DOOM THREAD / RETRO FPS THREAD - Last thread >>3048857
DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~
FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR
SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg
== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0
== /VR/DOOM COMMUNITY ==
IRC
irc.zandronum.com #vr (key in faq)
THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/
IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list
OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
===NEWS===
[03-08] Spellcross Arena V1.01 now available
http://forum.zdoom.org/viewtopic.php?t=49873
[03-07] Hello World 0.7.1 - 4 maps plus secret
https://mega.nz/#!r4RRWYoJ!7ARDjyqzv4siGM9jvMatehrFlYH7ntGrv7suxyUreGo
[03-07] Sawdust, seven maps cut from Valiant, by skillsaw
https://www.doomworld.com/vb/wads-mods/86554-sawdust-valiant-scrap/
[03-04] Anon map release: Dark and Dreary final edition
>>3042602
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad
[03-04] Anon map release: helltour.wad
>>3041418
https://drive.google.com/file/d/0B4mwJRa7e5VpRElIeVdzRDNkckU/view?usp=sharing
[03-02] Anon mod update: d64_wmi_alt.pk3
>>3037951
https://mega.nz/#!yhIgVBAR!bTBnJbAH5exrjVu_uN9qrQpZuGtdYEnYr5naNKXiAoU
[03-02] Miasma, by tourniquet
https://www.doomworld.com/vb/wads-mods/86466-
[03-01] DUMP (Doom Upstart Mapping Project) part 2
http://forum.zdoom.org/viewtopic.php?f=19&t=51072
https://www.doomworld.com/vb/post/1567594
[03-01] Anon map release: Skyscraper Speedmap
>>3034557
https://www.dropbox.com/s/p7ws00ra123vnq8/skyscraper%20speedmap.wad
[03-01] Reminder: 64K ZDoom mod contest
http://forum.zdoom.org/viewtopic.php?t=50859
[02-29] Combined Arms v1.0 released
>>3033406
http://forum.zdoom.org/viewtopic.php?t=51066
https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3
[02-29] Anon map release: A Dumb Sewer In Two Hours (2hr speedmap)
>>3032907 >>3032953
https://www.dropbox.com/s/v04va9b87tgkln7/A%20Dumb%20Sewer%20in%202%20hours.wad
[02-29] Anon map release: complab.wad (WIP)
>>3032276
https://mega.nz/#!fg1ihKaK!0-QoHYwRTKsMFtv9AiZWMxffPpmdzpdEI60e2YdqXas
[02-29] A Morte (Hexen mod) updated
>>3031476
http://forum.zdoom.org/viewtopic.php?t=50891
http://www.mediafire.com/download/gru0p464m87y25z/A+Morte_195.rar
===
To submit news, please reply to this post.
NO BULLYING
Oh and I don't know why they deleted our last thread. But here we are.
So when do you think BTSX3 will be done?
>>3052381
It was because itautosaged.
>tfw you're trying to make an indoor building within a sector with a 3D floor roof.
>tfw you have no idea what the fuck you're doing
I may just go with a different concept, I'm in way over my head
>>3052440
>floor roof
yeah you are
>>3052442
Well to my knowledge there's no other way to make a building you can walk into within a sector that's not straight up into the ceiling.
Where's the old thread? Why is it deleted instead of archived?
>>3052401
Beta release could be later this year at the earliest (E1 had its beta released in 2012, and E2 had its in 2014).
Dunno when it'll be finished though.
>>3052446
You can make a border sector around the building and lower this sector's ceiling (while keeping the newly made ceiling walls untextured), thus lowering the sky around the building and making it look shorter. you won't be able to see over the building, though.
>>3052460
It autosaged.
>>3052486
Given how green and borderline retarded I am. This may be the wisest thing to do. I'll give it a shot, thanks anon
Spellcross guy here.
I'm trying to host a server online on Zandronum/Doomseeker. it appears on the master server list but uses my local IP on its address info (not broadcasted only to LAN) but the standard IP appears on the host infomation.
I can't tell if no can join my server or if no one will join in general.
>>3052508
it was literally on page 10
>>3052515
information*
It should work if I pass my IP, but I need to know if it appears as a 1/8 player playing server on doomseeker
>>3052508
>>3052518
Threads don't get wiped immediately after they've stopped bumping and have fallen off the board.
They spend about 2 or 3 days in the temporary archive before being wiped off the board.
Previous thread was outright wiped without passing the archive, suggesting a mod or janitor prematurely deleted it.
>semi sequence break and grenade jump onto a rooftop
>go through half the secrets backwards
>circlejerk around with half a dozen keys hoping to find the last whatzit
>open the door with the key from the other door from the key from the door
>get socks
Somewhere, a child cries. I feel nothing.
>>3052503
If you're curious, this is what that little structure looks like in zdoom, as you can see it cuts off the back wall, so it's not perfect and has to be worked around.
>>3052532
Yeah I changed my mind on doing that method, I somehow broke the entire ceiling and made GZDoom builder crash.
I don't think I'm cut out for mapping.
>>3052534
Whatever you end up doing with your map Anon, don't stress out about it too much!I didn't know GZDoom builder was that unstable
>>3052547
Nah, it's not the program, it's me. I have no idea what the hell I'm doing.
I want to go back to making weapons but I've been pressured into making a map.
>>3052534
>made GZDoom builder crash.
Sometimes when you divide or copy/paste a sector it doesn't form a new sector properly so you need to use the "make sectors tool" and just click around a bit.
Don't give up yet, you'll miss out on a lot of fun if you do. just experiment with no pressure.
>>3052528
Post more BFG
>>3052559
I changed the texture of a ceiling. I'm getting a weird warning about a patch being referenced twice and I can't find the source of it either.
>>3052564
What format are you mapping in? (like when you make a new map and get to choose between "Doom", "UDMF", "Doom in Hexen" etc)
>>3052569
UDMF with Zandronum ACS
I'm playing DRPG and DRLA together, and occasionally I'm getting a chime, then something that looks like a little PDA or screen is popping up in the lower middle of my screen - says I think "PP" in blue letters... What is this?
>>3052592
Pissfilter is bad.
Bland shittastic color is bad.
Why can't we just have neat, colorful levels, like, I dunno, Doom had?
>>3052693
In a Retro thread that constantly posts Doom 4 images and info.
>>3052703
Hey now, we also post skeletons and other stupid shit.
>>3052528
Holy Shit post moar gun girls
>>3052486
cool trick!!
never thought about doing this but i'll only work if there's no tall buildings behind it right?
what is happen
>>3052835
looks to me like people need to chill out, stop shitposting and do some do-it.wad
>>3052775
Pretty much! Basically it works the best when the short building doesn't have large things behind it or they are far away. You can have a short structure next a tall one too, as long as you don't let the player position themselves in a way that ruins the illusion.
I'm really sad I lost the colored version of this
>>3052774
I'd say it took more inspiration from Marathon, Bungie's FPS previous to Halooops I mean HALO, but we're getting off topic here. Back to the shitfest I guess.
Is Yholl doing 4chan beta of LegenDoom? Kinda interested.
>>3052879
>marathon
I still giggle at the sound the Pfhor makes.
>>3052879
And Marathon copied from Doom in the first place soooo...?
>>3052885
I keep seeing this LegenDoom mentioned, please fill me in
>>3052898
TL;DR Yholl likes how legendary monsters and legendary prefixed guns work in FO4 and he's replicating it with great affect in Doom.
>>3052879
Marathon is not really off topic as this *is* the RETRO FPS thread. Now that I think about it though, was there an FPS before Halo that had recharging shields?
>>3052905
I thought it was similar to DRLA, no?
>>3052912
Not quite, DRLA has more focus on building your guns with modpacks and shit.
Legendoom is purely focused on luck of the draw when encountering and killing legendary monsters.
Plus I don't think is going full madman with the monsters like he's done with the monsters in the DRLA monster pack.
Fucking hungry
>>3052915
I believe it's being made to work with custom monsters (which is really flipping cool with all the tricks involved). It would be compatible with the DRLA monster pack, anon.
>>3052920
>legendary DRLA annihilation difficulty monsters
God damn it Yholl.
good ol female marine
>>3052925
>By your logic, you should not buy Doom 1.
>It had no real modding to begin with.
how can one person possibly be so wrong
>>3052929
That looks like complete shit.
>>3052929
Why is her mouth uncovered??
>>3052938
>Why is her mouth uncovered
Explain
has anybody here played miasma? if so, what did you think?
I had a good time playing through DUMP-1
>>3052948
That tiny bit of red is her mouth, right?
>>3052374
I downloaded DirectQ because I've never actually played the original Quake before and wanted to try it out, but the link to the game itself is dead. Should I just look for a torrent? I don't 100% understand how older PC games work, am I just looking for an .iso?
So I'm playing KMQuake 2 and I have a slight problem: The music doesn't loop.
Anyone know how to fix this?
>>3052930
He's right. The only modding capabilities that doom had a launch was that the .wad files were editable. No editors or dev kits or what-have-you.
>>3052561
Here's a link (It's NSFW):
http://simg4.gelbooru.com//images/a6/43/a6438bcf6b0e7d3907bcfd2988b1bf93.jpg
>>3053130
>was that the .wad files were editable.
And yet that was still a whole ton of power.
>>3052957
Pretty map
Play it on something lower than Ultra-Violent
>>3053191
Yeah, don't get me wrong. It was with the express intent to give the users the ability to hack the game. But it didn't release with any tools to do so.
I'm curious if they're going to have easily editable package files or what. People can't easily make their own level editors for modern engines these days.
>>3053307
Just to be sure, the grey circle on the face isn't an eye, right?
>>3053339
How are they bad? I mean look at that ass.
Almost finished with this map, it turned out pretty short so I intend on making a more action packed follow up with a slightly more intense version of the same midi.
>>3053389
elaborate how instead of just saying "it's shit" and also if there are better female marine sprites then where are they
Tell me your secrets, teleporter. What wall must I lick to appease you?
>>3053395
i'm not going to go on a fucking essay
the jiggling gun butt in >>3052929 alone is embarrassing enough without even going into the incredibly poor animations and the slapshod edit job
>also if there are better female marine sprites then where are they
there's literally a million different takes on female marine
go look for them
have fun
>>3053407
>there's literally a million different takes on female marine
>go look for them
>have fun
yeah real helpful
if that is true then why do most mods i play mostly feature that "horrid" sprite then.
>>3053404
the half-room height crate on the left, directly above the "8" in "85%", but from the other side (so go round the back of the teleporter first)
>>3052528
>>3053186
>no hdoom expansion where you date guns
>plasma gun being bfg's younger, nicer sister
>shotgun feeling extremely jealous everytime you talk to SSG
>pistol is a loli that is always there for you
>chainsaw is a psycopath
>rocket is stronk and loves to blown shit up
>chaingun is the reliable workaholic that puts work above fun
>need to gain their trust and conquer them before being able to shoot them
>some of them have never been used once
>>3053395
the klaus nomi looking proportions for fucks sake. it's revolting, really.
>>3053410
skulltag had stick figure sprites for crash
some people just don't give a shit
>>3053410
This may come as a bit of a shock to you, but something's popularity doesn't have any correlation to its quality.
>>3053410
https://desustorage.org/vr/thread/3048857/#3052194
Playing a bit of Arcane Dimensions. Is it just me or are these maps pretty stingy with ammunition and guns? And being ambushed by monsters silently teleporting behind the player is pretty lame.
>>3053395
On behalf of this >>3053407 dipshit, I will.
The shoulders movement is unnatural in >>3052929, the helmet in the walking animations in >>3052929 looks like the one that MF Doom (a rapper) wears, then it switches to a Marathon-ish styled helmet in the firing animations. I don't have a problem with how the lightning in the firing animation goes, but the right leg is shrinking in the firing animation and that upsets me a lot, the same goes with the left arm.
In >>3053307 the left arm doesn't move at all. AT ALL. Bad. The original Doom marine sprite at least had movement. It also looks like she's literally masturbating while walking.
I do agree it's not the best Doomgirl sprite out there, the Crash sprite used in Skulltag is far better than that one, but it's still not good enough. There was a really good Crash one in the ZDoom forums, far different from the Skulltag one, but unfortunately it's been lost forever.
>>3053418
>Pistol is a loli that is always there for you
Come now, /dg/, most of us are better than this.
>>3053451
>no token happy go lucky little girl as one of the protags
its like you never watched japanese cartoons before
>>3052929
>>3053307
Absolutely godawful and retarded.
Here's one that doesn't look like shit.
>>3053458
Japanese cartoons that feature anything but strong men punching each other is a waste of my time.
>Hell Keep
>big huge building on the map
>actual level is fucking tiny
>>3053465
why does she have big trunk legs
and where's the ass
>>3053469
>Power Armour for a planet that is not compatible with earth life
>Showing off ass
>>3053451
she's not very strong but she never leaves your side and tries her best. don't bully the pistol.
>>3053465
>doomgirl isn't full of muscles like her male counterpart
>>3053472
see, look. Ass.
>>3053479
An artist friend of mine drew a picture of Doomgirl that's actually fucking badass.Too bad she's a huge baby and won't post any of her art here.YOU KNOW WHO YOU ARE
>>3053465
not him but that on still looks awful. The breast area in the frontal sprites is a complete, utter joke. I believe that you don't even need to accentuate the breast area to point out it's a female marine, just copy Crash's general design and you're good to go.
again, the arms. THE ARMS. my main grip is that the shading in the lateral sprites is decent, but the arms in the frontal sprites is still lacking
The way this female marine falls to death is good to me, but again, the breast area, especially in the first frame, completely ruins the whole animation
they may have been good for its time, but this is 2016
>>3053484
so is like ass the only thing you care about in a design
>>3053465
Fuck, now i want to see a doomgirl version of pic related
>>3053491
>but this is 2016
>>3053418
>>need to gain their trust and conquer them before being able to shoot them
>building relationship further to gift them upgrades
I want this way too much.
>>3053467
Even Japanese cartoons with strong men punching each other have little girls, anon.
>Level starts with this view
>around the corner to the right are chaingunners
>You can see the 1/many chaingunners around the corner in front of me
Always good
>>3053515
I know, an orangutan tried to rape one in the shower. JoJo isbizarre.
>>3053529
oh wow carlos i didnt know you liked doom
>>3053548
I'd photoshop a Josuke hat on Carlos but I'm a lazy shitter.
>>3053370
No, I'm saying they look retarded, the anatomy looks janky, the animation is dogshit (parts inexplicably change shape and size between frames), the design is dumb.
Why does it feature an open mouth on the helmet? Why is her animation so unnaturally stiff? Why are her asscheeks perfectly spherical?
It's bad design, bad sprite work, bad anatomy, and bad animation.
>>3053528
>jump behind revenant, try to make him melee you
>try to dodge caco
>make cybie hit revenant
>lure caco into getting shot too
>kill chaingunners
>>3053418
>"You can doo this onii-chan, i believe in you"
>"C'mon boss, lets set this freak show on fire!"
>>3053554
>Why are her asscheeks perfectly spherical?
You telling me you don't like big ass cheeks?
and maybe she has open to show off her newly applied lipstick
>>3053575
>"pistol: remember to strafe a lot big bro, don't let those meanies get you"
>"BFG: this scenario clearly requires firepower, i will lend you my strength for the sake of all of us"
>"rocket launcher: What? Don't listen to this old hag boss, we need lots of splash damage and explosions"
>"chaingun: Don't be a fool, Rocket, we need a safe approach to make sure we are safe, and the last thing we need right now is exploding ourselves"
>"plasma gun:huh...guys? we aren't going to get anywhere like this, we should just let him decide by himself"
>"chainsaw: I wonder how big their guts are, let's find out"
>"SGG: Silence, all of you, you all have your weak and strong points, but we all know who he is going to choose at the end"
>"shotgun: she is right, stand aside all of you, i got this"
>Doomguy just stands there in silence
I'm playing through Quake 2 for the first time and I gotta say, I'm kind of disappointed.
I wasn't really impressed with Quake 1 mind you, but I heard Quake 2 was more action oriented with a rocking soundtrack and that sounded like it's right up my alley.
However the soundtrack is kind ... I don't know, generic? I mean it's okay for the game, but not something I would listen to outside of the game. It actually reminds me of Painkiller's soundtrack.
The weapons are kind of a mixed bag. I like that the SSG actually feels powerful and not that weak Quake 1 shit and the minigun is fun to use (even if it does chew through ammo ridiculously fast), but the lack of muzzle flashes to any of the weapons makes them feel weird. I'm still puzzled as to why none of the weapons have a muzzle flash considering Quake 1 had 'em.
Also if they're gonna do the whole "go from area to area" shit from Hexen, they could at least include a map or something. It's not as bad as Hexen since it actually tells you what to do, but everything kind of blends together in Quake 2 and I couldn't tell you which area is which.
I wonder if I should even bother with Quake 4 since the first two games didn't manage to wow me, and I've heard Q4 is the weakest of the series.
>>3053529
I was referring more to Fist of the North Star's loli sidekick.
>>3053610
This one?
>>3053619
Rin's only an adult in HnK2.
In the HnK that matters, she's a loli.
>>3053621
>HnK2
Oh christ, you never actually read the source material did you.
>>3053629
>Anime
>Lolis
>Reading
Please go.
>>3053629
Anon. Rin isn't an adult in HnK at all. From Zeed to Raoh, she's a little girl.
She only is an adult/teenager/whatever the fuck Hara says she was in HnK2 - the forced additional story about Ken's brother where only two characters are worth a damn aside from Ken and one of them is a horse.
>>3052374
Random question: is it possible to replace the monster sprites with voxel models, just like items?
>>3053440
is that from a map you are making?
it strangely reminds me of the secret level in swtw,
if swtw were green instead of blue
>>3053641
Guys, the "original" HnK you're going on about is only at most, 40% of the total story. There's no HnK2, there's only HnK, with 4 major story arcs, in which two of them she plays a critical role, and both times it's as an adult.
But you didn't actually read it, so she's forever a loli to you despite the fact that she's an adult in 3 of the 4 arcs.
Also I never implied she was an adult in the first arc.
>>3053660
yes
>>3053664
The fuck are you talking about?
The major story arcs are Shin, Rei to Jagi, Thouzer, Juda, Raoh.
Anything after that in the Land of Ashura is considered "HnK2," a sequel that's a fucking timeskip so that they could keep pushing out anime. Your'e somehow the only person who does not know this.
>>3053665
Any examples/ tutorials/ documentation?
what an mess
>>3053680
I remember that part.
Holy shit fuck that part
>>3053680
Oh I remember that shit. That was fun. I was playing with MSX tho, not AtM.
>>3053680
what dat
>>3053698
the map is btsx_e1, whatever the last but one map number is, 24 or 25, can't remember.
>>3053669
not really
http://www.mediafire.com/download/dbw3ab3fhowsjqn/vombieman.pk3
this changes every rotation of the zombieman to a diferent sample voxel
load it up, see what happens
>>3053680
The only part of BTSX I didn't like.
does this still look bad
>>3053714
>Is everyone really sold on the hell aesthetic?
>pentagrams
>inverted crosses
>fire and brimstone
>horned goat-men with cloven hooves
>cathedrals
>souls
Senpai, you would have to stretch REALLY fucking far to even begin to say "nah this can't be hell".
>>3053734
Yes.
>>3053714
I mean, if you're asking if we're sold on the enemies being demons and hell being hell, then yeah.
>>3053714
Yeah, all the pentagrams, literal magic, demonic imagery and literal descent into hell was all metaphors and stuff.
>>3053734
yes
>>3053734
The lips and head still look like shit. Tits are too big imo too.
>>3053734
Yes. Abysmal.
>>3053747
you hate BOOBS and lips?
i wish some anon can improve it
>>3053743
>>3053741
Well I thought all the magic was advanced technology and all the religious symbolism was either a coincidence or like maybe these aliens visited earth before and we thought they were demons then too so we based our conception of hell on them. They really give that impression giving the demons advanced technology like cyborgs and plasma guns.
>>3053760
I said this in the other thread. She's way too sexualized.
>>3053714
haha idiot. I bet you read and liked that early book series of Doom too.
>>3053714
I like the mix of hell imagery with fucked up technology, though any map I shit out in Oblige tends to be using TNT instead.
>>3053714
Why wouldn't it be?
It's base concept was thought of by id as a cross between two of their favorite movies, Aliens, and Evil Dead 2
The old novels make a clear departure from the games (which it was criticized for) by stating that the monsters aren't from hell, rather they're alien creatures genetically engineered and equipped to appear as demons from hell, as part of psychological warfare.
>>3053760
I love tits as much as the next anon.
But I hate shitty art.
A good set of tits on a fine lady is something to behold, but this is not it and drawing a tiny set of tits on a tiny sprite is an endeavor inherently doomed to futility.
>>3053491
>just copy Crash's general design and you're good to go.
Can we make herTHICKER?
>>3053435
Some of the maps are really stingy, yeah, and the teleporting monsters can be annoying, but that's just a consequence of different maps being made by different people.
Some of them give you lods of eammo, and spawn monsters in front of you/already have them spawned in so you can shoot them first, no behind-the-black bullshit.
>>3053760
No, BOOBS are okay, I just don't like digital sex mannequins. Looks like an armored blow up doll.
>>3053760
the doom player's helmet completely covers his face. therefore, the lips on your sprite make no sense. it is as if your character has painted lipstick on her breathing grille.
the gag boobs and waggly hips are unlikely on a marine, as well.
>>3053768
what's wrong with the book series
>>3053764
You're fucking weird, bruh.
>>3053767
I picture a doom gal would be shorter than Doomguy, flat chested, slightly wider hipped and some powerful legs because of that speed.
I'd want her to have a slightly different armor design too, and her own weaponry. Doomguy is about hitting like a truck, doom gal would probably have more nuance.
>>3053768
I didn't read those books; I'm iliterate. Who's the idiot now?
>>3053764
That's how the novels go.
When we were first visited by the aliens, we were in the dark ages.
Turns out that humans develop society and technology much faster than most other races in the galaxy, and the aliens were genuinely still expecting us to be medieval, hence the focus on demonic imagery as part of psychological warfare.
The idea is that the human race is WAY more prepared and better equipped than they could have ever imagined, despite them being more technologically advanced than them in many ways, turning the invasion into a difficult shitstorm for this alien force.
>>3053773
No, that's fucking disgusting, stop immediately.
>>3053779
Those aren't his sprites, they're incredibly fucking old. I think they were used in Immoral Conduct way back in the day.
>>3053779
>the gag boobs and waggly hips are unlikely on a marine, as well.
explain
voluptuous character wouldn't work?
>>3053764
I see where you're coming from but I'm really glad that's not the case. The fact they're actual demons from Hell is one of the things I love about Doom. They aren't aliens from space or other humans in some other nation's army. There's no grey area, there's no bargaining with them, they're not misunderstood. They come from a place where it's pain and wickedness 24/7 and inflicting those things are their sole purpose for existing. Wherever they are they want to cause as much pain as possible and you're the only one standing against them.
>>3053760
They're not GOOD boobs, they're not GOOD lips, it's not a GOOD ass, it looks like a shitty cartoon.
This makes me think of people who jerk off to Simpsons and Family Guy characters drawn naked. It's abstract and ugly, not the least bit attractive.
>>3053801
That's not voluptuous, that's a fucking blow-up doll.
>>3053808
no anon go ahead it's good.
they're low test anyway
>>3053801
jessica rabbit in a space marine suit running around at 24mph with a rocket launcher and 100 rounds of heavy explosives stretches ones sense of disbelief rather a lot
>>3053818
Approving of people becoming fat and unhealthy is the opposite of high testosterone
>>3053768
The books aren't bad.
Have you read them?
>haha idiot
Also don't be an asshole.
>>3053781
Honestly? Only two things:
1; inconsistency
2; it's too long and drawn out
It's been said before and it'll be said again, it's like the authors ran out of Doom by the end of the second book, and were writing a completely different story since they already had a contract for two more books.
It would probably have been better if it was down to three books and the third book being completely rewritten.
>>3053787
>tomboy doomgirl
All my yes.
>>3053820
How do you not get his joke?
>>3053802
Doom and Quake are both great at that. Doomguy literally goes to Hell to fight the brimstone forces themselves, and Ranger takes on eldritch abominations that by all means should make someone'd mind snap in two by simply existing with nothing but nails and an axe.
Fuck, Quake 5 when? I'm tired of all this generic Strogg shite.
I'm surprised Quake doesn't really fit into the overarching id continuity someplace.
>>3053829
>The books aren't bad.
>Have you read them?
I have. They are awful. Unless you're a mormon, I guess.
>>3053829
>How do you not get his joke?
Yeah, I'll admit I completely fell for that. I guess I'm the idiot now!
>>3053826
but why do people act like it is though?
>>3053837
Because it's a retarded meme.
>>3053837
Because chubbychasers ahve no sense of anatomy (because they only ogle amorphous blob-people) and mix up women who simply have wide pelvises with fat people.
>>3053727
Nothing wrong with a bit of slaughter as a final boss fight desu
>>3053831
>overarching id continuity
I know Billy Blaze is BJ Blazkowicz's grandson (or great-grandson?), but where does Doom fit in?
>>3053846
I get the feeling that's part of it. They have some sort of interpretation going on in their brain that make them see fat as "curves" in the same way anorexics see skin as fat.
>>3053835
What does this even mean?
I'll be the first to admit that they aren't amazing, but for being based on a basic sci-fi shooter with razor-thin plot, they're better than they have the right to be, better than the movie and the comic, absolutely.
What's the mormon angle about anyway? They're not really portrayed as "the heroes" or glorified, they're there, and they're doing mormon things, part of the character interaction is two of the main characters bickering and getting to know each other, one being a mormon, the other being non-religious and being prejudiced against mormons, which isn't painted in a particular way, being based on her own experiences and perceptions about the mormon religion, and she isn't even that wrong about them.
It doesn't paint mormons as especially good, or especially bad, they're just there, a more conservative mormon might even take offense at it for some parts.
>>3053853
>>3053846
Makes sense.
>>3053849
For a final boss fight, I was fine with it, because it didn't cram it in everywhere else like is sadly done so often in place of real enemy placement in many megawads.
I had to redo it many times, usually because the monsters teleported in faster than I could deal with them, meaning I ran out of space to maneuver.
>>3053850
I think the Doom and Wolfenstein mobile phone RPGs tied them in sort of, which some people insist is canon, but in my opinion that feels like forced plot revisionism where it wasn't necessary. I like it better with Wolfenstein and Doom being separate stories.
>>3053874
Yeah it was in the RPGs someplace, a version of Doomguy with the Blazkowicz last name (not the actual Doom 1 Doomguy).
On the topic of silly worldbuilding: Why is Ranger so much tankier than Doomguy when his armor is visibly much less modern?
HAHAHAHAHAHA DUMP TIME
TIME TO SHIT OUT A TERRIBLE MAP IN THREE HOURS
INTENSITY
I need LegenDoom in my life. It looks pretty hot
>>3053604
If Q1 didn't "manage to wow you" perhaps retro fps games just aren't for you in general. It's the best of the bunch.
Quake 4 looks and plays alright, but it lacked any of the level design conventions which makes quake feel like quake. But since you don't seem to be a fan of those anyway, Q4 might just be the one you'd enjoy the most.
And don't forget RTCW which is pretty much a quake game in disguise.
>>3053775
Which of the maps are your favorites anon? I didn't like "crucial error" but "place of many deaths" was nice. Currently on the foggy swamp map, and it's a mixed bag gameplay-wise but looks absolutely stunning.
How's day 1 of DUMP going for you, /vr/?
>>3053727
Wait, so you liked BTSX E2M31?
Prettyshit
>>3053945
What's this DUMP I keep hearing about?
>>3052598
>Doom
>colorful levels
what the fuck are you talking about
>>3052598
>Why can't we just have neat, colorful levels, like, I dunno, Doom had?
Huh? Most levels in doom were generally brown or grey.
>>3053975
Doom used more colors typically than brown and grey. It also used red, blue, and green constantly.
>>3053975
This is what I've been trying to tell people for literally a year now.
>Get to Nirvana in Doom II
>mfw https://u.pomf.is/tiexfr.mp3 playing as the background music the whole time
>>3053990
>It also used red, blue, and green constantly.
>constantly
No. they were used at times, but Browns and Greys were still very dominant.
http://strawpoll.me/7033213/
>>3053992
This is great. What metal song did it take inspiration from?
>>3053958
it's fun with dakka
>>3053945
LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT LAYOUT
INTENSIIIIIITTYYYYY
Okay. So my rectangle tool now arbitrarily has the corners rounded off.
Please tell me someone knows what the fuck is going on
>>3053958
It didn't feel as bad I guess.
>>3053991
Nice cherrypicking m8
>>3054017
I kind of want to pick both.
>>3054038
couple of those pics in that collage are kinda working against your point there m8
>>3054047
Isn't his point that Doom had a diverse palette of colors at many times?
>ZDaemon is fugged and won't start for whatever reason
>Zandronum is literally nothing but Complex, MM8B and other assorted clusterfuck mods
Awaken me from this fresh hell
>>3054060
can't you just create a server yourself? both zdaemon and zandro were made with zdoom as base, anyway
plus,zandronum is open source
>>3054019
I have no idea. It's from a music mod that I have no recollection of downloading, dated for 2011 according to Windows. I'll upload the wads if you want
HEH
>>3054096
lel
>>3052929
>"How are people going to know it's a female?"
>"Put lipstick on her, duh"
>>3054121
Seriously. This.
>>3053764
No, I actually figure that the demons grabbed advanced technology from US.
Consider the first DOOM game.
The only enemies that use technology are A) Zombies, B) Cybie, and C) The spider mastermind.
The zombies are pretty simple. They're human bodies using human technology clumsily. They have no accuracy, and only built-in instincts. They're just possessed humans and nothing more.
Consider that you only meet Cybie after the first episode, in hell itself. An episode after demons have stomped all the fuck over the base- no doubt claiming their technology- they immediately re-arm and repair thir greatest warrior, wounded from a war hundreds of years ago. Next, you only find and fight the spider mastermind- a great brain with no capability for combat- and of course, if there's an implacable warrior heading toward you, you'll want to make sure you're equipped for the fight- so the mastermind got the biggest, heaviest weapon they had and threw some extra legs on so they could also get around.
Now consider that the second doom takes place weeks or months later, and consider the other cybernetic demons...
>There's more, I just can't have a post go so long.
>>3054139
The arachnotrons are the thinking demons, the ones with no mobility, but a lot of dexterity and brainpower. They can't walk unaided- but when they discovered human technology, the first thing they did was give themselves some basic defenses and the ability to get around without imp palanquins.
Next, mancubi. They're big guys. Big, heavy, and strong... But they're slow. They're so slow and useless for anything involving actual fighting. So why attach blasters to them? Obviously: Because they're the mining demons. Demon wars of old involved magic and might- but for might, you need weapons, and for weapons you need metal. For metal, you need mancubi. They delve down into the earth and use clubhands- or whatever- in order to gather their minerals. Pretty simple, right?
When the technological revolution hit, the arachnotrons began outfitting everything that might use it. Giving the mancubi plasma cannons are a good idea because they can mine faster and easier. The extra bonus is that when Doomguy comes by, the mancubi don't need to use their slumbering, useless speed in order to attack- they can instead use their plasma cannons as ad-hoc combat weapons.
Finally, the revenants. Look at how they look, how they fight, even the noises they make. It's obvious: They're the 'cranky old dude' caste. They're just dead demons who really don't give a shit about dying anymore. They were invoked back into life by the others because of Doomguy's incursion into hell- They're so emaciated and patched together and skeletal that 'Fuck it, give me the biggest booms you can' is obviously their best option, because even if they die again from collateral, they can actually get back to sleep and might take care of doomguy while they're at it.
>>3053710
thx, family
DUMP mapping huh? This seems shit to me.
>>3054167
You forgot that all walls in doom are one-sided
Also that chunk of high wall has a sky texture.
>>3053710
>http://www.mediafire.com/download/dbw3ab3fhowsjqn/vombieman.pk3
Oh god this is not how you do voxels
And why are they slowly rotating at all times
>>3054191
Anon, this is the Retro FPS thread, on /vr/. Pull yourself together.
>>3054197
that's terrifying
their backs look like anime versions of the scout from TF2bonk
Chex yourself before you Rex yourself
>>3054214
>"wah wah, no new games, only doom 1 and 2 with mods, nobody else is allowed to have anything new"
>/vr/ - Retro Games
I don't know, I thought that was like, the point?
>>3054213
Did you load Parkour on chex quest
>>3054225
Yea, pretty glitchy but fun.
Doom 4 posters please go to /v/
Endless speculation and argument about a game that hasn't been released yet has no fucking place here and shits up the entire thread
>>3053708
tough skin river
DUUUUUUUUUUUUUUUUUUUUUUUUMP
>>3054324
No, it's not. Doom 4 is a game coming out. /vr/ is for retro games. Go back to /v/ if you want to talk about an upcoming game.
Hey guys, dakka's a great mod, I wonder...
Oh.
I'll come back next thread.
>>3054347
I haven't seen dakka. Do you have any webms?
>>3054347
wonder what
if there's something you need answered about dakka, I'm right here - just busy DUMPing, so I might not get to your question for a half hour or so
>>3054347
Shitposting won't stop, you gotta drown it out with real discussion. So post some dakka bro.
>>3054347
Say what you need to say anon, I'm here for you. Dakka is really fun and I wish we could see more mods like it.
About to start my DUMP map. Which game configuration should I choose in GZDoom Builder?
>>3054373
Any you want. The baseline for compatibility is Zandronum 2.1.2, and from what I've heard there's a few things that it doesn't quite support with UDMF? I'm not too familiar with it - I use either Boom or Hexen format (Boom for this, because I find its relative simplicity to help when mapping)
I'm learning things! I just figured out how to make a wall have two textures- for the top half and the bottom half. I could theoretically do three, too.
>>3054373
I would go with UDMF, because I ended up having to change to that format and it fucked over my entire map.
>>3054376
Added in three days ago. The titlemap isn't a lie anymore!
>>3054381
No, I want to takl about shit like that one anon's Combined Arms mod which is fun as fuck and actually relevant.
>>3054384
Not him, but could you pass the git?
I need a little help with PR-Boom+. I've downloaded it from the Sourceforge link that I found in the FAQ, I opened it with WinRAR and I find this. Do I just extract everything? What do I do?
I also have questions about using it for Doombuilder. Is the Boom file in the game configurations tab PR-Boom+?
ALL OF YOU SHUT THE FUCK UP
THEN START TALKING ABOUT ACTUAL RETRO FPS GAMES
IGNORE D44M POSTERS
I'm not really part of the DUMP project since I don't have any forum accounts. But if I were to make a map for it and upload it here, would that be okay?
>>3054407
Okay, heretic and hexen have cool weapon designs but I always felt like most of them are pretty underwhelming mechanically.
>>3054413
I asked Term the same thing on tumblr. It's fine, we don't need to make an account or anything.
>>3054404
http://git.jinotra.in/ijon/dakka
>>3054408
Yeah, just keep in mind that the Boom format doesn't support a lot of new things. For example, if you want slopes, or 3D floors, or things that start in midair, or ACS, or anything like that, go Hexen or UDMF format.
On the other hand if you're just starting out, all that poses more ways to fuck up your momentum. And you can still do a lot of cool stuff with Boom. Just not *as* much.
>>3054413
that's what i did for dark and dreary
i just wish i'd paid attention to the time layout and not released the finished map before we were supposed to move past the 'ideas' phase
HEY EVERYBODY LOOK I MADE A DOOM 4 THREAD ON /v/ GO DISCUSS IT OVER THERE.
>>>/v/330299304
>>>/v/330299304
>>>/v/330299304
>>>/v/330299304
>Bait: The Thread, The Movie
literally don't respond to anything that doesn't have to do with retro fps games
you niggers are feeding the trolls, don't you know how to internet properly
>>3054442
just becase i'm a huge asshole i'm going to write
>new shield mechanics for gmota.gif
and force kegan to include them
https://my.mixtape.moe/jchxzf.webm
authentic DUMP mapping in progress
fuck you I'm not reencoding this to be under 3MB
>>3054446
How did people forget this basic rule?
>>3054451
That would be pretty fun actually.
>>3054425
There's a time layout? Looks like I better start mapping.
>>3054446
Honestly, this isn't even that bad.
Even asfunnyas this spree is, this is nothing compared to the /vg/ and /vr/ shump cross-board cross-thread shitposting.
Aaahhh, good ol' Ikaruga.
>>3054464
yeah, today's the day you were SUPPOSED to start mapping, and you got seven days to map
>>3054451
Listen here, you little shit. I'm not even gonna dare to try and re-rework the shield.
I got a fairly substantial to do list for GMOTA on top of the other projects I've foolishly volunteered for
>>3054456
Everyone loves barrels.
Except the kind where you shoot them and it sets off a chain reaction that makes barrels to the sides off you fly through fake walls and kill you.
>>3054464
>There's a time layout?
yeah, we just exited the "ideas" phase and entered the "actually fucking mapping" phaseit's a good thing i got my map banged out already actually, i'm working two jobs now
Heeeeeeey.... Someone here mentioned separating the BFG projectile from the BFG tracer spray in DehackEd. Where would I go about finding more information on that?
Seems like they're tied together since the spray is an action within the projectile and starts on the projectiles death.
Does anyone have that gif of Hulk Hogan hitting all those dudes with a giant piece of wood, and then someone shooped doomguy's and the monster's faces on the characters?
Oh man, I forgot Cacobro drew this.
This is a scenario I wanna do where Blaz fights the demon that becomes the Blazter.The tiny head on the big body amuses the hell out of me
>>3054490
no, but enjoy this cutaway animation of a pump-action shotgun
>>3054492
Forgot about this one too
>>3054302
>>3054261
>>3054293
Releasing sourcecode is an increasingly difficult thing today.
Say that Bethesda and Id were both open to the idea of releasing the source code for Doom 4, as soon as this happens, patent lawyers around the world who specialize in this will sift through the code and look for one of the thousands of patents they've probably violated (because it's pretty much impossible to write any code today that doesn't violate someone's patent somewhere).
This is going to lead to thousands of protracted legal battles for years by greedy piece of shit patent squatters, it's an enormous burden on even a big company.
Software patent laws is basically the reason many companies avoid releasing source-code, and even then, there's people out there who will desperately try to decompile code to see if there's anything they can sue for.
>>3054497
I never actually knew how that worked. Thank you, anon.
probably a stupid question but Is there a mod that adds lighting effects to things like barrels or shield pickups besides 'brightmaps' that is included with gzdoom?
something I can run alongside and play vanilla but with the sort of brightmap effect but a bit more
>>3054505
>>Releasing sourcecode is an increasingly difficult thing today.
If FIraxis could do it, Id has n oexcuse.
>>3054501
>lord blazkowicz took a peek at GMOTA's update schedule
>>3054475
Anyone? I don't see anything on it anywhere. Anything I do find is for BEX.
>>3054512
Thank you.
>>3054514
Now I feel bad.
>>3054513
They do this at big risk to themselves.
>>3054521
I wish we talked about duke more often. I want people to know how great the grenade launcher from the 64 version is and how fucking rad the motorcycle from the DNF mod is. It's a fuctional motorcycle in Duke, guys. Fuck it's rad.
Holy fuck I made a door!
I can get this show back on the roa
>>3054540
I never played the N64 version. Is it the same levels as the PC version? That might kill it for me.
>>3054549
Got a chuckle outta me.
Also somebody give me a decent name for this map, I'm not a very creative guy.
>>3054561
What map is it? Are you the anon that made a map based off a midi his friend made?
>>3054561
Pier 1 Exorcism
>>3054561
Brick By Brick
>>3054563
I am, he made a follow up midi and I plan on making a follow up map before releasing this one.
>>3054569Damnit. I've been waiting to play that
>>3053931
Well I love Doom, Hexen, Duke3D, Shadow Warrior, Blood, Serious Sam etc.
Quake is the only "big" one that I'm not a fan of for some reason.
>>3054568
https://www.youtube.com/watch?v=JtPp0ovsINw
>>3054284
The imps look really small for some reason.
>>3054583
That's because it's actually a fairly big room, I'm just suspended off the ground making it look smaller than it is
>>3053465
Posted this last thread, but then last thread was kidnapped.
http://zandronum.com/forum/showthread.php?tid=334
>>3054587
Ah, that makes sense. They looked like action figures sitting on a shelf or something, heh.
>>3054593
>Spend a few hours working on my DUMP submission
>Doombuilder crashes when I try to save it, have to roll back to a backup from before today
>Decide to work on it more than I'd planned in order to rebuild what I've already done
>Almost there, about to get back to the point where the builder crashed.
>Pic happens
What. The fuck.
>>3054605
WELCOME TO LIFE WITH SLADE 3
I HOPE YOU ENJOY IT
What wad maker should I use instead of the utterly generic doombuilder? Anything, uh, more stable?
>>3054607
That screenshot is of Doom Builder.
But yeah, SLADE3 and its wxWidgets-related crashes. Ick. Its getting a lot better lately, though.
I also find deleting all of the SLADE user configuration files between each update helps.
>>3053941
Necromancer's Keep was fantastic and I never found all the secrets, and Lava Mountain or w/e was great as well. Cruical is alright but really bullshit regarding the secrets, and Swampy Fogbottom is the same way because it's by the same author.
Place of Many Deaths was nice but I don't remember much about it other than the center area being a remake of the DM map.
I ought to make a list once I've played them all and see what people think.
>>3053465
Wheres the rest of the rotations?
>>3054605
Oh god that fucking crash.
I basically save after every change I make now.
Six hours in
>>3054605
Anon that is the stuff of nightmares.
>>3054578
Probably cause that anon is wrong and Quake is the worst of the bunch. Because of it's low poly blobs and boring environments.
>>3054678
>implying low poly is inherently bad
>>3054559
The levels are similar. Some are changed slightly but most are the same. The real appeal is the grenade launcher in slot 5 which is very fun. There's also dual SMGs instead of the chaingun which feel punchier and a plasma cannon instead of the freeze thrower which functions like the BFG. Really the freeze thrower was too much. Along with the shrink ray that's just too many novelty weapons.
>>3054684
Looks like shit. All the enemies are ugly blobs. Sprites would have been better.
>>3054685
They're very similar in function, yeah. Hit something till it's harmless, kick it.
Anyway. Maybe I'll get it. I gotta get doom64 first.
>>3054685
To be honest, the N64 version has some of the same basis and most of the maps are similar, but a lot of maps got totally redesigned or in a couple cases are either derived from The Birth or brand new altogether. Like the porn shop being replaced with a weapons store and a Duke Burger added in on the second map alone if I remember right, as well as the strip joint being completely reworked into an industrial warehouse.
Combine that with weapon functionality changes (the shotgun gets an extra explosive ammo type, the dual SMGs operate differently from the chaingun cannon, the RPG has a spin to it, and new weapons like aforementioned Grenade Launcher and Fusion Cannon), and it's like a very different 'redo' of Duke 3D with no nudity but all the gore intact.
>>3054692
It's easy. Get a Doom 64 ROM from the net and go download Doom 64 EX, you have a very accurate PC port to go. Meanwhile there's the Duke Nukem 64 mod for the EDuke32 source port of Duke 3D.
Now you don't have to finangle with bargain bins, old game stores and eBay unless you're a genuine collector who plays these games on their original systems.
>>3054689
>All the enemies are ugly blobs.
You turned off texture filtering, right? 'cause Quake looks like shit with filtering enabled.
>>3054698
Nah. I have an N64, and I'd rather have the cart. I have a copy of SNES doom as a kid, but it somehow got lost somewhere along the line (my parents or siblings lost it, not me)... So I'd like to have physical copies of both.
>>3054689
>Sprites would have been better.
You want them to be low detail 2-dimensional blobs instead?
>want to try arcane dimensions
>darkplaces fucks up the lighting
>quakespasm has weird mouse issues
fug
>>3054735
Did you also get the "patch 2" for AD? I haven't tried playing the mod with Darkplaces because Quakespasm works just fine for me but that patch is supposed to fix some issues the mod has with Darkplaces.
>>3054749
Patch 2 fixes transparency issues, but Darkplaces still messes with the lighting in a number of maps (glitching out shadows, mainly) simply by being Darkplaces, even if you turn all the extra doodads off.
It's a shame because I played through most of the mod in DP and now I've gotta switch to a different engine so my screenshots don't look like shit, and savegames from DP don't work in other sourceports apparently.
>>3054763
Same spot in Quakespasm (minus the lift I hadn't triggered yet)- no darker shadows on the outside, but also no screwed up shadow bits on the inside.
>>3054767
And in DirectQ for shits and giggs, something I've never actually used before but seems to run AD alright and keeps the dark corner shadows without fucking up the lift area. I had to brighten up this image myself because it captured as really fucking dark for some reason.
tl;dr: Darkplaces controls the best but looks like shit and I'm the only person in the world with a weird mouse-snapping-type thing going on in 'spasm.
>>3054770
On that note, does anyone use DirectQ as their go-to engine? I know it's outdated/not updated, but it seems like 'Quakespasm without the mouse issues it gives me' which sounds good in my book, although the darker screenshots and little things like having mouse aim control with the menu/console open are bothering me.
>>3054763
what spot is this - i wanna test it out myself
>>3054783
I only play quake on my wii or my phone...
But the quakeworld port on wii doesn't seem to want to work. Which sucks because it's actually really good with the waggle stick.
>>3054784
Obsessive Brick Disorder, take the left tube at the start, then the left tube again at the next three. It's linear once you've done that, you'll know it when you see it (there's two Ogres in the room as well and a Shambler on the next floor up).
>>3054093
Upload pls.
Dear Zandronum
Why do I have to download a different version of Complex Doom for every different server that hosts the mod?
Pick one version of it and stick with it.
Yours
A concerned Doomguy
>>3054789
Webm related, to clear up any confusion.
Seems like an alright engine, if a bit washed out and impossible to take screenshots with.
>>3054793
Not entirely sure how /doom/ feels about Mega links but that's how we shared shit in /sg/ without getting b& so here you go
https://mega.nz/#!nx5zxKwB!LA4DhXvdS3W9H3wuMTwsP2auNo6YraKfk4xLrCzVO0I
>>3054807
Thanks mayne.
>play Backstein on hard
>beat it on first run without any deaths
>play Obsessive Brick Disorder on normal
>get my ass handed to me
Fuck those skull wizards t︂b︂︂h
>>3054806
Also holy shit I forgot how ugly Quake's default weapon bob is, thankfully it just takes dropping cl_bob from .02 to .01 to fix that.
>>3054809
Have fun, anon
>>3054770
>>3054806
Here how it looks on my 'spasm.
Perhaps the flash of exploding greande screwed the lighting on your ss.
>>3054824
Hmm, I didn't even think of that.
So no opinions on DirectQ? Guess I'll use that for now to replay AD until I figure out what the fuck 'spasm's problem is with making my mouse control all retarded. Viewmodels are oddly bright for some reason, but that's okay I guess.
Googling around gives some hits from other people mentioning that DP has lighting issues even after the patches; wish I had known that before I got three fucking runes. Not looking forward to slogging through Cruical for the third time.
>>3054836
Direct Q is a relic of the times when DX offered better performance than OpenGL with some GPUs. Now this is not the case, so there's next to no reason to use it over other ports.
>>3054842
>so there's next to no reason to use it over other ports.
Except in odd cases like mine where Quakespasm has a weird mouse issue.
I wish I could capture it on Shadowplay, but it's not skipped frames or anything and it's hard enough to explain what it is, nevermind show the difference between normal aiming and what I'm experiencing. It just feels fucking weird.
>>3054845
Do you get the same problem with Fitzquake?
>>3054842
Nowadays it's less "offers better performance" and more "is most definitely more stable".
Plus, it's one of the most perfect ports for "Works right out of the box". I carry a copy on a flash drive when I'm feeling in the mood for some Quake.
>>3054413
>But if I were to make a map for it and upload it here, would that be okay?
Yup. Another anon had the same question last thread (or thread before that). If you're averse to forums or IM services, just upload it here.
Please make it very clear it's for DUMP, and attach a name to it to credit by (or stay Anonymous, if you're fine by it).
Already got a nice techbase map from The Gay Agenda, but it'd be good to see if any other /vr/ bros want to dive in.
>>3054848
Unsurprisingly yes, or at least it feels like it- can't tell 100% because I'm fucking exhausted. Made sure to keep autoaim and lookspring off as always and it still feels odd, like there's mouse acceleration but only at seemingly random times- framerate is stable (into the hundreds) so it isn't input delay.
I dunno. I'll stop bitching about it now, it's a complete mystery to me and nothing I've tried has worked.
Are there any good "low ammo" wads? I cannot into ammo balance with my mod and need a nice point of reference for how much ammo the player should have in normal gameplay.
>>3054857
Calc ammount of HP on a level
Calc how much damage can player deal with ammo that's on a level (min to max cause pseudorandoom)
For comfortble, yet tight balance ammo players get should be enough to kill all things on level in absolute worst case scenario plus about 20% of that.
>>3054867
Note that you should not include BFG into the damage calculations.
I'm starting to really enjoy this
>>3054867
I'm not making a map, I'm talking about a gameplay mod with more weapons than normal Doom.
The problem I'm actually having is how much ammo the player can hold at one time, and how long a player can/should stick to a singular weapon. Damage per ammo is already roughly balanced to vanilla.
>>3054561
Safe Harbour
after 10 hours of mapping, I have finally finished...
one third of my short map for DUMP
yaaaay.
>>3052486
Heh. Cool trick, i need to give it a shot in my map, thanks.
>>3052547
>>3052534
Speaking about GZDoom builder, what the fuck is wrong with builds after 2503? They dont even start for me, just hang in the tasks doing nothing until reset with no chance to kill the process. What libraries do they require?
>>3054874
Then make damage per ammo pool the same duh.
>>3054857
Play MM2. It has a few maps that are low on ammo pickups. Icarus map28 is another example.
>>3054891
I have more weapons and they each have their own ammo pools, i.e. Clips and ClipBoxes are split up into separate ammo types, same with Shells and ShellBoxes. Shotgunguys drop an entirely different weapon with its own ammo pool too, in the end this leads to the player being able to hold a crapload of ammo at once and I need to dial it back somehow, the player basically starts with the backpack powerup. (thus backpacks do nothing but give a slight bit of ammo, which is also problematic as there's now more ammo pools for them to fill)
I basically have to lower the ammo capacity of everything, and I want a low-ammo map/wad to see if I've fucked up anywhere and have actually made ammo too numerous to begin with.
>>3054904
Ohh, thanks, Anon! I'll try those out!
>>3054912
Why on earth do you have so many weapons and ammotypes?
>>3054927
BECAUSE MORE GUNS == MORE FUN
>>3054930
>more shit to cycle through
>more weapons to attempt to balance and keep relevant
>more fucking ammo to worry about
>inevitably one weapon will raise above the rest, making the others useless
sometimes less is more, anon.
>>3054935
Serious Sam comes to mind
>>3054935
This makes me wonder, what is the optimal number of weapons for an FPS?
>>3054935
>increase switch speed
>niches son
>when is more ammo bad
>not if you actually give each weapon it's own niche
>>3054927
Because I want all weapons to have some use, and not be like Doom, where pistol is never used again after you get the chaingun and the super shotgun is even more efficient than the normal one. Only 4 ammo pools to work with makes too much of it shared and causes the player to use the "best weapon in the pool" because otherwise they aren't being efficient.
As for the actual number of weapons, well.. it's more to do with what the mod's tributing. I'll probably drop one or two if it really is just too much and superfluous, but I'd like each weapon to have their own purpose and not be an afterthought. It's proving difficult to say the least!
Can anyone give me a link to Icon of Party / Stupid LMS from the SO YOU WANT TO PLAY SOME DOOM pic? The link on the zandronum forums thread seems to be ded
>>3054590
Fuuuuuck! I thought it was lost forever!
You are indeed a human of the highest caliber
>>3054943
now are you giving each of these weapons altfires or does each weapon only have one fire mode?
>>3054935
Depends on how it's handled, maybe you can only carry a set number of weapons at a time (anything less than four would be gay tho), or you only have some weapons in some maps.
I don't know, there's ways to make it work.
I wouldn't go insane though, what was that megawad called that was filled to the brim with stolen weapons and contained a like an insane amount of weapons, think it was made by some Mexican dude, Daniel something.
I think there was like 30-40 weapons (and then like 20 inventory items), and that's just way too fucking much shit to keep track of at once.
>>3054940
I'd say 5 or 6.
1: Melee weapon or weapon with infinite ammo for when you wanna save your shots
2: Shotgun weapon that's powerful against single enemies
3: Rapid fire weapon that's good for picking off groups of weaker enemies
4: RPG or some sort of explosive
5: Weapon that isn't quite as useful as the rest but is fun to fuck around with (optional)
6. Weapon for extreme emergencies and boss fights
I think five is better if you're using the numbers to select weapons. Although I guess you could bind the first one to Q.
>>3054945
http://zandronum.com/forum/showthread.php?tid=5947
maybe?
>>3054954
>Combines Stupid LMS, Icon of Party, and Skulltag.
Thanks m80
>>3054943
I actually made a mod that dealt with that kind of stuff too. The chaingun got lots less accurate (And did the same amount of damage with more bullets) while the pistol's damage was boosted a bunch. The supershottie got downgraded a bit (Each barrel fires individually, and the RNG would list the bullets to each side. You could hold it down and fire both instantly, or just tap once and twice) while the shotgun was given a much tighter bore.
Then I was messing with giving each of them altfires. Pistol lost its accuracy and started firing faster, the shotgun fired a single, powerful slug that would knock a monster back and forcepain, supershottie had dragon's breath (though at first I made it so that you could fire each barrel individually) chaingun spooled up and basically sneezed every bullet it had, plasma would spit a short-range 'flamethrower' of plasma because no magnetic containment or whatever, etc.
Kind of a fun mod, and I intend on remaking it, since I haven't really worked on it in years.
>>3054960
i vaguely remember this but its name escapes me
i can only think of FKER but i don't think that was it
>>3054960It was Project ILE.
Though since the project's been growing way out of scope of the basic 'make hitscan enemies fire projectiles instead', I'm probably going to rename it. But now that I'm learning ACS, I should be able to pull some more fun shit. Weapons will generally be the same. I just plan on tweaking the monsters a lot more.
But that'll come after I'm done with my DUMP map. Despite the fact that it's crashed twice in the past 24 hours, making me lose my progress for the entire day twice, I'm getting pretty confident about it.
>>3054947
Altfires, altfires everywhere.
>>3054960
Sounds sweet Anon, I think I might have played that before? it sounds very familiar.
The main hurdle I'm dealing with at the moment is dialling back the super shotgun to make it more situational, without making it feel like shit to use. I tried making it shoot out a burst of fire, but it either didn't feel right visually or it's just weird for it to have a maximum range. (a low max range is hard to get feeling right, just look at the pulse rifle/link gun's altfire in UT)
>>3054986
>The main hurdle I'm dealing with at the moment is dialling back the super shotgun to make it more situational, without making it feel like shit to use.
I found that spreading the shots a lot more, without decreasing damage or anything else, made it a lot shorter-range without feeling like shit. Because you'll still pain an entire room with it, but you won't immediately kill six zombiemen. It also means that you need to be closer to creatures if you want to gib them, meaning you have to get right in their face.
It does make it less useful in certain situations, without crippling it entirely. It might even be more useful in open areas- because then you can hit everything in a large cone, almost like a discount BFG, albeit at the cost of doing a *lot* less damage.
Anybody know of any goodcomfywads out there?
>>3055007
Comfy doom sounds right down your alley.
>>3054992
I was actually thinking of having the SSG be a flamethrower, but it's the most used weapon in the game and has a "niche" of high burst damage, so that had to go out. thanks though anon, you've given me an idea of something I can do.
>>3055007
Gravity is a lovely stroll in a park and some castle ruins on a summer's day.
https://www.doomworld.com/idgames/?id=15467
>>3054904
>>3054921
>Icarus MAP28
Oh wow!
>>3054904
What is MM2?
>>3055030
Memento Mori
>>3055031
Thanks.
>>3055027
Okay after retrying and not taking the stupid route, seems the map's more about not setting off the teleport traps, they are both completely avoidable. Then the BFG at the end can help you backtrack to kill stuff you missed if you want 100%?
>Boom compatible map
I can't get the fucking thing to work in the first place.
I am about to play doom 1 and then 2 with two of my friends who have never touched them
should I introduce the game in vanilla or put in some mods that don't change the gameplay much
I wanted to try smooth doom but I think zandronum does not support it
>>3055065
Give it a go through Ep1 on vanilla first.
>>3055031
I'm getting a lot of illusio-pits that I'm falling into in Mementori Mori 2 in Zdoom, I can't find any way to make them raise either, what's going on? Screenshot is from MAP04, version I'm using is "2.9pre-393-g4ebdcb7" (March 8th build)
>>3055080
you are likely skipping the linedefs that raise the pits, either by jumping or crouching, or pressing switches in alcoves behind trigger lines because zdoom defaults to letting use key presses pass through walk-triggered specials.
>>3054886
Bump for the question. Please help me guys, what am i doing wrong?
>>3055080
likely a case of having infinitely tall actors off.
>>3055098
no idea, sorry
ladders.
>>3055104
I thought so at first, because a cacodemon flew over the pit at one point, but nope.
>>3055087
Nah no skipping, I even ran through the map with strict Doom compatibility on and it still was bugged, I went even further and tried it in Chocolate Doom and it actually worked.
I looked in Doom Builder and it's just a normal "Floor lower to highest floor" instant floor move trick (which is also impossible to avoid passing over and activating), that isn't moving at all in Zdoom. did something break in a new Zdoom build?
>>3055136
Nevermind guys, I updated to the latest bleeding-edge version of Zdoom and it seems this bug has been fixed.
>>3055165
Think of it as a different interpretation of Doom. We've had the "serious one" and now we've put on the quake shades. Next up, in 2040, they'll release the Doom JRPG.
>>3055179
I'll be honest. I would play the fuck out of a Doom JRPG.
id Software, if you're reading this, please consider your opportunities.
>>3055184
Let's just list all the genres
Doom platformer
Doom beatemup
Doom Shootemup
Doom Stealth
Doom Metroidvania
Doom Visual Novel
Doom ARPG/MMORPG/JRPG/roguelike
Doom construction and management simulationSimcity where after x years your city gets invaded
Doom strategy (Realtime/turnbased/towerdefense)
Doom Sports
Doom Music
Doom Fighter
>>3055190I want these.
I want all of these.
>>3055192
>>3055190
The Doom Harvest Moon clone where you have to befriend all demons and grow lovely fleshpatches and bloodrivers whilst preventing doomguys from ruining your shit.
>>3055202
now THAT should've been called Comfy Doom
>>3055190
I feel like you missed one on purpose.
>>3054803
Dear Doomguy
Stop playing Complex Doom you dork! Play Dakka instead.
Sincerely
A concerned shitposter
So, I'm making a set of sewers, and I've got a real problem...
Namely, the water's set to have 'Carry (direction) Fast' in a twisted topsy turvy kind of way.
Except here's the thing: The 'Carry East Fast' makes the water pan quickly. That's not normally a problem, except it doesn't do it for *anything else*. The West, North, and South are all looking normally. Which is silly.
>>3055242
Imo DAKKA's chaingun needs it's alt attack replaced with bouncing bomb that while bouncing forward sprays out bullets in random directions (now it has a bomb that sprays moblets underneath it, and is generally very ineffective)
>>3055259
It's good if there's a strong bad guy in a pretty enclosed space, they usually get painstated until they die or the bombs run out. But I think you're right, they should either shoot forward longer or shoot straight until they hit a wall, then they start shooting the moblets.
What was the first slaughtermap? The Pit on UV?
>>3055273
Generally it's agreed to be Go 2 It
Any wads featuring lighthouses?
>>3055209
Sometimes I feel like picking that up and making my own attempt. It could have been a neat idea.
>>3054590
Speaking of female leads, I really liked this spriteset and have yet to see anyone actually use it for something.
>>3055319
That Cyberdemon is pretty small. He should be riding a Monster Truck
>>3055337
Fix it, then.
http://www.mediafire.com/download/947we24boxbvksv/DoomKart64.zip
>>3055342
Nah, too lazy
To the anon >>3054904 that suggested MM2, thank you! It's been really helpful.
>>3055384
um, so i guess doom threads are banned now
>>3055396
No, but this thread just got a massive purge so there's no need for a new one.
>>3055396mod/janitor deleted all the shitpoststhis puts thread below auto-sage limitthis thread is now bumping again
polite sage~
>>3055403
I'm glad he's here.
>from 700+ posts to 420
Sheeeeeeeeiiit.
>>3055190
I always had an idea and have attempted several times to create a Shin Megami Tensei-themed TC where you could befriend demons and summon them to help you fight other demons. I really need to get some work done on that.Spending most of my time trying to lay down a job. Got an interview in a couple hours, hope it goes well.
>>3055202
Harvest Moon WAD isn't a bad idea at all. Might take a crack at it. Wolf BoA has a lot of flower and grass sprites, and Daniel's Final NeoDoom has some excellent 3D model trees.
Punching apple trees could cause them to fall, eating them would restore health. Barns with pens to keep your cacodemons.
>>3055123
Well yeah, they are basically just really narrow steps.
Just posted this in the draw thread
Thought you guys might like it as well
>>3055438
cool
>>3055438
Needs more TOOT
>>3055438
Those are some tiny shoulder launchers
So I made an .md3 file gun and am trying to export it to gzdoom. It shows up in the map when I set it as the spawn state frame of a dummy actor, but I can't figure out how to set it as the first person view frame of a weapon.
What's the most barebones decorate for a gun with only a single "MODL A 1" or whatever frame?
We E.Y.E now
muh details
>>3055447
https://www.youtube.com/watch?v=VAUm6hiaiJ4
After playing a lot of good gameplay mods like Demonsteele and Trailblazer I'm finding I can no longer stomach the vanilla DooM 2 gunplay. The pistol is irritatingly useless, the chainsaw is at best a gimmick, the SSG rules supreme, using a minigun for sniping just feels wrong and no crosshair + autoaim has made me afraid to use the rocket launcher in anything that isn't a perfectly level open space.
Do I need professional help?
>>3055464
Kitchen areas are the best
>>3055468
What do you think about smooth doom+perkristian sounds? Try it with doom 64 skins and the SSG gibs cvar. Looks, feels and sounds great without affecting balance.
>>3055478
smooth doom already includes the perkistrian sounds
>>3055478
My problem is not much with how it looks but with the gunplay itself.
>>3055485
But balance-wise it's excellent, except for the SSG being overpowered in vanilla. Balance might not be very important to you though and that's fine.
Is it regular for decorations to be partially submerged into the ground?
Also, what's a good and easy way to use monster death as a trigger?
i think i've finally reached the point in sunlust where they stopped catering to players who would choose a skill level called "hey not too rough" and expect to be able to get through a level from a pistol start without too much trouble
>>3055518
>Is it regular for decorations to be partially submerged into the ground?
in gl mode yes
>Also, what's a good and easy way to use monster death as a trigger?
depends on port
>>3055438
The chest on that rev makes it look female.I like it
>>3055534Kinda makes me want Revenant in HDoom to be mostly unchanged except for tits
>>3055545
>Angry skeleton with fat tits walking around
Finally managed to port a quake 4 model into gzdoom. Damn, that wasn't easy. Getting more than one animation file in there will be harder though.
>>3055591
>Doing anything with GZDoom that isn't sprite based
>>3055596
>Doom has more color than Quake and modern shooters, or at least, most of them.
>modern shooters
Other than COD/BF and the couple of knockoffse in their wake I'm not sure I really agree.
Sure it has more color than quake 1, but there's a very understandable reason for that.
>>3055605Actually, BOIII is prett colorful in comparison to previous CODs.
So, I want to make a hookshot weapon that makes the player follow a straight line towards the point of impact, then let go. I've been looking at some made by others, but they either only bring enemies closer, or "push" the player in the direction they're looking at, which isn't really working that well.
I'm only a beginner at DECORATE, and so far I've never touched ACS. Before I start looking more into it, I'd like to know if something similar to this could be coded:
When user clicks:
>Check if there is a hookable area (visible wall/floor/ceiling) in front of the crosshair/player's vision
If there is a hookable area:
>Place custom object at that point
>Disable gravity for player
>Disable WADS for player
>Move player toward custom object
When player collides with object:
>Restore gravity and movement, destroy object
>>3055569
not ever real tits, just a modeled breastplate like the romans
>>3055591
Nice, not enough people try to make stuff using 3D models
Mind sharing a screenshot?
>>3055601
I'm making a TC with a guy as a side project. It's gonna be really cool.
Anyway simple 3d models are really useful for things like projectilese and explosions anon. non-circular plasma bolts and such.
>>3055612I quite like the art direction of the sci fi entries of both the cod and the bf series. And BF:BC2, even if very brown, had great gameplay in MP
>>3055619
It really isn't much more than proof I can technically do it. Needs to be mirrored,have its Z offset adjusted, and for the arms to have the actual arm texture rather than the same as the gun but that'll all be fixed in due time.
I'll also need to figure out how to import all the animation files along with the MD5 mesh into blender rather than just one.
>>3055631I fucking played the shit out of Advanced Warfare, and still really really like that game.
>>3055643Advanced Warfare and Black Ops 3 are actually good, and I feel Call of Duty is finally starting to embrace the crazy roots of shooters
>>3055646It's a shame AW's MP is dead on PC. There's barely anyone playing. A real fuckin' shame especially seeing how AW actually incidentally has bhopping/strafejumping.
>>3055259
?
it's amazing for pulping hordes coming towards you; just shit the grenades everywhere into the horde and let the stunlock murderfest begin
in fact, I had to nerf the first implementation of it heavily because no one used anything else, with the rare exception of the BFG
>>3055651
Since you're here, any ideas on what you're going to do with the monsters to balance the game a bit? I love the mod how it is, but damn I can't wait until the monsters can push my shit in just as hard.
>>3055523
>port
zdoom?
>>3055668
I think you can just set the monsters Special in doombuilder to whatever. It should trigger on death by default AFAIK.
>>3055660
I've got a few plans, and I'm not sure which one I want to go with.
1. the lazy shitty route - beef up HP and damage numbers. no one would like this.
2. the hard route - redesign each enemy's attacks to better excel at the niche they have - revenants gain cluster missiles as a way to get you even when they hit a wall; chaingunners gain more accuracy but focus on where you were, say, two tics ago; lost souls can curve a bit when flying (nowhere near as extreme as revenant missiles, but enough to make the "one step to the right" dodges not work); barons would get a much faster melee attack that also disorients you on hit; that sort of thing
problem with this is that it could easily cross from the realm of "hard" to "bullshit", and I have next to no experience designing monsters - I'm a gun guy, that's what I've done since I started modding a good six years ago
3. the middle ground - just speed up everything - imp fireballs travel twice as fast, demons can actually keep a good pace, etc
it'd be an easier change and things would definitely get more hectic this way, but the main thing I'm worried about here is making sure monsters don't zigzag like crazy when moving
there's A_Chase flags that would stop that, but naturally they aren't in zandronum 3, which is pain
I dunno. as I said, my experience is with guns, not monsters
>>3055676
>revenants gain cluster missiles as a way to get you even when they hit a wall
You could also give their non-homing missiles airbust capability so they still explode if you hide behind a corner.
Another way to BTFO corner-camping players are monsters that use something like the revenant fire spawn function with an invisible actor instead of the fire, they would then use that as it's target instead of the player. Which means they'd fire towards the last known position of the player.
>>3055660
Can always pair it with Enemy-only mods (although you'll need to copy/paste the Script code used by Dakka's already replaced enemies so killing new the enemies gives you score.)
>>3055739
yeah, that's simply ACS_NamedExecuteWithResult("Dakka_Score", <point value>)
if you supply -1 as a point value, it defaults to the monster's health
So what is this Dakka I've seen in the past few threads?
>>3055737
archvile fire spawn function i mean
>>3055775
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-9c9f88a.pk3
latest commit, because people keep asking about it
>>3055737
y'know, this actually reminds me of quake's vore, and how its shots only homed in if it had line of sight to you, making it MUCH more of a pain in the ass to shake off
>>3055027
personal hell. I played it once from a carryover and scraped through with all the secrets and multiple deaths. By far one of the hardest maps in Icarus. 14's start was horrible too.
>add -dinput to quakespasm launch options
>some of the mouse issues disappear
I don't know why I didn't think to do this earlier.
>>3055862
do you mean 12, the one with the barrels
14 is a large castle map that's not too hard once learnt
>>3055867
Yeah the one with the barrels. Asshole even put some chaingunners around to finish anyone off that survived the trap.
>>3052374
Go play the STRAFE pre-alpha.
It makes me feel like a virgin, touched for the very first time.
>>3055882
>procedurally generated
nope.wad
>>3055281
The Punisher, and MM1's Showdown predate it, though.
>>3055908
i believe the punisher was made after pl32 but released before it
>>3055910
Nope. They didn't start working on Plutonia altogether until early 1996. Punisher was released in mid-1995
which is the latest release of gzdoom before the perspective rendering got fucked up?
>>3055917
hmm, all right
how old is 1squares.wad? i bet that's older
>>3055882
it's garbage.
>>3055924
No on really knows. I would go ask graf (or torr, who might also know) or iterate from a zdoom 2.7.1's gzdoom equivalent a couple of months at a time, launching a test map in them that shows whether there's warping as soon as you launch it.
If I may: why do you need to know? Cool mod in the works?
>>3055929
1squares.wad is march 1995
>>3054886
Try completely removing the program from your system and reinstalling it.
Progress?
>>3054886
No idea. I updated a week ago and it works fine. I second anon's recommendation of trying a reinstall.
Anyone here playing Doom RL?
I've been playing it for two days straight, that stuff is pure crack cocaine.
>tfw you have Juggler trait
>instantly swap between two shotties for maximum non-stop demon splat
>>3055945
well, it looks prettier i guess. but not sure it's worth the cost of going zdoom-only.
>>3055935
i think i've found an earlier one: 1fifwar, which was only recently unearthed and uploaded to /idgames but the file date in the .zip is august 1994. it thus predates doom2 and only uses doom1 monsters, which, it has to be said, isn't great for a slaughtermap.
>>3055951
With DUMP going on I wanted to give more ZDoom features a try. Admission still exists as an in-the-works entity separate from Z-Admission, however.
>>3055924
I too, am curious.
I know GLOOME and Zandronum still have proper perspective rendering.
>>3055948
I have. What's your max depth m8?
>>3055948
Love it. Shotguns Are really the most viable build though as far as I can tell. Army of the Dead negates the downside of shrapnel damage for the marine and this isn't stated on the trait but as of the latest build the shottyman trait affects rocket launchers as well.
Also
>Scout
>Gun Runner
>Shottyman
It's as OP as it looks.
>>3055964
Nope, gloome has the error.
>Googling around to see if there's any hits for quakespasm corner aim snapping
>find something that looks promising on some forum talking about a potential quake V
>as I read it it seems more and more familiar
>eventually read a post I remember making myself, but definitely not on this shithole site
>the whole page is just a mirrored version of a month old /v/ thread with a wordfilter and randomly assigned handles to posts
>>3055952
Next is the WORLD'S MOST DIFFICULT LEVEL!
In ULTRAVIOLENCE, the first room you enter
will have 16 INVISABLE Barrons, and get
this, 300 OTHER ENEMIES, ALL AT ONCE! And
to think, that's only TRAINING! Wait 'till
you get to the WARFIELD!
>I still don't know the purpose of that sites
They're for scamming money from ad agencies. They give the appearance of a frequently trafficked site.
Doombros i beg of you to answer my query. I'm loading a doom 2 PWAD in Zdoom (lastest).
The pwad has modified versions of the official maps that should replace the original ones in the IWAD but when i load the game, the custom graphics, DECORATE and DEHACKED lumps behave correctly but the game loads the official doom 2 maps instead of the custom ones.
Is there something i'm doing wrong?
>>3056009
yes
>>3055986
>>3055994
Sheekyforums and the like mainly just steal posts from imageboards and all that to fill out their more dead forum boards. Same idea was applied to 2ch, surprisingly enough under our lovely admin Hiro.
Though this isn't Hiro, since with 2ch it was applied to blog-like shit and it was happening before Hiro bought 4chan.
Remember me?
>>3056035
What was the song that went with it again?
>>3056040
https://www.youtube.com/watch?v=nVBalxt3NEU
>>3055934
nothing so exciting, i just Want to Play Some Fucking Doom Without Wonky Perspective
>>3056047
Try glboom+. I don't have problems with GZDoom, but that's an alternative if you aren't playing a zdoom map.
>>3056051
Eh, GLBoom+ is not without its problems. Doesn't have compatibility with some kinds of software tricks, like Mordeth bridges, so you get HOMs in such moments. While not many mapsets nowadays even do these, there are a rare few that do, such as BTSX .
And I personally wouldn't use GLBoom+ just so you can look up and down with perfect perspective. That port isn't really intended for such players. Its GL renderer is mainly for large maps, and maps that use things like HD or PNG textures,
>>3056015
What should i doooooo
>>3056180
This isn't very likely, but check to see what map(s) the wad replaces in the textfile. This is MAP01 and levels after that most of the time but it can be different.
>>3056180
What wad is this specifically?
>>3056225
It's an actual Roguelike (which is pretty retro in style) and is based around Classic Doom from an alternate perspective. I'd say it's fine.
>>3056231
What's this?
>>3056225
I just want that gib dlc for quake live.
a man can dream cant he? ;_;
>>3056224
Doomhack, the one that replaces enemies with yukkuris, gundams and anime things. It's an illegal modification of a doom2 IWAD, but the version i have has all the custom sprites and sounds, DEHACKED and DECORATE lumps without having any original game files. IT didn't have the modified maps so i copypasted them from the original doomhack PWAD to the new one, but it loads only the original maps.
And can be only ran through Zdoom
>>3056236I like the sparksbut yeah gibs would be nice, but I doubt they are happening.
>>3056231
What the fuck? What is this wad?
>>3055737
>Using Archvile fire as a target to attack player's last known position
Has this been done somewhere? How does this trickery work?
>>3056231
wat
>>3056239
I'm looking at Doomhack now, and it looks like the maps that come with it ARE the default Doom 2 maps, Anon?
>>3056254
Well, default besides different thing placement.
>>3056254
I said, they have been modified in one way or another. At least MAP30 is a whole arena instead of the usual icon of sin stage.
>>3056265
I didn't know that's what you meant by "modified", apologies.
>>3056231
Wolf3D mode?
Finally began DUMP mapping. a simple boom techbase with jumping required should be fine, yes?
A little under 12 hours left and Overload, the Descent Sequel By Actual Descent Devs (and not the MOBA being made by some star citizen shitlords who bought the Descent name), is only $40,000 away from being funded.
https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote
A playable teaser has been released on Steam. IMO it feels almost exactly like the original Descent.
http://store.steampowered.com/app/450220/
>>3056280
can't go wrong with the classics
>>3056225
>So mods are enforcing retro-only game discussion?
They just seem to be deleting things related to D44M ITT.
>>3056283
the demo is really good, and they have a quarter of a million.... if it doesn't get to 300k are they just gonna scrap that?
>>3056283
>no VR support
why.jpg
It's literally the perfect fucking game for it.
>>3056283
>$40k to go in 11 hours
Rough. Bet they're gonna spend the morning ringing up every rich bastard they've ever so much as sat in the same room as.
>>3056283
>and not the MOBA being made by some star citizen shitlords who bought the Descent name
Is that why the Descent games (excluding the Freespace ones) got taken off Steam? I was wondering why they got taken off seeing as I was only able to acquire the first game before the two sequels, but I'm upset now that I know how dumb the reason for them getting taken down is.
Quick, take a screenshot of what you're currently playing!
Here's what I'm going through. Bloodstain with blackops smooth weapons & animations.
Man, next mod I do, I gotta dedicate literally 2/3rds of the screen to "please donate to me I feel bad :("
>>3056047
I'm looking into it.
Honestly, I didn't the issue at first, and I pull from git and compile almost every day, until a post here on /vr/ brought the issue to my attention and now it drives me up the wall.
Since even recent mercurial builds of Zandronum still have proper perspective correction, it must have been a commit performed recently.
My guess is that the change was intended to be a workaround for either the new portal-rendering system or the 3D Stereoscopy support.
Or maybe Zandronum stuck with an older GZDoom codebase and development is focused mostly on their multiplayer features.
In which case, it may have been a change related to the ability to modify pixel ratio.
Can anybody remember the last timeframe they recall perspective correction with mouselook wasn't fucked up in GZDoom?
>>3056320
On the final stretch of the game, this room is a bit hectic at times.
>>3056283
Wait, is descent underground a MOBA? huh?
>>3056335
Unreal is one of my most favourite games ever, even if I dont play it as often as Doom, it still has a special place in my heart.
>>3056320
I'm not really in the middle of playing anything right now. I'm more making.
Thinking of trying out the first quake, though. Never actually played it much- I focused on quake 2 instead.
>>3056328
you know, i'm fine with a sort of way to tip modders you really like
but this is fucking pathetic, begging like this
>>3056335
Is that Unreal?
>>3056360
That's nice, where can I buy it or download it?
>>3056361
Its on GoG for $9.99 USD.
Or torrent it here: https://kat.cr/unreal-gold-2-0-0-6-gog-t11018778.html
>>3056368
I think I'll buy it, since Epic Games is still being supported by my purchase right?
>>3056370
I think so, actually.
>>3056370
Should be. I dunno how many original folk other than Sweeny are there though.
I recommend playing it coop with some people that are okay with exploring and reading the plot... you know... friends.
Redid the functionality of the rocket staff.
Lays timebombs now. Still hurts enemies with a direct hit.
>>3056374
>friends
I don't have any of those.
>>3056378
is it triggered by actor collision as well or is it a straight-up time bomb?
>>3056379
i'll be your friend anon
we can talk about how great doom is
and play doom
and
uh
>>3056389
Straight up time bomb. I wanted it to be tripable, but that doesn't really seem possible. once it hits the ground the projectile death is started, and it can't be run into any longer. I can make it blocking so they can't step over it, but they can't trigger the splosion.
>>3056393reenact hdoom together
>>3056328
scared.jpg
>>3056320
Going Down with Dakka.
I really wish it worked with something like colourful hell.
>>3056316
This is what was posted on GOG when they were removed.
>Hey, Folks. Here's the story.
>Parallax Software still exists and still owns the copyrights to the Descent games. Under our 21-year-old agreement, Interplay has the exclusive rights to sell Descent and Descent II, and they have been doing so on Good Old Games and Steam.
>The problem is that Interplay has not paid to Parallax any royalties since 2007. We've talked to them about this numerous times over the years, and finally took action this fall. We served Interplay official notice that they were in breach of the contract, and when they still failed to pay we terminated the agreement.
>This means that Interplay has lost the right to sell the Descent games, which is why they came down from GOG. (We're not sure why they're still on Steam; they shouldn't be.)
>Interplay does, however, still own the Descent trademark, which they are free to use or license as they see fit (such as for Descent: Underground) as long as they don't violate our copyrights.
>As for whether Descent and Descent II will be available for purchase again, we hope so. We'd be very happy to work things out with Interplay.
>Matt Toschlog & Mike Kulas
>Parallax Software
>>3056416
You know, it's actually so easy to make a compatibility patch for Dakka, I'm making one for the latest version of Colorful Hell right now.
As long as I get all the actor names and whether they can XDeath or not correct, I should actually be able to automatically generate a patch!
>>3056438
Link when it's done, please?
>>3056328
Ugh.
>>3056448
Miiight be a little while - finding all the monsters in Colorful Hell should be easier now that I have a regex for it, but I still gotta look through all of the files.
Luckily all I need to do is call a score script and jump to their regular Death/XDeath state. That's why it's so easy.
>>3056439
Think you mean GOOBERS
>>3054197
it's a proof of concept.
>>3056456
... heh.
I found some of my ACS (commonFuncs.h) in Colorful Hell.
God damn it's found itself in places I never expected.
>>3056448
Alright, done. There might be some issues - wouldn't surprise me if there was, because this was done on the spot - but for the most part, Colorful Hell should now be hooked into the score system.
http://git.jinotra.in/ijon/dakka - Make a new build from here.
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka.pk3 - Grab this file.
Load in the order: <maps>, Dakka, Colorful Hell, colorful_dakka.pk3.
It's also in the README on the Git repo.
>>3056587
That was fast, thanks!
>>3056395
Try a +TOUCHY flag, and instead of having a death state started on hitting the ground, have a A_Countdown on the Idle or See state. That way it will countdown (the value counted down is its reaction time property iirc) then die.
>>3056637
Yeah, Heretic support is really barebones - score only, and that's only because it was really easy to add. I'm not sure how I want to handle Heretic right now, due to the reduced health values of most of the enemies in it. After all, the Iron Lich only has 700 HP. That's two gyro shots and a single shell!
I'll probably look more into it if/when I get around to adding some variables to tweak damage done and taken.
Hey look, I'm putting in castle wall... things
what the fuck are these things called again? Battlements?
>>3056685
Fuck me. I'm retarded.
>>3056691
Battlements is correct i guess
> rtv!.wad + smoothdoom
you cannot get more comfy than this.
>>3056739
>rtv!.wad
what is it like?
>>3056741
damn I am an idiot.
I mean tvr!.wad.
>>3056750
I jammed a fence texture into the wall but I might add a bunch of smaller linedefs that add crenellations too
This is so fucking cool
most serious of maps
>>3056753
Yo this looks way cooler
Thanks >>3056750, that was a WAY better idea
>>3056516
"Proof of Concept"s are meant to show that something's feasible, If anything this is showing that it's a concept that doesn't work.
Does this clash too hard? I can't use the same texture in the corner parts of this wall because of the hackjob way I stuck the crenellations on
>>3052873
what you do is, you go to warosu and do "view same" for your image, then look around in the threads it comes up with
>>3056856
Make it stick out so the texture doesn't just change. Or use a good transition texture, but I don't know what you could use as it seems you're using custom ones.
>>3056856
a wood tower on a stone fortress? wouldn't any attacking enemy just set fire to the obvious weak point...?
>>3056856
added a metal trim.
>>3056861
Yeah, I'm using shit from Strife
>>3056869
Shivers said that looked weird so I tried this instead
>>3056872
I think using the same brick texture would look best. Why can't you use it?
>>3056856
This is entirely unrelated, but where'd you get the grey water texture from, anon?
In terms of clashing though, I think the grey rocky wall with green grass on top clashes more than that wood (I feel the rocks blend in too much with the water too, as they're the same relative shade of grey).
>>3056243
I don't think it's been done but it's certainly doable. Especially now with conditional statements in decorate.
I have a thing for coming up decorate tricks I'll never personally use myself for some reason.
>>3056881
>Strife
Ohh I see, I'm used to seeing that flat as cyan.
>>3056641
He's using dehacked anon. It's supposed to be vanilla compatible.
I'm making a map I'm having trouble beating myself. How do I know it's just hard or impossible?
>>3056918
this is a good question to which i've never found a satisfactory answer. i've not heard of any solution other than to let other people test it and see what they say, which is annoying because if you're anything like me the last thing you want is to get other people involved before you think it's ready for other people to see
>>3056902
Edit: A_SpawnItemEx with the SXF_ISTARGET flag is the solution. Use it to spawn the invisible marker actor, which will be set as the monsters Target pointer. The monster also needs to set it's Tracer pointer to be identical to it's Target pointer before spawning the marker, then using the SXF_SETTRACER flag in the spawn function as well so the marker knows to warp along with the player.
>>3056872
That clashes horribly with the strife textures
Thoughts about Phobos Anomaly 2016?
>>3056936
don't know what that is, sorry.
.. wait, do you mean e1m8b / Tech Gone Bad?
>>3056943
Man. Art is fucking hard.
>>3056927
Wow, there's so much stuff in DECORATE that I just didn't know about..How does this make the marker stop following when the player moves out of LoS, though?
>>3056872
Why are you making the corners of the castle flat anyway? Can't you just keep using the stone brick texture if you make corner towers?
>>3056970
Because this is honestly the first map I've ever made.
Also I fixed the water, I didn't realize the original color was cyan, that color is my arch nemesis I fucking swear.
>>3056958
>>>3056927 (You)
> Wow, there's so much stuff in DECORATE that I just didn't know about..How does this make the marker stop following when the player moves out of LoS, though?
Oh right, I'm not sure about that. One would have to dig deeper to figure it all out, since I'm still just theorycrafting at this point.
Perhaps there's there's a way to replicate A_VileTarget with other functions, or the actual A_viletarget could be used with a custom actor that replaces the archvile fire one. Worst case: a hitscan attack with a non-damaging custom puff that sets itself as the originating actor's target.
>>3056971
You don't even need to use METAL for that, just by placing some extra vertices you can stretch the texture so it'll look aligned but you'll have some longer bricks. See what you like best.
>>3056980
I'm gonna stick with METAL because they'll be mismatched up towards the top next to the crenellation
I'll use proper texturing and architecture in future maps/areas, I should probably focus on getting this done
>>3056971
Damn the water looks nice now, really hope it doesn't crap out in the normal Zdoom palette.
>>3056982
there's still plenty of days left, you can always come back to it.
>>3056983
It does. I'm gonna deepen the hue a little. But yeah, I REALLY like Strife's water
>>3056984
I'm going on vacation for a week in a few days
>>3056986
if "few" means before the 17th that's not good.
>>3056989
two days.
I was bored.
This is starting to look nicer, I need to stick vines and shit on it, and banners.
>>3057089
>I need to stick vines and shit on it, and banners.
You need to find bricks that aren't filtered to shit.
>>3057024
I like it, and I like the feeling it represents.
>>3057109
>>3057110
There I figured out how to set their scale back to normal without fucking up the upper bricks.
>>3056859
>you go to warosu
hey! it's alive! thanks for making me aware of it!
>>3057526
That was a parody, you dumbass.