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DOOM THREAD / RETRO FPS THREAD - Last thread >>5281104

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

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

SO YOU WANT TO PLAY SOME...
Doom, Quake, Duke, Marathon, or Thief:
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== NEWS ===

[1-7] Discharge, a 9-level wad for ZDoom
https://forum.zdoom.org/viewtopic.php?f=42&t=63169

[1-1] GZDoom 3.7.1
https://forum.zdoom.org/viewtopic.php?f=1&t=63098

[1-1] SM190 - Six Textures released for Quake
http://www.quaketastic.com/files/single_player/speed_maps/sm190_pack.zip

[12-31] La Tailor Girl updated to 1.70H
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1085657#p1085657

[12-31] PortaDOOM Cacowards 2018 Released
https://github.com/Kroc/PortaDOOM/releases/

[12-30] 100 Minutes of /vr/ on Doomworld
https://www.doomworld.com/forum/topic/103723-100-minutes-of-vr-half-the-time-half-the-maps/

[12-28] GZDoom 3.7.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=63032

[12-26] Anon makes a mutator 'ArmorisHitPoints'
https://my.mixtape.moe/lnuzbw.zip

[12-26] ESRGAN algorithm used to make HD Textures for RTCW
https://www.youtube.com/watch?v=uyRfptKJutU

[12-26] The Merry Christmassy Doom Project
https://www.doomworld.com/forum/topic/103649-the-merry-christmassy-doom-project-a-limit-removing-project-from-doomer-boards/

[12-26] Anon map release: Exotic Exports
https://www.dropbox.com/s/rtv23e9k4c9g462/Exotic%20Exports%201.2.zip?dl=0

[12-26] DOOMBA, a Roomba script that turns clean maps into Doom maps
https://twitter.com/DickWhitehouse/status/1077227171482021889 (embed)

[12-24] Hellshots Golf sees a formal release
https://www.youtube.com/watch?v=7qEHK4iBiXc
https://forum.zdoom.org/viewtopic.php?f=19&t=61021

[12-16] Doomsday's 2.1 update released
http://blog.dengine.net/2018/12/doomsday-2-1-released/

[12-15] BloodGDX and WitchavenGDX both updated
http://m210.duke4.net/

[12-13] Spram's Metroid Doom
https://www.doomworld.com/forum/topic/102880-sprams-metroid-doom-released/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.
>>
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How should I go about playing Kingpin: Life of Crime in this day and age? Should I download the Rags 2 Riches mod? Is it easy to install? Will it make the game run in widescreen? Are there any other mods worth using?
>>
>>5286634
https://pcgamingwiki.com/wiki/Kingpin:_Life_of_Crime#Essential_improvements
>>
Wow Doom95 looks like shit. I set it up for basically just novelty purposes and it looks like shit and the "mouse compatibility fix" doesn't work for me.
>>
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>>5286601
>>
>>
>>5286657
Maybe don't use Doom95 in 2019
>>
>>5286676
Bill Gates told me it was cool to do this
>>
>>5286657
Maybe it's because Doom 95 was a janky hunk of shit even for its time. Get PrBoom+ if you want Vanilla but just a little bit more.
>>
>>5286634
I just installed MH's Kingpin Patch
>>
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>>5286663
>>
>>5286721
What does that do?
>>
>>5286741
Are these screaming skeletons making me lose heal-
I SEE YOU OVER THERE FFFFUUUUUCCCCCKKKK
>>
>>5286756
http://download.kingpin.info/index.php?dir=kingpin/patches/unofficial/mh%27s_kingpin_patch/
clic on the readme
>>
>>5286675
i hate this mod and i don't even know why
>>
>>5286767
autism is always the answer
>>
>>5286789
Sure. Don't use your mind or anything. It's always autism. Great.
>>
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>>5286663
>>5286741
>lower texture
>goes upwards
every time
>>
Lol if you try to cheat in Aliens TC the game punishes you and tells you to "play it right!"
>>
>>5286767
it's because you hate furries
>>
>>5286657
Doom95 won't even work on my potato of a computer
>>
>>5286874
You're playing in MS-DOS for real or what?
>>
>>5286876
No, my computer can't handle anything lower than 64 bit
>>
>>5286879
Why's that?
>>
>>5286879
Use a VM
>>
>>5286675
>>5286767
what mod?
>>
>>5286908
Doom95 isn't worth it, at all. I just installed it for completeness of my collection..
>>
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This probably sounds dumb to ask, but there's coding involved with making doom mods, right? What coding language should I learn if I wanted to make one of my own?
>>
>>5286930
ACS, DECORATE, and maybe ZScript.
>>
>>5286930
zscript
enjoy your lack of documentation
>>
>>5286942
zscript is good if you can read the source code, or have a friend that can read the source code and explain shit for you
I'd assume most people don't fall into that category
>>
>>5286947
>implying i'm not a gzdoom contributor
the code is only readable if you already have an understanding of engine internals
>>
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>Thinking about how Doom lives on and the current state of video game preservation
>"What if we put console emulators on Doom source ports so you could play other games in Doom and it technically counts as modding Doom with other games and not just emulation"
Video game preservation PRESEVERD!
>>
>>5286930
DECORATE is easier than you'd think. Go for that. Guides and wikis exist.
>>
>>5286951
>>implying i'm not a gzdoom contributor
I wasn't though
>>
Is DarkXL a viable way to play Dark Forces all the way through or is it unfinished?
>>
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>>5286675
>Chromatic aberration
>>
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Fuck all unofficial ports. I will play the Doom the way it's meant to be played despite input lag and low fps.

Dos version has too low resolution, so I'm playing with Doom95 on PCEm (got it from here https://drive.google.com/file/d/0B5EGmaj96fCxb19fbWE5QTAtRXc/view )

And Doom Collector's Edition official ISO from here: https://archive.org/details/DoomCollectorsEdition (+ mouse fix http://www.classicdoom.com/dmouse.htm )
>>
>>5286930
try to learn zscript if you are starting from zero
>>
>>5287073
>Using v11 instead of v14
Update your emulator senpai.
>>
>>5286767
Ok

>>5286923
Hunter's Moon

>>5287029
I enabled it for some testing and forgot to disable to take the pic, lol.
>>
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>>5286872
>>
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>>5287091
Updated. I think it reduced input lag. But the sound is still fucked up.
>>
>>5286828
taking
>>5286767
>and i don't even know why
into account, >>5286789 seems reasonable and likely
>>
>>5286634
I highly recommend rags2riches just for the balance changes and that only. The base game is full of hitscanners that have no reaction time and a fuck ton of health. Rag2riches doesn't really fix that but makes your weapons deal a lot more damage and balances item pickups better When you install the mod just delete the .pak file unless you like "HD" textures on models too low poly to support them. Also MarkC is needed to fix the games built in mouse accel as well.
>>
>>5286942
It's been like a year or more now and it's still fucking lacking.
>>
d e m o n s
>>
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>>5287134
BEHOLD, MY DEMONS
>>
>all of the doom95 itt
did I step in a time machine by accident?
>>
Duke > Quake > Blood > Shadow Warrior > Quake 2 > Heretic > Hexen shit > Any Doom
>>
ancient chinese shecret
>>
>>5287180
What was the point of this post?
>>
Sharing my opinions
>>
>>5287191
To express his opinion.
>>
>>5287189
Be proud Mr. Woo
>>
>>5286553
I like to think that the Phobos base is within a man-made atmosphere dome.
>>
>>5287245
You haff a man you used to be!
>>
>>5287195
T O Y O O O
>>
>>5287180
apply yourself.
>>
I know I'm late to the party about whining about shitty 3d model projects but I really need to get this off my chest.
Why do so many 3d projects seem to forget that GZDoom supports more animation frames than the stock sprites have?
They do know that they have 35 frames per second animations available right? That's more than necessary for good animation. The stock game just holds and repeats sprite frames for multiple tics.
I mean look at this firing animation
https://youtu.be/kI5cZ0fmBrE
The cyberdemon just awkwardly holds out his arm and stands there. No animation or anything.
Let's have a look at the ZDoom DECORATE for the firing animation
Missile:
CYBR E 6 A_FaceTarget
CYBR F 12 A_CyberAttack
CYBR E 12 A_FaceTarget
CYBR F 12 A_CyberAttack
CYBR E 12 A_FaceTarget
CYBR F 12 A_CyberAttack
Goto See
It only uses 2 sprite frames but holds them for several tics. It has a 6 frame initial aiming pause, 12 frames firing then another 12 frames to reaim and so on. In total that 66 frames that could be animated, plenty of frames to add character and flair to it that the sprites couldn't afford.
It's not GZDoom that's the limitation it's the artists that don't realise they have more to work with than they think.
The cyberdemon alone has a 20 frame idle loop, 24 frame walk loop, 66 frame firing animation, 10 frame pain reaction and a 70 (or 100) frame death animation.
>>
>>5286908
>setting up a VM to use a really shit port
C'mon son.
>>
>>5287029
Chromab should frankly be illegal.
>>
How did Unloved get that effect where the player changes maps but there's no screen wipe effect?
>>
>>5287349
It's a hub.
>>
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What's a decent weapons mod to use with Unloved that doesn't break the feel of the mod?
I'm a bit tired of stock doom weapons rn.
>>
>>5287374
Weapons of Saturn is a good one.
Maybe try Brutal Doom
>>
How could you do that to David Byrne
>>
>>5287309
Because they weren't made for (G)ZDoom, and they were made to replace the sprites themselves.
>>
>>5287374
i liked using high noon drifter, generally i like that weaponset for any sort of atmospheric/spooky wads
>>
The concept of the new Spiderdemon having Olivia's face on her back reminds me of how Doom 3 had Betruger's head on some demon's tongue.
Speaking of Doom 4's art book, i remember seeing a Hell razer bleeding yellow so i wonder if that could be their new design or inspiration for the fire Baron bleeding lava.
I also remember some concept of the Cyberdemon leaning closer to his older designs, so i hope that also shows up in Eternal.
>>
>>5287473
>The concept of the new Spiderdemon having Olivia's face on her back reminds me of how Doom 3 had Betruger's head on some demon's tongue.
Olivia is a reference to Betruger in general, they're both traitors to humanity who sold their soul to hell.
>>
The term "Rip and Tear" just annoys the everloving crap out of me now, it's so overused.
>>
>>5287543
*rips and tears u*
>>
It's almost time for Doom, Doom 2, and Chex Quest on the fast show.
>>
>>5287552
oh, shut up
>>
>>5287348
Depends. Alien did it well, since it matched the old style of the universe and all.
It definitely shouldn't be the default for anything.
>>
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>>5287543
It was always stupid. I love it when it's used in a less serious context.
>>
>>5287568
Which game?
I hate chromab because I have bad astigmatism and seeing it in a game makes it feel like the game took my glasses. It looks ugly and distracting, and it causes me eyestrain.
>>
>>5287552
*AAA*
What's this?
>>
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>>5287559
>he cares about the lore and Tom Hall's contributions and ambitions

Whadda boss
>>
How comes Doom gets alll the fun cool OC but the other retro FPS don't.

All I see for blood is the funny fast cultist gifs. Oh and Duke has the funny bad ms Paint comics I guess
>>
>>5287610
Doom was very much a normalfag shooter in its time, everyone played it.
It's also one of the more accessible games.
>>
>>5287621
Sounds hard to believe.
>>
>>5287610
It's a whole lot easier to get into doing custom classes and stuff for Doom with the scripting language advances it's had over the years.

Combination of being easy to get into and flexibility lets a lot more people dick around and create cool stuff.
>>
>>5287621
>>5287627
Sorry I meant funny oc meme images

Like >>5287575
>>
So apparently SIGIL isn't actually a megawad, or rather Romero cucked the mod scene into changing the definition of what makes a megawad.
>>
>>5287636
Fuck me they really did edit it.
https://doomwiki.org/w/index.php?title=Megawad&type=revision&diff=192082&oldid=190590
>>
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>mordeth 2 save
>>
>>5287641
Also the ones below it.

That's some creative save slot use.
>>
The donation readings right now make me want to fucking kill myself.
>>
>>5287645
The one by Dragonfly was neat, the rest though are just depressingly painful.
>>
>>5287636
>>5287638
It is 9 campaign levels and 9 deathmatch levels so it's 18 maps in total?
>>
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>>5287641
>>5287643
>>
>>5287427
but what I'm saying is that you aren't limited to the frames that the sprite and that there is support for much better 3d animation
animation that looks perfectly fine for low res sprites does not translate into 3d well. they should aim to improve the originals with the abilities afforded to them with 3d, not be restricted by the 2d reference
>>
>>5287624
Doom was a fucking phenomenon in its day. In 1993, there had yet to really be a game like it.
It was the most advanced first person shooter made, it was fun, it was unusually violent, and more importantly it had NET PLAY! That hadn't actually really been done on any large scale with such an advanced game before, and the importance of this net play feature would grow even more important with services such as Dwango, which would let you do net play with people across the country, meaning you didn't have to just play with friends and local acquaintances, who may not have the time when you did.

On top of that, the entire first episode was completely free and you could just obtain and/or distribute and share it like you felt like, that was unprecedented for such a high profile game, shareware was mostly done by smaller publishers for small games.
It really broke a lot of new ground at the time, and a lot of people were paying attention to it, due to how much it made itself visible and accessible.
>>
What port is the runner using? Crispy Doom?
>>
>>5287671
Chocolate?
>>
>>5287649
the dm levels are the same campaign maps
>>
>>5287679
Resolution looks too sharp for Chocolate, that's why I was thinking Crispy, which is Chocolate but playable at higher res.
>>
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>>5287636
calm the hell down he said at the start it was 9 maps
>>
>>5287682
https://www.chocolate-doom.org/wiki/index.php/CnDoom
>>
>mordeth 2

What does he know?
>>
>>5287636
People have called single episodes megawads before.
>>
>>5287680
They're separate DM areas, thus effectively new levels.
>>
BARNEY
>>
Fucks sake Barney, step your shit up.
>>
>Trolled by Barney
>>
https://pastebin.com/S3rBFNjH
More MetaDoom bullshit.
>>
take this fight outside anons
>>
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>>5287073
>Doom the way it's meant to be played
>VM
>Doom95
>640x480

Anon, that isn't...
>>
>>5287756
>>
>>5287073
Breh, I knew Doom 95 was bad even back in the day when I played it as a kid. Just get a Boom port instead.
>>
>>5287636
>>5287638
That's just pathetic. God damn.
Fuck right off and die, Romero.
>>
>>5287756
>>5287769
What the fuck Barney? You had one job.
>>
>>5287772
Are you still mad about Dai-Katana or what?
>>
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>>5287769
BARNEY! MY PEBBLES!
>>
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>>5287783
>>5287664
>>
>>5287624
Zooming right into the sun
>>
>As somebody who has mapped and modded for Chex quest
We need to find this mythical being and play their shit..
>>
>>5287661
>>5287738
>>5287792
I meant the normalfag part, sorry. I just can't picture them playing Doom for some reason.
>>
>>5287769
>>5287756
He probably shouldn't have picked up armor and health and stuff if he was expecting to do that.
>>
>>5287775
Not even close
>>
>>5287801
>normalfag
everybody played doom you stupid snowflake.
>>
>>5287796
Like your job applications not netting responses?

>>5287801
Yes, you had people playing it at their workplace, you had people clogging up networks at colleges and universities.
It was an age where everyone was getting a computer at their workplace, and plenty of people had a home computer, now suddenly there was this very advanced and fun game which you could play on these computers.
It helps that the base game is really easy to get into.
>>
>>5287801
>DOS
>Nothing to do at work
>Someone shows up with shareware Doom
>Spreads like wildfire

Something like that.
>>
>>5287583
Alien isolation.
>>
Oh hay they're running original Chex Quest.

I wonder if they'll map to the Doom maps for a laugh.
>>
>speedrunning
>no sign of Final Doom

why
>>
You two fags need to shut the fuck up already
>>
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>this thread right now
>>
>>5287819
>>5287821
Interesting. Thanks for the info.
>>
Holy fuck, i know /doom/ has some levels of shitposting but this is /pol/ tier.
>>
>>5287756
>shadman
>>
Oh hay they really did map to Phobos Anomaly in Chex Quest.
>>
Both or any of you shut the fuck up
Fight somewhere else
>>
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Someone should speedrun Going Down
That always gets the crowd going!
>>
>>5287886
I'd actually tune in for that, rather than speedrun #221947 of Doom 2.
>>
>>5287886
Someone should try doing speedruns with Hideous Destructor
>>
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>>5287898
>>
>>5287671
Dime uses Crispy Doom.
>>
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It is done.
>>
>>5287913
That is perfect.
>>
is there some quality wad for chex quest?
>>
>>5287913
Why does it stutter at the start?
>>
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>>5287919
Blame fucking shit encoders.
>>
>>5287950
That's much better, thanks!

>>5287954
>we have to get physical
Sounds sexy.
>>
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Quake 2: y/n?
>>
>>5287987
It's okay
>>
Every level is just a roll of the dice with the devil
>>
>>5287987
i played it until i got lost and could not progress, then dropped it.
3s good, though i prefer ut99.

haven't touched 4.
>>
>>5287898
>>5287901
>choose Medic
Immediately use Berserk and sprint your way to the end.
I gotta try that for E1M1
>>
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>>5287995
>>
>>5288004
>next patch
>berserk becomes nerfserk
RIP
>>
>>5287913
haha look at him go
>>
>>5287987
It's an alright shooter desu.
Not excellent, but it's not bad either, even if the first Quake is kind of better in most ways, there's ways which Quake 2 are a lot better than the first one.

Mind, they're not really very related games, aside from the branding.
>>
>>5287987
Fun enemies but kinda underwhelming.
>>
>>5287987
extremely dull SP
>>
>>5288004
Unironically viable.
Eric did a run on Going Down, with a backpack full of Zerk, and it actually worked surprisingly well.

Eventually it kind of gets into a slog though, because Going Down is kind of "hardcoded" with voodoo dolls, so to say. All the level exits are operated voodoo dolls on conveyors, where what you do in the level raises the bars and barriers to let the doll traverse. This means you can't really break sequence in Going Down, and breaking sequence is sometimes necessary for Hideous Destructor's gameplay.

But barring circumstances like these, yeah, you can very plausibly zerk it out as a means of speedrunning HD.

>>5288007
I hope not.
>>
>>5288021
I guess that's a subjective thing, but I always found it to be pretty decent. Like, not great, but like slightly above a 6 out of 10, I enjoyed the combat.
The soundtrack does a lot.
>>
>>5287898
>>5287901
new category when?
>>
>>5288032
Lol, did the Cyberdemon breach the exit door for you with his rockets?
>>
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>>5287987
maybe
>>
>>5288040
then it breached him
>>
Does Quake have any unique lore or is it just Doom with Lovecraftian names?
Is Quake 1 and 2 connected in any way?
>>
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>>5288047
I guess you could say Quake has some lore, but it's always been kind of light and vague, and most could be inferred from just the environments, creatures, and names.

Quake, as the game it would become (starting development as a free roaming fantasy RPG, which just spun its wheels in development for months and months), was kind of just rushed out the door as a giant compromise (and still managed to be a really good game), I don't think there was much thought put into the story or setting, not by the time they decided "Fuck it, let's just make it a shooter and get it over with."

For the connection between 1 and 2, there really isn't any, not in any meaningful sense.
I don't think ID ever intended to revisit the first game when they were actually putting it together, and 2 wasn't developed with 1 in mind at all, it wasn't even going to be named Quake at all, they just couldn't get the rights to the name they wanted to use, so they just opted to slap the Quake brand on it for recognition.
Quake as a 'series', has never really been a proper series, the games just kind of get called that and then just relate to each other very vaguely. It's a shame, because I think the first one has a really cool setting which would be fun to explore a little bit more.
>>
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>>5288040
Yeah, but it's actually faster to ignore the cyberdemon and kick the door down yourself.
>>
>>5288061
Pretty good. That feature was added in a pretty recent version though, right?
>>
>>5287659
>but what I'm saying is that you aren't limited to the frames that the sprite and that there is support for much better 3d animation
Not at the time the models were made, though!
>>
did they ever stop to ponder what style they were going for with Doom in regards to its aesthetics, for like what the UAC base maps and stuff and the hell maps would look like, or did they just throw hands saying 'lets look at aliens and slayer records'?
>>
>>5288069
If they could make an engine which replaced 2D sprites with 3D models, they could also give those 3D models better animations without altering the gameplay.

I'm saying that the people who made these models were shit at modeling and coding.
>>
>>5288071
I think kind of both of those things.
One of the base ideas was that they could make something inspired by their favorite movies; Aliens and Evil Dead 2.
There was some vision involved, but also a whole lot of "Let's just throw this in!"
>>
>>5288067
Yeah, and it's not consistent even with berserk. The best method is probably to set up an alias to use and then immediately detonate a doorbuster charge. Bronto's recoil slows you down for a moment and the rocket launcher takes time to equip and load a HEAT, and both of them have big splash damage so you can't use them up close.
>>
>>5286329
Oh hey. That's a Cacodemon piggy bank on Romero's award. I know because I just got one for Christmas.
>>
>>5288071
Doom was actually a shooter under the Alien name at some point during its very early stages, way back when, before they actually started work on the resources. then they ditched the IP, and instead went for what we got now.

take a look at colonial marines and isolation, some of the textures even fit right in with a potential Doom remake. hexagons, big ass CRT screens, computer terminals, keycards, corridors, most of it is there.
>>
>>5288104
I think not even that. They looked around to see if the Aliens license was available, it was, and they considered it shortly, but then decided they wanted free hands in making their game.

But yeah, there's a lot of Aliens in Doom's DNA, which probably helped with how fast the very first Total Conversion for Doom came about.
>>
>>5288047
The deepest lore is that Quake is the sequel to Quake 2, because the slipgate technology they use in Quake is based on the Strogg portal technology they bring back to earth after the invasion of Stroggos.
>>
>>5287987
Play my unit. I got to shill it every time:

https://www.moddb.com/mods/sonic-mayhem
>>
>>5287913
Yessssss
>>
>>5288114
Explains the symbols on the crates anyway. Not really anything else tying the games together though.
>>
>>5287392
*Project Brutality 3.0
>>
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>>5287664
I just whatever Doom images I have on hand and haven't used before.
>>
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Can anyone identify this? It looks neat.
>>
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This might be from the same set of levels.
>>
TIL A_CloseShotgun2 calls A_Refire, so the SSG has a extra refire frame 6 tics early, meaning its hypothetical dps is not 122.8, but 137.25
>>
>>5288287
Good stuff, right? A secret is revealed!
>>
>>5288287
It's also got an extra stray pixel on the left side of the barrel.
>>
>>5288294
I guess I don't need to worry about my SSG replacement being slightly stronger than vanilla anymore, sheesh.
>>
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>>5288298
Not with the sprite fixes it doesn't.
>>
>>5288263
Yeah, I don't really have anything against this OP pic or you, it just annoys me how triggerhappy the mods are sometimes.
>>
>>5288313
Link those sprite fixes for me, anon. Lost all of that good stuff a long time ago aaaaand I forgot what that pack was called.
>>
>>5288327
https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/

Includes brightmaps for those who want them.
Make sure you only put the Doom 1 set on autoload for Doom 1, and the Doom 2 ones for autoload on Doom 2 and Final Doom
>>
>>5288331
Just what I was looking for. Thanks.
>>
I've seen wads to both, but should the slime liquid texture cause damage or no?
>>
>>5288372
Consistency is key.
Can't have it not hurt you in one level and in the next one it's full UNF URGH ENGH.
>>
>>5288313
also smooth doom
>>
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which map is this?
>>
>>5288047
>>5288057
>>5288114
>>5288147
QC is trying to tie everyting up
>>
>>5288391
It is not, it discarded the entire thing set in Quake 3 with the Vadrigar to replace those with the Elder Gods, and the Arena Eternal is also replaced with the Dreamlands.
>>
I feel a big reason people don't like Doom 2's mapset that isn't really mentioned is because it's terribly paced. the Super Shotgun is given on MAP02, the BFG is in 19/32 maps (starting from MAP08 there's only 6 maps without the BFG in them), and there's no episodes to split things up, not like that matters with all the BFGs and SSGs flying around.

Doom 1 was well structured, each episode had a secret weapon that would then become common in the next episode. E1 had the Rocket Launcher, E2 had the Plasma Gun, E3 had the BFG.
Cacodemons and lost souls don't show up until episode 2, while in Doom 2 most of the new monsters are dumped on the player over 3 consecutive maps (4 if playing on UV) - MAP06: Hell Knights and Revenants, MAP07: Arachnotrons and Mancubi, MAP08: Pain Elementals.
Doom 2 is very front loaded and doesn't leave much to interest the player, IMO.
>>
>>5288391
>>5288396
The proof is that the recurring characters of Quake 3 were completely modified in their background story to favor other points inside QC's universe.
>>
>>5288331
>Revenant100's custom title no longer says "Ask me about Lost Soul sprites"
Weak
>>
>>5288404
Well, have you tried playing the first 6-7 maps without the SSG? I have. Felt unnecessarily slow.
>>
>>5287636
Sigil will be the first proper episode since Knee Deep in the Dead, so shut up and enjoy.
>>
>>5288147
The final boss of scourge of armagon looks like a strogg
>>
>>5288432
It's still only one dude's attempt at it, a dude who has gone on record as saying he's out of touch with mapping and won't ever catch up with what other people are making.
>>
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I'm at the last episode now. It's like a chore, desu.

E2 best one so far, desu
>>
>>5286553
>>5286554
Working on a new map; though the theme had been rattling around in my head for a while. OTEX makes it properly possible. How's this rough sketch for start room visual? Not QUITE what I was going for yet; but it's roughly the desired idea. Hellish flesh-supercomputer of sorts.
https://www.youtube.com/watch?v=p0_983F2AmY
>>
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>>5288554
"hurrr gurr why don't you just sketch it out first"
Go fuck yourself, promptly.
>>
>>5286553
Trust me, it's not worth playing.

The dynamic soundtrack is the best thing about 3057 and that's really about it. The rest of it is pointless busywork and badly designed fights.
>>
>>5288275
I made that. It was never finished though. Was a scrapped map in a set of ~5 maps I was making.
>>
>>5288580
What wad?
>>
>>5288275
>>5288282
Actually, it wasn't 100% scrapped. I lost the version that contained that map in particular. It was going to be 6-7 maps total, but that map was large ("huge" was the theme of the map). But I switched hard drives and apparently backed up the wrong version somehow. So I have 6 maps that are done, and that one that isn't. But the 3rd map gave you an option to choose between 2 different routes. So if you chose one you would go to one map, and the other you would go to this lost map...
So... Anyways. I did release the final map though...
Maybe I'll finish this one up and shove them all out the door.
>>
>>5288567
are you all right, anon?
>>
I love the Grimmhammer
>>
>>5288676
I've always been fine; dude, I should ask the same of the rest of you.
Just don't claim my complete inability to draw is an excuse
>>
I'm having an issue with cc4-tex.wad and vanilla doom mapping, specifically when I load it as a resource in Doom 2 in Doom format in GZDoombuilder chocolate doom crashes with a "W_CacheLumpNum: ### >= numlumps" error whenever a flat (floor or ceiling) from the cc4-tex.wad is visible. Happens on the map I'm working on, or even a brand new map with just a single room.

I've looked up this error online and I can't find anything to this specific instance, and going in and mucking about with the wad changing FF_START & FF_END to F_START & F_END hasn't changed anything.

At this point I'm just looking to see if anyone else can replicate this, and to confirm that it's something that I'm doing wrong because I assume that if cc4-tex.wad simply didn't work with chocolate doom someone else would have posted about it somewhere on the internet by now, which I can't find.

If anyone has any info or can help or test it and confirm that it's something I'm doing wrong I would greatly appreciate it.
>>
>>5288698
uh...
download it again i guess? that's new.
>>
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does anyone ever just go to /v/ for curiosity and all the doom threads are full of dickbrains? This board feels great sometimes after seeing the alternative
>>
and by great I mean incredible
>>
>>5288737
>>5288740
Oh i get it, Because they're the same.
>>
>>5288737
>does anyone ever just go to /v/

No, that place is full of bitter edgelords
>>
>>5288769
And we're not?
>>
>>5288769
It's 4chan. We're all shit.
>>
>>5288696
you don't sound all right at all

it's all right, take some time off
>>
>>5288771
>>5288774
Eh, I like /vr/ most of the time
>>
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>>5288737
>>5288740
I don't know what it is but the quality of these threads do tend to nosedive in quality after hitting the bump limit. It's been like this for a while but the only way I can see that being improved is more people making cool stuff.

When the fuck is Zandybam going to get updated again
>>
>>5288774
This. Don't let anybody claim different.
>>
ok splatterhouse 3d is cool and all but there could be any indication whatsoever that the 5th level boss just immediately blows you up
>>
>>5288780
OH WOW I sure am glad that there aren't any revenants hiding in this thre-
>>
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>>5288789
-ad
>>
>>5288790
that's not a revenant
>>
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>>5288790
Hold on. Lemme just...
>>
>>5287126
>Also MarkC is needed to fix the games built in mouse accel as well.

What does this even mean?
>>
>>5286764
So is it possible to have it run in 16:9 with NO stretching and NO reduction of vertical view?
>>
>>5288386
Something star-trek themed judging by the ferengi
>>
Thy Flesh Consumed is completely retarded. It's like the demons now have the ability to choose when to die. I shot a cacodemon 10 times with a shotgun at point-blank range and he had a delay of dying
>>
I finished the first episode of DTWID and I liked it more than most wads but still didn't like it.
>>
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>>5288887
based
>>
>>5288386
It seems to be the recent Madfox' map from the beta thread on celephais.

I didn't like it, by the way. I don't like either FourFeather, his SiN's Gorge demake (both from 2016) or this map, and I have absolutely no clue as to what he was even going for in either of those.

He peaked with VeniVidiFutzi, and I can live with Tormentarium. But these recent maps have just wasted my time.
>>
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>>5288432
>only episode 1 was good
>>
>>5286675
Looks okay to me
>>
I wonder if Zandronum has a feature where you can scan an enemie's health like GZDOOM does?
>>
>>5289323
linetarget.

you can also use mods like hpbar-v16b so that you see an enemy's health whenever you hover over them.
>>
>>5288636
If any of it still exists, I'd love to see it.
>>
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>>5286553
Why can't SS2 and either Thief games have all enemies blow into chunks after being hit with a strong enough blow like a hit from a grenade? both DOOM games and Quake 1 -3 all have gibs, despite running on older engines.
DARK ENGINE VERSION OF DROPLETS OR NASHGORE WHEN!?
>>
>>5288771
>>5288774
Not even remotely on the same level, let's be real.
>>
>>5289336
zombies gib with holy water
thief doesn't have a decent means to mod the engine to allow what you want though.
whoever has the source should leak it.
>>
>>5289336
A deliberate choice.
>>
>>5288717
I've already done that
>>
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I don't know, man. This design is pretty cool. Looks like he's covered in obsidian.
Inb4 there's lore on that. I didn't read any of it.
>>
>>5289424
I thought the idea is that he's a zombie Baalgar.
>Baalgar comes from Baal
Ohhh.
>>
>>5289424
I wish I could take the arm cannon and give it to the mancubus because it has a pretty neat design.

the design sucks and I'm disappointed in then for keeping it for eternal.
>>
What if Eternal is the one time they do the old school design stuff and in a later game, there's another art direction?
>>
>>5289481
I'd be fine with that desu
>>
>doom eternal
>it never comes out
keep it in mind
>>
>>5287014
PLEASE RESPOND
Does /vr/ hate this game or something? I can never get a response to this.
>>
sometimes i wonder of someone hates how doomguy even had a face or hints of any background and characteristics and wishes he was full anonymous to the point he was a robot
as if he wasn't a good enough self insert
>>
>>5289649
>if someone
Are you just talking about yourself?
>>
>>5289331
About 1/3rd or 1/4th of the geometry is intact. I stitched the final map back on the end, and I'll add onto the existing geometry to make a playable map, but I'm not making something as large as it was. The idea was a freeform, no off limits, no keys, tightly packed map. But since I lost so much of it I reeeeaaaally don't want to remap that. Unless I find a newer version somewhere then... Fuckit. It was demoralizing enough for me to scrap 5 other completed maps.
>>
>>5289660
I'm remembering more and more of the map as I think about it. There might be far less than 1/4th here. Anyway. Rambling and taking up posts.
>>
>>5289654
i was thinking about that one guy who wishes metroid was reboot so samus wasn't implied to be a human girl
>>
>>5289668
What's so hard about ignoring things one doesn't like?
>>
>>5289668
I mean in the case of Metroid if playing as a woman bothers someone so much, it's pretty easy to avoid most of the female specific characterization if you just avoid Other M. And everyone should avoid Other M anyways.
>>
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>>5286553

This week on the DOOM /vr/ Gauntle-

Oh you guys are having a meltdown??

Well alright... I'll just leave this here:

https://www.youtube.com/watch?v=29GOEjxNYG4
>>
>>5289668
I wish Samus was a chozo girl, that would be cute
>>
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Secret Sandy facts, shhhh!
>>
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>>5289720
absolutely NO cute allowed here, only killing demons
>>
>>
>be me
>working on something new
>feel like my last project was imperfect
>it could have been leagues better if I had done things slightly different
>feel an obligation to go back and fix things
>tfw not enough time in the world to right wrongs
anyone else know this feel
>>
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>>5289765
>>
>>5289773
Of course. Just move on. Make something better until it's done, but once it's done it's done.
>>
All this Metroid talk makes me remember that one thread in /co/ that was about mostly about Doomguy/Samus shipping.
It had both fan-art and greentext.
They basically made up this shared universe where the two they lived together and were also friends with Duke Nukem, Serious Sam, etc.
>>
>>5289660
>>5289663
I don't mind creative rambling desu.
>>
blood is hurting my butt but i think i'm figuring it out
prefiring goes a long way towards dealing with surprise cultists besides the more commonly suggested dynamite
just wish i could find some damn health and armor, the secret map left me with no body armor or doctor's bag so room for error is pretty much nonexistent
>>
>>5289701
I'm glad you're still doing these
>>
>>5289363
>a deliberate choice
Explain and go on...
>>
>>5289817
I must have missed that one but Doomguy is a regular guest star in Hazbin Hotel threads
>>
>>5289858
Because it's pretty tasteless to fragment human bodies or it feels out of place in that scenario, I don't know. It's technically not challenging to delete the actor and spawn a few chunks.
>>
>>5289849

Thanks anon. Means a lot!
>>
>>5289868
Not for System Shock 2.
>>
>>5289887
I don't know. Ask the people who made the game.
>>
it's interetesting how modern doom even looks overdetailed when most devs used "realism" as an attempt for advanced graphics
>>
>>5289909
There's nothing interesting about that.
>>
>>5289909
It's pretty conservative as far as most modern games go really, the engineers were super strict about poly limits and performance (which is why there's no roaming monsters)
at least it's not 40k polys dedicated to fucking pipes and door hinges in a fucking corridor between destructable 4K PBR chest high walls
>>
>>5289938
Is there a version of doom with bump mapping on everything?
>>
>>5289919
he just posts the first d44m-related thing that springs to his mind without a care for relevancy or what people might think.
>>
making a doom style renderer for the genesis
just did some quick calcs and I think low-res texturing might be possible.
still have to add double sided linedefs though, and sector heights
>>
>>5290025
That's pretty damn tight, anon. If your geometry budget is low you should fake as much depth as possible trough texturs. Lots of gradients and lots of highlights.
>>
>>5290025
Also, what sort of height variation does it allow for?
>>
>>5290046
No height variation yet, but it's conceptually simple. I have some screen clipping bugs that I need to fix first, but once that's out of the way, I'll add in heights and linedefs and such.
>>
>>5290056
Do you plan to make a full game out of this, or is it just a coding exercise?
>>
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So I made a highpoly model from old Lowpoly through smoothing filter in Blender. Also I uscaled texture through AI upscale program Topaz A.I. Gigapixel. What can be the best way to reanimate these models?
>>
>>5289868
NewDark is moddable. Look at all the Thief 1 and Thief 2 FMs and the several SS2 mods.
>>
>>5290063
No plans really, but I'd like to get it to the point where you can explore decent sized maps without glitches, at the very least.
>>
>>5290083
Hm. Really interesting. Keep us apprised please.
>>
>>5290083
Oh. Also, what size textures are you shooting for?
>>
>>5290067
Polishing a turd there. Don't bother. Start from scratch.
>>
This is my cack.
>>
Bloodspeed will be the wad of 2019
>>
>>5290067
Is that a second mouth in his eye???
>>
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>>5290025
>>5290046
Someone did make a homebrew port of Wolfenstein 3D for the 32X, which ran better than the SNES version.
Only the first episode, but it ran like a top.

You also have Zero Tolerance (on just plain Genesis), which was really technically impressive, in spite of pretty much having no height variation.
I think you can totally do a decent first person shooter with a bit of effort.
>>
Did the latest AMD drivers break GZdoom for anyone else?
>>
>>5290187
Once upon a time I thought that was an idiotic pile of stuff from other mods jammed together, then i saw the shit the Complex Legendary whatever fanboys run.

Doesn't seem so bad now.
>>
>>5290202
You're thinking of a wolfenstein 3d port running on the standalone genesis. It runs at I think a solid 20 fps with full texturing, which is pretty amazing.
>>
>>5290187
What's this? DoomRPG and DoomRLA?
>>
>>5290025
>>5290202
The Megadrive also had an interesting, if weird sort of FPS game called Corporation.

https://www.youtube.com/watch?v=Tr9xBv9V_1Y
>>
>>5290212
Yeah. I can summon cacos. He's a good boy.

>>5290206
This is my favorite way to play the game but yeah the HUD is really cluttered and fucked up. Sometimes menus appear on top of other menus. I've gotten used to it but I did wish it looked better.
>>
>>5290187
The fuck?
What is this?
>>
>>5290221
>This is my favorite way to play the game
Any particular mapsets you think go well with it?
>>
>>5290224
demonic armor and boots.
>filename
cyka?
>>
>>5290224
An armor made out of demon flesh. Smells awful.

>>5290239
I'm still experimenting, but given the scope of the mod I imagine it should be a meaty megawad that takes a while to finish. I haven't tried it in a slaughtermap but all the spells and upgrades might work there. Or maybe just buff the monsters so much it becomes unplayable. We'll find out.
>>
>>5290202
I would say the difficulty in making it a shooter would be the controller. An RPG, or adventure game might suit the controls better.
Or changing the type of shooter it is. Like a more stealth based or tactical shooter might be neat I those hardware restrictions.
>>
>>5290259
> cyka?
Hy ecть нeмнoгo
>>
>>5290274
Honestly, with the 6 Button controller, it works.
Doom 32X, for its flaws, has pretty good controls.
>>
>>5290283
>finally get used to the 32X version
>decide to go all the way, beat the game on it
>game abruptly ends because it's missing like half the maps

oh
>>
>mistake an infighting caco for the one I summoned
>get my face bitten off

shit
>>
>>5290269
>Smells awful
how would you know? maybe it has a cherry scent.
>>
>>5290025
>not full screen
>>
>>5290291
The description says it smells bad but for all we know it does smell like cherries and my marine hates them
>>
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>find armor made out of demon ass
>'ok'
>put demon pants on
>they feel funny
>they also ride up everytime
>the veins around the thighs pulsate and throb intermittently
>the demons start to stare
>you swear you can feel your ass getting copped every once in a while
>there comes a point they begin sweating
>from the outside
>but it's either wear them or get your nuts charred
>it's nanofabric
>>
>>5290287
Yeah, it's not exactly a full experience.
I give it some points for good and consistent framerate, clear audio quality (music aside), and the controls are decent for the time.
>>
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So I just accidentally found out the mountain line in Doom 2's hell sky, is the same mountain line as Doom 1's episode 2 sky. It's just squished 50% horizontally, cropped some, and I guess overlaid with one of the rock textures.
I don't really get why, and I can't unsee it now, but then, the mountains in this sky texture always looked awful. The red screaming skulls and stuff always looked metal though.
>>
>>5290347
I figured when porting a game one of the first priorities would be to keep the FINAL BOSS at least. Damn.
>>
>>5290368
They had like 4MB of cartridge space to work on, there was just no way they were gonna fit the full game on there.
I mean they cut out all the sprite rotations (hence why you see the monsters awkwardly strafe left and right, or moonwalking), and the levels are trimmed down, with less texture variation.

I mean I would have gladly sacrificed a level or two to have the Cyberdemon at the least, but NOPE! I guess they could have saved some space on actually compressing the audio, but the question is how much.
>>
>>5290379
I'm told some versions used Fortress of Mystery as the "final boss" instead?
>>
>>5290383
GBA doom does, and since that was my first experience with doom, I was mighty surprised when I found out it's normally on E2M9 (and that there even was a E2M9)
>>
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>>5289424
You can get a 2 foot tall statue of that boy for 700 US dollars. tfw a poorfag
>>
Bloodspeed is way denser than I thought although moving through the levels is breezy and it looks nice
>>
>>5290383
>>5290389
The 32X version does that, as does the GBA version.
One of the many reasons the port of Doom 2 on the GBA is much better than the first one; it cuts out very little.
>>
>>5290394
Go drink a glass of water.
>>
>>5290383
>>5290438
It's because of the Atari Jaguar. It didn't have the specs for all of the content to run at framerates above a slideshow, much less some of the more complicated mapping, so the mapping got changed, some maps got cut or so forth. For whatever reason, pretty much every port up to the GBA version used these maps, likely to help with performance for similar reasons; certain ports, particularly the Jaguar version itself, omitted other things, like the Cyberdemon and Spider Mastermind. The only port from the 90's that didn't use the Jaguar redesign and cuts was the SNES port, and that was a barely-functioning pile of experimental crap made by like two guys for the heck of it.
>>
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>>5286553
I joyfully await the day when Dark engine equivalents to Idtech1's nashgore and droplets become full-on reality. I've long thought it would be neat for at least some of the enemies besides Zombies in Thief Gold and biological enemies System Shock 2 to be able to bleed profusely when they die, but also gib to pieces if given either a fatal smasher attack or blow from a heavy weapon such as the Brick Grenade launcher.
>TFW waiting for that day
>>
DoomRL Arsenal isn't working entirelly correct for me, as it spits out this garbage when I try to run it, using only the DRLA and HUD wad on latest GZDoom:
https://pastebin.com/NgxCkyWs
>>
>>5290465
Points to the PSX ports for actually keeping as much content as they did. I'll even look past the lack of arch-viles and the boring music.
>>
>>5290510
3.7 is a trash fire. A ton of mods are broken by it. Roll back to 3.3 or something.
>>
>>5290521
why 3.3? i've found 3.4.1 to be the last solid build
>>
What are the 5 best Duke Nukem 3D maps?
>>
>>5290495
Why keep bringing this up?
>>
>>5288508
>won't ever catch up with what other people are making
Tech Gone Bad, and to a lesser extent, Phobos Mission Control were better, than like 99% of the hackwork the "community" made in the last 20 years. They felt Doom maps, not some virginal hackwork from the likes of skillsaw or ribbiks.
>>
I really love how some simple gore, lighting, and casing mods help sell the ambience in DOOM. Nothing too crazy, just some aesthetic touches here and there to the good ol' vanilla gameplay

>dat blood drip on the walls and ceilings
>dem bloody footsteps

Anyone else got some neat /aesthetic/ mods to enhance your DOOM experience?

In-pic are:
>lights.pk3
>brightmaps.pk3
>DarkDoomZ
>SmoothDoom
>Nashgore
>>
>>5290510
Played a bit and everything seems to work fine in gameplay, despite the massive page of errors and warnings. Since the introduction of ZScript, GZDoom's been increasing its expected coding standards, so mods built on shitloads of hacks have started reporting shitloads of errors.
>>
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>>5290579
>Anyone else got some neat /aesthetic/ mods to enhance your DOOM experience?
>>
>>5290612
>3D in Doom
That'll be a yikes from me
>>
>>5290418
What's that shotgun from?
>>
>>5290579
A small amount of extra gore is nice, but I always feel the lights look out of place and are too smooth next to the pixelated textures.
>>
>>5290639
Highway to Hell
>>
>>5290418
what mod?
>>
>>5290656
Highway to Hell
>>
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>>5290612
choose your poison
>>
>>5290579
Sprite Shadow (also by Nash I believe)
>>
>>5290301
Genesis only has enough DMA bandwidth to blit a 256*160 bitmap to the screen at 20fps on NTSC and 24fps on PAL. That's almost 50ms just to flip a frame buffer, and why most shooters had even smaller screens on 16-bit consoles.
>>
>>5286872
wat
>>
>>5287856
kek
>>
>>5287919
speech impediment
>>5288001
You must be truly autistic to not be able to finish Q2
>>
>>5287987
Is that the Windows PC, PPC Macintosh, PS1 or N64 version pictured?
>>
Okay I swear imps and zombies didn't used to catapult themselves at the player whenever they died near a ledge. Did a recent GZDoom update change something?
>>
>>5290041
only problem is 16 colors lol
>>
>>5290771
No, that's intended behavior when you shoot an enemy that's standing on a ledge high enough above you. It's supposed to be a crude representation of the enemy falling over the ledge.
>>
>>5290772
Dithering can do a lot.
>>
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Any of you guys using Debian Sid, by any chance? Just upgraded GZDoom to 3.7.1 and upon starting I had a crash because of a missing library.

Turns out I had to add a custom LD_LIBRARY_PATH to load libjpeg.so.8 , which has been deprecated in Debian in favor of libjpeg62-turbo-dev for years now. Never had to do that before.

Graaaaaaaaaaaaaaaaaf.
>>
>>5290674
I was just joking with you
pretty sure you already saw it
https://www.youtube.com/watch?v=IhMMK3QLxSM
>>
>>5286553
Has the All Clear mod for DOOM been updated unoficially around here again?

I really liked the /vr/-made edit the author linked in his description, the one with the Hotline Miami record scratch. Was wondering also what mod they were using for the music player seen in this webm

https://s1.webmshare.com/QPGJr.webm
>>
>>5290674
jesus what
I remember sonic 2 running faster and in a higher res than that, I remember it being the first game where I thought 'holy fuck this is smooth as butter'
>>
>>5291020
what about this:
https://www.youtube.com/watch?v=0NqjQf-xr-g
>>
>>5291032
The Genesis had a crisp CPU if I remember right, and SEGA knew how to use it better than most others besides Konami and Treasure. Every other piece of its tech paled in comparison to the contemporaries that competed with it, but that CPU became the tagline for "blast processing" as a marketing gimmick. Arguably the Yamaha chip was also pretty bitchin' but only a handful of developers (like the aforementioned) used it worth a damn anyway.
>>
>>5291032
That's because most genesis games uses tilemaps.
The bsp renderer I'm working on, as well as other genesis fps games, simulate a framebuffer by uploading the whole frame's worth of tiles to vram each frame. The whole point of consoles using tilemaps in the first place was to reduce the amount of bandwidth required to the graphics, so I'm lucky the genesis does it relatively well (compared to the snes for example).
>>
>>5291048
dude died
>>
>>5291048
he was killed by nintendo
>>
>>5291064
>>5291067
wtf
>>
>>5290981
He loves you. It's for your own good, I'm sure.

Or not.
>>
I just fell into the Complex Doom hole. God help me.
>>
I want... Alchemy Hexen. Big ol' cauldron on your back. Use it to bust some heads if you have to. Mix up some crazy potions and go ham. Fling nitro flasks around all day. Cooking mini-game. Yeeeeaaah!
>>
>>5291069
we don't know, the dude stopped posting 3 years ago
>>
>>5291097
Download clusterfuck, realize you're going down a path towards absolute idiocy.
>>5291105
Wrath of Cronos has this.
>>
>>5291115
How do I get rid of the "GZDoom doesn't support execution of console commands from scripts" message that pops up whenever I first load a map?

Am I supposed to activate some GZDoom compatibility mode or something?
>>
>>5291115
>Wrath of Cronos
Thanks, anon. Now I can smile forever.
>>
>>5291115
If you like Complex and not Clusterfuck why would you play the latter? I don't get it.
>>
>>5291097
I'm holding off until they release 1.6, it's been almost a year since the last update (so much so that we got all these fanmade addons like clusterfuck and others) and don't want to feel burned out when it comes out. They said it was coming out this month.
>>
>>5291128
A year? Oh man. That means that people will have gotten anxious. How many bloated addon packs exist for it by now?
Please be a double digit number.
>>
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>>5291048
That was the one I played, only it was just the first episode.

Shame he stopped, because as far as console ports of Wolfenstein 3D went, that's easily better than most of them. Sure, it has those vertical lines (but that's how it renders, I'm cool with that), and there's some palette limitations, but the thing is otherwise almost fully authentic. It's not crazily compromised and limping by like on the SNES.
I know it doesn't matter in any practical sense in this day and age, but little hobby projects like these are just interesting and neat.
>>
>>5291139
JESUS CHRIST I'm hung over and that looks like an actual factual lifesaver right now. God damn you, video games.
>>
>>5291131
It's just CF and chaoslite. They add mostly another tier of monsters ("nemesis") which are above legendaries. Also there's like 3 touhou enemies as rare spawns in there for some reason but you can turn them off in the mod options menu.
>>
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>>5291121
Pls respond, ComplexDoom anons

Does Complex Doom fully work in GZDoom or do I absolutely have to use Zandronum for it, even if I just want single player?
>>
>>5291158
Graf here.
[NO]
>>
>>5291143
Order some take-out or something. Even a pizza seems like it'd work.
>>
>>5290859
yeah, I haven't gotten to that part. Should have height variation working tonight though. Then I'll do collision detection next.
>>
what are some good megawads to play with brutal doom?
>>
>>5291178
git
>>
>>5291178
Going Down
any of the Scythes
Unloved
Jenesis
Plutonia Revisit Community Project
>>
>>5291164
:( but why
>>
>>5290173

I'm not sure how much I can afford. Im planning on generating code for all possible wall heights (like wolfenstein 3d), which means I can optimize the number of texel loads. The worst case is when we have to draw the whole screen height of 160 pixels (this number could change in the future).

A load is move.b texel_offset(a1), d0, and a draw is move.b d0, framebuffer_offset(a0), which both take 12 cycles.
That means each load is effectively the same cost as drawing another pixel per column. 32 height textures would be 32 more pixels worth of work (20% more work), and 64 would be 40% more work.

I'm trying to figure out the size of the wolfenstein 3d port's texture size, they look pretty good.
>>
>>5291193
It looks pretty authentic, so I'm hazarding a guess that it's actually 128x128
>>
>>5291219
wew
gonna try to figure out how the heck it runs so well
>>
>>5290187
How do you increase the hp of the enemies in rpg rla? I have gotten to a point were i just one to two shot every enemy but they do alot of damage
>>
>>5290664
I gotta try making one of those .ini files for Doom.
Does it have to be in descending order in terms of mods or could I just make a regular list of what I want to run?
>>
PB's fun.
>>
>>5291235
Something something monster scaling. It's been years but I think that increases HP and damage dealt. Could be completely wrong.
>>
>>5291240
bottom ones override upper ones
>>
>>5290612
>>5290664
I like pretty stuff, yeah.
Needs more screenshots.
>>
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RIP improved brightmaps
>>
>>5291260
where's the link to the latest version
>>
https://www.youtube.com/watch?v=XdgwYYADH4Q
>>
I have binaries for Crispy Hexen, Crispy Heretic, and Crispy Strife (not the Chocolate versions) on my computer somehow. But now I can't find anywhere to download them anymore.

Also does anybody here have the French IWAD for Doom2? Doom2f.wad? Apparently it's very rare and I was hoping to find it..
>>
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I had fun drawing this. I suck at environments but most of the cast came out good.
>>
>>5291369
Awesome a kobold
>>
>>5291372
I think he came out the best. But I got to draw four differently shaped characters all doing different things.
More actual GMOTA progress later.
>>
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>>5291369
>One day there'll be finally be a playable kobold outside of shitty porn vidya

I'm still clinging onto this.
>>
Is Hacx 2.0 just the exact same as Hacx 1 but with 4 more levels? What's the difference?
>>
>>5291391
Good to know I'm not the only one who feels like that.
>>
>>5291394
Oh it's just a bunch of amateurs
>>
>>5291398
>>5291394
I take it back.
Hacx 2.0 Map06 is fucking awesome.
>>
>electricity was cut
fucking rude if you ask me
>>
>>5291453
Well that's not important
>>
>>5290784
Oh I know that behaviour, but I fell like it's been multiplied by 4 or something, when I said "catapult" I really meant it.
>>
>>5291357
The md5 = 3cb02349b3df649c86290907eed64e7b v1.8 version?
Easily googled. The searches below will give you versions I just verified the checksums for (not linking directly since I'm not sure what the piracy policy is here)
doom2f.wad inurl:/wads/iwads
doom2f.wad inurl:fr[/spoiler}
>>
I just started playing DOOM II after beating the first one and I honestly can't believe what music I am hearing. The music sounds like something you'd hear if someone slipped on a banana peel. Like looney tunes music. Is this supposed to be badass? It's like some sort of fucking joke.
>>
>>5291482
Get a decent soundfont or use external music files.
>>
>>5291469
Oh wow it's actually the iwad version and not just some pwad add-on. Shit thanks I did search for it but I couldn't find it. Thanks.
>>
>>5291482
Get psx soubtrack.
>>
New game doomfags. Try to guess SIGIL's new map names.
>>
>>5291564
Gas Station
>>
>>5291562
psx soundtrack is garbage
>>
>>5291564
The Goomy Doom of Doomy Hell
>>
>>5291482
How many levels are you in, and what soundfont are you using?
>>
Seriously, I'm still stuck on Golden Souls. I tried to use every wall, I did the one bonus garden mission, and I still lack souls to climb the stairs.
Do some missions have two souls or something? Something else I'm missing?
>>
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>>5291662
>>5291664
>>5291665
Looks too magic for Doom. Is it some magic-centered wad? Or Heretic?
>>
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>>5291662
>>5291664
>>5291665
>>5291668
Looks CRUNK
>>
Can anyone who knows confirm that this is the "oficial" Blasphemer IWAD?

https://www.wad-archive.com/wad/c98a0eca0187edef40a06cab38949210

I can't find any other version of it except for the Github repository.
>>
>>5291657
Been a good while since I last played, but there indeed are bonus levels for each set at least.
>>
>>5291690
The idea that someone is out there unironically playing this, Zauberber and Freedoom because he's too cheap to buy them and scared of piracy is funny to imagine.
>>
GOOD MORNING MOTHERFUCKERS. IT'S SCREENSHOT SATURDAY.
So it's time to show the class what you're currently working on, maps, sprites, gameplay mods? Hop to it and post it.
>>
>>5291164
Blow your brains out, Graf.
>>
>>5291695
Each set? The only bonus level I found was some free falling stage.
Do you mean alternative, hidden golden souls?
>>
>>5291712
Yeah, there's at least multiple hidden souls. See those thinner black panels around the castle?
>>
>>5291724
These? Yeah. Tried everything to open them. Even shot them with a rocket launcher.
>>
https://www.youtube.com/watch?v=5dzDlCQnINU
>>
>>5291725
That's because they indicate where a hidden level is. The entrances to the castle secrets are done through the other maps.
>>
>>5291725
"Open Sesame"
>>
>>5291730
Sounds like I'll have to consult a guide at this rate. What a bother.
>>
>>5291738
>>5291742
Wait what? What's up with you?
>>
>>5291747
I shouldn't give them (you). I dun goofed.
>>
>>5291742
Exactly why does it warrant a report?
>>
>>5291760
E-celeb drama and likely blatant advertising.
>>
>>5291761
>E-celeb drama
Not against the rules.
>blatant advertising
Not product being sold, so it's not advertising.

Protip : your own rules aren't 4channel's rules, newfriend.
>>
>>5291761
>e-celeb drama
???
It's someone offering their opinion on a Doom contest.
>advertising
What the fuck? By this logic everytime you post a link to a mod's thread that's breaking the rules too since it's advertising too. Don't be so dense.

I don't understand, these replies don't happen with other videos posted which are also "advertising". Is it because you don't agree with the video so you're lashing out?
>>
>>5291761
>blatant advertising
With that logic, talking about your own creations is advertising.

Therefore, from now on, you're all forbidden of talking about your own wads.
>>
>>5286675
wtf, that's Quake 3: Arener in Doom?
>>
>>5291761
The fact that they have a Youtube channel doesn't make them a e-celeb.
And dramas are part of 4channel.

>>5291793
>arener
Arena.
And no, this is a map I never saw.
>>
>>5291793
it's more arenerer than arena
>>
>>5291793
I think that's Hunter's Moon, the creator is making some kind of story mode equivalent to Quake 3 but in GZDoom.
>>
>>5291796
>>5291807
>intruded by the intrusive R.wad
>>
>>5291698
A bunch of mostly kind of stupid things.
I see that test map Kinsie put together, for testing mods and such, and I think "Hey, that could be useful. But god, that blue and white checkering is ugly, I should put up some new wallpaper."
And then things just kind of escalated.
>>
>>5291838
I guess this spot tests my trees.
>>
>>5291840
And the central room overall.
>>
>>5291841
This is the monster testing room.
There's probably some clinical definition for behavior such as this.
>>
>>5291847
I should probably be working on the revolver instead of this.
>>
>>5291853
Or the BFG.
>>
>>5291854
Or the chainsaw.
>>
>>5291857
Or like anything which I'm supposed to be finishing.
>>
Has anyone made a standalone .wad of the hacx maps that can be used with doom and doom mods?
>>
Something i remember about Doom levels is the names given to Hell levels.
They were either religious/paranormal references or just stuff like "the place of get fucked", just to give an impression of Hell being an awful place.
>>
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>>5291940
>"the place of get fucked"
I gotta use that for a level some day.
>>
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>>5291967
uncanny...
>>
>>5291940
Come to think of it, Hell benefits from Doom levels having weird or limited geometry and the choice of textures, because in some way it has an excuse to look weird, compared to earth and UAC bases.
Same kinda goes for the Pfhor levels in Marathon, since being aliens, that gives players the impression that they are more unusual to humans than expected.
>>
>>5291728
>>5291738
>>5291742
Why did this get deleted?
The guy's filtered voice is obnoxious, but he brings up some legitimate points.
>>
>>5292061
Oh nevermind, I'm blind. The actual video link didn't get deleted.
>>
>>5292061
The only post of those that got deleted was the one saying "fuck off".
>>
>>5292065
Yeah disregard that, I'm blind as a bat apparently >>5292063
>>
>>5292068
>I'm blind as a bat
ASHKTUALLY
>>
>>5291967
If you make that a map, I'd play it.
>>
I give up.
I tried everything, even shooting at this guy, but nothing seem to work.
I give up on Golden Souls, I'll move on to Golden Souls 2.
>>
>>5292137
why not just watch a walkthrough.
>>
>>5292141
Watching someone else playing is boring.
>>
>>5292137
Noclip faggot, that's what I did.
>>
>>5292146
Or could watch somebody else figure out what to do, then do it yourself and continue playing.
>>
>>5291728
I haven't finished watching yet, but I really wish the "Two Facts" bit wasn't so extremely fucking loud compared to the rest of the video. I get the point is for emphasis, but you don't have to jumpscare the viewers!
>>
>>5291728
what's the video about, anyway?
i just don't feel like watching it
>>
>>5292156
TL;DW Joel is bad at doom, probably should take his contest more seriously seeing as he's giving out cash prizes.
>>
>>5292156
Guy pointing out how Joel is criticizing good maps for things caused by his own abysmal skill, like how he's always making bad saves every nanosecond.
>>
>>5286553
What is your favorite single player Doom randomizer modset to play with?

Complex Doom? Colourful Hell? Some other combination? Why?
>>
>>5292164
The amount of saves he does is atrocious. I only save whenever I'm about to use a key, or when I get to the level end and I want to scrounge for secrets.
>>
>>5292183
He's part of the generation Half-life, who's used to savescumming because of how easy it is to quick save.
>>
>>5292189
I think he's the same age as me, but I save scummed my way through Hellcore 2.0 a couple years ago, and I realized I was just robbing myself of the challenge and I wasn't going to get better.
>>
>>5290578
based af, finally someone said it.
>>
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>>5291967
>>
>>5290578
If Romero's name wasn't attached to them you wouldn't give the slightest shit and you know it. They're not bad but they're not special, let alone "better than 99% of the hackwork the community made in the last 20 years", christ almighty.
>>
So who contributed more to the genre? Romero or Carmack?
>>
>>5292164
>>5292183
>>5292189
>>5292205
>savescumming
There's nothing wrong with saving often unless you want to spend ludicrous amounts of time and effort retrying, because custom mapsets tend to have ludicrous difficulty level compared to the base game. But it's an another thing to do it like Joel's compulsory badsaves.
>it's a "Joel somehow ends up at 1% hp 0% armor 0 cells 0 rockets 0 shells 0 bullets in every other map" -episode
>>
>>5292227
Why does nobody talk about the rest of id at the time?
There was only like, what, 15 people?
>>
On one hand without Romero's level design Doom would be nothing. On the other hand Carmack made Q3 aka the best multiplayer shooter of all time.
>>
>>5291728
>There's money involved
Of what, like $150 in total? For something that takes the guy the better part of a year to get done, and is absolutely bush league.
I'd say something along the lines of 'Caveat Emptor', but you aren't investing anything yourself or taking any risk, it's almost like a free raffle for all that it matters. There's a lot of time and basically random chance involved for VERY modest sums of money.

>This is how people will view the upper echelon of the community
Why? It's plain as day that he's not very good at the game, and he obviously doesn't have a great judgment on the subject. Anyone who can't tell that is on the same mental wavelength as "schoolshooter simulator", and can be safely disregarded by those of us who aren't completely anencephalic.
Joel's contest is amateur hour and it doesn't take a deep understanding of Doom to see that.

>like a caucasian's asshole at a chili festival
I beg your pardon?

The guy strikes me as he's VERY concerned about how people view the community, as if that matters, along the lines of those people who desperately groveled and begged Roger Ebert for the affirmation that games have artistic merit, as if his opinion on the matter had any weight or importance.
Like why would you take the contest seriously at all? Why would you get worked up over it? Yeah, it could be run better, and yeah, I don't think Jimmy should be picking up any of the slack at all, but it's still just Joel fucking around.

I didn't really look at the contest seriously at any point, and I don't really care who wins, and I'm not really interested in seeing the .wads getting a fairer treatment when I know Joel is terrible at this game. I put the shit on in the background for entertainment and then make mental notes to check out the ones that look like *I* would be interested in, once they're released. Some people get themselves worked up over pointless things.
>>
Also the voice modulation is gay as fuck, all he lacks is an 'avatar' to complete the 'rantsona'.
>>
>>5292234
Sandy Petersen is better known in /tg/ circles because the grognard all but wrote the original Call of Cthulhu rulebook singlehandedly.
>>
>>5292189
I never used quicksave in Half-Life, only manual saves. Jump up your mom's asshole you pretend-old-man.
>>
>>5292230
I see endurance as part of the challenge. What's the point if you can just infinitely reload a save until you have an encounter go down perfectly?
>>
>>5290578
Extremely bad opinions btw, and I don't even like Skillsaw.

>>5292248
I agree with that, which is why I've been trying to train myself to save less.

>>5292164
Speaking of which that's a habit he should train himself out of.
That, combined with often rushing through maps.
On the other hand, he had a mountain of submissions to go through, so I could see why he would feel pressured for time (thus why he makes the bad decision to save when he shouldn't).

He should definitely lay down some new rules and standards for next time.
>>
>>5292254
Just unbind your save keys.
>>
>>5292236
So what you're saying is that you don't care about the community's efforts being thrown away because of poor moderation and don't care that Joel's shitting unfairly on maps when it's issues caused by his own skill, not to mention he makes them look bad to boot, gotcha.
>>
>>5292267
I save manually, I don't think I've ever used quicksave keys much at all in my life.

I did when playing Orange Box on PS3, because it was a janky piece of shit where I had no choice. Never otherwise though.
>>
>>5292271
>Orange Box
>on PS3
That must've been awful.
>>
>>5292242
>>
>>5292272
I could have dealt with it if it wasn't so fucking buggy, and if the hitboxes weren't broken (for whatever reason, you would get stuck against ledges, pillars, and doorframes when moving, something which isn't supposed to happen in the original game).
I think EA did that port.

>>5292279
I'm 26, bordering on 27, you buzzwording catamite.
>>
>>5292287
No. No. You couldn't. The only good console FPS I ever played was Metroid Prime, and that's because it had a lock-on feature. Other FPS like Timesplitters and GoldenEye have so much aim assist it's ridiculous.
>>
>>5292271
>>5292272
Looked it up quickly.
https://en.wikipedia.org/wiki/The_Orange_Box#PlayStation_3_version
>On January 3, 2008, IGN reported that Valve employees had created a thread on Valve's website forums for players to list the problems they had encountered and to suggest fixes
>however, it made no mention of fixing frame rate issues or slow loading times.
It sure as shit didn't, I played it years after the fact and I still experienced bad performance and hitboxes snagging on everything for no reason.

>>5292291
>lock on
>aim assist
Git gud, old man. Aim assist is a crutch that hinders you from excelling at Goldeneye and turning it off and learning to aim and fight without it is absolutely necessary. It's literally a feature so that little kids can play the game on easy.

Analog sticks are not ideal for aiming by any means, trust me, I know that, but you'd have to have serious challenges with like eye-hand coordination and cognition if you were completely unable to play a first person shooter with the help of two analog sticks.
Again without aim-assist and lock-on, those are crutches which steal valuable time from you in a fight.
>>
>>5292304
The mere fact that aim assist exists is the proof that FPS on console are not meant to exist. It's like RTS on console, it's just no.
>>
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>>5292309
>>
>>5292319
t. never tried plaing Red Alert Retaliation on Playstation
>>
>>5292270
They're the ones subjecting themselves to his shitty contest.
>>
Is Zandronum worth using for Complex Doom single player alone?

I'm barely scratching the surface at the moment, but so far I havent noticed major differences with GZDoom
>>
>>5292309
>What is PS1 Doom
>What is JP Saturn Doom
>What is DOOM 64
>What is Perfect Dark
>What is Goldeneye
>what is PS2 Half Life 1
>What is Saturn Quake 1
>What is PS1 Quake 2
>What is N64 Quake 1
>What is N64 Quake2
>What is PS3 Counterstrike:Global Offensive
>What are Bioshack 1,2 and Infinite
>What is Halo 1-3
>>
>5292393
All trash games.
>>
>>5292393
didn't most of those play like shit
>>
>>5292270
>the community's efforts being thrown away because of poor moderation
How so, do they disintegrate if they are submitted to the contest, are they lost forever and nobody can ever play them again?

>and don't care that Joel's shitting unfairly on maps when it's issues caused by his own skill, not to mention he makes them look bad to boot, gotcha.
That's literally what Icaruslives does and I don't lose my head over that, I just don't watch his content.
Do you also lose your shit at 13 year olds on YouTube playing Brutal Doom? I don't, I do better things with my time.

>>5292321
I don't play much RTS at all, let alone on console, so no, of course not.
That doesn't mean FPS cannot be played on consoles, they're not even in the same ballpark.
There's nothing about using two sticks (or even a single one), which makes it insurmountably complex to play an FPS.
>>
>>5292398
>T. has never given console FPS a chance of any sort.
>>
>>5292304
>turning it off and learning to aim and fight without it is absolutely necessary.
says who

you're telling me I need to gimp an intended feature the devs put in just so I can feel satisfied in playing an old game with tank controls and high enemy reaction times

are we talking goldeneye as a competitive fps? lol
>>
>>5292408
sure you can just go with that
>>
>>5292398
I played and liked PS2 Half Life 1 and PS1 Quake 2 nearly ten years ago. Perfect Dark is by no means a piece of garbage and both 5th gen home Console ports of Quake 1 are at least just above passable.
>>
>>5292393
Why Japanese saturn doom specifically?
>>
>>5292397
You haven't played any of them.

>>5292398
>didn't most of those play like shit
The Saturn port of Doom was unplayable. There's this myth that the Japanese version played smoother, but it's not true, it works just as poorly.

Otherwise:
>PS1 Doom
Great port, offers some exclusive content.

>What is DOOM 64
Even more exclusive content.

>What is Perfect Dark
Never played, but everyone says it's like Goldeneye but better.

>What is Goldeneye
Old and clunky, but ultimately still fun.

>Saturn Quake 1
A bit gritty and the framerate isn't excellent, but then, a lot of people topped out at 20fps in software mode on their PCs at the time. Plays like Quake.

>PS1 Quake 2
Surprisingly well put together.

>Bioshack 1
It was pretty good. Didn't play 2, and I didn't play Infinite because it looked like dogshit. The controls are probably fine.

>Halo 1-3
Never played, because I thought Halo looked really gay even back in the day.
>>
Is there such thing as a megawad or mapset with no secrets at all?
>>
>>5292427
>You haven't played any of them.
Actually, I did, but whatever excuse you can find, I guess.
>>
>>5292409
Says I, motherfucker.
The auto-aim in Goldeneye is slow and finicky, waiting for it to catch up to what you're doing isn't doing you any favors in 00 Agent, because of said enemy reaction times.

What you need to get into the habit of doing to be really good at Goldeneye is to work your movement into your aiming, and further to get a feel for just point shooting without using the manual aiming feature, on top of learning how to aim manually in a fast manner.
You COULD use the auto-aim feature for playing in 00 Agent, but the game will go much slower and you will be doing yourself a disservice, further you will never be able to beat all the times for unlocks.

Goldeneye is absolutely designed with the intent that you could, and SHOULD play it without auto-aim.
>>
Bloodspeed continues to be good, with great music!
>>
>>5292438
No u, I guess. But you're the kind of guy who can't handle an analog stick.
>>
I see some people are still conveniently giving a pass to the fact that Doom and Quake ports (just like every other version of the game) had forced autoaim and every other 3d shooter had a low enemy count to make up for the control scheme.

it wasn't until a bit later that two analog sticks became the standard, that we could actually have full fledged console shooters with a respectable entity count and better framerate from higher end systems. and even then, FPS played better on PCs.
>>
>>5292447
Doom and Goldeneye's auto-aim isn't even comparable to each other though.
>>
>hating a game means you suck at it
I pity the underage kids who are unable to hear any criticism without resorting to ad hominem.
>>
>>5292454
Aren't you the guy who says FPS are unplayable on consoles: >>5292309
>>
>>5292390
PLS RESPOND
Complex Doom seems to be working fine on GZDoom with all my other stuff, that's why I ask.
>>
>>5292457
Yes. Because I played a fuckload of them, and they all felt like chores, whereas FPS on PC are actually fun. Special dedication to Timesplitters 2 on Gamecube, where autoaim actually makes it harder to kill zombies.
>>
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you can trust me I'm a wall skeleton
>>
>>5292461
You played them, but you think they're unplayable?
>>
>>5292390
Zandronum is mostly purely for multiplayer
As for Complex, pretty sure the only add-on for it on GZDoom is Legendary.
So if you want to play Clusterfuck Complex, you must use Zandronum.
>>
>>5292469
Yes. They're not fun. There's no pleasure on lining up a perfect kill by headshotting since auto-aiming will land a bodyshot, and you cannot quickshot, for the same reason.
It's like all these recent FPS where the spread is so insane, you're forced to use iron sight and aim precisely, which is not what I want. I want Doom-like where I just run and gun, not shitty games where I have to crawl from cover to cover.
>>
>>5292461
If you don't find them to be enjoyable at all, sell all your console FPS games then.
>>
>>5291728
what a faggot
unfunny avgn ripoff humor, weird filtered voice (as if he needed to be anonymous), praising maps in the contest that he hasn't even played, and acting like some streamers contest being mismanaged is somehow going to eternally tarnish the doom community's reputation, this just sucks ass
>>
>>5292478
Already done. I don't like games where I spend more time fighting against the controls than against the enemies, and all the console FPS I played where like this.
>>
>>5292443
>Says I, motherfucker.
sure like to give a lasting first impression dontcha

>The auto-aim in Goldeneye is slow and finicky, waiting for it to catch up to what you're doing isn't doing you any favors in 00 Agent, because of said enemy reaction times.
most of the game takes place in literal corridors save for some counted occasions lol. notice how the game peppers you with rapid fire weapons? I see how manual precise aiming could be a detriment but you never use it anyways, so

>What you need to get into the habit of doing to be really good at Goldeneye is to work your movement into your aiming, and further to get a feel for just point shooting without using the manual aiming feature, on top of learning how to aim manually in a fast manner
as someone who used this exact technique in MP years ago that's not even remotely difficult lol
weapons in goldeneye tend to be really accurate for the most part, vaguely directing your aim at a general direction and strafing every enemy into LOS is just a natural tactic that comes from playing FPS in a continuous fashion, and it works better than flick aiming at least for me. TF2 actual helped cement that

>You COULD use the auto-aim feature for playing in 00 Agent, but the game will go much slower and you will be doing yourself a disservice, further you will never be able to beat all the times for unlocks.
actually I could just run past shit

>Goldeneye is absolutely designed with the intent that you could, and SHOULD play it without auto-aim.
same way I could and should play better designed console games instead of having to work up aiming muscle memory for a game with a control scheme long since improved in other titles

maybe as a rudimentary form of practice I could see it but theres far better ways of improving like RTCW on PS2 without breaking a single sweat because the controls frankly adapt better to that
>>
>>5292476
Can't say I share your experiences, but then, I adapt to weapon and enemy behavior to make up for things like spread and what not, and I turn off auto-aim in any game that lets me.
>>
How is DoomBuilder better than SLADE?
>>
>>5292496
3D view?
>>
>>5292492
I don't remember Timesplitters 2 allowing to turn off auti-aim, and when I think of console games, it's the first that comes to mind.

Metroid Prime had auto aim, but it was linked to your character and explained in universe, so it was okay.
Fuck, I loved that game.
>>
>>5292505
Never played Timesplitters.
>>
>>5292518
You can move the camera around normally, but you can also go in a special aiming mode, which gives you a crosshair.
Also, zombies are really resistant to bodyshots, but do easily to headshots, yet the autoaim will usually turn your headshots into bodyshits, unless you hold the aim button, or unless you're very, very close.
>>
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Give me a map related in the last year or two I can finish in 20 minutes or so.

If you made the map, I'll tell you what I think.
>>
Probably stupid question, I'm noob:
how do I play Back to Saturn X with gzdoom? I put the wads in the directory but they don't appear in the launcher.
>>
>>5292565
thats not how it works, the launcher only shows the iwads (official wads) that you have
what you do with pwads (user-made wads) is either drag them onto gzdoom.exe, associate .wad files with gzdoom, or use a wad launching program such as ZDL
>>
>>5292575
thanks
i also had to set false to queryiwad to stop the launcher from appearing
>>
>>5292575
Back to Saturn X runs but there's no textures on walls.
Also what about pk3 files? The readme says its compatible with zdoom 2.4 but it doen't work (vanilla doom2 is run instead).
>>
>>5292498
Slade has one
>>
>>5292667
Are you sure you're running BTSX with the right IWAD (Doom 2)?
>>
>>5292679
Does it work well?
>>
>>5292690
I have the doom2 iwad in the folder. I get no textures with ZDL too. There must be some setting I'm completely missing.
>>
Ran into an old doom online player in a completely unrelated game recently. Pretty fun to talk about how things used to be and stuff. How pretty much all the old good mods are dead or die when hosted because the things which killed them were never fixed.
>>
>>5292710
>>5292690
Fuck I got it, I had to launch the two BTSX wad files together, I thought they were two separate episodes...
>>
are there any guides to scaling and resolution options? i'm confused as to what are the best ones
>>
>>5292695
Not as good as DoomBuilder but still decent
>>
>>5292723
Now that's a classic Doom Lol
>>
>>5292464
I love this. I feel like that room could use just a little color variation though.
>>
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>>5292792
It's part of a map that has a colour & theme trick going on with areas its split to, so I am trying to keep it majority white and saturated tunes, I'll try sneak some colour with decorations such as the skellington there
>>
>>5292723
I made the same mistake a couple weeks ago.
>>
>>5292393
Halo is both over and underrated at the same time.
>>
>>5291698
Working on this thing that I haven't really worked on since like... 2013, or 2014.
>>
>>5292809
Hmmm, looking good
>>
>>5292180
Colorful Hell, I've tried Complex Doom several times but I never get past a few maps before I stop playing it.
>>
>>5292809
looks beautiful
>>
>>5292814
>>5292835
Thanks. It's a sort of freeform map. Just making areas as I see fit and stitching them together.
>>
>>5292180
Colorful Hell's too easy with things like trailblazer and Complex is basically playing the lottery (more so than CH anyways) if you pistol start each map like Hexa does. I play whichever one of the two I'm currently in the mood for.
>>
Which DOOM mod has your favorite implementation of an Assault Rifle?

>>5292850
Which weapon mods go well with Colourful Hell without trivializing it?
>>
>>5292853
Assault Rifle? Project Brutality or maybe Doom Incarnate
>>
>>5292809
I'm very pleasantly surprised that you'd resume work just because I stumbled upon a screenshot in my Doom folder and thought "Hm, I'd like to play that."

>>5292841
Sounds fun enough for just some roaming about.

>>5292853
Accessories To Murder, after I changed out the sound, upped the damage, and changed the states so it doesn't do that every other skip that Wildweasel thinks produces an intermediate fire rate.
>>
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>>5291698
been back to work on this Hexen 2 hub
>>
>>5292853
x-weapons. runner up choice is pb
>>
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>>5292876
>I'm very pleasantly surprised that you'd resume work just because I stumbled upon a screenshot in my Doom folder and thought "Hm, I'd like to play that."
yah, but i probably should've finished it a while ago though.
there are other maps here too that were held back.
>>
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>>5292901
Could this effect be replicated with crunchier looking textures? Like the typical 64x64 flat?
>>
What is your favorite map to take mods out for a test drive? Could be one of the OG ones from Doom 1/2 or a PWAD.

Personally, mine is E2M2. I just think it's super neat.
>>
Are there voxel models for the Doom demons? I wanted to use some for 3D printing.
>>
>>5292931
I test on E4M1 a lot.
>>
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An old lowpoly Pain Elemental remastered with Blender, Topaz A.I. Gigapixel and NormalMap-Online
>>
>>5291728
Joel is right now responding to the video in Hexa's livestream of all things.
https://www.youtube.com/watch?v=EdW8ZIVjbtQ
>>
Someone asked about Hideous-Distraction.wad, here's the link:
https://my.mixtape.moe/pwgcow.wad
>>
>>5292435
Yeah. Amateur ones.
>>
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>still no 'Risk of Rain'-ish Doom mod
>>
>>5292853
Final Doomer.
https://forum.zdoom.org/viewtopic.php?t=55061
>>
>>5292972
He seems to acknowledge what he's done wrong and what he'll do to improve moving forward. So all in all, good for Joel.
>>
>>5293012
He's telling people not to make big maps.
>>
>>5293015
*Among the things he mentioned, he said he'd have better moderation and tighter limits so the maps he plays on stream are smaller for his future contests, because he feels bad about someone making a huge effort to make a big map for him , and him not being able to finish them on stream
>>
>>5293015
That's fair. It's like those magnum opuses thrown into community projects, sure it might be a grand work, but you have to consider the time/place/audience.
>>
>>5292972
hexa's so nervous lmao
>>
Joel's got it made. Community provides content and it'll go on forever.
Jelly.
>>
>>5292948
>remastered
hahahaha
>>
>>5292948
>demastered
>>
>>5293015
yeah, people making magnum opuses and then getting pissy when they aren't played "right" is still going to be a pretty huge problem

marisa's whining is still funny to me
>>
>>5292948
look at how happy that bugger is
>>
New thread, new thread. Whatchya gonna do? Whatchya gonna do when it comes for you?
>>
Hexa needs to control himself and stop sucking dick. Christ.
>>
>>5293130
As if you wouldn't act the same if you were talking to your idol.
>>
Bloodspeed is looking really good
Many levels have strong theming
>>
>>5293141
I wouldn't be creaming myself every other minute.
>>
>>5293161
Yes you would. It's normal and common for it to happen, don't pretend you're special and unique.
>>
>>5293164
Speaking from experience. It's just another human being. Calm down. It's fine.
>>
Bad facility
>>
>>5293169
I'm sure it's easy to say that when you're not in that situation at the moment.
>>
>>5293158
what's with the Q2 bullet and body armor icons
>>
>>5293173
Alright. Just ignore what I wrote.
>>
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>>5293158
>crosshair isn't scaled properly

aaaaAAAAA FIXITFIXITFIXIT
>>
>>5293141
Of course you would if you consider someone your "idol", but anyone who idolizes a person in the first place is a fool.
>>
>>5293130
I mean him gobbling on Joel's cock makes a difference from being on a knife edge away from a nervous breakdown.
>>
>>5293015
Which isn't a bad idea, because Joel has a seriously short attention span, and constraints on these things could feasibly incentivize creative ideas, if you compare it to speedmapping challenges (but perhaps not as strict).
>>
I can't scale it properly without it being too big for me
>>
Single green pixel. Best crosshair.
Only it won't be centered because FFFFFFFFFFFFF
>>
>>5293234
I color it red, because then I can pretend it's a red dot projecting on the visor of my marine's helmet, or that he has cyber eyes.

Funnily enough, I actually almost never ever loose sight of it when looking at red things.
>>
>>5293174
I think it's from a mod called highway to hell. The dev probably just likes Quake 2's HUD
>>
How would you all rank the singleplayer aspects of Quake, Quake 2 and their official expansions?
>>
>>5293004
I remember talking about that with the HoD Baron guy. I probably should remind him.
>>
>>5292893
>X-Weapon
Could you please upload that? Would love to try the weapons-only version
Current link seems to be dead https://forum.zdoom.org/viewtopic.php?t=37254
>>
>>5291349
https://mega.nz/#!bxRDzaba!Etz_465yXmUYhja3KWjgWstVX90-JkGMZ0ihbUCxwT8
>>
>>5291482
vocaroo that shit, it's the second time I read this complain and it will not surprise me it's a new gzdoom bug
or download doom metal volume 1-5
>>
>>5291665
looking good
and slow
>>
>>5293259
Quake 1 expansions > Quake 1 > Quake 2 > Quake 2 expansions
>>
>>5288020
At least someone made a Quake2 stuff mod for doom, all the fun of the enemies and weapons but the quality maps of Doom
>>
>>5292980
That was me, thank you anon!
>>
Will Bloodspeed be my favourite wad of 2019? After I am done Bloodspeed I will check out DISCHARGE
>>
>>5293356
How about Quake 3 and the Expansion "Team Arena"?
>>
>>5293340
Hey, great. Thanks.
>>
>>5293369
The weapon crosshair looks lopsided to me. Like, It doesn't look like a target or anything; more like a simplistic drawing of a spaceship.
>>
Played Rebirth with MetaDoom like that other anon did and i kept going to the point i got both secret levels.
Zoo is amazing, specially when enemies open doors for other enemies' rooms.
>>
>>5291564
"Dedicated to My Wife's Bull"
>>
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so ive been trying to get the doom 1 textures to show up on this doom 2 map i worked on and i have no idea what im doing. im trying to copy the doom.wad textures into the wad and make a pname and textures lump like i was told but they still dont show.

the only way i can get them to work is by a)copying the two preexisting texture and pnames lumps from doom.wad but apparently I shouldnt do that?
or b)loading doom.wad before my wad

i didnt even use every doom 1 texture so i dont want to bloat the file with all of them. pic related is what i get if i open the map in slade
>>
>>5293375
I think it's supposed to replicate the shape of a sight somehow.

>>5293382
https://www.youtube.com/watch?v=K8E_zMLCRNg
>>
>>5293372
I'm not sure. You can't exactly compare their single player elements, seeing as 3 doesn't really have any.
>>
>>5293407
Highest difficulty bots was good practice. Kinda counts. A little tiny bit.
>>
>>5287073
>Doom the way it's meant to be played
>NOT on dos
...
>>
My first map
>>
>>5293383
pls respond
id like to get this thing up and running so i can get sum feedbacks
>>
>put off playing this wad (4 Seasons) for weeks because it felt like this arena fight was just insurmountably hard
>try it again today
>realize there's a switch i missed that lowers an elevator out
>you can literally just leave the arena and watch the cyberdemons kill everybody else
wew
>>
Where does Weapons of Saturn fall in the powerlevel spectrum for weapon mods?

Is it somewhat anemic or does it actually pack a good punch?
>>
>>5293383
theres a wad called d1gfxd2 (doom 1 graphics for doom 2). just download that and add it to your wad.
>>
Having a lot of fun playing through Plutonia with Arachnocide's Stella Gibson and Babel's monsters. She has a lot of 80's style action movie weapons which I really feel fit the jungle theme, like a female, demon hunting Rambo.
This is probably a "good" place to stop for now
I cheated once so far at the end of map09. I was low on health already when I went through the teleport and just said fuck it.
>>
>>5293440
jesus thanks

ok so here goes
https://drive.google.com/file/d/1CE2mA4l8AeM4py7qXKRzNBlqXQgi_PI0/view?usp=sharing

first map, tell me whatchall think
>>
>>5293461
You probably did this already but just in case. Take a peek in d1gfxd2 and see how it is put together. Could learn something worthwhile.
>>
>>5293439
It's more powerful than vanilla Doom without being overpowered
>>
>>5292219
>Butthurt mapper's whining when facing the truth
>>
>>5293461
it was okay
>>
>>5292939
you can voxelize a normal 3d model
>>
>>5293505
If it meant I had to choose between Plutonia 2 and Tech Gone Bad existing, I would choose Plutonia 2 before you even finished the question.
Circle Of Death and The Living End are FAR better than Tech Gone Bad (which isn't to say anything about those levels, they're excellent).

Tech Gone Bad is a cool level, and it's neat to see Romero back to do some maps, but even by his own admission he's not on par with the standards of the best Doom mappers of today, and though I have good hopes for Sigil, I'm not expecting anything mindblowing.
>>
>>5292948
this is bad and you should feel bad
>>
>>5286553
What if Deus Ex 1 were Made with the Dark Engine?
>>
>>5293520
This. Most amateur mappers are being chased away from the community simply because their work isn't completely flawless; meanwhile even the best cacoward winners have glaring flaws and severe "Wherethefuckdoigo"isms; getting by simply because of e-cred of the author.
>>
>>5293535
I think you either replied to the wrong post, or you completely misunderstood what I said.
>>
>>5293473
Would you say it is alright for Colourful Hell runs?
>>
>>5293531
It would be a better game imo. Deus Ex is fine and all, but stealth mechanics are it's greatest weakness.
>>
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>>5293578
whatever could you mean
>>
>>5293569
Yeah, it's pretty good. The power level is just a little short of being adequate for Colorful Hell but still plenty doable and fun
>>
>>5293376
How far along are you? It's a great mix, Metadoom and the Rebirth
>>
>>5293605
It's just clunky feeling.
>>
>>5292901
You've turned the water into blue slime.
>>
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Whew. Project Brutality 3.0 is... big.

Any advice on cutting down the bloat in the settings and keeping the good stuff? Just want to play some Colourful Hell, to be honest.
>>
>>5292809
Inspired by Strange Aeons?
>>
>>5293757
Never played it.
>>
Why wasn't a DOOM 3 made in the 90s?
>>
>>5293768
It was though
>>
>>5293750
Can I disable the flies over corpses meme in PB? Please tell me I can. I'm finding no option for it.

Literally shoot a guy and flies instantaneously are all over him out of nowhere. Why.
>>
>>5292948
Fuck off, vasyan.
>>
>>5293750
>>5293779
PB is bloated to fuck, people complain about BD but that's like a third of it's size and doesn't have like twenty weapons per slot.
>>
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Please /doom/. Just give me some good weapon sets to play Colourful Hell with.

I don't want Trailblazer or Guncaster levels of OP, but I also don't want to be severely undergunned.
>>
>>5293826
Final Doomer?
>>
>>5293829
Which of the sets?
>>
>>5293826
Psychic is fine.
>>
>>5293826
Dakka
>>
>>5293826
High Noon Drifter? La Tailor Girl? Dakka? Lithium? Just choose one and see what it's like. Worst case scenario is you have to shoot a bullet sponge for 30 more seconds than you might otherwise.
>>
>>5293831
Any
>>
>>5293831
Hell if I know. I've only used the TNT set with TNT and the Plutonia set with Plutonia 1 and 2.
>>
This is kind of obscure but I can't get the Rise of the Triad 1.3 Patch for Commercial Version to work because it says "Rott.exe not found. A file of the same name was found but the contents are different so the patch has not been applied."

If anyone can tell me what to do or if getting 1.3 over 1.2 is even worth it (it doesn't seem like it), I'd appreciate it.
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>>5293835
>>5293839
where can I find Dakka? I've search everywhere
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>>5293826
Doom Incarnate
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>>5293880
I just saw your post and googled "dakka doom mod" and the first thing that came up had a link to "download" in it. I'm now playing it, in under 20 seconds.
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>>5293880
http://git.jinotra.in/ijon/dakka
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New thread.

>>5293887
>>5293887
>>5293887
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>>5293882
That might be the problem; I don't use Google to search. I got an impressive collection of tinfoil hats, you see.
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>>5293897
i used duck duck go and got it like 5th result down
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>>5293897
use startpage then
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>>5293897
So you stay away from instant information because you fear ??????
Doesn't seem healthy.
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>>5290772
You might find this guy's stuff a bit more helpful then.
https://www.youtube.com/watch?v=cVSM92CBGmc
>>
>>5293884
Damn that's a fun bunch of weapons.



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