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KANPAI, DOOMGUY
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3017204

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

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[02-24] Doom Upstart Mapping Project: 16 maps for ZDoom
>>3020057
https://www.dropbox.com/s/4grk7z8xscvy4l2/DUMP-1-testfinal.pk3

[02-24] Combined Arms test release
>>3019619
https://www.dropbox.com/s/npye7agbam4tmad/Combined_Arms%28prerelease%29.pk3

[02-24] /vr/E1 project update. Get mapping, already!
>>3019509

[02-24] An Evening Stroll In Venice, final /idgames version
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice

[02-21] The /newstuff Chronicles #490
https://www.doomworld.com/php/topstory.php?id=4557

[02-20] AMR: please test map03 of Brutalist2o30pAAA.wad (for GZDoom)
>>3012146 >>3012174
https://mega.nz/#!18AFnT5S!elQBvTQLCyEF7nucYyu0ELyHdltrHSKdTbCYz0SmqmA

[02-19] Anon mod release: Crack-Doom
>>3009775
https://www.dropbox.com/s/m6o1up244wtlew5/CrackDoom.pk3

[02-15] Anon map release: mars.wad (two doom3 maps remade in zdoom)
>>2997975
https://drive.google.com/file/d/0B4mwJRa7e5VpUU9EMmpuczJyTHc/view?usp=sharing

[02-15] 64K ZDoom mod contest. Make a ZDoom mod under 64K download size.
http://forum.zdoom.org/viewtopic.php?t=50859

[02-13] Anon map release: admission.wad (may be a /vr/E1 submission?)
>>2993321
https://mega.nz/#!8gVGmCbA!HJIkScMdgagC3cyVPvaryCnobBMIjUGqfizxesUK6aU

[02-13] Anon map release: luckystar6.wad
>>2993247
https://mega.nz/#!jgx3CZZS!skdeF7GB710BgeDcphyXbKagbXQOg8LbZwJYcQqdNAY

[02-13] Two anons' hand-made cacodemons
>>2991584 >>2993354 ; >>2994774

[02-12] A video of a speed run of the whole of Scythe 2 in 87:30
https://youtu.be/nD0SdGto14U

[02-11] D!Zone's faked screenshots weapon, made for ZDoom
https://www.doomworld.com/vb/post/1555455
http://s000.tinyupload.com/index.php?file_id=72085928745461856170

[02-11] Mano Laikas, Doom2 megawad by Nicholas Monti (EvilTech, Erkattäññe)
https://www.doomworld.com/vb/wads-mods/86022-

[02-11] Ovum: a Sunder/C-Shock/Sunlust-style map by rdwpa
https://www.doomworld.com/vb/wads-mods/85993-

===

To submit news, please reply to this post.
>>
first for bring back carmack
>>
2nd for graf shit flinging
It's news to me.
>>
3rd for aligning sprites is boring and tedious and dumb
>>
>>3021897
setting sprite offsets? yes
aligning textures in doombuilder? fuck no i love that
>>
4th for D44M
>>
Sixth for Doom arcade machine
https://www.youtube.com/watch?v=bpyC5OV4cy4
>>
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>>3021794
I'm >>3020517 and I use Shadowplay to record Software mode gameplay, then use webm for bakas use the High Quality mode, then I set the video resolution to 768x432, they look good enough, I suppose. Don't forget that the longer the .webm is, the bigger it'll be, and if you have a size limit (for posting on 4chan it's 3MB) that means the quality is gonna drop.


also seventh for AAAAAAAAAAAAAAA
>>
>>3021949
Thanks.
>shadowplay for software mode
Should I use something else for the gl renderer?
>>
>>3021952
You can use Shadowplay, you just have to enable desktop recording
>>
>>3021945
>not opening/turning off the microwave and saving the store.

That Doom player must've been really good, he was on Map30, then Map01 then Map07 in that short time
>>
If a line with the acs_execute action is activated by a projectile or puff, does the puff/projectile itself or the thing that shot it count as the activator?
>>
>>3021968
He was obviously idclev'ing with a mod to spawn with 200 hp and armor

also a sound mod

on an arcade
>>
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While messing around in Demonsteele I noticed that wall marks from Hae-Lin's sword slashes are based on the way she swung. Nice little detail.
>>
>>3021949
wow that level takes me back
>>
>>3021949
>agitatingballerinas.webm
>>
>>3021949
>>3022005
does anyone else remember that test map to find the number of sprites on screen before zdoom slowed down, and it had a secret room that spawned millions of revenants falling from the ceiling?
>>
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>>3022005
It can't be that old!

Feels like yesterday when I made this dumb mod.
>>
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>>3021851
DO NOT
>>
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>>3022063
>dat pinky

Aw yeah
>>
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>>3022063
LOVE CACODEMON
>>
>>3022037
Speaking of which, have an updated version. Fixed a bug where you could skip the entire fight because opening the first door mistakenly opened the exit door too. Also I made extra agitation mode more balanced, so someone might be able to beat it now.

https://dl.dropboxusercontent.com/u/17640143/Agitation.wad
>>
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>>3022063

IT'S SO ADORABLE
>>
>>3022063
Where is that from? Haven't seen it before
>>
>>3022063
Needs more colors to be honest, i don't like when a character's color scheme is all brown and gray for the sake of environment lighting
>>
>>3022063
Pinky looks like some weird zerg crab abomination.
>>
>>3022154
This. I guarantee the first thing people will do is make a classic colored enemy mod. I don't know why these designers removed all the personality from the monsters like this.
>>
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>>3022063
Done, fixed the designs

Fuck environmental lighting
>>
>>3022143
Doom 4: Doom of Dooms. Available May 13, 2016
>>
>>3022171
Jesus Christ why, those look like raw meat beings.
>>
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>>3022171
>>
>>3022173
That's the point, the originals looked like raw meat and i loved that
>>
>>3022181
Have you ever heard of the term "Uncanny Valley"?
>>
I want to play Doom in Linux, how can i do that?
>>
>>3022193
PrBoom+ and ZDoom have explicit compiling instructions for many distros. You should be able to guess how to use them from there.
If it's binary packages you want, you're pretty much out of luck.
>>
>>3021275
http://desustorage.org/vr/thread/2290969/#2296196
>>
>>3022191
its just a contrast thing, also because the brown parts end up clashing with the pink parts
>>
>>3022212
wasn't there one the year before as well?
>>
>>3022063
wonder if anyones found the archvile model yet, someone already posted some early model of the mastermind
>>
>>3022212
>>3022256
thanks btw.
>>
https://www.youtube.com/watch?v=FhG4xFQHjCI

This mashup was made to propagate the Chaos.
>>
>>3022096
not me. i put 8 of the things down before they got me. i lack the patience to watch the introduction repeatedly so i didn't try again.

also it's a 6MB wad with 50KB map data, just saying.
>>
>>3021935
thanks doc
>>
I'm playing around with DOOMBUILDER map scripts and I'm creating a Random Generator for monsters.

It works, but if I spawn more than 11 on one spot, the game sometimes crashes and crashes more often with every +1 monster

Is there a better way of spawning monsters across a region instead of a spawn point?
>>
>>3022256
I don't think so
>>
>>3022318
Hm. Hope there's one this year.

I didn't finish anything to compete though.
>>
>>3022313
>I'm playing around with DOOMBUILDER map scripts and I'm creating a Random Generator for monsters.
Oh nice, will it work with other mods? That would be amazing
>>
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>>3022260
maybe I found something
>>
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>>3022359
RIP AND TEAR
>>
>>3022359

Da fuck is that? Arch-vile?
>>
>>3022370
think that's the imp
>>
>>3022367
AW SHIT
>>3022370
Doesn't look like it
Either an imp variant or a new demon
>>
>>3022063
Woah, you got the commands to spawn these badboys?
I'd love to take a look, and dig a little.
>>
>>3022367

Could be one of the multiplayer only demons. My guess is it's the "Prowler".
>>
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>>3022381
nah
>>
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>>3022374
>>3022376
that´s the new imp
>>
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>>3022389
for reference
>>
>>3022342

It's just a "spawn fake object", it instantly dies and drops multiple RANDOMSPAWNERS (icon of sin)
>>
>>3022284
I know it's 6MB, could have put it in a compressed archive format like pk7 and trimmed the audio down a bit. But there's not really much else you can do for a gag wad that's novelty has probably wore off a bit
>>
>>3022389

Wait, the Baron of Hell has no fireball throw attack? Did they really make the Baron melee only? Now that I think about it the Hell Knights didn't throw fireballs either in the E3 Hell demonstration.
>>
>>3022427
That's seems to be a Hell Knight (or one of the new demons), not a Baron.

And no, Hell Knights seem to be melee only.
>>
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>>3022427
They do show a Baron throwing a fireball in the campaign trailer. The MP version seems to be melee-focused, however.
>>
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>>3022427
it has a similar attack in MP
>>
>>3022462
Looks baller

Has "mainstream" gaming media picked up that the alpha is totally fucking cracked yet
>>
>>3022462
>>3022397
>>3022395
>>3022389
Could you please spill the commands or something dude?
I'd love to dig around for myself.
>>
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>>3021852

http://forum.zdoom.org/viewtopic.php?f=19&t=51004&p=887719
https://www.doomworld.com/vb/post/1565124

Aaand it's released.
Thanks to everyone who gave feedback, had a lot of polishing up to do but it came out pretty decent.

Well, for a mapset full of myfirstmap.wad levels, anyway.
>>
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>>3022063
>tfw it's only a matter of time before we get maps working
>>
Aw fuck these leaks are gettin' me hyped as FUCK yo.

If we do get proper modding tools, what game mods for Doom 1/2 would you guys wanna see remade for D44M?

>inb4 someone says HDoom
>>
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I'm so happy right now. The community is sparkling with activity, amazing mods and mapsets are just pouring out here and elswhere, romero came back to mapping and is about to announce the fps he's been working on, and I'm making crazy amounts of progress with my own project lately.
>>
>>3022516
heretic :^)
>>
>>3022516
We're gonna see sprite weapons in a matter of hours after mod tools are released I'd wager.

I want to see cool mapsets more than anything though. Like PlutoniaD4 or something
>>
>>3022516
Strife
Plutonia
TNT
BTSX
Classic looking Doom 1 maps, like E1 and E2, blue carpeting, computer stacks with dark gray plastic paneling, light figures in the ceiling, concrete walls, brushed steel surfaces, hexagonal ceramic tiles.
>>
>>3022397

Dude what the fuck, is that the original baron?

WHY DID THEY HAVE TO FUCKING RUIN IT
>>
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>>3022530
>Entire rooms full of nothing but Jetpack Revenants
>This will be possible within minutes of release because of SnapMap
>>
>>3022538
All they changed were the colors.
He looks better with shiny pink skin and green eyes imo familia.
>>
>>3022538
It looks fine though
>>
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Well this turned out way less hacky than I'd imagined it would.
>>
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>>3022562
Oh my god this is turning out so wonderfully from the last time I had seen it. Can you still use weapons? I'd love to have a doom mod that plays like Realms of the Haunting or System Shock.
>>
>>3022562
What I'm curious about is how you detect things. Do you define where they are in the ACS or do you have things on the map, that you detect through A_RadiusGive+script call or something?
>>
>>3022609
>Can you still use weapons?
Yes, all input is read through acs (with the user1 and user2 special input data) so weapons are completely unaffected.

> I'd love to have a doom mod that plays like Realms of the Haunting or System Shock.
With only a minor bit of angle conversion that'll indeed be possible.
>>
>>3022616
I shoot hitscan attacks that give script-executing inventory items to any actor they hit. The sliding door (or any other linedef one interacts with) is set up like a shootable switch that executes a near copy of the inventory item script.

Using actor arguments set in doom builder, each object can have a maximum distance for being "lookable" and showing up as a cursor tooltip, and an optionally shorter distance for how close you have to be to reach it.
>>
>>3022632
oh right +HITTRACER is actually usable in zdoom
>>
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>>3022490
not yet, it´s not finished

> tfw people are working to get snapmap working RIGHT NOW
>>
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>>3022674
>>tfw people are working to get snapmap working RIGHT NOW

>people will be re-creating the whole Doom 1 campaing in snapmap
>mfw bethesda get's pissed and decides "fuck it" and pulls the plug on the project

O-okay guys, I think we better stop with the hacking stuff n-now
>>
>>3022674
Can you link me to the site?
I'd love to read them talking about this stuff.
>>
>>3022679
>implying bethesda wouldn't try to find a way to cash in on the modding community
>>
>>3022562
It's probably mainly for testing purposes, but why separate commands for opening and closing things? Could you not consolidate both actions into one toggling interaction command?
>>
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>>3022680
it´s nothing fancy, some russian site

they usally post some screenshots, but not really any info about progress
>>
>>3022702
People are gonna complain about the carapace-armor design and shit, but honestly these actually look like the equivalent of Hell's hounds now, armored beasts sent to devour foes. And not basically pink pig dinosaurs.
>>
>>3022694
It's mainly beause early 90's lucasarts adventure games did it like that. Anyone who makes a mod for the system could easily remove every mode but "look" and "use" if they're after for more streamlined gameplay.
>>
>>3022702
>>3022705
I think they are a good reimagining of the original designs in general. But I'm not completely sure a reimagining was the way to go.

I'm going to miss D3's pinkies
>>
>>3022702
He's fucking huge
>>
>>3022708
Ah, makes sense. I forgot how excessive the functions could be back then, but I guess it's better that the dumbed down, two-click interfaces that may not even have inventory systems nowadays in what few point-and-clicks come out.
>>
>>3022679
>O-okay guys, I think we better stop with the hacking stuff n-now
Good luck with that if they're Russians as >>3022702 suggests.
>>
>>3022708
>It's mainly beause early 90's lucasarts adventure games did it like that.
And that's probably because 80's text adventures did it like that (where "guess the correct verb" was considered part of the game)
>>
>>3022708
>Fate Of Atlantis
That game was my jam.
Especially the Talkie version, god, Doug Jones made an excellent Indy.
>>
>>3022702
I fucking wish they removed the volcanic stone crap from his body, it looks stupid
>>
how much fucking shit did they leave in the alpha, i know they don't actually have campaign maps intact but if people are restoring the demons and their abilities and shit, it makes me wonder just how lazy of a cut-and-paste job the alpha demo was

and how much more there may be in the beta despite potential attempts by Id to further lock things down
>>
Looks like eradicator is on GoG now. I don't think we've gotten sprite rips from that game yet either. Could always do with more weapon and monster sprites
>>
>>3022714
I realize it's pretty obtuse to have so many superfluous buttons, but including them is partly because of nostalgic reasons and partly to deliberately do the exact opposite of the modern adventure games you mentioned like Telltale games for example.

>>3022720
Absolutely. "Guess the correct verb" is honestly a good idea in theory, but rarely in practice. It places a huge demand on anticipating they way players think and making puzzles extremely logical for the developer.

>>3022747
I adore the game and have played it like three times. Didn't find out about the talkie version until much later though, and I really have to play it some day.
>>
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>>3022702
that pinky reminds me a LOT of something...
>>
>>3022063
>>3022367
>>3022389
>>3022397
>>3022462
>>3022674
>>3022702
John Stalvern waited. The lights above him blinked and sparked out of the air. There were demons in the base. He didn't see them, but had expected them now for years. His warnings to Cernel Joson were not listenend to and now it was too late. Far too late for now, anyway.
John was a space marine for fourteen years. When he was young he watched the spaceships and he said to dad "I want to be on the ships daddy."
Dad said "No! You will BE KILL BY DEMONS"
There was a time when he believed him. Then as he got oldered he stopped. But now in the space station base of the UAC he knew there were demons.
"This is Joson" the radio crackered. "You must fight the demons!"
So John gotted his palsma rifle and blew up the wall.
"HE GOING TO KILL US" said the demons "I will shoot at him" said the cyberdemon and he fired the rocket missiles. John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the demons" he shouted The radio said "No, John. You are the demons"
And then John was a zombie.
>>
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>mfw just noticed the different special attack modes in the Demonsteele inventory for Shihong

These are so fucking cool, holy shit

and then the giant plasma cannon
>>
>>3022180
>>
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We've got an early model for the Spider Mastermind.
Untextured/unfinished as fuck though, just basic geometry really.
At least he's fuckhuge.
>>
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The Harvester is metal as fuck.
>>
>>3022810
yeah, the different modes are really cool

purple ghost foot is my absolute favorite, but gun shooter mode has the best special attacks
>>
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Does anyone here played Quarantine ?
It looks like a very gore GTA, but doesn't seems to be very popular, i'm curious if someone knows about this game in /vr/ ?
>>
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Holy fuck.
DOOM '16 is gonna have outdoor ice levels.
Literally a "frozen hell".
Fucking hyped.

Also
>dat Phobos in the background
>>
>>3022865
Winter Fury much?
>>
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>>3022865
METAL AS FUCK
>>
>>3022865
fucking spoiler your shit man
i knew about this already but people in this thread might not know, and might not want to know until they play the game themselves
>>
>>3022853
I think Ross did a very good video about it, I agree with a lot what he says about it.
https://www.youtube.com/watch?v=abrKxAHJ7qU

It's one of those games that could stand some kind of remake or modernized port because it's super cool and interesting in concept, but not 100% well done in all places (though by all means worth checking out)

Hell, just an engine port to GZDoom with bug-fixes would be amazing in itself. It had some annoying copy protection so it might be worth to check out the console ports, I think it was available on the Saturn and 3DO, would be easier to run.

The soundtrack is amazing.
https://www.youtube.com/watch?v=EcyYmjODEhc
https://www.youtube.com/watch?v=xb58W_sEiRI
>>
Guy posting d4 pics - you wouldn't be able to upload those to some kind of hosting service? 4chan refuses to load large images for me today. Even ones I've uploaded myself.

Oh and lwm seems to be back to modding. Fuck yes, can't wait to see the next groundbreaking thing.
>>
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>>3022876
>All those floating islands
>Lava spilling from the mountain's mouth
>Gates made of chains and spikes
>Red lighting keeping everything floating
Jesus lordie
>>
>>3022835
Where's his puny little dweeb arms?
>>
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>>3022063
>>3022359
>>3022367
>>3022389
>>3022397
>>3022462
>>3022674
>>3022702
>>3022835
>>3022838
>>3022865
>>3022876

looks like we're in for a hell of a time guys
>>
>>3022163
>>3022154
>>3022171
Those are all under extreme lighting and we've seen brighter textured versions in the latest trailer
>>
>>3022835
reeaaaaally nice
>>
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[muffled groin ripping in the distance]
>>
>>3022154
>i don't like when a character's color scheme is all brown and gray for the sake of environment lighting
doom had a fair bit of that, even without dynamic lightning
>>3022163
the monsters are already pretty colourful in general
>>
is there a way i can get the gzdoom window to act like a regular one instead of it fucking up everything?

perhaps compatibility mode?
>>
>>3022918
Yikes
>>
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>Vampirism status in Castlevania.

>If you stay in it too long you get a game over because of your protagonist losing their will to fight the curse.


Am I the only one that thinks some kind of Demon status for doomguy would be interesting as like a slight draw back to the mega spheres? The ones that are obviously demon souls? I think it would be interesting him needing a soul sphere to restore his humanity before he just became a mindless monster or something.
>>
Since we know the size of the level from alpha, here, have something with size reference for cyberdemon
>>
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>>3022934
>No picture maymay
>>
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I don't care what you guys say, the new Cyberdemon is fucking terrifying.
Jesus Christ.
>>
>>3022934
>>3022936
Man, they really look like they degraded the Cyberdemon into a mini-boss.
Wonder what they'll have for bosses to compensate?
>>
>>3022936
>>3022939
holy shit
>>
>>3022939
He's a big guy.
>>
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>>3022939
Jesus fucking lordie
>>
>>3022940

>Man, they really look like they degraded the Cyberdemon into a mini-boss.

I'm... not seeing that? He seems to be just as big and scary as his classic incarnation.
>>
>>3022940
See
>>3022835

>>3022936
>>3022939
Do these guys use the Scythe or is it not properly implemented yet?
>>
>>3022939
Jesus.
>>3022940
The mastermind, and there's a couple more
>>
>>3022940
See the spooper mastermind earlier in thread
>>
>>3022942
uuuu
>>
>>3022946
Sorry, was mainly going off the first image, he looks a lot more daunting in the second one. But with how many Cyberdemons they posted in screenshots and article stuff that make it seem like they're in a lot of fights, it does make it seem like the Cyberdemon isn't a one-time fight.
>>
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>>3022942
If I removed those guts, would it hurt you?
>>
>>3022953
Neither was the original Cyberdemon.

>Doom 1
>At least 2 Cyberdemons
>Ultimate Doom
>Minimum of 5
>Doom 2
>Quite a few
>Doom 2 in co-op
>Pretty common
>>
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>>3022503
>Mystical's castle map
Was this inspired by The Peak Monastery from UT? I'm getting those sort of vibes from it, it's pretty sweet.
>>
>>3022918
Lewd
>>3022926
Yes but not all monsters had this, only a few of them
>>
>>3022936
>>3022939
What a fatass, look at those chins.
>>
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>>3022939
FUCKING DOOMGUYS

GET OUT GET OUT

RUUUUUUUUUUUUUUUUUUURHHHHHH
>>
>>3022940
>Man, they really look like they degraded the Cyberdemon into a mini-boss.
Wasn't he already that after the first doom?
>>
>>3022957
It would be ultra-violent
>>
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>>3022960
You have to rocket jump to access the roof, yessss.
>>
>>3022980
kind of. not intentionally. but circle-strafing was discovered.
>>
>>3022983
No you don't, there's a switch that makes an elevator and walking off the pier puts you on top of the biggest tower and with a BFG9000 up there
>>
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>>3022180

>filename
>>
>>3022996
...Oh. :(
>>
>>3022562
this is fucking fantastic, I hope this turns into its own whole branch of Doom mods, I'd play the shit out of Doom point 'n' click

really very good job so far
>>
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>>3022979
I'll accept this
>>
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>tfw still can't open all these amazing d4 shots people are swooning over
>>
>>3023039
https://www.reddit.com/r/Doom/comments/47lrqg/doom_2016_new_demons_from_the_alpha/
>>
>>3022982
You're a Doomed guy
>>
How are people getting these new Doom 4 screenshots? What's the commands or the hack to get them - is it something someone is working on? I'm fucking dying here
>>
>>3023052
For UAC
>>
Anyway I can get GZDoom to not override my Windows/Nvidia Control Panel brightness settings? Every time I close it everything gets dark as fuck and I have to reset everything.
>>
>>3023058
Russians are cracking open the alpha's assets and files like nothing else.
There's a surprising amount of shit still intact in there and right now they're doing a little work into Snapmap supposedly.
>>
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>>3023029
Thank you. I personally really hope someone uses some of the code for a DoomShock TC. For it to gain any traction there really needs to be some kind of decorate/language lump generating utility, which is beyond what I can do right now. Pic related is hardly user friendly to edit manually..

>>3023046
Fuck, I'm getting hyped. I haven't felt hype in years. Thansk anon.
>>
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I wish the guy doing this could take higher res screenies, because this looks fucking incredible.
>>
Why are we so ded?
>>
>>3023076
Oh wait, it's even better than I thought, it also makes other fullscreen programs (namely CS:GO) fuck up my NVCP settings every time they launch until I restart Windows.
>>
>>3023142
Huh, you should probably post a bug report on the drdteam forums. You can post there as guest.
>>
>>3023078
Are they going to release the hack/commands?
>>
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>Looking up or down in GZdoom causes shotgun pellets to squish together and form a line
Graaaf
>>
>>3023164
Don't all the ports do that? you'd have to make significant changes to the weapon functions to avoid that anon.
>>
>>3023164
That's just what happens when you add one angle and pitch to another angle and pitch. Proper 3D rotation is more complicated.
>>
>>3023175
>>3023178
I thought the GL renderer implied the port had proper 3d rotation, damn.
>>
>>3023185
>I thought the GL renderer implied the port had proper 3d rotation, damn.
Having 3d rotation in the render and applying it to game logic are quite different things. It's possible for a modder to make a shotgun that spreads properly in 3 dimensions though, but it's somewhat complex.
>>
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>>3023203
renderer I mean
>>
>>3023164
GZdoom is weird that it lets you look directly up and down. it doesn't feel right, and all the sprites flatten out when you do. i prefer Zdoom's looking system. handles much better, and limits how far you can look up / down. Also the sprites dont thin out.
>>
>>3023280

>GZdoom is weird that it lets you look directly up and down. it doesn't feel right, and all the sprites flatten out when you do.

You can actually change that so that they face you at all times rather than flatting out.

It still looks pretty weird, but you may find that it looks better than the alternative.
>>
>>3023039
have you tried restarting your browser?
>>
>>3023280
i honestly wish someone would add some kind of freelook limitations to GZdoom and full body awareness, for the hell of it
>>
>>3023371
You'd need 3D models for any sort of consistency with that, because looking down and seeing a torso sprite and some 2D legs shifting around seems awkward in concept.
>>
I'm kind of confused about the different versions of GZDoom. Why is 1.8.10 preferred by some to 2 and where can I find it?
>>
>>3023506
2 uses a newer version of opengl that toasters can't run.
>>
>>3023506
The 1.x branch still supports videocards that don't provide OpenGL 3.x or higher.

Actually, there is a 1.9 release from 20 days ago and is even a 1.10 version in progress.
Builds here.
http://devbuilds.drdteam.org/gzdoom-vintage/

For the sourcecode:
git clone https://github.com/coelckers/gzdoom.git -b maint1.9
>>
>>3023506
http://forum.drdteam.org/viewtopic.php?f=23&t=6825

Which one you get depends primarily on how old your GPU is. If it's only ~5 years old, you should be fine with GZDoom 2.1.1. If it's closer to a decade old, you'll likely see better performance with 1.9.1.
>>
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>>
>your face when the doom general gets DMCA'd to death
>yfw bethesda does in a single day what german shitposters, petty tourneyfags and furshits with double standards couldn't in two years
>>
>>3022853
I used to play the shit out of it when I was a kid. It's kinda fun still. It's more like... crazy taxi with guns.
>>
>>3023164
There are very few situations where you'd actually need to shoot directly upwards
>>
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185th for massive army of demons.

Yes, that's hideous destructor in Valiant map 31. I made it that far.
>>
https://www.doomworld.com/vb/wads-mods/86194-complex-maps-are-cancer/

And lo and behold, a week later the op of this thread has been losered for acting like a damn fool in other threads.
>>
>>3023592
cool, no one cares
>>
>>3023572
Somewhere out there someone's done more insane feats than this, but it doesn't detract from the fact that you're one skilled and persistent demon of a man.
>>
>>3023602

you care hard enough to reply, though
>>
Is there a zdoom command to make your character jump? I'm trying to code a weapon that makes you jump when you fire it, but all I can find on the wiki is basically "yes, jumping is a thing".
>>
>>3023603
>Somewhere out there someone's done more insane feats than this,
O rly
>>
>>3023620
just applying the 'always a bigger fish' clause and the fact that you're probably not hte only one out there playing batshit hard megawads with hideous distructor
>>
Really needs to be more duke content with more tits. I got a nude mod that nakeds up the bar tender, the strippers and the alien girls but none of the beach babes from carribean or the pirate wenches. It's also left most of the posters the same as well missing some great opportiunities to include more porn. My new fetish is duke strippers where do I get more of this?
>>
>>3023616
Jumping isn't a thing. It's a function.

I'm just being cheeky. The ACS function you are looking for is SetActorPosition. You can have one of the Fire states in the weapon's DECORATE to execute a script containing the function.
>>
>>3023635

...but won't SetActorPosition just instantaneously set you to the height you designate? I don't want to have the player suddenly pop up in the air then drop down, I just want to write a line into the portion of decorate that governs that particular weapon that makes the player jump when it fires.
>>
>>3023641
Shit, you're right. My bad, anon.

But now I'm curious, so I'll look into it. I know there is a way.
>>
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>>3023647
thanks senpai
>>
>>3023616
the earliest form of "jumping" was from the archvile's attack so... maybe you should look that way
>>
>>3023641
>>3023647
Are you looking for this?
http://zdoom.org/wiki/ThrustThingZ
>>
>>3023654
>http://zdoom.org/wiki/ThrustThingZ
Shit, this is it.

>>3023653
I thought the same thing, but A_VileAttack only works with custom missiles.
>>
>>3023654

Hot damn, that just might do it. Thanks anon.

Another question, does the basic Doomplayer have an innate TID, or will I have to rewrite one that designates a TID?
>>
>>3023661
The default TID is 0, but this is only for player 1, and won't work under some circumstances. You can write a script to change it if that is the case: http://zdoom.org/wiki/Assigning_TIDs_to_Players

Also, here you go, ThrustThingZ did indeed work: https://www.dropbox.com/s/dz8ixqzwli7l4it/anonsjumpgun.pk3?dl=0
>>
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>>3023673

you goddamn madman, it's beautiful

but suddenly i'm troubled

if TID 0 is only for player 1 this won't work in multiplayer, will it?
>>
>>3023681
>if TID 0 is only for player 1 this won't work in multiplayer, will it?

Not this particular script, no. It can be modified to work though. I think since PlayerNumber() is already of an integer data type, you can use that in lieu of the TID in ThrustActorZ.
>>
>>3023701

So could i input the info as "PlayerNumber(1, 2, 3,)" etc. ad nauseam up to server limit?

Forgive me, I'm still in my first month of coding, and this is my first language. I'm learning everything function by function.
>>
>>3023726
No, PlayerNumber() will fetch the number of the player using the weapon. Notice the parenthesis have nothing in between them because the integer will be filled in. And this is just assuming Player One is TID 0, and additional players will increase by one (one + 0 = one).

EDIT: Nevermind, that didn't work. Just tried it.

Honestly, I'm no programmer masterclass, myself.
I don't generally do multiplayer stuff myself. Zandronum, by the way, has some additional actor properties and stuff specific to that source port. Might want to check out their wiki as well to see if there is anything that might help your case.

And ripping apart other gameplay mods in SLADE is always fun.

Sorry man, but I'm a bit sleep deprived, I have to be at work at 6 am tomorrow and its almost midnight. I wish you good luck though, and I'll be in the thread (or the next thread) tomorrow.
>>
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>>3023759

Thanks for any input at all, anon. Much appreciated.

Probably catch you tomorrow senpai, get some sleep.
>>
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>>3022918
>>
>>3023804
DONUT
>>
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>>
>>3023681
That man is telling you lies! tid "0" refers to whatever actor activated a function or script, so it'll work fine for multiplayer without TID-assigning.
>>
Are Newstuff Chronicles released every Sunday?
>>
>>3023673
What? No. 0 means you don't have a TID. Nothing has a TID by default.

Assign the player a UniqueTID() and shove it in a map array that has exactly as many entries as there can be players (8 in ZDoom, 64 in Zandronum).

To check if the TID is still unique, temporarily remove it from the player and see if IsTIDUsed(myTID) is true. If it is, get a new UniqueTID(). Otherwise, just stick myTID back on.
>>
>>3023950
>0 means you don't have a TID
But tid 0 works perfectly well for things that don't have a tid as long as the thing to be thrusted is what activated the function. 0 always refers to the activator no matter it's tid.
>>
>>3023959
Nope. Some functions don't follow that rule, like GetActorViewHeight, or the <Give/Take/Check/Use/Drop>ActorInventory functions.
>>
>>3023938
ideally they'd be weekly but in actuality it is whenever they have enough reviewed wads to make a post out of them, i think
>>
I haven't set the foot here since months. Any recent map pack released you would recommend?
>>
>>3022075
>that pic
kek
>>
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Eh, could have been worse than 3 stars.
>>
>>3023965
>GetActorViewHeight
I think you're confusing it with GetPlayerInfo or GetPlayerInput because the viewheight checker works with tid 0. At least in my script.
>>
>>3024047
Well then the wiki needs to be updated since it still says it doesn't work with TID 0.
>>
>>3024049

the doom wiki is... not great
>>
>>3024050
ZDoom wiki you nerd
>>
>>3024053

That's what I meant. It's not great and there's a lot of just WRONG information
>>
>>3024056
And unlike other wikis it can't just be edited.

That said are there any mods that go great with Accessories to Murder? The default doom textures etc feel so unfitting.
>>
>>3022931
What if Doomguy went full demon/corruption but we could still control him
How would the other demons react?
Would they become friendly to us and give us missions against UAC/Humanity?

What if this whole idea gets picked up by Yholl and put into DoomRPG

>>3024050
Doom wiki is fantastic, as long as its the Entryway Doom Wiki and not the Wikia version

>>3024062
I remember Terminus or someone else making a texture and sprite pack that made Doom look grungy and stuff, one of the most notable changes (for me anyway) was the demon's face was removed and replaced with a giant mouth
>>
>>3024072
ATM already does that to a degree. I think it changes the door textures, but that can lead to a style clash now and then.
>>
>>3024053
Where exactly does it say here:
>http://zdoom.org/wiki/GetActorViewHeight
That tid 0 doesn't work?
>>
>>3024078
nevermind i saw it under "examples".
what a stupid place to put it.
>>
What are some good wads to go with Nazis? Already played through both Epics and TVR, some mediavel castles, ruins or straight up city maps would've been nice.
>>
>>3023556
True, though there's the occasion where I can see it's use.

Mainly I just like to use it for getting a look around places. On odd occasions I can use it if I'm cornered, low on health and about to get fucked seven ways from Sunday, there's SOME twinking you can do with looking straight up or straight down (though there's still various limitations and risks with this, there's pretty much no way to crawl close to a ledge and poking your gun straight down without opening yourself to ranged attacks, so you gotta be careful, and solid projectiles are NEVER a safe bet here)
>>
>>3023556
When getting cucked by imps on the ceiling

Thanks PB
>>
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>>3023592
He seems like a complete twat, no surprise there.

>>3024062
Back To Saturn X
Anything made by Lainos
>>
>>3024039

Man, fuck those ratings. That was easily 4-5. I had a blast.
>>
These D4 shots make me look forward to Quake 5. I hope they roll with the Q1 aesthethic and lovecraftian vibes if they ever were to make Q5.
>>
>>3024283
I hope for better bosses this time.

The shareware version of Q1 with only the first episode felt a bit like false advertising to me. The game's still fun, yeah, but I was expecting a bit more variety in environments to give the same sense of progression as in episode 1, and just as big bosses.

Same goes for Duke 3D. I know the space episode is kinda a divisive thing even in the community, but even episode 3 there felt weak.
>>
>>3024039
What is this and were can I get it?
>>
>>3024279
Thanks. It's just one vote though.

>>3024296
https://www.doomworld.com/idgames/
>>
>>3024298
The stroll in Venice?
>>
>>3024303
Yes?
>>
I want to play something stupid today.

Any "good" joke wads out there you may recommend?
>>
>>3024324
"It only gets worse"? "The archives are doomed"? "The community is falling?"
>>
>>3024324
pol.wad is somewhat funny and has some legitimately good fights.
>>
>>3024332

Yeah, pol.wad is surprisingly great.
>>
>>3024340
The "happening" countdown was a brilliant idea.
>>
Back to Saturn X?

More like

Back to Revenant X

Amirite?
>>
>>3024372
The same could be said of practically any modern megawad. In fact, BTSX probably has far fewer Revenant encounters than something like Speed of Doom or Sunlust.
>>
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>>3024372
>>
>>3024279
i dunno, i've gotta agree with the rating. I got bored within the first 3 minutes because there was half a dozen teleporter traps from the get-go.
>>
>>3024415
Can't suit everybody.
>>
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>>3024285
>>
>>3024445
Don't get me wrong, I thought the level was neat, it's just that the teleport trap got a bit boring and predictable. If this is only your 2nd level then I'm certainly impressed.

nice easter eggs
>>
>>3023572
Pretty nice anon.
>>
>>3024072
>I remember Terminus or someone else making a texture and sprite pack that made Doom look grungy and stuff, one of the most notable changes (for me anyway) was the demon's face was removed and replaced with a giant mouth
That would be IMX who made Demonicron before his silly ragequit.

http://forum.zdoom.org/viewtopic.php?f=19&t=44603
>>
>>3024415

Yeah, there was a heavy reliance on them. I found the rest of the level cheeky and fun though.


Doom levels are very subjective though, considering the annual slaughtermap debates here.
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