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DOOM THREAD / RETRO FPS THREAD, PRO STRATS EDITION - Last thread >>3245224

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

TUTORIALS/UTILITIES
https://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

Let's make proper OPs since now on together!
>>
===NEWS===

[05-27] Anon's first ever WAD >>3248748
https://my.mixtape.moe/nfllhf.wad

[05-27] Dishonored in Doom >>3248337
http://forum.zdoom.org/viewtopic.php?f=19&t=52254

[05-27] /newstuff #499
https://www.doomworld.com/php/topstory.php?id=4591

[05-27] OBLIGE v7.37
http://oblige.sourceforge.net/forum/index.php?topic=479.0

[05-27] Monster factions by scroton >>3247481
https://drive.google.com/file/d/0BxbbtKR5bll_bHU5OHhMcy1zS1E/view?usp=sharing

[05-24] DUMPs now on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-2

[05-24] Anon mod update: Impatience >>3239714
http://www.mediafire.com/download/147jrc6922649jm/Impatience_38.rar

[05-23] Preliminary DUMP 3 info >>3236948
http://pastebin.com/QYXUCMHZ

[05-22] New, higher res scans of The Doom Comic
https://www.doomworld.com/10years/doomcomic/comic.php

[05-19] Chex Quest dev remaking it in UE4
http://www.chexquest.org/index.php?topic=5307.0

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

[05-19] Midi covers by 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

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

[05-15] Some details on the "Booty Project"
>>3214427

[05-10] Anon map release: Baal Hadad
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

[05-07] Quake 3 Revolution stuff:
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
https://www.sendspace.com/file/fhbms4

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

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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
>>3250273
God bless RottKing/Pordontae for that video.
>>
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Just played navyseals. Before playing i expected something really bad. Holly shit! Really fun to play it. This mod great for its time actually. Counter Strike can be a different game but they fucked up.
>>
>>3250354
>that arm texture

jesus christ anon, trying to blind somebody? spoiler that shit
>>
I recently noticed Samsara had been updated so I downloaded the new one and got this:
Script error, "samsara-v0.34-beta.pk3:cvarinfo.txt" line 1:
cvar 'samsara_cvarinfo' already exists

Did I fuck something up or what?
>>
>>3249975
>How do I get the recreated MIDI soundtrack in Doom 1 (GZDoom preferred)? I use ZDL to launch the game. Am I doing it right?
Image is attached to that post.
>>
>>3250391
go into your .ini and delete all instances of samsara_*
save
reboot
>>
>>3250406
I-I can't seem to find the .ini file for some reason.

Maybe I AM retarded
>>
>>3250419
It should be in the folder with your Zandronum/ZDoom/GZDoom executable. Usually labeled as "[portname]-[username].ini".
>>
>>3250425
It's not there.
I'm really kind of confused at this point.
I've got Zandronum, but there's no .ini anywhere that I can find
>>
>>3250456
did you put the game in your Program Files directory? i hope not
>>
>move the doom ssg from Quake 3 Generations to its own pk3 as a replacer
>start a game
>tiny needle dick shotgun from the centre of the screen
>nothing else can be individually centred
it looks like such a good model when on the ground too...
>>
https://www.youtube.com/watch?v=sZoAYvFC9SU
Thoughts?
>killing the lil robits for no reason
>>
>>3250481
really the Reason Doomguy punches them in 2016 is because he has no UAC credits, a spin animation followed by them becoming intangible would work just as well, but Mark is a violent guy
>>
>>3250480
it may be Spearmint's fault. Does the shotgun use any QVM's? If so, try http://edawn-mod.org/forum/viewtopic.php?f=6&t=7
>>
>>3250480
>plays source port
>textures are unfiltered
>>
>>3250481
but robots have no fee fees
>>
>>3250490
>Filters
>>
>>3250490
He's mentioned before he likes it chunky.
>>3250493
Not that joke again
>>
>>3250491
no, but people have an odd habit of humanizing nonhuman robots for being cute.
>>
>>3250481
why don't you scroll upwards, dumbass, we JUST talked about this
>>
>>3250481
>Thoughts?
Didn't get the replies you wanted with >>3249641 ?
>>
>>3250487
i don't know but i see a few qvm files under vm in the pk3s, but nothing with shotgun in the filename. in ioquake3 it looks a little wider but it could be the fov maybe? it's also not exactly animated so i won't use it even if the view gets fixed.

>>3250505
why don't you filter it
>>
>>3250523
Spearmint uses it's own QVM (Quake Virtual Machine) format, and therefore only supports either it's own format, or model/texture patches. read the homepage.
>>
>>3250354
>darkplaces
urgh, anon
use DirectQ
>>
>>3250534
well that explains why generations wouldn't run in spearmint

oh well
>>
>>3250541
Try the port i linked you, it's basically the PrBoom-plus of quake 3 ports.
>>
>>3250545
i'll try it out later, though i already have ioquake3 if i ever want to run one of the mods

i've got a nap scheduled
>>
>>3250493
You got a problem with anisotropic filtering, lad?

Quake 3 has no software renderer, which means, yup, trilinear filtering is the way it's meant to be played
>>
>>3250461
Oh god
Let's say, hypothetically, that I did do that.
What would that mean?
>>
>>3250554
Well this thing is a Gajillion times faster, i used to have a HD3000+Pentium Duo laptop, and it ran at 125 FPS, heh

>>3250557
i'm pretty sure he plays with GL_NEAREST_MIPMAP_LINEAR + Aniso, so don't worry.
>>
>>3250567
heh
>>
>>3250571
hah
>>
>>3250568
>i'm pretty sure he plays with GL_NEAREST_MIPMAP_LINEAR + Aniso, so don't worry.
He fucking what

Floor textures look like cheese graters and doomguy has a swarm of fruit flies around him
>>
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>>3250571
>>3250574
[Worry]
>>
>>3250480
You just need to adjust the Y offset in modeldef
>>
>>3250575
Well he should, but he doesn't. that's how i play, except teh port i use has no aniso.

>>3250574
>>3250584
>https://www.doomworld.com/vb/members/Heh/
>>
>>3250567
windows doesn't like to write files there so config files end up in a virtual directory like C:\Users\you\AppData\Local\VirtualStore
>>
What is up with GZDoom Builder and the Skybox sector?
When I test it with the gzdoom.exe from within the builder, I get the proper F_SKY skybox I want.
When I test it with my regular gzdoom.exe I get some shit with mountains.
>>
>>3250658
>some shit with mountains
do you even E1 bro
>>
>>3250568
Well, it didn't detect my CD Key and also it crashed when I changed the screen resolution.

I didn't hate it though.
>>
Give me a theme or restriction to work with. It needs to be vanilla compatible.
>>
>>3250713
Orange and blue.
>>
>>3250712
It didn't crash for me, what hardware/software are you using?
>>
>id Tech 3 needing source ports
What is this meme? It's pretty much the best game engine in history of ever
>>
>>3250713
no boys allowed
>>
>>3250726
>implying glide is still popular
>>
>>3250725
Nevermind, I see the issue. I set it larger than my monitor.
>>
>>3250738
I find your statement unfounded and inflamatory. It's unreal that was banking on glide, carmack was a GL fanboi since GLquake
>>
>>3250726
Would you believe that if you try to use TGA format graphics in Q3A that store their data top-down, and mark that their data is stored in such a way, Q3A will tell you in the console "WARNING: 'path to .tga' TGA file header declares top-down image, ignoring" and will proceed the load the image upside-down despite being told that's wrong.

Wonder why Carmack did this.
>>
OKAY
So I moved Zandronum out of program files and into another folder, got the .ini and my saves in the right spots and everything, and did >>3250406
but now my problem is, when I try to start up Samsara v.34, I get:
Script error, "samsara-v0.34-beta.pk3:decorate/doomguy/fist.dec" line 11:
"inventory.restrictedto" is an unknown actor property

I can still run v.3 and v.31 just fine, but that just ends up giving me the same error as I was getting here: >>3250391
>>
>>3250747
well you got two choices of driver:
default: modified glquake driver, just barely works properly
Voodoo: i'm not using wrappers son
>>
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>>3250769
I don't see how anyone can be having issues with openGL in this day and... oh wait
>>
>>3250781
but it's cheaper...
>>
>>3250781
carmack's old renderers used sprintf() (?) to read your card's id string, so newer cards end up crashing the game on startup, heh.
>>
>>3250757
>ran .3 and .31
Anon, you just made your problem worse
Go back into the .ini and delete them again
And then run Samsara 0.34 on either gzdoom or zandro 3.0

I'll yell at Kinsie later to make this less hoopjumpy
>>
What exactly causes the armor bug in Doom RPG? Specifically, the one where the "armors held" number goes up, but something that lets you remove armor from the inventory doesn't always make it go down. It's broken quite a few characters since I don't know how to change variables in the console, let alone what variable I would have to change.

Unrelated, was able to change my default midi driver, picked it in Doom, and pic related.
>>
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whats a good difficulty for Unreal?
Godlike seems like overkill.
I just want a lot of enemies.
The damage values in Godlike just seem absurd.
>>
>>3250794
Nice Job Carpark you Really Outdid yourself this Time
>>
>>3250797
No I mean, I CAN run those just fine, but then I have to go delete the stuff again.
No matter what I do though, I can't get .34 to run, even after I deleted all the mentions of Samsara from my .ini
>>
>>3250781
This is the same faggot championing STRAFE from a couple threads ago, isn't it.
>>
>>3250804
And you're running on gzdoom/zandronum 3.0?
>>
>>3250805
No I'm the UT2014 webm figgot

What's wrong with strafe though?

>>3250794
idtech 3 games I play semi-regularly: Jedi Knight 3, Wolfenstein enemy territory. Both run flawlessly in widescreen resolutions no less.
>>
>>3250808
Zandronum 2.1.2, that's the latest one, right?

Does everyone here just use the unstable builds?
>>
How do you organize your doom wads?
>>
>>3250802
genius, anon
fucking genius

>>3250812
depends on your graphics card ,yours is (somehow) compatible.
>>
>>3250813
not everyone, but as kinsie is primarily a gzdoom player/modder, he jumped to something less restrictive in capabilities

2.1.2 can't run it
>>
>>3250818
>depends on your graphics card ,yours is (somehow) compatible.
GeForce GTX 680 aka GK104 aka big kepler much heat wow
>>
>>3250820
Ah, thank you!
>>
>>3250813
only people with Intel HD Graphics.

>>3250814
Average
Copied from phone
Mods
Not shit
--------------------
genius, eh?

>>3250821
you're a lucky anon
you can run Tenebrae without NGlide
>>
>>3250826
>you're a lucky anon
>you can run Tenebrae without NGlide
Gonna switch to gtx 1080 most likely, unless AMD exceeds all expectations somehow
>>
>>3250835
nooo anon
the bumpmaps
how will you live without them
>>
>>3250274
>[05-27] Monster factions
>https://drive.google.com/file/d/0BxbbtKR5bll_bHU5OHhMcy1zS1E/view?usp=sharing
updated link is
>>3249596
https://drive.google.com/file/d/0BxbbtKR5bll_Nmd6S2U5YnViY2c/view?usp=sharing
>>
>>3250841
Oh shit you're right. Guess I'll keep the 680 as a PhysX card, and play quake off it.
>>
How the fuck do I get good at mapping
I mean I know how to make maps, and I'll make a couple of good rooms, but then my creativity and therefore my motivation goes out the fucking window
>>
>>3250863
plan first so you can have some sort of goal
>>
Quake 3: Revolution was going to give you different coloured belts (White, Yellow, Green, Blue, Red, Brown, Black, and Phantom, which is probably purple) alongside your rank (Slave, Freeman, Warrior, Warlord, Lord of Battle)

I got the shader definitions out of a backup made by some editing program the devs used (I presume this because it ends in .bak and it isn't named Copy of so and so or something more human) and implemented it in Quake 3 Arena.

The highest tier is probably purple glowing belts but I'm not too sure about that colour combination, but I do like red and bronze.
>>
>>3250934
excellent work as usual, anon, although you probably shouldn't use Spearmint as your go-to port as it breaks QVM support entirely (see >>3250541 )
>>
>>3250752
Probably revenge for having to use backwards images in Quake 1.

>bottom half of the palette file is light to dark instead of dark to light
>comment in code: "goddammit, the artists made half the palette backwards for no fucking reason"
>bottom half of palette is hardcoded to be read in reverse
>>
>>3250948
I know, that was me. It works fine outside of mods so if I ever want to run a mod I'll use it. The crux of it is I don't feel like changing my whole process for something that doesn't seem to matter right now.

>>3250963
https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/QW/client/gl_rmisc.c
>the artists made some backwards ranges. sigh.
Nice Job Carpark
>>
>>3250974
DEEPEST LORE
>>
>>3250974
>it was you
well fuck me. i thought you were another anon from that old thread, when you started doing this and everyone kept asking you what port you used.
also, could you please turn linear mipmapping on? the floor looks like there's sand sprinkled over it.
>>
>>3250801
>a lot of enemies
>unreal

you're playing the wrong game.
>>
>>3250963
>>3250974
>>3250752
>accidentally put images upside down
>boss asks you to not put images upside down
>forget once
>boss hardcodes it so that you must put images upside down and there is no way around this
>if you try to put them not upside down, program explicitly ignores this and tells you so almost like it's laughing at you
>have to go back and have all images upside down
>mmmmm
>>
>>3251005
mmmm.
>>
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>>3251005
Such is life at id.
>>
I thought it would be cool to put in French Doomguy's voice but his HUGH is so weird.

https://clyp.it/122rb4wc

>>3251000
Yeah, it's about time I solved that.

>>3251005
mmmmmmm
>>
When I try to use DoomRL arsenal with Doom RPG, I get this:

Execution could not continue.

Script error, ":actors/doomrl/ammo.txt" line 10:
Unexpected 'items/clip' in definition of 'RLClip2'
>>
>>3251021
>dat voice
>unfunfunfWEEEEunfunfunfARRGH
mmmm

but yeah, i have the game on GL_NEAREST_MIPMAP_LINEAR and it looks pretty good.
>>
>60fps Doom PSX

https://www.youtube.com/watch?v=-KgbHNuBbU0

Now we don't need that TC anymore. The lighting in that was NEVER right.
>>
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>>3251046
>>
Am I crazy or is acs handling this the wrong way

i = 0;
while(i++ < 64){ print(s:"i is: ", i:i); }

prints values for 1 - 63, but it should be 0 - 63. This works though:

i = -1;
while(i++ < 64){ print(s:"i is: ", i:i); }
>>
>>3251001
No I mean the most enemy placement
Like in Doom UV has the all the monsters
Nightmare just changes the mechanics
I thought something was similar in Unreal
>>
>>3251113
you're crazy, it's doing exactly what it should be doing

and why not do

for (int i = 0; i < 64; i++) { /* asdf */ }
>>
>>3251137
I assumed since it was i++ and not ++i it would increment it after comparing it, but I just checked the following in c

#include <stdio.h>
int main()
{
int i = 0;
while(i++ < 64){ printf("i is: %d\n", i); }
}

and it has the same behavior, so I'm really am crazy.

>and why not do

there's another condition being tested there, I removed it for clarity in my post, it's like

while(i++ < 64 && condition){
>>
Is there any Doom wad/sourceport that has the 3DO soundtrack?
>>
>>3251148
>>3251137
wait I just discovered I can add conditions into a for loop too, this changes everything.
>>
>>3251152

sourceport? no
wad? yes

gimme a sec
>>
>>3251152
>>3251192

well, not a wad, but a pk3, but you know, >technicalities

http://www.mediafire.com/download/3dfbm5n3k18s7t6/3DO.pk3
>>
ima play doom for the first time

wish me luck
>>
>>3251046
thanks for reminding me to redownload the psxdoom sfx pk3
>>
>>3251194
shoot them until they die
>>
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They're Pinky and the Brain, yes Pinky and the Brain...
>>
>>3251194
now if only my RTCW Font wasnt corrupted i would reply "nein" to you with it
oh well
>>
So...can anyone tell me why the skeletons are so mad?

You would think rocket shoulder pads would be neat.
>>
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>>3251187
At least do it right
>>
>>3251204
If your boss made you keep working even after you died, wouldn't you be mad?
>>
>>3251201
>>3251213
Hi there!
You seem to have made a bit of a mistake in your post. Luckily, the users of 4chan are always willing to help you clear this problem right up! You appear to have used a tripcode when posting, but your identity has nothing at all to do with the conversation! Whoops! You should always remember to stop using your tripcode when the thread it was used for is gone, unless another one is started! Posting with a tripcode when it isn't necessary is poor form. You should always try to post anonymously, unless your identity is absolutely vital to the post that you're making!
Now, there's no need to thank me - I'm just doing my bait to help you get used to the anonymous image-board culture!
>>
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>>3251219
>>
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http://forum.zdoom.org/viewtopic.php?f=19&t=52276

https://www.doomworld.com/vb/post/1620117

It begins.
>>
>>3251268
OH FUCK
>>
>>3251268

IT'S TIME
>>
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>>3251268

SO

IT

BEGINS
>>
>>3251268
weapons and maps this time, huh? cool
>>
>>3251268
Where's the weapon sprites ;_;
>>
>>3251285

Shivers said he'd post a whole bunch when DUMP 3 officially opened up.
If he doesn't, I'm gonna dump a whole ton of stuff from my spritefolder tomorrow.
>>
>>3251268

Thanks for providing a break from our shitposting
>>
>>3251285
[spoilers]you're supposed to make them in TEXTURES :^)[/spoilers]
>>
>>3251293
>>3251268
indeed, thanks term

>>3251297
the description tells you to use as little TEXTURES as possible, although i may have misunderstood.
>>
>>3251289
Sweet, thanks! I wonder how many weapon contributions we'll seeing, and also curious if the weapons will be spread out through the slots or if we'll get 15 plasma rifle replacements. Either way I'm excited.
>>
>>3251293
There can never be a break from shitposting, just a brief respite
>>
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>>3251304

from my understanding using the TEXTURES lump for mapping is verboten but it's ok for weapons
>>
>>3251308
oh, ok then.
>>
>>3251308
from my understanding it's basically "don't include the entirety of doom 2's TEXTURE1 in your TEXTURES lump for fuck's sake"
>>
I just wanna say that I love every person in this thread.
>>
>>3251416
oh yeah? list us
>>
>>3251418
(you)
>>
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How do I make the floor scroll away to replicate fast movement in GZDoom Builder?

The best example of what im talking about is the Phantom Express level in Blood:

https://www.youtube.com/watch?v=sF6dN7OlHKI

and how do I make it so there are no visible walls, which is again something the phantom express level does?
>>
>>3251419
:O
>>
Hey, you missed a couple.

>>3251213
>>3251219
>>3251267
>>
>>3251416
even me?
>>
>>3251428
yes, even (you)
>>
>>3251416
but do you love jesus
>>
>>3251430
he does now
>>
>>3251420
have a skybox viewer moving over a dummy map during the "voyage"

I still need to try this out. should work
>>
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Learning decorate for weapons is basic, but a pain in the ass if you don't act precise about it. Got the ROTT pistol and MP40 working, it's hilarious to see the rapid stunlock on Doom enemies.
Now I dread recreating the various missile weapons, if I even bother to do it in the first place because I don't have anywhere near the skills or resources for that.

and I have to figure out playerclass stuff so that the ROTT Pistol replaces the standard Doom pistol when you spawn, not sure what to do about the fists
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>>3251452
jesus christ, are you making an entire weapon subset for dump 3 or something
>>
>>3251475
this isn't even related to dump 3, i just noticed that the only Rise of the Triad recreation material was tied to Return of the Triad and wanted to dick around with ROTT weapons and the Bratwurst Wolf 3D enemy set in tandem.
>>
>ask about a GL feature lost between gzdoom 1.x and 2.x
>graf says it won't get back in and he won't work on it because he wants to do a vulkan renderer in the future or otherwise do more GL rewrites
>someone posts a feature suggestion for a vulkan renderer
>gets [NO]'d
>>
>>3251501
yep that's graf
>>
>>3251537
I'm just salty because I would've had so much fun with this. But now he's gonna merge the 1.x and 2.x anyway with autodetection for what the card supports I believe, so there'll only be zandy left

zandy which also lacks the pants-on-head retarded GL view warping
>>
>>3251501
>Vulkan

So...VZDoom?
>>
>>3251548
I like it I like it.
>>
>>3251416
Oh yeah? Well you can jolly well fuck off with your polygamynal value system, friend, this is a christian children's vidya games forum.
>>
>>3250274
I figure some of the people here have accounts on the zdoom forum and they recently had a brute force attack on their passwords, the accounts are being used to demand brutal doom compatibility for other mods. Change your passwords guys

http://forum.zdoom.org/viewtopic.php?f=3&t=52195
>>
>>3250798
It's related to selling or storing, I have the same issue and I have my game set to store literally everything on pickup so I can get maximum lootage.
>>
>>3251591
>, the accounts are being used to demand brutal doom compatibility for other mods
Snrk
>>
I'm pretty sure that the intended behaviour of MAP-38 (Tower in the Sky) of DUMP 2 is not to max out my computer's RAM and force me to hard reset the system, so...I'm kind of at a loss as to what the hell is even happening, or what it is trying to do.

I can play through what I assume is the majority of the map normally, up until the aftermath of the gigantic BFG clusterfuck with multiple Cyberdemons and other such nonsense. It can handle said clusterfuck just fine. But, once I get on the exit teleporter and end up back at the start, taking a single step in any direction causes GZDoom to stop responding and then my system to lock, as though RAM usage has skyrocketed immensely.

This is neither an old, nor a particularly incompetent system, either, so I'm baffled.

What the absolute hell? I guess I'll just skip the level if I can.
>>
>>3251313
>>3251308
>>3251304
>>3251297

Well, >>3251346 is correct.
>>
>>3250842
>>3250274
Here is updated monster factions.

https://drive.google.com/file/d/0BxbbtKR5bll_TElJd01VQmRJRG8/view?usp=sharing

From about in the file:
Factions for doom.
Set faction by running "faction_tid_start" script from decorate, so for instance
ACS_NamedExecuteWithResult("faction_tid_start", 0)
The only argument sent to the script is the faction number.
Factions start at 0, go up to 49 right now or 50 total faction. Have to add more factions in acs, just increase
To have them look for memebers of enemy factions, use "faction_look" script from decorate, so for instance
ACS_NamedExecuteWithResult("faction_look", 0, 0, 128)
Here are the arguments passed to the script:
First arg is combination of following flags, with player flags first.
--player flags
0 won't target players
1 process players like other targets
2 prioritize player targets
--target processsing flags
0 pick first valid target
1 pick closest target
2 pick random target from valid targets
So to have the monster process players like other targets, and to pick random targets from valid targets, have "12" as the argument passed to the script.
--max distance to look for target, in int.
--min distance for player, in order to target; it won't pick any targets unless a player is at least this close, in int.
Both distances are in int, not fixed, since I figured fixed precision isn't necessary and int will be easier for people to read.
commonFuncs made by ijon tichy, updated by marrub.
Feel free to use all other code for anything

Also as promised here is version which starts infighting between all monsters with different class names as soon as map opens, should work with all mods.

https://drive.google.com/file/d/0BxbbtKR5bll_NVFLQTJwUzJhVEU/view?usp=sharing
>>
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CONGO (Congo collection #1)
jazz01a.zip (92 KB, 1995-07-12) - Ritche Macalaguim
https://www.doomworld.com/idgames/?id=2633

a single map for doom2, in a style reminiscent of a number of others e.g. that mine map from requiem/dyst3. it is well-made and detailed, getting extra credit for non-orthogonal lines. being intended for deathmatch, it is highly interconnected and can be cleared in several different ways. monster population is mostly zombies / imps / demons and you will be using melee / shotgun / chaingun, often in fairly cramped conditions - there is enough, but not a great deal of room to move.

unfortunately though, after you have circled through the map a few times and run out of things to shoot at, you will start to wonder where the exit is. it turns out to access it you must solve a switch-finding puzzle. i felt it to be excessively hard - i had to resort to the map editor. there are three secrets, which aren't the things you'd think they'd be. one was fairly easy to find - a hidden room behind a fake wall - a monster inside wakes up as you walk past, giving the location away. as for the others, one sector which must be accessed as part of the exit-opening puzzle is marked secret, and the last i initially thought to require two players to reach. this turned out to be false, but the secret is uselessly empty on single-player. on the other hand, there are three things that look like secrets but aren't marked as secrets. a plasma gun on a ledge, an alcove with a soulsphere - you should check this repeatedly as part of the exit sequence - and a chain of passages leading to a megasphere below a slime river.

in summary this map is well-made for its time, with architecture, detailing, and texturing more like 1996-7. and it plays quite well, up to a point. but actually finishing it and/or getting 100% is frustrating, so unless you are an obsessive like me you might like to consider it complete when you run out of obvious things to do.
>>
How does pegging work with elevators? I feel like I've tried every combination possible and the wall textures still come up with the elevator.
>>
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>>3251654

>How does pegging work
>>
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>>3251452
Alright, pistols, dualies and MP40 done. I still dread the rocket launchers though due to ammo and spawner factors. Although it is fun fighting through armies of Nazis, Mutants, and gangrape Ghost spam.
>>
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>>3251659
>>3251654
>>
>>3251654
i think you might have to have a sector gap between the elevator and the wall, since the elevator moves its floor and ceiling in sync the pegging flags won't do much. either that or have the walls themselves be two-sided lines but the sector closed.

sorry i'm a bit unsure
>>
>>3251664
Thanks, I don't know why I didn't think of that.
>>
>>3251591

...what

>Apparently demanding Brutal Doom compatibility for everything, insulting Zandronum and its users, and accusing legitimate forum members of being hackers in disguise.
>As well as making weird sexual advances on Coraline, insulting 3DGE, aaaaand throwing bitchfits in the DoomRLA thread, I think.

W H A T

I'm speechless. Never, in my years of being part of this community have heard or seen such thing. Sure, brute-forcing your way to access accounts is nothing out of the ordinary, but what usually happens is someone loses their e-mail address and other personal stuff because they use the same password for everything. Nope, this dude just brute-forced his way in to shitpost about Brutal Doom and other irrelevant shit, like credits for sprites.

http://forum.zdoom.org/viewtopic.php?p=910080#p910080

...And NOW the shitposts about Coraline from the previous threads make even more sense.
>>
>>3251667
Eh, just report the accounts you think are compromised.
>>
>>3251591
>>
>>3251669

I don't think that's going to be necessary anymore, there's no way he's that fucking dumb to keep going now that people found out.

This right here is 'doom_txt' worthy. Brute-forcing old accounts to ask compatibility between two random Doom mods.
>>
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so what are you anons thinking of for your dump 3 contributions
>>
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I think I won dump 3 :^)
>>
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>>3251680
i love it
>>
>>3251679
Weapons based on enemies.
A revenant skull to punch people with the power of AAAAAAAAAAAAAAAAAAAAA
Your own pain elemental to unleash Lost Soul doom
Arch-vile hand to do your own fire magic.
>>
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>>3251682
>Your own pain elemental to unleash Lost Soul
>>
>>3251679
I want to do some mapping, but not sure how I handle textures ( kinda have gotten used to cc4tex ). Some fast-paced map, jaunty perhaps.

I would first need to set up my desktop since I just moved, but anxiety and dread is so gripping...
>>
http://forum.zdoom.org/viewtopic.php?p=911227#p911227

>Just as you don't care about the huge number of other peoples' accounts you're getting banned lately through your idiocy. I'd really like to ask that you stop now, filystea.

Anyone know who that is?
>>
>>3251684
>- New textures are allowed, just be mindful they don't clash with existing filenames. That'll be embarrassing!
>- PLEASE DO NOT USE THE TEXTURES LUMP

What's the problem with cc4tex?
>>
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>>3251684

If anxiety and dread are gripping you anon, unpack that desktop and work on your dump contribution

you have to do it sometime and this is as good an opportunity as any, it'll give you a goal to work towards
>>
>>3251647
This system will be incredibly helpful when I start implementing the AI routines I want to have. By the way have you looked into lilwhitemouse's RTS games for gzdoom? Might be some code in there that could interest you.
>>
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>>3251686
This is what I found when I googled that name.

https://zandronum.com/forum/viewtopic.php?t=99

>(Hobo_)Filystyn/wataPitful_HUE/Orbius/semposer/kurtz/who_is_not_sleeping/those_were_the_days/new_hope/need_ayesi/Wata_R_U_a_PIT/Wata_R_U_pitfulFEG/BigFatLog/WaTaKiT/DumbFallus/not_Hobo/Fight_meWataBOJ/Wata_U_No_God/piotr/WHATNOW/braveDog/Deadalus/puny_sematho/moonFilystyn/WataKlD/Ramson/Ramson1/BigSandra/AgainSandra/BrownAsasin/FatBerry/crud79/PotasFiend/PotasFiend2/Italiano/kebab/Fransua/Unitards/Darcia/darcia1000/Filystea/gorgio - [asston of IRC vhosts omitted] - Continued Christian propaganda, homophobia, constant spamming/troublemaking in #zandronum - One month (release: Feb 4th 2015)(updated to permanent on return day because user came in spamming/trolling admins just before ban was undone)

So they seem to be a fairly well known troll and a persistant one at that. One of the variations also brought up bans from Best-Ever and Grandvoid.
>>
>>3251679
A spaceship map and a Chainsaw and BFG replacer.
>>
>>3251690
Even if it isn't, you are going to make it anyway.
>>
>>3251687
Still rookie on mapping, I don't know much about lumps
>>3251689
Yeah, I've been having rather bad episode of anxiety over things I can do about past month, it has completely crippled my productivity.
Hopefully mapping can take my mind off it, I've found mapping really relaxing before.
>>
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>>3251680

>filename

PLEASE TELL ME THAT ALL YOU CAN HEAR IS EXPLOSIONS AND A SHITLOAD OF "HEH HEEEENNHHH"
>>
>>3251679

A map that was supposed to be for DUMP 2.

An electric shotgun that's powered by a crank

and a pair of BURLY GLOVES that let you punch things and shoulder dash like Wario, along with some other mobility gimmicks
>>
How am I meant to fix the "sides gave no front linedef" error I get when I start my map?

Also, is a nodebuilder necessary? Is my issue that i'm not using one?
>>
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>>3251708
>An electric shotgun that's powered by a crank
>>
>>3251706
well *now* it does

you better make dumb weapons for dump 3 too kegan
>>
>>3251713

check >>3251708

I should do a dumb weapon though
>>
>>3251694
I haven't but LWM makes some impressive stuff. I will take a look them probably sometime tonight.

>>3251647
Also forgot to add, just about every line of acs is commented/explained so it should be very friendly to modify or tinker with. And I don't know if it's clear from the post, but you don't need to know any acs to use it, all the functions are called from decorate.
>>
>>3251680
Who won dump 2?
>>
>>3251701
Or will I? Might just get busy with that stalker weapon reballance I attempted once instead, much easier to make, but infinitely harder to playtest
>>
>>3251679
A simple deployable Robo-buddy to command around.
>>
>>3251718
romero did
>>
>>3251721
pls no bully the robot
>>
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don't forget that you intensely pigmented fellows have to make a primary fire and an alternate fire mode for your guns
>>
>>3251724
If I could make it get upset if you weapdrop'd it I would.
>>
>>3251697
>>3251667
>>3251607
>>3251591
I don't understand how he's able to brute force people's accounts with a captcha in place. Is there some method he's using to bypass this? Or are there really that many people with "password" as their password?
>>
>>3251728

The rules just say primary and alt fire only, you don't HAVE to make an alt fire
>>
>>3251729
Do it! You shall win DUMP 3 forever,noone will not use it!
>>
>>3251732
http://pastebin.com/QYXUCMHZ
>- Weapon must have a fire AND an alt-fire.
>>
>>3251717
>I haven't but LWM makes some impressive stuff. I will take a look them probably sometime tonight.

Indeed she does. Anyway I think MechCommander GZ is the one with the most advanced AI. The upper bodies of the mechs can rotate relative to the lower bodies, they fire on the move, and there's even angle interpolation IIRC
>>
>>3251736

Ah fuck you're right.

Damn it Term that's a horrible idea, there's a lot of people that're gonna wind up making shitty tacked on and imbalanced altfires.

Did anyone save that flowchart for altfires?
>>
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>>3251736
>>3251728

don't worry I got it covered (^:
>>
>>3251741

I need sounds, please. I want a webm with sound
>>
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The start of the third and final map of this Quake 2-unit is on its way. :3

It's going very slowly, though, as I have much to do and since this is a hobby it gets put all the way in the back.
>>
>>3251743
https://my.mixtape.moe/dwghfo.mp4
>>
>>3251268
Will the next iteration be called D44MP?
>>
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>>3251750

It's everything I ever wanted.

I need to make a stupid revenant weapon
>>
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>>3251750

you goddamn madman
>>
>>3251750
>no UNF sounds
>>
>>3251738
The firing on the move thing is something I plan on adding to DSH for human enemies, is she having the upper half be a rotating actor or is it a completely different method? Thus far I have only thought of doing such, and haven't actually started tinkering with it.

If you're looking for aim interpolation that's ready to go and standalone, look at this
http://forum.zdoom.org/viewtopic.php?p=878818#p878818
by ZZYZX
Or this one
http://forum.zdoom.org/viewtopic.php?p=824792
>>
>>3251750
heh
>>
>>3251770
that clearly must be the wallbouncesound
>>
>>3251420
yo, >>3251435 here.

I made an example for you:

Moving skybox train level.

http://www.mediafire.com/download/xlvd854e25nbhr8/Moving_Skybox_Test_6.wad

Runs in with the doom2 wad 1st map is the train.

I use ACS to ThingThrust the skybox viewer.
>>
>The firing on the move thing is something I plan on adding to DSH for human enemies
Cool. There's a spritesheet for zombiemen firing while moving somewhere in the spriting carnival by the way.

>is she having the upper half be a rotating actor or is it a completely different method?
I'm gonna have to look through the code again to be able tell you, but I think it's a third actor that does the target acquisition. I'll check right now.
>>3251771
>If you're looking for aim interpolation that's ready to go and standalone, look at this
Oh I know about those but thanks anyway.
>>
>>3251783
If it's too much bother you don't have to check right now; I would check myself but on phone.
>>
>>3251268
Time to finish the map I started. At least I got through The Witcher 3 in the few days since I started and this announcement.
>>
>>3251792
Well I'm working on some related stuff anyway.

..but it seems all the advanced shit is done through ACS, and there's no source for the #included libraries
>>
>>3251680
Great idea. Now try a slaughtermap with it.
>>
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rest in bungles
>>
>>3251702
I was wondering about that too. I'd like to use cc4tex, but from my reading it looks like the TEXTURES lump is the easiest way to add them in. Can I use the cc4 textures in my map without using the TEXTURES lump? If so, how?
>>
>>3251808
cc4-tex was bundled into DUMP 2 from the get-go, it'll be bundled again

don't include it in your map, just load cc4-tex alongside
>>
Doom

dooM

DooM

DOOM

dOOm

Which one and why?
>>
>>3251818
doom, because capital letters don't actually exist and whoever said they do is lying
>>
>>3251818
First, the others all look stupid with their non-standard capitalization.
>>
>>3251679
A map. I'm not interested in gameplay modding. If I was, it would be a new enemy/boss. Not yet, though. It already uses some zdoom features. More are on the way. I specifically want dook-style cameras in the map.
>>3251814
Okay, so I can just add cc4tex to GZDoomBuilder's resources, leave a note for any beta testers running the standalone, and it'll come out looking alright when it's bundled in the final release?
>>
>>3251825
basically yeah, that's what I did
>>
>>3251818
https://www.youtube.com/watch?v=6bbIBs0P2t0
>>
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>>3251825
>a new monsters wad

well now we got dump 4 sorted
>>
>>3251818
>DooM
I like this one the most.
>>
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>>3251832
Not so fast. The reason I'd do it would be to create ONE unique boss for a megawad, kind of like what Mouldy did to the spiderdemon in Going Down. Otherwise I want to avoid the gameplay side of things.
>>
>>3251818

10/10

1/10

4/10

7/10

0/10

1/4 because AESTHETICS
>>
>>3251818
the first one, all the others look silly. allcaps is fine in documents written in the mid nineties.
>>
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Man, the finale of map16 in Ancient Aliens was tame. Much easier than rest of the shit in the map.

I really liked it though, the tune got stuck in my head.
>>
>>3251818
d o o m
>>
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Okay, let's say I want to make a mechanism akin to Zelda's floor plates, how would I do that? Is there any means in (GZ)Doom Builder for doing it on UDMF?
Want I want to do is the following:

When I step on this floorplate, a door should open and AS SOON as I step off the floorplate, the door shall close, so that I can't reach it without any other action that keeps the door open.
The door is in view, so behind it on the wall there will be a structure that is to shoot in order to keep the door open.

What I am currently struggling with is that floorplate. My current system goes like this:
I have a sector with all the outer linedefs opening the door when crossing from the front.
Then I have right around it a set of linedefs closing the door when crossing it.
When going slow, it works well. Step into sector, open door, step out, close door.
The problem now is that when I start above the sector and just run over it, only the door open action gets triggered because the door close action is too delayed (?). This means I would need some kind of positional tracking which says "While I stand in this sector the door is open, otherwise it is closed".

Next problem is the switch keeping the door open on the other side. My idea was to simply change the tag of the door so it won't be affected by the open/close actions anymore. However, I couldn't find anything to change that tag. I also couldn't find any function that lets me e.g. remove the tags from the linedefs, so I have no idea how to keep that door open.

Will I have to use a script for that? If so, are there any good scripting tutorials?
>>
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So I'm making a gun for dump 3 that uses "A_FireBullets" but it seems like when I try to define "Weapon.AmmoUse2" everything breaks

any ideas senpai?
>>
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What the hell does this thing do? I assume nothing, but maybe I'm doing something wrong?
>>
>>3250274
>Doom comic rescanned
>"My cause is just...my will is strong...and my gun is very, very large"
is always fun to read.
>>
How do I switch to using the gdcc-acc compiler? I've been told it's a "drop in replacement" but when I try to compile with it through slade I get an
>non-constant initializer for static storage object
error. Commenting the offending line out just gives me cascades of errors for all kinds of things
>>
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Damn, nobody said anything about Daikatana having a stellar soundtrack

https://www.youtube.com/watch?v=lSA3l_doFXw
https://www.youtube.com/watch?v=Dr7BY7BvDxM
https://www.youtube.com/watch?v=r4sYIqWfj2c
https://www.youtube.com/watch?v=qHgocwt0wVI
https://www.youtube.com/watch?v=H_dMjrf4Pz4
https://www.youtube.com/watch?v=UJFKBjA8zEw
https://www.youtube.com/watch?v=UA7v0-DgEjo

MIDI remix for usage in Doom when
>>
>>3251918
If what you're using is a wad file and it's lagging out GZDoom, it's better to just run it in PrBoom+. You'll get higher frames guaranteed.
>>
>>3251921
>I just want to play stuff like "Colorful Hell."
Good luck trying to run that in PrB+

If you have an exceptionally weak graphics card then ZDoom is pretty much your best option for gameplay mods and other things that require ACS/DECORATE.
>>
>>3251890
It's been a while since I played, but I believe you press the button, and it takes your equipped weapon. Do it with two weapons, and it merges them into some other weapon.
>>
>>3251925
Well if it's made with ZDoom in mind then you're kinda out of luck. It can just be pretty laggy.
>>
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>>3251927
What happens when you combine the chaingun with the super shotgun?
>>
>>3251935
GZDoom isn't particularly well optimized, but unless you're trying to play crazy complex or resource-heavy wads/pk3s it really shouldn't lag at all. My graphics card is an ancient AMD toaster but it can run pretty much any level pack or gameplay mod at 60fps in 2560x1440.
>>
>>3251935
make sure vertical sync is off.

An other issue could be that your gpu supports opengl 3.0 but only poorly;in such a case it's better to run an 1.x gzdoom build
>>
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>>3251937
you get the gun i'm building in decorate
>>
>>3251890

What WAD is that?
>>
>>3251937
No supershotgun in the map.
>>
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Just finished Back to Saturn x vanilla

>to be continued

the fuck man

gonna start part 2, should I keep playing vanilla or try out a gameplay mod?
>>
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>>3251740
just balance your goddamn gun maybe

i know it's not easy but the least you can do for the sake of your own work is making a legitimate effort to balance out your weapon

i've been tweaking damage values for my chaingun replacement for like 3 hours now
>>
>>3251962
There's two parts out now with a third still in production. And nah, just keep playing vanilla. It's meant to be.
>>
>>3251962
It doesn't mesh that well with gameplay mods imho. Try smooth doom with the proper load order or a compat patch (i forget which it was, it's due to the custom colormap anyway) and pk sounds.

dark doom + flashlight might work well perhaps?
>>
>>3251968

The problem is there's gonna be a lot of rookies making guns for this, do you really think the new guys can handle making a well balanced primary AND secondary fire for a weapon?

Forcing an altfire was not the best idea.
>>
>>3251972
The zdoom version of Shut up and Bleed could work maybe though
>>
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ugh i meant to quote my own post not you
sorry
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>>3251976
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>>3251972
i have a feeling term will have more guns on his hands than he knows what to do with, so the cream of the crop will make the final cut

hell, even if he chooses to do a weapon megawad he could adjust damage values himself after the authors tightenend things up, or add an option to include that handful of unbalanced weapons

>>3251976

kek
>>
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>>3251984

>term
>hands

anyways, what guns are YOU making, friendo?
>>
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This star launching gate on Lost Souls is only catapulting me about as far as the bridge. Is there another fucking switch around to fully power it up or what?
Thread replies: 255
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