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DEMONS INVADED ON LEG DAY
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You are currently reading a thread in /vr/ - Retro Games

Thread replies: 255
Thread images: 90
DOOM THREAD / RETRO FPS THREAD - Last thread >>2935027

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===

[01-24] Anon map release: map02 - random.wad
https://www.sendspace.com/file/fpmn9w

[01-24] RetroAhoy: Doom
https://youtu.be/6A4-SVUHQYI

[01-23] So You Want To Play Some Fucking Doom: The Package
https://yadi.sk/d/469ydBaLndVCJ

[01-23] Colourful Hell update (v0.80)
http://forum.zdoom.org/viewtopic.php?p=879097#p879097

[01-22] Painkiller mod updated again
>>2931651
http://temp-host.com/download.php?file=dr03sd

[01-21] PSX Soundtrack extended release
http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

[01-20] Anon mod release: Disabled weapon bobbing in Marathon
>>2932024 >>2932135
https://www.dropbox.com/s/bk56soqn6xz51ce/InfinityMap-NoBob.sceA?dl=0
https://www.dropbox.com/s/nk9gy2snty40vbj/M1%20Physics%20Model-NoBob.phys?dl=0

[01-19] Celebrating GMOTA's 2nd birthday by releasing its predecessor weapon mod
https://dl.dropboxusercontent.com/u/8380892/SHTCNT_V2(weapons%20only).pk3

[01-19] Another Gameinformer Doom4 update:
http://www.gameinformer.com/b/features/archive/2016/01/20/the-explosive-modified-arsenal-of-doom.aspx
http://www.gameinformer.com/b/features/archive/2016/01/18/see-how-id-39-s-new-doom-breaks-the-modern-shooter-mold.aspx

[01-18] Ketchup 5.0 released
https://youtu.be/AdDGNEoLnzw

[01-18] Project Brutality v2.0 released
http://www.moddb.com/mods/brutal-doom/addons/project-brutality

[01-17] Doom monster design sketches and Doom64 models
https://www.doomworld.com/vb/post/1545448
https://www.doomworld.com/vb/post/1545649

[01-17] About half a hour of footage of ID and Doom circa November 1993.
https://youtu.be/HpEBUV_g9vU

[01-17] New Lainos map: Comatose (Overdose 2)
https://www.doomworld.com/vb/wads-mods/85523-comatose-overdose-2/

[01-17] Stardate 20x7 beta release
https://www.doomworld.com/vb/wads-mods/85502-stardate-20x7-beta/

[01-17] Japanese Doomers community project
http://jpcp.webspace.ne.jp/bbs/jpcp_topic_pr_393.html

===

To submit news, please reply to this post.
>>
>>2943196
Quake 3 is a wonderful online shooter with no major flaws. it was designed for multiplayer and is the only 90's decently populated online shooter i care about (via quake live)
>>2943217
they already confirmed they will be releasing a map editor for all platforms with the possibility of creating your own modes, adding game logic to entities, and playing the maps in multiplayer.
>>
>>2943230
saw RetroAhoy: Doom yesterday night. Its great. sometimes i wonder why this kind of stuff isn't seen in TV.
TV is a dying media anyway, just like CDs and DVDs
>>
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So what's things that bother you with weapons in mods?

A thing that bothers you from a design or aesthetic standpoint, and one that bothers you from a gameplay standpoint.

For instance, a thing that really bothers me in a lot of shooters is how machineguns are arbitrarily made weaker in a lazy attempt at balance.
A thing I dislike from an aesthetic standpoint is guns arbitrarily depicted mirrored, or flipped (as if it was a left handed weapon).

Likewise, what's a thing that you really like seeing done for weapons in mods?

A thing I really like is when shotguns have reloading where it's like in Doom 3, and you actually insert two shells at a time, to make reloading much faster and more efficient.
Very few mods do this though.
>>
>>2943292
i think its nearly impossible for them to make a "next-gen" as they like to call it, adaptation of doom, without pissing off a big portion of the fans.
what did you want or were looking for anyway?
>>
>>2943195
>I'm not huge on the fixed width font
It's not ideal, but I prefer it over variable width with no kerning.
>on black colours
The black background is actually just the "dimcolor" cvar. It can be any color and transparency, as can the font.

Any suggestions on a background/font color combination that would be pleasant to read?

>>2943221
It's inspired by WON half life actually.
>>
>>2943246
>Quake 3 is a wonderful online shooter with no major flaws.
Vanilla? It was a pretty flawed game, imo.
>it was designed for multiplayer
Well, yeah. I wasn't saying anything against that.
>>2943217
No modding, according to PcGamer.
>>2943246
Snapmap isn't modding.
>>2943292
I was the opposite, actually.
>>
>>2943326
>No modding.
The amount of disappointment and despair I feel cannot be measured by any sort of device. The Brutal Doom spergs have won, folks.
>>
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>/doom/ is super pessimistic about DOOM '16
God dammit.
I'm actually looking forwards to it.
I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.
>>
>>2943330
I'm meh about it to be honest.
Maybe full modding tools will come out later (consoles gimping pc modding will turn off some people I think) but I probably won't care that much.
>>
>>2943332
That sounds like /vr/ alright
>>
>>2943332
it's the internet and bad games have been an abundance, what did you expect
I am eagerly waiting it too
>>
>>2943332
I'm excited, I'm just disappointed. They could have blown my pants off, but all I feel is a slight shift in the nether regions. Ah well, I'll get the game, and I'll have fun.
>>
>>2943325
I like classic dark fonts on light backgrounds so I'm not much of a guide for cool UIs. 4chan's blue boards actually hit the spot of amazingly comfortable for me.
>>
>>2943332
I wasn't impressed with the alpha.

Here's hoping anon
>>
>>2943332
pessimism is just my default attitude these days. you're only setting yourself up for disappointment by allowing yourself to get hyped. if it comes out and it's shit, i get to be a smug mother fucker and tell you fools that i told you so. if it comes out and it's good, then i get to enjoy a new doom game for the first time in 22 years. i literally can't lose.
>>
>>2943332
>I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.

Fuck off, that's the exact opposite of what I want.
If you're looking forward to it, look forward to it. Don't throw a fit about how someone else isn't excited.
>>
>>2943296
Here's an interesting thought. Why does Doom need to be "next-gen?" Doom 2 used the same engine as Doom 1. Why couldn't id develop a new Doom game using a custom version of GZDoom or something? Look at what mod makers do for free and then imagine what a team of professional AAA developers could do with the engine. They could focus nearly entirely on making a good Doom game instead of on the technology powering it.

Maybe the way not to piss off fans is to not radically alter the thing that they are a fan of.
>>
>>2943370
this is the most retarded idea in the history of these threads
>>
>>2943370
>custom version of GZDoom

you mean have a version of zdoom that doesn't have graf cockblock everything?

that would be amazing.
>>
>>2943296
>what did you want or were looking for anyway?

Were looking for? I went in with no expectations, since there's millions of ideas and expecting one very rarely coincides with what developers go with.
I was excited at first because of the neat action. I wasn't too thrilled with the emphasis on killpinatas but I thought the double jumping and extra moving around was really neat and could lend itself well to cool level design.
But I thought "okay, it's flawed, but it looks cool. With less killpinatas and more straightforward action it could be something really cool".

I've gotten discouraged since, because it seems "straightforward action" is the last thing they're thinking of.
The emphasis on killpinatas means item placement is really going to suffer. Weapon upgrades just muddles things up. "push forward combat" is a nice idea in theory but I don't like how they're taking it.
And, of course, nomods. Expecting the same depth as another game with 22 years of dev and tools on it is dumb, but I REALLY don't like how limited snapmap is.

Also multiplayer looks slow and boring, but I don't play multiplayer so I can't judge it.
>>
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>>2943358
I prefer dark backgrounds because they help with headaches and eye strain that I often get otherwise. I've set up bot slade3 and gzdb to mostly dark grayscale because of that.
>>
Where can I find the Doom64 weapon mod?
>>
>>2943228
>[01-17] About half a hour of footage of ID and Doom circa November 1993.
>https://youtu.be/HpEBUV_g9vU [Embed]

That's old as hell, you know.
>>
>>2943383
Hooray, I won an award.

But seriously, why? Part of why people still play Doom to this day is the way the game looks and feels. The abstract environments that would look ridiculous recreated with modern graphics. The lack of any scripting or story sequences to interfere with the action. The iconicity of its weapons and monsters. Really, you can't remove Doom from the artifacts of its heritage and still have it be DOOM. At best you get a game inspired by DOOM. And then you wonder why fans of DOOM aren't happy.
>>
>>2943415
>That's old as hell, you know.
of course it's old, it's from 1993
>>
>>2943428
Romero uploaded it like 4 years ago.
>>
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um.....
>>
>>2943568
!
>>
>>2943568
didn't load the texture pack?
>>
>>2943585
new reshade fucked it up
>>
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>>2943568
>>
>>2943568
Stop it Dave, I'm afraid.
>>
>>2943332
I just want to play another Doom game with soundtrack by Mick Gordon. I liked Doom 3 for what it was and I'll probably like new Doom too.
>>
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Made a little tut for shits. Dunno if it'll be useful to anyone or not as it's pretty bare-bones, but I wasn't doing anything else this morning.
>>
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>>2943746
>>
>>2943746

Yoooooooo this is rad as hell.
>>
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>>2943746
>>2943751
>>
>>2943753
>>2943756
Thanks. I just realized it should say to create a render camera and parent that to the carousel as well though... Shoulda proofread it a bit more.
>>
>>2943746
I liked the part where you went from a sphere to a perfectly sculpted model.
I guess that's not the scope of the tutorial, but damn, feels like that meme picture about how to draw an owl.
>>
>>2943763
i assumed the tutorial was not about "how to make a sculpture" but "how to get a sculpture in doom sprites", so the first step being "make a sculpture" makes sense
>>
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>>2943763
>>
>>2943764
Yes, that's what I said.
>I guess that's not the scope of the tutorial
>>
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>>2943746
Fixed-ish version.
>>
Could someone post the download link for Chocolate Doom? Avast keeps blocking the website so I can't get it.
>>
>>2943332

It's literally halo right now with some execution animations.
>>
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>>2943763
Yeah. It kinda assumes you're going to poke around yourself a bit. It's more a "general guidelines" thing...
>>
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Halls of Hell
halls.zip (36 KB, 1994-09-16) - Doug Branch
https://www.doomworld.com/idgames/?id=863

what the name suggests really, although there's not much hell, it's done mostly in startan, computers, and gray cement. beware of inescapable death pits and note you will have to wallhump a lot to find secrets, some of which are texture misalignments but others are completely invisible and you just have to know where to push the wall. kind of flows awkwardly too, the rocket launcher is mostly superfluous by the time you get it, the invulnerability isn't much use either. you can lock yourself out of getting 100% kills but most of the map is optional once you know where everything is.

not unplayable but not great.
>>
Asking again but has anyone attempted something similair to this for Doom 1?
http://www.moddb.com/mods/brutal-doom/addons/doom-2-project-remap-v031
>>
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>>2943789
and here's a demo
http://temp-host.com/download.php?file=of21qe
>>
>>2943797
Knee Deep in ZDoom?
>>
>>2943789
Are you compiling all your reviews anywhere?
>>
>>2943804
Thanks, I'll try it out
>>
>>2943259
>TV is a dying media anyway, just like CDs and DVDs

;_;

Physical media, please don't go
>>
>>2943805
sorry, but no -- i prefer to just post along with everyone else.
>>
>>2943818
the internet is gradually turning into tv though. but the channels are called "facebook", "google", "netflix", "twitter" etc.
>>
>>2943832
I meant more like in a text file or anything, but that's fair.
>>
>>2943836
Kinda gross isn't it? That's why I prefer 4chan... anonymity is the best way to internet...
>>
>>2943804
>doesn't work on zdoom
>>
>>2943332
I'm cautiously optimistic, in some ways.

>>2943370
>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?
Because pretty much nobody does something like that. I think it would have been a better use of 3DRealms time to just make a bunch of map packs for Duke Nukem 3D instead of making what became the worst shooter ever made, but here we are.

Doom was also originally kind of a perfect storm, the right people just happened to be at the right places at the right times, and it's heavily influenced by their personalities, if new iD were to put together a game using old Doom as a base, it would probably not feel like an old Doom game anyway.

Also it wouldn't really be marketable, not in the way they're looking for.

>>2943384
Well there's that, we could do without his autism.

>>2943397
I think a lot of these criticisms are valid.

>>2943781
How is it like Halo?
>>
>>2943845
Wait, you can't be ser-

>Script error, "kdizd_11.pk3:decorate/decorations.txt" line 996:
>SC_GetFloat: Bad numeric constant "0.4�".

ahahahah
>>
>>2943789
Damn, it's already late today. I'll have to do this one tomorrow.
>>
>>2943849
i have kdizd_12.pk3 and ZDoom 2.8pre-1865-g7c6237e - 2015-12-10 21:24:37 -0600 - SDL version. these seem to work, so it must be a recent change.
>>
>>2943849
the file in question decorate/decorations.txt has CRLF line endings (vim detected it as having DOS fileformat)

i am tempted to try to bisect this although i am sure it would be a huge waste of time
>>
>>2943849
That's a known error. Just remove the character next to the 0.4 constant.
Old versions of ZDoom ignored that.
>>
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>>2943765
>>
>>2943330
What Brutal Doom even has to do with it?
>>
>>2943384
>>2943847
>new gzdoom version
>without [no]
We could have that any moment if a bunch of competent and more importantly dedicated people popped out from nowhere and forged gzdoom or gloome since they're open source, but things don't work that way.

Anyway if anyone reading this has any plans on actually doing so, I would suggest throwing backwards compatibility out the fucking windown and rewrite acs functions and whatever to make sense.

Like the /fucking/ HudMessage.
>>
>>2943865
okay i just built a new zdoom from git

ZDoom 2.8pre-2181-g655c6fc - 2016-01-25 22:55:42 +0100 - SDL version
Compiled on Jan 25 2016

and it was able to run kdizd_12.pk3. so i don't know what's going on. what version does >>2943849 have?
>>
>>2943881
>I would suggest throwing backwards compatibility out the fucking window
I absolutely disagree, a huge part of Doom's appeal is that it runs on toasters, even relatively advanced mods.

I absolutely think it's worth to have OpenGL 2.0 compatibility simply for weak computers.
>>
>>2943910
i think he's talking about backwards compatibility with existing wads/pk3s
>>
>>2943916
>>2943881
Fuck ZDoom. I fucking hate it. I have waded through the hell that is its source code too many times, trying to fix what's wrong.I always end up getting nowhere, trying to decode the arcane and archaic systems that inhabit this monstrosity. It never yields. And I'm tired of it.
So yeah if you've been wondering why GLOOME has made no progress in the past few months, there you have it.
>>
>>2943910
Yes like anon said I meant for older mods. There are a lot of features that work in really wonky ways because they were added to over time instead of written in one go and newer versions of the engine have to be backwards compatible with all old mods.

I mean that if a new fork is made, it should aim to make new projects easier.
>>
To the anon that was making a vaporwave map: here's your soundtrack

http://kanotunes.tumblr.com/post/138004535172/clouds-across-the-moon-midi
>>
>>2943932
While I'm no programmer I think I can relate from all the retarded roadblocks I've run into during the course of my modding of zdoom. There are so many assumptions, hardcoded values (fuck you menudef) and nonsensical behaviour.

But I'm also having a lot of fun, and the (Z)Doom community more than makes up for all that stupid shit. I sincerely hope you find the motivation to continue working on gloome but I know I can't ask that of you without being a dick.

On another note: what about kex? (as kaisers turok/powerslave engine). It seems like a another candidate for an indie fps platform, and has a file structure much like zdoom pk3's. Also, no decorate :))))
>>
>>2943932
sorry to hear it. zdoom always seemed relatively organized to me, at least compared to prboom-"half the engine is is one big file"-plus. but then zdoom is C++ which in my experience makes it that much harder to follow, and i've only read parts of it, not attempted to make substantial modifications to it.
>>
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>>2943332
I think it looks like good fun, but it has features that I'd rather it didn't have. character progression and item drops
However I'm only going to get it if there's mod tools.
Doom without real mods is heresy.
>>
>>2943964
>However I'm only going to get it if there's mod tools.
That there says that you aren't truly excited for the game itself.
>>
>>2943964
I think the character progression is a neat idea actually. I liked the hypos in FEAR since they promoted exploration, and the gun upgrades in Q4 because it felt like finding a new gun without clutter or anything made obsolete.
>>
you have 10 seconds to post your favorite mod
>>
>>2943985
GMOTADRLAPMSX
>>
>>2943964
Snapmap is your mod tools.
>>
>>2943998
pfffhahahaha
>>
>>2943985
Hideous Destructor
>>
>>2943985
samsara
>>
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>>2943998
>Snapmap
>mod tools.
Ooh boy.
It seems like an interesting idea for cross platform level creation, but it is not a real set of mod tools.
>>
>>2944001
I wasn't making a joke, this is what they said.
>>
Does anyone know the name of that spanish(?) game that looks like doom but plays like brutal doom?
it starts with a g i think, grexxon 2, grevvon 2, something like that?
>>
>>2944023
ITYM grezzo 2, it's italian.
>>
Is there a modern way to play Outlaws?
>>
>>2944025
ah yes, thank you.
>>
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>>2943998
If you 'aint Snappin', then you 'aint Mappin'â„¢
>>
>>2943964
I like the progression, if they pull it off with the level design.
>Doom without real mods is heresy.
Current mod tools took a long ass while to get where they are nowadays.
>>
>>2943879
he probably has some dipshit internal dilemma about how brutal doom ruined the series or something
i love brutal doom, hell, even Romero likes it !
>>2944023
im spanish. ill try to look it up. do you know the name of the publisher? was it PC exclusive ?
>>
>>2944049
already figured it out,>>2944025
but thanks m8
>>
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>>2943332
>you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.


That's EXACTLY what I want.
>>
>>2943985
i assume you mean zdoom mods. i don't play zdoom mods much. the only ones i've played enough to have any sort of opinion on are BD, GMOTA, DoomRLA and Russian Overkill. i've probably had most fun with the latter, on big slaughtermaps. but mostly i prefer traditionalist source ports and vanilla/boom maps.
>>
Reminder to not pet the cacodemon
>>
>>2944064
I'm gonna pet the cacodemon
>>
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>>2944068
I think I did it wrong
>>
>>2944074
I know it's intestine but very often for a split second I think it's a droopy lip.
>>
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>>2944064
>>
>>2943959
Kex is fuuuucking great.
If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.

>>2943960
PrBoom is better. And I say that because any engine is better. Even 3DGE. Even Doom Retro.
The way ZDoom implements everything with C++ is needlessly complex and absolutely horrid.
Eternity Engine got "Doom on C++" right. Very, VERY right.
In an optimal world, we would all be using EE (or even an entirely new port), but as of now the ability to mod with it is gimped and nobody feels like fixing that.
>>
>>2944068
>>2944084

I said do NOT
>>
>>2943837
FWIW, i tried messing with desustorage and found this search returned many of my previous reviews, with only a few other posts that happened to match the search pattern. although of course the image archive isn't complete. i hope for warosu's safe return.

https://desustorage.org/vr/search/text/www%20doomworld%20com%20idgames%20id/type/posts/filter/text/
>>
>>2944090
i can tell you browse /utg/
>>
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>>2944084
Are there any wads where i can have cacodemon pets?
>>
>>2944103
~
summonfriend cacodemon
>>
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http://www.gameinformer.com/b/features/archive/2016/01/25/our-look-at-the-new-doom-39-s-fast-paced-arena-matchmaking.aspx

>hack modules are like burn cards in titanfall
>>
>>2944085
>Kex is fuuuucking great.
Glad to hear that. I mean just looking through the game files for it even with my limited understanding of how these things work, modding seems like it could be a breeze.
>If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.
I'm fairly certain he's said something about it being a possible indie platform. I may just throw him an email some day and ask if it's possible for him to open-source a version of it with no proprietary ps/turok data.
>>
>>2944095

used to, and at least I didn't say forboden
>>
>>2944049
>hell, even Romero likes it !

One day, people will stop parroting this lie.
>>
>>2944120
How is it a lie? He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.

If that isn't a statement of praise or appreciation, then I don't know what is.
>>
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>>2944084
>>2944068
>>2944064
>>
>>2944131
wrong, he says that if they had released doom like brutal doom in 93 then it would have "destroyed the game industry". he also said that it was "hilarious"
https://www.youtube.com/watch?v=YUU7_BthBWM
1:08:48
>>
>>2944131
>He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.
He did not say that.
He said "If we had come out with something like Brutal Doom, we would have destroyed the gaming industry".
>>
>>2944139
Yeah but that's more about the violence and gore than the actual gameplay changes it makes methinks.
>>
>>2944085
>Powerslave EX will, and always will be, free. The engine will eventually become open source as well once I feel comfortable with the codebase.
Might have changed since night dive bought it tho
>>
>>2944141
well you can put whatever interpretation on it you like, but the fact is he didn't say what you claim he did. sorry.
>>
>>2943959
>kex
I'd actually like to see him gather a group of people a put together a proper retro FPS with that engine. You could probably find enough decent mappers on here alone.
>>
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>>2944108
I was thinking about some pokemon ish wad with monsters, or just a regular pet that follows you around and doesn't die in 5 hits
>>
>>2944153
why are your cyberdemons skittle edition
>>
>>2944163
colorful hell maybe?
>>
>>2944163
>skittles.wad
>replaces every monster with a randomly chosen colored version
>each color shoots a different fruit projectile that behaves differently
>>
>>2944151
Well he's already working for night dive developing (porting) games professionally, but I guess there's a chance they'll want to make their own game some day.

But as long as the engine and tools for it are set adrift in the Doom community I think chances are projects will start popping up spontaneously.
>>
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>>2944109
OH NEIN, THEY DIDN´T!
>>
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>>2944173
>each color shoots a different fruit projectile that behaves differently

>bananarangs
>cherry bombs
>grape shot
>pineapple grenades
>mango missiles
>coconuts (it's gonna hurt, HUH)

>TASTE THE RAINBOW MOTHERFUCKER.

why do I want this to be a thing now.
>>
>>2944109
Post a gallery - Gameinformer banned my whole country.
>>
>>2943230
I thought someone had posted this
Marty answers some questions on gameinformer

http://www.gameinformer.com/b/features/archive/2016/01/22/answering-doom-community-questions.aspx

>>2944109
That wasn't too bad. I rolled my eyes a little when they said it was old school, but when you think about all the projectile weapons, altfire sillyness, pickups and long TTK it changed my perspective
>>
>>2944163
Colorful hell, it adds shitloads of variations for enemies which are stronger depending of the color

Speaking of that, anyone knows a good weapon wad to combine with it? Psyche is fucking awful with the underpowered weapons and RO doesn't fit the gameplay very well
>>
>>2943332
The negative ones are always the loudest. Just pay no mind.

That said, I've seen some questionable decisions that I'm not a fan of, but people expecting Doom 1 with 4k textures in this day and age are silly; it would lead to the same conclusion as Quake 3/4 as far as what actually gets played nowadays.
>>
>>2944217
Been playing it with SoD and Trailblazer, the two mods even each other out rather well.
>>
>>2944139
>>2944140
Yes, because he clearly doesn't mean that everyone would have been utterly blown away by that kind of Doom in 93. Fucking retard.
>>
>>2944235
destroying the game industry isn't a good thing
>>
>>2943781
God, this shitty meme again. Doom came before Halo, and Doom had that futuristic shooter style first. The new Doom just show how the classic Doom had be if they had the enough technology.
>>
>>2944217
DoomRLA. It's a clusterfuck, but fun.
>>
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What the fuck even are bricks
>>
>>2944243
>try play DoomRPG with DoomRL
>only DoomRL loads
>try everything I can to fix this
>doesn't want to be fixed
>>
>>2944245
These aren't ammo satchels
>>
>>2944251

yeah but they're just as funny.
>>
>>2944245
feel like we're missing out without sound
>>
>>2944250
Are you using the custom launcher specifically meant for that?
>>
>>2944245
Bricks need to lay flat when they fall to the ground. Also make a power attack that makes the brick crumb on impact.

add tertiary melee option and berserker-powered throwsa nd it'll be awesome
>>
>>2944260

There's not much I can do about making them lay flat sadly, I have to work with the sprites I've got, and they never broke in Timesplitters though.

If I were putting these in any other project, I'd totally give them melee and a berserk power, but this is just something extra you can pick up from crates.
>>
>>2944259
yes
>>
>>2944238
It's not my fault you can't tell what Romero means when he says "Destroy." Pro-tip: He means it would have blown people away.
>>
>>2944245
i can never get over how doomguys hand looks like he has a bunch of extra skin bunched up
>>
>>2944272
No, he means the violence would've tanked the game industry due to all the morale panic back in those days.
Do you know anything about the history of gaming?
>>
>>2944274

That's gross as hell, anon.

Also I'm starting to think I should make the hard throw the default attack and give the brick a different altfire. Anyone have any suggestions? Just keep in mind this thing has infinite ammo so it should be -somewhat- balanced.

But it can be as silly as you want.
>>
>>2944279
smashes 2 bricks together to make shrapnel
>>
>>2944275
Yeah right, because anything that violent wouldn't have done well.

Have you even heard of Dead Alive/Brain Dead? People still love it and films have been influenced by it ever since it came out.

Or the Mars Attacks trading cards for that matter. They were a lot gorier than anything I've ever seen come out of the 60's, and the controversy surrounding it just made them even more popular and now legit, authentic singular cards are worth tens of thousands of dollars.

You're still a fucking retard.
>>
>>2944238
>destroying the game industry isn't a good thing

Uh, no, it would be a great thing.
>>
>>2944292
So, no, you know nothing about the history of gaming?
>>
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>>2944135
>>
>>2944329

> one eye
>two tears

ONE FUCKING JOB
>>
>>2944320
>>2944292
>>2944275
>>2944272
>>2944238
>>2944235
>>2944139
FWIW, IMO it sounds like he's giving a very politician opinion on what he knows to be a very well known but controversial mod which allows interpretation of his comments in line with your own views whether you love or hate the mod.

Your guys' argument being an example.
>>
>>2944224
>Trailblazer
Oh nice, thanks man
>>
>>2944272
>'destroy' means the opposite of 'destroy' now

ok
>>
>>2944245
>bricks
>they bounce
I think those are giant erasers, anon.
>>
>>2944359
EVEN BETTER
>>
>>2944029
It runs fine on windows 8. I'm playing it right now. Excellent game. great cinematics, realistic gunplay, deadly, fast paced. cool voice acting, and an actual storyline.

Just download the game from some old site and install it. It should run no problem, like a lot of those old lucasarts games. They seem to be impervious to different windows versions. Jedi Knight for example. Released in 1998, still plays on my windows 8 machine.
>>
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
It hurts.
>>
>>2944372
Demonsteele just had an update, you dingus.
>>
>>2943332
I think it looks decent enough for a full playthrough, but not good enough for me to replay it for the mods.

I'll probablly just return to Ultimate/2/Final
>>
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>>2944331
>>
>>2944372

DemonSteele just had an update, you colossal dumbass.
>>
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>>2944372
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job

I uh.

I've hardly been scheduled all month, I've just been working on Combined_Arms and I've been stuck in a rut of hardly any motivation.
>>
>>2944420
you could hire jon st jon to yell at you throughout the day as duke nukem

>ARE YOU GONNA BE A BITCH, OR ARE YOU GONNA DO THE BITCHES? GET CRACKING.
>I'M GETTING PAID TO YELL AT YOU, AND YOUR LAZY ASS WON'T GET ME TO STOP.
>WORK ON YOUR MODS. OR I'LL MAKE YOU WORK ON YOUR GRAVE.
>>
>>2944372
Such life in the zone.

>GMOTA
I feel like that mod needs a mapset.

>>2944420
Get on it.
>>
>par 4:30
>your time 10:34
shieeet
>>
>>2944372
people still fall for this copypasta
>>
>>2944420
don't be a marty
>>
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>>2944432

Fuck, at that point I'd probably employ Jon to give me some unique steel duke one liners.

>>2944435

I'm trying.
>>
>>2944437
>par 4:00
>your time SUCKS
>>
>>2944329
>SoFloDoomtonio
>>
>>2944445
What maps are the little screenies from? They look delicious.
>>
>>2944456
bottom left looks like a Chernobyl map, i recognize those towers from STALKER
>>
>>2944456
Bloody Steel, that's the interpic.
>>
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I'm playing Doom 2 on my PlayStation 3 right now.
I'm on map 27 Monster Condo.
>>
>>2944462
ok
>>
>>2944462

Are ya winnin'?
>>
>>2944462
Worst haiku I've ever read.
>>
>>2944458
Closest place I can think of that would match that is... maybe Yantar or the Brain Scorcher. Nowhere else matches that, I don't think.
>>
>>2943370
>Doom 2 used the same engine as Doom 1.

Doom 2 came out 9 months after Doom 1, at a time where FPSs were still this new thing to the mainstream world. Its no wonder it was acceptable back then.

>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?

It would not be a smart business decision. While GZDoom is advanced compared to vanilla, it is still largely primitive to modern video game engines. It very likely would've had little to no appeal to anyone in the mainstream world thats now used to getting at least a dozen FPSs a year.

And besides, what is even the point? We get plenty of mods for classic Doom anyhow, that I feel a AAA dev getting paid to make a game for classic doom engines to be a waste of time and resources.
>>
>>2944420
Could you post the concept art for that warforged character again?
>>
>>2944480
>Its no wonder it was acceptable back then.

IIRC it was pretty common for sequels to use the same engine at that time, and most of them could be described as "standalone expansion packs" by modern standards.
>>
>>2944320
What does that have to do with the success of violent media? Most ultra-violent media, video games included, do either very well or form a cult following, both of which apply to DooM. How would have added more gore to an already gory game apparently totally annihilate the video game industrt and prevent games from ever being made again?

Why are you so autistic that you don't get this?
>>
>>2944474
Yes.
>>
>>2944475
It was not meant to be a haiku.
>>
>>2944512
>mortal kombat and doom show slight splatters of blood on hit
>have incredibly tame (now) death sequences
>endless uproar and controversy movements that hinder the industry for several years
>numerous games are pulled off shelves and banned
>congress gets involved
>WOW THE STUFF WE HAVE NOW WOULD HAVE ABSOLUTELY NO IMPACT WHATSOEVER BACK THEN YOU RETARDED AUTIST HURRRRRR

You're a dumbass.
>>
>>2944512
Remember that DooM was banned in several countries. if it was more like BD, it would've been banned in MOST of them, eliminating the possible market for the game that paved way for future FPS.
>>
>>2944521
well that's where ya fucked up
>>
>>2944560
What?
>>
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>>2944462
>>2944475
>>2944521
>>2944560
I'm playing Doom 2
It's on the playstation 3
I miss my pc
>>
>>2944570
see look at this guy, he knows what it's about
>>
>>2944570
I actually have a laptop that's capable of playing Doom (with the GZ Doom source port). But sometimes I like to play Doom with a controller while sitting on my raggedy office chair in front of my TV.
>>
>>2944570
*bongos and finger snapping sounds*
>>
>>2944498
Most sequels that did that back then were also usually released within the next year and a half from the previous game.
>>
>>2944601
Not so different from modern titles then.
>>
what is the cheapest laptop around that will allow me to develop for and play gzdoom at 60fps?
>>
>>2944627
The only modern titles that do that are Call of Duty and Assasin's Creed.
>>
>>2944650
Depends on the amount of features and detail you plan on using. Ideally you want a GPU that supports opengl 4.0.
>>
>>2944690
i only use open gl 3.0 as the maximum
>>
>>2944701
That allows you to run gzdoom versions with the new renderer but less efficiently than with 4.0 support. In your case you may or may not get better performance with the old renderer.
>>
>>2943414
>>2943414
>>2943414
Can anyone answer this question?
>>
>>2944676
There are a great deal more than that.

Borderlands, Battlefield, Uncharted, BioShock, any sport franchise, Pokemon, Resident Evil, Tomb Raider, Tom Clancy's, Dynasty Warriors, etc.
>>
>>2944751
nope
>>
I asked this the other day, but if I want to make a new texture for a vanilla wad do I have to replace an old one?
>>
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>>2944486

for you anon, of course
>>
>>2944763
>Borderlands
>Uncharted
>BioShock

I don't recall any of these releasing sequels within a year and a half from their previous games
>>
>>2944836
Bioshock 1 and 2 reused a lot of assets. But it changed a lot gameplay wise, and had a lot of new assets as well.
Uncharted doesn't reuse a damn thing, so that's a pretty stupid assertion on his part... Neither does Resident Evil, or Tom Clancy shit.

Actually almost his entire post was horse shit.
>>
>>2944782
Yeah, vanilla wads work by replacing existing stuff.
>>
>>2944856
And aside from sports titles and maybe pokemon (haven't kept up) none of them have a direct sequel a year later, I should add.
>>
>>2944836
thats because he's a retard
>>
>>2944867
Cool. Thanks... So I take it I'd have to replace individual patches too then?

I'm sure I can find a tutorial somewhere.
>>
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>>2943568
>>
>>2944782
Look into the TEXTURE2 lump. It exists specifically for WAD authors to load in their own textures. You'll need to replace PNAMES, though, to add new patches.

Flats can be added with impunity so long as you keep them between the F_START/FF_START and F_END/FF_END lumps (use the same F/FF in both).
>>
>>2944829

caco-bro a shit
>>
>>2944909

you be nice to caco-bro, he was one of the first guys to start drawing Blaz
>>
>>2944902
Was TEXTURE2 included in doom 1?
>>
>>2944953
Not in the IWAD, but the engine should recognize and use it.
>>
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>>2944962
Cool cool... Thanks.
>>
>>2944962
Oh. I just found online that TEXTURE2 started with Doom 2... So I guess I'll be replacing patches
>>
>>2944983
Turns out it's actually in Ultimate Doom... and used to define a lot of textures.

So if you're working for Doom 1, I guess it doesn't really matter if you replace TEXTURE1 or TEXTURE2. You're still gonna need to redefine every texture in there (read: "select TEXTURE1", ctrl-c, ctrl-v)
>>
>>2945013
>Turns out it's actually in Ultimate Doom
Alright. That helps a lot then... Thanks again. That saves me having to figure out patches then...
>>
>>2944243
Ooooh man, "fun" is understating it.

>Playing DOOM 2 with DOOMRLA for the 1st time
>Pick Scout, because I want to see just how broke pistols can be
>Find a Blaster
>"Oh cool, it recharges its own ammo."
>Find Nuclear Armor
>"Oh sweet, this works really well with that Blaster pistol."
>Manage to unwittingly assemble a High-Power Blaster
>"I AM THE SCALES OF JUSTICE! CONDUCTOR OF THE CHOIR OF DEATH!"
>"SING, BROTHER PISTOL! SING! SIIIIING!"

If I had known I was going to be this insanely overpowered by MAP09 I would have picked a higher difficulty. You'd think there was an invisible woodchipper running around with the way this thing mulches zombies.
>>
>>2945029
Are you playing with DRLmonsters as well? That tends to amp up the difficulty a fair bit.
>>
>>2944627
>>2944763
I was talking sequels that use the same assets and engine build. Not any form of sequel or release in a franchise.

The only thing on that list that actually qualifies is Borderlands: The Presequel, and part of the criticism towards it was that it did exactly that.
>>
>>2944915
i like caco's non-lewd art much more than his lewd art, which puts me in a weird position as he seems to now actively dislike doing non-lewd

also his chats are now basically just erp sessions while he shits on everyone, so
>>
>>2944983
you don't need to replace patches, everyone here is retarded.

you import your own custom patches and then SLADE or whatever generates custom PNAMES / TEXTURE1 lumps that includes definitions of all the normal patches / textures plus your new patches / textures.
>>
>>2945076
yeah that's what I was saying

you feggit
>>
>>2945076
Alright, well while I have you here, is there a limit to how many textures you can pop into vanilla doom?
>>
>>2945097
technically, yes, but it's not relevant unless you're into the thousands.
>>
>>2945102
Cool. Just wanted a bunch of texture variants.
>>
favorite song from the games?
Sign of Evil is SO FUCKING GOOD AHHHH
>>
>>2945069

I think that's because of those other guys he draws with and plays grabass during the whole time.

Noted though, I'm not inclined to take shit from people.
>>
I swear to fucking god the pickup sound for items in Blood is the EXACT same sound as the steam notification sound
>>
>>2945120
I like the one from doom 1 that goes "DOo doo doo doo doo Doo DOo DOO DOO DOo doo doo etc", and then breaks in with a WOOOOM... WOOoomm. It sounds spooky. In the SNES version of doom it was on the level that opens up with viney walls and some cages cacodemons in the center of a room down a hall.

You know the one I mean.
>>
>>2945140
It's pretty similar. Steam's sound has a bit of reverb after the initial "bloop"
>>
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>>2945169
no man youre thinking of "dooo doo do dooooo do do doo doo" and then "whooooouuuummmmmmoooouuuuu"
>>
>>2945179
do do do do do do do do
do do do do do do do do (cont)
wuuoooooooom... wuoooooommm (tk tk tk tk)
something like that. to my memory.

The "do"s sound a little more like a low tune flute or something though.
>>
>>2945198
I was wrong. The tk tk tk tk doesn't happen until a few more wuuoooms in.
>>
>>2945169
Uh... D_E2M2?

https://www.youtube.com/watch?v=M-dbjcG6OZs
>>
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question, how do i get the weapon DECORATE on the right to directly take stamina from ACS stamina (left)? i already have a working regen system but im not entirely sure how to directly manipulate stamina from a DECORATE weapon
>>
>>2945213
That's the one.
>>
>>2945226
You can use one of the decorate script function actions like ACS_NamedExecute to trigger an ACS Script that does what you want
>>
>>2943259
Well there used to be Icons on G4 that had an id episode that went kind of like this, i feel like there was a remake of the old show that redid the id episode, and also stuff like ken silverman and apogee and etc
>>
Recently, the community at The Whole Half Life released a community project called The Tower. It's similar to Going Down in that it centers around a skyscraper in which each floor is a level of its own. Unlike GD though, authors vary from floor to floor (some did two or three though), and you are working your way up instead of down. The levels are appropriately bite sized.

Neat concept.
>>
>>2943332
All I want really is just a game that plays like Doom or Quake, but in the new Idtech
Classic Doom 3 is a good example to me of the classic doom feel and gameplay in a new engine
>>
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>>2945286
>Classic Doom 3
you may have your own opinion about it and all, but still
>>
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>>2945235
christ man that worked perfectly, thanks so much
>>
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anyone else really fucking hate chaingunners in open large spaces? They are super accurate and drain your health at a stupid rate.
>>
Is there a repository of textures/sprites for Doom I can freely use in my maps?
>>
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>>2944109
They keep saying that it's old school.
It isn't in the slightest, it feels like Halo, not Doom.
>>
>>2945432
As someone who grew up playing DOOM in the 90s but doesn't contribute to these threads nor keep particularly up to date on the new DOOM game, the game shown in that video is absolutely indistinguishable from any other modern FPS.
Thread replies: 255
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