[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
LET'S KEEP GOING AND SEE WHAT HAPPENS
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vr/ - Retro Games

Thread replies: 255
Thread images: 148
File: fractalnuts.webm (2 MB, 640x300) Image search: [Google]
fractalnuts.webm
2 MB, 640x300
DOOM THREAD / RETRO FPS THREAD, FRACTAL NUTS EDITION - Last thread >>3326206

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://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.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://desuarchive.org/vr/post/3019509

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

[07-01] Anon's 6 y/o nephew map release: Christopher Map >>3329938
http://www.mediafire.com/download/mj9fyjus35u60gl/Christopher_Map.wad

[07-01] Plutonia, Hexen scheduled for Summer Games Done Quick
https://gamesdonequick.com/schedule

[06-30] Anon map release: Alice >>3327318
https://dl.dropboxusercontent.com/u/60585504/Alicev1.0.wad

[06-30] Anon map release: Boneduster Desert >>3326169
http://forum.zdoom.org/viewtopic.php?f=19&t=52695

[06-29] Anon code release: Smooth stairs/camera movement >>3325348
http://forum.zdoom.org/viewtopic.php?f=37&t=52694

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383
https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1

[06-28] Anon map release: Aqua Regia >>3322956
https://my.mixtape.moe/wsgmpd.zip

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[06-25] DUMP 3 initial test build >>3315297 >>3315331
https://www.dropbox.com/s/mvpcc8yv3thin35/dump-3-test0.pk3?dl=1

[06-24] Machine Games releases new Quake episode: DOPA
https://twitter.com/machinegames/status/746363189768650752

[06-24] Anon map release: Server Warehouse >>3313415
http://www.mediafire.com/download/6bnc7pvr4b5rh72/Server_Warehouse.wad

[06-22] Quake's 20th Birthday
http://rome.ro/news/2016/6/22/happy-20th-birthday-quake

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054
https://www.dropbox.com/s/wspbymk8l3xc7bw/cacopet.pk3?dl=0

[06-21] Seinfeld.wad
https://www.doomworld.com/vb/post/1633017

[06-20] Anon map release: technotomb.wad
https://www.dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=0

[06-20] Major Best Ever moderation changes
https://zandronum.com/forum/viewtopic.php?p=98509

[06-19] Anon map release: Inferno Odyssey >>3303862
https://www.dropbox.com/s/yie7vlfnsasbcrx/inferno%20odyssey.wad?dl=0

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
thank you all for coming
>>
>>3330401
still playing HD with PSX

I think I'll just stop for the night after Knee Deep in the Dead
>>
>>3330401

go thank yourself, you nice person

>>3330404

Plan on doing the secret level?
>>
File: 1401421293103.jpg (31 KB, 526x300) Image search: [Google]
1401421293103.jpg
31 KB, 526x300
>see that anon updated the little guideline image with total conversions
>srb2 isn't in there
>>
>>3330415
i wonder if srb2 would be a shitposting magnet like mm8bdm if it were a bit more popular
>>3330421
cease
>>
>>3330421

Daily reminder that the Icon of Sin did nothing wrong
>>
>>3330407
Yeah, I'll do Military Base. Shouldn't be too hard.
>>
File: em llik.jpg (67 KB, 410x500) Image search: [Google]
em llik.jpg
67 KB, 410x500
>>3330429
>>
>>3330429
Daily reminder that TO WIN THE GAME YOU MUST KILL ME, JOHN ROMERO
>>
>>3330431

...Shit, can't argue with that.

I have a friend who actually kinda enjoyed Daikatana once they got past episode 1.
>>
How do you determine enemy layouts for dificulty levels?
Do you start with UV and dumb it down from there or do you have other ways of doing it?
>>
>>3330446
I've barely mapped at all but what I always did was just cherry pick a few monsters in a formation and remove their UV flags
>>
>>3330446
I believe most mappers use UV as their base for balance, and then make adjustments for lower difficulties afterwards.

There are some mappers who balance around HMP instead, though. I know Ribbiks does it this way.
>>
>>3330427
SRB2's got it's own community and it's usually lumped in more with the Sonic communities, so the chances of it spilling over into the greater Doom community would be pretty slim.
>>
>>3330458
I can barely survive on HMP. Sigh...
>>
>>3330537
in the official iwads, in custom maps or what? It varies a lot you know.
>>
>>3330537
Ribbiks balances on HMP instead of UV so he can go absolutely nuts on UV.

HMP in anything Ribbiks makes should be treated how you would treat UV in most wads.
>>
>>3330539
All of the above.
>>
>The Crusher
>HMP lacks the Spider Mastermind you're supposed to crush for the level's namesake
>>
>>3330547
Are you playing without a mouse and without strafing?
>>
>>3330553
Crushing a couple Hell Knights is good enough ain't it?
>>
>>3330559
no
>>
File: 1434002600374.jpg (18 KB, 300x282) Image search: [Google]
1434002600374.jpg
18 KB, 300x282
>>3330431
>>3330440
Daikatana is amazing, a true magnum opus of the king himself.
You memers shit it up but haven't even beat the game.
Let me post an epic idea for a "le agitating skeleton" mod and let the general go to that for the next 3 days
Here combine the Reveant from Doom II with the final boss from Daikatana.
That'd be hella fucking epic and you scrubs wouldn't be able to kill even one of them on ITYTD.
>>
>>3330645

>Here combine the Reveant from Doom II with the final boss from Daikatana.

Mishima or Mikiko?
>>
>>3330647

wait why do i remember the names of the non-superfly daikatana characters
>>
>>3330557
I strafe, but I don't play with a mouse. That just seems kind of silly.
>>
>>3330661

Even if you can't look up and down, the mouse is still good for turning.
>>
>>3330661
>That just seems kind of silly
Romero played with the mouse. There's nothing silly about it.
>>
So do we even play together anymore?
I don't see anyone posting servers in the thread at all.
>>
>>3330665
Romero also made a shitty game and is now begging for money, so he's not exactly a role model.
>>
>>3330672
We're not talking about life projects, we're talking about Doom and the fact that you can only barely survive on HMP.
>>
>>3330672

Didn't he cancel the KickStarter so that he could finish the demo first before begging for money?
>>
File: N-GAGE-REDFACTION001-EXG.jpg (15 KB, 179x211) Image search: [Google]
N-GAGE-REDFACTION001-EXG.jpg
15 KB, 179x211
>>3330672
"a" shitty game? as in, only one?
>>
>>3330672
He might be a shit business man and an incompetent manager, but he's a legendary gamer, and the projects he has designed without needing to worry about business and leadership show a deep understanding of fun gameplay.

Possibly he's lost the heavy metal edginess that inspired him with Doom and Quake, but even if that is true, 90s Romero knew his stuff.
>>
dude im so happy v7 came out
>>
File: cacodemon_by_kna-d97qfs6.png (428 KB, 958x834) Image search: [Google]
cacodemon_by_kna-d97qfs6.png
428 KB, 958x834
What's the best way to play Doom online?
I can't seem to find a single populated server with ZDaemon.
>>
>>3330686
http://zandronum.com/
>>
>>3330678

>179x211

Man, I'm pretty sure even the GBA had a resolution larger than that.
>>
>>3330685

So what'd you change in the image?
>>
>>3330693
GBA is 240×160
>>
>>3330697

Oh. Well, I was half-right at least.
>>
File: 070413 HH screen pixels_1.jpg (69 KB, 450x256) Image search: [Google]
070413 HH screen pixels_1.jpg
69 KB, 450x256
>>3330702
Also check pic related for even worse.
>>
>>3330705

>106 x 102

haha holy shit
>>
I have noob friends who are desperate to see modern Doom multiplayer stuff but have pretty much 0 ability or patience to fiddle with settings or do anything more advanced than join a private game from a lobby and click start.

Seriously, nowadays I struggle to get people interested in multiplayer that doesn't have Steam friends compatibility. They don't have the patience to tweak ports, etc.


What is the most user friendly source port out there? Anything that can easily do private co-op games for 2-4 players maybe with some mods?
>>
>>3330708
ZDoo
>private co-op games
Oh...

Uh, shit.
Zandronum's really the only option, but the question is getting a server set up ahead of time.
>>
>>3330707
Never mind. Apparently the person who made this image is retarded. The Lynx's resolution is actually 160x102. Still small as fuck though.
>>
>>3330708
Zandronum is the best one to use for over the internet multiplayer play.
>>
>>3330695
its not my image. but he added romeros levels and some other stuff. why did the image get deleted?
>>
>>3330714
image is still on >>3329775
no need to repost
though you would likely know a repost wouldn't go through unless you changed something

or embedded something
>>
>>3330715
i see. didnt really think it was a big deal. thanks for the explanation.
>>
>>3330714
Posting multiples of the same infographics in a short time is generally frowned upon, though it's primarily /adv/ that does that. Didn't think it'd be in /vr/ as well, but hey.
>>
>>3330710
>>3330713
Damn, I thought so.

Although I've used it fine in the past, trying to get it working for friends was kind of a disaster.

Wish there was something even easier to help new blood get an introduction.
>>
>>3330721
Zandronum is all you got for most likely the foreseeable future. Bit of tough luck.
>>
>>3330718
>didnt really think it was a big deal.
gonna take a huge leap of faith and assume you're genuinely fresh and only just jumped in this thread and didn't see what went on last thread
just had a big shitposting session last thread about the image, mega man 8bit dm, and columbine, had to get cleaned up
for someone to post multiples of the same image, it has to be changed in some way
the image was very recently posted and is part of the op

as >>3330715 is implying, it's very easy to assume that someone is trying to bypass the one-image-post limit to try and sneak something malicious through.
>>
>>3330724
Shame. Thanks for not shouting NEWFAGS REEEEEEEEEEEEEE at me /vr/

I at least I can game with you.
>>
Is there anywhere I can learn more about this mod? A dev page, forum topic, anything?
It's bizarre but there's something about it that makes me want more.
>>
>>3330757
ask our resident weaboo
>>
>>3330764

Okay. Hey, anon, is there anywhere I can learn more about this mod?
>>
>>3330738
ah i see. i was in the last thread but i didnt see all the drama. i was the guy who kept posting the "waiting for v7" stuff. I skimmed through the last thread to see if the v7 got posted and re-posted it here.
>>
File: 72499946.png (260 KB, 1023x574) Image search: [Google]
72499946.png
260 KB, 1023x574
>>3330705
>>3330707

>176 x 208
>>
>still including the old Quake pasta in the OP when the new one is more newbie-friendly and contains a link to the former anyway
>old is labeled with a version number and new is labeled with a date

Just leave the old one out, damn. Shit's confusing.
>>
>>3330742
This community is a lot of things, but elitist towards newcomers is not one of them.

Zandronum should be pretty easy to set up if you just use the bundled DoomSeeker program.
>>
Retard here

I'm in Slade3.
Can't seem to find linedef actions or types.
There's Special, but that doesn't seem to work for what I'm trying to do.
>>
Anyone want to play WhoDunIt sometime?
>>
>>3330803
Unfortunately you won't find much level editing advice for slade3 since most people just use it for archive editing and make the levels in GZDB instead.
>>
File: 1359608594399.png (317 KB, 651x597) Image search: [Google]
1359608594399.png
317 KB, 651x597
you have no idea how long this thing took me to make. hope you guys appreciate it.

man, just as a side comment, screw smooth doom's callACS function. What a fucking jumble of shit that is.

http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

so um here's a changelog just for the sake of it
-Added Doom 64 gloves/fists for both vaneela and 64 guns (64 TIMES THE DOOMING HAHA WHY)
-added recoil frames for Doom 64 shotgun and ssg
-minor sprite edits
-other shit i can't be arsed to remember I guess you could say I mainly wanted to scratch the 64 gloves off my bucket list but don't worry, there's a shit ton of stuff to come
-64plasma rifle and BFG soon (tm)

in other news, laminate pet animal by snowmine is chill af and all hour cymbals by yeasayer is fucking ace and you should definitely check out both asap
>>
>>3330847
>snowmine
Huh, sounds bretty gud. Weird how the best music recommendations I've found on this site have been in here and on /pol/

And thanks for the mod, I'll try it out with BTSX E2 tonight.
>>
>>3330847
I KISSED MY BABY WITH A BULLET
>>
File: 1406087073930.gif (256 KB, 658x604) Image search: [Google]
1406087073930.gif
256 KB, 658x604
>>
>>3330847
>>3330962
so this is how /doom/ greets me in the mornings
>>
>>3330962
you are great doctor!
hit charge!
>>
>>3330962
Thanks Doc
>>
File: DF turretpoint.webm (1014 KB, 1920x1080) Image search: [Google]
DF turretpoint.webm
1014 KB, 1920x1080
Helping a guy with turret emplacements for his TC. Does anyone remember how they worked in HL? I think they locked you in place upon activation, but I can't remember if they restricted how much you could turn and various other things.
>>
Got a model of the Magnetic Rifle from XCOM 2, trying to put some nice coloured lights on it to make it cool.
>>
>>3331023
nah, they let you move but deactivated if you got out of range
they didn't limit the player's turning, but had a max angle
also they didn't point at the player's crosshair, rather they copied the player's angle and pitch
i think
>>
>>3331023
I remember HL2's emplacements allowing you to still move around, but kicks you off if you go too far.
>>
I asked this in the previous thread, but no reply, so indulge me please:

What mod would allow me to play with the Realm667 monsters with other weapon mods?

>AEons Of Death has all sorts of mosnters, but also all sorts of stupid shit
>scalliano's 667 Shuffle! scales back, but still forces you to use its weapons
>Doom Krakken's Monster Randomizer only touches the monsters and nothing else, but the roster is tiny compared to the other two
>>
>>3331035
>>3331036
Thanks dudes.

>nah, they let you move but deactivated if you got out of range
>I remember HL2's emplacements allowing you to still move around, but kicks you off if you go too far.
That makes it slightly more complicated but shouldn't be any trouble.

>they didn't limit the player's turning, but had a max angle
Makes sense, or you'd be able to shoot yourself in the back.

>also they didn't point at the player's crosshair, rather they copied the player's angle and pitch
That's how it works right now. Saves me from a bunch of trig/lineattack pointer juggling then. I could perhaps add a laser pointer for aiming though (side note: now that you can apply shaders to model textures, it's possible to make a beam that gets it's opacity from fog level)
>>
>>3331031
Gotta go nuts.
>>
>>3330390
Best megawad, GO GO GO!

http://www.strawpoll.me/10426064
>>
>>3331067
stop
>>
So, still not got enough time to start or even got comp set up, but writing down plans for new acs function library.

Target is zand3.0, like dump.

Plan to have multiple aliases for functions, so that a function can be used with its name in whatever program user is used to.

All commonFuncs (maybe not pow)and most acs.net functions will retain name for minor changes in code if you replace either with this.

Question is: should I also include aliases for commonFunc and base acc functions that are too long? In the case of commonFuncs, something like "mag_three(" instead of "magnitudeThree(", and in case of acc, things like "get_x(" instead of "GetActorX(" or "fm(" instead of "FixedMul("? Things like "get_x(" would also fit better into the naming scheme for things like "get_tar_x(" and so forth.


Naming scheme is currently planned to have fixed by default, and integer specified if applicable. For instance "get_tar_ang_deg(" would return a fixed point value between 0 and 360.0, and "get_tar_ang_degi(" returns an int value between 0 and 360.

For things like pow, which would accept two fixed point values, does it make sense to break naming scheme in order to preserve original names so existing code using commonFuncs works without modification, or change it to preserve naming scheme? I guess the main question is which should be the highest priority: keeping existing function names the same going forward or having names that all follow the same format? If I did end up changing names to follow format, I would track all changes so that someone switching could just use replace all following a list rather than have to figure out what got changed on their own.

Also, should I change instances of "float" to "fixed"? Both commonFuncs and acs.net use float in place of fixed in some instances because that was the name in the language the function was originally from.

Asking so many questions because part of goal is usage by others.
>>
>>3331073
>can be used with its name in whatever program user is used to.
Program should be language. What I mean is for instance an alias "atan2(y, x)" for "VectorAngle(x, y)" and other such things.

Also, even if other people aren't interested I'll still do this since I know I'll use it.

This project has been moved to the top of my list because it's not gonna take long (most functions are just copying code from C or simple stuff like converting from fixed angle to degrees before returning value) and it'll be easier to do this before working on other things so I can use it in other things (when I get back to being able to Doom more) than having to go back and change my code after I make this.
>>
>>3331043
I think FKER has a split monster version, doesn't it?
>>
>>3331073
I'm not qualified enough to answer fundamental stuff like that, but I've written a function or two that might be of interest for you.

And be sure to include BlockFormatString (relies on acs.net), it's quite amazing for ACS-based ui systems.
>>
>>3331073
honestly I'd recommend giving commonfuncs an actual naming scheme if you're gonna do something like this, because I sure as hell don't have one
>>
File: castleinterior.jpg (160 KB, 987x496) Image search: [Google]
castleinterior.jpg
160 KB, 987x496
Time to work interiors some bit before walking back outside. Bit warmer than the grim, dark outside.

Texturing those sides of those stairs will be a pain though.
>>
>Texturing those sides of those stairs will be a pain though.
Just do it in 2d view ya dunce
>>
>>3331085
I'm not really qualified to do it either I don't think, but I noticed that the zdoom wiki has a logarithm function and since I'm better at math than coding realized I could add all sorts of math functions with that so I decided I need to do that, and might as well add other things at the same time.

Any functions you want to give me I'll take. I plan on adding to this, when I rewrite tsp code for dsh I'll add things like functions for mag reload or multiple ammo types reload by supplying strings of ammo actors. Same with the projectile intercept functions and bezier spawning, getting moved to functions rather than scripts.

I'll be including all acs.net functions, though if I end up just renaming things rather than using aliases all of them will be renamed because they are all really long.

>>3331087
All right, will do. Would you prefer if I included the old names under aliases or just change them and be done with? Like I said I'll track any name changes so it will be trivial to change existing code (though it might get tedious to do to code across all projects.)

As for the name, I remember reading (either in forum or in a version of the file itself) that anything could be done with commonFuncs so long as the name was changed. Would you prefer I change the name or use the commonFuncs name? I am fine with either.

Also I will be releasing this under your "ROCKET LAUNCHER-BASED FREE SOFTWARE PUBLIC LICENSE" as per the commonFuncs license I saw in the Demonsteele git.
>>
>>3331105
I am talking about sides of the stairs. They won't be auto-aligned, and I figure I am gonna make a small guard-railing ( that could be jumped over ).
Then it's also about finding proper floor that could align well with the steps.

But you are right, I am a dunce.
>>
>>3331107
eh, as long as the old names are still there in the comments (preferably at the top), I wouldn't make aliases to them

and personally I'll just keep using mine for what few doom mods I work on in the future, but that's largely because I'm too set in my ways to do anything else

it still surprises me that people use the damn thing, heh
>>
>>3331107
oh right the licensing stuff

don't actually use commonFuncs.h as the header name, mainly to avoid some confusion, but beyond that I couldn't care less

if you include an ascii rocket launcher in there though I certainly wouldn't complain
>>
>>3331114
Aight, will do that.

I use it cause there are a lot of useful functions in it. It was even more useful before zand started catching up to zdoom.
>>
Looks like I need to get comfortable with animating lights as well so that the reload and recoil frames look as good as the idle.
>>
>>3331117
Alright. I may use acsFuncs.h, cause it's short and also fits into the 8 char limit for wads, though I don't think it actually matters (and the ".h" puts it over anyway.)
>>
>>3330815
>using separate programs for doom editing rather than one program

fucking why
>>
>>3331147
Doombuilder2 is much better for mapping. Slade is much better for coding and file management.
>>
>>3331107
>http://pastebin.com/0DnhHTE1
It's undoubtedly poorly written and certainly needs cleaning up and optimization, but it should work unless I fucked up the copy-pasting.

The idea is to be able to draw something at the edge of the screen (or anywhere) on a widescreen monitor at a low res 4:3 hudsize.

And here's blockformatstring:
>http://pastebin.com/JPQi0kYs

You supply it with a string and a desired line length, and it'll insert linebreaks at appropriate places. The number of lines in the message is saved in the "linecount" variable, but a client side cvar might be a better idea. Replace actual line breaks in the string with "|" characters before placing it in your pk3.

With a monospace font of known dimensions, it's a very useful function for ACS-based interfaces with lots of text. You can for example use it to accurately draw border graphics around a message, or to determine an ACS cursor "hitbox".
>>
>>3331147
>using forks and spoons to eat instead of just one or the other
fucking why
>>
>>3331154
What do each of the functions in the first pastebin do? Is the script just a test script or does it have functionality on its own?

>but a client side cvar might be a better idea
I will be making a version of this later that includes some decorate and uses some global variables but I'd probably want to avoid using cvars since it's meant to be as plug and play as possible.
>>
>>3331156
Don't you ever eat tagliatelle? :^)
>>
>>3331170
m8 that was my point
>>
>>3331147
>using a shotgun or a rifle for hunting instead of just one
why
>>
File: breech_savage_24.jpg (50 KB, 600x374) Image search: [Google]
breech_savage_24.jpg
50 KB, 600x374
>>3331184
I'd hate to not be contrarian
>>
>>3331184
shotguns can hit a target at a pretty long range, they're very aerodynamic
>>
File: 1382852227428.jpg (146 KB, 500x333) Image search: [Google]
1382852227428.jpg
146 KB, 500x333
>>3331184
>>3331156
My general point was that, in an open source community like DOOM, the best tools should have been accumulated into one program a while ago.
>>
>>3331169
fx_px takes a 0.0 to 1.0 value and multiplies it by an integer that's supposed to be screenwidth or height then does a bit of bit shifting so you end up with like 320.0, primed for use as a hudmessage position argument (with sethudsize). I didn't write this one.

Scalerange translates the position of a value in one range to the equivalent position in another range.

magicratiox does.. I don't fucking know but it allows you to use a 4:3 hudsize in any other aspect ratio. It returns 0.16 if you're running a 16:9 resolution I believe
>>
File: emerson-tung-icon-of-sin.jpg (41 KB, 780x488) Image search: [Google]
emerson-tung-icon-of-sin.jpg
41 KB, 780x488
QUICK

Someone try clipping through the dead icon of sin using photo mode
>>
>>3331147
GZDoom Builder is far easier to use, and is less prone to randomly crashing.

People mainly use Slade 3 for the "SLumpEd" half of it.
>>
>>3331198
>in an open source community like DOOM, the best tools should have been accumulated into one program a while ago.

are you implying this is a case with any open source editing/production software at all
>>
File: art.png (1 MB, 2048x1801) Image search: [Google]
art.png
1 MB, 2048x1801
>Wake up this morning
>Omegalore, DoomzRulez, Voros, Hellvain, Enforcer, Joe-Ilya, ChekraAgent, Cacockansuckmycock, Doom_RO and DMGUYZ64 are still allowed to post
>Go back to sleep
>>
>>3331206
Rather, there ought to be one program that suffices for everything.
nevermind I'll shut up now
>>
File: standards.png (24 KB, 500x283) Image search: [Google]
standards.png
24 KB, 500x283
>>3331217
>>
>>3331127
Pew pew
>>
File: ls.jpg (17 KB, 250x250) Image search: [Google]
ls.jpg
17 KB, 250x250
Rekkr Anon, I have another track for you

http://www.mediafire.com/download/2brm9xrcddfr7mh/rekkr_trak2.rar

I'll probably add a bit more and extend this a bit but you can check it out at least

I hope you like bagpipes you fukkr
>>
>>3331198
Because people generally have their own differing ideals and goals, you're never going to see an entire community agree to only maintain one universal tool. Especially not when open source basically allows anyone with coding knowledge to start their own.
>>
>>3331217
Slade 3 already tries to be that. It just doesn't succeed so well with the level editor, compared to doom builder.
>>
File: drilling-screaming-face.jpg (98 KB, 640x480) Image search: [Google]
drilling-screaming-face.jpg
98 KB, 640x480
>>3331193
>>3331189
I fucking know you asses, I'm making fun of his position.

For what it's worth, as long range shotguns actually have, I wouldn't be using one beyond 100yds at the very most

>>3331198
That's generally not how ANYTHING works, you need a separate program for image editing, for audio recording and editing, for 3D models (if applicable), why make Slade have a level editor when the Doom Builders are all good enough?
>>
Does GLOOME have Graf Zahl's draconian control over changing the player's cvars in ACS?

I can't even do something as simple as setting the player's movebob to 0 while in the air then setting it back again when they land.
>>
>>3331258
GZDB-guy is actually planning on including at least rudimentary lump editing. Like changing MAPINFO or DECORATE for example.

I really appreciate how often GZDB is updated and the overall professional quality of the program.
>>
>>3331202
Ah, awesome. I'll put them in.
>>
>>3331273
IIRC you can do that in zand with consolecommand.
>>
File: 1466044579482.jpg (384 KB, 4048x2198) Image search: [Google]
1466044579482.jpg
384 KB, 4048x2198
>>3331272
>I fucking know you asses, I'm making fun of his position.
i just wanted an excuse to post a cool gun

>>3331273
>gloome
It's ded. 100% ded.
> Graf Zahl
Randi is probably just as much to blame if not more.
>>
>>3330427
MM8 is not a shitposting magnet, there's just some retard samefagging and abusing report, so everybody gets nuke-deletes.
>>
>checking acs.net cause taking break again
>https://zandronum.com/forum/viewtopic.php?f=58&t=5666
>in file, license.txt

>Copyright (c) 2015, Visual Vincent
>All rights reserved.

>copyrighting ported functions and the vale of pi in fixed point

Also fuck you windows phone why can't I open a text file with a different extension than .txt no I don't want to go to the app store.
>>
>>3331275
You'll probably want to have someone look at them or do so yourself because I'm terrible with code.

And I forgot to answer but yes the script is just for showing the use of the functions.

p.s here's a lesser known acs library you might want to check out: https://zandronum.com/forum/viewtopic.php?f=94&t=7342
>>
>>3331285
Well the license only requires you to include a disclaimer somewhere in the archive at least. Still, I don't get the prestige thing either. My mods only have something like "creds appreciated but not required" included, if even that
>>
>>3331285
ever since i learned that the person with the c__data_users_etc filenames was posting from a phone and not from internet explorer on a computer i didn't understand why an iphone would have that filename

i completely forgot microsoft made phones
>>
File: 1342457400651.jpg (309 KB, 1280x960) Image search: [Google]
1342457400651.jpg
309 KB, 1280x960
>>3331280
>i just wanted an excuse to post a cool gun
You should have just said so.
>>
>>3330390
>Burn transition

>>3330847
>snowmine
>>3330902
>all hour cymbals by yeasayer
I literally just got here and have no idea what you've made there but your taste is fucking amazing sirs and I applaud you
>>
>>3331278
>WARNING: ConsoleCommand is dangerous and is flagged for eventual removal over security reasons. It is not advised to use ConsoleCommand in new mods.
Welp.
>>
File: 1441480263527.png (335 KB, 500x602) Image search: [Google]
1441480263527.png
335 KB, 500x602
>>3331208
>RUSH, wheresthebeef, Nineball, Azuruish, massivefanofdick and rileymartin are still allowed to post
fucking shitters
>>
>>3331274
Yeah. I just wish GZDB had a different name. I get that the original point of the fork was to have a 3D mode that was friendlier with gzdoom maps, but its basically completely replaced doom builder 2 by now.

Really should be called Doom Builder 3, or something.
>>
>>3331297
I love those ww1 barrel shrouds
>>
File: 1365558454135.png (40 KB, 1270x635) Image search: [Google]
1365558454135.png
40 KB, 1270x635
>want to add a teleporter to Hideous Destructor's range map so I can test it out

>re-pack hd.pk7 as a pk3
>open in slade
>go to the map
>make some linedefs, set them as 70 - Teleport
>make a Teleport Destination thing
>put it in a sector
>make those linedefs have their destination tag or whatever match the sector tag and the destination thing tag
>test
>teleporter doesn't work
>try out GZDB
>do the same thing
>can't even get the test to work because of errors
>save the map and run it myself
>none of the GZDB changes are there

what am I doing wrong here
>>
>>3331198
>the best tools should have been accumulated into one program a while ago.
i'll go inform the vi / emacs people about this
>>
File: 2.jpg (211 KB, 1920x1080) Image search: [Google]
2.jpg
211 KB, 1920x1080
I've played Strife for the first time in my life. I'm close to fighting Oracle.

I don't think it's as good as I expected. Main issue is, none of the game elements stand out. Though the game looks pretty damn nice for its time. But gunplay and the guns of the game are not satisfying, neither are the enemies. I really hate those small robot spiders and especially that sewer level.
>>
>>3331301
heh, didn't think there would still be yeasayer fans at all after amen and goodbye ended up being so underwhelming

many would kick me over at /mu/ for even saying this, but I stand by heart that this version of wait for the summer is on-par (if not better in a lot of ways than) with the standard album one, even if it's a tad faster-paced in general

https://www.youtube.com/watch?v=Gpab9MLjPuk&index=17&list=PLFe-bCjffqXu02KtYf9EzPbma5_AaAOKp
>>
>>3331324
Strife is bland as fuck. There's a reason it's the most forgotten of the id Tech 1 games.
>>
>>3331309
unfortunately the author has basically shut this down and claims that GZDB is specifically made just for GZDoom editing, and compatibility with normal Doom / other ports is just a happenstance
>>
>>3331324
Everything about Strife is incredibly dull. I remember playing it in the 90s and even then it was hard to bear. Today it's just awful.
>>
>>3331286
Oh shit, that project seems like it already does a lot of what I want to do, it even already has arc functions. The only thing I'd really want to do much different is the naming scheme.
I also didn't know the 256 function limit was still in place. I saw it mentioned but assumed it had already been removed. Jesus Christ ZDoom.

>>3331291
It also requires the copyright to be displayed with any code, either whole or modified.
I'll include source mention for stuff that isn't just math_pi but otherwise I will not comply with the license. Anything else I'll rewrite and if it's something that he actually could claim copyright over (and thus the license would actually apply) I won't include it.

>>3331292
The phone was free from my provider.
>>
>>3331330
Actually that would be the PC version of Killing Time
>>
What does /Doom/ Think of ICARUSLIV3S or GGGmanlives?
>>
>>3331338
ICARUSLIV3S is a pretty good wad reviewer. I like his australian accent.
>>
File: 1367994609982.jpg (535 KB, 3072x1728) Image search: [Google]
1367994609982.jpg
535 KB, 3072x1728
>>3331312
That's a relatively new style of shroud, what you're looking for is one of these.

>tfw germans cried angry tears and shouted that shotguns were unfair and barbaric (whilst themselves employing mustard gas)
>>
File: 1457102158103.png (76 KB, 273x321) Image search: [Google]
1457102158103.png
76 KB, 273x321
>>3331335
>256 function limit
wait what what the fuck
>>
File: Saiga-12K-040-02-with_Cobra.jpg (39 KB, 800x523) Image search: [Google]
Saiga-12K-040-02-with_Cobra.jpg
39 KB, 800x523
>>3331346
Well they got repaid in kind when they were disallowed from producing like, any kind of effective weapon after ww1

Anyway I really want to see more cool guns with wood furniture in doom mods. Really fits the aesthetic imho
>>
>>3331347
You can grab a version of acc that doesn't have that limit in the link in the post I replied to. But yes, as of march of this year it apparently still had that limit. Would it be worth making that a feature request for that?
>>
File: 1457206153258.jpg (96 KB, 900x900) Image search: [Google]
1457206153258.jpg
96 KB, 900x900
>>3331307

>half of DW's userbase is still allowed to post
>>
>>3331208
>>3331307
>>3331354
Why is this bad? If they didn't have Doomworld, they'd be here.
>>
>>3331357

No, they'd go over to ZDF or the Zandro forums.
>>
File: SJBBYMd.jpg (107 KB, 640x360) Image search: [Google]
SJBBYMd.jpg
107 KB, 640x360
>>3331362
>ZDF
has a pretty low tolerance for shitposting tho'
>>
>>3331357

Sure, but if /VR/ of all places is calling you out on your shitposting then you've fucked up bigtime.
>>
>>3331317
>>3330803

Figured it out
I need to check "player cross"
>>
>>3331354
I always find its the best to only look at Wads & Mods, and Source Ports sections.
>>
>>3331338
I like Icarus. Never seen GGG.
>>
Questions about teleporters

Is there a way to make them teleport rockets or projectiles?

Is there a way to make them have the player keep their direction?

Is there a way to make them add a directional influence to the player?
(ie, the player turns 90 degrees from where he was facing when he entered the teleporter)

Is there a way to make them add a directional influence on the player's speed?
>>
File: 1443735672371.gif (1 MB, 499x310) Image search: [Google]
1443735672371.gif
1 MB, 499x310
>>3331384
I never leave the wads and mods section. I've heard too many horror stories.
>>
>>3331409
>Is there a way to make them teleport rockets or projectiles?
I think you have to modify the actual projectiles for that.
>>
>>3331338
GGGmanlives is pretty cool, but I always get a sense that he isn't enthusiastic about doom, and is merely nostalgic for it.
>>
File: hmmm.jpg (137 KB, 837x525) Image search: [Google]
hmmm.jpg
137 KB, 837x525
>>
>>3331414
Yeah, I'm messing with Hideous Destructor. All his stuff is custom defined, and I'm pretty sure a lot of the projectiles are monsters which enables them to go through the gates.
>>
File: Metroid_NES_Tourian_Access.png (4 KB, 256x240) Image search: [Google]
Metroid_NES_Tourian_Access.png
4 KB, 256x240
>>3331461
Reminds me of the entrance to Tourian.
>>
So does the person who made Adventures of Square browse this thread? Because I was under the impression that he did.
>>
>>3331476
Adventures of Square is made by a team of people, not just one person.

And the only member of such team I recall seeing in these generals on occasion is Tarnsman. Not sure if he still comes by anymore, though.
>>
>>3331465
I'm not sure they have to be monsters. Try "-NOTELEPORT"
>>
So an idea I had for my doom mod, a new difficulty. Survival horror, all enemies are reduced to the numbers in a lower dofficulty, but given a buff in damage and health, while ammo and health drops all give reduced amounts. Also the lighting is dimmer
>>
>>3331489
dark doom + custom doom together can do all that I think
>>
File: 1457742209645-2.jpg (15 KB, 304x408) Image search: [Google]
1457742209645-2.jpg
15 KB, 304x408
>>3331461
>>
File: bridgething.jpg (100 KB, 513x525) Image search: [Google]
bridgething.jpg
100 KB, 513x525
>>3331468
It sorta is in same spirit. Six skull switches around the castle. Only four are needed to raise bridge enough, but I was thinking of 6 netting a bonus/secret which could come handy for final area.

Conveying the purpose might be tricky, but hopefully it is clear enough.
>>
>>3331461
i'm so fucking tired of this same BTSX 2/Ancient Aliens/Vanguard/Valiant aesthetic permeating modern maps.
>>
>>3331492
Custom Doom lets you lower monster count? I gotta check this out.

>>3331507
Oh, neat! I'm not sure how you'd convey only needing 4 to raise the bridge, though.
>>
>>3331519

4 torches or lights or something over the bridge with one farther away on each side. 5 and six open up a secret.
>>
>>3331518
What aesthetic is that?
>>
>>3331519
Nevermind I misread, the monsters would just be set to easy difficulty spawns.
>>
File: castlegate.jpg (92 KB, 831x390) Image search: [Google]
castlegate.jpg
92 KB, 831x390
>>3331519
Eh, probably won't be clear, but I figure player might check at some point. The bridge is raised 32u each time, so they might catch onto that.

>>3331518
Thought it'd work nicely with the exterior of the castle.

>>3331527
Could work.
>>
>>3331492
Neat, was going for the exact opposite of brutal "power fantasy" setting where monsters show up in nightmare levels of frequency but are absolute wimps
>>
>>3331532
>Neat, was going for the exact opposite of brutal "power fantasy"
Try the zdoom version of "shut up and bleed". It's kind of like that.
>>
File: 1359337074654.png (9 KB, 591x505) Image search: [Google]
1359337074654.png
9 KB, 591x505
>>3331528
>overuse of neon styled pillars and retarded glowing colored lights (generally come in yellow, red or blue, courtesy of Unholy Realms)
>m-muh architecture
>oh boy i sure love spamming torches everywhere
>overuse of demon-face-in-marble texture series
>either boring as fuck shit-brown or dark greyish/bluish brick walls and ceilings, overall resembling a mix between an F-Zero race stage and a dungeon from hexen
>window grates everywhere
gameplay-wise
>'i don't know how to create interesting fights and encounters so ill just spam some mid-tier monsters in an open area and an archvile that teleports in once I'm done killing said monsters'
>features at least three 'arena fights that require the player to think tactically' mainly consisting of large numbers of archmemes and reveniggers and a powerup
>overuse of overly detailed open spaces

I guess they just ain't my thing.
>>
>>3331554
>overuse of neon styled pillars and retarded glowing colored lights (generally come in yellow, red or blue, courtesy of Unholy Realms)
fucking at last someone says it out loud as they should

that shit looks awful and so off-putting
>>
https://www.youtube.com/watch?v=lH4NK6ZD4Cw

Fucking kill me
>>
>>3331554
>>3331558
Good to know. Asking about to avoid pitfalls, what to use and what to avoid over using, what are some tips for some one trying to make more interesting encounters?
>>
>>3331042

Sounds like it's just a matter of taking Scalliano's 667 shuffle and removing the weapons.
>>
File: Ruger AC-556k Assault Rifle.jpg (90 KB, 960x755) Image search: [Google]
Ruger AC-556k Assault Rifle.jpg
90 KB, 960x755
>>3331350
Yeah, Doom needs more wood.

I think an old AC-556k would fit Doom's aesthetic very well.
>>
>>3331338
>ICARUSLIV3S
Neat, does his research, seems to be having a lot of fun, fucking hate his wubstep intro.

>GGGmanlives
Never heard of him.
>>
>>3331368
I guess that explains why Decay hates it so much.
>>
>>3331554
>m-muh architecture
This is the only fucking place I'd ever seen someone complain about architecture being a bad thing.
>>
>>3331554
>mainly consisting of large numbers of archmemes and reveniggers and a powerup

You sound like a really fun person.
>>
>>3331394
>>3331608
>haven't heard of GGGmanlives
He reviews games, mostly retro fps'. He's kind of like the Anthony Fantano of games but not in a bad way.
>>
>>3331518
i dunno about you but i'm sick of the scythe 2/icarus/daedalus/memento mori/oniria/going down/doomtwid aesthetic permeating every map
>>
File: HereticPWADE3M1.png (1 MB, 1280x800) Image search: [Google]
HereticPWADE3M1.png
1 MB, 1280x800
Made a small Heretic map, replaces E3M1.
Going for an 'Underwater Atlantis' fell with lots of green and blue. Expect lots of wand ammo and tomes.
It's in Vanilla format so it will work in dos and every sourceport that supports heretic.
Would appreciate some feedback.

https://www.dropbox.com/s/1skemybzi11bles/BHH1e3m1.wad?dl=1
>>
>>3331607
>Doom needs more wood.

but we already have hdoom
>>
File: yugo-sks-762x39-rifle-21.png (138 KB, 1000x183) Image search: [Google]
yugo-sks-762x39-rifle-21.png
138 KB, 1000x183
>>3331607
I want my raifu in doom pls
>>
Would you guys mind playing through/giving feedback on my DUMP submissions?

The first is my map: It's in the Map09 slot.
>http://www.mediafire.com/download/93x3m2xgcs6qlm1/MountainTemple.wad

And second is my gun. It replaces the plasma rifle:
>http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3
>>
>>3331665
Those rule and are so cheap.
>>
>>3331631
i cant tell if youre being serious or not
>>
File: Liftjumping.webm (2 MB, 640x360) Image search: [Google]
Liftjumping.webm
2 MB, 640x360
Help I keep attempting to put Unreal physics in Doom
>>
>>3331741
i see no reason to keep you from doing it, frankly
>>
Are there any functional Exhumed remakes for modern the doom or build engine?
>>
Hi, thanks for the amazing post. I was wondering how do you create those big long screenshots with the instructions?

Thanks a lot.
>>
>>3331768

There's a half-finished one on ZDoom but it's less a "remake" and more "making something in the style of".
>>
>>3331768
Is PowerslaveEX something you can't run?
>>
File: download.jpg (8 KB, 209x241) Image search: [Google]
download.jpg
8 KB, 209x241
>>3331705
Cheap is right, I bought mine with literal pocket change and it fires so great. However every time I hold it I get the nagging urge to defend my motherland from intruding facists.
>>
>>3331741
UT newfriend here, did liftjumping exist back in the days of '99? was it present in 2k4 as well?

>>3331712
sounds like he was?
>>
>>3331776
Dead links to download on the website and I'd rather just run it via something comfortable and familiar
>>
File: Screenshot_Doom_20150728_194907.png (121 KB, 640x480) Image search: [Google]
Screenshot_Doom_20150728_194907.png
121 KB, 640x480
>>
>>3331789
http://forum.zdoom.org/viewtopic.php?f=19&t=47821

Not really a remake, but.
>>
>>3331741
doesn't really work in doom because doom lifts don't have acceleration
>>
File: DF_turretpoint_2.webm (606 KB, 800x600) Image search: [Google]
DF_turretpoint_2.webm
606 KB, 800x600
guy with the turret here again

I managed to make all the activation and pointer shenanigans work. Currently it fires by being give a missile spawning inventory item through the ACS script when the player holds his fire key, but that might not be the best way. It needs to be able to use FastProjectile movement code so I don't think pure acs projectile spawning will work.

Also the turret's angle and pitch aren't clamped yet.
>>
>>3331782
It's been in every single Unreal game, same with slope dodging.
>>
>>3331798
Yeah, though deceleration rather. As the lifts don't smooth out it's not really any faster to lift jump in Doom than just ride the lift normally.
>>
>>3331795
I had already played that, but it includes only 2 levels (one of which is a training). I may be wrong, but I think that mod also overdoes the level of difficulty, as I don't recall the enemies doing that much damage, even if it was more than 10 years ago I last played the original game on pc
>>
>>3330962
danke, doktor
>>
>>3331636

Sorry anon, I know this isn't too helpful, but I just wanted to say that I liked your map and have no real problems with it. I died a few times on the way up to the switch that lowers the bars surrounding the portal, but that's not really an issue with the map, it's more me being bad at Heretic.
>>
>>333181
I was thinking the opposite - there's no reason to jump any earlier than set the very end of the lift, because you will always get the most height that way
>>
>>3331824
meant to reply to >>3331815
>>
I'm looking for the PC version of Killing Time. Know any site where I can download it?
>>
File: 1447735392152.gif (37 KB, 200x194) Image search: [Google]
1447735392152.gif
37 KB, 200x194
>>3331804
shit, that looks good anon
>>
>>3331804
Neat!
>>
Question about zdoom and gzdoom.

Is there a dump video option? Is there a way to dump video directly from zdoom or gzdoom?

How hard would it be to make something like this?
I know that video dumping tends to be time consuming and would ruin the game if you were trying to play and dump simultaneously, but if you recorded a Demo first and then dumped that it would work, right?
>>
>>3331791
can a cyber really spawn on from the icon of sin?
>>
File: upsettironis.jpg (149 KB, 836x527) Image search: [Google]
upsettironis.jpg
149 KB, 836x527
Didn't know posting screens of my shitty map WIP would incite such response.

The sky texture still doesn't feel right, either. Probably should take that storm texture that I have somewhere around.

>>3331857
No, neither can Spider Mastermind.
Doesn't look like Icon of Sin map either.

>>3331741
Nice.
>>
File: 1442152488637.jpg (36 KB, 476x353) Image search: [Google]
1442152488637.jpg
36 KB, 476x353
>>3331208
>>3331307
>Enderkevin13 is still allowed to post on both DW -and- ZDoom, and probably on z& aswell
>>
>>3331864
>>3331208
>>3331307
>MaxRideWizardLord, Winged_Warrior, Decay, and Mobius still are not banned
>>
>>3331636
So many golems and the only weapon available early on being the gauntlets made me use them for everything that wasn't on a ledge. Don't know if that was the intention, but a bit more enemy variety would have been nice.

Also the yellow key "trap" was a bit awkward as the Sabreclaws were already out of their closets before I was anywhere near the key, so I just sat at the top of the stairs and shot them as they couldn't really get up to me.

I'm one of those people that save up on power tomes as I don't know when I need them or if I won't get any more in the map, I ended up using almost all of them in the last arena, it was fun.

A nice map really, and pleasant visually. I just think the first half is a bit grindy. (played on "thou art a smite-meister", also sorry I'm not one of the people that record demos)
>>
>>3331864
He's harmless, just incredibly immature. "TheBadHustlex" was like that too, and against all odds he seems to have matured quite a bit

Raziel236 is the biggest butthole still posting on zdf, with leileilol being an honorable mention for the permanently salty and derisive tone
>>
>>3331824
>>3331827
That's.. sorta what I meant? But yeah, it just doesn't feel right with without the acceleration/deceleration. If this was used in a map with lifts that do that it would work, though.
>>
File: nigger pepe.jpg (139 KB, 396x385) Image search: [Google]
nigger pepe.jpg
139 KB, 396x385
>large open area with 10+ hitscanners
>>
>>3331901
>cramped area with 10+ cyberdemons
>>
>>3331636
That's a fantastic map, ammo is tight unless you use your items (which I wasn't at first since I'm not used to heretic at all). Level design and detail is just right. This was great.
>>
File: 1457118755561.png (84 KB, 466x492) Image search: [Google]
1457118755561.png
84 KB, 466x492
>gameplay mods that replace decorations with enemies

pic related

no but seriously stop it guys
>>
File: 1461299745789.jpg (441 KB, 1754x1320) Image search: [Google]
1461299745789.jpg
441 KB, 1754x1320
>>3331901
>10+ Archviles
>anywhere
>>
>>3331914
What if it is a very weak enemy?
>>
How I use a fixed point number with ThrustThingZ? Using a bitwise right shift ">> 16" on it loses information which isn't what I want.
>>
>>3331923
still no, you never know what a mapper wants to do with a decoration. Say the map involves you walking to the gates of hell with no weapons. The mapper may put a bunch of Baph's eyes on the path as decor to set the mood, but now you're made it an death trap for no reason
>>
>>3331938
Use A_ChangeVelocity instead I think
>>
>>3331938
use SetActorVelocity in additive more instead
>>
>>3331943
I'm using ACS for this.

>>3331951
Ah, I forgot about that! Thank you!
>>
>>3330962
thanks, doc
>>
File: Screenshot_Doom_20160702_181226.png (714 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160702_181226.png
714 KB, 1920x1080
The first room in this megawad is really making me question playing it
>>
>>3331978
>Strongbad
Play it, anon.
>>
>>3331863
>Didn't know posting screens of my shitty map WIP would incite such response.
clearly you need to do skewed boxes out of SLADWALL and nothing else to please everyone
eitherwise it'll look too nice and like an actual place
>>
>>3331942

Is it THAT BAD that a gameplay mod isnt compatible with ALL the wads in the world ? If it doesnt work, just switch back to vanilla.
>>
>>3331920
> 1+ archviles anywhere
>>
>>3331981
It sucks when it breaks something halfway through a wad.
>>
>>3331987

I know but it's hard to foresee everything. Sometimes I like when a gameplay mod does something bold even if it ends up shitting itself from time to time
>>
>>3331986
>start map
>open automap
>see there's monsters in the level
fucking modern mappers I swear
>>
>>3331978
It's pretty fantastic if you ignore the e-celeb posters.
>>
>>3331993

>start map
>exit switch isn't immediately in front of me

what kinda shit is this
>>
>>3332000
>open Doombuilder
>you have the option to put monsters in your map
>>
Is the test build for the DUMP 3 weapons out yet?
>>
>start map
>no illusio-pit

REEEEEEEEEEEEEEEEEEEeeeee
>>
>>3332004
>start map
>no illusio-pit with HoM effect and a cyber
wew
Thread replies: 255
Thread images: 148

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.