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DOOM THREAD / RETRO FPS THREAD - Last thread >>2884727

Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
http://forum.zdoom.org/viewtopic.php?t=46787

[12-31] Brutal Doom v20b + starter pack released
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

[12-30] Anon map release: Engineering Deck (for /vr/E1)
>>2884990
https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad

[12-30] Anon map release: "just a big room with a cyber demon on steroids"
>>2884008
http://temp-host.com/download.php?file=qe66td

[12-29] Anon map release: Wait What
>>2883410
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad

[12-27] Arcane Dimensions released (Quake)
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html

[12-26] Anon map update: Buttghost, almost final version
>>2877793
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

[12-26] Doom on a Leapfrog TV
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/

[12-25] Anon map release: vinterRunterland (deathmatch map)
>>2875596
http://www.mediafire.com/download/i5g0r1sodkuruql/vinterRunderland.wad

[12-25] Trailblazer update
https://youtu.be/BNbpeH31h-k

[12-24] Combined Arms WIP6
>>2873756
https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

[12-23] Freedoom v0.10.1
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)
>>2870887
https://drive.google.com/file/d/0B8xWmOI7IYl3eWczZGhvM0J4MzA/view?usp=sharing

[12-22] Anon map release: helloworld.wad
>>2869621
https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

[12-21] Painkiller mod: monsters only version
>>2867495
http://temp-host.com/download.php?file=bp24wf

[12-20] Several new versions of Beautiful Doom (6.0.9.2, 3, 4, 5...)
https://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-back-6-0-9-5-dec-20-2015/

===

To submit news, please reply to this post.
>>
>>
>>2892861
>he's armed
>>
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>hdoomguy forces his mod NOT to work with brutaldoom
>tumblr drama ensues
>mfw
>>
>>2892912
Do you have any links? Sounds entertaining.
>>
>>2892912
>>2892915
I basically implemented a better anti-BD system in HDoom for the lulz, Mike reblogged it, and some guy threw a tumblrina fit.

http://dazombiekiller.tumblr.com/post/136313143904/valikdu-hdoomguy-valikdu-hdoomguy
>>
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>>2892918
>actually calling you guys jealous as well, an insult mark himself used often
That's just fucking brilliantly appropriate.
>>
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>>
anybody still playing on 320x200 ?
>>
I need recommendations for new music packs, i need some variety here, help?
>>
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>>2892963
>>
>>2892963
yer drunk john, go home
>>
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This shit's darker than Doom 3, the flashlight is once again, fucking godsent.
>>
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I'm loving how this map is like a large tribute to E1
>>
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There's even hidden little rooms here and there labeling what part of the map is a tribute to what part of the episode.
>>
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>>2893083
are you playing windowed, or how come the resolution's so low?
>>
>>2892912
Why? It's not like anyone would play HDoom with BD loaded unironically anyway.
>>
>Nosferatu vampires have opened a portal to WW2 germany, allowing a hero from olden times to get his hands on 1940s weapons.

Hexen + Spiders + Time travelling vampires + MP40s = fun
>>
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>>2893103
>>2893083
what are these mods?
>>
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>>2893087
>windowed
No

>800x600
>low res
I-It's good enough for Doom! My computer isn't so amazing (and GZDoom is TERRIBLY unoptimized)

>>2893134
Well, I'M playing Hellbound, with a hacked up old version of Shut Up And Bleed, and the Beamflashlight mod because Hellbound be fucking dark, yo.
>>
>>2893146
thanks man!
>>
>>2893092
>It's not like anyone would play...

There's 7 billion monkeys aboard a floating rock on space. There will be someone.
>>
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>>2893087
A while ago I played doom in 320x200 and it looked great
>>
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>>2891589
>>
>>2893216

Thought so. You did not actually download the latest build. Your build is very, very old.
http://devbuilds.drdteam.org/gzdoom/
>>
>>2893175
I know it's all the rage nowadays to play it in high resolution and with mouselook and polygonal environments and all that, but I think that's just not the same game. It's a great game, no doubt, but as I said for example in the other thread, high resolution looks odd, because suddently you can make out details a couple hundred feet away, stuff that would normally be a tiny blurred mess of pixels. You have the clash of distant high resolution objects paired with low resolution in the foreground. It makes the game look off, because the visuals aren't consistent any longer.
>>
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>>2892918
>I see what’s going on: BD is the most popular mod that had the most work put into it, and you’re jealous.

>jealous
>>
>>2893092
There's lots of people who only play BD.
>>
>>2893225
Appreciated, going to test it out in a minute.
>>
>>2893272
>>2893092

Likewise, there's lots of people that play with Brutal Doom on autoload.
>>
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>>2892819
I was expecting this as the OP image.
>>
>>2893225
It works. Does that mod have some sort of frame skip? feels like I'm getting microstutter, but it's definitely playable.
>>
>>2892918
>http://dazombiekiller.tumblr.com/post/136313143904/valikdu-hdoomguy-valikdu-hdoomguy

This reminds me when i told a (sorta big) Brazilian Doom page that there were other mods aside from Brutal Doom that were better and more enjoyable.

Mark came raging over the post on Facebook with the fury of 200 Archviles, it was something fun to read.

The admins decided to keep the post i made and thank me for bringing them more content suggestion than following Mark's advice.
>>
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>>2893285
>>
>>2893334
>>2893225
I think it's whatever newest git build i got that's causing the frame stutter.
>>
>>2893134
The pic from my screen is the hub I'm building for hexen. It includes a lot of custom monsters and WW2 era rifles too.
Its a long way from being finished though.

I'm not too sure how to get the weapons ammo to display. Ammunition beyond blue and green mana is a bit foreign in hexen.

I also want to include some nasty hitscanner enemies a la blood. There's a lot of Blood influence in this hub, all the way down to destroyable walls (see something out of the ordinary in pic related?)

If the blood cultists and fanatics were uploaded on realm 667, I would probably use them straight away. Anyone know if they've been ported over?
>>
>>2893384
Try locking your framerate if it's inconsistent.
>>
Is there a theorem that says " every good megawad will end in a bullshit slaughter-fest" ?
>>
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is it just me or does the doom 64 chaingun skin in smooth doom feel really stiff and unorganic and just floaty feeling overall

it just lacks the punch and 'tude from the one in the game

I think it might be a side effect of the extra frames for the rotating barrels themselves, plus I feel like the visual recoil should be increased a bit for it
>>
>>2893457
I tried lockign it, but it's something else. It looks like frames are being skipped. Weird. Happens in all my WADs with these newer versions of GZDoom.
>>
>>2892819
>DOOM general and /vr/'s relationship in a nutshell
>>
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I still miss this amount of shield capacity
>will never be able to do it again because "sharing is caring" aka communism took over
>>
>>2893225
I'm the other guy that's having issues with BoA. I had downloaded that build, but I'm having completely different problems.

Also, when I download the mirror for BoA, is it supposed to open two separate zip folders?

How exactly am I supposed to run it? Going into the levels folder and double clicking wolfenstein.wad just opens vanilla Doom 2, likewise, dragging wolfenstein.wad to the gzdoom.exe just opens vanilla Doom 2.

What the fuck am I doing wrong here?
>>
>>2893417
I have made the zombie from blood if you want it. I can make the cultist too, but not now, because I'm dead tired.
>>
>>2893546
Try updating your gpu drivers. GZDoom really doesn't like old drivers.
>>
>>2893615
Still no good. It's like when I'm strafing while looking at a corner of a wall for instance, the wall will flicker right and left, causing it to look like frame stutter. It's really odd. Thanks for the help though.
>>
>>2893334
Under "BOA Options" in the menu, try turning off some of the special effects. Smoke and the Weather Effects can have a huge performance impact.

Also, check Options->Display->OpenGL->Preferences->Rendering Quality, and set it to "Speed" if it isn't already. Turning off fog and dynamic lights will speed things up immensely, but you will lose a lot of atmosphere, especially for Wolf:BoA.
>>
>>2893559

'Fraid I can't help you with that, sorry, I haven't played BoA.
>>
>>2893583
Amazing! I found a blood conversion with most of the enemies and sounds, but its in dehacked, which I'm not sure will translate to hexen.
I mostly just want the cultist and fanatic.
>>
>>2893559
I just drag and dropped the boa zip onto gzdoom.
>>
>>2893649
Have you tried vertical sync?
>>
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Ugh this texture took me ages to make and there's still errors where the diagonal bars connect. I'm no good at this yet.
>>
Playing Doom for the first time. Watched it being played twenty years ago but never tried it. Cool game.
>>
>>2893762

Doom's neat. Welcome to the club.
>>
Tried to go to the Chocolate Doom site and it sets off Avast like crazy. What gives with that?
>>
>>2892819
Reminds me of Viscera Cleanup Detail
>>
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>decide to play the master levels because why not
>FISTULA
>level is really easy but still fun
>suddendly, after getting the third key, feel this weird urge, like something really bad is about to happen
>try telling yourself that there is nothing to be afraid or worried about
>mfw 2 seconds after thinking that, after opening the exit door, a fucking arch-vile from fucking nowhere
>fast enough to dodge his attack that would 1 hit kill me
>manage to kill him and finish the stage
>that feeling is gone
What the fuck just happened?
>>
>>2893808
Doom senses.
The sense that somewhere, somehow, a map maker is going to put a vicious trap in somewhere and fuck you over.

It's like the voice in your head that tells you to put the game down when you open up a Terry wad.
>>
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>>2893812
Everything makes so much sense now, sometimes i feel like i can predict when a trap is set somewhere, when searching empty rooms i automatically avoid places with light or keys, sometimes i have this feeling that i am about to fight a powerful demon or that a big number of monsters is about to come from fucking nowhere, i can dodge dozens of enemies shooting at me at the same time, is this what feels like to become a man?
>>
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>>2893808
>Doom E2M5 UV
>plowing through the level; flow is easy and good so far
>demons pouring out of a room; kill em all
>barge in; suddenly baron of hell is inside; panic trying to get out
>get fucked up by baron but get out alive

Is there any more WADs or level packs like how id designed their levels? Obviously any others than "Doom the way id did it"
>>
>>2893817
Honestly, it's mostly reflexive. You quickly learn that mappers love setting traps on keys or notable parts of rooms, or that there's a likelihood of a mini-boss or a tougher enemy than normal by pattern recognition. And by vanilla gameplay standards, I bet you pick off the Zombiemen first so they don't hitscan you as you dance around between the projectiles, don't you? When I assess the threat of the enemies in the area, I usually mentally 'log' the positions of everything and their attack types so I can deal with the bigger threats first, never stay in the same position so that projectiles and enemies don't gang up on me, and work my way down until there's nothing left.

After enough Doom it's just sorta natural.
>>
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>>2893825
>enter small area
>kill all enemies
>3 barons and 1 arch-vile
>only have a bit of plasma ammo and some pistol left, and a chainsaw
>fuck things up and waste everything on the barons
>no ammo
>arch-vile starts reviving all the monsters
>try leaving the room to get some ammo
>can't leave
>look behind you
>barons already really close to you
>can't wake up
>>
>>2893828
I know what you mean, i can't remember what game it was but i also had this "if i was a game designer, this would be the perfect place to put X" feeling that allowed me to sometimes predict events before they even happening, and the primitive AI the enemies have only makes things more hilarious since its not hard to outsmart them, when the level start the first thing you search for is a shotgun or chaingun, them you carry it every time you're in a small room where rockets would be a bad idea, you always leave barons and cacodemons for last just so you can concentrate on killing them and just them, you always run around cyberdemon carefully to make sure his splash damage doesn't fuck with you because you were too close to a wall, shit like this
>>
>>2893752
Yes
>>
Questions from a noobie:
Whats a good way to run several wads at once without highlighting all of them and dragging them onto the GZDOOM icon?

how come every time i try and run a doom wad on steam, the icon after i try adding it wont show up?
>>
>>2893865
Get a frontend launcher like Rocket Launcher or ZDL, helps with what you want to load first and it's convenient
>>
>>2893865
Doom ZDL
>>
>>2893869
>>2893868
thanks guys!
>>
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>tfw realizing that in Quake II the iron maiden moans are a porn actresses' moaning
>tfw realizing the Berserkers yell 'trespasser!' upon sighting you
>tfw the gladiator yells "GLADIATOR!" upon sighting you
>tfw realizing makron says 'follow me human' and "NOT GUD ENUF!" upon killing you
>ARMPIT BFG
>technicians are literally annoying floating water tanks and cannot be unseen

goddamn its feels so good coming back to a game you have not played for well over 8 years and find all the good stuff that flew right above your head, as well as realizing how good it actually is as a whole now that you are old enough to appreciate it proper
>>
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>>2893887
>>
>>2893887
pls give
>>
>>2893895
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad
>>
>>2893092
I played HDoom with Project MSX and then Shut Up And Bleed after seeing this post.
>>
is there anyway to create jetpacks similar to russian overkill
>>
>>2893938
>HDoom and DOOMRLA
>Use the armor modpack to turn your security condom into a combat condom
>>
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>>2893901
man oh man thanks for this
>>
>>2894017
I recommend using SnailBullet or something in combination. Trying to play Contra Hard difficulty with hitscan is basically instant death from afar.
>>
>>2894023
yeah, I mean the skill confirmation message is basically 'bring lube' but I went in dry and got fucked all the way to the third block on my street

still, was moderately fun and i'd probably give it a go sometime. sometime later.
>>
>>2892932
Why would you?
>>
>>2893457
>>2893667
>>2893752
I've been testing various things with the newer git builds of GZDoom. Brutal Doom works totally fine and gives me no issues, Project Brutality has the same problem as BoA where if I strafe and use mouse look, everything stutters right to left quickly making it look like shit. Going to test some more but I have no fucking idea what it could be.
>>
>>2894045
Also running Doom 1 & 2 with GZDoom works totally fine too.
>>
>>2894043
because the textures, sprites, hud and levels are designed for it, giving everything a more consistent look
>>
>>2894054
I can appreciate a nice vanilla look but 320Ă—200 just makes my eyes bleed on my 27-inch screen. 640Ă—400 works nicely though.
>>
Does anyone else actually enjoy playing shitty terrywads/jokewads?
>>
>>2894090
I play that resolution on a bigger screen just fine. Not this game though. Gives me trouble at 14" even
>>
>>2894054

They were also designed with CRT monitors in mind, rather than LCD displays.

>>2894092

Nah.
>>
>>2894095
What's the difference in terms of visuals?
>>
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>>2894096

Hoo boy.
I had half said that as a joke, but CRT vs LCD is a very real and prominent debate here on /vr/. I'm not really able to sum up all of the CRT threads that have ever been on this board, but the very very very very very very tl;dr is that on CRT displays the edges of the sprites tend to become blurred together. A lot of very good pixel art was made with this in mind, creating the illusion of smoothness or transparency.

I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me. Good art can look good no matter how it's displayed.
Ergo, someone really wants to play the game the original way for the truest artistic experience, then they would play on a CRT.
>>
>>2894103
>CRT vs LCD is a very real and prominent debate here on /vr/
Oh it is, and largely irrelevant for what I said. That's why I wondered if you can tell me how Doom's graphics are for some reason built with CRTs in mind. I hope the case for resolution is not lost on you.

>I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me
Doom's textures have a resolution that won't pixelate until you're about 2 yards in front of a wall, and about 5 yards in front of an object. Likewise, beyond about 50 to 100 yards, the pixel mess makes it impossible to tell foes apart. The limit on 256 colors, together with the low brightness, often requires to be very close to a color coded door in order to see the color of said door (red vs. yellow was traditionally hard).
On high resolution, the sprites produce a very strong disconnect to the immediately surrounding textures, to the point that many sourceports introduced 3D objects to make up for it. The high resolution means that objects in the distance are not only clearly distinguishable, but their textures also seem considerably sharper compared to the immediate surroundings. >>2893760 proudly posted a texture they're working on, that you simply would not find in the original game, because it does not work for the original resolution. Its details are so fine, at even a moderate distance that object would become a set of hovering pixels.

Now again, you tell me how the game had its sprites in any way designed for CRT. Keep in mind that the game has gamma compensation, to handle darker CRTs, to the point that the black levels are completely shot. So black levels is likely not a point you want to go with.
>>
>>2894106
>tell me how Doom's graphics are for some reason built with CRTs in mind
Original Doom is capped at 35fps so it looks like shit no matter what monitor you use. CRTs don't help.
>>
>>2894167
ignoring your obvious bate I have to wonder: The 35fps were chosen to be half of the 70Hz refresh rate for 320x200 VGA. Cheap modern LCDs have 60Hz, less cheap ones have 120Hz or 144Hz. None of these frequences are clear multiples of 35Hz. Can that lead to stuttery framerates on the original Doom implementations?
>>
>>2894182
There will be some stutter, but turning on VSync will fix it
>>
Doom in Dosobx is native resolution.
Blood can do HD in Dosbox.

Does it have anything to do with the emulator or just the game?
>>
>>2894230
>Blood can do HD in Dosbox
Did anyone ever figure out how to get better FPS with higher resolutions in DOS games on DOSBox, or is that just one of the shortcomings of DOS that can't be fixed?
>>
>>2894260
I always thought it was just due to how demanding Blood can be.
>>
>>2894278
I was gonna mention that Quake also had the same issue but then I realized that if anything, Quake is probably more demanding than Blood.

Still though, there has to be a way to get a higher framerate on high resolutions.
>>
>>2894260

Doesn't it depend entirely on the game itself? Dosbox just emulates DOS and some hardware. Everything else is the game itself.
>>
>>2894284
I wonder how well Blood can run in PCem, else the only thing I can think of is running it in a VM.
>>
>>2894230
Just the game.
Blood (actually any Build game) could go natively at least 1280x960 on monitors that allowed it (and there were some even at that time). I remember playing Blood and Duke on 1024x768 back in '98 with no issues.

Dosbox is bad at emulating stuff Build Engine needs to run efficiently, so it runs slower at resolutions above 800x600.

I think there was a Win 98 VM setup that allowed you to play games like Blood and Daggerfall much better than Dosbox would.

Also note that Blood was released 4 years after Doom, so of course technology has advanced by that time lol.

>>2894182
Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.

I for instance get the stuttering when trying to run Memorial.wad (with reject table of course, courtesy of some anon, you can get it here : http://www.mediafire.com/download/m431wyed8l2i2cd/mem-rej.zip) and it gives me stuttering when trying to run it with certain gameplay mods despite giving me 120 fps. I guess its because of all the DECORATE checks happening in BG, so while rendering side of GZDoom does just fine, the logical does not.
>>
http://www.moddb.com/mods/hotline-666/videos/fixed-wall-blood-splats-camera-tilt
>>
>>2894230
You can increase/decrease the amount of cycles DOSBox processes with Ctrl-F11 or Ctrl-F12, decreasing and increasing performance respectively
>>
>>2894106
>Now again, you tell me how the game had its sprites in any way designed for CRT.
Because the sprites were 100% created and tested on CRTs, idiot.
>>
Anyone know if you can play the new Brutal Doom v20b starter map pack using Project Brutality?

Why? Because PB is superior to BD in gore effects and other little tweaks, that's why.
>>
>>2894465
Just load the starter map pack and PB, the Starter Pack is just a map set
>>
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>>2894467
I tried that and come up with this.
>>
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>>2894489
I dunno, worked fine with me, even tried it with GZDoom and it was a success.
>>
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>>2894503
>>2894489
Another one as proof
>>
>>2894503
Ahh, Nevermind.

Had to drag them to my usual gzdoom instead of the one in the map pack folder.

Thanks tho m8
>>
>>2894301
>Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.
I'm talking about vanilla Doom within DOSBox, not a source port. Even assuming Doom itself runs perfectly and at a steady 35fps, an LCD at 60fps is not gonna match, and will have to drop frames several times per second, or produce serious tearing
>>
>>2894092
Nope, and not ever.
>>
>>2894445
I explained how I believe the resolution of textures and sprites are related to the output resolution.
Now you tell me how the choice of colors relies on CRT. Maybe get all colors used within the game, check for their likely gamma, compare to CRT or LCD gamma ... no wait, they're the same. Anything else?
>>
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>>2893306
>Thanks. Bye!
>>
>>2893812
I learned all my pro doom strats from the "play punchout with these nerds" video
>>
>>2894632
I fucking loved that video
https://www.youtube.com/watch?v=HJcf0aOwmiA
>>
>>2894103
The only way I can think of the artwork in the game being "designed for CRTs" is that they're made to be displayed with rectangular pixels. Source ports do scale everything for that, but it's not perfect and non-integer scaling pisses people off on this board.

320x200 on a CRT screen's about as close to how you'd have seen it back then, at any rate. I do agree with the resolution/texture size/polygon relationship in older games, you've worded it very well.
>>
>>2894690
also meant to
>>2894106

damnit
>>
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>Monsters: 0/755
>>
So Mike Matei mentioned Brutal Doom and even show some gameplay footage of it.
>>
Does Alien Vendetta get any better later on? I'm up to map 9 and it's pretty damn tedious with high amounts of weak enemies and large levels that visually look like the last shit I took. For a megawad that every shithead seems to recommend it sure blows so far.
>>
For the first time in maybe ever, Doom is not in a GDQ event. Heck, not even a single retro FPS is in there.

wat
>>
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>>2894760
>high amounts of weak enemies
isn't that good? i like large numbers of monsters that are quick to dispose of
>large levels that visually look like the last shit I took
i think you might need to see a proctologist...
>>
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Alright anons, I'm going crazy here, downloading wads left and right.

What I need to know is:

>What is/are your favorite wads?

Picture not related.
>>
>>2894838
back to saturn x
>>
>>2894838
Congestion 1024 / Claustrophobia 1024.
Tight and quick.
>>
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>>2894727
>>
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>>2894875
BROWN BRICKS
>>
>>2894092
no
>>
>>2894838
Like I said before

> Blade of Agony
> Aliens: Colonial Marines 2014
> Return of the Triad
> Trailblazer
>>
>>2894301
>Dosbox is bad at emulating stuff Build Engine needs to run efficiently

More like Dosbox is emulating period. VMs are not really emulation.
>>
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Gentlemen, it's time. I'm gonna need your feedback for this.

http://www.mediafire.com/download/u5r34idu4dl3ept/GunGodz.pk3

That right there is an alpha for a Gun Godz adaptation to Doom. Doom Throne got deprecated until further notice. Currently it's on an alpha state, as there are some things that are yet to be implemented. It contains Chapter 1 (3 levels) and two weapons. Most importantly, I need to know if the guns feel solid and how do the levels play. I need to have a good mapping methodology because the game has like 20 unreleased levels I would like to resurrect here.

Weapons have an Alt Attack, like in the original game. Be sure to mess with everything you can within this .pk3!

ACTUAL CONTENT SPOILERS. BE SURE TO FINISH CHAPTER 1 BEFORE READING.
-Yeah, Alpha probably is putting it lightly. All enemies are implemented, some still requiring some tweaks.
-The game's current BIGFONT it's a placeholder. Mostly a test to see if my methods of doing custom fonts worked.
-All weapons are in the game. Including their golden counterparts featuring more damage or increased rate of fire.
-You can play with your weapons by pressing your binded key for Reload.
-If you haven't yet, use the console to play MAP16 and challenge the final boss.
-And no, that won't be the final ending. Again, just a placeholder for the original game's unreleased maps. Although I am interested on implementing loops.
>>
>>2894942
That map pack was pretty lukewarm to me to be honest desu

It's in BFG Edition though.
>>
>>2894957
Very nice mod anon, I look forward to future releases.
>>
>>2894957
it´s fun anon

guns feel good
shotgun is OP IMO
visuals are nice
pistol sounds a bit akward, get a real pistol sound instead
maybe a .50AE Deagle sound?

> https://www.youtube.com/watch?v=iVuRLztDljY
right at 2:00

everything else seems great
levels are a bit to easy => more secrets

what´s the meaning behind this game?
where is that freaking triangle from?
why that stupid menue music?
>>
>>2894763
but wrack is being played!!
>>
>>2895187

Who gives a shit about wrack
>>
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>>2895190
carnevil does
>>
>>2894957
The shotgun is definitely OP, I think it needs a bit more time between each shot.
As the other anon said, the guns do feel good, but unlike the other anon, I think the weirdness of the game is great. I don't know what the fuck is going on, and I love it. Just keep shooting. Make the levels a lot harder and I'll definitely play this through.
>>
>>2894518
>I am not a resolution but displayed at whatever your desktop is
>>
>>2895204
>>2895190
You're both equally faggots
>>
>>2895313
Thanks anon, always knew I could count on someone to be there for me when I needed them the most
>>
>>2895313

hi Carn
>>
not sure if i missed any info on this in any of the links but does anyone know how to run doom on android preferable with touch controls?
>>
>>2894957
>Total mazes
>>
>>2895334
Hi Eric
>>
>>2895360

I-it finally happened! I was mistaken by someone else from the Doom community!

I am part of the club now!
>>
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>>2895363
Nice try Mark, but we still don't want you around these parts.
>>
>>2895367

Tarnsman please.
>>
>>2895367
Hi #skullrant
>>
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>>2892918
>has a pony avatar
>also a ruskie
>even daring to say anyone's lower than him
>>
>>2895370
Fuck off Carmack
>>
If you could go back in time to 1995 and show doomers one modern WAD, which would it be?
>>
is the arena the only place you can fight monsters in the uac outpost in drpg? it's good racking up xp & getting punished by archviles, but i want to explore.
>>
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>>2895665
very much related
>>
>>2895665
nuts.wad
>>
>>2895665
BTSX. I'd be tempted to show some cutting edge gzdoom mod and be all "we can do this in the future" but showing them something amazing they could run on their own computers would probably be more productive.
>>
>>2895665
I was going to reply with something like DemonSteele or MSX or Psychic but now that I think of it, >>2895690 is probably a better answer.

A vanilla wad they can run and play and experiment with and not just see in action would probably be a real jumpstart in "okay let's see if we can surpass this".
>>
>>2895589
ey fuck u willits
>>
>>2895665
DRLA on some fuckhuge oblige maps
>>
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Did anyone ever tell Carmack or Romero about Hdoom? I want to know how they feel about people using their work to make demongirl porn.
>>
>>2895665
blade of agony
>>
>>2895702

Shut the hell up Kegan.
>>
>>2895718
romero would probably laugh while carmac would smirk and Mhmm
>>
>>2894509

I didn't know DJ Kahled played Doom.
>>
>>2895467
is that mac demarco?
>>
>>2895467
Okay. Here's a thing about russian playerbases in general: 80% of them are kids around 14 or below (because age rating is not a thing in russia, and parents write off all games as "for kids", because they are called "games") and most of them get exposure to any kind of content through youtube.

Actually, those kids are the ones most active on foreign forums and resources, because teaching english in schools got to decent level only now, and thus most encounters with russian public westerners can get are those little shits, that are also obnoxious and selfrighteous pricks, due to being kids, as well as social environment in modern Russia (which is further propagated by western anti-russia politics, but I digress).
tl;dr your post is generalisation of the same caliber as a soccer mom pointing finger at Mortal Kombat and screaming "all games propagate violence and should be banned!".
>>
>>2895839
To be fair it's natural to generalize and everyone does it. If I ask you "what color is the sky" you'll say "blue" which is a generalization. Coming into contact with only a certain clique of a nations citizenry will naturally color a persons perception of their entire nation, which is as unfortunate as it is unavoidable.
>>
>>2895839
Doesn't help that most of the russians that I meet (outside of a couple cool people) are MOBA cancer who shit where they eat.
>>
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>>2895831
Just a random smug German soldier during WWII smoking a cigarette. Dunno why, but I find myself saving random WWII shit.
>>
>>2895860
> it's natural to generalize
No it's not.
It's a result of society that teaches "Hatin on people because of <some generalisation factor> (skin color/nation, gayness) is bad, but those <other generalisation factor> (jew, russians, muslim) are all assholes and are roots of your problems!"

>>2895901
Guess how old those players ae.
>>
What version of GZDoom are you using? I'm having issues with all the new git builds, but not 2.0.05. I can't play shit like Blade of Agony with that version though
>>
>>2895690
Have you ever tried to run BTSX on a real DOS computer? It took forever to load and was a slideshow to play even on the 166MHz Pentium I tried it on. It's executable-compatible, sure, but it really doesn't play well on period-accurate hardware.
>>
>>2895935
And why do you think is that? It's not even Boom.
>>
>>2895935
Doesn't surprise me: it's KDIZD levels of sector count.
>>
>>2895909
But you're generalizing those who generalize just by saying that.
> parents write off all games as "for kids", because they are called "games"
This is a generalization too.

>>2895935
The guy said 1995 rather than -93 so I figured a high end PC from that time could handle it.
>>
>>2896021
Actually never mind, KDIZD is still way more. BTSX actually merges sectors.
>>
>>2895742
Carmack probably plays HDoom all the time
>>
>>2896049
I bet he's already got code written for HDoom Oculus Rift support that he's keeping for himself and not releasing into the public.
>>
>>2896058
>sex with 2D entities on oculus rift
I don't know how that would work but now i want to try
>>
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>>2896078
if you're going vanilla, make sure to stay in the same 64x64 block or your dick might just phase straight through
>>
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Anyone know any WADs with tanks in them?

I need some tank DECORATE that I can base my WW2 Tanks on.

Even better, anyone know where I can get some tank WADs like from realm 667?
>>
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>>2896058
That bastard. I knew his smug face was hiding something of such importance.
>>
>>2896112
more like impotance
>>
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>>2896116
MMMMMMMMMMMMMMMMMMMM
>>
>>2896028
Not really.
I work the booth in a same room with a DVD store. It sells pirated stuff (everybody knows it, but nobody can afford licensed stuff for $60 when average monthly salary is $200) and even minecraft mods (because some kids go
"wow it's minecraft, buy!"
"but you already have minecraft."
"But dad, it's BATMAN minecraft!"
"oh ok."
I bet if doom mods were still marketable, there'd be DVD's with Bootool Dum, Demonsteele and BTSX on it.)

So when a kid asks his parents to buy a game, and parent asks the kid (or a seller) what's the game about kid says (direct quote)
"Oh its a game, and you drive and you like shoot people in the head and they roll funny and then you go blow up a truck and everything go boom and then you go into hotel and kill all people untill they really-really die!"
And parent goes "okay, sounds like fun, we buy".
The kid was 10yr old.

And it almost always goes like this, and not even once any parent thought that buying excessively violent game for their kids is NOT okay. The only exception is grandparents, because only they apparently still care about their children, but that's why kids usually dont go here with their granddads/mas.

And casshier does not care, in fact she's all for it because if she doesnet fullfill a ridiculously high selling quota her little salary gets cut even further and she has a kid to feed. That kid is also permabanned from PC btw because parenting is "all or nothing" buisness here.
>>
Is there any mods when it comes to icon of sin bosses besides Sgt mark 4 version of icon of sin
>>
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>>2896118
MEGATEXTURE.jpg
>>
>>2896135
Sgt mark mods obviously

>>2896137
Also now I want a version of that image with Imptan and megatexture text lol.
>>
>>2896139
I was going to say that, dammit.
>>
>>2896102
DoomCenter had some tanks chasing you after shooting NPCs for a while, you could also control them but I don't remember how to get the driver out without blowing it up. Regardless, you'll have the DECORATE in there.
>>
>>2896021
>it's KDIZD levels of sector count.

BTSX wouldn't even run at all on vanilla if it was the case.
>>
Does anyone have a link to Internal conflict?
>>
>>2896087
blockmap blocks are 128x128, nub.
>>
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>>2896203
Thanks!

I'm spiriting out the PZ.IV myself. Just used men of war for the model
>>
>>2895909
generalizing IS natural, as is xenophobia, it's an evolutionary response to things other than yourself, including those that are similar to oneself, and generalizations are a "mental shortcut", if we truly took time to process every human being completely on their own merits, we'd be way more subject to all kinds of ways to get hurt or die.

This doesn't mean that it's a good thing in modern society, but it is most certainly natural. Ingrained, heavily pushed stereotypes and ones that defy logic, on the other hand, are culturally reinforced and shit.

Sorry, English isn't my first language, if that's incomprehensible in some way. TL;DR, generalizing is a mental shortcut, it is natural.
>>
>>2894465
>Why? Because PB is superior to BD in gore effects and other little tweaks
you really think so?
does PB has configurability to make it to that dyaning animations go away or last a very breif time?
does PB not slow down movement speed?
does PB not have disgustingly horrible sound design?
>>
>>2893226
That makes me wonder if it would be possible to actually render in 1920x1080 or 4k or whatever, but then pass it through a... Well I guess it would be like an anti-LOD or a +aliasing filter to give the blur/pixel effect at long distance, but to optimize it so that it's as visually appealing as a sparse grid of pixelation can be without sacrificing the advantages of high resolution.

It's really hard to summarize what I'm thinking of doing, besides a cop-out "best of both worlds hurr durr"
>>
>>2896102
https://www.youtube.com/watch?v=ufu-RVLXg_U
>>
>>2896253
fite me nerd
>>
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>>2896396
A depth of field effect might fit your description. There's a bit of a problem though, in that quite often the focus of the player is in the distance. If you blur it out, smooth it or otherwise "remove" detail that the model and the viewport are capable of, you directly contradict the player's intentions, which leads to frustration. Quite a few modern games have issues applying Depth of Field well, and as a result it's often reserved for cutscenes.
>>
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>>2896396
An alternative would be to make the world really rotten, and use a quality distortion shader. When modern games show flames or heat, they distort the scene more or less randomly, to show that moving air. If you pretend the world of Doom is pretty much a rotten corpse, you could make the air visually stink, to the point that you can see fairly clearly up close, but in the distance things get all smogged up and distorted. As a side effect, it almost makes the player want to drop the distance between them and what they see through the distortion, to get a better view (be it to use, or to kill).

Pic shows a quick and dirty example from a different genre. Notice the distortion of the rear of the car, due to exhaust heat.
>>
>>2896396
You can set things like PRBoom+ to upscale the image (say, from 320x200 to 1280x800), does that count?
>>
>>2896438
DOF is close, but not exactly what I'm thinking. Maybe a distance DOF-like effect that is agnostic of view?

>>2896441
Used that strong it would look like shit but yeah, if you keep it subtle that could be fucking great...

How do we apply filters in doom? Lol, how do we get filters to apply in doom? Serious question. Disregarding the ones built into source ports.
>>
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>mfw Doom is still the best
>>
>>2896445
The problem with upscaling is that all the info the upscaler has is 320x200 pixels, possibly a frame or two in the past, and that's it. You're unable to detect any sub-pixel objects (and at that scale, they're fairly huge pixels), you're unable to apply different weight to the pixels. It's a pain in the arse to detect edges, and it falls flat when you deal with curves.
If, on the other hand, you start with a high resolution image, then distort/filter it down to 320x200 or an equivalent, you have much more data to work with, to affect the color of the individual pixel. Can be as simple as antialiasing, or as huge as applying weight to light sources, which can dominate a resampled pixel due to brightness, despite being fairly small in the original. And of course, as anon suggested, it would be the coolest if one could retain the high definition of the actual output device, while also retaining the "uncertainty" of moderately distant objects, as typical for the original Doom
>>
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>climb stairs to key
>take key
>nothing spawns
is... the map glitched?
>>
>>2894760
I haven't liked Alien Vendetta but I haven't cleared more than 7 or 8 maps in. The map pack everyone recommends that is ACTUALLY good is Scythe 2. Scythe 1 is really good too but I think Scythe 2 is the better product.
>>
>>2896049
>Carmack probably plays HDoom all the time

Carmack doesn't even like games. He likes making engines and solving problems.
>>
So... in Demonsteele... what exactly is cybergirl supposed to be good at? She gets fuck all for ammo so it can't be guns. Her fists are fucking garbage. And maybe it's because I'm in Zdoom but I can't trigger a special with her except five seconds after I actually wanted it to go other. Sword girl's specials actually fire and kill things to a ridiculous degree.
>>
>>2896473

She's actually a joke placeholder character until Term can get Caleb in. But he needs to outsource it to the guys who made the Samsara addons, they're the only ones capable of bringing some of that quality to Demonsteele
>>
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>>2896475
I'm sure had I understood any of those references that would have been hilarious.
>>
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>>2896475
Why do I feel the urge to kill myself?
>>
Newest version of PCSXR has CPU over clocking.

I'd love to see someone try this with PSX Doom. The sometimes single digit frame rate is the game's biggest problem.
>>
>>2894760
I like generally like AV, but i find it does excessively use knights/barons in some levels. Thats my only gripe, though.
>>
>>2896473
>Her fists are fucking garbage.
nah
>>
>>2896460
MEANWHILE, FOUR ROOMS DOWN, AN ARCHVILE IS RELEASED
>>
>>2896458
So, basically an improved "weighted" version of DoF effect?
>>
>>2896269
If you want to make it really good, cut the turret off and turn in into a separate actor. Have the chassis spawn the turret actor in it's first tick, and make the turret constantly A_Warp to the center of the chassis actor.

That way you can script the movement of the tank while allowing it to freely track the player with the turret.
>>
>>2896604
Thats a great idea!

I have the tank working (actually a Pz.III I remembered) But its kind of jumpy. Doing a separate turret would help it not have to move around as much.

I also have MG and main cannon working pretty well. If fires a souped-up doom rocket, doing 80 damage and moving at speed 80
>>
>>2896631
>But its kind of jumpy.
That's something you'll never get away from with large sprites, particularly low+wide ones. Depending on the workload you're willing to put in you might want to convert the tank to voxels instead - I think there's a program that when supplied with a few pixel rotations turns them into a model. Can't remember what it's called though.
>>
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slow mapping

decided that after this encounter, it's gonna lead out of the cave to a big outdoor area (where you'll get the chaingun), which takes you to the techbase entrance

things will branch out when you hit the techbase itself.culminating in getting the super shotgun - right now it's pretty strictly linear
>>
>>2896693
and holy shit I got a pinky and cacodemon infighting and the pinky won

on UV
>>
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>>2896691
Well I have the tank and the turret separated, and the tank show up turret-less.
I'm not exactly sure how to make it spawn the turret. I'm pretty new to using Decorate.
>>
>>2896727
The first frame of the spawn state is ignored IIRC. Try putting
PIII A 1
PIII A 1 A_spawnitem("turret") etcc
>>
>>2896134
you should try making a few doom disks and have your collegue sell them as "the all time classic updated and better than ever"
>>
>>2896796
if she gets caught doing so she'll get fined for about half of her salary, also CDs sold there are actually stamped, and the one I'll write will be burned (green/purple) which can tip ppl off. Also nobody would buy "classics" - anything with sprite/unfiltered graphics gets called "dendy graphics" here. Dendy being the popular bootleg NESclone.

I got to sit there all day, playing Doom and Quake when I have no customers in my booth (they come in waves so I have 15-20min of frantic activity with 1-2 hour periods of free time) and sometimes I try to show ppl the ways of Doom when they ask for the older stuff and their answer is generally "not THAT old lol".
>>
>>2896739
I got it to work once or twice! The tank spawned its turret and then kicked it around a bit.
I think with some tweaking I should be able to get it to work
>>
>>2896631
That looks like the machine gun from Powerslave
>>
>>2896859
It IS the machine gun from Powerslave
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>>2896859
yep its from powerslave. I accelerated the shit out of it though so it fires about as fast as an MG-42.

https://www.youtube.com/watch?v=AwW31u6wYvE

MG-42s fire preeeetty quickly
>>
>>2896908
around 1000 to 1500 RPM to be exactly
>>
Why can't anyone patch Doom directly to use higher resolutions in Dosbox directly? This would remove a need for a source port, since mostly we use those for hd graphics.
>>
>>2896970
>what are gameplay mods?
>>
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>>2896857
While the M60 borrows from the MG42 in some ways, there was no weapon that looked like that during WW2.

This is a graphic I found on the ZDoom forums, it'd probably be a better fit.

Also, the concept of using a GPMG to fight a tank is beyond ludicrous (the 7.92x57mm will just skid/deflect off or flatten out against it's armor without putting a dent in it), you need something that can punch through the armor or punch the armor hard enough to cause spalling to injure/kill the crew inside, what you need is a specialized grenade/bomb or a rocket-launcher.
>>
>>2896857
"PANZERIII" in A_warp for the turret should be AAPTR_MASTER without quotes unless I'm mistaken.
>>
>>2896970

>This would remove a need for a source port,
>since mostly we use those for hd graphics.

wat the fuck are you even talking about
>>
>>2896992
Thanks, I'm just using whatever I can find and not worrying too much about historical accuracy. I love the feel of the exhumed/powerslave M-60 so its staying. I use a proper MG-64 sprite for it though which helps.

Also yeah MGs wont do whoop against a tank, I still have to work out how I'm going to let the player damage it. Panzerfäuste will have to be introduced I think. 1 shot rocket launcher.

>>2897004
Thanks, I'll try this out. The turret doesn't even seem to be spawning at the moment.
>>
FUCK YOU MARK
do you even playtest your game at all?
classic mode has been entirely non-functional since it was released and with 20b it hasnt been touched one fucking bit
why do gibs draw autoaim? You realize that this makes it impossible to play without freelook? it also means that a super shotgun wont kill even a single fucking enemy if there's a dead one between you and it
and the dying animations STILL make enemies impossble to walk over/through and waste your time an ammo

I'm not mad that you made a shitty mod, I'm mad that you bothered to release something so half-assed and bother to call it finished, especially since the mode is obviously only for your critics and not for you/your fanbase. It's literally saying
>here happy now? by the way go fuck yourself
>>
>>2897118
he won't see this, he doesn't come here any more.
>>
>>2897118
>Using autoaim
>>
>>2897118
the sad thing is I don't even mind Brutal Doom. Hell, on the fast enemies difficulty it's pretty fucking fun. But this is egregious.
>>2897143
>playing without freelook
>no auto aim
come on son
>>
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>>2897143
That's not even the worst part
>playing brutal doom
>>
>>2897143
I hate auto-aim, but it's 100% necessary if you're playing Doom without freelook.
>>
>>2897185
is auto-aim only vertical, or also horizontal? Can you selectively only enable vertical auto-aim?
>>
>>2897192
Original Doom only has vertical auto-aim I think.

I don't know what auto-aim ZDoom uses but I don't care because I turn it off.
>>
>>2897196
original doom has very little concept of verticality. The auto-aim is only necessary because apparently some source ports decided to break that fairly core concept. That's why I'm wondering it's possible to restore it like that (not really though, as auto aim and 2D targetting are different things), or if you're stuck with the broken variant.
>>
>>2896970

congrats you're doom_txt famous now
>>
>>2897192
>>2897196
>>2897204

Only vertical autoaim.
Projectiles can use horizontal autoaim if they have the FPF_AIMATANGLE flag, but very few weapons use this.
>>
>>2897118
Mark is not guilty for you being a total useless dumbass and not reading the readme.
>>
>>2897214

There is a difference between "auto-aim is forced off for all weapons"...which it isn't, by the way, and even if it was it'd defeat the fucking point of a classic mode...oh who am I fucking kidding, the weapons barely behave like their classic counterparts anyway, hahahaha....
Anyway, there's a difference between "auto-aim is forced off for all weapons" and "auto-aim automatically locks on to gibs and dead bodies and other things that shouldn't be auto-aimed onto".

Classic mode is fucking pointless, barely thought-out, and barely-tested.
>>
>>2897229
Please point me out on which part of the manual or the Moddb page it says that Classic Mode must feel like Vanilla Doom. It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom, and not a 100% legit Vanilla Doom experience. Seems like Brutal Doom is just not for you, stop being a whinny faggot and don't play it then.
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