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KAWAII SOULS
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DOOM THREAD / RETRO FPS THREAD, KAWAII EDITION - Last thread >>3255210

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

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[06-01]DUMP3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276

[05-31]Shivers new sprite pack for whatever >>3257036
https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1

[05-31]Anon's latest Monster factions/infighting >>3257710
https://drive.google.com/file/d/0BxbbtKR5bll_ZWNWS0ktN0RVS3M/view?usp=sharing
https://drive.google.com/file/d/0BxbbtKR5bll_TVB4TGN6U0ZYX2M/view?usp=sharing

[05-29] ZDoom forums suffer brute force password attack >>3251591
http://forum.zdoom.org/viewtopic.php?f=3&t=52195

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

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

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

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

[05-27] Monster factions by scroton >>3247481
https://drive.google.com/file/d/0BxbbtKR5bll_Nmd6S2U5YnViY2c/view?usp=sharing

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

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

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

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

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

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

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

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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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>>3260638

>tfw someone used an edit of your dumb sprite from your dumb mod
>>
How the hell do I make stairs? I can only get the first step to rise, how am I meant to make that trigger the others raising?
>>
>>3260651
http://zdoom.org/wiki/Generic_Stairs
>>
>>3260657
I was using Stairs_Buildup, didn't realise this existed.
>>
>>3260657
>>3260660
and its not working either, only the first step goes up. Is there some way I need to number the stair sectors, or arrange the lines?
>>
>>3260289
I started this map on May 30th and found out that DUMP was happening on May 31st, please forgive the minor faggotry.
>>
>>3260667
This is what I can find quickly
https://www.youtube.com/watch?v=nMeOhhjdHZU

Zdoom wiki sadly has no examples.
>>
>>3260648
>drawing Revenants as Kawaiiletons, much like how Tumblr draws Papyrus

This is a promising trend. 7/10 thoroughly rattled
>>
>>3260675
Yep, it was alignment of lines, they had to point towards the direction of rising. Thanks.
>>
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I am pretty slow at this. At least found a good midi for the stage as well, and the entrance wound up really nice.
>>
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Hey guys I have a question. I remember some anon working on a mechwarrior mod some time ago. It was released or maybe a WIP of it?
>>
>Download the newest version of GZDoom
>Drag the shit into my folder, everything seems to work fine
>Start Hexen
>This shit happens

pls help
>>
>kind of want to try making weapons for dump3
>not sure if the weapon concept is good (or even doable)
>not sure how the sprites would look (probably terrible)
>can't code for shit

yeaah, i'll pass
>>
>>3260712
step in to the portal, mortal
>>
>>3260714

>giving up before even trying

At least tell us your weapon idea.
>>
>>3260715
It's not a portal. It's a door that got fucked over and replaced with skybox textures.

This has happened to every door in every non-Doom IWAD I try to play.
>>
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Whenever I try to open QuakeSpasm, I get the error message "W_LoadWadFile: couldn't load gfx.wad." I got the links from the Quake pastebin. What should I do to fix this, I just wanted to play some Quake.
>>
>>3260714
>No experience making sprites/art
>No experience making weapons
>Probably is shit but I'll make it anyway for the experience
Yeah, it'll be horrible but it'll get made.
>>
>>3260719
Here's what happens when I walk near the door.
>>
>>3260736
And here's what happens when I open it.
>>
>>3260736
>>3260743
That's not skybox texture but just flatout no texture/missing texture I believe?
>>
>>3260716
chainsaw tier:
something bull themed, probably using golden gloves and that horned helm from romero's spring dump
primary fire: charging flurry: the faster you are, the more and the strongest you can punch
secondary: uppercut. 'nuff said, nice knockback
hidden secondary: bull rush. works pretty much like super metroid's hyper jump: get fast, crouch, secondary. knocks all enemies in front of you back and up pretty far


BFG-tier:
a sacrificial dagger and a blood orb. i was thinking about using that dagger bonus thing from the doom beta as a pickup sprite
primary: blood ritual: uses ammo (or your own health if out of ammo) to make an AoE grow, unleash it to force pain on the enemies inside it.
secondary: stab. weakish damage unless the enemy is affected by the ritual, drinks the enemy's blood (giving ammo)
>>
>>3260747
Oh damn!

So, how do I fix this? I never messed with any of the IWADs. All I did was update my version of GZDoom.
>>
>>3260760

The gloves would be pretty easy to do anon, with the exception of the runspeed thing, that'd require a little ACS trickery.

the dagger and orb again would be fairly easy though, though seeing as you can't have custom monsters, having them react differently depending if they've been hit by the AOE or not would again require possible ACS trickery.

If you lack experience, I'd say make the gloves and horns into something more simple, like
Primary lets loose with punches, you could use the golden gauntlets from DRLA, and secondary does a charging attack for mobility and extra crunch

your orb and dagger could work a little more directly, where stabbing enemies builds up blood and then primary fire unleashes the orb
>>
>>3260776
>the dagger and orb again would be fairly easy though, though seeing as you can't have custom monsters, having them react differently depending if they've been hit by the AOE or not would again require possible ACS trickery.

can't you just use inventory items for that?
like, the ritual gives the enemy an item/token that locks him in pain and that give him a big weakness to the knife's damage
>>
>>3260791

How would the weakness take effect without being able to edit the monsters pain states though? I mean you could make the dagger's melee attack an invisible projectile (Which is the best way to do melee within the doom engine in my opinion), and then when it hits a monster it does a check to see if said monster has the dummy item, and if so, do either a big explosion or a small one that does extra damage
>>
>>3260772
Do you get any error messages on startup? check the console.
>>
>>3260812
I got tons of "remapping textures" errors when I loaded up Guncaster on Ultimate Doom, but I don't get them on Hexen. It loads too quickly.
>>
>>3260828
> It loads too quickly.
Press your § key while in game and scroll up to the top
>>
>>3260804
you're right, a check to see if the enemy has the dummy that gives a flat *100 to the dagger's 3d6 damage would probably work nice
>>
https://www.youtube.com/watch?v=4dNkfCJ96PA
What does /vr/ think of this?
>>
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>>3260451 >>3260434
>>3260070 >>3260052
>>3260037 >>3260008
Well now I'm all ready to go with my nice little bundle of 1,984 separate pickup actors (thank fucking god for strparam) and the executealways instead of executewithresult but still things are not working.

The pickup states are sometimes returning true when they shouldn't be, and sometimes the script to make them invisible isn't working. I'm still not quite sure why. I suspect the script to not make them invisible might be not working because I'm testing this in an offline skirmish but I really can't be sure yet, and I want to solve the pickup issue first.

Log has revealed that there aren't any extra things getting spawned, at least as far as I can tell before log fills up the console, and when things are given to the player they are, as far as I can tell, matching the passed "intended player" arg, which they shouldn't be because each is now passing this as a simple number to the pickup script. Both the script and the decorate default to a fail state. I have even in a small test removed the pickup state for the inherited actor, the one that passes "0", the arg which should be the one that allows the player to pick it up at all, and it still picks it up sometimes.

I'm not sure what I'm doing wrong anymore, and I dearly hope I haven't ran into some bug.

Here is all of my acs, the script names should be pretty explanatory:

http://pastebin.com/Kkfkf2kZ

Here is a relevant snippet of the decorate code:

http://pastebin.com/QaTB5GWi

Here is the entire file itself:

https://drive.google.com/file/d/0BxbbtKR5bll_WDZkUGpzYndxX3c/view?usp=sharing

I'm at my wits end. I'm going to bed.
>>
>>3260831
>§ key

What in the ever-loving fuck is that weird alien symbol?
>>
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How do I go about editing Default Doom sprites? For my Pain Elemental gun, I need Doomguy "holding" a Pain Elemental. How do I do this? Probably scale it up a bit too since it looks like a midget Pain Elemental now.
I am completely new to Decorate/sprite making etc.
>>
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>>3260841
>>
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>>3260859

I'd say just grab yourself a hand sheet like this one here, and work a little magic using photoshop, GIMP, paint.net, or Krita.

You should make the firing animation Doomguy punching the pain elemental in the back of the head to shoot lost souls
>>
>>3260834
I always liked that Demon model.
>>
>>3260865
Since Dump has special rules regarding no alternate ammo, and pocketing a pain elemental would be silly anyway, I already have fire and altfire worked out.
Fire is basically "forcing the mouth open", whereas alt-fire is ripping the pain elemental's mouth edges to beyond what they can have, ripping it completely open, spewing several lost souls in various directions.
This is also the way to swap weapons, since you can't pocket a pain elemental after all
>>
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>>3260865
>Those few hands that are placed on backwards
>>
>>3260875

aw so it's a one time sorta deal, an expendable weapon? That's a bit of a downer for an uncommon find like a chainsaw.

You better make it fucking powerful to make it worthwhile, because I'd be hard pressed to take that over the reliability of a chainsaw.
>>
>>3260863
Yep! Here it is. Tons of missing textures errors. It's a fucking mess.
>>
>>3260876
That's a right hand.No issue.
>>
>>3260881
You're staring at the underside of the arm, the hand is literally backwards.
>>
>>3260712
>>3260772
Downgrade to a previous version. Sometimes the newest dev build is fucked.
>>
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>>3260923
Thanks, anon! That fixed it.
>>
>>3260880
Huh, I suspect you're running one iwad with another or something. Definitely more than the iwad being loaded there at least.
>>
>>3260928

>Romero says I'm canon
>>
hey mens what are the most epic HD high res modifications to make quake improved?
>>
>>3260834
When they were a new thing I thought Risen's models were surprisingly decent.
>>
Anyone know of a download for the master levels for doom 2? I can't find any
>>
>>3260938
Yeah, I had something similar happen a few years back. When they say dev builds are beta quality, that's the kind of thing they're talking about.
>>
>>3260638
I'd play Kawaii Doom
HDoom is nice, but sometimes I just want kawaii.
>>
>>3260967
Steam
GOG
>>
>>3260948
that looks like shit
>>
>>3260967
look for NERVE.wad or NRFTL+.wad
>>
>>3261015
Thanks man, I'll keep an eye out for it.
>>
>>3260967
there is a master levels zip inside iwads.zip, the first link in the FAQ in the OP. i have extracted it for you.

http://temp-host.com/download.php?file=up95xu
>>
>>3261024
Well fuck, I already had that downloaded, now I feel like a tard.
>>
>>3261010
it is hd resolution
>>
Somebody needs to make this a mod:

https://www.youtube.com/watch?v=Co6d3h-NpS8
>>
>>3261032

no, it is shit resolution
>>
>>3261038
I made this back in 2014: https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

It's just a dumb map without any new assets (except for music) but it was inspired by that video.

Might as well reply to the news post as well since I didn't the first time I posted this here: >>3260640
>>
>>3261065
Now I feel evil for intruding on such a peaceful place.
>>
>>3260834
It's okay. I think the baron and hell knight look a little strange when they move. Death animations don't look like they had as much work put into them as the locomotion. It's a start.
>>
How do I set the ownership of a projectile in ACS or decorate? So it doesn't collide with the thing that spawned it (and preferably not with it's spawner's spawner either)
>>
>>3261081
projectile's owner is its target, so set its target
>>
>>3261086
..so it's that easy? I knew the projectile's owner was stored in it's Target pointer, but I didn't know the collision stuff depended on that.
>>
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>>3260928
>>
>>3261102
yeah, but I don't know if even SpawnForced/SetPointer is "instantaneous enough"' to set the target before collision runs, the projectile is determined to hit you, and it's sent to the Death state and deals damage

worth a try either way
>>
Are there any zandronum mods around with fairly complex multiplayer scripting like cs-style buy menus, objective based gameplay, rounds and whatnot? I've no experience with client/server ACS and would like to pick some apart.
>>
>>3261110
If it's not fast enough I can just make the projectile itself be non-solid on it's first frame so that's no biggie I think
>>
>>3261115
Stronghold.
>>
/r/ing that cute doomguy drawing where he's happily laying in a puddle of blood.
>>
>>3260706
Not sure what song you picked, but this instantly came to mind for me:
https://www.youtube.com/watch?v=PHfe0jhEAyU
>>
>>3261179
Top Floor from Castlevania Aria of Sorrows, actually, is what I currently have set.
>>
>>3261215
Wow, so I wasn't too far off. Castlevaniamind. Nice taste.
>>
>>3261226
If you are curious, here's how map opens up:
https://my.mixtape.moe/btfztt.webm
>>
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>>3261249
Seriously great. Getting me pumped as fuck to play it.
>>
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I found this thing in a unfinished wad I made, I might turn it in a weapon for DUMP 3.
>>
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>>3261249
>a secret right when you spawn

either way, this looks tight
>>
>>3261249
Great start. I'm working on my map too. Normally I wouldn't reference my past work like this, but the pictured section is optional. The bloodfalls on the right will go soon. I have something special in store for the player monster-wise too. It's probably not going to be 40 revenants this time, but it'll be good. I have to save something for the end, after all.

Question: Is anyone else listening to music while they work on their DUMP entry? I can't stand mapping without some metal in the background. Right now I'm marathoning Black Sabbath's 70s albums. I'll follow up with the Dio and Martin albums. I've been listening to the latter more recently, mainly because of Bobby Prince being quoted as saying that's what he got from ID software to give him an idea of what they wanted for Doom's soundtrack. After finally sitting down to listen to some of his stuff, I think Martin's underrated.
>>
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>>3261249
Good Castlevania atmosphere already
The start reminds me of a map I started a few months back but I had it so that it spawned you on top of a berserk pack and there was a button right in front of you that would activate by hitting it
I haven't worked on it much i'm afraid and I thought of something new for DUMP 3 but I might get back to it some other time
>>
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Oh boy, there's a DUMP 3 starting? Shit I need to get started then! I regretted not having the time to be in the first 2.
>>
>>3260726
I laughed for too long about this gif.
>>
>>3261268
Not centered.
>>
>>3260726
I've seen it in another context before.
>>
>>3261314
Oh yeah, the weapons had to be centered... kinda forgot about that... FUCK.
>>
>>3261320
make it dual-wield, problem solved
>>
>>3260706
fug the cage texture looks good in that tint
>>
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>>3261175
Well, there's this.
>>
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>>3261323
Like this? (I found the non png thing with the layers and stuff, so I did this kinda quickly)
>>
>>3261337
fucking do-it.wad
>>
>>3261337
Yesssss.
>>
>>3260948
jesus, quakeguy's skin'll fall off before he gives up
>>
>>3261249
>https://my.mixtape.moe/btfztt.webm
wtf you told me it wasn't a hellivator
>>
>>>/wsg/1110845
Got some fairly decent ballistics and visual/sound effects working. FastProjectiles can't have gravity, but they can thrust themselves downward every other frame :^)

Better placeholder hud up next, then ACS cleanups
>>
Its freezing cold where I live
Could someone make a comfy winter doom marine skin with a scarf and long sleeves?
>>
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I made this thing.
>>
>>3261337
make sure to put the hammer on the left gun to the right side
>>
>>3260948

I kinda like the touch of the Quake logo on his eyes when Quad'd.
>>
>>3260640

Dump 3 info is ded pls repost.
>>
>>3261457
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
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Durex Waste Disposal anon here
I've been slacking real hard on my map because of finals/graduation and whatnot but would DUMP 3 accept my map if I finish it?
>>
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>>3260638
HOW DO I PLAY DOOM WADS COOPERATIVELY WITH A FRIEND.

THANKS.
>>
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>>3261439
Kinda like this?
>>
Hmm, This creation project gives me an idea.

Yes a BFG tier weapon that instead of shooting a death ball, shoots a Solar Convertor style plasma beam that turns everything between the player and the wall into a pile of death and pain.
>>
>>3261438
he just wants a hug
>>
>>3261467

haha benis xdddd
>>
>>3261476
kinda
get it looking good and it'll look real good
>>
>>3261479

See if this sounds balanced.

Primary: Really big Railgun, Shoots a single beam that does Rocket Launcher(?) damage on direct hit. to everything that it hits. Great for crowd fights. Wind up and cooldown are equal.

Secondary: Shoot out a series of 6 slow moving entities that do damage that would make Yamato proud. Together they look like one big slow moving laser. Would be BFG Tier ammo consumption at least.
>>
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>Is that a BFG in your pants or are you just happy to see me?

What do?
>>
>>3261520
>It's a BFG.
>>
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He looks so fat.
>>
>>3261520

Is the person she's looking at really tall, or is she short?
>>
>>3261467
don't see why not
people have submitted previous maps before
>>
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>>3261529
>it's from a demons's POV
>>
>>3261538
she wants that demon D
>>
excuse my ignorance, but wtf is DUMP3?
is it some sort of weapons mod contest?
>>
>>3261520
No the bfg is in malletspace
>>
>>3261576
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
>>3261576
Check this link in the newspost >>3260640
>[06-01]DUMP3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
>>
>>3261506
>get it looking good and it will look real good
lmao
>>
>>3261473
zandronum
>>
>>3261528
the food in hell is pretty fattening
>>
>>3261528
He's actually skinny compared to the denizens of hell.
>>
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>>3261585
>>3261587
fucking-awesome
I was just getting back to mapping after a decade. My first and only released map was made on 2005:

http://www.wad-archive.com/wad/INFERNAL

My second project was a map based on the episode 3 intermission screen map, I barely started but never finished it. That was back then when Doom Builder didn't exist and modding was a bit more difficult (no 3d preview of your map).

After browsing /vr/ I found Doom Builder and decided to continue my abandoned project, now I am super pumped making 3d sectors and shit. Hopefully this map will be done just in time to enter DUMP3
>>
>>3261634
have fun anon
>>
>>3261634
Well technically, you're supposed to start mapping/making weapons today. A few people started a (few) day(s) early, but all in all there's mostly people who started today, I believe. Good luck anon.
>>
>>3261528
He's a no neck chump.
>>
>>3261634
I'd switch over to GZDoom Builder. It's newer. Regular DoomBuilder isn't actively maintained.

Also, I have a question. How do I make it so the player requires a key to flip a switch in UDMF format? I tried setting the lock number field on the linedef to the key I wanted to require, but I can still activate the switch without the key.
>>
>>3261695
Well fuck me I answered my own question. Action 13 supports locks. 12 doesn't.
>>
>>3261656
desu I started it 2 days ago so it's not that big of a headstart, and I only have spare time during night.
It should be a bit large since the plan is to have every level of episode 3 (as much as it can fit), in a single map, since it's supposed to be based on the intermission screen of the whole episode.

Also are 3d sectors allowed? is there any limitations (scripting, things that are not vanilla doom, etc)
>>
Any HUD recommendations? The normal one doesn't show if I have berzerk or what kind of armor I have, and the ZDoom alternative is small, even when double sized, and doesn't have the Doomguy face to tell me what direction I was hit in.
>>
>>3261716
>Also are 3d sectors allowed?
yes

>is there any limitations
zandronum 3.0 compatibility, which equates to zdoom 2.7.1
>>
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>>3260834
dat lost soul model
>>
>>3260834
Those are the older models. Risen3D is dead by the way.
https://www.youtube.com/watch?v=44vGEicys2o
>>
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>>3260865
fug, that's a lot of hands

thanks anon
>>
>>3261772
>Thumbnail

H-Heart?
>>
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Is there some kind of game design reason for the delay between pressing the fire button and the gun actually shooting? I can understand having a slow weapon changing animation to force the player to think about the weapon they're going to bring into a fight and also give the enemies a chance to counterattack if the player needs to change guns, but what meaningful difference does a split second shooting delay have for the game dynamics?
>>
>>3261779
what gun are you talking about, anon
>>
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>>3261175
>>
>>3261538
>Talk to the monster
Is that an edit or you actually can do it?
>>
>Plutonia Experiment
>That amount of enemies behind false walls
>That amount of "Teleporter sends you somewhere where your back is to two dozen hitscan enemies"
I don't remember this being this bullshit
>>
>>3261835
Plutonia is basically an official Terry WAD
>>
>>3261812

That is either an edit or SnapMap foolery.
>>
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Progress! I'm fairly happy with most of what's shown here. The corridor leading up to the final bridge is unfinished. I think I need to put something to force the player into that last arena. The corridor is so empty I was able to take potshots at the enemies. Maybe I'll put a few skeletons in an alcove to the side of it + use bars or something to prevent the player from fleeing backwards. The answer isn't always skeletons, but this time I think it is.

I recorded a webbum (comments above are based on it), but the file came out at 4.3 mbs instead of the 2.95 mb I told the encoder to aim for. Next time I'll use an external host like mymixtape. I wish I hadn't deleted the file before I thought of that. This time you get a quick screenshot of the corridor I mentioned instead. God/noclip makes things like that quick and easy.

>>3261802
Cute in a morbid sort of way. I like it anon.
>>
>>3261779
Every gun in the game has the delay. It's a matter of only a few tics, but it's plainly noticeable once you know it's there.

I can't seem to find any wiki article about it, but here's a wad designed specifically to take it out: http://forum.zdoom.org/viewtopic.php?f=19&t=38235
>>
The other Anon forgot to post but, he finished the Quake 3 Revolution skins: http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

I didn't make those, the other guy did.
>>
>>3261884
Forgot to include this on my post, damn
>>
Thoughts on Generations Arena?
>>
>>3261897
Amazing mod, definetly not dead aswell.
>>
>>3261897
I'm surprised it's still being worked on, thought it would have died by now
>>
>>3261917
>>3261928
Wait what? I thought it got killed of due to legal bullshit, or was that the Quake 2 one?
>>
>>3261802
That's the one, thanks!
>>
>>3261947
The one that had legal issues was the Quake 2 one, the Quake 3 Arena one is still alive.
>>
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So does /vr/ like or hate D44M's armor?
>>
Am I a casual for using mouse?

Is using anything other than chocolate doom cheating?
>>
>>3262001
I didn't see that before you mentioned it, bulkiness is a double edged sword in design
>>
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Am I the only one who has a bunch of trouble with E4M6 on UV pistol start? I think a lot of people mention E4M1 and E4M2 as the hardest maps, but Against Thee Wickedly just feels like such a fucking slog compared to them.

So much of the map forces the player to run on lava, and the lava combined with the tight corridors make unlucky enemy placement that much more fucking terrible to deal with. At least Perfect Hatred only requires the player to run around in lava once right at the beginning, and you're dropped right near a hazard suit.

The verticalness is also super fuckin annoying, as Cacodemons, fireballs, and the cybie's rockets can fly down from outside the player's view. Multiple times I was hit or killed from a fireball I couldn't see or a rocket coming in at an awkward angle.

There's other nitpicks that end up making it feel like such a drawn out, stilted chore of a map, especially compared with the tighter challenges of Hell Beneath and Perfect Hatred or the really fun flow of E4M9. What do you guys think?
>>
>>3262001
Looks like it actually would protect against some damage, though. Far too many games have skintight armour and act like it can halt a bullet's momentum like it were mithril.
>>
>>3262026
>>3261993
I like the overall plating but lots of the little details are both ugly and unneeded. it could do to smooth itself out a bit and get rid of some of those random lines
>>
>>3262013
Romero himself always played with a mouse, so I think it's the intended way to play.

I can't speak to the "accuracy" of playing on modern source ports because I never played Doom on DOS or even with Chocolate Doom, but I believe that so long as you aren't using vertical mouselook and you're not jumping and crouching, you're getting the spirit of the game. Romero uses Doomsday.

I guess having the automap overlay along with knowing the level stats in real time is "cheating," but I don't see any meaningful gameplay dynamics that come from not allowing them.
>>
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I have nothing to say about this. just end me.
>>
>>3262035
What's wrong with vertical mouselook? I use it and have not felt like I've been "cheating" or in some way giving myself some kind of huge advantage. I only really use it because it's a more familiar feel after playing modern fps for so long
>>
>>3262098
autoaim is finicky as hell and only works up to a certain pitch and distance

freelook obviously doesn't have that issue, which some people consider cheating

(99% of the doom community doesn't care)
>>
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Is YOUR rig too powerful for Brutal Doom, /vr/?
>>
>>3262146
yes but some how i cant run brutal doom on today's latest gzdoom

all i got is this

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.
>>
>>3262098
Enemy placement pre-vertical-look was often designed with the autoaim in mind. Immediate examples that come to mind:

- Awkward enemy positions can force the player to move in certain ways to keep the autoaim on that also leaves them in danger (see the Cyberdemon fight in E4M6)

- Enemies that are far away can function as turrets that can only be dealt with once the player gets close enough

- Free moving enemies like Cacodemons and Lost Souls can end up taking autoaim priority and force the player to deal with them first (see the wave of Cacos in E4M2 or the Cacos that fly out during the Cybie fight in M6)

In general, vertical mouse can let the player kill enemies in a way unintended by map designers and has the possibility of trivializing some fights. I'd say it really only makes a major issue in particularly tough levels.
>>
>>3262106
Does chocolate doom/original dos have freelook? If so then I don't really see why it would ever be considered """""cheating"""""
>>
>>3262204
Mouselook, yes.
Freelook, no.
>>
>>3262146
Brutal Doom is so fucking popular with Third Worlders, holy fuck.
>>
>>3262179
You know, the same thing happened to me. I fixed it by editing the code. I opened it, went to the problematic line (line 610 in this case) and I noticed that for some reason the value inside the action function used a lowercase L instead of a 1. There's atleast two or three lines with that problem, so you just find them, change the "L" to a "1" and you should be good to go.
>>
What wads did you play today /doom/?
>>
>>3262230
It was made by a third worlder.
>>
>>3262230
a lot of third worlders have toasters for PCs and gzdoom / brutal doom is literally at like the bleeding edge of what they can play.
>>
>>3261772
The "new" models look awful. The older models fit Doom's visual style a LOT better (and stick to the original designs).
>>
>>3261528
lol youre retarded, based on his dimensions he looks like he has a 32 waist maybe. he looks like a big burly in-shape guy. which is what hes supposed to be??
>>
>>3262245
Thank you anon
>>
>>3262252
It's been a while since I played Doom, but I suddenly started itching to play again once the new one came out. Just finished my replay of Ultimate Doom on Ultra-Violence with pistol starts. I've beaten Eps 1-3 before UV Pistol, but this was the first time I actually committed to beating Thy Flesh Consumed. I liked it a lot more than I thought I would, and it may well be my favorite episode of the four.

What about you?
>>
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Are .usf music files usable in ZDoom? I want to use music from Perfect Dark and possibly other N64 games for some of my maps
>>3262252
I decided to try out the previous 2 DUMPs to see what I can expect in terms of quality
It makes me wish I picked up GZDoom Builder before I started my map
>>
>>3262282
>What about you?

Nothing today, but I did finish off Golden Souls last night. It's alright but most of the combat essentially comes down to stunlocking monsters more than a Pink Rathian doing it to a cornered player in MH, the mine mazes were shit, and the revolver and cannon are some of the weakest of their kind I've ever used in vidya. Still, it's a nice little novelty.

I'm just wondering what to play next. Anything else good that makes extensive use of GZDoom features?
>>
>>3261528
He looks like an angry Bobby Hill.
>>
>>3262382
That boy turned out right after all.
>>
I'm interested in making a map for DUMP 3 (maybe even some sprites), but have no idea what I'm doing. What are some important things I should know before jumping in?
>>
How's the /vr/E1 thing coming along? Also where would I submit a map?
>>
>>3262418
>What are some important things I should know before jumping in?
don't try and create something massive and ebin
just make a map, and then expand on it
start small and continue from there

>>3262425
>How's the /vr/E1 thing coming along?
ded
>>
>>3262252
More Cyberdreams. I wish more people did similar stuff, it's so much fun.
>>
>>3262430
ded as in no progress or did whoever started it quit?
>>
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>>3262065
what's worse than some pseudo-intellectual trying to say id-tech 1 isn't 3D?
dumb ass little kids saying he's wrong because (x popular mod) "adds" mouselook
>>
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>>3260726
I know this is an old post, but no man should go without Quake. If you return: your Quake folder isn't set up right. Make a folder called Quake or whatever, extract quakespasm.exe there.

Then, make a folder inside called "id1" and put your given PAK files in there. Music's structured as pictured.

https://www.quaddicted.com/help
>>
>>3262430
Okay that's easy enough to understand, thanks for the advice. Tutorials in the OP and on the ZDoom wiki should be able to help me with the more technical stuff right?
>>
>>3262450
bookmark the zdoom wiki

and yes
>>
>>3262230
And kids.
>>
>>3262461
Will do, wish me luck.
>>
Can you guys please have a short look at my code?
I am just trying to raise the roof and since I have so many different sectors, I thought it was clever to write the sectors in an array and then just walk through the array to call the raise function.
However, when compiling GZDB gives me an error "Missing [" in the line of the "for".
Contrary to common sense I then put the "whole" array name in and it compiles without problems. However, when testing it doesn't work at all and also the rest of the script doesn't anymore.
Can anybody tell me what I did wrong? I read the tutorial and even used the built in function picker and both are 100% correct syntax.


script "4_Room" (void)
{
int sid[22] = {13,14,15,17,18,19,20,21,22,23,25,26,27,28,30,31,32,33,35,36,37,38,};
for (sid = 0; sid < 25; sid++)
{
Ceiling_RaiseByValue(sid, 64, 2048);
}
>>
>>3260838
So I guess what I'm going to do later is try to limit the spawner to spawning only once, and kill coop compat and make it survival only, and if that doesn't work at least I know the problem doesn't lie with that. If that still doesn't work I guess I see about using user vars instead of a user array, that shouldn't fix anything but I'll try anything at this point. If that doesn't work I guess I'll post it on zandronum and see if anyone can solve it.

>>3260640
>[05-31]Anon's latest Monster factions/infighting
That's on there twice, remove the bottom named one for next thread please. Also immediate infighting version is borked this version because I'm a failure of a coder. I will try to fix sometime this next morning.
>>
>>3261993
I kinda like the Praetor suit, the helmet is a little smooth for the feel though. Needs more rough edges and scuffing
>>
>>3261993
Remove the sleeves on the forearms and I'd get more of a classic Doom vibe from it. The gauntlets are fine though, and the helmet is alright I guess.
>>
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>>3262442
Thank you anon, this worked!
>>
>>3261993
It's looks like the kind of power armor a dwarf would wear. So stubby.
>>
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thudump thudump thudump
>>
>>3262574
cool, i guess that's a powerup?
>>
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Just beat map 9 of uac ultra on uv on my first try, felt so good. This pwad is awesome, I'm going to be kinda bummed when I'm done with it.
>>
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>>3262574
>>
>>3262619
I love it's texture and color work. It's got some real passion behind it.
>>
>>3262619
MAP10 is when it becomes a clusterfuck. Fuck that outdoor area.
>>
>>3262624
Yeah I just had one go at it and that's where I died. So many hell knights to deal with while imps and lesser enemies pelt you from the left. Didn't last long enough to worry about the caco horde in the back.
>>
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>>3260948

Oh my god what the fuck why

delete this.

Delete this.

DELETE THIS.
>>
>>3262507
You want a different variable used in the loop, and don't reference the area in the expression. Also you are having it go to 25 which is larger than your array. Here:

script "4_Room" (void)
{
int sid[22] = {13,14,15,17,18,19,20,21,22,23,25,26,27,28,30,31,32,33,35,36,37,38,};

int i; /* loop variable, could initialize it in loop expression but put it here so you won't miss it */
for (i = 0; i < 22; i++)
{
Ceiling_RaiseByValue(sid[i], 64, 2048);
}

}

You want to loop the variable used to specify the array element (i), not the array itself (sid[]).
>>
>>3262624
take your time, sometimes you'll have to rush ahead for ammo though. you get a bfg sometime into it as well I remember.
>>
>>3262642
*array in the expression, not area
>>
>>3262507
>>3262642
>>3262645
Also lemme note that if your sectors used in your array where contiguous, you could just use "i" directly instead of having to store them in an array.
>>
>>3262648
*were contiguous
>>
Guys, I swear I've seen people edit graphics from within SLADE. Specifically, taking bits and pieces from certain graphics and throwing them on a new one/others.
>>
>>3262661
yeah, that's TEXTURES editing
>>
>>3262442
Also I found that if you play Quake on Linux you need to change all of the file names to lowercase letters or else Quakespasm throws a shitfit.
>>
>>3262685
Linux pathing is all in lowercase which is probably why.
>>
>>3262669
Any tutorials/starting points/guides on that? A quick google didn't give me much enlightenment.
>>
>>3262685
>>3262696
linux paths are case-sensitive, unlike windows
>>
>>3262698
i'd explain it in detail if i wasn't drunk and going to bed :/
>>
>>3262642
Duh, I'm a retard. Thanks, now it works as supposed.
>>
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>>3262708
You have 8 hours to rest and then you start explaining, assuming nobody else shows up or I haven't found anything in the meanwhile.
>>
>>3262698
1) Create empty TEXTURES file
2) Double-click TEXTURES file
3) Click "New texture" at the bottom (it's a brick wall)
4) Name texture
5) Add patches (box with "+" in front of it on right side)
6) Drag patches around
7) Rearrange them (boxes with an arrow in front of them)
8) Set texture type at bottom to what it should be
9) Mess around with *everything*
>>
https://www.youtube.com/watch?v=F-1pM55k4WM

I don't think we've talked about Trenchbroom enough here.
>>
>>3262721
fuggin neat

almost makes me want to do quake mapping
>>
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>>3262510
>>3260838
Ijon if you're reading this I now realized that removing the Damage entirely yesterday morning was what is fucking up the display, because while I was removing it yesterday morning when I realized it wouldn't work in pickup state I forgot it was need for the display. So, since can't check now, wrote this up quickly since much faster than typing on phone:
>>
>>3262717
Thanks, I'll give that a try once I get home.
>>
>>3260948
Whoever did this fucked up the mouth, cheeks and chin horribly.
>>
Fooling around with the "Stealth Imp sneaks into UAC facility a la Metal Gear Solid" idea:

https://youtu.be/NMWafx52ZLg

Will take a bit to get the enemy AI right but it should be do-able.

>>3260640
IMPatience is kept updated at this link:

http://forum.zdoom.org/viewtopic.php?f=19&t=51988

Current version: (< 1MB)
http://www.mediafire.com/download/fx088pzzk96a5nc/Impatience_46.rar

Up to 20 maps now! Some kind anons also nominated us for a cacoward on the doomworld forums!
>>
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BOOKS
>>
>>3262767
WHAT WAS THAT NOISE
>>
>>3261760
Too many jumps in quality, Most of the weapons are nice, But the hands look like shit.

Main issue is everything looks like its either straight out of early ps2 title while the rest look straight out of quake.

Ideally i prefer 3d models for doom that match Quakes polygonal style more than looking smooth, round and pretty.
>>
>>3261993
I actually like, Its grew on me after a while.
Especially since Doomguy wasn't really shapely to begin with. >>3261528
>>
>>3261520
GO back to quake 3 Crash, You're not cannon.
>>
>>3262770
Trashy romance novels
>>
>>3261993
It would be nice if the colours were more noticeably like the classic armour.
I do like the story behind it though.
>>
>>3260834
That's ugly as fuck.
>>
>>3260948
Everything about this looks terrible, why do people think that just because the resolution is high that it looks good?

Jesus fuck it's so unappealing to look at.
>>
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>>3260948
Is this by the same guy that did these awful paintovers? Problem is he can't draw worth shit. Similarly to how everyone to attempt 3D graphic replacements so far can't model.
>>
>>3262773
Whoops meant for >>3260834
>>
>>3261528
oh god the way he's holding Daisy's head
>>
>>3262619
The music in that WAD is fucking awesome. BTSX levels of comfy.

https://www.youtube.com/watch?v=rkI2hqHEoCo
>>
>>3261850
only the pistol, shotgun, and super shotgun have the three-tic delay

the fist, rocket launcher, and BFG all have delays, but they're longer and much more obvious
>>
Trying to play Marathon on my potato (running Windows XP). The game itself runs fine, but there's no sound. I keep getting "Aleph One couldn't initialize sound (error -1)" message before the game starts. Anyone wanna tell me how to fix this?
>>
>>3262872
That imp has like six nipples
>>
What do people think about using copyrighted music in your wads? Do people not give a shit or look down upon it?
>>
>>3262969
It's what tons of 90s wads did back in the day. So much midi pop music.
It could make your wad feel almost dated in a way.
>>
>>3262969
It depends. MP3s? No. The idgames archive bans the upload of wads with mp3s in them for legal reasons.

HOWEVER, I have seen cases of midis of actual songs being used in wads, however. The end of Hellbound uses a midi of Judas Priest's All Guns Blazing, for example. It's not just pure music that's used. One of Scythe 2's later levels uses part of Dancing Mad from Final Fantasy VI.

As for me, I'm probably going to use a metal midi for my DUMP 3 submission. The WIP version uses a rendition of Black Sabbath's Children of the Sea so I don't have to listen to MAP01's music every time I play-test. I'm 99% sure I'm going to change it before submitting though.
>>
You have ten seconds to explain why you aren't mapping for Hexen RIGHT NOW.
>>
>>3263079
I'm finishing my shitty DUMP3 map first.
>>
>>3262767
Would you say the Cyberdemon is a Weapon To Surpass Metal Gear?
>>
>>3263079
All of my nostalgia is for Doom instead.
>>3263084
also this
>>
>>3263079
hexen sux
Thread replies: 255
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