as nails, fun levels, but only had use of STARTAN textures, I would be fine.
>>
>>3231589
Thanks, it fixed things a bit.
Feels like it's still too dark.

>>3231593
Don't know shit about Quake, sorry.
>>
>>3231034
I grew up using that, before I realised there were source ports.

Outside of the frontend, I don't miss it at all.
>>
Decided to finally get Quake 2 after playing too much Doom. What am I in for?
>>
>>3231638
The warning that you should play Q1 first.
>>
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>>3231638
Something that isn't really Quake.

Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system? I don't have QL because I neglected to link it to Steam years ago and want to see some things beyond shitty compressed wiki pages.

>Ranger isn't a manlet
SOILED IT
>>
>>3231638
Disappointment
>>
>>3231638
Dreadful boredom.
>>
>>3231643
>>3231647
>>3231648
You can't fool me, I played Quake 4, I know how disappointment taste like.
>>
>>3231645
Get either ioquake3 or Spearmint. The latter is a fork of the former with additional features. You could technically run Q3A on modern Windows and use console commands to change screen res but you might as well use a source port.

I don't know if OpenArena even uses ioquake3, but it runs on modern machines fine.
>>
>>3231638

The only good quake. Except 4. My main point is that 3 is shit.
>>
>>3231650
Here's a screenshot of Spearmint's splitscreen
>>
>>3231652
Nice opinion, but I had too much fun with Quake 3 to believe you.
>>
>>3231649
No. You have no clue. Q2 didn't age well like Doom or Quake 1.
I might have been the absolute pinnacle of tech at the time, but playing it today is about as fun as filling your taxes.
>>
>try Giants Citizen Kabuto
>basic weapon doesn't have hitscan
>uninstall
I just wish all FPS had hitscans weapons. These are the best.
>>
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>>3231650
Alright, I'll look into those.

>fucking portal technology and shit
jesus christ Carmack, now I know why id tech 3 is used in so much stuff

>different playermodels hold their weapons differently
>ranger finally has proper human proportions due to not being meant for 5:4
>HUD is still squished

DEEPOST LORE
>>
>>3231654
And it works on OA too if you really wanted to for some reason. Like uh, character models? But you could just port them to Q3A.
>>
>>3231663
Forgot webum

>It's like Q3A but with freedumbs and anime and furries and bizzare shit
>>
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>>3231645
>Speaking of Quakes, how the hell do you get Q3A to play nice on a modern system?
Install and double click an executable. Maybe fiddle with autoexec.cfg if you're feeling fancy.
>>
>>3231661
>Uninstalling Giants
ABSOLUTELY
HARAM
>>
>Ranger model doesn't have HUUUH
>fucking john carmack model does

id why

>>3231668
Rude.

>>3231667
jesus christ why
>>
>>3231662
The splitscreen options it has are surprisingly very friendly to configure compared to some PC games that have it. When selecting player models and key bindings you choose what player gets the changes prior to configuring, and individual players may drop in/out via the menu.

>portal tech

It took until Quake 4 to have the ability to shoot shit out of one portal and have it come out the other.

>>3231670
OA is supposed to be an open source alternative. The quality is a little over the place but provides a game for devs who want to port Q3A to another platform or some shit. I know one Android port of ioquake3 defaults to downloading OpenArena if you don't have Quake 3's data files.

The gimmick is the (somewhat crude) adult content. A major overhaul is in the works.
>>
>>3231670
>Rude.
Look m8 unless you're running windows 10 vanilla out of the box Q3 works flawlessly on modern systems, I reinstalled it not too long ago
>>
>DOES LOOK LIKE THE FACE OF FUCKING MERCY

I've always been a UT guy, but these other silly one-paragraph Q3 characters have charm in oodles with all the model-specific HUUHs and gestures. also why is Crash the only Doom-type with a blank TV screen for a visor instead of an actual shiny one IS SHE NOT REAL

>>3231695
It doesn't like alt-tabbing.
>>
>>3231485
what shinespark
>>
>To kill the Quake's final boss you telefrag him
Somehow, it feels meta.
>>
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Let's see if this is completely unplayable.
>>
>>3231732
Oddly fitting for the setting though, no? How else are you supposed to kill Cthulhu's sister, a shotgun? If Lovecraft (or Call of Cthulhu) should have taught you anything it's that you've gotta think outside of the box to put the Old Ones back the fuck to sleep.
>>
>>3231019
>Nobody seems to see an issue about that
Uh, people do get pissed about others taking their artwork without permission.
>>3231019
>Now, how do you feel about reusing someone else's maps ?
That would cause a shitstorm.
>>
>>3230203

I see your Dreadnought+ BTSX E2 and raise a Roguelike Monsters on Technophobia difficulty for the true space pirate hunting experience
>>
>downloading Quake setup
>1,1GB
>meanwhile Startopia is only 700MB
Whut?
>>
>>3231793
Back years ago, music was the almighty eater of space.
>>
>>3231718
>It doesn't like alt-tabbing.
Alt + enter for windowed or ctrl + f12 for minimize

you can even run it in borderless natively if you have the know how

console kiddies ruining my /vr/
>>
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Man, the whole smaller hitbox of Demonsteele breaking the voodoo-conveyors is pretty big bummer. Lot of Sunlust is absolutely demolished by it.
>>
>mfw watching the Doctor Who "Water on Mars" episode
>a sound effect sounding like it came out of Doom
I must be dreaming...
>>
>>3231842
Doom's sound effects are almost entirely taken from a stock sound library. You'll hear them all over the place.
>>
>>3231812
Do you think I am retarded

Even in windowed mode alt+tab failed to do anything
>>
Anyone here know anything about glsl fragment shaders?

I really want to use the ViewMatrix[2][0] variable in gzdoom which was suggested to me by someone on the forums, but the game refuses to recognize it. Is it a 1.x vs 2.x branch thing? Can't test on the latter, and I know for a fact there's been some hidden changes in how shaders work
>>
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>playing claustrophobia 1024 with a mod that deals with killing spiders

why did i think this was a bad idea?
>>
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p.s ViewMatrix[2][0] is supposed to be the cosine of the player's angle. I wanna make nice water surfaces
>>
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>>3231862
oh. that's why.
>>
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>>3231865

You chose your fate.
>>
>>3231748
I suppose after all the bullet sponges the game featured is certaintly much better than shooting the thing for an hour.
>>
Anons tell me.

Why are Maps 11-19 of Doom II so boring?
>>
>>3231893
>bullet sponges
>wahh i can't instagib everything with my ssg

fukken doombabs
>>
>>3231680
what the fuck is that fov
Thread replies: 255
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