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I GOT DOOM TO RUN ON THIS THING
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DOOM THREAD / RETRO FPS THREAD, HIDE THE PAIN EDITION - Last thread >>3230168

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[05-22] /newstuff #498
https://www.doomworld.com/php/topstory.php?id=4589

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

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

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

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

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

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

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

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

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

[05-12] DOOT
https://www.youtube.com/watch?v=hzPpWInAiOg1

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

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

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3

[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4
>>
>>3235548
[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

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

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

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

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

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

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

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

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

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250

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

===

TO SUBMIT NEWS REPLY TO THIS POST.
If you think something is a newsworthy, backlink to this post as well. Let's make proper OPs since now on together!
>>
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Can I be first?
>>
Let's keep the shitty Doom porn talk out of this thread.
>>
Thank you OP
>>
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so do you guys consider Doom 64 to be the 'real' Doom 3?
>>
>>3235624
Yes.
>>
>>3235605

Thanks to you fucks, I am right this moment downloading hdoom to see if it's as bad as they say.
>>
>>3235559
Look at all these comments I can't see!
>>
>>3235630
Why would you willingly browse 4chan without an extension?
>>
>>3235624

Yes
>>
>>3235629

It's reskinned Doom gameplay with anime girls.
That's literally it.

Not really a lot "bad" to criticize about the gameplay unless you want to go on about how your fetishes are better than someone else's.
>>
>>3235624
Yeah, and Doom 3 is the real Doom 4. The series progressed from a fast-paced, not-so spooky shooter, to a brisk-paced kinda spooky shooter, to a walking speed spooky shooter
>>
>>3235629
>to see if it's as bad as they say.
you will be very disappointed, probably the worst that can be said is that A) it's unfinished as fuck, B) gameplay is super-vanilla
unless you really hate anime girls
>>
>>3235639

Unfortunately my fetishes are so twisted, that vanilla hentai doesn't cut it for me.

But hey, always a good time to judge monster girls and there's no futa.
>>
>>3235624
Nah. It's missing monsters from Doom 2 and none of its unique additions are particularly notable. It's Doom 1.5 at best.
>>
>>3235656
>It's missing monsters from Doom 2
The only monsters from D2 it's missing are archie and revenant, though?
>>
>>3235545
We've now got a Doom Discord channel:
https://discord.gg/011CjebySrvRoHTmT

Set up by /vg/, but retro Doom chat is more than welcome.
>>
>>3235669
Chaingunner and Spider Mastermind took the day off, too. That's pretty much all the most important monsters missing from the game, according to many Doom 2 mappers.
>>
>>3235691
>That's pretty much all the most important monsters missing from the game, according to many Doom 2 mappers.
Hahahaha, god damn it.
>>
>>3235691
Pretty sure that's the Revenant and Archvile, anon
>>
>>3235698
Who we already established are not in Doom 64. Follow the conversation, anon.
>>
http://www.doomworld.com/10years/doomcomic/comic.php?page=0


The doom comic now has higher res scans! Doomuy's pupils are red during the rip and tear sequence too, now you can edge yourself in HIGHER QUAITY YO
>>
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>searched doom 1 screenshots on google images out of boredom

>get a fuckton of "those" kinds of screenshots

why?
>>
>>3235720
>Cacodemon projectile is purple

REEEEEEEEEEEEE
>>
>>3235730
ZDaemon, I assume.
>>
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>>3235730
>>
>>3235720
>BFG shoots bullet

Wow, I had forgotten how terrible this was
>>
>>3235720
>now you can edge yourself in HIGHER QUAITY YO

>edge yourself

l-lewd...
>>
>>3235730
Everyone's going to say ZDaemon because it's the meme answer, but the real answer is that Lee Killough jacked up the default gamma in one version of Boom because he was a lazy shit and never changed it back, presumably also because he was a lazy shit.
>>
>>3235751
or people with really dark monitors
>>
>>3235751
>meme answer

Are you denying that ZDaemon has fucked gamma?
>>
>>3235769
No. Are you denying that it's a meme that it does?
>>
Hey Vaporwave anon, still working on that Vaporwave map?
>>
What gameplay overhauls, if any, do you guys use when playing campaigns or map packs? I usually use smooth doom because it's pretty close to vanilla and it's nicely made, but I find myself using brutal doom occasionally as well.
>>
what are some wads with really good atmosphere besides hellbound? preferably non-slaughterwads
>>
>>3235813
Theshold of Pain I/II

II gets a bit on the higher monster count side in it last few levels though, good stuff regardless
>>
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>>3235809

I like playing DemonSteele and Nazis, occasionally Samsara when I want something slightly more vanilla.
>>
>>3235749
Well it technically does behind the scenes
>>
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>>3235817
>that fucking shotgun

yes
>>
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man, Yomi is pretty good. I'm at a Loss for words.
>>
>>3235624
Doom - Doom
Doom 2 - Doom 2
Final Doom - Doom 3
Doom 64 - Doom 4
Doom 3 - Doom 5
Doom 4 - Doom 6
>>
>>3235809
usually doomrla. been playing that trooper one recently & is it supposed to feel like doom 4 with more realistic weapons cause it kinda does
>>
>>3235816
thanks! and yeah this is kinda hard already with all the hitscan enemies. maybe i shouldnt have started on uv
>>
>>3235873
There should be a 'true' Doom 3 wad, where it follows the formula of Doom 2. New levels, 1 or 2 new enemies, and 1 new weapon.
>>
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>>3235849
>it's a Loss joke

jesus christ, grow up
>>
>>3235896

-1/10, too much of an obvious setup
>>
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>>3235809
I've been playing a lot of Accessories to Murder lately. I feel sad whenever a Vore shows up, they're so completely nonthreatening thanks to all the casuals complaining. They're placed on the Arch-Vile slot, yet they do less damage than Revenants and have a less aggressive homing projectile which can be shot down in flight. It's just sad.

Everything else about it is great, though. The shotgun is perfection.
>>
>>3235879
given modder capabilities to design new enemies and weapons, I expect a double barrelled rocket launcher and plasma shooting revenants with dual wielding chaingun zombies.
>>
>>3235905
the ridiculous zombie replacements make up for it
>>
>>3235816
Thanks for suggestion.

I'm surprised nobody merged original Doom levels with PSX or D64 style. It would look great. I mean, PSX version without removed objects and such.
>>
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I don't want to be the poor person that adapts the mechanics and alt-fires of all of these weapons into ZDoom.

Hairs will split, [NO]s will be thrown...
>>
>>3235905
Wish there was a way to put the Archvile back in, it breaks gameplay in some wads
>>
>>3235915
I'd rather have new levels in Doom64 style. I played one short set recently, like 5 maps. Forget the name but it was on the most recent This Week in Doom.
>>
>>3235925
>open wad in Slade
>find Decorate
>remove thing that replaces Archvile
>>
>>3235924
Nice sprites, damn.
>>
>>3235896
you make this too easy
>>
>>3235924
that still looks nothing like D4'S SSG.

rest are real fucking ace, though
>>
>>3235873
Final Doom is more of a Doom 2.5
>>
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

Anyone else think there's too little ammo on UV? Tried saving ammo by punching which didn't go well and the rocket launcher in what looks like a secret that isn't set as a secret on map 2 didn't help much either.
>>
>>3235879
Who knows? That could even come out of Doom 3's engine some day since iodoom3 is in development.
>>
>>3235924
Fuck me, those are nice.
>>
>>3235924
They look awesome, but I wish there were centered ones.
>>
So since I'm itching to mod again but not really organized or have enough time to get back to larger projects, I'm going to be updating this guy over the next week or so in my downtime
https://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/
both to bring him up to a better coding standard (I had things like manually zeroing all the values in an array rather than via loop and random strings on variable names for reasons unknown to present me) so that it is easier for myself or others to maintain (in the case I go missing again, someone should be able to update it or make their own version that is current), to make it easier for users to use and for any potential other modders that want to dig through my code and incorporate it into their own work. Right now it's such a mess that it's functionally unintentionally obfuscated code.


I am taking feature suggestions as well as suggestions/requests for weapon mod support. I will fulfill any suggestion/request so long as it doesn't break existing mod (including the universal option) compatibility or there's some technical or feasibility issue that means it can't be done.

(continued)
>>
>>3236036
Already planned updates/features:
-porting of every feature from this other pistol start mod
https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/
-continuing from above, menudef control of cvars but also a menudefless version so that cvars can be set in menu and then loaded with menudefless version for compatibility with mods that have their own menudef
-xlat so that when playing vanilla or a supported mod, there is only one screen wipe when using the random map feature, will will work without xlat being used, just with current two screw wipe behavior
-random map feature support for loading multiple iwads at the same time
-more choices for existing options, like toggling no repeat for random map and what happens on death
-the loadout feature from above mod for supported mods; due to feasibility it won't have the same level of management of vanilla doom, but you can set for instance a shotgun to spawn on top of you in a supported mod
-adding support for Legendoom, Trailblazer, Diaz, Demonsteele, Smooth Doom
-Adding support for maps with custom names, which will be able to be shuffled with random map feature alongside iwad maps, please suggest some.

As I said above, also taking suggestions/requests. If asking for compatibility please link to desired file if possible.
>>
>>3231862
>>3231865
>>3232681
I'd really like to know what mod this is.
>>
>>3236049
Arachnocide, looks like.
>>
>>3236054
This? http://forum.zdoom.org/viewtopic.php?f=19&t=50299 Thank you very much!
>>
Is it wrong to guess that the player is expected to take a lot more damage in Doom than in Quake with the health and armor shards everywhere?
>>
Anyone remember Cyberpunk Shootdown? Whatever happened to that?
>>
>>3235995
>Anyone else think there's too little ammo on UV?
I could get through it while play testing. Maybe you're missing too much?

>that isn't set as a secret on map 2 didn't help much either.
Oh, I thought I had set it as a secret.
>>
>>3235924
I gots suggestions, weapon sprites for the HellRazer's arm beam, the security zombie's shield, Revenent Rockets, and both Mancubus cannons
>>
>>3236158
>I gots suggestions
stopped reading there.
>>
>>3236190

corrected for grammar nazis
I have suggestions, weapon sprites for the HellRazer's arm beam, the security zombie's shield, Revenent Rockets, and both Mancubus cannons.
>>
What are some good gameplay mods/mapsets to play in 2 player co-op?
Not big on running meant for SP maps with ridiculous co-op spawns that throw out BFGs and spider masterminds in the first level.
>>
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How can i fix this?
I'm new to this Doom modding stuff.
>>
>>3236262
post graphics card

also did you try to run gzdoom with reshade or something else that injects shaders because that can cause this problem if gzdoom runs fine without them
>>
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>thy flesh consumed
>>
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>>3236280
Such a mess of "hard for the sake of hard" level design. It's a blemish on Doom 1.
It's main aesthetic style is pretty neat though.
>>
>>3236085
Tried again, really scraping the bottom of the barrel with ammo and breaking into fist fights before the SSG.
>>
>>3236262
You likely have an oldass video card that can't into OpenGL 3.0
>>
>>3236228
it's not so much the fact that you worded that poorly, but how you're willing to suggest things while doing nothing to make said things happen.

now don't interpret this as 'having a list of things you want to see is bad' but, simply put, ideas are dime a lot around the community and someone who basically meanders about with a christmas wishlist in his hands going 'make this and this and oooh, this too' aren't paid much mind.
>>
>>3236043
Forgot to add, I'll also be adding monster health and probably player health (with hacky workaround for display and armor) multipliers and a cvar to disable/enable the whole thing so it can be disabled easily.
>>
>>3236043
>-porting of every feature from this other pistol start modhttps://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/
This seems a little petty. I get that yours does mods and his doesn't, but is this necessary? Why not just make yours compatible with his?
>>
>>3235813
Demons of Problematique 1 & 2

they do kinda dump a shit-ton of enemies on you in their finales, but it's never in the fashion of "here's a warehouse full of revenants & chaingunners, hope you can fight 3 cyberdemons at once"
>>
>>3235923
what is this?
>>
>>3236340

Some cyberpunk mod that people here were working on, then after a short while pretty much everyone involved fell out of interest.
>>
>>3236345
Got a DL link?
>>
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>>3236279

Also i dunno, i just downloaded this from Brutal Doom page, its called Hell on Earth Starter Pack.

>>3236294

fug
>>
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WAKE ME UP
>>
>>3235841

That's the pistol.
>>
>>3236357
That kind of texture/sector work in Doom turns me on.
>>
>>3236317
I can't really make it compatible within the constraints I've put in for zdpso because his mod replaces the player class entirely, which potentially breaks a lot of things, for instance mod support.

It's not oneupsmanship so much as it is adding features that people apparently want that I wasn't aware of, and for the users' sake it makes the most sense to have the features contained within a single file. I don't mind other people doing the same thing, and if you check the readme for zdpso it encourages people to use the code for things, like he did to add random map order to his. If his mod did all the things mine does that would be ideal because that means I don't have to maintain mine anymore, which is also a potential benefit of me cleaning up my code; nobody is ever around forever, no matter what the reasons for departure.

The major differences between the mods are the, as stated, mod support, the replacing of the player class and the fact that his doesn't support pistol starting on death. Pistol starting on death only works with his if you have no saves for the particular file combination and disable autosaving, which is normal ZDoom behavior with or without any mod. His pistol start on death functionality is to start the player with the player-specified loadout whenever they do pistol start. That pistol starting on death is really the main feature of zdpso, because that alone is what the entire original purpose of the mod was.
>>
>>3236340
cyberpunk shootdown, by mike12

you can probably find it on bestever or something
>>
>>3236361
the gimmicky shit you have to do to get through the level will assasinate your erection.
>>
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>>3235817
the fuck is this?
>>
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>>3235720
>those skeletons
>>
>>3236371
ive played so many standard levels anything out of the ordinary is welcome
>>
>>3236354
Yeah, you'll need an older version of GZDoom. Your graphics card only goes up to OpenGL 2.0 so you'll need to replace your copy of GZDoom with http://forum.drdteam.org/download/file.php?id=2895
>>
>>3236345
>>3236370
Thanks!
>>
>>3236354
That's an awesome map pack, regardless of what you might think about the creator
>>
>>3236303
you make a valid point, I just have little faith in my abilities to craft content
>>
https://www.youtube.com/watch?v=X5tHgx_J0ZM

Doom64 (EX) getting some attention from Vinesauce
>>
>>3236389

Oh. Thanks Anon.
Um. Can you please handhold me for a minute here? How do i exactly install this one, just put the files inside the zip in a folder and put the Hell on Earth Starter Pack files inside the same folder?

>>3236398

Like i said before i am new into this Doom Modding stuff, it's the creator an asshole or something?
>>
>>3235831
I have that shirt. And I squeezed a boob today. That's not me though.
>>
>>3236414
Just overwrite the existing GZDoom stuff in the folder you already have with the files in the GZDoom package you just downloaded.
>>
>>3236398
that reminds me, can you play the starter pack maps without BD (or with other mods that alter weaps/monsters)?
oh, a

>>3236414
long story short, people don't like chan culture outside of chans
that and at some point his ego was as big as romero's (before daikatana)
>>
>>3236424
>that reminds me, can you play the starter pack maps without BD
Yes, but some of the opening levels are pretty hard without BD.
>>
Hey, uh
I'm kinda new to doom, and I'm REALLY bad at it
How do I not suck so much? I can't really seem to understand the strategy.
>>
>>3236430
https://www.youtube.com/watch?v=HJcf0aOwmiA
>>
>>3236071
Gah, the sound design on this mod is really bad, what a shame.
>>
>>3235924
>Only mod that uses anything from this is an EDGE mod
These sprites are amazing outside of the super shotgun though.

Super shotgun is only okay.
>>
>It's a Revenant monster closet
>>
>>3236434
Thanks
Time to murder some meanies
>>
>>3236413
damn, all those comments about the new game skyrocketing Doom's popularity were true. Glad to see Vinny's having a good time with both too.

Surprising to see Vinny and not Joel though.
>>
>>3236450
Joel's too busy streaming himself making maps in Doombuilder
>>
Is there a premade config that makes (g)zdoom run/act as if I'm in vanilla? I want to use gzdoom for map compatibility, but I'm coming from chocolate doom and dont want to have to try and manually set it up if theres already a premade config for it.
>>
>>3236451
Joel's too busy getting banned from twitch, actually.
>>
>>3235720

why
>>
>>3236456
what?
>>
>>3236456
>>3236460
From his Twitter 46 minutes ago

>We just found out why, total accident on why this happened. The twitch channel coming back in a few sit tight.

Everything will be ok
>>
>>3236464
How does a streamer with a huge audience get banned by accident anyway?
>>
>>3236472
twitch mods being incompetent?
>>
>>3236413
What the fuck is a vinesauce?
>>
>>3236478

Group of video game streamers.
>>
how is choclate doom compared to the versions bundled with doom 3?
>>
>>3236485
Much better. The included Doom 1/2 in the BFG Edition are pretty janky compared to just playing them in Chocolate Doom, PRBoom+ or GZDoom.
>>
>>3236485
One extra episode aside, Doom 2 in BFG Edition at least is neutered. Zombiemen replace all instances of the Shoeshuffle in the Wolfenstein maps.

Both BFG versions of Doom 1/2 have the altered medpacks with a pill instead of a red cross on them. For some reason.
>>
>>3236494
And you can just play No Rest For The Living through NERVE.WAD in GZDoom.
>>
>>3236494
>For some reason.
There's a trademark issue with it.
>>
>>3236496
You gotta be kidding me
>>
>>3236497
The Red Cross wanted the cross removed. It's why you don't see health packs if they're ever in anything these days with red crosses.
>>
>>3236497
The Red Cross has trademark rights to it, at least within the US.
>>
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name a source port that rarely anyone uses, or is dead (except for skulltag)
>>
>>3236504
EDGE
>>
>>3236504
Doom Retro
>>
>>3236504

EDGE
Eternity
ManDoom


nigga give me something actually tough
>>
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>>3236504
>>
>>3236501
>>3236502
I'm pretty sure some medpacks in both vanilla Doom 3 and every one in 4 has crosses in them though

>>3236504
Smack my marine up.

/thread.
>>
https://en.wikipedia.org/wiki/Doom_64

>The original Doom 64 team was working on a potential Doom 64 2 not long after the first game was released, but decided to scrap it due to the "Doom engine looking dated", and players' attention focusing on Quake and other, more modern first-person shooters.

Doom64 2 leak WHEN
>>
>>3236504
Legacy
>>
>>3236510
was literally JUST about to post that. GG
>>
>>3236512

Last I heard, they only thing they were actually working on post-Doom 64 was a Doom 64 multiplayer game. Similar to how Turok Rage Wars was sold separately from Turok 2.
>>
>>3236510
>>I'm pretty sure some medpacks in both vanilla Doom 3 and every one in 4 has crosses in them though
The issue is specifically with red crosses on white backgrounds.
>>
What's the best .WAD for Demon Steele's gameplay?
>>
>>3236514
>>3236510
>JUST smack my marine up
>>
>>3236504
Marine's Best Friend
>>
>>3236521
nuts
>>
>>3236480
So nothing then, got it.
>>
>>3236526
oooh sassy
>>
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>>3236526
>>
>>3236512
>>3236518
https://www.unseen64.net/2014/12/29/doom-64-2-absolution-n64-cancelled/
http://doomwiki.org/wiki/Doom_Absolution

Gotta get those assets...

Gotta email some folks...
>>
>>3236331
wow these are really cool! kinda half life-ish
>>
doom64 sounds kind of like what the heavy element in heavy metal is to metal, but applied to cardboard

you know what i mean
>>
>>3236526
suck my cock
>>
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>>3236542
>>
>>3236504
Eternity, EDGE, DoomRetro.
>>
>>3236561
(heavy metal / metal) * cardboard = doom64 sounds
>>
>>3236524
I'd argue that MBF lives on in PRBoom+.
>>
Is there a mod that gives me a flashdark?
>>
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>>3236583
>flashdark
>>
>>3236589
Like the opposite of a torch
>>
>>3236504
Vavoom
>>
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>>3236592
Forgot my pic
>>
>>3236414
just get zdoom
>>
>>3236519
oh, nvm then
>>
>>3236542
I really, REALLY like this post
>>
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>>3236542
>>3236605
>I only listen to Cardboardcore
>>
>>3236413
>"get fucking blasted"
>game crashes
lel
>>
>>3236504
DoomCS.
>>
>>3236594
Wow, that port looks pretty shit.
>>
>>3236594
wtf, why is it all 3-D and shit?
>>
>>3236628
I chuckled silently at this post and I don't entirely understand why
>>
https://www.youtube.com/watch?v=aL9TfZOf1DQ
Neat
Not really sure what this is or why you'd take on a shambler with an axe but still, neat
>>
>>3236632
What mod is it?
>>
>>3236640
Dunno
Found it on a facepunch thread
https://facepunch.com/showthread.php?t=1472094&page=125
I've been up all night so i actually can't really remember why or how i got there but there you go
>>
thoughts on the snes version?
>>
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>>3236651
one of the many awful doom console ports
>>
>>3236651
it's a prowess, but should probably have been kept in a nerdcave (and copied on rewriteable cartridges) instead of sold
>>
do you guys actually fap to hdoom or do you just laugh at it
>>
>>3236663
It's an interesting novelty.
>>
>>3236663
me and my mates like to LAN it and all have a big jerkoff session there are different rules and I make my pasta bake it's a real good time actually
>>
>>3236663
it's pretty sexy
>>
>>3236663
why, wanna fap with me? ;))
>>
>>3236640
>>3236646
https://www.youtube.com/watch?v=60wQD1u4VZg
found it
>>
>>3236654
>>3236656
i think it isn't the best first approach to the game, but if you have played it before is pretty good. emulators don't make it justice.
>>
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Oh christ i forgot about these
>>
>>3236683
TRESSPASSER
>>
>>3236673
Anyone else having trouble running this in the latest Quakespasm?
>>
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I-is there a doom version of this?
>>
>>3236651
I was playing it the other day. It's impressive. Pales in comparison to the PC version, but I still like it. Holds a place in my childhood.
>>
>>3236687
you have the template, feel free to make your own one :)
>>
>>3236690
I would, except I have a busy day. Tonight perhaps.
The question is, doomguy, revenant or caco. Who are we doing it for?
Or Bunny?
>>
>>3235624
its more like doom 2.5 or "alternate atmospheric Doom2 with far superior level design"
>>
>>3236651
it was the first experience I had with this game alongside 64.
>>
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>>3236695
Caco
>>
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>>3236687
There is, actually.
>>
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>>3236705
>>3236695
>>
>>3236663
It's silly as fuck. More of a novelty jokewad then anything to me. Better then InstaDoom anyway.
>>
Are there any wads that do a free roam type thing? Like you can go back and forth between maps and the enemies you killed stay dead? Just wondering if it's a thing that's even doable.
>>
>>3236756
There's DOOM:ONE which combines all the levels of all three episodes into continuous maps. There's also Blanket Doom, which turns all of KDITD into a Castlevania-esque puzzle map and Memorial, which combines all the Doom 2 maps together.
>>
>>3236756
original doom could have been that if carmack had risen to the challenge
>>
>>3236762
I mean something that has level changes, but it keeps what happened in the areas you've been to already. More like a hub style thing. I don't think one big map would work for what I want to do.
>>
>>3236768
Wait, is this what Hexen does? I never played past the first level.
>>
>>3236774
Yes.

The Mario-like Golden Souls also does this.
>>
>>3236774
Yes, Hexen is based around going in and out of different levels with a HUD in the center that changes as you pull switches.
>>
>>3236778
>>3236779
I know you can do a hub, but if you pick up an item or kill a monster in a level, leave, then go back to the same level, does everything respawn?
>>
>>3236663
Was anyone else disappointed when they found out hdoom was just animes girls?
Like what's even the point then
>>
>>3236784
In Hexen at least, I think there's a seldom few enemies that deliberately respawn in the hubs, but that's it. Once something is killed or taken it's gone for good.

Strife also uses hubs.
>>
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>>3236765
>>
>>3236794
he should have aimed for 30fps with a cinematic aspect ratio, then we could have had more cool features :^)
>>
>>3236790
Ok cool, thats the info I was looking for.
>>
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>>3235873
Final Doom is more of an expanion pack rather than a new game. Doom 64 should be Doom 4
>>
>>3236825
>Doom 64 should be Doom 4
I meant
*Doom 64 should be Doom 3
>>
>>3236663
When I'm playing it, I find it silly.
>>
Is Wolf 3D still worth playing nowadays? 60 flat stages of nothing but soldiers and dogs seems like it'll get boring after an hour.
>>
>>3236832
I've been playing 5 stages or so a day and I've been enjoying it for some reason. It very well may become boring for most people though, but I'm determined to finish it all eventually.
>>
>>3236832
If you play it with the ZDoom TC or ECWolf it's fun for a couple episodes. I recently played through the first episode and had a pretty good time.
>>
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>>3236832
I'm playing the TC in zdoom
>>
>>3236832
I tried the ZDoom TC. Kinda grew bored after a few levels, but I must say the efforts made to recreate Wolfenstein is impressive.
>>
>>3236843
I wonder how ECWolf runs? I've only ever used the TC but it looks like ECWolf would give a more complete experience? Says it needs actual Wolfenstein 3D WAD files to run properly though and I have no idea where to get those.
>>
>>3235924
Super shotgun and chaingun look weird
>>
https://www.youtube.com/watch?v=hr6M8PS5HZs
THICK
>>
>>3236784
Everything stays dead when you return to a level in hexen.

They usually have some respawning scripts at least on the main hub so there's usually something around to kill. But the items you pick up never respawn, and switches stay pulled etc.
>>
>>3236854
this probably has the wads in it, though have you checked the OP?
>>
>>3236854
sorry, meant to post this https://kat.cr/wolfenstein-3d-and-spear-of-destiny-gog-t11355776.html
>>
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>>3236862
>Link to game data in the main pastebin
>File has been removed

Sigh.
>>
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What oldschool FPS game has the best cover?

Even though I don't like Quake, I can't deny that the box cover is really memorable and cool
>>
when playing any wad with doom 2 I still get the splash screen after E1M6, is this supposed to happen? can I stop it?
>>
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>>3236895
Ultimate Doom's with all the signatures and stuff is beautiful.
>>
>>3236910
Why are you playing Doom/Ultimate Doom using Doom 2?
>>
a little DECORATE test i've made based on the weapons from All Hell is Breaking Loose:

https://www.youtube.com/watch?v=1YxtLc4E0fU

also, anyone of you ever played that mod?
>>
>>3236923
woops I guess I mean map 6?
>>
>>3236280

I actually really love Perfect Hatred. I honestly think the level design is better than in D2.
>>
>>3236934
If you mean what I think you mean, no, there is no way to stop the "You arrive at the starport,blah blah blah" text. The mapper would need to add info in the map definition to change this.
>>
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Dumping the tentative OP/write-up for DUMP 3, along with rules and information and such, before I head off to bed.
Yell at me if stuff seems off or weird.

http://pastebin.com/QYXUCMHZ

Plan on posting on the 29th, and will be spending time beforehand gathering resources; dumping weapon sprites for folks to use, setting up a base .pk3 to slot the weapons into, etc.
>>
>>3236948
>Make your weapon at once, or Either way, get it done
post ruined, fix it right away

seems interesting, got a weapon idea i might try
>>
>>3236948
It's obvious, but probably make a note about weapons not needing sbarinfo either.
>>
>>3236948
Maps and weapons as separate pk3s? Interesting...
>>
>>3236948
Is TEXTURES off-limits to weapons too?
>>
>>3236965
>- If you REALLY do have to use the TEXTURES lump, please create an empty resource in Zdoom format, rather than importing from another source/iwad.
would need a bit of clarification on this, but seems like as long as your textures is a new file rather than using the one already in doom, then it's fine
>>
>>3236965
It's only in the "maps" section, so for weapons it's probably good.
Definitely worth clarifying, though.
>>
>>3236947
Thanks!
>>
so tru :'(
https://youtu.be/a9IgdZtajAA
>>
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>>3236994
>he doesn't have a mapping folder full of overly detailed entryways for unfinished maps
>>
>>3236994
literally the opposite of how I map. furiously trying to capture ideas for hours and hours until I burn out
>>
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>>3236994
Creativity blocks suck
>>
>>3236948
>Everyone plays through it and offers feedback on everyone else's maps and weapons. People fix up their maps and weapons according to the feedback. Feedback is mandatory, this ain't no popcorn show for you to just sit back.
How will people be giving feedback? Do people making weapons have to give feedback on maps and vice versa?
>>
So what do most people use to map? Doom Builder 2?
>>
>>3237029
GZDB
>>
>>3235545
>Megasphere in the background
Subtle yet good
>>
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Is rearranging the target pointer on Bounce state, then rearranging it back again and exploding the projectile in a tiny radius on Death state, the only way to get a ricocheting projectile to hurt its owner while keeping shooter ownership intact?
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