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DOOM THREAD / RETRO FPS THREAD - Last thread >>5341978

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 ===
[2-8] Sunder and Deus Vult II resume development
https://www.doomworld.com/forum/topic/45774-dvii-second-edition-underway-its-time/?do=findComment&comment=1960915
https://www.doomworld.com/forum/topic/46002-sunder/?do=findComment&comment=1961207

[2-8] XLEngine on Github
https://github.com/Mindwerks/XLEngine

[2-8] New DBP project: Mindblood Genesis
https://www.doomworld.com/forum/topic/104171-mindblood-genesis-dbp08-released-a-limit-removing-project-from-doomer-boards/

[2-5] Doomba - Roombas used for mapping
https://www.doomworld.com/forum/topic/103677-roomba-mod-will-map-your-house-and-then-make-it-into-a-doom-map/

[2-3] Anon map release: SCRAP
https://www.mediafire.com/file/1cbnp4m1c9w1auu/SCRAP.wad/file

[2-2] Neural-upscaled textures for Quake 2
https://www.moddb.com/games/quake-2/addons/quake-2-upscaled-pack

[1-26] Odamex 0.8.0 released, now using SDL2
https://odamex.net/boards/index.php/topic,3182.0.html?PHPSESSID=vtj14rfqgmd8se632212rcooq4

[1-22] Hexen Neural Upscale textures
https://www.doomworld.com/forum/topic/103770-hexen-neural-upscale-08012018/

[1-22] BloodGDX v0.798 released
https://m210.duke4.net/index.php

[1-22] SM191 for Quake, a mapset inspired by classic
http://www.celephais.net/board/view_thread.php?id=61678

[1-21] Trenchboom adds experiment support for Quake III
https://github.com/kduske/TrenchBroom/releases

[1-21] GZDoom 3.7.2 released:
https://forum.zdoom.org/viewtopic.php?f=1&t=63346

[1-14] 'Quake 1.5' gameplay mod beta released
https://www.moddb.com/mods/quake-15/news/quake-15-sp-beta

[1-19] Somebody tries implementing RTX tech into Quake 2
https://www.youtube.com/watch?v=vrq1T93uLag

[1-16] Anon sharing 'Quake Revitalization Project' files
https://pastebin.com/EynaZ460

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.
>>
who am I really
>>
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in other news
the sequel to Descent series, made mostly by the same people, was selling really poorly, and the team behind it had to dissolve and look for work in other companies
what could've become a new series of 6DOF shooters, maintaining the spirit of the old, is dead
>>
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>>5357731
That's a shame.
>>
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fuck this is annoying

>This map has purposely been redesigned for the CO-OP lovers that love killing a
ton of monsters. It takes just over 1 hour to finish. (from the testing that I have done online with others)
...
>This map is impossible to finish on single player, with out cheats.
http://dnr.duke4.net/maps/Dukes_Nightmare.html
>>
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>>5357738
>>
>>5357731
I have it on wishlist but I'm currently on a very shitty economic situation
should I buy it before it disappear from steam?
>>
>>5357732
>"We're not flying, we're bhopping with STYLE!"
>>
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I love Marathon but god help me it looks like ass
>>
>>5357749
It won't disappear anywhere, but most of the development team went on to different companies (they have to feed their families after all), with only a couple of people left behind to clean things up and release one more community level pack.
It could have become new series with sequels and such, but the development team is basically gone so there will be no sequels or major updates.
>>
>>5357774
remove filters and HD textures
>>
With a cast quantity of custom content, would you agree that Doom is basically a genre?
>>
>>5357805
Yeah in the sense that so many megawads and mods could fall into its genre. Even full conversion wads cater closely to the template of Doom and that's why I think Doom is its own subgenre
>>
>>5357805
no it's just an fps with lots of mods. CS has a trillion mods too but it's not called its own genre.
>>
>>5357720
"oh hey, the map in that screenshot looks pretty sweet"
>google sunder.wad, install and run
>open first door, horde of creepy bone & pissed off martians standing right there

why do people do this
>>
>>5357819
I mean, you need *something* to play with OP weapon mods
>>
>>5357778
I already had HD textures turned off, probably
But even switching to the software renderer can't save this shit
The first game had really crude map geometry all around
>>
>>5357732
>Wait a minute, I just lit a rocket, ROCKETS EXPLODE!
>>
>>5357819
If slaughter maps toned down the number of monsters on lower difficulties significantly, I think I could maybe enjoy them, but like half the time it's a floodfill of monsters.
>>
>>5357774
I absolutely adore Pathways into Darkness (original game and Demo2.0), while Marathon, by and large, just repulses me. Everything related to shooting at the very least. The only parts of the first game I found salvageable, are like half of the soundtrack, glorious G4 Sunbathing (and, to a MUCH lesser extent, some of other Kirkpatrick's leveldesigns) and maybe, just maybe the first alien level purely due to its novelty. Marathon 2 was okay to suffer through ONCE to see the story through, also, radically reworked sound-design (by the same guy who did music for the first part - no ingame music this time, sadly) was nice, I guess. I tried to cram Infinity into myself as well, but after like 5 levels, long before the universally dreaded Acme Station, decided that no means no.
That having been said, I was playing on Total Carnage the whole time.
The only other remotely popular shooter game I can think of, the creators of which utterly despised the player to an extent evidenced in Marathons, is the first Blood. And, maybe, just maybe, Daikatana, as per its first third of the game, the infamous Futuristic Japan.
I literally don't understand why anyone would ever consider contributing a single userlevel onto this gamedesigning abomination.
>>
>>5357729
What mod?
>>
>>5357843
THE TERMINAL WAS FORCIBLY REMOVED FROM MARATHON
>>
>>5357732
>BUZZ LOOK A SHAMBLER!
>HUUH?
>>
>>5357889
Project Brutality
>>
>>5357886
I wish a modernized remake was something more than a bullshit idea only crazy people could ever entertain
The setting of the first game is the perfect context to go off the fucking rails with gravity mechanics
Imagine if all those puzzles were mapped onto a giant rotating wheel and you have to launch yourself from one side to the other
Imagine G4 Sunbathing on the OUTSIDE of the wheel, where you stick to the hull with magnetic boots and the aliens fly off into space when you hit them with grenades
Imagine really unlocking the potential of using your flamethrower as a jetpack
Of course some deranged voice acting for Durandal goes without saying

>I was playing on Total Carnage the whole time.
Holy shit dude you're way crazier than I am
>>
>>5357805
Doomlikes?
>>
>>5357775
They should just release the source code, then. Games should not be left to die. If there's nothing to release anymore, nothing new, then give the source code away. You still have to buy the game to get the assets, but the source's free for you to peruse and expand.

And if someone released Descent 3's source code... that'd be truly awesome.
>>
Sigil when?
>>
>>5357993
It should be released next week. At least if Romero keeps his promises.
>>
Is there a decent guide on making your own iwad from scratch?
>>
>>5357985
They don't own the source code, so they don't have the authority to decide whether it gets released.
>>
>>5357805
no, it fits in an established genre quite nicely
>>
IT'S THAT TIME OF THE WEEK AGAIN. IT'S SCREENSHOT SATURDAY FOOLS. WHAT ARE YOU WORKING ON? GOT SOME SPRITES, GAMEPLAY SHIT, MAPS? COME ON NOW, IT'S TIME TO SHARE.
>>
>>5357720
OP you linked it to the wrong previous thread
>>
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>>5358254
not much to show, just learning Blender to make weapon and item sprites ... so far all I got is a donut
>>
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>>5358254
Still working on bastard Knightmare monsters
>>
The return of DVII is very good news. It will be interesting to see how Sunder will continue after all these years and wads that copied its style and improved it. That screenshot looks nice but meh, it just looks like your average Boom well detailed project. It's missing what made Sunder unique.
>>
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>>5358254
Also working on an animation and behavior for the Knightmare Hellfos, killing them with normal attacks will have a chance of them going into a rage mode, giving them a second wind and stronger attacks.
>>
>>5358254
sewers
>>
>>5357692
YES, the guy asked lucius to release the code so they and anyone can help it continue since his IRL job is takikng too much time.

it would be nice if /doom/ could help it too, OpenOutlaws is doing well, and seing a modded darkXL with maps and shit would be great

if Kaiser was still lurking here it would be great if he could help
>>
>>5358281
IMO it'd be best if at least 2/3 of the regular bestiary remained the same in Knightmare, with only 1/3 or less being replaced with "bastard" variant.

I had this idea for a while: whenever there is a group of 10 or more monsters of the same category - 1)zombies 2)low-tier demons (imp, pinky, soul) 3)nobility (incl. archvile) 4)artillery(Caco, Mancubi, pelemental,arachnotron) 5)boss, there'd be one additional "officer monster" spawned in.
For a group of 5 monsters, there'd be a 1/3 chance of an officer, and any single mob on a map has a low chance of being an officer on their own, as well as spawning 3 "subordinates"
Unfortunately I lack sufficient coding knowledge to detect "groups" of monsters properly. Didn't dig into ZScript enough to figure if it is possible now.
>>
>>5358338
>IMO it'd be best if at least 2/3 of the regular bestiary remained the same in Knightmare, with only 1/3 or less being replaced with "bastard" variant.
I'm going all out here, it's just some monsters are becoming bigger bastards than others, like the wyvern just gets a new coat of paint and slightly faster projectiles.
Whereas the Hellfos replacement is getting a new ability where if they're killed by normal means there's a chance instead of dying they gain a second wind and a rage mode with new attacks.

Everyone's getting a palette swap though.
>>
>>5358289
> what the fuck was i thinking
- kegan, a year later, as he did with bomb dropping hellknights
>>
>>5358354
>as he did with bomb dropping hellknights
this is awkward.
and I mean at least with these guys and the new Hellfos, if you gib them, they'll just die with no surprises.
>>
>>5358367
The gib animation for these guys was fun to make, I took self damage from the charge shot, their explosion on death is cosmetic.
>>
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>>5358254
Improving the starting bow's animation from the Realm667 bow, and trying to make it gameplay-wise in a state I'm happy with. DamNums is a bit funky with it though due to headshot damage being applied after the normal damage.
>>
>>5358390
Hey that looks pretty good, amazing what a few offsets can do for a weapon.
>>
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>>5358390
For comparison, Realm667's bow (with strange ripper arrows) that I used as the base.
>>
>>5358281
Did it just die on impact with the wall?
>>
>>5358396
Yes, between being shot and staffed, it lost enough HP where hitting the wall was enough to finish it.
>>
>>5357805
I feel like doom is more of a medium than a genre.
>>
>>5358390

I dig it. More bows in Doom mods would be cool.
More fantasy/medieval Doom mods in general would be cool.
>>
I would like to play some cute mods. Any suggestions?
>>
>>5358460
ralsei
adventures of square
rise of the wool ball
hdoom
>>
Why are some people so obsessed with making OpenGL Doom look like its vanilla counterpart?
No, banding is not a desirable artifact.
>>
>>5358258
Real >>5350521
>>
How do you guys feel about secrets letting you outright skip parts of a level?
>>
>>5358494
> your reward is less gameplay
why?
>>
Just started playing powerslave. It's pretty cool.

>Platforming in a FPS that actually handles well and is kinda fun

How did they do it?
>>
>>5358503
by this logic you should just punch all enemies to death, without berserk pack, instead of using more powerful weapons to kill them faster, cause hey, "more gameplay" is objectively better according to you. it's not like skips are a thing for a reason and have been since the 80s.
>>
>>5358505
By not being a slippery piece of shit like all doom sourceports. It's like the floor suddenly becomes ice the moment you land on it.
>>
some of you are alright, don't come to work tomorrow.
>>
>>5358534
> by this logic
> equating skipping maps with purposefully gimping yourself
thats not even 'more gameplay'
thats less
less options, less complexity, less tactics, less depth
>>
>>5357843
Just like every fps at the time.
Bit of a memory hole maybe, but the target frame rate for most of these "Doom" era games was 20-25fps. Things like 60 fps in a PC game was sci-fi shit to most people.
>>
Does 3.7.2 fix metadoom? shit crashed too much on 3.7.1
>>
Lmao
>>
>>5358661
>>
>>5357738
>3500
Dear lord
>>
>>5358661
>>5358663
that nigga turn to licorice damn rip
>>
>>5356892
>>
>>5358813
In other news, i managed to cause infighting between a Spider Mastermind and two Archies.
>>
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>Call of Doom lite+nashgore

will this run better or is the mad jap competent at programming?
>>
can you not?

>>5358834
it's also compatible with ch
>>
>>5358839
>colorful hell
oh my

also
how come the gote fits so well on everything, cant wait for barney
>>
has anyone ever tried colorfull hell and legendoom lite on nuts?
>>
>>5358854
plus champions
>>
so what is the more stable of the recent builds of GZDoom?

which one are you using?
>>
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>>5358460
>>
well that's one way to fuck up the program

>>5358875
3.6.0 carries me through
>>
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>>5358839
>that weapon sprite
>>
>>5357738
Fuck this shit. I bet this crashes vanilla DN3D.
>>
>suddenly ZDL "failed to start process"
the files are still in the same place, I dont know what happened
>>
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>>5357720
On today's episode of "/doom/'s hot takes" we discuss:

UV -fast is a meme. Yes or No?
>>
>>5358958
comparable to quakes nightmare difficulty
i like my monsters to actually move rather than be turrets
>>
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>>5358958
Does UV -fast only affect projectile speeds for demons + move speed of pinkies/spectres, or does it also make chaingunners/shotgunners/zombiemen acquire target faster + everyone moves faster?
>>
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Something I haven't bothered with yet: sound

I own a sh*tton of stock sound library CDs. Is it OK to degrade sounds for a retro FPS? Is it OK to mix PCM and FM to give the audio a more "processed" or synthetic feeling? The amount of sounds I need for 6-7 different map themes is staggering.
>>
>>5358254
This (>>5358009) guy
I got an iwad (or iPK3 rather) loading up. Using some stuff from r667 as placeholders for weapons at the moment. I do wish GZDoombuilder would open .ipk3 files natively, so I don't have to copy and paste the main file and then rename it every time I want to work on a map
>>
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>>5358839
this is quite strange actually
the BD version of the mod runs better than the vanilla one, what kind of sorcery is this?
the explosions from the grenade launcher give me a bit of slowdown, this does not happen on the BD version, having the lite version and the normal version makes no difference

is our japanese friend playing a cruel prank on me?
>>
>>5358538
"Remember, no demon"
>>
>XLengine is on Github now
How feature complete is it? Could I play a game on it?
>>
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>>5357720
What are your favorite maps to test out weapon or enemy mods?

I heard from someone here that E4M1 is a good benchmark (to see how much easier or harder the game becomes), but the problem with that one is that there's no access to many of the weapons or enemies - although it can be a good one for starters.
>>
>>5359143
MAP32 from Marswar used to be a favorite of mine when playing with gameplay mods, especially with the zoo section of the map.
>>
Where can I get Hexen 2 and it's expac?
>>
>>5359167
The OP.
>>
>>5359175
I checked the pastebins and the mega link. Nothing in the pastebins, the only thing under idtech2 in the mega is Sin.
>>
>>5357720
What is the OP pic from?
>>
>>5359143
I usually go to the Industrial Zone. Lots of room to run around, an abundance of enemies to test on, but none of them so powerful that they'll kill me early while I'm experimenting with the mod.
>>
>>5359175
The OP only has the first Heretic and Hexen, far as I can tell. The sequels are missing.
>>
>>5359183
Sunder, it's in the damn filename anon, c'mon
>>
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>>5359178
>>5359189
Huh. I guess those should get updated.

Anyhow, have these I made for some friends. The DOOM one includes all the IWADs (including the ones you want), the QUAKE one includes all the expansion packs and soundtrack, ready to go.

- Everything you need for DOOM + some optional extras
https://mega.nz/#!uskRBI6Y!16c5ZEZQyI3UyvcWMOj5h_JxXrIhD3Blz2gX9VzsHMs

- Everything you need for QUAKE
https://mega.nz/#!68kFHK7b!eDLYdDW2xENOrwZ0obVthY6_hWNZBgEj7qvuch844Z4
>>
>>5359196
>The DOOM one includes all the IWADs
the shovelware ones and commercial ones too?
>>
>>5359201
It includes
- The Ultimate DOOM
- DOOM 2: Hell on Earth
- Final DOOM (TNT & Plutonia)
- Heretic
- Hexen: Beyond Heretic + its expansion
- Chex Quest
- Strife
- Hacx
>>
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>>5358538
Please 'get' Larry for me, he's such a cocky jerk and beats me in Jeopardy all the time.
>>
>>5359205
no master levels?
>>
>>5358875
I've stuck with 3.4.1 and haven't seen a need to update since.
>>
>>5359221
>Took some dude a week to make this
>Places a red key card on top
>Player playing map literally just runs in the room grabs the key and runs straight out
>[Mapper sheds a single tear]
>>
>>5359236
I have those, but they are not there in that ZIP, no. That's a PWAD, albeit commercially. I did include some fan-made PWADs though.

Maybe I should gather everything in one place and reupload it for y'all, but not in ZIP format so you can just pick and choose what you want.
>>
>>5359167
Does the Steam release have any DRM? I'll consider buying it uploading it if it doesn't.
>>
>>5357720
>Sunder
Wow, the difficulty in this mod is absolutely ridiculous
>>
>>5359243
that'd be cool, include stuff like master levels and lost episodes of doom
>>5359249
it's steam so it's drm by default
>>
>>5359249
Why would you if this anon already posted it >>5359196
>>
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Tried that Turok 2 mod called Ascension. And it's pretty good. Took a while to load but I like some of the changes.
Joshua has some voice clips and the blood on the melee weapons were a nice addition.
>>
>>5359221
man
this is great
>>
>>5359261
Because it isn't Hexen 2?
>>
>>5358880
would you recommend any specific mapsets for nipponese cawadoody?
>>
You know what I've never seen done in Quake? A sphere. Not one single fucking sphere. I know it's difficult to make due to the brush system, but cmon, it's 2019.
>>
>>5359267
i've had a nice time with hellfire, but it can go with anything really. even slaughtermaps, which you can solo shit with one gun because all backpacks have extended mags & an extra slot for another gun class.
>>
>>5359249
the steam release doesnt include the expansion
>>5359167
here's my hexen 2 copy, including the expansion. it has the hammer of thyrion port rather than the original exe's. but the port is very faithful, it just makes the game easily run on modern systems with widescreen and stuff.

https://mega.nz/#!Vtdk1ahT!_DZLoUuFXuU4oua6EEAimHq75Dxwva8JSTnUIci0jJo
>>
>>5359196
>>5359265
nevermind, I had a brain aneurysm and didn't see the 2 in front of the Hexen, somehow.
>>
>>5359205
what about no rest of the living?
>>
>>5359304
Mind if I copy this to the Mega?
>>
>>5359205
see >>5359243
those are also PWADs. Stand by, I'll just upload everything I have in one big mega folder I guess.
>>
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>>5359315
of course, np
>>
i thought about how doomguy and bj having any relation and wondered: what if the uac tried to come up with a perfect soldier program inspired by bj blazkowicz?
like, they'd inject bj's genes on uac marines in some metal gear fashion
>>
Have you guys played any fun wads lately?

I beat Ancient Aliens the other day and thought it was fun.
>>
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Custom .pk3 made with Wadsmoosh that combines all Doom episodes into one game:

https://mega.nz/#!g4l0RQJa!I7u47QuNO9JIV9sII0VRwaPg96-nQf0wp2jc87kIj2A

Just save to your gzdoom folder and it should automatically be recognised.
>>
>>5359332
>inb4 doomguy isn't related to bj but was injected with too much of his dna
>>
>>5358505
If you like the platforming in Powerslave try playing Turok 1. Powerslave does first person platforming right but Turok does in even better in my opinion.
>>
>>5359315
Are there any requirements to submitting a contribution to the MEGA? Or is it just whatever you see and want to add?
>>
>>5358503
Usually you can backtrack and explore the other areas. It's all down to whether you are more of a completionist or a speedrunner.
>>
https://www.doomworld.com/forum/topic/103938-early-and-unused-doom-64-level-designs/?page=4&tab=comments#comment-1961678
>>
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>>5359364
I usually just add whatever. If I see something out in the wild via a youtube video or in these threads or whatever I'll try to snag a copy of it. As long as it's retro I don't mind uploading.
I prefer to upload "clean" copies though, so if a source port is available you can just grab the required files. Like the Doom engine IWADs or the Quake engine PAKs, but if there isn't any worthwhile port I'll just upload a GoG release or the installed game in a .7z or .zip archive.
>>
I dont get D1-E2M2
>>
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BTSX E3 teaser
https://www.doomworld.com/forum/topic/104557-back-to-saturn-x-episode-3-wip/
>>
>>5359304
Last time I tryed Tyrion it gave me weird black square outlines around explosions and necro attacks, as if blending was not working properly
Has that been fixed?
>>
>>5359418
looks like btsx e2, but purple
>>
>>5359418
damn, did all the vaporware mappers get together and decided to shock the community?
>>
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>>5359418
I guess I'm looking forwards to it, but I feel like anything that comes out now will be just average after so long
>>
>>5359418
HOLY FUCKING SHIT!!

I almost lost my hope, and was sure that this was abandoned. Aah, Sigil and BTSX E3... I'm going to cum.
>>
>>5359436
Ah yes, the eternal curse of Half-Life 3
>>
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>>5357720
>>5359375
>>5359236
>>5359310
>>5359316
>>5359196
Okay, this includes everything I have for DOOM, Quake, Rainbow Six and Blood.

https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

Grab anything you like from there for the MEGAs you maintain or for personal use
>>
Why were Zombiemen styled to wield rifles, when in reality they're firing pistols?

If they actually wielded an assault rifle they'd be extremely deadly.
>>
>>5359491
they are trained to fire semi-auto only
>>
>>5359292
It plays pretty nice on Hell on Earth starter pack
the companions trivialize things a bit however, they should only let you have one
>>
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>>5358254
Work started on the Mini-Uzi. There's going to be properly depicted left and right sides. Looks a bit crooked here, but that'll probably be easy to fix.
>>
>>5359249
Im pretty sure when its just a lazy dos port, it doesnt have DRM attached.
>>
>>5359418
welp, there's my reason to play epi 1 & 2
>>
>>5359512
That chaingunner looks cool as hell
>>
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>>5359418
>purple, lime green, and orange
>>
>>5359529
Oh, he'll be cool alright. I have some ideas for him.

Also, the rifle commandos are now aggressive as fuck, shooting at you as much as they can while you're in their line of sight.
Though this makes him more dangerous than the other zombies if you're out in the open, he's still indiscriminate with fire, if he's close up he'll start magdumping (even if you get to cover and avoid most or all of the bullets), and will run through his magazines very fast, forcing him to stop and reload often.
>>
OK, after some time and a big hype around, I decided to play both DTWID and DTWID2. To be precise, I played the first few levels of the former in all episodes, and also played D2 until map10.

Boy, you guys didn't inform me that I have to expect something this AWFUL.

What the hell are these? Parody wads or what? I didn't want something terribly original from these, the goal was nothing else but simulating what the great men did back then. That's actually fine, at least if the maps have some subtle novelties in them.

But these people who created said wads don't have a single fucking clue what makes a map Romero-ish or Petersen-ish or ID style in general. They clearly don't have the talent and imagination to recreate the original spirit in style.

Texturing is clueless, layouts are boring, there is no such feel of progression, in episode 2 and 3, there is no stress and thrill, what described many of Petersen's infamous maps. Romero simulations are even worse, these guys don't know how Romero created maps, what were his goals. There were no clever puzzles, or tricky movement restrictions.

In short, these wads are simply gibberish. People who can't speak a language, don't understand it other than a few well known words, but recognise it from listening. And then, they decide to speak the language. And the result is a comic or embarrassing gibberish. This is what these WADs were.
>>
>>5359418
Oh man, I have been looking forward to this for years!

>>5359553
lol fuckoff
>>
https://twitter.com/NY00123/status/1093204288560656390
>>
>>5359561
Don't acknowledge or enable.
>>
>>5359562
>a few older Build engine sources
oh my
>>
>>5359491
Because they're edits of Doomguy, who had a generic rifle style for him, initially because of Alpha/Beta weapons, but then just a stand-in for whatever he happens to be holding.

There's sprites for zombiemen with pistols.
>>
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Stop doing that thing where you chant the name of Mordeth dramatically like it's going to be finished after 20 years. It's disrespectful. Chanting Mordeth in spoilers on these threads isn't some magic spell. It's not going to work!
>>
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Do anyone here know some System Shock-like maps for Doom?
I restarted playing the first one and it's great.
>>
>>5359562
I hope SW gets the proper GDX treatment now.
>>
>>5359565
Funny thing, that wasn't even "thesaurus shitter" (I am).

I've actually played some Xaser levels from the first of those packs. And from No End in Sight. Decided I liked his ImpulseTracker music way more than his level-designs.
>>
>>5359579
What? Who's talking about Mordeth? I don't think a lot of people remember that.
>>
mordeth 2
mordeth 2
mordeth 2
>>
>>5359598
STOP IT
>>
>>5358876
What's this one called?
>>
Guys
Why are Cacodemons so cyoot
>>
>>5359613
becuz u succ at spell
>>
>>5359613
round
>>
>>5359598
Why exactly would you want Mordeth 2? Mordeth sure was one of best wads by the time it came out, and it influenced lot what expect about map architecture. Howerer if Mordeth 2 came out, there would be nothing special in it nowadays.
>>
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anons I need to greatly expand my Doom folder
please post memery and reaction images
>>
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>>5359630
>>
Is this the objectively superior autoexec.cfg for Quake, or am I missing something? Assuming Quakespasm.

+mlook
bind "w" "+forward"
bind "a" "+moveleft"
bind "s" "+back"
bind "d" "+moveright"

bgm_extmusic "1"

gl_texturemode "gl_nearest_mipmap_linear"
r_slimealpha "0.6"
r_telealpha "1"
r_waterquality "32"
r_sky_quality "32"
r_particles "2"
r_viewmodel_quake "1"
scr_conspeed "9999"
scr_conscale "2.5"
scr_conalpha "0.6"
scr_sbarscale "2.5"
scr_sbaralpha "0.6"
scr_menuscale "2.5"
scr_printspeed "40"
name "Ranger"
crosshair "1"
fov_adapt "1"
cl_alwaysrun "1"
cl_bob "0"
>>
>>5359585
Keep in mind that in SS2 ending, Shodan got stuck inside of Rebecca's body, and now she's fused with her
>>
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>>5359630
>>
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>>5359630
>>
>>5359659
scr_ofsz "-2"
cl_bob "0.006"
to make weapon viewmodels look like they did in DOS
>>
>>5359662
SHODAN backed herself up inside Rebecca's body while she had surgery for an annelid arachnid bite shortly after Goggles stripped XERXES of all remaining control of the Von Braun(an action which the Many reacted by successfully downloading his source code into either a wafer or disc, then uploaded him directly into the systems of the Rickenbacker) and was on his way to the Command level. It was a plan B. Then, there's still Gamma grove, which never got found after being jettisoned 2-3 months before the Hacker's cryogenic coma was complete.
>>
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>>5359630
>>
>>5359630
>>
>>5359697
>>5359662
Speaking of which, what do you think would happen if Shodan was in the Doom universe? Where she manages to take control of the UAC base on Phobos
>>
>>5359680
>scr_ofsz "-2"
Uhh...this looks kinda funky. Are you sure?
>>
>>5359697
>CURSE YOU HACKER
>you gigantic flesh rod is disripting my logical senses
>Being Human is IS GOOD
Thus the world was saved because SHODAN was defeated by a Dick
>>
>>5359717
I'd say SHODAN would fit more in Duke Nukem and Powerslave.
>>5359720
Are you using DOSBOX, the last official revision to PCem, or a sourceport like Fitzquake, Quakespasm, WinQuake, or VKQuake?
>>
>>5359735
This is Quakespasm
>>
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>>5359720
Something is wrong on your end
>>
>>5359734
>your gigantic flesh Rod
WHAT??
>>
>>5359741
>>5359740
>>5359735
>>5359720
>>5359680
This is what scr_ofsz "0" (the default in Quakespasm) looks for me, on FOV 90, and FOV Adapt 1
>>
>>5359748
retro
>>
>>5359750
?
>>
>>5359745
lets say that the hacker augmented it to 35+
>>
>>5359748
and this is scr_ofz "-1"
I think it's easier to see with the super shotgun
>>
>>5359753
The Hacker is not on-screen in SS2, especially not by the time Goggles gets to Command deck.
>>
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>>5359741
>>5359720
I actually measured this by comparing DOS SSG with quakespasm SSG
This is SSG in DOS
>>
Did anyone here played the Source Port updated version of System Shock? How is it?
>>
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>>5359761
This is SSG in spasm with no modifications to anything
>>
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>>5359765
and this is SSG in Qspasm with scr_ofz "-2"
>>
>>5359765
just use r_viewmodel_quake 1
the guy you're replying to probably already has it on
>>
>>5359770
This is SSG in Qspasm with scr_ofz "-2" for me. Any idea what could be going wrong here? Resolution is 1920x1080, FOV 90, FOV Adapt 1
>>
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>>5359630
>>
>>5359774
Oooh. Yeah, this was it.
Weird. Is that the quakespasm default? Because I never entered that command into my config.
>>
>>5359783
>wojack
die
>>
>>5359774
I didn't know this existed, googled it and no references anywhere
And it was at 0 by default.
>>
>>5359787
>>5359781
>>5359774
this is SSG Qspasm r_viewmodel_quake 0 and scr_ofz "-2" for me

>>5359792
was at 1 default for me, weird
>>
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>>5359789
>>
>>5359630
>>
>>5359792
>>5359794
>>5359774

Nevermind, r_viewmodel_quake 0 is indeed the default, I suck dicks.
>>
>>5358839
Is the anime girl from call of doom or d-rady's class mod?
>>
>>5358839
Is Colorful Hell An IWAD or a regular WAD that needs to be mounted with a file of either DOOM 1 or DOOM2 in order to work?
>>
>>5359143
Recently i've been running through DEX to test out gameplay mods, it has at least one of every monster and you can acquire every gun.
>>
>>5359839
Colorful Hell is a PWAD. So, the latter.
>>
>>5359839
The latter, but you can also use it with level packs/megawads and weapon mods.
>>
>>5359835
From Call of Doom
>>
I went from "this is okay, guns are samey" to "IM HAVING FUN"

frag ammo for the shotguns is just a treat
>>
I wish Kinsie could update Juvenile Power Fantasy, it's really fun and it has so much potential for more.
>>
>>5359867
>a billion fucking keybinds
why do japanese mods always do this
>>
>>5359680
>play around with offset command
>accidentally quake 1.5

Huh. neat.
>>
>>5357723
a bit late but Quake2 XP was updated 2 days ago
>https://www.moddb.com/mods/quake-2-xp/downloads/quake2xp-1269-beta2
also turic released a beta version of the ground hyperblaster model
>>
>>5359909
they got the idea from drpg :~)
>>
>>5357720
What do I need to play some Blood?
>>
sup
>>
>>5359909
what are some other jap mods? I only know jpcp
>>
>>5359949
h-hewwo...?
>>
>>5359761
Am I the only one who experiences time skipping when the frame rate gets too high in Dosbox? It forces me to play Quake at slow speeds.
>>
>>5359954
Water Spirit
>>
>>5359949
That's some nightmare fuel right there
>>
I just found out that Skulldash has been ported to GZdoom with +20 new maps. It's been out for more than a year.
>>
>>5359949
what was the name of that map that had a skybox with a fucking skull the size of a planet in it

this is just as terrifying
>>
How do I enable -fast in pr/glboom? Making a shortcut with the -fast command didnt work
>>
>>5357723
BTSX E3 screenshots
https://www.doomworld.com/forum/topic/104557-back-to-saturn-x-episode-3-wip/
>>
>>5359867
Which mod? Is it that new one that combines Cod guns with Doom?
>>
>>5359424
I kinda gathered that E3 is meant to be like a mix of E1 and E2's texture themes, but presented in a more abstract and otherworldly fashion.
>>
>>5359867
I prefer the original Call of Doom. The sprites look like dogshit but the weapon balance is much better
>>
>>5359968
Pretty sure you're thinking of TNT Revilution
>>
Whoops
>>
>>5360064
OH YEAAHHHH
>>
>>5359954
d-radys

>>5359609
a furry tale
>>
>>5360056
By the way, is this worth playing, if I thought that Evilution went into complete shovelware after the midpoint?
>>
>>5360071
TNT Revilution honestly reminded me more of Memento Mori 2 and Requiem than TNT.
>>
>>5360071
Yes, it's worth your time.
>>
>>5360075
>>5360090
Tried it and played 2 first maps. It feels great. Thanks for responding.
>>
>>5357738
Suck it down.
>>
>>5357819
>>5357881
I'm hoping the updated Sunder actually implements difficulties this time around.
>>
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"Havoc! Havoc! Smyt fast, give gode knocks!"
>>
>>5359919
>>5359774
>>5359680
>>5359659

Huh. I actually ended up liking this better.

r_viewmodel_quake 1
scr_ofsy -5
gamma 1.2
contrast 1.5
scr_conscale 4
scr_sbarscale 2
scr_menuscale 4
scr_sbaralpha 0.99
scr_crosshairscale 2

Sharing 'cause I think it ended up looking neat
>>
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>>5360197
and also

cl_bob 0.004
cl_rollangle 0
>>
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>>5359240
it gets...uh, worse?
>genius makes THIS somehow
>player runs upstairs without a second look
>blackfacebugsbunny.png
>>
>>5359658
ANON...
nnNEVER AGAIN.
PLEASE.
(t'was too much a hearty laugh for I)
>>
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>>5359949
>>
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>>5360217
>>
What FoV did God intend Quake to be played at on widescreens?
>>
>>5360275
I use 110 hFOV at 16:9 (~94 hFOV at 4:3) in pretty much any FPS I play, and I like it
>>
>>5360275
>>5360279
I play at 140
>>
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>>5360071
Yes. That's TNT Revilution you're mentioning, with the large skull.
The original TNT Evilution is pretty damn good up until the last third, where quality starts to waver, not consistently horrible, but the worst maps are at this point.

I think it's worth playing for the good parts, and then enduring the weaker parts at the end.

>>5360075
Yes, it does. Revilution supposedly tries to capture the feeling of Evilution, but really, it barely does.
It's really good though, though it fails to feel like the original TNT, it manages to have mostly its own atmosphere and feel, and is a great megawad in its own right.
>>
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>>5357720
> sunder continues
cool

> DVII continues
ASJGDJFGDFASGDFG
WHAT
IN
THE
FUCK

I NEED
>>
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I'm late to the party but I finished TNT:R map 12, and it was fucking incredible. I really like how some of these maps aren't just flooded with monsters from the start.
>>
>>5357720
So is 2019 the year of the comebacks?
>>
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>>5360396
Dunno if you mean in terms of mods or old fps games getting rebooted, but that makes me think of how we've been getting a bunch of reboots ever since the early 2010's, starting with Serious Sam, Douk, ROTT and eventually Wolf, Doom and even Quake among others. Seems to have been a steady stream of reboots and such ever since about 2010/11. Makes me look forward to (hopefully this year) NuNuDoom and rage 2
>>
What is the biggest flaw of Doom's game design except for the pistol being completely useless after you get a chaingun?
>>
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>>5360421
>>
>>5360421
You can activate switch linedefs even if you can't see them
>>
>>5360421
Fresh green armor giving you worse defense than damaged blue armor?
>>
>>5360421
You never get a tiny pet Cacodemon that you can sick on various other demons and also gives you snuggles
>>
>>5357819
Slaughter wads are made for people who are basically autistic Doom Jesus. If you're one of us retarded peasants, just play with RO or something and enjoy the pretty maps.
>>
>>5360450
there's literally one of these in brutal friends
>>
>>5360421
The fuckhueg random factor for all the damage numbers in the game.
>>
>>5360447
> armors increase your effective health pool by their save amount
> to get full use of one green armor, you'd have to lose 300 health
>>
>>5360458
Doom is perfect
>>
Why cant Doom jump?
>>
>>5360207
where can i get this map to see how it is done?
>>
>>5360469
because games don't jump
>>
>>5360465
You have to summon it with the console, it's a secret partner. The mod comes with a text listing the command to call her. You can also summon daisy if you want.
>>
>>5360421
Not enough Tom Hall
>>
>>5360469

I've heard that white men can't jump, in a documentary.
>>
>>5359970
Seriously is there no way to get fast enemies in prboom? Ive looked at the documentation and theres no mention of it
>>
>>5360421
Lets bind the shotgun and SSG to the same key but not the pistol/chain gun and plasma gun/BFG
>>
>>5360492
-fast definitely works, it's been there since vanilla, but I'm too lazy to check if windows shortcuts require dumb stuff to make command line arguments work
use zdl and put the argument in there, that'll definitely work
why aren't you using zdl anyway
>>
>>5360516
Because I'm not running any wads besides vanilla, so it never occurred to me but I tried it in Rocket Launcher and it works
>>
>>5360447
Low key probably this. the difference is never really explained, nor is it shown on the HUD. For the longest time I would just pick up whatever made my armor value % higher.
>>
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>>5360554
>>
>>5360554
looks rad, would you recommend trying it?
>>
>>5360389
Yeah, it's a really fucking good megawad.
>>
>>5360459
So has anyone ever made a 'Consistent Doom' mod where damage can be set to Doom's min, max, or mean values?
>>
>>5360447
Probably just this. It's not telegraphed to the player at all.

>>5360515
I think that's just because it was added in Doom 2 and they didn't want to completely redo the weapon slots, so they just tucked it into the shotgun slot out of convenience.
>>
>>5360447
Green : 1/3 of damage goes to armor 2/3 to health
Blue : 1/2 of damage goes to armor, 1/2 to health
If you have above 75% health and a bit of blue armor it makes sense to wait picking up green one until later.
Armor bonuses give you green if you didnt have any, and blue if you had blue on you.
Megasphere gives you blue armor.
>>
>>5360469
ArmA doesn't jump either.
If a hardcore military simulator doesn't have a jump (only a "vault"), I'm ok with our hardcore doom marine not jumping.

Real men just run and gun
>>
>>5358254
>>
>>5360207
Amerifat-friedly map, I like it,
>>
>>5360421
The game is literally flawless, it's the human factor that ruins it...and zoomers asking stupid shit about it on the internet.
>>
>>5360660
But anon, you're a zoomer.
>>
>>5360684
No, I'm Gen-X
>>
>>5360023
yes

>>5360030
what build are you referring to? seems like its not up anymore on the modb page
>>
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>>5357720
What is the style of music in Heretic and Hexen called? Synth-Orchestra? Dungeon-Synth? Goth n Drums?

Often drum/percussion-heavy, lots of strings, eerie pads and choir/voices. That sort of stuff.

https://www.youtube.com/watch?v=7fispefQPGw
>>
>>5360554
>>5360554
>>5360554
>>
>>5360708
90s Fantasy soundtrack.
>>
>>5358254
Doing some updates to the Soundless Mound demo. I wanted to keep it nice and polished for its first anniversary.

On top of that I'm adding in a couple things I couldn't include in time for the contest. Little references and whatnot.

Might re-sprite the weapons to not look like arse, too. I was never really happy with what I picked for them.
>>
>>5360713
>>5360708
Forgot links.
https://www.youtube.com/watch?v=VP9NZPAX_dA
https://www.youtube.com/watch?v=dXF9I6OykBc
>>
>>5359454
More like DNForever
>>
>>5360421
Lost Souls have too much health considering that they can be infinitely spawned from Pain Elementals. Also, it would be more satisfying to one shot them in their tracks with a normal shotgun.
>>
>>5360515
>>5360770
Funny how these two problems are only because of Doom 2
>>
>>5360421
Blursphere as a whole and invulsphere's white screen
>>
>>5360660
>The game is literally flawless
>post you're replying to already pointed out a flaw
>>
>>5360421
Hitscan enemies. Even id software knew they were bad and only did them out of development limitations at the time, which is why Quake is so great and fair.
>>
>>5360421
Brutal Doom existing.
>>
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>>5360830
Not this stupid shit again.....
>>
>>5360474
No clue, sorry. I just saw it one day posted somewhere.
>>
>>5360830
But Quake has at least one hitscan enemy, Quake II has more, as does Doom 3.
NOTHING CHANGED. Not until Doom '16, anyway.
>>
>>5360207
It's like I can hear the hundreds of THUNK sounds each tic
>>
>>5360830
>shotgun soldiers
>the fucking Shambler
Not to mention Vores and the bouncing suicide dudes being more bullshit than any enemy in Doom in general.
>>
>>5360891
>trying this hard to fit in
brutal doom's main issue is how poorly made it is, along with feature creep
the initial goal of making a faster, more violent doom is not a bad one
>>
>>5360925
Even 2016 has a hitscan enemy. The shield dude.
>>
>>5360952
Didn't he have a short range shotgun blast though? Really it was his shield swat attack that was the real killer.
>>
>>5360421
The default palette doesn't truly take advantage of 256 colors, thanks to duplicates, and near identical gradients (Blue range is especially guilty of these). Some mapsets with custom palettes improve upon this.
>>
>>5360708
Heretic's soundtrack was composed for a Sound Blaster card, not a Roland Sound Canvas.
https://www.youtube.com/watch?v=lTTiQiEKjwU
>>
>>5361035
Sounds like shit t b h
>>
>>5361035
>AUTISM
>U
>T
>I
>S
>M

https://www.youtube.com/watch?v=3w9W8Jm8LUk
>>
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I AM TUROK
>>
Discussion about Sigil's upcoming release hits critically low in this thread.
>>
>>5361093
discussion of sigil amounts to:
>will it be shit or good
>is romero a hack or a god
>when's sigil
and that's about it
>>
>>5361035
>SoundBlaster
>AdLib
choose one.
ADlib was strictly inferior to SB, which is why AdLib perished quickly after SB 16 release.
SB had its own midi synth iirc.
>>
>>5361054
The reason why I'm using a SC-88 Pro. The id tech 1 and BUILD games sound outstanding on it.
>>
>>5361093
>>5361097
eviternity is better
>>
>>5361108
link to the soundfont?
>>
>>5361109
The Wad didn't come out yet.
>>
>>5361109
>>5361113
RC-1 did back in december
>>
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>>>/wsg/2675962

Working on extra behavior for the Hellfos.
also I keep mixing up what you copypaste to link posts, let's see if I fucked it up again
>>
>>5361125
Oh good, I copied the correct thing. I can go to bed worry free.
>>
>>5361035
lmao that sounds horrible, it's like if Doom was on the Sega Genesis.
>>
>>5361125
>Wizard and Warriors gem sound
whats this not using Bsfx like every other shitter
>>
>>5361093
As much as I love Romero, SIGIL is very likely only going to just be decent-good at best. The community have set the bar pretty damn high over the decades, that I personally find the news with Sunder, DVII, and BTSXE3 more exciting.
>>
>>5361112
Hardware. I don't think there is a SC-88 soundfont that sounds accurate.
>>
>>5360207
This makes me wonder if there's a Doom map with a bit where all you can do is stand around in awkward silence while mall/elevator muzak plays
>>
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>>5361131
I love the NES, and Kustam is a love letter to the NES and a lot of games by Rare. So I took the time to rip sounds from the games.
I'd sooner wipe my ass with sandpaper before using BFXR or whatever it is.
>>
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>>5361125
You are the GMOTA creator? I absolutely LOVE your work.
>>
>>5361115
how can you compare it to sigil was the question
>>
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>>5361143
I appreciate that, anon. I'm making sure this next update is really good, you guys will have Kustam, Knightmare mode, some gameplay tweaks, and the ability to pick up and throw barrels.
I'm also buffing a few monsters for the non-knightmare modes too.
Then after this and another Combined_Arms update, I'll be coming back to GMOTA to add the last character.
>>
>>5361148
>throwable barrels
it better work unlike PB that crashes if you try
>>
Is it possible in GZDoom to make an actor that allows one kind of the projectiles and hitscans to pass through, but not the other?

I'm trying to make a cloud of shootable explosive gas that can be detonated if shot by player, but not by enemies
>>
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>>5359630
>>
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>>5360830
>>
>>5360946
Wad itself isn't so bad (if you like gameplay mods (I don't.)). The biggest problem is the zoomers it brings to Doom community. "Is this wad Brutal Doom compatible?" they ask.
>>
Is there way to play Skulltag single player campaigns/episodes on Zandronum? (The Q3 like singleplay campaing with bots, and the Invasion one.) I know there is the Skulltag content .pk3-file, and you can play maps separately, but I'd want to play them as campaign.
>>
>>5361109
>>5361134
>Eviternity
>Sunder
>BTSXE3
Autism alert. When shitty community hackwork gets hyped over professional quality. Now I've seen everything.
>>
>>5361273
Romero hasn't mapped in years until 2016
>>
>>5361273
The irony is that you're very autistic.
>>
>>5361271
loading up the skulltag content .pk3 adds the skulltag maps as "campaign". Pick single player and you'll get 3 options, hell on earth, invasion and DM. maps end the moment the wavelimit/fraglimit is hit.

also try alpha invasion and delta invasion, those used to be played all the fucking time back in the skulltag days.
>>
>>5361273
What makes BTSX series hackwork?
>>
>>5361213
>projectiles
With ZScript hackery, yes. CanCollideWith or something can let you determine this
>hitscans
Not sure, probably not. Maybe with some kind of extra logic attached to a hitscan it might be possible
>>
>>5361282
I have loaded up the skulltag_content2.1a.pk3 to Zandronum 3.0 but I get no episodes to choose from. The maps can be chosen from offline skirmish tho.
>>
>>5361271
>>5361282
>>5361287
Oh, fuck me. I was using the wrong skulltag content file. It's skulltag_content-3.0-beta01.pk3, that has the episodes.
>>
>>5361273
Eviternity is better than all of them.

Sunder is as mindless slaughtershit as it gets, even if detailing was good for the time, it's mostly copy-paste and repeating patterns too.
BTSX are repetitive as well. Stretching what should be a 7 map episode at best to 32 maps definitely was not a good idea - it runs out of steam way before it is over. this is true for all episodes. At least it's okay in short bursts.
>>
>>5361275
>>5361279
>>5361283
>>5361296
flies on shit
>>
>>5361306
good post, you sure showed them
>>
>>5361296
While Eviternity has nice new textures, I found it quite boring gameplay wise. Map design and enemy placement was very weak. It felt like mediocre 90s wad gameplay wise.

But I found the 2 first BTSX wads fun and modern gameplay wise. Sure they use the same texture set for all maps, but at least they are pretty textures.

Sunder is overrated crap, I agree.
>>
>>5361273
>professional quality
Oh please. Romero's recent maps are good, but they're not THAT good by todays standards. If they didnt have his name attatched to them, I doubt they'd have been half as popular.
>>
>>5361306
You didn't answer the question, what makes BTSX -series hackwork.
>>
>>5361269
I wouldn't say poorly made. Some parts are really well done but the sound design is terrible, making the guns as loud as possible makes it clunky and obnoxious and you can't even hear the monsters coming after you.
The gore is clearly the best part but the way it gets treated as the only thing to feature anything like it is asinine.
Quake did it back in 1996,Soldier of Fortune and Return to Castle Wolfenstein did it back in the 2000.
Hell, Turok 2 did rhe same thing and that was made for the N64(later for PC).
It's not bad but too overhyped
>>
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>>5361306
>>
>>5361312
BTSX honestly has a large enough texture library that i consider the whole "BTSX is repetitive/samey" thing massively exaggerated.
>>
>>5361323
The level design itself is repetitive, as well as the general color scheme of the level. Even if textures are different, it feels samey and tiresome.
>>
>>5361323
On top of this, BTSX has a large roster of mappers, varying in gameplay and layout design styles. Besides the fact that E1 was purely techbase themed. Nothing about both episodes felt repetitive at all to me.
>>
>>5361334
Strongly disagree.
>>
>>5361334
I don't agree.
>>
yea' see, tommy here gave archie there more holes than the german spy network see? ol' archie there is leaking more than whiskey during prohibition see?

>>5361273
>>5361296
>>5361334
you should switch lures, your b8 isn't working
>>
God fucking damn, Diabolus Ex is a fantastic map. Can't believe I waited so long to try it. Go play it vanilla my dudes.
>>
>>5357720
The Slipgates in Quake 1 and its expansion packs don't just send you to other parts of the world and other dimensions, but sometimes also to other planets and alternate universes.
>>
>>5361313
Romero's 2 maps and NRFTL are the only post-2010 wads that worth playing desu.
>>
>>5361390
Trying too hard now,
>>
>>5361405
And yet, you still gave the shitter a reply. Actual. Fucking. Subhuman.
>>
>>5360459
This. A bit of randomization is fine, but stuff like revenant rockets can do between 20 and 80 damage. That's just way too much variance. And pinky bites are like 15-50.
>>
>>5361407
Seething.
>>
>>5357723
Speaking of eviternity it just got updated
https://www.doomworld.com/forum/topic/103425-final-release-eviternity/
>>
my question is how do you un-randomize bullet spread?
with shotguns you can make them fire in a pattern
but what about rapid fire weapons?
giving them perfect accuracy seems like an insane buff
>>
>>5361356
What mod is creating that wonderful gore?
>>
>>5357843
get rid of that shit hud
>>
>>5361423
Its a brutal-doom based mod called "Call of Doom that obvioucly introduces in weapos and mechanics from CoD games.
>>
>>5361356
How do you get the ww2 weapons?
>>
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How can I tell if I'm executing strafe-jumps / bunnyhops in Quake 1 correctly?

Are there any maps that need you to do it to progress, at least for a secret or something? Or any console commands that can tell you your speed? In Quakespasm I mean, I know there's one for EzQuake.
>>
>>5361439
trust in rngesus
>>
Is the Zandronum IRC down?
>>
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>>5361437
>>5361356
I recognize that Thompson sprite
because it was I who fucking ripped it, as well as some other guns in there
I am quite sure of this since the lighting conditions it is ripped in are never quite the same in different rips (since everyone rips in different conditions/locations)
they didnt even bother to edit hands so all the guns have different hands on them
hell, they didn't even bother to credit since that was all I asked for the hours it took me to rip the stuff
>>
What's the best way to play Quake for what is essentially the first time? I have the steam version if it matters. Any GZDOOM equivalent to make it look and run well?
>>
>>5361483
iirc there's were too many to credit & his english is not good. (he's a jap, go figure.) you can scold him on his yt here: https://www.youtube.com/user/puniopuni
>>
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>>5361513
QuakeSpasm.
>>
>>5361513
Have this my dude
>>5359473
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA!vpNSGAZL

Grab the Quake folder, unpack Quakespasm into it, start playing with sane defaults thanks to the autoexec.cfg , and have fun.
>>
>>5361535
+also, if for whatever reason you want your weapons to be offset to the side, then also add

scr_ofsy -4

Also this ends up looking and feeling better for me, but adjust for your taste

gamma 1.2
contrast 1.5
fov 100
sensitivity 2

>>5360197
>>
>>5361390
>i can't play it, if it isn't commercial
I bet you hate Hell Revealed and Alien Vendetta too
>>
>>5360631
nuDoom on suicide watch
>>
>>5361306
And that shit is you?
>>
>>5361586
Doom 3/Quake 3*
>>
>>5360421
1.damage randomization
2.Doom 2
>>
>>5361586
It's a different game from both of those.

>>5361691
Voodoo doll yourself.
>>
>>5361667
Quake 3 is a fun game, and Doom 3 isn't *as* bad as people say it is.
>>
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>>5360197
>>5359919
>>5359794
>>5359781
>>5359774
>>5359770
>>5359765
>>5359761
>>5359756
>>5359748
>>5359741
>>5359720
>>5359659
>r_viewmodel_quake
>scr_ofsy

Where are you guys finding these in Quakespasm? I have no idea where to look. If it is supposed to be in the .cfg folder? If so I can't find anything there.

HALP!
>>
>>5361707
nuDoom is the toon from Bethesda Softwork's DOOM (2016)
>>
>>5361757
add them to your autoexec.cfg file (which should be in the data1 folder)
>>
>>5361764
What the fuck are you even saying.
>>
>>5361783
My Id1 folder? And nope. Nothing there. Might be a facepalm question but are these commands recent to new versions of Quakespasm?
>>
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>>5359968
ye mean this one?
>>5360056
>Pretty sure you're thinking of TNT Revilution
>>
>>5361738
my point was doomguy could jump in those two.
>>
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>>5361809
what the fuck
>>
>>5361824
It looks fucking cool ingame, because you have this giant skull looming at you from above in the first 11 maps.
>>
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I extracted Nari's sounds from LTG because her gasping and moaning, and shouting "No!" gives me a boner.
>>
>>5361809
>when the demons find out about jean michel jarre
>>
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>>5361838
>it's even bigger in-game
I don't want none of that shit
>>
>>5361850
It's one of the best megawads in recent years, play it faget
>>
>>5361134
The community has an idea about his style of mapping that he's outright said isn't accurate.
>>
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PSX Doom is having a bit of a revival right now. Ther'es several major projects in the work:

>PSX Doom Master Edition:

Missing Doom maps ported to the original playstation. That includes "No rest for the living".

https://youtu.be/Uc8j79iF0ic
https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition

>PSX Doom Reloaded

Expanded and remixed PSX Doom for GX Doom.

https://www.youtube.com/watch?v=NGMXpYkDv9k
https://www.youtube.com/watch?v=vqLZgsajOKE
>>
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https://www.youtube.com/watch?v=NQAFgnxa60w

>gote mod
>soon this
>Hideous Destructor

I cant hardly wait to load them all up in a slaughtermap
>>
>>5361889
Is the PSX Doom TC gonna get the NRFTL levels ever? Didn't someone start that and stop?
>>
>>5361889
Cool! I hope they can fix the soundtrack too!
>>
>>5361889
>Doesn't aim to restore Arch-Viles
Not nearly as good as it could be desu.
>>
>>5361548
>sensitivity 2
how do you manage this? anything below 8 feels sluggish to me, it's gotten to the point i have to put sensitivity at max in every other game i play otherwise it feels tedious to just do a 180
>>
>>5361920
The PS1's texture space couldn't handle Arch-Viles and their resurrecting demon magics.
>>
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>>5361797
you write them in a file named "autoexec.cfg" (if it doesn't already exist then make it) in the id1 folder, the game automatically executes each line as if you typed it in the console when it starts
it's a handy way to make sure certain settings never get overwritten by mistake in the main config file, i personally have my keybindings, fov, mouse sensitivity and such in mine
>>
>>5361356
i want a version of this shit with just the anime girls
also lol even the 'vanilla' version comes with a load of brutal doom files in the pk3
>>
>>5361959
yeah I noticed bolognese would not work because it already has BD files

>why would you do that
I was curious alright
>>
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>>5361809
>>5361824
>>5361838
>>5361847
>>5361850
i made it into a wallpaper lads
enjoy
>>
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>>5361943
I know, and the Icon of Sin would have been a nightmare for the PS1s processor, but I could still dream.
A fully "PSX-ified" Plutonia I think would be great, even if it wouldn't have a chance running on original hardware.
>>
>>5361453
You don't need strafejumping and bhopping to complete any maps unless you're speedrunning, in which case you should use joequake instead of QS
>>
>>5361916
you're gonna need to install the taste patch first.
>>
>>5361972
kek
>>
>>5361972
Every PSX track sounds exactly the same.
>>
>It has been officially half a year since Eternal's gameplay reveal
>>
>>5361969

Way to be ultra-literal! You could totally do Icon of Sin on the PSX. It'd barely look any different.

>Have hidden monster closets off screen
>periodically teleport in monsters in the stage
>replace John Romero's head with a few monsters with similar HP

There, done. Looks, plays, and feels 90% like Icon of Sin. Do-able on the PSX.
>>
>>5361969
I kinda just wish someone would make the regular official maps with the PSX colored lighting and music.
>>
>>5361976
well there's only so much to do with ambient noises but the tracks are disturbing proper.
>>
>>5361976
>t. has synthdoom in autoload
>>
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>>5361838
>>5361809
>>5361962
that badass skull sky comes from pic related
>>
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>>5361809
Nice idea
>>
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>>5361846
fighting game sounds tend to be like that
>>
>>5361987
I just want the reverb, colored lighting, new sounds, and gritty texture effect, slapped onto Plutonia.
>>
>>5357886
You sound like a little bitch.
>>
>>5362010
I once rapidly played every sound Gaara had in a Naruto fighting game's sound test. It sounded like he was ejaculating sand.
>>
>>5361998
That's some sick cover art my man I love it
>>
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>>5361273
>professional quality
>romero
funny you mention autism, autist
>>
So you guys are doing sigil vanilla?
Im slapping Smooth Doom on that bitch
>>
>>5362063
I'll probably be playing it with the latest build of my WIP mod.
>>
>>5361916
https://www.youtube.com/watch?v=QoI57YXK2do
>>
>>5362081

That little "hey" gets me.
>>
>>5362081
H E Y
E
Y
>>
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Turok is so good. The level design of The Catacombs is really impressive. I couldn't believe this sequence where you lower the water in this distant outdoor area and it actually opens a shortcut all the way back to the beginning of the level.
>>
>>5361987
I also want this, but the music should be optional since i feel like the ambience only really fits the slower gameplay of psx doom and there are plenty of ways to play doom with the psx music as it is.
>>
>>5362081
Proof that ambient "music" takes no skill to create
>>
>>5362081
*ping pong intensifies*
>>
>>5362110
were it not for that video being posted, you'd have no place to say this and would continue to think it is a handcrafted piece. now that you know how it's done, you proceed to diminish its value. great.
>>
>>5362145
it is pretty shit though, there's plenty of far better ambient pieces
>>
>>5362149
nah, it's still a pretty fine piece on its own. did its job just fine as the episode closer.
>>
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I know it gets pretty mixed reception, but for those interested, I just released a pretty big update for Heretical Doom. Each update I'm trying to improve it and distance it from where it started, so hopefully people are enjoying it.
>>
>>5362145
I'll record my farts for a week and slow the recording by 300%, there...a proper ambient track for my Doom mod.
>>
>>5362023
And Marathon on Total Carnage plays like a non-stop Perfect Hatred, except clunky, floaty and ugly as fuck.
>>
>>5362165
just like your mom did, that's why you turned out literally 300% retarded.
>>
>>5362081
I will never unheard 'damn anyone'.

>>5362181
LOL
>>
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>>5362181
lel
>>
>>5360891
Wow anon! You hate brutal doom too?
>>
>>5360891
EA BAD
>>
>>5362110
The original Doom is full of ambient and atmospheric music, like E2M6.
PSX/N64 Doom's music just doesn't have any melody or beats to speak of.
You sound like a faggot though.
>>
>>5361125
I hope he can be walked through while he's doing that, it'd be pretty bullshit for him to be an invincible corridor blocker for a whole 7 seconds!
>>
>>5362149
I'll agree on that part. I like the sound design, but the music is so boring.
>>
>>5362174
>Marathon on Total Carnage plays like a non-stop Perfect Hatred
Now you're almost making me interested.

>>5362230
Are they not?
>>
>>5362248
they can never be bad enough to make thousands of redditors hate-circlejerking about them nonstop not annoying, which happens to be the same case with brutal doom
>>
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>>5362265
If Reddit circlejerks about EA being bad, then for once they are right about something.
>>
>>5362174
git gud fuckboi
>>
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I can't say I love the look of the monsters here, but I like the basically PSX style Doomguy just dashing and blasting with his gun.
The Beretta looks nice and big, and makes a mighty fireball at the muzzle.
>>
>>5362265
fortunately as an individual I have the right to trash EA for the bad company they are without ever caring about my reputation.
>>
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>>5359630
>>
>>5359630
>>
>>5359630
There's a booru in the OP.
>>
>>5362418
>not "shawn, get the shotgun"
shit image to be desu
>>
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>>5362431
Beggars can't be choosers.
>>
>>5361453
Quake 1 doesn't have strafejumping, that's Quake 2/Quake /Quake Champions. Quake 1 has an entirely different set of physics that are separate from the rest of the series. None of the original levels, expansions, nor do (almost all) community maps require you to bunnyhop. When you execute b-hoping optimally you'll notice a significant increase in speed. However when you first start out you most likely won't be hitting them optimally and it'll seem like you aren't increasing your speed much at all. Just make sure the technique your using is in fact bunny-hopping (as opposed to strafe-jumping or just jumping a lot) and you'll eventually get faster through practice.
>>
>>5362448
>Quake 1 has an entirely different set of physics that are separate from the rest of the series.
no it doesn't, the only three values that are different for general movement are ground friction, air acceleration, and max air velocity

ground friction in quake is 4 vs 6 in other games (you lose <friction>*<frametime> of your velocity every frame), air acceleration is 3200u/s^2 in quake compared to 320u/s^2 in other games, and max air velocity is 30u/s in quake vs 320u/s in other games

this is purely semantic but I still want to make it clear
>>
>>5362453
clarification: generally, newvel = oldvel * (1 - (friction * frametime))
(ignoring the effects of stopping speed)
>>
>>5362448
>>5362453
Goddamn it I should have known someone on here has detailed knowledge of how those games calculate movement. Where did you learn this from?
>>
>>5362471
I got the values and behavior from the source code directly: https://github.com/id-Software/Quake
the movement code in question is in QW/client/pmove.c, but some of the movevars are set in QW/server/sv_phys.c
>>
>>5362478
and looking at the source code again, ignore the sv_airaccelerate cvar in the source code, because the game still uses sv_accelerate in the air, and hopping into ezquake, it doesn't look like they changed that (I set it to 0.7 and could still easily turn in midair)
>>
anybody else really like doom
>>
>>5362295
I was apparently good enough to TotalCarnage the entireties of 68k-emulated version of Marathon 1 (with its glorious 20-25fps instead of 30 there should've been) and the official Win95 version of Marathon 2 (which is actually on par with AlephOne gameplay-wise). I have nothing more whatsoever to prove to anyone, moreover, I don't even want to.
>>
since when was D'sparil into fireblu™?

>>5362497
it's alright
>>
>>5362165
nut up or shut up, if you actually do this and your farts sound chill you can make a fuckload of youtube dosh
>>
>>5360421
Inconsistency in what floors hurt you. Final doom is the biggest offender it seems. Acid and lava are usually on point but you can never know if a blood floor texture hurts you.
>>
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>>5362110
>>
>>5362551
ye it good game innit
>>
>>5362530
HAHA BRO DOOM IS SO G reat to be perfectly honest it deserves its title as a legendary game that changed the industry as we know it AY
>>
>>5362558
ye its a good game init
>>
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>>5362497
I THINK DOOM SUCKS
>>
>>5362551
>>5362556
>>5362558
>>5362560
shut th e fuck up
>>
>>5362578
how do I delete someone else's map
(seriously though what's it from)
>>
>>5362586
It's a small part of the last map of chainworm and it's totally unrepresentative of the wad, just a weird little thing while you travel through multiple dimensions the in the last map.
>>
>>5361420
Copy CS and give the guns a set recoil pattern when not moving, then randomize recoil with spread based on the player's current movement. Add viewpunch on player damage to fuck with vertical recoil as well.
>>
>>5362165
if it ends up sounding good it doesn't matter if it's made from farts or not, so go ahead and try it
>>
>>5362626
>chainworm
How long is the mapset?
>>
>>5362546
Only time I think a liquid should always consistently hurt, is if its Lava. With Water, Blood, and Slime, I just see them as being able to vary in temperature or acidity.
What I personally hate is when a damaging floor is required progress, and there's no health pickups or radsuits to help in such situations.
>>
>>5357731
>the sequel to Descent series, made mostly by the same people, was selling really poorly

Not surprised. This post right here the first I've heard of it even being out.
>>
>>5362654
I honestly can't fucking stand this about CS.
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>>5361420
Just make it a burst fire weapon like how you should be using the chaingun.
>>
>>5362708
Pretty much every place that reviews FPS did an article/video on it and gave it great reviews. So I guess you are just deliberately abstaining from modern games.
>>
>>5362313
The metal effect looks so shitty
>>
Is quake 4 good?
>>
>>5362775
yeah... for people who like bad things!
>>
>>5362775
It's better than Doom 3, that's for sure.
>>
>>5362864
Horseshit stinks less than dogshit.
>>
N E W T H R E A D W H E N
>>
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>>5362880
Page 8-9 as usual you mong.
>>
Anybody got a list of new enemies added by quake 1.5 and how they compare to the default ones?
I'm on Dismal Romerolette and still haven't figured out what the difference between normal/grey fiend is for instance
>>
>>5362896
On that note, is there a way to disable little psider enemies that replace some common enemies around the maps?
>>
Can neural networks adapt the original sprites into voxel models. Wouldn't that be awesome?
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>>5362927
Of course.
But can you, we, do it?
No.
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>>5362927
Theoretically, but if you think that A), this will look good, and B), that you still won't have to do 80% of the work, You've Got Another Thing Coming.

We had a guy here who put in painstaking effort sculpting an entire monster into voxels, a minotaur, and in a sense it was neat, but he ran into the following problems:
>his whopping 200fps dropped down to like 80fps with just a couple dozen of these guys in a simple test level, imagine a comparable ratio based on your own average FPS, as well as how much it drops if there's a couple hundred of them in a real level
>GZDoom is the popular port right now that is capable of supporting voxels, and by supporting voxels, I mean that the .exe renders each voxel as an individual 1x1x1 polygon box, which is *grotesquely* inefficient, not helped by GZDoom kind of being married to its current way of using processing power and memory, which in 2019 is not a particularly optimal setup for certain tasks and circumstances already (but moving away from it isn't actually very realistic either)
>it took a shitload of time for him to do this
>it all looked fucking awkward in motion anyway
>it might have looked better if he put in the effort of animating his minotaur at 1 animation frame per tic, which might actually look really smooth and good, but that's a *shitload* more times the work than he had already spent so much time putting in, and all for just one monster
I think voxel rendering is a cool concept, but for Doom in particular, there's some substantial hurdles, especially if you want to do monsters, and I think some of these will translate to other games and engines.

For now, I think it can make some static (or mostly static) objects look pretty damn cool, but there's a lot of work and difficulty involved.
>>
>>5362775
IMO, it was decent, but nothing too special. Its better than Doom 3 mainly on the fact that it doesn't waste the players time with slow-paced uninspired "horror" gameplay in the early levels. Multiplayer was also actually good, unlike Doom 3's.
>>
>>5361979
That's actually a good point, you could do a rough emulation of it like that and maybe that'd even work.
>>
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>>5359512
Straightened them out, so they don't look as awkwardly angled/crooked, also finally did the side-folding stocks.
They don't look 100% perfect (the buttplate is a bit awkward), but you wouldn't get a close enough look during gameplay anyway. Maybe I'll touch them up anyway.
I'll have to redo the selector markings on the right handed one as well.

These two base frames I think will be the most labor intensive ones, the centered frames and the dual wielding shooting frames I figure will probably be pretty easy.
I guess I'll also need to get these refinished as well, I'm thinking a more gray phosphate finish to the metal, rather than the black paint (either can be correct historically, I think IMI did a gray phosphate and then added a coat of paint afterwards).

Reload will be faster and vastly simplified in that these will have been retrofitted for new grip assemblies and new magazines, for both thumb button magazine releases and bolt-hold opens, meaning the bolt stays cocked after the last round and you would only have to swap magazines.
>>
Are there any decent themed Quake 1 mods? Like how Doom has mods that overhaul it into an Aliens game or give it RPG mechanics or whatnot. I know about the database but it seems to mostly be plain level packs.
>>
>>5362530
What's fireblu?
>>
>>5362996
aside from old stuff like quake rally there isn't really a whole lot of large gameplay-altering mods, and last i checked there isn't very many TCs either
it's kind of odd given how easy to work with the engine is, especially since the source release
>>
>>5363003
Where's your fart music?
>>
>>5363001
An illegal substance.
>>
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https://www.youtube.com/watch?v=EUBUYWIZUpE

>Final Doom: The Plutonia Experiment
>Nightmare! Difficulty
>Speedrun
I know this one's a couple of years old, but I just looked at it, and I have to say, this is some of the most intense Doom I've ever seen in my life.
Plutonia was intended as a challenge on Ultra-Violence, and Nightmare! was never really seriously intended as balanced (even though it's actually playable, depending on the level).

Since monsters respawn 20 seconds after death, you're *REALLY* racing against the clock, every single moment, because you'll never clear a place out and get a solid foothold, you'll never secure an area, and Plutonia being a proper challenge gauntlet on UV, with the goal being to reach the end as fast as possible, you get a lot of running, but you also get a lot of seriously fast paced and intense fighting, because the monsters are more aggressive, and don't stay down.

Like I really feel the hairs on my neck stand on end watching this.
I almost wish I was good enough to try this out myself, the only reason I don't is because if I was this good, I think I would probably not find most wads enjoyable anymore.
>>
>>5362680
Too short
>>
>>5362774
Shut up pleb
>>
>>5362981
Noice, your edits are improving and I like the detail of rubber coating on the stock.
>>
>>5363021
???
>>
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>>5363038
Thank you. Would you believe the stocks themselves are actually painted completely from scratch? I just referenced photos.
Most of the work on them otherwise is kind of just chopping and pasting bits around, then touching areas up as needed.

I'm thinking I should maybe polish up the carbine a bit sometime, but later perhaps.
>>
>>5363039
are you genuinely clueless about this
>>
>>5363050
what is that blocky button looking thing at the back of the grip?
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>>5363054
Grip safety, so it will not fire unless you push it in.
>>
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>>5363054
A grip safety.
The Uzi is a very old fashioned and simple kind of subgun from the 1950's, largely based in design on guns from years priors, only with at the time, a modern perspective.

How the Uzi works, and how a lot of subguns back then worked, was that the bolt itself was basically just a solid piece, a weight really, and rather than having a separate striker or hammer mechanism, the firing-pin is machined straight into the bolt as a permanent, solid protrusion.
How it operates is that you pull the bolt back, and then it locks, being held in place with the trigger, when you pull it, the bolt is let go and the spring shoves it flying, where it grabs a cartridge from the magazine, puts it in the chamber, and the inertia transfers straight through the firing-pin and fires the cartridge immediately. The bolt recoils, and is then either caught by the trigger mechanism (if you let the trigger go), or it bounces against the spring and shoots again (if you hold the trigger down).

This is a very easy, very cheap, and very foolproof way to make a pistol caliber machinegun, there is pretty much just the one moving part; the bolt. You can build this in a garage.
One of the backsides however is that this isn't a 100% secure way of making a gun, as if you say, smack someone in the back of the head with the stock, or if you drop it down a flight of stairs, an impact can jolt the trigger mechanism so the bolt is released, meaning it picks up a cartridge and fires it, potentially for multiple rounds, sometimes even the entire magazine.

Since this can be seriously dangerous, by the 1940's and 1950's, guns like these would start to be designed with a safety mechanism of a sort, generally it was something like on the Uzi, where the bolt wouldn't be able to move unless a spring-loaded grip-safety was held down.

With more conventional guns, which fire from a closed-bolt (basically any pistol or rifle you see these days), this isn't really a concern.
>>
>>5363067
https://youtu.be/sIhGCRIQnCA
fuck safety
>>
>>5363073
This is so fucking cool.
>>
>>5363050
I thought at first that you used the barrel as a base, seeing as the shading is interrupted there.
Also, if you plan on implementing the gun, give every shot a 2 tics delay, with every fourth shot being 3 tics long. That way you'll have the gun fire at more realistic ~933 RPM.
>>
>>5363053
Is this some kind of inside joke?
>>
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>>5363093
I really don't want to do that, because it will make the feel of the gun very uneven, like it's firing in very awkward bursts, I'd rather it be slightly fast or slightly slow. I want it to fire rapidly and smoothly.

Changing the rate of fire on an Uzi is relatively easy, either by using a heavier bolt, or adding a rubber buffer piece in the rear of the receiver (not to talk about the ammunition used), so the rate of fire being off by a hundred or so can be explained pretty easily.
Original, unaltered Mini-Uzis, can well exceed an RPM of 1100, drilling out slots in the bolt and placing tungsten weights in them, you can get the RPM down to somewhere around 800.
>>
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>>5362574
br...brother...?
>>
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>>5363095
>>
>>5363108
>>5363095
an inside job is what it is
>>
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>>5362081
Interesting. I know nothing about ambient, but I threw random stuff at Audacity, some stuck and ended up as this(obviously suckage)

https://drive.google.com/open?id=1TdKk10jf5PE_TDYx-HBzyGKVprUmbl0l
>>
Is there any way I can make GZDoom not suck so much ass when playing on larger maps? Can't stare in certain directions without dropping to single digit frames.
>>
>>5363237
Post specs
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>>5363237
Stop using fluidsynth
>>
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>>5361846
https://my.mixtape.moe/lhqghp.ogg
>>
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>>5363332
>>
>>5361969
the pain elemental was there
couldn't they turn archie into a PE that spawns dead enemies?
>>
>>5363405
There's more to it than that.

The Arch-Vile has a lot of frames, he has full rotations and two different attacks, each with multiple frames. He'd actually take up a reasonable amount of real estate on the disc media.
Now consider there's no Nightmare! mode available (fast monsters and respawning), and if you look at the Revenant in the PSX version, he's slower, the Arch-Vile is supposed to be really fast.

What you might get is a detailed monster with half his rotations cut, who isn't nearly as fast as he's supposed to be, and either doesn't get to resurrect monsters due to memory limitations, or only gets to summon maybe one kind of monster.
Would he still get to have his attack along with this? You could maybe squeeze him in, but would he really be as good as he's supposed to be?
The devs involved said they opted to cut the arch-vile for the fact that they couldn't do him justice, and I think that means that they explored the idea, but found they had to compromise too much, and opted to use that disc space for other things instead.
>>
I know the thread's about to die so i won't get many replies to this, but what soundfont do you guys use? I mostly use an SC-55 one i found that isn't particularly accurate but sounds nicer than the default gzdoom one. I've been fucking around using wildmidi and GUS as well but I just can't decide what I want to use.
>>
>>5363440
Roland SC-55 soundfont when available, Fluidsynth when not available.
>>
>>5363479
I like the guitar sounds in fluidsynth's default font, but they feel kind of out of place.
>>
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Question related to headshots and variable damage:
Can I use Zscript to 1. scale damage via sprite height or 2. test directly what position/frame of an actor got hit ?
>>
>>5363523
I woult personally go with sprite height for consistency. Not too many monsters have shoulders higher than their neck anyway. That's how Ion Maiden does it.
>>
>>5363523
I believe that's a no to both, I highly doubt ZScript can read sprites like that.
>>
I have a challenge for a modder. Port Doom into Doom. you would be able to play a full version of doom 1 from a textured computer inside of doom 1. I was intrigued after I saw that mortal kombat is in doom now. Let's see if we could shove doom into doom on a fake in-game monitor.
>>
>>5363571
https://www.youtube.com/watch?v=wbnfYBFKD1g
>>
>>5363573
OH SHIT I SHOULDVE USED GOOGLE
sorry /vr/ anons
>>
I'm out of the loop.

What megaWADs are the cool kids playing these days? I just found about Eviternity.
>>
>>5363548
>>5363523
By hitbox height - yes, by location - you'd have to make an awful lot of circumventive math to determine the angle from which entity was shot, position of the hitbox and then go from there, it's all very cumbersome and at that point you might as well start using hitbox actor substitutes.

Look up Doom Tournament - sniper Rifle there works off of hitbox's height.
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>>5363645
They said sprite height, not hitbox, so I was going off that.
>>
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>>5363647
"Sprite" is not even a physical thing on its own, you can't determine anything off of it.

As for determining where it was hit - you need to compare positions of the entities relative to each other, determine what angle the shot was coming from the shooter, and at which angle and height it hit the target to determine actual location. Then you have to tie that location to how player viewed the sprite from that angle and assign "hitbox range" accordingly - for all frames and all sprite rotations.

Would've been much simpler if we could have relatively simple hitbox-map layer in-engine (lloking somewhat like picrelated) so player would simply determine values like "damagefactor.red" or something like that (maybe by hex value)
>>
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I can make new bread, if you want
>>
>>5363523
There is a universal headshots mod. Maybe you could use it.
https://forum.zdoom.org/viewtopic.php?f=105&t=57487
>>
>>5363440
Either it's Giantsound 6.0 or Timbres of Heaven depending on if it fits the game that I'm playing.
>>
>>5363661
>HDdoom texture packs
>>
It's gonna get bigger.
>>
>>5363628
Going Down, Sunlust, Struggle: Antaresian Legacy
>>
>>5363440
OmegaGMGS2, occasionally.
>>
>>5363661
JESUSFUCKINGCHRIST!
>>
The fact that you can now change monster spawns in Guncaster Vindicated and play it with most monster packs and monster exclusive wads is just pure awesomeness.
>>
>>5363661
Nah, I'm fine waiting for the usual guy to do it.
>>
>>5363748
oh that could be loads of fun, thank you VIndicated
Without Vind I would never play Guncaster, it's mandatory
>>
>>5363748
Now if there only was a way to patch out all the furfaggotry...
>>
>>5363763
>immediate category 5
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>>5363748
Guncaster but for Strife, Heretic and Hexen
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>>5363763
How about make your own WAD or stick to High noon drifter & GMTOA?
>>
>>5363768
thats just normal guncaster dude
>>
>>5363768
You can play it with those games too.
It even has some extra lines during certain parts(like in Hexen after the "greetings mortal are you ready to die?") and part of dialogues in Strife are changed.
>>
>>5363774
>Guncaster with Strife

Be still my heart!
>>
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>>5362530
He thinks it makes him look cool.
>>
>>5362162
Seems pretty neat so far with the change to stuff unlocking.
>>
>
>>5362272
Genny doomer here
I did some calcs and if I rotate textures 90 degrees like doom actually does, texturing should only cost an extra 4 cycles per pixel (compared to 12 cycles total without texturing). There's going to be overhead for calculating texture coords, but I hope it's negligible.

I thought it was going be double the cost instead of 33%, so I'm pretty optimistic right now.
>>
>>5363776
Oh yeah
>>
New thread: >>5363875

I've added the MEGA that >>5359473 linked.
>>
>try latest projectmsxfixd
>still has that issue where screen effects are only in the center of the screen like it was made for a 1280x1024 monitor



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