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

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

Thread replies: 255
Thread images: 141
File: transformers.png (48 KB, 520x770) Image search: [Google]
transformers.png
48 KB, 520x770
DOOM THREAD / RETRO FPS THREAD - Last thread >>3168313

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin: http://pastebin.com/yV2AwaXE
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===

[04-27] RECOVERED023 (tsp)
https://youtu.be/pTZAp4SqRQE

[04-26] Graceful Doom - A Nonrandom Alternative to Pain Chance [1.0]
>>3170630
http://forum.zdoom.org/viewtopic.php?t=50643

[04-26] Anon mod release: FrankenGun.pk3
>>3170542
https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=1

[04-26] Custom Palettes
>>3170478
https://www.sendspace.com/file/c11vdc

[04-26] 3D Maze Screensaver Textures and Sprites
>>3170174
https://www.sendspace.com/file/aaw1w1

[04-26] E1M4b, another new map by Romero
https://twitter.com/romero/status/725032002244759552

[04-26] Tenebrae, 5 horror themed maps for GZDoom
>>3169123
http://forum.zdoom.org/viewtopic.php?t=51608

[04-26] Showdown in Suzhou: a map for Shadow Warrior, by NESFag
>>3168692
http://www.moddb.com/games/shadow-warrior/addons/showdown-in-suzhou
https://youtu.be/f7AHHwehe0

[04-26] A Morte released
>>3168551
http://forum.zdoom.org/viewtopic.php?t=50891
http://www.mediafire.com/download/jp4paev47zgr9r5/A_Morte_435.rar

[04-25] Anon resource release: F-Zero Velocity fonts
>>3167668
https://www.sendspace.com/file/6tu9zq

[04-25] BLACKROOM: John Romero and Adrian Carmack's new project
https://youtu.be/v7-nKfsEevA

[04-25] Samsara 0.32 (bugfix update)
http://forum.zdoom.org/viewtopic.php?t=51771

[04-24] Anon resource release: centaur.zip
>>3165584
http://www.mediafire.com/download/b053517j6cqaaze/centaur.zip

[04-24] Anon mod release: SlaughterGuns v1 (TEXTURES mod)
>>3163920
https://www.dropbox.com/s/kr1ovdiqoxt46je/SlaughterGuns_v1.wad?dl=1

[04-24] The /newstuff Chronicles #494
https://www.doomworld.com/php/topstory.php?id=4572

[04-23] MP5 addon for The Space Pirate, by Sgt. Shivers
>>3163076
https://www.dropbox.com/s/nydaeaxbp8rn6bj/TSP-MP5addon.wad?dl=1

[04-23] Anon resource release: SmokeTest.pk3
>>3162821
https://www.sendspace.com/file/9oahj6

[04-23] A kind anon has written a comprehensive Quake howto.
>>3161598
http://pastebin.com/yV2AwaXE

===

To submit news, please reply to this post.
>>
>transformers
>is actually a GM

ya blew it lad
>>
>>3172943
>Script error, "LegenDoom_1.3.wad:DECORATE" line 233:
>Invalid state parameter a_spawnparticle

>Script error, >"ColourfullHell83.pk3:decorate/imps" line 874:
Expected ')', got ','.

Please, send help
>>
>>3173052
so I think we can all agree that a Gundam mod for Doom would be tits right?
>>
>>3173058
heh, oh well. I know very little of giant robots. I had a Starscream when I was 8, but his foot broke off.
>>3173065
Is your gzdoom out of date?
>>
Damn, I wish I had the anniversary Doom Playstation Official Soundtrack. Aubrey's bandcamp won't even let me listen to it anymore.
>>
>>3173075
I'd Imagine something like a cross between that Mechwarrior mod and Project MSX.

>There will never be a new patch for PMSX
Damn it
>>
File: FA-78-1 Gundam Full Armor Type.jpg (380 KB, 1035x1500) Image search: [Google]
FA-78-1 Gundam Full Armor Type.jpg
380 KB, 1035x1500
Gundam.wad when?
>>
>>3173080
Either of these work?
http://rutracker.org/forum/viewtopic.php?t=4307768
http://rutracker.org/forum/viewtopic.php?t=4302172
if you use chrome it auto translates very good site for music
>>
File: 1455494256200.png (84 KB, 466x492) Image search: [Google]
1455494256200.png
84 KB, 466x492
>0 response to WAD release
>included in news post

feels conflicted
>>
Doomguy 1>Doomguy 64>Doomguy 4>Doomguy 3>Doomguy 2(the cover version)
>>
>>3173084
I mean http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

In semi-related music news, I didn't even realize this came out.
https://www.youtube.com/watch?v=X_o5j9srb40
>>
File: jdpio1.jpg (122 KB, 540x417) Image search: [Google]
jdpio1.jpg
122 KB, 540x417
>>3173087

That's a pretty acceptable list.
>>
>>3173085
Which one was it? I'll play it right now.
>>
what the actual fuck is going on in that tsp video?
>>
>>3173082
maybe mix in some aspects of Demonsteele and Mechatron as well
>>
>>3173135
clearly stuff is going on in it
>>
>>3173036
>It's an "enemies slowly spawn in" arena shooter
DROPPED
>>
>>3173167
Yep, I was a Doom 4 "Let's just see the SP" apologist, and even I have to admit that this completely turns me off of that fucking game. I'm fucking done, I'm washing my hands of this shit.
>>
>>3173127

frankengun
>>
File: temp.png (72 KB, 956x717) Image search: [Google]
temp.png
72 KB, 956x717
Who wants to explore some spooky dark woods?

Actual giant trees would likely be thinner in a real map. Just testing out some textures and stuff...
>>
>>3173216
that looks preeeeetty good!
>>
>>3173175
It's like they went "Hey, let's look what's popular within Doom Community now", then launched Doomseeker and saw Zandronum servers with BD, Complex Doom and Invasion Survival, and then went "Ok, we'll do it like that, it'd be totally oldschool yo!".
>>
File: temp.png (67 KB, 956x717) Image search: [Google]
temp.png
67 KB, 956x717
>>3173223
Thanks. It's getting close... Want more outdoorsy areas compared to doom, so it needed a lot of outdoorsy assets. few trees and stumps, rocks, grass, shit blowing in the wind... There are some indoor things too. Lights mostly.
>>
File: Screenshot_Doom_20160428_031455.png (729 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160428_031455.png
729 KB, 1920x1080
>>3173206
Hoo yes, me likey. The animated meters are a nice touch, I hope you expand on those. It's kinda hilarious to hear monster sounds coming out of a gun too.
>>
>>3173216
I feel like your statusbar needs a 1~px line across the top of lighter grey, like how you did the shading and highlighting on the key slots. maybe bring that same effect to the parallel grey edges either side of the HUDface.
Would make the display transition a bit better, I think.
>>
>>3173216
2spoopy4me

Also I've said it before but that staff is gorgeous.
>>
Thanks for the mention of the SW map in the news!
>>
apart from having 16 DM spawns and SSGs near them, how do you make DM maps?
asking because Double Impact was made by folk who primarily did DM maps
>>
>>3173242
Prolly a good idea. Tomorrow. Spent all day after work redoing a monster...
>>3173243
Thanks. Fits well with the trees too
>>
File: Screenshot_Doom_20160409_194858.png (686 KB, 1920x1080) Image search: [Google]
Screenshot_Doom_20160409_194858.png
686 KB, 1920x1080
>>3173249
Hey, just curious, what are you using to make your sprites? They look really rad.
>>
File: tspscreen17.png (630 KB, 1281x720) Image search: [Google]
tspscreen17.png
630 KB, 1281x720
real talk, TSP has some bitchin menu design

when is the next version?
>>
>>3173278
Remind me of Square's Adventure's menus a bit.
>>
File: 3NXk96G.jpg (12 KB, 331x473) Image search: [Google]
3NXk96G.jpg
12 KB, 331x473
>>3173241
glad you enjoyed it
>>
File: Cg54XCHUoAEvjVe.jpg (49 KB, 600x450) Image search: [Google]
Cg54XCHUoAEvjVe.jpg
49 KB, 600x450
Who else /daikatana/ here?
I can't leave without my buddy Superfly
>>
JPCP bugfix update v1.1
https://www.doomworld.com/vb/post/1597166
http://www.mediafire.com/download/1d79kb7r2begkg4/JPCP_v1.1.zip
>>
>>3173315
Nothing but a embarrassing footnote in Romero's history. If anything, I hope Blackroom isn't another Daikatana.
>>
just wondering, have you guys watched (or heard about) Hardcore Henry?
>>
File: gzdoom 2016-04-28 21-09-22-65.png (176 KB, 1920x1080) Image search: [Google]
gzdoom 2016-04-28 21-09-22-65.png
176 KB, 1920x1080
>Use demonsteele-nowthatswhaticallmidi-v3.5.pk3
>See this

I chortled

Where the fuck is everybody and the 32in24 team getting all of these MIDIs?
>>
File: John Romero.jpg (42 KB, 375x523) Image search: [Google]
John Romero.jpg
42 KB, 375x523
>>3173350
Surely a person can only make a mistake that bad once in his life.
>>
>>3173375
I guess he has a harder leash on himself now, cause he definitely needs one.
>>
Has anyone played Polished Skull?
If so, is it any good?
>>
So, I'm trying to play Doom on Android with a PS3 controller. PrBoom in Retroarch is the only way I've gotten Doom to run on my tablet, and it doesn't seem to be getting any input from the emulated mouse/right stick. Wat do?
>>
File: goodmap.webm (3 MB, 720x360) Image search: [Google]
goodmap.webm
3 MB, 720x360
guys, i can totally make maps
>>
>>3173390
>no Archvile behind all the revenants
>>
File: daikatana024.jpg (422 KB, 1280x720) Image search: [Google]
daikatana024.jpg
422 KB, 1280x720
>>3173315

I think it's actually a pretty good game, then again, I am playing with the sidekicks disabled.
>>
>>3173391
shit, knew i forgot something
>>
File: 1461786667.shadowmain_star.png (20 KB, 800x300) Image search: [Google]
1461786667.shadowmain_star.png
20 KB, 800x300
ALRIGHT BOYS

Which one is better for a title art?
>>
>>3173393
probably should have done that

>>3173350
He doesn't seem to view Daikatana as a mistake
>>
>>3173397
Left.
>>
>>3173397
I'm go with left, but if I were you I'd add a little more red tint to the helmet window.
>>
File: 1461786667.shadowmain_star.png (14 KB, 400x300) Image search: [Google]
1461786667.shadowmain_star.png
14 KB, 400x300
>>3173406

A friend of mine is doing this for me. Just sent me this one
>>
File: dai.jpg (372 KB, 1920x1080) Image search: [Google]
dai.jpg
372 KB, 1920x1080
>>3173401
forgot pic
only level 4
going for a strength build
>>
>>3173408
Where would the title be?
>>
>>3173412

I'll probably add it myself once we got a good background.

He updated this >>3173397 here
>>
>>3173414
Left still better.
>>
File: playpaltest.png (12 KB, 800x300) Image search: [Google]
playpaltest.png
12 KB, 800x300
>>3173414
Is it going to conform to Doom's palette?
>>
>>3173419

That looks pretty cool I think, we're gonna try adding those bars from >>3173408 with a different color and go from there
>>
I kinda like this one
>>
>>3173036

I think it looks fun. It certainly got me hype.
>>
>HTAЭⱭ

You cocks, you've gone and painted it backwards.
>>
>>3173449
No anon, it's actually a really deep, to truly experience death can only be done from the other side. And to truly read that Death, you have to be on the other side :'^)
>>
>>3173452
The only thing on the other side was a power shield that was so helpfully placed as to only be reachable once you've already cleared the room of the dozen Knights and cloakniggers.
>>
>>3173393

Daikatana is a legitimately good to great game without sidekicks. Episode 1 and the second part of Episode 4 still suck cocks, but the rest of the game is really good.
>>
>>3173454
I meant the other side of the panel, not the room. Or is that panel visible from there too?
>>
What's the best way to make an enemy move with an afterimage effect?

I want the pinkies to have a "Missile" attack where they run at the player at a higher speed for a short time, kicking up dust and shit (the dust I can do easy) and pass through actors as they run for you, meaning your bombs won't block them.
>>
>>3173458
The center pillar has DEATH on three sides and HTAЭⱭ on the fourth (which is the one you shoot for the secret), which is the side facing away from you when you drop down into the room and as such the side you'll see last after you've killed the shit around the sides.
>>
>>3173459
have it constantly shitting out actors that are translucent versions of itself, and that die very quickly?

I thought there was some kind of projectile trace-tail thing that could do this...
>>
File: jesus christ how horrifying.webm (1 MB, 720x360) Image search: [Google]
jesus christ how horrifying.webm
1 MB, 720x360
>>3173479

Oh man I think I'm onto something here
>>
>>3173483
He's a fast boy
>>
>>3173487

The scary part is he can pass through solid actors, like other monsters, players, and bombs.

Meaning you can't always bodyblock pinkies with bombs now.

I'm gonna make specters have this at all times
>>
>>3173490
Spooky, I like it.
>>
>>3173490
what if they get stuck?
>>
>>3173492

The only way that happens is if they're phasing through another actor and exit out of it, at that point, take advantage of the stupid bastard's mistake and kill him before he tries running again.
>>
>>3173487
for you
>>
File: 1460315210671.jpg (179 KB, 1143x860) Image search: [Google]
1460315210671.jpg
179 KB, 1143x860
How do you guys play Doom? Is GZDoom still the best. Haven't played in a few years, help me out.
>>
>>3173502
I play ZDoom because I'm a moderate purist. I don't jump/crouch unless the wad actively requires it, I don't use vertical aim/freelook, but I like all the options new madding standards like UDMF bring. But if you want to pull the most out of your doom, GZdoom is probably the best yeah. Zandronum is up to 3.0 now I believe, if multiplayer is what you want.
>>
>>3173459
>>3173483
I had a go at this, just a quick demon replacer. Works pretty well though. Map01 had been replaced with a demon testing ground (runs with Doom2.wad)

http://www.mediafire.com/download/3v5kjhv8odz69n0/ChargeDemon.wad

The demons charge at you pretty fucking fast, and I cut down their melee animation so they can strike pretty much straight away. Pretty terrifying!
>>
>>3173502
GZDoom with all the texture filtering turned off. Sometimes PrBoom+ as well with texture filtering off. Most of the time runs huge WAD maps with higher frames then GZDoom.
>>
>>3173502
I play in GZDoom but I turn off things like sprite rounding/softening so that it still looks retro.

I've never liked the look of rounded sprites
>>
>>3173502
I play prboom3d on my hacked 3ds, in full 3d because I have a grudge against my eyes.
>>
>>3173502
I play in PrBoom+ even though I am a (G)ZDoom modder because modding has destroyed my ability to enjoy playing (G)ZDoom.
>>
File: painting.png (323 KB, 1862x870) Image search: [Google]
painting.png
323 KB, 1862x870
Making those 1 line depth painting alcoves line up properly took way more time than it should have. Ah well, at least it's done now.
>>
>>3173502
GZDoom is still the best, though system requirements peaked a bit in recent builds.
>>
>>3173571
The difference in power needed between 1.9.1 and 2.1.1 is actually kinda high. Must've just been the change from OpenGL 2 to 3.
>>
>>3173350
Well he did also make deus ex so he can't be all bad
I'd love to play it but on high graphics settings it chugs like a steam locomotive (even though I got it on gog) and on low graphics it looks like ass to the point where even my eastern European eyes are offended and still stutters when there's liquids
>>
I borrowed code from BURL TUMD again. :^)

Getting kinda nervous here, I'm at 40kb and I got another 7 monsters to edit.

and I can't fit that nice titlepic that was made for me either, that really bums me out.
>>
>>3173353
Heard it's good, might see it if I'm bored enough and they're still playing it, but otherwise it seems like gimmickcore at best. First person perspective is good when you're actually in control, otherwise it brings the classic VR headache-inducer of "the perspective changes but I'm still looking straight". I've also heard the camera shakes like a cunt.
>>
>>3173631
Imagine you're playing one of those old Sega CD movie games where you have to press left/right/a button to keep the movie running and not game overing.
Hardcore Henry is that but you don't press any buttons. Looks better then Sega CD video though.
>>
File: 1454413555248.jpg (2 MB, 3377x3165) Image search: [Google]
1454413555248.jpg
2 MB, 3377x3165
>>3173639
I've never had a console older than the Play Station 2 slim
>>
>>3173627
unzip your pk3, zip it back up with 7zip (by going into the extracted directory and selecting all the stuff inside, not the new directory made by extracting the pk3)

see how large it is then
>>
>>3173502
Nothing has really changed too much. GZDoom is still the one for modern mods for solo play, and Zandronum is still the go-to source port for multiplayer since it's always behind in features. Though the 3.0 release isn't official yet, supposedly it's updated enough to handle Reelism.

I just wish GZDoom would move away from Edward's shitty netcode. That way we don't have to worry about Z& being behind and thus play with the latest flashy mods online
>>
>>3173502
I mostly use GZDoom but when playing without gameplay mods, I use Crispy Doom.

If GZDoom just had the same resolution scaling technique as Chocolate/Crispy Doom, then there would be no reason for me not to use GZDoom all the time.
>>
>>3173654
cancel that, compress to 7z not zip. i thought this guy got this mod down real small with zip alone but it's just a 7zip with the wrong filename extension

should be .pk7 and not .pk3 but i suppose that's just for humans since zdoom loads it fine
>>
>>3173693
also, expanding on compression, it seems to offer better results with 7z, LZMA2 with 256MB dictionary and 256 word size seems best with an archive i'm testing
>>
File: 1460315210671.png (487 KB, 1277x1164) Image search: [Google]
1460315210671.png
487 KB, 1277x1164
>>3173502
>>
File: agitating.png (29 KB, 225x220) Image search: [Google]
agitating.png
29 KB, 225x220
>>3173714
Oh god not this again
>>
>Unzip samsara-v0.31-beta.pk3 to see how small I can get it
>It's full of duplicate files overwriting each other

However

>Originally 40.3 MB
>Now 29.9 MB
>26% drop in filesize

When will Slade just have 7zip shoved inside of it
>>
>>3173502
I play in Zandronum cause I'm too lazy to download the others and I already had this one
>>
File: 1461237159285.png (136 KB, 408x335) Image search: [Google]
1461237159285.png
136 KB, 408x335
so uh

do you like quake
>>
>>3173768
Eh, it's okay
>>
>>3173768
Yeah, Quake's cool.
>>
>>3173768
Hell, I like it better than Doom.
>>
File: image.png (36 KB, 683x536) Image search: [Google]
image.png
36 KB, 683x536
>>3173768
Quake? That's my favorite!
>>
>>3173773
Why is Ranger so mad all the time?
>>
>>3173776
Why wouldn't he be?
>>
>>3173778
Well Doomguy keeps his cool most of the time...
>>
>>3173781
Doomguy gets plasma guns and an enclosed helmet.
>>
File: image.jpg (212 KB, 1024x768) Image search: [Google]
image.jpg
212 KB, 1024x768
>>3173052
is this map real?
>>
>>3173776
he's going insane from all the eldritch horrors around
>>
>>3173776
They woke him up at 4, man needs his sleep. Even worse somebody drank the last peej.
>>
>>3173785
Ok, I'll take that. Those can be a bitch.
>>
>>3173784
Why not? Where did you get it from? Reminder that script/special spawned monsters don't appear in the monster count until they've spawned
>>
>>3173674
>If GZDoom just had the same resolution scaling technique as Chocolate/Crispy Doom
So GZDoom with vid_renderer 0 and 640*400 res does it differently? I thought it replicated the standard way fairly well.
>>
>>3173785
So did we decide what Ranger's Quake 3 description implied, that he went nuts and kept killing Cthulhu's inbred cousins or went nuts and started killing people back on Earth?
>>
>>3173793
is there any difference between the two?
>>
>>3173791
The status bar is fucked last I checked
>>
File: justfuckmyfloorupfam.webm (3 MB, 640x360) Image search: [Google]
justfuckmyfloorupfam.webm
3 MB, 640x360
>Filename
>>
>>3173794
To him, probably not I suppose. Start seeing other people as monsters and all that.

If that description is to be taken as canon he's kind of a dick anyway. Not sure if that's linked to the whole Old One runic abuse and shit, though- if anything you'd expect that type of thing to just outright snap someone's mind while Doomguy's various ventures would be more likely to start tainting their thoughts with evil and hatred because Hell.
>>
File: 1453035952250.jpg (37 KB, 299x400) Image search: [Google]
1453035952250.jpg
37 KB, 299x400
>>3173796
>That pulsating FIREBLU
>>
>>3173674
i've seen people use reshade or sweetfx to palette gzdoom and pixelate it

i can't tell you how but i've seen it
>>
>>3173627
>Getting kinda nervous here
Same here. I had some trouble with my ACS yesterday (FUCK YOU SetHudSize) and figured I'd take a little nap. Woke up 5am and had wasted an entire day of productivity :^)
>>
>>3173801
I'm quite certain the description implies he went to other demon worlds and dimensions, it doesn't mention anything about returning and his genocide campaign led him straight to the arena itself so it wouldn't make sense for him to end up at an alien arena by killing people on earth.
>>
>>3173810
It just says that he "embarked upon an endless travelogue of blood and destruction," and his ingame text quotes act like he thinks he's still shooting Quake's minions. Whoever Quake actually is, given that the whole thing between Quake and Shub-Niggurath was kind of fuzzy in Q1 and handwaved because who cares.

>it wouldn't make sense for him to end up at an alien arena by killing people on earth.
The alien things I forgot the name of that run the Arenas grabbed people from all sorts of times and dimensions- other combatants include a normal Earth person who was on death row for murder and a WWII German soldier who got blown up just before they teleported him in.
>>
>>3173790
>Where did you get it from?
from ss13 general
>why not
i failed to find it via google images
>>
>>3173796
I wouldn't mind a deathmatch map with a floor constantly moving in waves like that.
>>
File: DSC_0028.jpg (3 MB, 3104x1746) Image search: [Google]
DSC_0028.jpg
3 MB, 3104x1746
>>3173768
I enjoyed it during my trip down ancient history lane and remember enjoying myself after half life 1 had the worst shooting in history (seriously, how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health, and don't really feel pain so you can't stunlock them either)
Anyway, returning to quake after gzdoom, everything's so dark it makes my eyes hurt, the enemies are alright, the guns don't feel punchy enough when it can take a dozen shotgun blasts to fuck up one snake's shit, and overall, there's not enough enemies at once
Is anyone even reading this wall of text

Anyway, now I've downloaded duke 3d (which isn't piracy because I have the may 2002 issue of seedy action kicking around somewhere in my house) (and because fuck randy pitchford with a fork)
Let's see how that holds up. Will keep you cunts posted if anyone shows interest

Also, issue 07/2000 in which they gave daikatana a... 7/10?
And the cons they brought up are that the partner a.i. Is bugged and that there are some other small bugs.
Huh.
>>
>>3173818
Duke 3D is still fantastic. The shotgun will forever be one of the best ones in games.
>>
>>3173815
Yeah the guy is making a zandro tc, he posts here from time to time. It looks amazing.
>>
>>3173814
Quake is most certainly shub, I do not recall anything else being referred to as quake. As far as the description goes it's still a stretch to assume earth as if that were the case they would have implied it as opposed to vague violence, looking at the expansion packs for example are things that could have been after killing quake.
>>
File: mfw.png (39 KB, 199x170) Image search: [Google]
mfw.png
39 KB, 199x170
https://www.youtube.com/watch?v=3v7RyxbDdi0
>people think this looks good
>>
>>3173826
I never liked the HRP. It's the same reason why I don't use Darkplaces to play Quake or use texture filtering in GZDoom.
>>
>>3173826
It looks really stiff
>>
>>3173818
>everything's so dark it makes my eyes hurt,
Turn up the brightness? I hope you're not using standard glquake.

>the guns don't feel punchy enough when it can take a dozen shotgun blasts to fuck up one snake's shit
The single barrel shotgun is lame, yes. It's Quake's version of Doom's pistol, but unlike the pistol, you actually have reason to go back to it once you get better guns (namely, conserving ammo on weak/distant enemies).

>overall, there's not enough enemies at once
I dunno, I like Quake's more sparse, intentionally placed and intelligent enemies versus Doom's hordes that you can just circle-strafe around all day until they're all dead.
>>
>>3173826
The worst thing about is a lot of people who like the HRP or work on it have this attitude that anybody who prefers classic mode is some kind of luddite and not just because the HRP looks fucking awful.
>>
>>3173836
So basically like the people that can't play Doom without using Brutal Doom?
>>
>>3173829
I think darkplaces looks great with standard textures and no trilinear filtering. The lighting system really fits quake's mood and visuals imho
>>
>>3173840
Setting the lighting to a more original Quake level it can look okay, sure. I just prefer Quakespasm's way of doing things.
>>
>>3173839
Worse in different ways. At least Brutal Doom changes gameplay and adds various things...the HRP just completely rapes the aesthetic of the original game and some of the people working on it get really passive aggressive about people who prefer the classic style.

Even DNF looks better than the HRP.
>>
>>3173841
>Setting the lighting to a more original Quake level it can look okay, sure.
Nah I like the lighting with all the bells and whistles, I just disable pretty much everything else.

>I just prefer Quakespasm's way of doing things.
Quakespasm is indeed a great port.
>>
>>3173254
Sculptris, Maya, and Photoshop. Sometimes one sometimes all three.
>>
>>3173052
That color scheme is kinda fucking with my eyes. Is that a Doomguy Powered GM? I think I know what I'm building in Gundam Breaker later tonight.

Oh right, Doom thread. Uh, it sure is a shame that Metroid Dreadnought's creator vanished.
>>
>>3173826
>in the first second of the video you can see the seam of the arm in the corner of the HUD
>they didn't bother with full body awareness
lol, quality
>>
>>3173826

I like the texture effects, reflections and shadows. Hate the models. Can you mix & match ?
>>
>>3173850
I hate how the magazine kinda glitches into the pistol unnaturally. It's so stiff.
>>
>>3173818
>seriously, how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health, and don't really feel pain so you can't stunlock them either)
COVER
O
V
E
R

You guys need to play more Rainbow 6
>>
>>3173826
why couldn't they go quake with the models instead of bootleg cg movie
>>
>>3173858
more polys and higher-res textures = better

Just ask all those Elder Scrolls/Fallout modders that just blow up all the textures in Photoshop and run a sharpen filter on them!
>>
I've just played through the first Doom (the first few maps of episode 4 were brutal) and I'm currently making my way through Doom 2. Which would you recommend I play first after this between TNT and Plutonia?
>>
>>3173868
Don't forget to save them as heavily compressed JPGs though, don't want the files to be too big.
>>
>>3173871
Want difficulty above all else? Plutonia.
Something more balanced? TNT Evilution.
>>
>>3173857
>cover
Why do you think a 19 yo is here instead of playing the division or whatever it is that normies do these days

>>3173832
They're not intelligent at all. I suppose I never got the hang of circlestrafing in doom so that's why I enjoy it more without a gamebreaker tactic making it too easy

>>3173820
First impressions are alright. I had to drop down from Damn I'm good because fuck respawning enemies, and turn off the music I'm listening to on my phone because the sound quality is shit. Is there maybe a remastered soundpack?
>>
>>3173873
TGA is the most lore-friendly and immersive texture format.
>>
File: bytch.png (789 KB, 922x1098) Image search: [Google]
bytch.png
789 KB, 922x1098
>>3173826

>floaty hands
>magazine mysteriously floats into Duke's hand then vanishes
>those really bad textures
>those animations.
>>
>>3173876

I'm taking my time so I would prefer a more gradual difficulty curve, at least for now. Once I finish with TNT and Plutonia I'm likely going to venture into the likes of Scythe and Alien Vendetta.
>>
>>3173871
Technically, episode 4 was made after doom 2. Where in Doom 2 are you now? Opinion is more divided over its maps, with one of the more common opinions being that it takes a nosedive after Dead Simple. And which difficulty are you playing on?

I'd recommend TNT before Plutonia.
>>
>>3173886
Refueling Base is the beginning of the less good maps.
>>
>>3173868
I remember butthurt modders that did do that remove their mods after being called out on it. There's plenty of quality textures but some are just really fucking lazy jobs.
>>
So does anyone know off the top of their head what would be the translation code to turn something red into green?

I want the hell knights to throw an imp fireball for an alternate attack but it'd be better if I can keep them green
>>
>>3173886

Oh it was? That's interesting. I'm currently on Industrial Zone so just about halfway through by my count. I've not really had that much issue with Doom 2 so far aside from Tricks and Traps with the floor before the exit. That was cruel.
>>
>>3173851
You could do that, you'd just have to edit the def files and strip out all of the models.

The real time lighting and stuff is really cool - the problem is they have no fucking idea how to use it. They reshade the default models and stick all of these bright uniform circular lights in pitch black rooms and it looks even worse than shovelware Unity games.

This is how Polymer should look:
https://www.youtube.com/watch?v=PK8UjNH2OW4
>>
File: hdoom_multiplayer.png (666 KB, 1280x720) Image search: [Google]
hdoom_multiplayer.png
666 KB, 1280x720
>>3173826
The HRP looks so fucking awful, why do people like it? The original aesthetics are beautiful and fitting.

The animations are one of my biggest gripes, they look like complete dogshit. Also every single part of the HRP sticks out like a sore thumb everywhere.

I've never seen 3D this bad.

>>3173818
>how the fucj do you expect me to murder hitscan marines without taking damage myself when they have a whole fucking SMG mag's worth of health
>standing out in the open when someone is shooting at you
It's your own fucking fault. Pig cops and assault troopers will rape you the same way in Duke, shotgunners and chaingunners in Doom as well.
>>
>>3173892
"176:191=112:127", "168:175=112:115", "208:223=112:115", "224:231=112:114", "232:235=119:122"

It's a little complex since the spawn frames have some orange and yellow but this'll get it all green.
>>
>>3173895
That shotgun is terrible. How do you let that slip? Sounds doesn't line up, animation looks floaty and weightless, muzzleflash looks stiff and unnatural.
>>
>>3173898

Thanks man. I'll get a webm soon for you.
>>
>>3173901
I didn't make that video, just showing the visual side of it (I agree that the weapon needed a bit of work though)
>>
>>3173871
Plutonia. Tnt tired me out to the point where at level 27 I just stopped giving a damn. Dump is p gud tbph senpai
>>
>>3173871
I'm a freak who prefers TNT. I hate Plutonia's theme. WTF is that? Space Vietnam?
>>
File: 3848348.gif (400 KB, 488x519) Image search: [Google]
3848348.gif
400 KB, 488x519
>>3173897
>Hdoom multiplayer
Jesus christ I hope this wasn't a /vr/ public server.
>>
>>3173913
I dunno anon, space Vietnam is pretty cool. That's how we got the "OORAH OORAH" marines from Aliens.
>>
>>3173897
Having just murdered a bunch of pig cops, no they won't. I only had a problem with them because I thought that them going prone is them being kicked back and needing to be kicked as a finisher. Chaingunners go down in one or two shotgun blasts and sergeants in one
>>
>>3173826
The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.

Somebody made a small episode BASED on the HRP, and that actually looks good, at least the environments. Now if I could only remember the name of the mod...
>>
After playing Doom to death I've started Quake, shit is tight once you adjust the renderer properly. I really enjoy the verticality of the combat and the unique feel of every weapon, especially when compared to the relative simplicity of Doom's weapons. Would I enjoy Unreal? Is it worth playing?
>>
Ah fuck, I died and got kicked back to my first save I did. What the fuck is that shit, eduke
>>
>>3173934
You'll like Unreal
>>
I just got the urge to bust out my old copies of Shadow Warrior and Redneck Rampage. What is a good build engine source port?
>>
>>3173934
Unreal is great but definitely kind of wonky with the inventory stuff if you're used to the standard "1-9 for weapons and nothing else to worry about" like id's games and Unreal Tournament.
>>
>>3173938
The best Shadow Warrior port is the paid version on Steam, IIRC. There's free ports out there, like SWP, but I remember them having issues with save games sometimes.

Redneck Rampage never had its source released, I think someone was trying to bend eDuke32 into handling it.
>>
>>3173942
Oh, damn.
>>
Best way to play both is still DOSbox imo. Well, for RR you don't have a choice.
For SW, there is Redux, which is pretty cool, but it doesn't use the original 2.5D 8-bit renderer. It's opengl only.
There is SWP which is free but it's a bit glitchy here and there.
Apparently one of the EDuke32 devs is working on a SW sourceport but that shouldn't be done before a long time still.

While you're still at, once you're done with the original game, it check my SW map, it's mentionned in the news up there.

>>3173938
Redneck Rampage has no sourceport.

>>3173942
>I think someone was trying to bend eDuke32 into handling it.

Not really, it's like BloodCM, it's a recreation, all behaviours re-coded from scratch as a guess work. it's terrible imo.
>>
>>3173898
>>3173904

Alright, so at closer ranges they'll throw arcing fire like imps, which pass through their buddies harmlessly.

They also have a chance of throwing the big fireball which detonates your bombs. Annoying AND dangerous as fuck

I feel like I should add a translation effect to the big fireball to further signify "HEY THIS FIREBALL IS DIFFERENT, WATCH OUT SON"

if someone could throw me a translation code for green to red, it'd be appreciated
>>
>>3173954
There's a few ways to translate green to red since red is a larger range than green.

For player sprites I like "112:127=173:191", otherwise "112:127=176:191"

You can preview translations and get the codes from Slade by right clicking on a graphic and going to Graphic, Color Remap.
>>
A Dark Souls style Hexen mod...Serpent Resurrection kinda fits the bill but that would be neat to see. I don't mean a recreation as such but copying a few mechanics might be neat. Resting at bonfires would refill Quartz flasks to a point but it would also resurrect all the weak enemies killed (and maybe restore mana as well) Maybe change it so killing a level's boss monster would remove all the enemies as well unless you introduced a levelling system.

Speaking of which, something like DRL or Legendoom would fit even better in Hexen as well.
>>
>>3173930
Duke Nukem Eternity?
>>
File: Randy Pitchfork.png (1 MB, 617x776) Image search: [Google]
Randy Pitchfork.png
1 MB, 617x776
>>3173930
>The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.The problem with the HRP is that levels were absolutely not built with it in mind. So there is a dichotomy between the levels architecture and the textures.
It's the same reason that using a HiRes pack with original Doom looks like dogshit.
>>
>>3173849
>Uh, it sure is a shame that Metroid Dreadnought's creator vanished.

Nah, mate, I'm here.
>>
>>3173973
>Speaking of which, something like DRL or Legendoom would fit even better in Hexen as well.
it would probably fit in Witchheaven the best, but nobody cares about this game
>>
File: 1454195342491.png (194 KB, 557x605) Image search: [Google]
1454195342491.png
194 KB, 557x605
>>3173960

Thanks pal, I added some extra visual flair when this guy is winding up, I might do this for the caco too

>>>/wsg/1058319

This is FUN
>>
>>3174024
Looks sweet man.

In the meanwhile, my goal is to finish placing the monsters for ARCHVILLE tonight, hopefully finish version 0.9 for testing tomorrow. Biggest thing that still needs doing is setting up a starting area that "triggers" all the arch-viles so they can ressurect without seeing you, and to make the bossfight script.
>>
Any good gameplay mods that play nice with Chex Quest besides Samsara?
>>
>>3174050
Brutal Doom
>>
>Using actual images of mars as textures

Is there a way to display floors larger than 64 X 64?

Got the images from this 360 degree panorama shot. Some nice mountain and atmosphere shots

https://www.youtube.com/watch?v=QI69jN_P3IA
>>
File: ss.jpg (655 KB, 1920x1080) Image search: [Google]
ss.jpg
655 KB, 1920x1080
>>3173994
looks fine.
>>
>>3174071

No, it really doesn't.
>>
>>3174068
>Is there a way to display floors larger than 64 X 64?

Add them as textures (between TX_START/TX_END if you're using a wad, textures folder if a PK3) instead of flats. ZDoom is cool with using non-flats for floor/ceiling textures, and GZDoom Builder is too.
>>
>>3174068
High res textures.
Or a ZDoom port, you can use any wall textures as a flat.

>>3174071
It just barely doesn't stand out like a sore thumb there, but as soon as it gets a little more abstract, it goes ugly.

If you thought Sandy's levels weren't aesthetically presentable before, boy, get ready for a surprise!
>>
>Stuck in map 28 of Scythe

How do I go faster /vr/?
>>
File: 87980.png (456 KB, 499x499) Image search: [Google]
87980.png
456 KB, 499x499
is there any way to enhance the space/sky-box?

https://www.youtube.com/watch?v=8V5OTswgVcY
>>
File: that's not a baron....webm (1 MB, 720x360) Image search: [Google]
that's not a baron....webm
1 MB, 720x360
Oh hey hellknights can do a spreadgun attack.

Wait something's not right
>>
>>3174106
>is there any way to enhance the space/sky-box?
Yes. Define a GL cube skybox in your mapinfo lump, using a set of 6 ..spacebox textures from somewhere like OpenGameArt.
>>
File: 1450970909335.jpg (53 KB, 320x240) Image search: [Google]
1450970909335.jpg
53 KB, 320x240
>>3173569
>alcoves
>>
>>3174119
I think you made him his own target somehow
>>
>>3174129

I fucked up during inerhitence and the game's obituary said it was a baron. My bad.
>>
>>3174128
Alcove, cubicle, whatever. English isn't my first language chap.

>>3174129
I think what you meant is that bit where the hell knight took damage. The modder has increased his own melee range, that's why, I believe.
>>
File: M_023.png (36 KB, 256x256) Image search: [Google]
M_023.png
36 KB, 256x256
>>3174078
I seem to remember that if you keep floor and ceiling textures in multiples of 64 or 128 it works ok... I change a few of the 333 X 333 textures to 256 X 256 and it seemed to work
>>
>>3174128
Yep, thems be alcoves.
>>
>>3174091
Run forward and sideways at the same time.
>>
Now to hammer out the rest of the vital info part of the hud ASAP so I can get working on the MFD displays in the corners. They're going to contain "software" for your cyber rig, like image intensifiers (zoom, rear view camera, night vision, flashlight), grav skate activation etc. If anyone has any suggestions for utility features like that I'd be glad to hear them.
>>
>>3174145
alcoves is fine comrade, i just can't see or hear the word without thinking of this scene https://www.youtube.com/watch?v=zQXlW0GzlD4
>>
>>3174190

hoverpacks (Temporary flight)

stun grenade (just have a big projectile sit there with +forcepain and toggle it on and off with a_setflags)

taunt module, doesn't do anything but you can go HEH HEEENNNHHHH with a push of a button
>>
>>3174202
I adore that film.
>>
>>3174190
so this is going to be a SS1 style mod?
>>
>>3174190
How about a regen module that converts battery power into health. Or a info module that give you info on the target you're aiming at (like a picture of the target, its health, etc.)
>>
>>3174215
Yeah. It's called doomshock.

>>3174207
>hoverpacks
I kind of don't want to break maps or upset balance too much. But a stealth field that eats armor or cells perhaps? Would use aux power if I had the time to implement a system for it.

A stun of some sort is a great idea. But I'm thinking a flash of disrupting energy around the player (radiusgive with some script executing item) that does some nasty temporary flag changes on monsters would perhaps be more fitting than a grenade.
>>
>>3174229

Stealth and invisibilty are usually shitty in doom. Could always go for a disc of repulsion to swat away monsters and projectiles then
>>
True/10
>>
>>3174207
>taunt module, doesn't do anything but you can go HEH HEEENNNHHHH with a push of a button
kegan pls
>>
File: aaa.png (152 KB, 437x708) Image search: [Google]
aaa.png
152 KB, 437x708
>>3174254

AM I REALLY THAT OBVIOUS?
>>
>>3174253
I'd be inclined to agree, but my beef with the Beta wasn't just the generic multiplayer, I could ignore that. But the movement feels like wading through hot dogshit because it's so optimized for consoles.
>>
>>3174259
Even with ijon-formatted posts!
>>
>>3174265
FUNNY YOU SHOULD MENTION THAT ACTUALLY
>>
File: CaX5t5LW0AAFPbq.jpg (133 KB, 600x845) Image search: [Google]
CaX5t5LW0AAFPbq.jpg
133 KB, 600x845
>>3174125
or is there any wad / pk3 for that?

tried niteskye.wad
but it didn't do anything.
>>
>>3174297
Are you making it as a patch to an existing mod or modifying the original file directly?
>>3174228
Regen module is a great idea.
> Or a info module that give you info on the target you're aiming at (like a picture of the target, its health, etc.)
Hovering the cursor over a monster displays it's health and class name as a tooltip already, but more advanced target info should make for a good "program".
>>3174235
Toggleable partial invisibility should be pretty useful against chaingunners.
>>
http://forum.zdoom.org/viewtopic.php?p=903552&sid=9abfe340efc1623baad187780ef9fa05#p903552
>why not just... show more stuff when theres more stuff to show? you yourself had said before that things come up and it gets busy, but at the same time theres all these sort of needlessly overhype style stuff
#shotsfired
>>
quick question: how many calls of a_raise does it actually take to put a weapon in the ready state? also why isn't this on the wiki
>>
>>3174024
I feel like that clicking sound any time I want to shoot the blaster/pistol will get on my nerves (it already does and I'm not even playing it yet), I don't know about anyone else though.
>>
>>3174325
Only one, looping.
A thing you can do though is to add another frame with A_Raise, displaying at 0 tics, which will double the speed at which the weapon is raised.
This works for A_Lower as well
The more you add, the faster it swaps.
>>
>>3174340
>The more you add, the faster it swaps.
yes I know, but exactly how many times does it have to loop until it's put in the ready state?
>>
>>3174340
I think anon means how many times is a_raise called in the loop until it's done raising / how many tics of looping a_raise does it take
>>
>>3174325
dunno, but it's easy to test

PISG A 0 A_Raise
PISG A 1 A_Print("1 tic")
PISG A 0 A_Raise
PISG A 1 A_Print("2 tics")
PISG A 0 A_Raise
PISG A 1 A_Print("3 tics")

etc
>>
>>3174009
Then where's the next version, you hack fraud?
>>
>>3174354
never
>>
File: 2162.jpg (406 KB, 1920x940) Image search: [Google]
2162.jpg
406 KB, 1920x940
huh
has there been sam's corpse in some game
>>
>>3174320
While he's kinda right, he didn't say it in the aggressive tone you're implying.

It's also not really marty's fault the state of things.
>>
>>3174354

What, you didn't get the 1.1 update? :^)
>>
>>3174354
You have to ask the dev channel on IRC.
>>
>>3174349
thanks, it stopped at 15.
>>
>>3174354
>next version
what would even be added?
>inb4 new monsters/maps
>>
What... exactly are the benefits to using each of Shihong's styles, mechanically speaking? Aside from special attacks.

I know Strength gives energy from melee attacks, Guns give energy from ranged attacks, but what does Ghost give energy from? I know that Guns lets you throw random junk (and an occasional bouncy ball or rubber duckie) if you use the grenade and you have no ammo. I know Ghost makes you go faster and jump higher. Does it increase damage to nearby enemies when you fall, too?
>>
>>3174415
ghost is a bit of a wildcard
go faster
jump higher
jetboost regens MUCH faster

the latter is the big thing, since basically it means you can dodge a lot more

it also lets you wallgrab with crouch, but that's kind of wonky in practice
>>
>>3174320
kind of curious what marty will say. the guy is one of the nicer guys in the community.

i see chronos point tho
>>
>>3174387
One or more of the eight things the creator mentioned as potentially being in a future version.
I think it's fine as it, but it would have been neat to see more cool shit to mess around with.
>>
File: This is getting silly.png (6 KB, 415x195) Image search: [Google]
This is getting silly.png
6 KB, 415x195
Now I'm not saying this is the dumbest thing I've made.

But this is the dumbest thing I've made.
>>
>>3174359
Too bad Serious Sam (FE) is two years shy of being eligible for /vr/. I had a lot of fun with that game.
>>
>>3174427
cute
does it scream constantly in flight?
>>
>>3174429

When I'm done with it, yes.

Then on impact it releases three mini boners that run around and punch you in the leg
>>
>>3174427
Maybe if it had bulging eyeballs in the sockets it would be super silly.
>>
>>3174435
>>
File: Doomguy-chan.png (7 KB, 259x184) Image search: [Google]
Doomguy-chan.png
7 KB, 259x184
>>3174445
D-d-doomguy-chan...
>>
>>3174445
Looks weird, man.
>>
>>3174071
It makes the geometry stand out like angular dogshit.
>>
>>3174425

Yeah, if there's one thing that debacle taught me, it's not to get excited over and hastily announce things involving features that requires a lot of outside help.
Sorry about that.
>>
File: mfw tripping on soul spheres.png (4 KB, 292x206) Image search: [Google]
mfw tripping on soul spheres.png
4 KB, 292x206
>>3174457
>>3174458
>>
>>3174428
I enjoyed tse more because of the theme variety, but that's another year from then.
The pumpkins felt really out of place though
>>
>>3174469
<floweylaugh.wav>
Thread replies: 255
Thread images: 141

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

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