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DOOM THREAD / RETRO FPS THREAD - Last Thread >>7435352

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/u1P36vKp

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== 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/

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

OUR WADS
https://pastebin.com/5sKRiJzS
>>
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===CURRENT RELEASE===
500ml of /vr/ v 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

=== CURRENT PROJECT ===
HARD FAST FAGGOT MAPS
https://anonymousfiles.io/TTnnAL5c/
NMN3V8 Fix (tweaked a texture definition)

=== NEWS ===
[2-19] DOOM the prequel released
https://www.moddb.com/games/doom-ii/downloads/doom-the-prequel-v1

[2-18] A render plugin for Blender to make Doom sprites.
https://mobile.twitter.com/dietinghippo/status/1362377947605209088

[2-17] Lullaby, a single level GZDoom wad, was released https://www.doomworld.com/forum/topic/119819-lullaby-single-level-for-gzdoom/

[2-15] Doom 2 made of cardboard - Feat - John Romero
https://youtu.be/XKo-CceCXw0

[2-14] Jehar and Tatsyspleen brewing a Multi Quake Challenge, first stage done
https://twitter.com/tastyspleentv/status/1361002484563591173

[2-14] DSDA-Doom (new fork of PRBoom+) updated to v0.12.1, now including support for Heretic
https://www.doomworld.com/forum/post/2259147

[2-13] Unused Jam for Quake is out:
https://celephais.net/board/view_thread.php?id=62024

[2-11] Gregor Punchatz, creator of the Spider Mastermind model used in Doom posts halfscale version based on original molds on reddit, says will mass produce if iD is interested
https://www.reddit.com/r/Doom/comments/lhv6z9/i_created_the_mastermind_model_that_was_used_to/

[2-11] whirledtsar releases a reworking of the cut E1L3 map from the 95-09 Shadow Warrior beta
https://forums.duke4.net/topic/11553-newish-shadow-warrior-map-ws-e1l3/

[2-10] Retroquad 2.0 test build released for patreons and paypal, more info on twitter https://twitter.com/mankrip/status/1358587176813002756

[2-10] DF Retro streams Jedi Knight: Dark Forces 2 with Technical feedback and retro pc
https://www.youtube.com/watch?v=0qbtUSy9RvA

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0/edit?usp=sharing

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>>
are there any grind heavy rpg mods for doom?
>>
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>>7444548
>thanks archvile
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>>7444521
>[Embed] [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]
>[Embed] [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]
>>
>>7444554
this
next time just delete these holy shit
>>7444532
heretical doom
>>
>>7444521
Just finished GERM.wad, was alright. Any suggestions on what to play next?
>>
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ALRIGHT BOYS
DO YOU LIKE DEATHMATCH?
HERE'S SOME MAPS FOR YOU TO USE AND TRY.

https://gofile.io/d/JVP3NX

CURRENTLY 4 MAPS SO FAR
>4? HOLY SHIT THAT'S AWESOME, AND BY AWESOME I MEAN THAT'S IT???

DON'T WORRY, THE REST ARE COMING MOTHERFUCKERS
GET TO SHOOTING

I'LL BE HOSTING IT STARTING AT 0200 EST AT 'EVERYDAY DOOM' ON ZANDRONUM
>>
>>7444501
or use Going Down The Fast Way like everybody and their mother.
>>
>>7444532
Wrath of Cronos, Trailblazer, Psychic.
>>
>>7444578
>zandronum
what year is it
>>
>>7444554
>>7444563
funneled
>>
>>7444594
Is it not the most active multiplayer source port?
>>
>>7444548
>popular marathon general
/vr/ in the alternate timeline
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>>7444521
I think that Switcheroom is a better vanilla-style megawad than dtwid.
>>
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>>7442085
Making a map. 7/9 maps are *mostly* done. Getting there.
Secret map isn't done at all. Still trying to come up with a novel concept for it.
>>
How many Hard Fast Faggot Maps do we have, currently?
>>
>>7444658
I have one. Not done yet.
>>
I'm laughing at the amount of [Embed] this has hahaha.
>>
Okay well I'm under way in making this work, I'm having to use powerup timers as buffers for the pain frames due to the weird I got this set up, but it works, and I cand modify this for the other classes to change appearance depending on what weapons you have active or what upgrades you have.
>>
>>7444702
>and I cand
>>
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>>7444714
alright my fingers got ahead of my brain, I'm kinda excited at the moment, I managed to figure out some weird hacky bullshit again.
I'm also a little concerned something might blow up in my face later but the only way I'm gonna find out is by doing it. So get off my balls.
>>
>>7444658
I've got seven
Ruined
Faggot Single Finish
Jawbreaker
CodeSuppression
LaterForever
SomewhatPossible
Temple of Flesh
>>
>>7444702
the looking around animation is really nice. great job.
>>
>>
>>7444731
Well, maybe we'll have a nice little 10 level set by the 7th, that'd be fine for a project like this (though I'd also be ok with extending and making another map).
>>
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>>7442085
Just started making my very first Quake map. I'm actually pretty shocked at how easy TrenchBroom is to use. I even got a little carried away and made custom torch sconces.
>>
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This got me thinking why doesn't Microsoft include Doom 1 and 2 for free in the OS or in their store similar to space cadet on XP that would be really neat, is there any way to contact Spencer other than twitter about this?
>>
>>7444901
Bethesda's still selling their own port.
>>
>>7444653
Thought those were Powerslave textures for a second.
>>
>>7444025
GPL is open source. Gnu Project was specifically created to foster open source.

As long as he credits the creators in the finished product, links to the license, and links to the source material, and releases anything he modified under the same license, he's in the clear.
>>
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>>7444917
Pf. Powerslave... Is pretty good.
>>
>>7444521
>>7444524
https://pastebin.com/TWNE3nZZ

New OP pastebin because the current one is over a month old. Hopefully this thread won't be memoryholed too.
>>
>>7444776
I'd make another if we extend it. I've already made two though
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>>7444982
I have other things I need to be doing, but I could kind of noodle away at a second one in case we get more done. There was already talks about doing a Part 2 of HFFM anyway, possibly for summer (around Pride, I guess), in which case we could maybe just continue adding maps to the one we have and just like, I don't know, maybe divide it into two parts with UMAPINFO or something, since that's now supported by PrBoom+ officially.
>>
>>7444776
If we don't reach 10 maps by the 5th or 6th, i'm going to be doing another last minute submission like I did with 2048 units of /vr/
>>
what a cluster fug
>>
An additional regarding Weland from the last thread, the dev for it recently pushed a release that utilizes Cairo for the 2D rendering as apparently GTK# has a pretty dumb bug. Doesn't crash as much now.
>>
Guys I'm running chocolate doom and the enemies looks pixelated from a distance, is it possible to fix that?
>>
>>7445086
Nope, chocolate doom renders the game at a 320x200 resolution like the original DOS executable. You might want to try Crispy Doom or PrBoom+ if you want higher resolutions.
>>
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>>7445086
>>
>>7445114
Just downloaded Crispy Doom and the resolution is a lot better now
>>
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Why aren't you making a HFFM, anon?
>>
>>7445235
No motivation to map
>>
>>7445235
I'm working on something else. But if the only requirement is that it has to be fast and hard I can toss together a dick shaped room with two masterminds stored in the balls.
>>
>>7444824
Cool.
>>
>>7445235
That's a man ain't it?
>>
>>7445235
Already made one, and tired. May do another.
>>
Does Decorate support having enemy corpses repeat a looping animation? I'm assuming it should because it's just another actor state, but I'm not sure if that's possible.

If you want to know why I need that, I'm thinking of making a Doom engine sequel to Super Noah's Ark 3D, and I want defeated animals instead of sleeping, to be shown lying on the ground eating from a dog bowl.
>>
>>7445287
Yes. Rekkr does that with the tree monsters.
>>
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>>7444521
I'll take advantage of this thread to make a question: I love heretic and hexen, but I think enemies are too spongy. Is there any mod that fix it? (you know when the time to kill doesn't feel right? basically that)
>>
>>7445289
Thank you!
>>
Custom Doom is compatible with Heretic and Hexen. You can bump up damage taken by enemies by 2, and to not make the game trivial, bump up damage they deal to you by 2.

https://forum.zdoom.org/viewtopic.php?t=51446
>>
>>7445298
Meant to reply to >>7445290
>>
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https://files.catbox.moe/xrobia.zip

Jawbreaker, version 2, slight tweaks, added more Viles to the teleport carousel, not certain if that's any better. I'd like to hear opinions. Tweaked the end elevator so the top part of it doesn't just inexplicably stop moving (I think it's because it hits the original floor height of the sector it's moving in, and wouldn't account for the lower floor height until it's stopped moving.
>>
>>7442382
Vanilla ports should produce mostly the same default picture. I think it's Dosbox that makes Doom output too dark here. Remember that palettes originally used 6 bits per color channel, therefore screen data has to be converted to 8 bit per channel. Brightest red pixel on number 5 and yellow status bar font both have FF for red value, and the darkest pixels are 00 or close to that, so the values are at least properly transferred to a full scale (it's a bit obvious because the colors are not washed out). Therefore, we have a gamma curve problem. I suppose that either 6 bit to 8 bit conversion and gamma correction happen in the wrong order, or the pixels are gamma-corrected when they shouldn't be. Either way, it probably puts too much 6 bit per channel colors into the low part of the curve thinking that the data is full 8 bit per channel. As it is unlikely that Dosbox has had such error for the whole time, and no one noticed, it is probably an operating system or a driver bug.

First option you should check is switching the Dosbox output mode (to opengl-based, or from opengl-based). This will probably fix it. The other option is to try a different fork of Dosbox if yours boasts having some kind of “True CRT gamma emulation” or whatever.

>>7443134
It's an obvious inconsistency that shouldn't happen in reliable software, and it's not that hard to investigate. Also, your monitor might still be running with insane factory default settings if you say the difference is tiny, please take a couple of minutes to do a basic brightness and color mode setup.
>>
>>7445287
Yes, you can do quite a lot of things with Actor's States, including making a Death state which goes back to the See state, to make a monster which never dies (or perhaps needs to go to its ExtremeDeath state or maybe a FireDeath or IceDeath state to be killed). You could also make a Chaingunner which never stops shooting, a Pain Elemental that breaks up into multiple smaller Pain Elementals, or a Revenant which bleeds Revenants (who also bleed revenans, and so on).

Anything you can write into one state, you can write into the others. Apparently Actors which Inherit from another Actor will have problems if you try to replace its states though, because there's times where they will instead defer to the state of the Actor which it's referencing (such as the See state). Just copy the actor you want to alter and change him from there, it's much more reliable.
>>
I guess in short, if you want a Monster which has an animated corpse, maybe it's on fire, has muscle spasms, or perhaps it's supposed to be sleeping, you can just put those animation frames in there, and whatever else associated effects you want.
>>
>>7445321
Ohh, interesting. Thanks.
>>
>>7445298
>>7445302
Nice, man. Thanks!
>>
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>>7444521
Is there any Quake Mod that adds more weapons? I tihnk Quake 1 weapons are to same. I wish we had as many as Q2.
>>
>>7445396
There was one that added something like thirty, most were stolen from other mods, like the Airfist.
>>
>>7445396
>>7445420
https://quake.fandom.com/wiki/Quake_Killerpack
>>
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>>7445425
>https://quake.fandom.com/wiki/Quake_Killerpack
>>7445420
Nice,Can't wait to play it. btw, about Quake 2, is there a mod that fix weapon switch? I looked for ages and I couldn't find it. It's too slow on Q2.
>>
>>7445290
Wayfarer's Tome ofr Heretic
>>
>>7445425
Neat. Shame it doesn't come with the sourcecode, or I'm sure someone would have ported all those weapons to other mods ages ago.
>>
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has anybody tried this weapons mod?
https://www.youtube.com/watch?v=xv_-qb_K7yI&feature=emb_logo
https://forum.zdoom.org/viewtopic.php?f=43&t=51833
I found it rummaging into the gameplay mods section of zdoom forums
Im gonna try it now with this
https://www.moddb.com/mods/brutal-doom/addons/brutal-monsters
the community updated and fixed BD Monsters Only
I have one question tho
should I load the gameplay weapon mod before or after BD Monsters Only?
>>
>>7445290
Brutal Hexen. But take out the wilderlife out the decorate lump. Their hitscanis so small and they move so quick that the arse hurting exceeds the fun of all the rest of the magnificent improvements
>>
>>7444548
>>7444554
> alf fact
>>
>>7444554
What matters is that they're kept out of the newspost.
>>
>>7444548
>find hard wad
>>
>>7445889
mods that are brutal doom adjacent are mondo gay.
don't load either of them.
>>
>>7444731
I have 8
> heartattack.wad
>>7436720
>>
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I wanna play as this golden skellington
>>
>>7445956
>NOOO STOP HAVING FUN WHY ARE YOU HAVING FUN YOU MUST ONLY PLAY VANILLA DOOM FUCK HAVING FUN
fucking kys retard
>>
>>7446018
He never said play vanilla doom, he said don't play brutal derivatives. Though really people are free to play what they want, settle down.
>>
There once was an attempt to remove gay from brutl dewm
To remove all the gameplay changes, but leave some special enemy interactions and death animations - except implement them based on hit height instead of hitbox spam, and damage type (tied to a gun).
The enthusiasm was quickly lost when BDLite appeared under a competent dev
However that dev turned out to be turbo gay and did the opposite - left the gay stuff in, cutting everything non-gay out
the enthusiasm was never recovered
>>
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>>7446027
>>
What the fuck are those "Tutti-Frutti" and "Medusa" effects people keep talking about?
>>
>>7446158
Tutti-Frutti is a graphical glitch caused by having a texture that is shorter than 128 pixels tile vertically. It will always draw at 128 offset and the gaps will be filled by garbage data. It's fixed in more advanced ports.
I still don't understand what medusa is even after reading.
>>
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>>7446174
I have a suspicion that "Medusa" might be the glitch happening in TNT's MAP09 Stronghold after pressing switches here even in the most recent GZDoom.
>>
>>7446158
Tutti-Frutti -> Texture too short, paint rest of wall with garbage data instead.
Medusa -> Told to paint wall with two textures, will paint with all data possible instead.
https://doomwiki.org/wiki/Medusa_effect
>>
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>>7446201
It's hard to screenshot properly.
>>
>>7446201
You mean with the transparent window that does the weird thing? No, that's just untextured wall doing its untextured wall thing. As long as you don't see top of it, you see nothing at all, but once the flat at the top comes into sight, you start seeing it overflowing into the wall.

I think on third attempt I figured it out. Not sure how to explain it better than what wiki article says, but basically wall textures can be composed of several different pictures, like putting vines over the existing wall. If you put some as a middle texture (The same way you would make a see-through grate) it would bug out unable to handle this.

I never experienced it in modern ports, I guess it was also fixed. Not many wall textures are made of several overlapping patches anyway, surprisingly.
>>
>>7446158
"Medusa" effect happens when 2 wall patches occupy same texture column due to mapper's error. As a result, renerer never gets the "end of texture" message and continues on to draw whatever is in the memory onto the wall, which decreases performance exponentially, freezing the game in just a dozen seconds or so.
Hence the name.

IIRC DoomBuilder doesen't even allow you to put patches like that so you can't get Medusa Effect on maps made with it.

>>7446201
Medusa can't happen in GZDoom lmao.
>>
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>>7444548
>>
>>7446215
>>7446208
>>7446201
>>7446158
Also Medusa is exclusive to the software renderer since it relies on a texture column being drawn infinitely. You can't get it in GL/DX in any scenario at all since they operate differently.
>>
>>7446208
> You mean with the transparent window that does the weird thing? No, that's just untextured wall doing its untextured wall thing. As long as you don't see top of it, you see nothing at all, but once the flat at the top comes into sight, you start seeing it overflowing into the wall.
Yeah, you're right. I'm surprised by this bug in an otherwise pretty polished level in such a WAD as TNT.
>>
>>7446226
It's not a bug, just a dirty hack to make transparent, but unshootable window. There's better way to do it, but it's even more arcane.

Their mistake was not have it retract instantly. But not everyone remembers all the right solutions all the time.
>>
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Very short map, but cozy..now i just need more winter themed maps.
>>
Is stuff like this even within the limitations of the Quake palette?

https://www.artstation.com/artwork/nYOQlE

Cause last time I checked, there was no way to get around palette limitations.
>>
>>7446419
Don't modern source ports let you use true color textures?
>>
>>7446419
Pretty fucking cool.
>>
>>7444731
>>7445965
Alright, is there anything that needs addressing in any of these maps? Any softlocks, bugs, gameplay?
>>
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>>7446463
I'm working on edits of heartattack.wad, the deadline is march 7th right?
Also, I'm not sure if it's been updated, but when I played Ruined two revenants failed to teleport in on uv.
>>
>>7446234
Whitemare 1 and 2 for Doom.
>>
>>7446419
Arcane Dimensions/Tears of the False God were built around Quakespasm, specifically Quakespasm-Spiked, contemporary sourceports with removed limits. You cannot run AD on DOSQuake, WinQuake. Even Mark V struggles to run AD.
>>
>>7446464
Based and Painkillerpilled.
>>
>>7445889
leds is great, nice and simple. the RL sprite is wonky but that's my only gripe.

I guess load weapons then BD monsters
>>
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>>7446419
Reminds me of Duality
>>
>>7446573
The thing is, I think I tried making a map in Trenchbroom for Quakespasm some years back with non-palette conforming textures, but they wouldn't show right. When I asked about that here, I didn't really get an answer.

But that was, what, 2 to 3 years ago?
>>
>>7444524
The future finally arrives and idgames now has a web page for uploading with ftp client

https://www.gamers.org/cgi/IdgamesUpload.html
>>
>>7446672
That's only 15 years late.

>entry rejected because it contained unmodified iD Software resources
How is this defined? I mean I get that they don't want retards uploading doom2.wad or edited stock maps, but will my submission be rejected if I take a texture from Doom 1 to add to my .wad because the texture was absent from Doom 2?
>>
>>7446689
Possibly, but not entirely clear. Music seems like a fair game overall for example.
>>
>>7446632
/vr/ Doom is mostly a Doom centric thread. Maybe one-three people here map for Quake, and none of them with more than a year's experience.
>>
>>7446689
You can also probably nab an approximation of what you want from community chest 4 and the like. It seems to have doom textures that may or may not be modified.
>>
>>7445287
>Decorate
>Doom engine
>>
I wonder how hard would it be to run Quake with Wrath weapons and monsters. Is it going to be necessary to modify maps, or I can just replace everything related to X from Quake with Y from Wrath.
>>
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Heretic has better level design than Doom
>>
>>7446746
Quake IV single player maps are better than Doom 3
>>
>>7446746
Which Heretic and which Doom?
>>
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>>7446742
It's probably really easy now that you bring it up. Download id1 source map files, which John Romero released many years ago now.
https://rome.ro/news/2016/2/14/quake-map-sources-released
Load any map you want, and then select Wrath from the game you want to load the map with, which will be at the bottom of the scroll list. From there it's simply a matter of replacing things like item_health with health vials or beakers from wrath, item_spikes with fangs, etc. The hardest part is going to be texturing. Whether you want to use the original Quake textures, or Wrath's, having to place them all down manually would definitely be time consuming, but only time consuming. With patience, it looks like you can redo all the Quake episodes with Wrath content.
>>
>>7446841
Fuck meant to say Load up any map you want into Trenchbroom.
>>
>>7446632
You need to load the textures externally. Palette limitations are part of the texture format: Quake WADs contain nothing but "textures" and the textures themselves are just lists of hex codes for which pixel is which number in the 256 color palette. These indexed textures are then baked into the map when it's compiled, with none of the actual 'visual' image data being retained, and the colors themselves are picked and applied after looking at the loaded palette. The palette itself is part of the game files- PALETTE.LMP in PAK0.PAK- and is sort of a pain in the butt to modify and still have textures look nice, for obvious reasons. There's also the colormap file which is ignored in modern ports like Quakespasm, but the palette limitations are kept because removing them would require a rewrite of the entire file system which is obviously the wrong choice.

For external textures, usually you just plunk an image file with the same name in the game/mod's correct directory, e.g. Quakespasm will have you stick textures in the <game>\textures directory. So if you've got a texture in your map named 'balls' and you want to load a replacement file for it, you'd stick 'balls.tga' in your id1\textures dir, and Quakespasm will load the map normally and then load the new texture over top of the old one at runtime.
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>>7446846
Anyway, upon downloading the mod and poking at the files, that's exactly what Holden did. The blue textures seen on the Artstation page are indeed the ones loaded ingame, and then he applied a lot of colored lighting (a modern sourceport feature) to change how those textures look once they're live.
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>>7446873
It's a really neat effect and pretty damn smart for map-making on a budget in terms of either time or resources, one you'll be familiar with if you ever read about how Insomniac painted and rendered the PS1 Spyro games. Always wanted to make a Quake map with that style of color usage but it turns out I can't map so that didn't happen and I have no idea how many existing maps do the same thing. The top left image is what the map actually looks like in-game. Top right is the lightmap- no textures rendered, only the map's baked lighting- and bottom left is the fullbright- textures rendered, but no lighting, colored or otherwise, applied and everything displayed at flat 100% brightness.
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>>7446896
Please, make this map. I've been looking a lot for a stylized quake map just to see how it would look. This is amazing.
>>
>>7446732
Close enough.
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>>7446919
Get a hold of Holden and tell him to make more, then. I'm not actually sure what else is in that pack and haven't kept up with Quake modding in a hot minute but I know there's older stylized stuff on Quaddicted. Probably not tagged very well, though.
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>>7446841
Thanks, this approach is really a lot of work. Gonna figure if it's possible to just replace the model/texture/animation behavior files globally, so that everything in the maps get automatically replaced everywhere (in any custom 3rd party Quake maps you load as well) without touching the map files at all.
>>
Marathon/Aleph One is receiving a 60 FPS update in April for the two people who still care
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>>7446932
Good luck. I look forward to Wrathified Quake someday.
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>>7444524
Hell Frontier: Episode 1, an 11 maps wad for Doom 2 is now officially released on idgames.
Everyone who cares probably played all the maps already, but still, it's now officially done.

https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hfront_1

Episode 2 coming eventually.
>>
>>7444524
This is enough to be newspost worthy I reckon: >>7441342
Anon posted his retail CD HL1, unpatched.
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>>7446945
Make a Hard Fast Faggot map, faggot.
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>>7446953
I'm going to.
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>>7446957
I will now play your Hell Frontier.
>>
>>7446846
>>7446873
>>7446896
Thank you very much! This is exactly the explanation I have been looking for!

>Quake WADs contain nothing but "textures" and the textures themselves are just lists of hex codes
Hoo boy did I misremember that! I downloaded IKBLU.wad when I was still mapping for DOOM here and there, and exported the textures from it as PNGs in SLADE. My memory somehow changed it so that the textures were always images.
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>>7446936
Good to hear.
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is there anything more that i'm missing?
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>>7447024
Deh!
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>>7447024
For only Doom? You don't have No Rest for the Living and Sigil
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>>7446218
>me before I knew how to circle strafe.
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>>7446921
Not really. GZDoom is as far from the Doom engine as possible.
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>>7447024
Sprite Shadows, Low Health Warning, Sprite Fixes, Brightmaps Plus

Some of these can be found in one of the Megas.
>>
>>7447024
What is "Flavor Doom?"
>>
>>7447024
im talking more about mods and command line arguments

>>7447059
will look into it, maybe i will like them

>>7447024
my own personnal mod, maybe one day i will share it here
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>>7447064
>NO!!! YOU HAVE TO ENJOY DOOM MY WAY
D:<
>>
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Man, it's so hard to explain to zoomers how much they are missing on consoles. These mods, man, I have hundreds, maybe thousands, of hours of fun that I had FOR FREE. Sometimes I think that's why so many haves don't have mod support (including doom eternal): they don't want us to create content, but to sell it to us.
>>
>>7447139
Dw, Doom is Bethesda's property and they have been selling mods on FO4 and Skyrim for a while now
>>
Anyone ever successfully mod the Xbox 360 Live Arcade version of Doom 1 & 2?
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>>7447157
>FPS on a controller
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>>7447165
Doom 2 on the 360 had the best controls Doom could have on a gamepad by far.
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>>7447190
What makes it better than the other consoles?
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>>7447157
Why would you want to?
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>>7447195
I assume he means weapon switching on the d-pad. The newer console versions have it, but they didn't double up the fists/rockets and plasma/bfg so you still need to scroll through for those.
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>>7447190
The left-trigger to both sprint and increase analog sensitivity was perfect. It's missing in the new ports
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>>7446746
You might have an argument for the original Heretic. But after the expansion episodes? Hell no.
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>>7447314
Shadow of the Serpent Riders > Thy Flesh Consumed
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>>7447202
I have a 360 I don't really use so I thought it would be fun to mess with. Also on the same topic what source ports support split screen like the 360?
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>>7444548
>[embed]
I lolled out loudly.
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>>7447335
Totally disagree. E4M1 of Heretic feels like they played Perfect Hatred and wanted to imitate it but failed at making it actually engaging and fun.
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>>7447347
I think Eternity does.
>>
spirit in metadoom when?
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>>7447190
Nah, that's gyro aiming in the new ports on Switch and possibly Playstation.
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>>7447335
I think it takes a very special taste to appreciate Thy Flesh Consumed.
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>>7447417
It's Doom, you're only aiming on a single axis. Gyro's not going to help that very much.
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>>7447435
Doom plays better with a mouse than with a stick as well. More precision is more precision. The number of axes doesn't matter.
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>>7446006
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>>7446896
>how Insomniac painted and rendered the PS1 Spyro games
Except they used the miracle of VEEEERTEX COLOOOORS!
Still used today, but only to bake AO cheaply. There's one company I'm familiar with that still uses them for more heavy artistic direction.
It's how they colored all the monsters in FF7. Very few textures used at all.
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>>7447363
If we keep this up, [embed] will be the largest word on there from now on.
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>>7447157
I would check the Xbox 360 modding scene with JTAG and whatnot to find out for sure.
The ports on 360 were only ever picked apart to my knowledge for the WADs and content comparison never for modification.
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Why is this a thing?
I feel robbed and very confused because I never watched the show.
>>
>>7444548
>>7444552
>A map where you have to archvile jump to progress
That sounds like a gimmick secret map for HFFM, someone get to it.
>>
>>7444524
Is HFFM going to be uploaded to idworld and doomworld and so on if it has faggot in the title?
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>>7447575
I recall that happening in Eternal Doom.
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>>7447579
How many times do you want to bitch about this exact same thing? Fuck off nobody cares.
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>>7444824
looking good, keep finessing it
>>7444653
what is this project?
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>>7447591
first time Im bitching about this dude, just legit concerned
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>>7447559
mulder is a dork, scully is hot, they are fbi agents.
this is the only amount of characterization needed for that intermission screen.
>>
>>7447559
You should just watch it, it's a good show for the first 7 seasons.
>>
>>7445014
I'm doing one, I'm the goldeneye anon
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>>7447601
>>7447579
HFFM is the working title for uploading to idgames/doomworld. It fits in for a lot of stuff. Happy Fun Friend Maps, Huff'Em, etc etc.
>>
Are all Ancient Aliens levels going to be about running around monsters on the pillars?
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>>7447669
Like a 1/3 of them.
I hope you love Revenants.
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Played through one-map version of Beyond Belief. Surreal feel, can't say I'm a fan of such marathoning. Cool from technical point though.
How did author manage to make Chton vulnerable to regular weapons without custom code? In editor I found another Chton & some triggers hidden underneath the map, no idea how all this works.
>>
>>7447592
>what is this project?
Looks like the expansion to Rekkr. I'm very excited for it.
>>
>>7447575
I could've sworn Jimmy used archvile jumping in one of his maps, I just can't remember which one.
>>
>>7447592
>>7447746
Yeah. It's the REKKR expansion. That'll be E4M4. Then I do E4M9, and then polish, MP arenas, which shouldn't take too long (and I'll replace some of the deathmatch areas from the first 3 eps)... Aaaaaand... Sounds.
>>
>>7447609
I like the creature of the week eps, but the mainline plot gets boring for me pretty early on. Still worth a watch, and there is some great scenes in those eps. I just like the more self contained eps better.
>>
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>>7447165
But Doom isn't exactly a mouseaim FPS by design, so it's fine.
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>>7446936
Nice. Hopefully that also means far better mouse control.
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>>7447702
Beyond Belief does use custom code. Enemy behavior isn't hard coded into the game but controlled by QuakeC. bbelief includes its own progs file (the big compiled file that controls pretty much everything) and in particular, a modified Chthon that's vulnerable to damage- check the BOSSQC.TXT file in your \bbelief directory.

It IS possible however to have a killable Chthon in a purely vanilla map by means of an old hack using a 'wildcard' entity in Quake known as info_notnull. Regular info_null is a sort of dummy entity that deletes itself before it can do anything, and is used for stuff like placing targets for spotlights to aim at. info_NOTnull is a similar entity that's unused in the vanilla maps so far as I know- it has no defined behavior, but it DOESN'T delete itself, and if you know enough about what specific fields to fill you can force it to behave as other entities, whether that be triggers, enemies, bosses, brush models, all sorts of things. It's long been a staple of some of the more interesting and really pretty imaginative stuff you can do with the vanilla Quake map entities; however, usage of it has largely fallen by the wayside nowadays (to my dismay) as so many new maps and map sets use Quoth, AD, progs_dump, or other 'ready to roll' mods that greatly expand what entities can do without having to rely on map hacks that can't always give the desired result.
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>>7446936
>the two people who still care
Oh come on, there's got to be at least 7.
>>
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Reminder that Douk had pissed on the Moon decades before Dr.Eggman ever got his chance...
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>>7447363
Based Korone poster.
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>>7447914
cont'd: you said you played the one-map version of the mod which notably doesn't include its own progs file, but still includes a shootable Chthon. I'm not sure exactly how they set it up in the remade map and aren't quite smart enough to reverse engineer it but I'm poking around here and sure enough there's an info_notnull in the far-off monster box with 'cloned' Chthon behavior, another one in Chthon's pit linked to a whole bunch of triggers and relays and dark magic, and it's rigged up so that when it's used it triggers Chthon's death animation. So it's definitely hacks.
>>
>>7447064
Sprite Fixes and Brightmaps are nice, I don't see the appeal in the low health warning though, didn't like it in Zelda, Metroid, or Pokémon, and I don't like it when other games do it. The Half-Life games kinda do it ok, by just giving you a notice that you're getting, or just immediately got, really fucked up, but it doesn't continue bothering you.
>>
>>7447923
And Armstrong and Aldrin shat on the moon decades before him and their shit is still out there in the bag right next to the American flag (which turned into French flag by this time).
>>
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Is it even possible to downscale this cross to something reasonable while not being ugly. Whatever I do, it never looks right.
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>>7447165
Classic Doom plays pretty well on a decent gamepad where you can set up your own binds and sensitivity. Doom 64 on the PS4 comes to mind.
Mind there's no looking up and down.
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>>7447914
>>7447979
Yeah, for the last hour I was trying to reverse engineer the map and indeed found that info_notnull thing, which, judging by it's properties, imitates the real boss. I have zero experience mapping for Quake besides placing some brushes & playerstart, but still tried to copy this stuff to original campaign-version map, while removing the original boss of course. Half-success, this faux-Chton appears and works like real one. So real that he still doesn't take damage, doh! Gotta try again later.
I just want to have a fully vanilla-compatible version of original Beyond Belief.
>>
>>7448040
Move the linedefs and adjust the heights of sectors appropriately? Why are you editing E2M1 though?
>>
>>7447057
>as possible
Nah, it still plays like Doom and can be configured to be like 90% close in behavior. Furthest away from Doom would be like an RTS or Monopoly or something.
>>
>>7448046
I'm not editing E2M1, I just want to have a cross like this, except smaller (Like maybe fit in 128 units tall passage). Can't get proportions right.
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>>7444624
Why?
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>>7448040
Examine the proportions and scale it down using a finer MP setting, like 8 or 16mp. Experiment til it looks nice
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>>7448058
>can't get the proportions right
You can increase and decrease the size of the grid your vertices snap onto, down to single map unit or pixel size. Adjust the size of the grid as necessary when you do different things.

You can also drag vertices and linedefs, though try not doing it too way too many times in one spot, as the nodes/blockmap there can become fucky and temperamental. If an adjustment went wrong, instead of continuing to manually adjust to get it right, use Undo and do it again, it reduces the risk of bullshit.
>>
>>7448040
Idk if it's just me but anyways, there is this weird phenomena, when I spend too much time adjusting a single detail, I sometimes enter the state of it-never-looks-right. It helps to take a break to work on something else, then look back to see if it's still that ugly.
>>
>>7448069
Yeah. Also hold shift while 'scrolling' a sector up and down, it'll let you move it in increments of one map unit at a time, instead of the regular multiple.
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After some struggle, I think I managed to get it (There's no map around it, just testing). Problem is it's still a bit too narrow to comfortably squeeze through.
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>>7448104
Speaking of crosses upside down, is there a custom Doom enemy that's shaped like an upside down cross?
Because i remember the art of Doom Eternal booking sort of stating that some cross shaped object in Urdak is a living entity.
>>
https://gamingsym.in/unreleased-doom-demo-unlocked-from-interactive-sampler-cd-volume-one-after-being-hidden-for-25-years/
>>
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The Sunday Night Shitshow anon is MIA again. If any of you are still interested in rekkr co-op, i'll be willing to put up a server myself.
>>
>>7446947
Better link
https://mega.nz/file/hxdBFDqJ#FDHQN8DXQOXzpTTOONYHFWcm8oVK4NIhFZmViBKE6DM
Still no music.
>>
>>7448312
they did rekkr coop a week or two ago
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>>7448330
Only the first half. The host said we would continue through episodes 3 & 4 next session.
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>>7448312
I've never played Rekkr, but I'd like to play in like 10 minutes.
>>
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>>7448339
I'll put up a server then. Hopefully i'm not forgetting anything.

104.128.49.2:10848 . ZANDRONUM. REKKR. CO-OP. SUNDAY NIGHT SHITSHOW. LET'S GO.
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>>7448191
>Because i remember the art of Doom Eternal booking sort of stating that some cross shaped object in Urdak is a living entity.
Sauce me bb
>>
>>7447914
Take a gander at Unused Jam.
https://www.quaddicted.com/reviews/unusedjam.html
Not that it particularly makes any use of info_notnull, but it's a recent mapjam that is pure id1. It's really, really good.
>>
>>7448335
ah.
>>
>>7448445
This.
When i meant a "living cross" in Hell, imagine like a solid object made of any material but as an enemy and maybe with some fancy decoration.
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>>7448472
Also, there's more of it.
If there ever has an enemy pack based off the Mayrks, these guys, that cutscene white one with the spear and even the Maykr Slayer skin could be used as extra enemies, in case there isn't enough.
>>
>>7448472
>>7448475
I see it now. Kind of a waste though given that they weren't relevant in the game in a story or gameplay sense.
>>
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>>7448386
FUCK YOU MOTHERFUCKER, I SAID IT'S SUNDAY NIGHT SHITSHOW!!!

jk lul, thanks for hostin for me man, I was a little woozed up today, so I took a nap. glad you were on the ball before I was, but I'm not droppin it next week!
>>
Romero was right about REKKR
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>>7448798
>>
>>7448386
>>7448557
That concludes Sunday Night Shitshow #4. Thanks for coming, everyone. See you next week for Scythe.
>>
>>7448386
Thanks for showing up and getting lost with us tonight, everyone who played.
>>
>>7446027
just play Faspons lol
>>
>/vr/ believes Quake is bad and inferior to Mario 64
What happened?
>>
>>7449023
You started listening to the really loud retards.
>>
>>7449023
>you went into the obvious bait thread
lol
>>
>>7449023
This is /doom/ not /vr/
>>
>>7447575
Someone should make a wad where the player is immune to blast and the archvile attack is sped up like 10x
>>
>>7449081
surf_archvile
>>
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Finally made some more progress on my map.
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>>7446464
What is this?
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Still waiting for a "So you want to play some fucking BLOOD" image guide to be made
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>>7449356
Death wish, French meat, 500ml. There you go.
>>
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>>7449379
>>7449356
Don't forget Eviction!
>>
Was Quake popular when it came out?
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>>7449415
No, it was pretty unpopular, and almost killed id Software. It's considered a cult classic today.
>>
>>7449415
No. It didn't have sci-fi robots. id software had to spend a year in a single rented basement room eating instant noodles to make Quake II, which had sci-fi robots and therefore became super popular.

Do you know that you can go to archive.org, and see what game magazines at the time considered hot stuff on your own?
>>
>>7449442
And Quake III was all about fighting robots (AI opponents).
>>
>>7445396
>https://quake.fandom.com/wiki/Quake_Killerpack

though the name is similar to >>7445425, this adds a ton of weapons. Might be overkill, but could be what you need
>>
>>7449446
Yeah, I remember it was considered THE Shooter With Bots. A scene of people trying to perfect the bot code appeared, certain actions and specific characters were given individual names (following the example set by official developers), and there even were big competition events with hordes of people rooting for favourite bots. Ask anyone about Fatal1ty, for example.
>>
>>7449415
No, it completely failed to sell, it's only in recent years with Romero giving out development content where people found clues that such a game existed, and they had to look for an unsold copy in some old forgotten Gamestop warehouse.
>>
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>>7449559
>>
>>7448848
The fuck did you do.
>>
More HUD face stuff.
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>>7449559
>they had to look for an unsold copy in some old forgotten Gamestop warehouse.
Wow, bidding wars for old Gamestop inventory... no wonder their stock went up.
>>
guys

dsda-doom has a rewind feature

i'm using it to savescum some ribbiks maps without even need to reach for save/load
>>
Doom on nightmare is fun, now there is actually a reason to get all secrets instead of just seeing the 100% at the end
>>
>>7449415
I only remember Duke3D being more popular at the time. I first played Quake around 8 years after it came out.
>>
Do you think switch hunting is usually considered a bug or a feature in maps?
Personally I think that if the most frustrating part of the level is after the enemies are dead, shiggy diggy. If the player can't find the path, use an arrow, and if you're going to use an arrow, just don't hide it in the first place.
That's not to say the map can't throw the player curveballs, look at E4M6 for instance, and obviously you've got to work to find secrets.
tl;dr anon is salty about switch hunts.
>>
>>7449631
Mandatory secrets are bad. You should ideally not spread switches and their effect far apart, but it's just questionable design.
>>
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I can't ever finish making a level, I just get half-way, burn out and then stop giving a shit until I work on a new one
>>
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>>7449657
You start a new level because you had a good idea for it, right? Why not incorporate it into the old level?
Or release them half finished and say it's a design decision
>>
>>7449636
i feel like secrets are mandatory in many modern mapsets (e.g., ribbiks, shit impossible without)

>>7449631
sometimes i'm in the mood and i search a bit extra while going through the level. otherwise i'm not in the mood and get to the end with 0/8 or whatever. i am not one for switch hunting and often just look them up at the end, but typically not.

a good example for me is doom zero. i was 7/8 or 8/8 on about half the maps, the rest it was sometimes just 1 or 2.
>>
Is running around like a retard with no ammo skipping enemies the correct way to play this wad?
>>
>>7449672
>shit impossible without
There's a difference between needing to hunt secrets for the gear because the enemies are so tough, and needing to hunt secrets because it's part of the map progression.
>>
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>>7449657
I can't ever start a level, I either just sit there with nothing to show or scrap the level when I'm working on the beginning area.
>>
>>7449631
Just don't do it Hexen style.
Secrets should not include switches for progression except for secret levels.
>>
>>7449657
Make smaller levels.
>>
>>7449683
Yes, Episode 1 is very rough.
Episode 2 and 3 have better design except for new enemy types (yeah, they have a constitution of a wet toilet paper but they can hit you hard) and that cursed E3M1 map.
>>
>>7449631
First we need to know your opinion on Eternal Doom.
>>
Am I retarded, Doomwiki says Into Sandy's City was inspired by Sex Type Thing
https://www.youtube.com/watch?v=PkhCNx-8Qos
https://www.youtube.com/watch?v=8hhu-OyHqZM
not hearing it at all
>>
>>7449683
yeah the maps are very imbalanced in terms of ammo, it's annoying as shit

some maps i just caused lots of infighting and punched stuff a lot.
>>
>>7449726
the main riffs are extremely similar anon, wtf
>>
There's this fucking anoying shit in Marathon where the screen automatically looks to the center when running forward or backwards. Is there any way to get rid of it?
>>
>>7449701
Just rip off a level you liked in Plutonia, and try putting a twist on it.
>>
>>7449726
I never heard it, maybe it sounds closer with the harpischords replaced with guitars, but there's in fact an unused track which sounds extremely similar to Sex Type Thing, and which doesn't sound anything like Into Sandy's City.
>>
>>7449390
Adding Rage Against The Machine and Bloody Pulp Fiction to the list.
>>
>>7449743
i would play that
>>
>>7449714
It worked better with cyberdemon than with arch-viles and arachnotrons.
>>
>>7449342
BuildGDX's Blood custom difficulty screen
>>
>>7448314
the Win98 games link in OP has Half Life pre-steam version with full mp3 soundtrack included, already for a log while
>>
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I'll never play Downtown or Industrial Zone without jumping
>>
>>7450036
Lol if you played HL with the music on you are a TURBO FAGGET
>>
>>7449968
I guess.
I really liked the fifth map where the cyberdemon starts chasing you right from the start and accidentally kills more then half of enemies on a map in a process.
>>
>>7450036
Is it 1.0?
>>
>>7444624
They're two entirely different concepts, though.
>>
>>7449714
The new enemies are great imo. They're dangerous while also being low hp (with one of them also able to kill the same type with their death explosion), so they're never tedious to fight.
>>
>>7450136
1.1.1.0 with widescreen resolutions and HD models (although they can be deleted easily if desired). The thing with 1.0 is that it doesn't support soundtrack in mp3 format, so you'll have the mount the (virtual) CD everytime before playing with a program like PowerISO. What is your reason for playing the 1.0 retail version and not the patched versions? Also with 1.0 your fps will be limited to 85 afaik and cannot be changed. The only good thing i can think of is that it still supports bunnyhopping (removed before 1.1.1.0 patch). You can find 1.0 images on archive.org
>>
>>7450086
consider the fact that
no u
>>
>>7449694
And on top of this, often times, you don't actually NEED the secret gear for the tough monsters, and more just a case of the gear making things easier.
>>
Learned something while watching a speedrun of Duke. I thought games like this coded their end straight to next level, like you finish level 2 you go to level 3 because the ending trigger is coded to that
But in e1m2 of Duke 3d, you can get 2 "you finished this level" triggers and go straight to level 4, never would have thought that was possible
>>
>>7447923
>The Cycloid Emperors dick is smaller than this walnut
>>
>>7448042
I hope that figuring all of this out didnt make you want to cut off your gonads dear anon...
>>
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can someone that knows how to draw in paint make a cacodemon with a spurdo face and 1 eye?
I need it for my collection of cacodemon memes
>>
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>>7450421
>>
>>7450418
I'm fine, making some progress :) Chton is killable now, all that's left is to properly trigger exit gate after his death.
It's a learning experience for me. At least now I understand such basic things as what 'target' & 'targetname' fields are for.
>>
Why is freedoom so ugly? Not just the graphics but the music, maps, sounds etc. Feels like I'm playing chinese bootleg doom instead of a TC megawad from the community.
>>
>>7450494
The maps look fine imo. The textures are grainy though, and that doesn't help.
>>
>>7444624
Eh. Switcheroom is hit or miss for me. Some maps are creative about it, making the new map feel like it has its own identity despite the overall concept of "what if x map was in y episode", where as others can feel a bit too familiar with the original version, sometimes even at copy+paste levels.
>>
>>7450494
It's made for free by volunteers, if you think it's ugly submit better looking content yourself
>>
>>7450516
>It's made for free by volunteers
so is every other megawad
>>
>>7450521
Most megawads don't use new sprites and those that change sprites would rather work on their work instead of doing a complete Doom clone that most people don't even play but use it to play other wads
P sure you can submit stuff to them if you want
>>
>>7450473
thank you based anon
>>
>>7449073
>looks at address bar
>says /vr/
>"this is doom not /vr/"
ok
>>
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Is there a way to make a tiny sector non-standable? I mean, I only use it for texturing, but player can jump on top of it and stand there, I'd like him to fall into pit in a large sector below.
>>
>Want to like Quake
>Even Arcane Dimensions can't fully win me over, even though the levels are fantastic
I think its a combination of the explosive weapons being the workhorse guns and just how odd the monsters are. Even the standard common enemies have strange attacks that just don't feel right to me. Maybe I've been playing too much Doom and Duke.
>>
>>7450556
Ok, I figured this out. There are specials "Carry South" & "Carry North" which push player in specified direction. Exactly what I need.
>>
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That Blood voxel project is coming along. I hope it gets finished soon.

https://www.moddb.com/mods/blood-fleshed-out1/addons/blood-fleshed-out-09
>>
>>7450558
I like Quake, but I always felt it was a bit half-baked with its enemy variety. Kinda wonder what it'd have been like if we had a Quake 2 that was a direct sequel with additional monsters and weapons.
>>
>>7444524
fuckhead wanted some textures for another map so I added a bunch from 32in24, some from Plutonia, some from GOTHICTX, and a few from a project.

https://anonymousfiles.io/mFY7Z3TU/
NMN3 V9
>>
The Arch-Vile carousel is better with more of them, in the sense that three of them at a time blinking about will make them more likely to target you overall, but it's still kind of just annoying and tedious to wait for them to raise their arms so you can get a shot in, and they'll drag it out more as their numbers dwindle.
>>
Also does anyone know what kind of graphical error this is? I see it happen on occasion with GzDoom, is it a glitch with the renderer, or do I have hardware to worry about?
>>
>>7444548
>existing cyberdemon annoying Doomguy
>>
>>7449740
Yes, turn off lookspring in options
>>
>>7450558
Started my Quake custom content journey not so long ago and, to be honest, I still can't make myself finish AD. These levels are beautiful but exhausting. Had no such problem with other mods, such as:
-Rubicon Rumble Pack
-Epochs of Enmity
-Dwell
I suggest trying those and return to AD later. Dwell is especially epic with it's themes gradually replacing one another.
>>
Which one should I use to learn the basics: Doom Builder 2, GZDoom Builder, Ultimate Doom Builder?
>>
>>7450893
GzDoombuilder (bugfix) or Ultimate Doombuilder
>>
Why can't ZDoom play demos from original Coom?
>>
>>7450916
Doom*
>>
>>7450916
ZDoom doesn't use Doom's original PRNG tables, instead allowing for other forms of RNG which is more flexible for modding. The PRNG is necessary for .demo recordings, as it's predictable and shaped by the player's input, with .demo files simply being a record of the inputs the player(s) made, and the PRNG reacting the same time every way if fed this exact recorded input with the exact same timing.

Vanilla demos would straight up not sync with ZDoom, because they don't have the same data.
>>
>>7450635
What do you think of the expansions for Q1?
Also, if you were to make your ideal FPS enemy roster, what would it be like?
>>
Where are the Quake mission packs in the OP links?
>>
>>7450763
Maybe you got linedefs messed up. Sometimes happens when you drag sectors too far in builder.
>>
>>7450916
>Coom
I want HDoom to rename itself now.
>>
>>7451037
Looks normal on my end, and it looks fine in GzDoombuilder.
>>
>>7448848
Oh. I bet that that is E4M1.
Requires functioning voodoo dolls which break in zandronum for some reason.
>>
>>7451007
Not him, the original guy he was responding to, but
Scourge of Armaggon was alright. I liked the first episode a lot because it felt more like a 3D Doom with all the grunts around and the sheer number of them on hard. Later episodes kind of merged together because they were all dark castles and caverns. Awesome creepy atmopshere though, shame the new music didn't fit that well. Armaggon himself was literally the Strogg Makron from Quake 2 in terms of the arena and battle (well, the other way around since Q2 obviously came later), they clearly just copied his fight for Q2 and added an extra stage of the fight for it.
I never finished Dissolution but I appreciated the new ammo types and the interesting trap filled maps I guess.

Quake has all the ingredients of a game I should love but something about it just doesn't quite work out for me. Like I said, it's probably the reliance on explosives and the odd way monsters fight.
>>
>>7451042
>The Ultimate Coom
>Final Coom
>Coom Builder
>GzCoom
>PrCoom+
>Crispy Coom
>Chocolate Coom
>Vanilla Coom
>Coom Eternal
>Coomslayer
>Burl Gumd
>Brutal Coom
>H-Coom
>Action Coom
>Action Coom 2 : Urban Brawl
>Coom The Way Id Did It
>d_coom.mus
>Complex Coom
>Coom 95
>Coom 64
>Coom Absolution
>WinCoom
>Coomworld
>Coomerboards
>>
>>7451056
No, I mean HDoom should just be called Coom. It's perfect for it.
>>
>>7451045
Try selecting "create sectors mode" and click all around problem area.
>>
>>7451069
Nothing happens.
>>
>>7444521
Any of you guys ever heard of Game Bytes Magazine? It was (as far as I know) the first fully digital gaming magazine, distributed as an executable on BBSs in the early 90s.

The reason I ask is they are all on Archive.org and I happened to get linked to this issue from an article I was reading about Wolfenstein 3D. This issue, #4, features an interview with id Software from August 1992, shortly after Wolf3D had released. It's a really neat look at how users were making digital content at the time:
https://archive.org/details/gb04-gra_zip

You can emulate it in your browser or download and run through DOSBox.
>>
>>7448456
>recent map jam without fw
i'll take ten
>>
>>7450225
Do you hate view bobbing?
>>
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>>7451056
>Crispy Coom
>>
>>7451062
Coom is already taken by the guy they used to call SpriteNoob, now sometimes called Coomer Anon. Coom is what he is naming his mod that contains all digitized sprites of his wife as the player character (he said he actually physically beat her to digitize the damaged face sprite for the HUD, that's dedication)
>>
>he said he actually physically beat her to digitize the damaged face sprite for the HUD
What the actual fuck? Why? You don't do that to your wife. Or did she actually consent to this?
>>
>>7451097
He said he was calling it Coom because he has to inflict physical violence on his wife to achieve orgasm. It's what makes him "coom".
>>
IT'S OUT
https://www.linux.co.cr/free-unix-os/review/1994/0909-a.html
>>
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>>7451097
>actually physically beat her to digitize the damaged face sprite for the HUD, that's dedication
Uh, what?
>>
>>7451097
>>7451102
>>7451105
Guys, don't be like this.
>>
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>>7451102
>>
>>7451113
I was merely pretending to be dead retarded!
>>
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>>7451102
I think it was consensual? He said it was.
>>
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>>7451097
>he actually physically beat her to digitize the damaged face sprite
>>
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>>7451097
Fucking
>>
>>7451097
Meh sprite based sex scenes will always look like shit.
>>
>>7451110
Look man if you want to beat the shit out of your wife for art and she is down with it, who am I to judge?
>>
>>7451135
I dunno man, I've had some good nuts to H-Doom.
>>
>>7451162
Really? its so meh
>>
>>7451056
>freecoom
>metacoom
>coom rpg
>coom zero
>>
>>7451168
>Really?
more than I'd like to admit
>>
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>>7451097
>>
>>7451179
Not judging.

Maybe monster girls are your thing, but disregarding that they are really meh. The animation is sometimes obscured, I dont particularly like how its done.
>>
>>7450784
That is a fact.
>>
>>7451203
Monster girls are my thing but even I think HDoom is meh. It's fun for a map or two but it gets old fast. No wonder the creator still hasn't finished it yet.
Still, it got me into playing Doom mods so I can't complain too much
>>
>>7451072
The problem still exists?
>>
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>>7451056
>Final Coom
>Brutal Coom
>Coom The Way id Did It
>>
>>7451272
It exists for me, not for him. I made a bug report, and the suggestion on the ZDoom forums is that it's because of the Intel GPU in my laptop. I assume it's some kind of quirk or flaw in how they work, and that it's not something that can really be fixed easily with GzDoom, and that Intel doesn't give a fuck because it's not a big enough problem for them or most or their customers.

I guess I'll just look for a laptop with Nvidia GPU next time I get one, in a year or so. It seems completely arbitrary whether or not it happens, but it appears that it must have something to do with very specific geometries, and very specific perspectives, as it's only visible from some angles.
It happens pretty seldom, and never affects gameplay when it does, so I can live with it fro the time, even if it frustrates me somewhat.
>>
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>>7451097
>>
>>7451080
This is really fucking cool, thanks anon
>>
>>7450494
I love it, graphics, music, maps, sound, all of it. Literally my only criticism is the "harrumph" sound the hitscanners make.
>>7450521
>so is every other megawad
And the maps are on par for a high-quality megawad. The graphics and music are better than average, imo.
Is it possible you're rating it more harshly because it *is* essentially a free clone of Doom? If you consider it's a mod, which it is, it's a pretty damn good one.
>>
>>7449683
play it with High Noon Drifter and truly ascend
>>
Where should I put wads for chocolate doom on linux? I've tried putting it under the root folder and on usr/bin
>>
>>7451660
I just keep them in my GZDoom folder and point the launch command towards them.
>>
In Doom UDMF maps, are there any tricks to bind switch to multiple specials without writing and compiling custom scripts? One trick I've figured out for key pickups is that it's possible to just clone the same key multiple times, bind different specials and place them all in the same spot so that they perfectly overlap. Is there something similar for switches?
>>
>>7449683
I gave up towards the end of episode one.
Skillsaw makes some great maps and the music is pure kino but the gimmick of having to avoid guardian or turret demons for most of each map with next to no ammo gets old fast.
I love infighting as much as the next Doom player but don't make most of your wad that.
>>
>>7451670
You can always place a voodoo doll on a scroller, probably. I can't really tell how UDMF actions work, but I'm sure there'll be scrollers still.
>>
>>7451669
Oh, that works. Guess I'll make .sh file
>>
>>7449683
That's ancient aliens, right?
In these cases I usually play the wad with a weapon mod that is slightly stronger than vanilla, like Final Doomer.
>>
>>7451683
Thanks, just figured out how scrollers work. Is it safe to assume the last created player start will be the actual player start, or I need to do something to make sure voodoo will be voodoo and not player start when someone launches the map?
>>
>>7451739
Playing as Ancient Aliens guy might be fun, but I find some of the weapons for each guy a bit weird to use and gimmicky.
>>
>>7449683
Which difficulty?
>>
Why do some walls remain slightly brighter than others after I change the sector brightness? How do I fix this shit?
>>
>>7451954
Can't see shit in your screenshot but it might be this:
https://zdoom.org/wiki/Fake_contrast
>>
Any idea how to teleport voodoo doll? I tried giving it TID and using TeleportOther, didn't work. Also tried TeleportInSector, and it didn't work as well. But the later one never worked for me btw. I wish I could understand what in the world "The spot relative to which to teleport" means.
>>
>>7451670
Writing scripts isnt hard. You just type the specials you want executed into the script body. And then you can easily control any delay you want.
>>
>>7451781
they are gimmicky but I still like them a lot
some weapons have reloading animations or a windup before shooting, forcing you to change your pace according to their rate of fire and it gives a refreshing twist to combat imo
>>
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>>7452014
Ikr. It just seems less convenient: requires extra step for compiling, requires a lot of unnecessary movements to change or lookup ids, doesn't show arrows for shit involved etc etc. I'll check how it goes with voodoo when I become familiar with it, but it seems more visual and more fast to change things. At least, as long as I don't need super accurate cooldowns between events and fine with "do A,B,C,D... with some delays in between"
>>7452006
Achieved the same goal by placing a door. Still would be nice to know if it's possible to teleport voodoo doll using special.
>>
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>>7452064
HD didn't inspire any features in nuDoom.
Wait that doesn't help my argument.
>>
>>7452149
are you saying id software ripped off the wrong mod?
i do kinda wished they looked up fanmade remasters of doomguy's face, though
doom is that kind of series where anything was already done in some way or another, even if poory
>>
>>7452154
Actually no, I like the fatalities. Kinda wish they could be activated more often, unironically similar to the way HDoom does it.
>>
Hmmm...
>>
>gerardo is quitting doom
in the same day as daft punk split up
i still hope projects like the doom rpg reverse engineering and doom 64 monsters are still kept alive by his brother and others
>>
>>7451109
He never said that. This faggot is lying to you.
>>
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>>7452215
Kek.
>>
>>7450598
couldn't you set the lines to impassable?
>>
What is there for mods if you just want a beefier vanilla experience? Dead Marine and Beautiful Doom are nice but I wonder if there's anything more.
>>
>>7450493
IT WORKS! This lava fucker indeed almost drove me crazy: teleported in the wrong place, duplicated, refused to open gate after death. Not even sure how I fixed some of those in the end.
Anyway, now I can finally play Beyond Belief with mods in peace.
>>
>>7452149
What's wrong with nuDoom?
>>
>>7452545
Nothing in particular, it's actually pretty good as far as reboots go. There was a discussion a few threads back about how the aesthetics doesn't really "get it" some times and it has a tendency to attract consoomers, but that can't be helped.
>>
>>7450635
>Kinda wonder what it'd have been like if we had a Quake 2 that was a direct sequel with additional monsters and weapons.
Literally Arcane Dimensions.
>>
>>7452552
>it has a tendency to attract consoomers,
wtf does this mean? the original doom and doom 2 sold like 4 million copies senpai
>>
I got some help in updating the loadout screen icons and I fixed it breaking if you used the mouse in this menu.
>>
>>7452693
And 0 Slayers Club memberships or funko pops, baka.
>>
>>7450558
>>7450635
>>7450558
There are two mods you might be interested in: Quake 1.5, and Drake.
https://www.moddb.com/mods/quake-15/downloads
Quake 1.5 is a going-over of the Quake campaign with new monsters, new enemy behaviors, and weapons packing a bit more of a wallop. But it still might have too much of a focus on explosive weaponry for you.

Drake is a lesser known mod, but I prefer how it handles weapons compared to AD. The triple barrel shotgun from AD can feel more like a band-aid solution to the idea of explosive weapons being the workhorse. Personally I don't have a problem with this, or in the original Quake/Mission Packs, but Drake's solution was really elegant: Just buff the other weapons. The super nailgun fires faster, the starting shotgun now does as much damage as the double barrel, and the double barrel does as much damage as the SSG from Doom II. Very interesting and fun gameplay changes for me, along with a bunch of new enemies.
https://www.quaddicted.com/reviews/?filtered=Drake
All the maps here are worth playing, but I suggest starting with Arcanum since it feels the closest to vanilla Quake, and might not be ass off-putting as the others.
>>
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>>7452709
That is some good stuff.
>>
>>7444758
How did NO ONE reply to this? This is gold, and you should be proud of yourself.
>>
>>7452709
Fancy shit there my homie.
>>
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Ken Silverman showing off a drawing of the US from memory, 1996
>>
>>7452861
why did he make maine a cat though
>>
>>7452884
Louisiana has a mouth for some reason
It's not perfect but I couldn't do better.
>>
>>7452545
It's not that bad for a modern day reboot of a classic, all things considered, but there's a lot of things a diehard fan of the classics can complain about.
There's some things which are worth complaining about anyway, at that.
>>
>>7452693
Yeah, but it was all made by a ragtag bunch of misfit nerds from various weird backgrounds and with lots of talent, it was a really small team where everyone's colorful personality is visible all over the games. They also self-published the first Doom, so arguably it was even an indie title.

Meanwhile, the new Doom games are made by legions of personnel and under a massively powerful and rich publisher, and no matter their individual talents or personalities, extremely little shines through from most of them. It's a cliche to say it, but it has a fraction of the soul in it, at least half of it is built by the input of marketers and focus groups, when the original Doom was just those few couples of dudes making the games they wanted to make, that they wanted to play.
>>
>>7453032
I wouldn't hold it against anything for not living up to Doom, it was lightning in a bottle, it's a miracle nuDoom even got close.
>>
>>7453039
Oh yeah, absolutely, but I'm just saying there's a very striking contrast, and when you're doing anything based on something old, the old will be compared to. Mind, I don't hate Doom 4, even, I think it's pretty fun.
>>
nightmare is faster than -fast btw
>>
>>7453054
UV -fast fags bow to the nightmare -turbo gods
>>
>>7453054
Explain
>>
>>7453092
Enemies have faster reactions on nightmare
>>
>>7453092
enemies on nightmare attack instantly as soon as you enter line of sight
on -fast they have the same random chance to move or attack like normal
>>
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>>7453112
>as soon as you enter line of sight
That does sound like a nightmare.
>>
>>7452914
He fucked up PA too, but yeah. It's still better than I could do. There's a lot of states in the east mid-west (lol) that I can't remember the shapes of that well.
>>
>>7451080
I'm pretty sure diskmags were a thing even before the '90s, and not just on IBM PC compatibles.
>>
>>7451781
The only gimmick for AA guy is plasma gun, everything else is straightforward.
It is not even close to Whitemare's one.
>>
>>7451293
Any advanced graphical program has its share of workarounds of hardware and driver bugs. If you have an old integrated GPU, another workaround should probably be added, as there is no reason to break a match of not that demanding game and not that powerful GPU for a substantial number of potential users. If there's a bug in new hardware or drivers that appeared in old stable code tested on multiple generations of video cards, it's a valid reason to complain to Intel about their shit.
>>
>>7453183
Will they listen tho
>>
https://www.youtube.com/watch?v=b-lNfumTz3w
actually pretty good
>>
>>7451660
If you are on Debian, and want to go full system administration mode, there's game-data-packager tool that supports wrapping your officially obtained IWADs, add-ons, and some of the classic WADs into a package you can install and uninstall system-wide. It automatically processes local files, Steam, GOG, idgames and other web links, unpacks Windows installers, etc. for a lot of games.

Otherwise, please RTFM. Really, just "man chocolate-doom":
https://manpages.debian.org/testing/chocolate-doom/chocolate-doom.6.en.html

Or RTFS:
https://github.com/chocolate-doom/chocolate-doom/blob/master/src/d_iwad.c#L630
>>
>>7453241
A search reveals they have recently reacted to some other thing:
https://www.intel.com/content/www/us/en/support/articles/000057751/graphics.html
A crash is easier to debug than random texture bug, though.
>>
>>7453260
IKR, kino.
>>
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what mods have the best lore?
>>
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>>7453380
>>
>>7450246
yeah you haven't played hard ribbiks maps
>>
>>7453380
Community Chest 2
>>
>dead simple clone
>>
>>7453458
Those are fun.
>>
>>7452709
A+
>>
>>7451680
dunno.

for me, valiant is pure glory, but AA, while very inventive, is very hit-or-mess, and has many technical glitches like this wildly varying ammo abundance.

just kidding i don't care about anything but ribbiks maps
>>
>>7453380
Sunlust
>>
>>7453458
But with Archviles.
>>
>>7453380
Travail.
>>
>>7452386
I need player to jump over the void, and this sector is halfway down below the cliff.
>>
please help me, I think I'm going insane
GZDoom appears to have some sort of chromatic aberration effect towards the sides of the screen, is anyone else seeing this?
>>
>>7452459
Wow wtf are those weapons? Look really good.
>>
>>7453657
Quake 1.5 weapons.
>>
>>7453656
I've had a full pack of shit like this when playing Blood, but in GZDoom, the only thing I noticed is classic warped perspective when looking up or down with software renderer. Maybe try to play around with less obvious video settings.
>>
>>7453656
Can't see anything on a screenshot you haven't posted. If you are not using native monitor resolution (for output, not for rendering), and the monitor is doing the scaling, and it has some GAYYYMING MODE, it can spoil the picture.
>>
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>>7453674
crispy doom on top
gzdoom on the bottom
>>
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>>7453708
I'd say top looks more weird to me. Why the wall texture on the left suddenly becomes partially grayscale? Here's my gzdoom.
>>
>>7453708
That's simple: some shaders from some mod are getting autoloaded, find out why.
>>
>>7453708
I notice that you have a crosshair. In Doom.
>>
>>7453717
I believe that's just due to the software renderer having less colours and no smoothing techniques

>>7453728
I was using straight DOOM2.wad and nothing else. Guess I'll check GZDoom's settings.

>>7453747
Yeah, the GZDoom one is pissing me off, but the one in Crispy Doom is kinda nice, as it lets me know when I'm gonna hit enemies above and below, too.
>>
>>7453656
Looks like I've fixed it boys. Found this bullshit in my GZdoom-user.ini:
gl_lens_chromatic=1.1200000047683716
gl_lens_kcube=0.10000000149011612
gl_lens_k=-0.11999999731779099
gl_lens=true

Set the gl_lens to false and it'll go away. Thanks for the help!
>>
Is this normal to get lost in the Strange Aeons wad?
I started the second episode and I am spending a little too much time looking for a way forward through the levels.
>>
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>>7453763
Oh yes, now I see. It was off by default for me.
>>
all right, which one of you did this?
https://forum.zdoom.org/viewtopic.php?f=61&t=71564
>>
>>7453790
don't worry about it, I get lost in doom episode 1 and zelda games
>>
is making a level without all of the weapons considered bad design because it doesn't consider pistol starts. say super shotty, I know not all levels have bfg
but I would feel it makes the levels more varied when you have to consider your arsenal during encounters
>>
>>7453817
you can do whatever you want as long as it's fun to play
i'd rather get a few tools with a lot of creative utility than a lot of tools with a singular purpose
>>
>>7453831
I just feel like many wads shit out all the weapons all the time because they want you to kill that archvile with rockets or something
>>
>>7453837
Most maps don't have every weapon on roster, that's for sure. If you play harder maps, they simply have to provide something to kill all those bastards fast enough. Arch-vile never required a rocket launcher to be killed, that's generally for the maps when he's with the crowd, and should be dealt with fast.
>>
>>7453380
Citizen Abel Series
https://streamable.com/ccdxdr
>>
>>7448909
>Faspons
lmao its exactly opposite
all I want is enemy deaths variety that depend on weapon/location hit, while everything else is vanilla
>>
>>7450893
for the basics they're all fundamentally the same, because GZDB & UDB are based off of DB2.

Though I'd recommend UDB because it's the only one of those three that is still currently maintained.
>>
>>7453708
"Lense effect" in gl postprocessing options or something like that
>>
>>7453817
People love the super shotty. You gotta balance your map carefully if you dont want to include it.
>>
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>Streaming BLOOM new features monsters, maps, props and even traps!

https://www.youtube.com/watch?v=-l2eYpcn_2g&ab_channel=BloomTeam

BLOOM IT'S ALIVE AND I CAN'T BE MORE HAPPY
>>
>>7453380
Wow, Rape Ranger sounds pretty based.
>>
>>7453656
There's an option for that in the settings, it should be off by default.
>>
>>7453747
Cope.
>>
>>7453398
>scythe
>difficulty rises steadily
lol
>>
Anyone have a download link for this game? Cannot find it anywhere and I’m not paying $7 for it on steam
>>
>>7454316
NAM is better
>>
>>7454316
https://archive.org/details/WWII_GI_-_MS-DOS_3D_Realm_Eng
Here you go anon.
>>
>>7454334
Thanks anon
>>
Modded Rainbow Six Rogue Spear:

-New music
-New death sounds
-Aggressive radio
-Pr0n pictures

Tested on Windows 7:


mega.nz/folder/8LxhTaBZ#wB5vWyCd9zfFAQwmeHDMTw
>>
>>7444548
Duke Duke Duke Duke
>>
>>7452545
It's really good for what it is, but they're also Doom in name only. They feel more like Quake than anything else, and the awful attempts at lore are cringe.
>>
>>7454469
>They feel more like Quake than anything else
Barely. Quake had sprawling exploration and you were seldom locked in with monsters. Doom 4 has some exploration, but I wouldn't call it sprawling, and there's very little in terms of just roaming monsters.

>and the awful attempts at lore are cringe
It's ridiculously cringe, like I think it's sort of alright in Doom 4, but I hate what I've seen of Doom 5's lore, and I really hate the idea that people think they're canon with the classic games.
>>
What's the best source port to use if you want a vanilla Doom experience (but at modern resolutions)? Is that new PRBoom fork worth trying if you don't care about recording demos?
>>
>>7454482
That one's good, yeah.
>>
>>7454482
PRBoom or Crispy Doom. Crispy Doom has better widescreen support, properly colored blood, and mirrored corpses if any of that sounds appealing to you.
>>
>>7454480
Sadly, Hugo and team are ignoring all criticisms and just listening to the youtube fanboys acting like its the second coming instead, so its just going to double down on the cringe and zero exploration for the next game while the zoomers cheer it on.
Still, this is getting off topic and we still have tons of content for the actual Dooms to play.
>>
>>7454487
Mirrored corpses?
>>
>>7454482
PrBoom+'s UMAPINFO fork got folded back into PrBoom+ itself and now that's just the future of PrBoom+. But yes, that should be just fine if you just wan't the basic gameplay without a bunch of bells and whistles. A bonus is being able to play Boom format mapsets too.

>>7454492
Well, it's what makes the most money.
>>
>>7454496
All corpses fall one way in Doom. Crispy Doom (and some Zdoom mods) add corpses that fall the other way sometimes. Just makes it feel a little more "real" since bodies would fall in different ways.
>>
>>7454496
Occasionally flips corpses/death animations horizontally, so if there's a whole pile of bodies in some spot, it won't look quite so similar.
>>
>>7451056
>Complex Coom
damn
>>
I'm trying to save on Quakespasm but it gives me this error:
>Saving game to /home/my-name/quakespasm-0.93.2_amd64/id1/s0.sav...
>ERROR: couldn't open.
It's on a public directory, I don't see why it would give permission denied.
>>
Should I make a machinegun revenant?
>>
>>7447057
I'd argue Doomsday is even more so.
>>
Good evening, lads. Sorry for this reddit tier post, but I don't know nowhere else to ask this.

So, I've finally decided to play Deus Ex. Since it's my first time, I want to keep it vanilla. I know of Kentie's launcher, and New Vision. The game graphics are ok for me, but I'm a fag for eye candy. Is any other graphical enhancement recommended?
>>
>>7447057
Nah you're just a sap.
>>
>>7454584
You came to ask a Deus Ex question in a retro FPS thread.
Why.
>>
>>7454563
I just had to change permissions. pls ignore
>>
>>7454590
>SO YOU WANT TO PLAY SOME FUCKING DOOM
>(or Quake, Duke, Marathon, Thief, Deus Ex)
>https://imgur.com/a/wWS8zXz

It's really sad there's no Deus Ex general in /vg/
>>
>>7454584
I can't answer that question myself but if you can't find it there it also fits >>>/vrpg/ btw
>>
>>7454597
Holy shit, I never actually noticed Deus Ex was mentioned in the OP. Sorry, anon!
Weird choice though, it's an RPG.
>>
>>7453260
I wonder if this is the same freedoom that can be found on Google Play store with some tweaks, or a different "Freedoom" altogether...
>>
>>7454614
>>7454616
It's ok, I'll try my luck in that appendix of /v/ then. Thanks anons
>>
If I import 3D models into an engine like Unity or Godot, can I create a "fake retro" like Doom? Or would it not look right? I always get mixed answers
>>
>>7454641
Are there 3D models in retro doom?
>>
>>7454641
You totally can, but the better question is: do these engines help with achieving that sort of thing or you will basically have to fight them and abandon all their standard practices to get the result you're after. There is a Doom port in Unity, and it doesn't even use Unity rendering. If you give it to Unity dev he will struggle to understand how it works and maintain it.
>>
>>7452545
Nothing. They're just a different take on Doom.
>>
>>7453145
doesn't his rocket launcher deal more damage depending on time the rockets were on air?
>>
>>7452545
I really dislike the plot. All this DOOMSLAYER, templars, angels stuff.
>>
Is there a reason why ZDL keeps deleting the paths to the source ports and iwads?
>>
>>7454641
If you stop the player from moving the camera on the vertical axis I suppose you could. If you do that, your main concern would be simulating sprite rotations (Doesn't Prodeus render 3D models as sprites? That could be an option).

Come to think of it, Project Warlock might be what you're looking for.
>>
>>7454564
Only if you make it have homing bullets, so once it starts it's attack animation, you take damage no matter where you run.
>>
>>7454682
This. It's pure cringe and seeing zooms eat it up and act like its cool is depressing.
>>
>>7454768
As opposed to
>Besides, someone needed to pay for your pet rabbit, Daisy.
>>
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>>7454768
>>
>>7454775
>One small stupid thing
vs
>UURGH! YOU, THE DOOMSLAYER, ARE THE CHAMPION OF NOT ASGARD WE PROMISE AND FIGHT err... three cartoonish evil wizards? Oh, and an angel b-but not a real one because we don't want to offend religious people! Nah, they're aliens so its fine. Look how cool these not Asgardians are! That fits in with Doom, right?
>>
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>>7454721
No expert but it could a be a couple of things.
* If you have more than one ZDL instance open, the last one you close has its config saved.
* Toggling "Show file paths in lists" wipes any changed settings for some odd reason.
* You don't have "Remember external file list" ticked.
* Read-only bullshittery.

If you can't figure it out you can manually save/load your config by going to ZDL's first tab > ZDL button > save/load .ini
>>
>>7454785
>Defending the cringe
>>
The biggest problem with establishing a Doom universe is that nobody takes it more seriously than modders
You look at what people have done with textures, maps, enemies, gameplay etc and it feels like they took a messy setting a bit too seriously
Meanwhile, anyone can tell that the art style of the new UAC, Hell and new worlds like the Sentinel and Urdak are very different
Not getting Doom is like not getting Tropical Thunder
It's not really deep but some people just don't get it
>>
>>7454787
>UURGH! YOU, THE DOOMSLAYER, ARE THE CHAMPION OF NOT ASGARD WE PROMISE AND FIGHT
Not seeing what's supposedly inherently stupid here. Describing something is not a criticism.
>three cartoonish evil wizards?
Describing something is not a criticism.
>Oh, and an angel b-but not a real one because we don't want to offend religious people! Nah, they're aliens so its fine
lol wut
>Look how cool these not Asgardians are!
Sure, why not?
>That fits in with Doom, right?
Nu-Doom*
>>
>>7454584
Checked PCGamingwiki and laughed.
>>
>>7454787
Besides, before nuDoom I don't remember community caring about this thing so much. It was another small joke, like Doom RPG's marine having 'Blazkowicz' in his name.
>>
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>>7454768
>>7454787
>>7454792
>I don't like it therefore its objectively bad! HOW DARE PEOPLE LIKE THINGS I CONSIDER TO BE CRINGE!
>>
>>7454787
i feel like terrible posts like these are intentionally made to make eternal's critics look bad
when someone like matthewmatosis voices negative opinions on the game, expect people to think differently
>>
>>7454641
Unity, yeah. You can pull that off. Dunno about Gadot.
I've used UE4 and it's wholly unsuited to a retro aesthetic. I'm sure you could beat it into submission, but it can't be worth the effort.
>>
>>7454724
Prodeus has a sort of dynamic sprite sheet method, for m what I gather. Renders to target, target being the sprite sheet, and then pulls that sprite and puts it in place of the model (something like that, anyway. I don't remember specific). Or you can just render the model.
>>
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>>7454564
Yes
>>
>>7454860
Not him, but I'd figure you could make a retro looking game on just about any engine. For visuals alone at least it's based on how many polys each models have (or lack thereof) and how you approach the textures/geometry. I can't imagine that any of those things are dependent on whatever engine you use, though with UE4 I'd figure you'd have to turn off all of the default graphics settings it comes with.

>implying you wouldn't do that anyway cus UE4 is UE4
>>
>>7454682
I could deal with the Doomslayer thing, like just an all new kind of Doomguy, but everything about Eternal's lore sounds kind of horribly awful, and I hate all the capeshit air it has.
>>
>>7454775
>DAMN, THOSE DEMON BASTARDS ARE GONNA PAY FOR BLOWING UP MY RABBIT
>>
>>7454578
Doomsday is more pure than GZD
>>
>>7454926
>The Spider Mastermind sends its regards, Doomguy.
>>
>>7454926
>Daisy sends his regards, Spider Mastermind
>>
>>7454949
>Thats for Daisy, You Braindead bastard.
>>
>>7454775
That's just a joke for contrast. Doom is a lot cooler if you picture Doomguy as someone who's nothing but a mortal man, but who just fights the hardest. Turning him into some kind of overpowered demi-god ruins a lot of the coolness, when Doomguy punches an Imp so hard that his body explodes, it's because he's pumped with sci-fi steroids which lets him do that for a while, but with Doomslayer punching a zombie on the top of the head so hard that said head compacts down into his chest cavity like a Looney Tunes cartoon made by Ed Boon, it's because Doomslayer is just always super strong at all times.

I don't hate that even, it's fun, though seeing someone who's really supernaturally strong wrecking supernatural demons, because he isn't even human anymore, and is more something like some sort of Hercules figure, again, it's cool, but it's just not as as impressive as seeing someone who doesn't have that kind of advantage, someone is nothing but a mere mortal thrown into the deadliest fighting in human history, besting hideous demons far beyond the physical strength of himself and his kin.

I also think Doomslayer was by far more appealing and cool before they expanded on him and the lore around him in Eternal though, a game which feels awfully self-congratulatory.

>>7454927
Isn't that the port full of hideous and godawful 3D models and blurry texture filtering?
>>
>>7454892
UE4 uses temporal shading and lighting and shit. You can bake a lot of the lighting, but the way it antialiases, renders textures, lights meshes... Blah blah blah. You can, I'm sure. It's just a pain in the ass. I'm not even sure you can use vertex lighting without writing a shader to emulate it... Been a while.
>>
>>7454760
I was more thinking that's just a Revenant, complete with the regular shoulder rocket launcher which sometimes home, and he still wants to punch your nose in, except he's also carrying a machinegun in his offhand, and he fires a salvo of bullets in your direction when shooting a rocket at you.
>>
>>7454682
Its pretty dumb, but easily ignorable since we still have classic Doom.
>>
>Start playing Doom 2 again, this time trying pistol starts to get myself into it
>I just can't. Doom 2s levels are so etched into my brain I can't enjoy them anymore
Guess I'll try Plutonia pistol start instead?
>>
>>7454962
earlier on it was, nowadays the engine itself is mostly hexen and heretic.
>>
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Is it me or is PRBoom's colour a bit wrong? It looks off to me for some reason and dark areas are sometimes too dark.
>>
>>7455071
What other sourceports have you played with?
>>
>>7454830
It's actually really easy to turn that watermark off, and it was already off by default for me. It's just editing a single digit in the Deus Ex cfg file
>>
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>>7455071
wrong in comparison to what, exactly?

It doesn't differ too much from chocolate, with the exception of increased resolution.
>>
>>7455120
Does it still add the link to your clipboard?
>>
>>7455040
Could always try D2TWID if you haven't, it really nails the feel of Doom 2 but with all new levels.
>>
>>7455153
You can edit the .dll in a hex editor, to remove the clipboard shit-fuckery.
>>
>>7455051
https://www.youtube.com/watch?v=uNe90ddep-Q
https://www.youtube.com/watch?v=B4tgG7tpIfk
>>
>>7452545
its a pretty good game
it has nice art, nice music, and a nice atmosphere to it
and the combat mechanics must feel pretty unique and refreshing for people who have never played any fps besides cod/battlefield/etc

I didnt like the combat at all tho. it forces you to finish off the enemies using the flashy gory kills, because if you dont do that, you run out of resources and die
and while the killing animations look really good, it gets old really really fast
I got bored and uninstalled the game very early on tho, so maybe it gets better later, idk
>>
Does the next thread start being made when the current one reaches page 7 or 8?
>>
>>7455324
9.

or you could just do it now and people will flock to it regardless, literally doesn't matter how much people complain, they'll still switch immediately and post in it.
>>
>>7453790
Happens to me too. I'm surprised you never got lost in the first episode.
>>
>>7454492
>its just going to double down on the cringe
A C C E L E R A T E
I always find it weird because the first game even had a potshot at long-winded irrelevant lore, and then they don't follow their own advice.
Sadly, Zoomers being what they are, they might be correct in their approach.
>The longer the Icon of Sin is on Earth, the shorter Zoomers' attention span gets!
>>
>>7455439
>the first game even had a potshot at long-winded irrelevant lore, and then they don't follow their own advice.
That part upsets me. That's failure to commit.
>>
For what it's worth though, I'm very thankful that Hugo got Doom 64 out into daylight again, it deserves to be played.
>>
>>7455439
That's the worst part.
>First game
Fuck story being in Doom. We're going to have one, but have Doomguy shit on it at all times by not caring.
>Eternal
Lets have Doomguy hang around all these people staring angrily at them all the time while they talk!
>>
>>7455173
Already have played that.
I was highly impressed with how they replicated the utter clusterfuck that were Sandy's maps.
>>
>>7455439
>then they don't follow their own advice
They did that in the first game with the unskippable Hayden cutscene. Eternal lets you skip the dumb shit story by holding R and everyone complains about it like it matters.
>>
>>7455468
Yes, they truly grasped them better than the original DTWID! It's actually kind of uncanny how it really captures the style of Doom 2, yet it also doesn't have any weak maps like Doom 2 does (though I don't agree when people say all or most of it is bad, I really think only a couple of Doom 2's original levels are weak or bad).
>>
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>>7450916
>coom
>>
Right now I am working my way through all the Duke Nukem 3D expansions. So far I have beat; Life's a Beach (good), Duke it Out in D.C. (better IMO) and Penthouse Paradise (horrible). Is Nuclear Winter as bad as everyone says?
>>
>>7455913
I think it's pretty awful.
>>
DOS, WinQuake, vQuake, GLQuake, QuakeWorld or other source ports?
Which is the best way to play vanilla Quake?
>>
>>7455948
Mark V, FTEQW, Quakespasm/Quakespasm-Spiked/vkQuake.
>>
>>7455948
QuakeSpasm.
>>
>>7455948
I used DarkPlaces (way out of date now) a few years ago. I currently use Quakespasm
>>
>>7455948
DOS is cool but for me, and DOSBox with integer scaling was my first choice, but the game runs in slow-mo when there's a lot of shit (not a problem in E1 but you start to notice it later so maybe you can to E1 in DOSBox Pixel Perfect, a fork of DOSBox with integer scaling).
So the next logical step is WinQuake, but for some reason it only runs in 320x240, when I choose 640x480 it just doubles the size of the pixels instead of doubling the resolution. And 1080p is unplayable through it due to low fps.
So I choose MarkV WinQuake since it runs smoothly, uses the original software renderer, comes with animation interpolation turned off I think (original Quake didn't have interpolation), and you can run it at 1080 resolution, or 320x or 640x resolutions, but filling up the widescreen monitor just like Crispy Doom widescreen.
>>
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Thanks to whoever in the thread mentioned Switcheroom, I'm really enjoying it. E2M2 was my favourite re-contextualization of its original maps so far (layout of e1m2 done in the style of e2m2).
>>
>>7444524
Quake Sega Saturn exclusive levels ported to PC by hobbyist.
https://www.celephais.net/board/view_thread.php?id=62026
>>
>>7455948
FTEQW if you want to jump into multiplayer without loading up a different engine to not suffer through Netquake lag. Beware that there are a fuckload of settings and it can take some tinkering to make it look like Quakespasm or a more vanilla engine.

It does run pretty well though, and can handle larger custom maps much better than QSS or even vkQuake.
>>
bakin a new thread boys
>>
>>7456180
time for more [Embed]
>>
>>7455507
Hayden's speech was like 2 minutes long though. That's pretty a pretty minor plot chunk compared to the length of the game. Everything else is ignorable or said while you're doing other things.
One small train ride.
>>
NEW THREAD

>>7456239
>>7456239
>>7456239

NEW THREAD

>>7456182
Sorry bro, we topped out and it wouldn't let me post it with any more.
>>
>>7456254
fak
>>
>>7453717
>Why the wall texture on the left suddenly becomes partially grayscale?
256 color palette limitation.



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