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DOOM THREAD / RETRO FPS THREAD - Last thread: >>7960938

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/TWNE3nZZ

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://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

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
Half-Life WON version
https://pastebin.com/4Hva72v7
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/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

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

OUR WADS
https://pastebin.com/5sKRiJzS
>>
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=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.7: >>7949591
idgames release TBD

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7965578

VRSKINS 3.9 UPDATE
Submissions closed
Voting period TBA

=== NEWS ===

[7-20] Hell Forged Updated to 1.10 beta https://forum.zdoom.org/viewtopic.php?f=19&t=13397

[7-19] Realms DEEP Map Jam
https://twitter.com/3DRealms/status/1417212652858773504

[7-16] Zone 400, new megawad by Pcorf
https://www.doomworld.com/forum/topic/123296-zone-400-released-new-32-level-megawad-for-doom-2/

[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

[7-12] Marathon: Resurrection (UT TC) updated to v2.5
https://www.moddb.com/mods/marathon-resurrection

[7-12] DBK debuts with Dungeon Synths
https://www.doomworld.com/forum/topic/123189-dbk01-dungeon-synths/

[7-09] Panzerchasm for Chasm: The Rift updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music

[7-09] Cursed Land for Chasm: The Rift - released
https://www.moddb.com/mods/cursed-land

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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hey guys where's the news post? i think anon forgot
>>
>>7967251
right there buddy
>>
>>7967251
Hey buddy I think you got the wrong thread, newspost's one post above.
>>
>DavidN gave my RAMP map a 5/5 for difficulty
>I designed it to be tricky but possible to beat saveless FTA without dying
Huh.
>>
>>7967251
>more than 30 minutes after the news was posted
>>
colorfull hell but for quake
>>
>>7967162
Vrskins 3.9 is going to take more time anticipated. I have some real life things to take care of.
>>
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>>7967360
>>7967267
>>7967253
When I posted that there were 3 instances of the News post for some reason. Didn't know anon deleted 2 of them till I refreshed just now
>>
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>>7967460
sounds like the retard posted it wrong twice
>>
>>7967478
>zoom cheating completely
>>
Just started Ancient Aliens on HMP.
It's enough for me to be challenging, but not too hard.
Only finished the first three maps, but so far I really like the style and the gimmicks were fun.
Started the fourth one and got raped from all sides, but today I won't play anymore. Tomorrow I'll see how to survive the first minute.
>>
How do you deal with "out of sync" when trying to play multiplayer on gzdoom?
Zandronum was never this difficult, this is absurd and we're wasting so much time on this.
>>
>>7967656
You gotta make sure everyone is using the same version of GZDoom, the same version of the WAD you're gonna play, the same version of whatever mods you're using, and make sure everyone's loading the mods in the same order. Troubleshooting this stuff is a pain in the ass and I recommend using a loader like ZDL so everyone can ensure they load everything and in the right order.
GZDoom netplay is weird and temperamental.
>>
>>7967660
We are using ZDL and we are using the same version of the mods and stuff.
>>
>>7967656
it's because gzdoom does the multiplayer like the original game does, waits for everyone to input and then it ticks, where zandronum has Q2 netcode where players can move asynchronously

gzdoom multiplayer is unsuitable for anything except LAN over cable
>>
>>7967663
Well is everyone loading all that stuff in the same order?
>>
>>7967663
double check your iwads as well, double check everything
had a problem like this a while ago where my friend's doom2 iwad was somehow different than mine
>>
>>7967656
If in doubt, copy the folder and send it around. If one bit is different, it will complain.
>>
>>7967671
know your version
https://doomwiki.org/wiki/DOOM2.WAD
>>
>>7967668
Yep, we're matching our lists and everything.
>>7967671
That's what we're trying to do.
>>
>>7967671
>giving onionthesda your money just gives you a version of the game that isnt even compatible
this is why piracy is always the better service
>>
>>7967682
Who said we bought the iwads? Once we both redownloaded the same version from the OP it worked just fine.
>>
>>7967682
reffering to the unity ports in that wiki page
>>
Does the old /VR/ project Mega,nz link get automaticaly updated after each revision?
>>
Is there any tutorial on how to make multipatch textures? That shit is like black magic to me.
>>
>>7967745
>patches
lmao I just assemble the textures I need in Photoshop if I need to, fuck fiddling with assembling them in TEXURES
>>
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I haven't done the lost levels yet, but I finished Doom 64.
I'd say Doom > Doom II > Doom 64, but it wasn't bad. Pretty close to Doom II, mainly because it had better map designs but weaker enemy placement.
>>
>>7967745
I don't understand the problem. It's literally the easiest thing to do.
>>
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>>7967757
Also I just have to say it made good use of the coloured lights and shadow.
>>
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>>7967750
That's what I was originally doing, but I quickly realized I'd have to make over 9000 different variations and I want to keep filesize down.
For example I want to be able to have switches on every single of my wall textures, so I figured it'd be easier to just make composites instead of making an extra switch texture for every wall.
Same with computer consoles, lights (which are also going vertically on top of each other, so there's already two and more extra textures per texture), and so on.
I attached a shitty example of what I mean. This is a wall with no, one or two lamps.
The regular photoshop way I'd have to make three different textures; whereas with composites I'd only have to make two (wall and lamp).

>>7967765
Is it? Tell me your secrets.
>>
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>>7967791
>Is it? Tell me your secrets.
First you need to remember to add all your patches to patch table.
Then you open texture lump and start making new textures. Patch list is on the top right, you can use + button to add extra patches.
Add offsets to patches to make them where they belong.
>>
>>7967713
Yes, check UPDATES.txt in the top folder for updates.
>>
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>>7967868
Thanks anon
>>
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>>7967757
Doom 64's biggest issues are all because the N64's lack of memory, having the Archvile and the boners would help it a lot, the levels are all solid with only a few I would call meh, the new levels in the re-release are pretty damn good.
>>
Is there any modernized source port of Winquake without tons of needless additions?
>>
Any way to turn off the obnoxious invincibilty filter on gzdoom?
>>
>>7967952
Not by default, though I know some gameplay mods replace the invuln effect, I wouldn't be surprised if there was a mini mod out there that makes the invuln powerup less eye-searing
>>
>>7967929
Quakespasm
>>
>>7967952
>>7967957
I figured it out

Full Options Menu > Display Options > then enable 'Custom Inverse Map' and set the colours to whatever. Made mine black and white and it's much better.
>>
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>>7967974
well fuck me. I had no idea. You learn something new every day.

https://www.youtube.com/watch?v=JjuzxiuIbjs
>>
Currently on MAP20 of d2twid. It's been pretty good so far but these large city levels are kinda aimless (which was a problem in the original so points for accuracy I guess?)
>>
>>7967868
Sorry to bother you again, but since you seem to know a bit about textures - is there a reason why my textures are not actually lower unpegged even if I set them as such?
What I mean is that I have a texture, set it "lower unpegged", but it's not set to a 0 offset on its bottom edge. Is it because the texture is too tall? This one is 384px high.
>>
>>7967676
>>7967656
Here again. We finally managed to match every version of mod/wad/source port/order/and every fucking thing and we were actually able to finally play without desync...
for about 30 minutes. Halfway through a level we were doing, suddenly I went out of sync with everybody but everybody else was still in sync with each other. They were able to finish the level together while I wandered a parallel hellscape. What could possibly cause this massive desync in the middle of the level and only affecting me? I was the server host by the way. This is is painful. I miss using easy simple fast zandro but alas Hideous Destructor doesn't work there.
>>
>>7968052
What addons are you running, if any? I had trouble syncing up Hideous Destructor with a friend until I trimmed the load order, pretty sure it was Zombie Scientists that was causing the desync, but I pull so many other addons out before it worked that I can't be sure.
>>
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>>7968063
We're playing through HoESP and using a bunch of addons which do work but for some reason it gets desynced midmission.
>>
You should try this rare Doom95 demo
https://www.doomworld.com/forum/topic/120855-a-weird-bug-in-doom95-i-remember-from-my-childhood-now-recreated/?do=findComment&comment=2290411
>>
>>7968071
I can't say I've tested all of those, but you can troubleshoot within your own group. Experiment with net settings (-netmode 1 -extratic -dup 2), possibly trim the load order to weed out a problem addon. Failing all that, if you still get a desync after some time, you can pause, save, share the savegame with your group, and then rehost with everyone loading the exact same save on join.
>>
>>7968135
Thanks for the steps. We'll try those. So far I don't know much about net settings but I've been using ones that were recommended here itself aeons ago:
+net_ticbalance 1 +net_extratic 1
>>
>>7967915
Is there anyway to skip downloading the music files so the /VR/,zip would weight a bit less?
>>
>>7968146
There's also this age old guide
https://forum.zdoom.org/viewtopic.php?t=45124
>>
>>7968183
Well that looks like some good reading. I'll go through this and see. Thanks.
>>
>>7968173
You would have to take the music tracks out of your mission pack folders and rename them to what's in the tracklist. I guess ultimately I'll cut out whatever ends up not being used for the 1.0 release.
>>
You guys like shitposting in WAD form?
https://www.doomworld.com/forum/topic/123411-live-onwad-deathmatch/
>>
>>7968218
This is just plain old shitposting with a shitty wad attached.
>>
>>7968218
>shitposting in WAD form
Kneel
https://www.doomworld.com/forum/topic/87891-my-first-wad/
>>
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Happy New Year
>>
>>7967929
Chad
Quake
>>
>>7967929
Fitzquake Mk V or Tyrquake, both have gl versions too if you need them
>>
if i want to play the original quake
with mouse controls
what is my best option?
I have prboom downloaded and DOOM.wad
is this it?
>>
>>7968527
fuck i meant doom lmfao
>>
>>7968527
doom.exe
>>
is the DOOM64.WAD that comes with Steam release of Doom 64 playable through GZDoom yet?
>>
>>7968584
nope
>>
>>7968590
why not?
GZDoom has all the features that were put into Doom 64 and implemented them long ago
also its not copyright infringment because like with the other Doom games you still need the official wad to play
so whats the reason?
Graf too fucking lazy?
>>
>>7968594
because you didn't take the vanilla pill
>>
>>7968594
It's not a normal WAD, the data structure and map format is different. Only Kex (and the official port which is based on Kex) has the handling for it.
>>
>>7968604
shove it up your arse
>>
>>7968594
Because Doom 64 differs in a lot of ways. There's some conversion mods for Doom 64, however, potentially the bonus levels can be adapted for those.
>>
>>7968594
because it uses a different/modified source code, retard.
>>
Another day, another enemy idea. This idea was for a fat, slow moving melee enemy that shoots homing projectiles. When the projectile hits something, it teleports the shooter. The current issue is I only want it to teleport when it hits an actor.

Normally, you'd use a bullet puff to detect this, but I don't know if projectiles have a way of spawning puffs by themselves. I might add a short ranged bullet attack which does no damage when the projectile dies.
>>
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New to prboom. Should I select the boom complevel everytime I play a 'Boom compatible' megawad or can I leave it on Doom II mode?
>>
>"Well, at the time id was doing Doom and it was the big thing, and he thought, "Hey, if I license Doom and put it on the 3DO, it will put my company on the map. So he went over to id, and at this point and time, id really wasn't sold on doing anything on consoles. At that time. And so they said, "You know what? If you want Doom? $250,000 and you'll get the rights.
"Which at that time, everybody who saw this said, "Nope! Too expensive. Too expensive."
And really, id was just telling everybody to get lost. Randy, on the other hand, the CEO, said, "It's $250,000?" And he raised it. And he went to id and said, "Here's a check for $250,000. Give me the rights to Doom."And id's like, "Okay? Here's the source code to Doom and thank you for the check, have a nice day."
lol
>>
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best unbalanced gameplay mod to play a multiplayer slaughter map with? I feel like smashing shit with my buds
>>
>See walktroughts of the original games
>all using source ports
It makes me seethe uncontrollably.
>>
>>7968798
Turns out that projectiles have special states they go to on hitting bleeding and non-bleeding actors. Jesus, that saves me so much work.
>>
>>7968861
look for longplays
>>
Got a Switch Lite, if I jailbreak it can I run Quake and Quake mods on it?
>>
>>7968861
I don't mind until I see them look up and down.
>>
>>7968798
Another melee enemy. I quite liked how this one turned out. Normally, it's a slow moving heavy hitter, but once it enters its pain state twice, it switches to being a highly aggressive ranged enemy.

The interesting thing is this means high damage single shot weapons don't enrage it as fast. But a weapon like the SSG makes it enter its pain state multiple times and enrages it instantly.
>>
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>>7968894
>look up a map from a PWAD on youtube
>first 10 results are the map being played in BD
>rest is using gzdoom with other unnecessary ricer mods, vertical aiming sprinkled in a good chunk of them
>you can rest assured that all of them have awful looking texture filtering on too
>the only one that resembles a remotely faithful port of classic doom is in 240p
>>
>>7968889
There's a Quakespasm port, but you're not running it on a lite without a discontinued modchip.
>>
>>7968920
They also all use continuous, but that should go without saying if we're talking about gzdoom.
>>
>>7968919
Very interesting, slightly reminds me of gorefasts from killing floor. When far away they have a very slow walk speed but once they get close enough they enrage and start sprinting. Can't wait to see what you come up with next.
>>
>>7968921
Fug :DDD
>>
>>7968927
Thanks a lot, Anon! I think I'll stop at around 15 or 16 monsters in total. The way I'm approaching it is weaker enemies behave more like their Doom counterparts to ease people into it, with the more dangerous enemies deviating a lot in their behaviour.
>>
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Can you do Quake mapping & modding on potato laptop and how difficult it would be?
That's one of the main concerns that stop me from giving it a try, but I feel like I'm just waking up excuses due to my indecisiveness/lack of self-confidence.
>>
>>7968948
Literally download Trenchbroom and see how it runs for you
>>
>>7968948
It wouldn't be too hard, though default controls in Trenchbroom use mouse + right click to look around, so it might be kinda awkward if you're not used to your trackpad and don't have a mouse you can plug in. Compiling with lighting might take awhile depending on your settings (modern bounce lighting takes a lot of time), but you can always save lighting for last.
>>
Name the best Doom 2 map.
>>
>>7968030
I'm not sure how well various ports handle tall textures. Just want you to know that lower unpegged draws middle texture from the bottom and lower texture from the ceiling (And not bottom)
>>
>>7968861
>>7968920
Download demos and put that compatible engine to work then.
>>
Reminder
https://sites.google.com/site/psxdriverplayerssite/My-stuff/Doom
>>
>>7968959
Romero - The Living End
McGee - The Inmost Dens
Petersen - Monster Condo
>>
>>7967991
What do you mean by aimless? Too sandboxy?
>>
>>7968527
Use GZDoom.
>>
>>7969013
>Too sandboxy?

I suppose. There doesn't seem to be a sense of flow. I just go one way and hope for the best while on autopilot.
>>
>>7968954
>>7968957
Alright, I see. Thanks for replies.
>>
>>7968030
is it a transparent midtex? could be a case of this bug
https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches
>>
>>7969062
I dunno, I kinda like the sandboxy design of city levels.
>>
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We're in the second half of 2021 and still no Golden Souls 3.
>>
>>7969157
Shit happens, it's been a busy year for a lot of us. I know I had plans of finishing GMOTA before the year was through, but the way things are looking, that's not gonna happen.
I know Batandy's been busting his ass on GS3 though.
>>
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>>7967478
>tfw cacodemon
>>
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>>7969174
>>
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>>7969174
>>
>>7969174
funny thing is, only the classic design lacks limbs of any sort
nudoom and 64 give it arms and 3 some hand thingy
>>
>>7968973
Yes, I know that, but the problem already appears in UDB, so I don't think it has anything to do with the source port.

>>7969089
Same same, it's interesting to know, but as above, it's not some engine rendering thing, but a more basic one.

Thanks anyway.
>>
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>>7969194
This is the original
>>
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Any Blood TCs that restore cut powerups like Caleb transforming into a demon?
>>
>>7968861
>Unironically playing in 320x200 at 35FPS.
Of course people will use ports grandpa.
>>
Asking from one of the last threads because I still haven't found a solution:

I want to have a colored intermission text between two maps.
I do that by having clusters and having it look up an exittext in the LANGUAGES lump.
LANGUAGES supports escape codes and making any kind of colored text is no problem for menus, UI, messages, and so on.
However, the cluster text doesn't really seem to understand.
I have something like "\cdTEXTSTUFF" that, if shown correctly, should show TEXTSTUFF in green.
However, in the intermission is is showing an uncolored ]dTEXTSTUFF, which means it *is* doing something with the escape sequence, but not what it's supposed to do and I just can't get behind what causes that.
Anybody now have any idea?
>>
>>7968924
>The correct way to play the game is by typing in a cheat at the start of each map which resets the level and all your equipment progress.
>>
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>>7969351
The true way to do is to have a mod that offers pistol starting options, so you can play continuous OR pistol start.
Or have it so it just resets your ammo but you keep your weapons. Anyone reading this should go play DAKKA.
>>
>>7968959
Unironically Downtown.
>>
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>>7969194
>>
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>>7969385
How do I apply this feedback to my monster?
>>
>>7968924
Continuous is not a GZDoom feature.
>>7969351
You can pistol start through other means than idclev.
>>
>>7968919
So he's a big beefy boner now?
>>
>>7969395
Pretty much. The intended goal is for it to be a meatwall that bites back. One idea I had earlier was it spat out projectiles on its pain state, but I think it's much more interesting in this form.
>>
>>7969397
>The intended goal is for it to be a meatwall that bites back
Isn't that basically what a Baron is?
That said, what kind of mod will this be? Just gameplay that changes monsters, or are those "new" monsters to be placed in maps?
>>
>>7969397
Oh so want something like a Shambler, I don't much about programming or any of that big city stuff but a Mancubus with big claws that swipes at you but then shoots a laser once it's hurt sounds neat.
>>
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>>7969401
>Isn't that basically what a Baron is?
Yeah. My goal is to have monsters which serve similar purposes to Doom's enemy roster, but with different behaviour.

>are those "new" monsters to be placed in maps?
Yeah, they're for a total conversion mod I'm working on. I figured it would be best to test out the ideas and get feedback here before finalizing anything. I think it's especially important that I finish my enemy roster before starting on map design.

>>7969405
Yeah, a bit like a shambler! I don't think I would want to make this enemy a hitscanner like the shambler though, more of a projectile spewing turret. Still though, claw laser mancubus does sound cool.
>>
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Since we're talking about the Mancubus I just wanna post the official D64 3d render of it and it's four very erect nipples.
>>
>>7969417
>They're for a total conversion mod I'm working on.
Cool. Will you also do new monster sprites or just have them behave differently? Will there be new weapons?
Godspeed m8.
>>
>>7969426
He looks like he belongs in Serious Sam
>>
>>7969429
>Will you also do new monster sprites or just have them behave differently? Will there be new weapons?
All new sprites, all new weapons! I probably won't have much to share on that front for a while, as I don't know how fast my artist is. Still iffy on my arsenal as well.

Also, hi Summer Fun Anon. I can't wait to play your wad.
>>
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>>7969430
They put one in Serious Sam 3, they just gave him pants.
>>
>>7969445
I hate how fun they made Serious Sam 4. I had to uninstall it because I was actively sabotaging myself from my projects and goals to play some Sam4.
>>
>>7969445
>that second mouth
holy shit, never noticed it
i also believe this was a thing since a cancelled doom 4 version croteam was working on
>>
>>7965126
What Q3 map is this? Forgot to ask previous thread. I'm fairly sure I would remember a huge Jesus statue, but I don't seem to.
>>
>>7969459
he actually has three, his "face" is made up of three different faces
>>
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Alright, so I started coding the shadow ninja. Gladly the A_Warp function allows me to generally achieve what I want without much ZScript bullshittery. Please keep in mind that this is just a proof of concept that has to be refined regarding frames, attack behavior and all that.

What I like about him is that he forces you to move. Despite him being a melee attacker you can't stand still and wait for him to come and let you punch him, else you'll be hit for something like 30% damage, so you'll always have to bring distance. Imagine how quickly that can turn really bad if it's more than one (though I have to work on how they'll block you etc.).

Also, I am still not entirely decided on how I should actually have this dude look like. This right now is just a black and little bit differently shaped player sprite.
I thought about having him constantly shift his shape, from a human to a turtle to the actual player's silhouette to a tree/branch or something (since those are the first enemies you'll encounter in the forest), or just some semi-amorphous meandering shadow ghost creature à la Kairo.

>>7969438
>I can't wait to play your wad.
Thanks, as soon as I have finished the super soaker sprites I will roll out a first test map.
>>
What's the best way to play Shadow Warrior?
>>
>>7969525
Mouse & keyboard.
>>
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Finally beat this. I do feel my skill IS improving. This is fun.
>>
I keep getting stumped by The Pit. The room with rocket launcher and zombies is very unpleasant. But what am I supposed to do? Not get a rocket launcher?
>>
>>7969602
What's it like living in a world where Doom 1 & 2 maps weren't built with pistol start in mind?
>>
>>7969589
>>7969607

excuse me for wanting a game where you build up and effectively use an arsenal over an entire game rather than having everything spoonfed to you at the start of every level and having a box of rockets just lying around hmm i wonder if the level is planning for me to fight something with a lot of rockets soon, that would be a surprise
>>
>>7969610
You're already coming in with a fully loaded arsenal, the fuck do you care that there's a rocket launcher off to the side that you don't even fucking need?
>>
>>7968512
Which one of them works flawlessly with all popular mods and the 3 retail missionpacks (SoA, DoE, AoP)?
>>
>>7969607
They were built that way because you lose your weapons when you die, if pistol start was the intention then it would be an option, I have nothing against pistol starting but it's but besides the first levels it is not the intended way to play.
>>
holy shit zandronum is so awful jesus christ, it's a version of gzdoom so old the pistol sprite is still a retarded revolver. how many shekels do we need to pay graf to give gzdoom real client server multiplayer that isn't retarded
>>
>>7969635
I'd pay fabian a full working salary to make a working multiplayer sourceport based off of prboom without any involvement from graff.
>>
why does freedoom still look like doo doo shit? you'd expect they'd eventually make the monsters not retarded and fonts not impossible to read
>>
>>7969641
Yeah, changing anything in the menu is awful. I think most of the monsters are alright. The mancubus looks like a child's drawing though.
>>
>>7969641
Those zombiemen with megaman feet still makes me cringe.
>>
>>7969525
buildgdx worked fine enough for me
>>
>>7969641
I think freedoom fucked up by trying to remake doom from the get go. Visually I mean. They should've made it a completely different setting, and kept the gameplay 1:1.
Like set it on an alien planet, or a fantasy setting. Steampunk. Roman times.
Keep the basic texture shapes the same. Hex tiles, vertical beams, but make the textures different. Just the same enough that they'd align properly in user levels.
But that's just like... My opinion man...
>>
>>7969635
You can't even play Hideous Destructor with zandronum. I hate it. Why won't anyone fix this?
>>
>>7969708
there's a very old version of HD that runs with zandronum
better than nothing i guess
>>
>>7969713
Which version is that? I'll take a look.
>>
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>>7969635
zandronum has been outdated for like 10 fucking years. Multiplayer gzdoom runs off of netcode from pre zdoom netcode from linux doom, IIRC. You would think they would've solved it by now but nope.
>>
>>7969725
https://cdn.discordapp.com/attachments/462331550768431104/583829897588244510/hd2012.pk3
>>
god I fucking love doom
>>
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>>7969803
same
https://youtu.be/Bsk6YHd_hss
>>
>>7967601
Look at this nerd playing on HMP
>>
>>7969891
Don't bully him.
At least he's not playing on HNTR.
>>
>>7969769
Anyone want to throw this up on a server and try playing it together?
>>
>>7969915
i'd be down for that
>>
>>7969983
Let's try to figure out TSPG and host something.
>>
>>7967162
Earthless: Prelude has been added to Doom Classic Unity Port (get it for widescreen assets)
https://www.doomworld.com/forum/topic/120458-earthless-prelude-now-on-doom-classic-unity-port/
>>
>>7970079
That's neat I guess.
>>
>>7969605
I love that trap. Best part of the map.
>>
>>7970079
> spend far too long trying to figure out why the music pack doesn't change anything
> it does, but it's using doom1, doom2, and tnt music shuffled around
>>
>>7970079
PS1 and XBLA bros...
we can't let this overshadow us as the best doom port.
>>
>>7970208
XBLA Doom had better controls on controller. Unity Doom is slippery as fuck. Doom 64 was ported far better.
>>
>>7970214
XBLA Doom 2 had better weapon switching too. You can't automatically select fists or the BFG on the new ones.
>>
Currently trying to implement boss health bars (why? because I like them, that's why).
So far it works as intended, mostly, apart from the scaling and positioning getting fucked up depending on the resolution and hud settings.
Not sure if it's worth it trying to get it right for every combination.
>>
>>7970038
>TSPG
Why not use co-ck?
>>
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I accidentally started from level 5 because I didn't think the non-freeware portion wouldn't also include the freeware bit.
>>
>>7970294
Wut? Why would you even think that, I don't think any retro fps does that
>>
>>7970392
I don't know.
But it doesn't matter much, I've already played throught the first half of the game before.
>>
>>7970195
Jimmy said that the full version is going to have original soundtrack.
>>
>>7970409
Good because it has some very good maps. Don't forget the two free expansions also if you end up wanting more
>>
>>7970294
Doesnt matter since it resets your arsenal after the shareware episode anyways.
>>7970392
ROTT did.
>>
>>7969915
When? I could do it, probably.
>>
>>7968948
PC = potato computer
>2TB HDD space
>2GB of RAM
>GT720M
>its somehow barely enough to run KMQ2 or fuckin WoT at native resolution @ 15~20FPS (even AD and Alkaline tend to stutter at bigger maps with QSS)
Should have robbed an electronics store last year while everyone was still scared shitless od Covid...
>>
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>>7970626
Don't use QSS for large maps. Use vkQuake
>>
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>>7970650
>>
>>7969873
>mleczno-orzechowe nadzienie
SIEMA?
>>
Whats the difference between running mods with regular doom 2 and doom 2 bfg edition. I have both and run them through lz doom but the menu screens are always fucked up with doom 2 bfg

and display some kind of weird master levels back ground with every one of them

even though the mods seem to run fine with the doom 2 bfg edition , i was just wondering if any one knew any verifiable differences? besides just the menu being fucked up and obviously the pills on the health

like for example if i run ancient aliens with doom 2 bfg the menu screen is a white master levels menu for some reason and when i run ancient aliens with regular doom 2 its the three alien heads
>>
>>7970560
>>7969915
>>7969983
I'm available now if anyone wants to try this. But I don't know how to use TSPG to host.
>>
>>7970736
I can do it for you but I don't know exactly what settings you want.
>>
What are some Quake maps that really go in on the cosmic horror visuals? Like, abstract architecture, cosmic landscapes, and eerie alien skies.
>>
>>7970739
Well I, as I suspect others, mainly want to see how old Hideous Destructor works on zandronum so I guess use that mod
>>7969769
and put it on coop doom 2 or lexicon if that's easy to do since most servers do that. Then just regular coop settings (shared keys, no FF, players walk through etc). Just to try it out. Makes sense?
>>
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>>7970726
>shitter menu than the console versions
>no online play unlike the PS3 and Xbox 360 releases
PCfags lost pretty hard that day
>>
>>7970752
PCFags just play with sourceports, they didn't buy BFG Edition.
>>
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I'm down to join for 15 minutes if you get this HD Zandronum game up.
>>7970740
I'll try to compile a list, but off the top of my head Nyarlathotep has that for you.
>>
>>7970752
Honestly i just got doom 3 and doom 3 bfg on steam cause it was like 5 dollars for the whole thing like that.

Then i got curious about how doom 2 bfg works in lz doom and now its like why the fuck doesn't the menus load right but it does here lmao
also i had so many save states in doom 2 from various iwads i wanted a little bit more space lol

They really did butcher bfg doom 2 and etc didn't they
>>
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>>7970759
Also off the top of my head, func_mapjam9's A Conspiracy of Cartographers.
>>
>Community project where you make a map based off the title given to you
>"Supply Storm"
So I mean I basically have to make slaughter right
>>
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this is the first menu you see if you load ancient aliens with doom 2 bfg. lmao

but if you load it with regular doom 2 its the 3 alien heads
>>
>>7970771
Go against expectations and make a fairly normal map but resources are extremely plenty.
>>
>>7970775
Also it's a MAP07
>>
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>>7970740
Actually you can go to quaddicted and filter by "abstract", but that leaves out results like Jam9's Cartographers, but it's still a good start.
https://www.quaddicted.com/reviews/?filtered=abstract
I think near the tippy top of a list of Quake maps for full on cosmic horror is Ter_Shibboleth_Drake's Shattered Soul Of The Scarab. Contender for my favorite map of all time.
>>
>>7970771
I'm just thinking of storming a supplies warehouse. If interpreting the title literally, a storm of supplies, which makes me think of ammo raining from the sky.
>>7970745
The server is called Anon's HDest Crap at 104.128.49.2:10849 if you want to give it a shot. I don't know how well it will run.
>>
>>7970761
https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2
>>
>>7970784
Thanks for hosting, I'm really intrigued to see how bad this can be. The number one tell is the "2012" on the mod name. Well here we go.
>>
>>7970785
cool thanks
>>
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>>7970793
>It already crashed
>>
>>7970784
RIP lol
>>
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>>7970798
The server cannot accept its death and still thinks it's alive, trapped in a purgatory between life and death.
>>
>>7970808
sounds like hdest alright
>>
>>7970808
So is it just over already now? Or you still trying?
>>
>>7970831
I'll give it another go, this time with infinite lives since that seemed to be the culprit
>>
Anyone have old versions of Smooth Doom? I want to use the Doom 64 weapon sprites without changing the gameplay. I remember an older version that let you choose weapon sprites individually. I don't think it had the Doom 64 versions of the plasma rifle or BFG, but that's fine.
>>
>>7970834
coop instead of survival, that might do it even if it's the antithesis of HD
>>
>>7970839
Anon's HDest Crap Deux 104.128.49.2:10765
>>
>>7970759
>>7970768
>>7970782
Thanks dudes!
>>
>>7970842
Anon's HDest Crap Tres, same IP
>>
>>7970852
Anon's HDest Crap Whatever, same IP
>>
Has anyone tried embedding lua in a quake sourceport?
>>
>>7970771
Maybe a Stronghold style map, where you can go apeshit with the chaingun
>>
>>7970894
Looks like it
https://github.com/KurtLoeffler/Slipgate
>>
>>7970650
>>7970657
I barely see any difference T B H
>>7970626
>those shitty specs but a whole 2TB of disk-space
Was this machine made purely for hoarding porn?
>>
>>7970973
>I barely see any difference T B H
Anon...4fps vs 70fps
>>
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where the shit is the save/load confirmation option in zdoom???
>>
>>7970976
Fugg Im a blind retard - thought it was something going on with the texture fidelity or the sorts...
>>
Thanks again for the zando HD. Boy that was primitive and an experience.
>>
>>7968201
Is there a way for a MooCow that cannot into code check out things like monster health and weapons damage / explosion splash ranges and the model bounding box dimensions?
>>
>>7967925
I personally think otherwise actually. The lack of Archies and Boeners forces you to get more creative. You can also use Tracers and Pain Elementals in their place. They also had lots of cool macro stuff to work with, it's just that the hitboxes were so stupid that they could only fit hell knights/barons in small spaces, so you have to make bigger maps to accomodate more enemies.
>>
>>7967767
Those colored lights definitely have to be the best part of the whole game, it's so fun to try and see what you can pull off with them, and they can really make or break an environment.
>>
>>7967925
D2016M had the best SSG. It's true, all of it.
>>
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>>7969476
It's Q3DM14, Grim Dungeons.
>>
>>7969576
Yeah man, just wait till you get to Plutonia, it really crushes your balls and grows an entire new carpet on your chest.
>>
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Since we're talkin Doom64, a friend of mine was extremely generous enough to let me modify the fun map he was working on for his project.

I think I've made the most fun fun map to ever provide Doom64 entertainment.

Watch it here: https://streamable.com/8rvg8m
>>
VRanon, do you have any documentation on how the sigil spawnflags work? I noticed Episode 1 grants Resistance, but how much? I don't see any text on this in the .txts in the VR folder.
>>
>>7970973
Fuck if I would know what is the deal with those specs - its a netbook from 2016, maybe that was the unofficial intention?
>>
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>>7971008
For monster stats you just need to find the spawn function, generally at the bottom of its respective QC file (pic related). Explosion ranges that go through the normal T_RadiusDamage function have a range equal to their damage + 40

>>7971213
Sorry, should have put that in the FGD. They're the standard DOE multiplayer buffs: https://quake.fandom.com/wiki/Rune_(DoE)
>>
>>7971375
Thanks VRanon.
>>
what parameters do I have to use in ZDL to enable cheats in multiplayer? I have sv_cheats 1 set, and I've tried sv_cheats true and they aren't turned on when we load in.
>>
Supplice is gonna be at Realms Deep
https://www.youtube.com/watch?v=y4Ti3EAArto
mite b cool
>>
>>7971525
will rekkr join as well?
>>
>>7971529
Ask Revae. He sometimes pops into these threads now and then.

Revae, will KEKKR be at RD?
>>
>>7971456
Does "+sv_cheats 1" work?
Remember + is for console commands to run at launch, while - is for command line parameters.
>>
Here's a new ranged enemy. It spawns explosive orbs on top of the player once it begins firing. It will also spawn these orbs on top of the player regardless of line of sight. I wanted to add some functionality where it detonated all the orbs at once when it stopped shooting, but in order to do that, the orbs have to be monsters and monsters lose their gravity when they die, so it looks like shit.

Do you think it's fine the way it is, or should it need line of sight to spawn the orbs on top of the player? The alternative is a hitscan shot which spawns the orb on impact.
>>
>>7971534
>He sometimes pops into these threads now and then
I'm here intermittently all day.
>will KEKKR be at RD?
>will rekkr join as well?
My uh... invitation was probably... lost in the mail. I guess.

Truth is I don't spend any time editing trailers, so I wouldn't have much to show other than maybe a solid chunk of gameplay from a new level or some such. You guys have probably seen more of it than anyone anyway.

Today, instead of properly advertising a product, I made a godmode cheat that makes you taller like ROTT. Also I tossed in the reflective tag, so projectiles bounce off you for kicks. Might do something else fun for it.
It only changes the view height so you can still squeeze under tunnels and such.
>>
>>7971717
>godmode cheat that makes you taller like ROTT
Needs the "HMMMMMMMM" "MMMMMAAAAUUUUWWW" sounds too
>>
>>7971702
without your explanation it's extremely difficult to understand what's going on. as the player, these are hard to notice if you aren't moving, and impossible to know that they're coming from the imp.
>>
What's the word on HFFM on idgames or anywhere big? You lot deserve the attention since it's a genuinely good wad.
>>
>>7971724
>Needs the "HMMMMMMMM" "MMMMMAAAAUUUUWWW" sounds too
I'm very much considering it. I have a list of more important things to be doing, but I'm having more fun doing stupid shit instead.
I would also want a godly weapon to go with it. Making one akin the the ROTT orb-hand wouldn't be terribly hard, but I don't have the 3D models for REKKR guys hands anymore, so I would have to bullshit something else. Some staff or launcher or something.
>>
>>7971731
Yeah, you're right. Nothing indicates it's the one spawning the projectiles on top of the player. Lack of visual clarity too. Not sure how I would revamp it to give more information to the player. It could spawn the explosive from a projectile impact, but what would be the point in having a delayed explosion from a projectile?

Might throw this idea on the backburner for now.
>>
>>7971702
I like the idea, but just like the archvile you have to understand what might be targeting you, sure, the idea of it attacking you when outta sight is interesting, you'd have to fight against it at least once to understand that you're under attack by a specific monster like this, probably best as a archvile replacement possibly down the road, cool but execution needs to be sure to indicate to the player that something is about to spawn in and explode on you. Probably a sound indicator or fire in front of you when it spawns to better understand you're about to be lit on fire or bombed from a psychic monster from a far.
>>
>>7971717
You can change viewheight with DeHacked?
>>
>>7971826
No, It's a separate file. Dehacked will still load up on other ports, but I'm releasing with GZDoom for all the fancy shit it does that people like. It'll be an iwad file and an extra pk3 that has the custom cheats and menu definitions and such on it.

Also have 5 visual presets that go from mimicking vanilla, and incrementally scale up to over-filtered bloom mode. Only issue is I don't have a way to save the changes to the ini file GZDoom generates (afaik), so the player would have to do that themselves in the console, or just hit the shorcut key I bound to set the preset for convenience. (F8 through F12)

Or change all the settings individually to their preference. Things that break illusions, or gameplay are hidden off the menu. Jumping, freelook, crouching, etc...

widescreen statusbar... gotta make an althud that looks good next.
>>
>>7971851
Oh. If you want to load it with other ports you just need to drop the "i" off the file extension and it'll ignore all the lumps specific to GZDoom. GZDoom will still load a zscript lump to make some projectiles work properly... Anyway. Rambling now.
>>
>>7971851
>>7971868
Ever thought about how Rekkr could be like if it got the Doom 64 treatment?
>>
>>7971928
What do you mean?
>>
>>7969912
>>7969873
at least he's not playing on UV and complaining about difficulty
>>
>>7971734
Thanks tarnsman
>>
>>7972162
I recognize this poster and it's not him
>>
>>7972165
I recognize this poster and he's wrong, it is him.
>>
Should we make fun of people who don't 100% Hangar on their first try?
>>
Does PSX Doom tend to have higher input lag when played off an HDTV (or a ps2?)

I'm playing it right now and it feels like it's controlling worse than it did back home.
>>
>>7972258
Considering the elevator secret near the shotgun secret requires a bit of map knowledge to know about it, and understand how it works, I think its unreasonable to expect a newbie to be able to 100% the map on first try.
>>
fuck. gzdoombuilder-bugfix is abandoned now?
what's the new tool for making maps?
>>
>>7972294
Ultimate doombuilder
>>
>>7972263
Speaking of this, the ambush after the left wing of e1m3 didn't trigger. What the hell?
>>
>>7972294
Bugfixed wasn't abandoned, it was replaced by Ultimate Doom Builder.
>>
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The Talosian Incident is an infuriating wad
>MAP12
>room with two switches inside and a door that won't open
>can't read the switches
>shooting the switches does nothing
>run around the map trying to find some other switch (map was full of cacodemons and if you didn't run past them all to get to an area with more shotgun ammo the level becomes unwinnable on pistol start, by the way)
>nothing
Turns out I had to shoot the fucking door
>>
>>7972380
Yeah. It's probably the most atmospheric wad from the 90's. But the levels are largely boring or annoying.
>>
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>>7967478
>>
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Just finished d2twid and it was alright but it got tiring towards to the end. Dunno why I keep playing larger megawads when I clearly like em short and sweet (though I did like dtwid).

>>7971734
Been wondering this myself
>>
Does anyone here know The Mucus Flow? If not, I fucking envy you. Is there ANY way to beat this?
>>
>>7972440
Probably the most extreme case of a map requiring you to conserve health and ammo, as 99% of it is in the one spot at the beginning, and getting to such spot requires running past those seemingly respawning chaingunner watchtowers everytime.
>>
>>7972389
bro...
>>
Whats the deal with certain secrets/'opened elsewhere' doors in Quake making a 'Doo-Doot' textbox message sound without any text? This happens even in the original retail maps so its not only due to fan mapmakers being newbies or the sorts...
>>
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>>7972440
BPRD made kino.
>>
What am I in for boys? (whitemare + final doom)
>>
>>7971702
Agree with the others, if you don't already know what the does you have no idea what's going on while you're getting bombed to oblivion. Also having more than one would be extremely painful.
Suggestion: Make them all spawn at once around him and then teleport to you or make them at least hurt everyone so you could use them tactically if there are other monsters.
>>
>>7972434
How many dbp's have you played by now?
>>
>>7972538
>megawad infamous for long range fights
>weapon set optimized for close combat
Congratulations, you brought flamethrower to sniper duel.
>>
>>7970782
Is this on original Ter Shibboleth too? I tried Drake version, but it felt bullshit with those chaingunners everywhere. Played original for 2 maps and it at least was playable.
>>
>>7972567
I didn't know these were a thing until now.
>>
>>7972610
Well, now you have 30+ different episodes of goodies to play through.
>>
>>7972024
A level set with a darker aesthetic and I guess using stuff like scripting to make puzzles.
>>
>>7972605
It is, but the drake version is more polished with better looking visuals and progression whereas the non-drake version is rough around the edges and not as aesthetically pleasing.
>>
>>7972567
what is a dbp? doom brap pack?
>>
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Took me a bit to get this one down, but I finally made my way through. Really tests your ability to conserve ammo for the right moments.
>>
>>7972826
Double butt penetration
>>
>>7972829
>Total
>Not pistol starting
>>
>>7972836
I am pistol starting. I'm using a fork of dsda-doom that allows you to do the -pistolstart launch parameter.
>>
>>7972839
Oh that's based actually got a link?
>>
>>7972845
https://github.com/CharlesLove/dsda-doom-with-love/releases/tag/v2021.07.11
>>
>>7972385
>most atmospheric wad from the 90s
Mordeth, Crusades and Phobos would like to have a word with you.
>>
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reminder that you can go and read posts about doom from 28 years ago on google groups
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>>7972887
Better times.
>>
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>>7972826
>>
>>7972887
Wasnt the 486 supposed to be a top of the line PC for its time?
>>
EXTREME LOW RES
>>
>>7972965
looks like a blockland modter map
>>
>>7973003
damn bro you really going to hit me with those memories like that?
>>
>>7972850
Why hasn't the author made a pull request for these changes? They seem fairly unintrusive and only QoL
>>
>>7972876
>Crusades
Crusades is a great wad, but atmospheric is not something that comes to mind about it for me.
>>
>>7973010
The main dsda-doom dev doesn't like the pistolstart parameter as implemented.

https://github.com/coelckers/prboom-plus/pull/199
>>
>>7973030
Hmm. They do bring up some good points. Pressing the level restart key is already super easy
>>
>>7973041
>>7973030
What about the "showing map name in extended HUD"? In having a pull request for it for main branch, I mean
>>
what do people have against freelook? why do people's veins pop out of their forehead when some guy spends 5 seconds appreciating the floor? who does it hurt?
>>
>>7973125
NOOOO NOT MY HECKING AUTOAIM
Everyone who complains about freelook is cacodemon in disguise.
>>
>>7972434
Just break up megawads by taking breaks.
>>
>>7973125
It can screw up map flow if it's dependent on switch shooting.
>>
>>7973125
Dear anon,
There's two kinds of freelook:

>Let's call this "Freelook A". The one where you're able to look around by pressing a key, but your shots are still 100% limited to normal autoaim rules (so, if you were to fire a rocket at your feet in this mode, the rocket would fire in front of you).
This is an exploration tool and helps you get a 3D sense of space. It does not interfere with combat. It is normally regarded as fine save for the most hardcore purists (their argument being that you are relying on information you wouldn't normally have, such as looking down before you leap). You can find this mode in DSDA-Doom (PRBoom+)

>Let's call this "Freelook B". The one where your aim is no longer attached to autoaim, so you're free to shoot wherever. This can lead to some serious cheese in maps that are not designed for it in mind, such as BFGing your feet to instantly shoot a gorillion BFG tracers in front of you. This trivializes many encounters. There's also the fact that when a map maker is designing an encounter, they can purposefully do things like putting certain enemies in front of a pack to shield the back ranks. You can completely cheese past this with Freelook B. There's also the issue of shoot switches, where you can completely sequence break in unintended places. Though this last point might be moot, because typically the same kind of person that is using Freelook B will also be using jumping and crouching to sequence break. And that's fine, it's your game and you can play it however you want. It's cheesy and lame, but hey, you do you.

>>7973140
You got me anon.
>>
>>7973125
I don't think its nearly as bad as jumping/crouching. There are cases where it can allow sequence breaking or cheesing a fight, but these are very rare.
>>
>>7973152
Also to add to this: keep in mind we're talking vanilla doom gameplay here. If you're playing a gameplay mod, then everything I just said goes out the window. It would be stupid for me to tell you to try playing Hideous Destructor without freelook or without crouching/jumping.
>>
I'm not sure why people get so butt-blasted about vanilla vs extended gameplay. Vanilla players don't really give a shit if you play extended, but you aren't playing vanilla if you use freeaim, jumping, crouching, etc. That's fine, but you are playing a patently different game at that point. They way you engage in combat encounters and levels in general is completely different which is fine, but yet again it's a very different experience.
>>
>>7973182
I think you might be making up people in your head anon
>>
https://www.youtube.com/watch?v=y9fQw1W22i8
I always forget about this until it pops up in my sub box.
It's always a nice surprise.
>>
>>7973185
This. Please see a doctor.
>>
>>7973182
Jumping and crouching serves no purpose beyond sequence breaking. Freelook without autoaim replaces randomness with skill-based gameplay, and only allows to sequence break in rare cases.
>>
>>7973220
Doom's autoaim isn't random, and it makes projectile weapons too easy to use.
>>
>>7973203
Hello cacodemon from Freedoom.
>>
Who lead DBP37 and why did they let 40oz take a shit on the floor on map12? If it doesn't win a Cacoward, that map is going to be the reason why.
>>
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i like how the doom unity pistol weapon select sprite looks nothing like the actual leaked pickup sprite. consistency!
>>
>>7973226
As I understand, this map is some sort of a big "fuck you" to Tarnsman and "cool kids club" that he hates so much.
>>
>>7973238
It's a big "fuck you" to anyone who plays it. What a retard.
>>
What's the verdict on DBZone?
>>
https://www.youtube.com/watch?v=d7KaIb-jiaQ
is this real?
>>
>>7973250
Too many platformings.
>>
>>7970835
Anyone?
>>
>>7973251
Impossible to know unless an expert runner combs the demo with a demo analysis tool. This is why high profile speedrunners have largely moved to streaming their attempts.

Mind you, that still doesn't 100% eliminate a chance of cheating, it just adds another layer that would make it significantly harder to make it look legit
>>
what does 2048extras do? whats the difference between guns and mp guns
>>
>>7971756
I had another idea: Make the fireball appear ABOVE the player, like a ball lightning, and then descend on the player.
>>
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>>7971702
People have made a enemy like this before, check out the Minicharge Diabolist on the gif section.
https://www.doomworld.com/forum/topic/109195-minicharge-mbf-resourcemod-v13-new-bfg-sprites-52520/
>>
Does map 25 in BTSX ep2 have some bug when ran with Crispy Doom? It absolutely refuses to spawn the teleporter in the last room and it's extremely infuriating to flip the switch only for nothing to happen in a hour+ long level.
>>
>>7973319
It's extra maps that didn't make the cut. Play it after you play the main set.
>>
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>>7967130
ALRIGHT BOYS
POST YOUR FAVORITE WOLF3D THEMED WADS
>>
I'm confused. What ports support MAPINFO and what ports do something else entirely?
>>
>>7973235
Why does the grip have a penis
>>
>>7973220
>Jumping and crouching serves no purpose beyond sequence breaking.
Wrong, it can be used for combat maneuvering, jumping can rarely be used for jumping over incoming low attacks, but it can also be used to jump up on top of monsters and run over them (assume 'infinite height' is off, and they aren't too tall for you). Mainly this is useful for escaping being cornered by Pinkies, or Imps, though one has to have a plan and be quick, because they're still in melee range when you're standing on their hitboxes, meaning they'll eat your balls if you don't hurry.

Crouching, likewise, can be used to dodge attacks, actually far more often as it lets you get down low behind cover, or dodge just underneath the incoming projectile of many kinds of enemies (such as a Revenant's rocket, or a Baron's fireball), which can sometimes be a lifesaver when fighting in uncomfortably close quarters. Ducking in plain sight in front of hitscanners does nothing though, this isn't Blood.

>Freelook without autoaim replaces randomness with skill-based gameplay,
I don't agree with that at all, there's absolutely skill in working with your auto-aim and knowing how it handles, you look at pro guys like Ancalagon and ZeroMaster, and they aren't just rolling dice, Doom has a significant luck element to it, but skill is still the most important metric for success at any rate.

I overall prefer the feel of manually aiming my shots with freelook, but I feel comfortable still with the vertical auto-aim and horizontal turning, and I basically never feel like the game cheats me.

>and only allows to sequence break in rare cases.
That's true.

Overall, when I play with freelook, crouching, jumping, and no auto-aim, either I'm consciously avoiding breaking sequence, or I'm playing something that makes the game hard enough that my odds are too poor if I don't do it to some degree.
>>
>>7973224
I'd argue that it makes projectile weapons slightly more rigid in application (can't aim a rocket at the floor or ceiling), with full freelook being easier and allowing you to direct fire wherever, whenever, without having to follow the whims of the auto-aim.
>>
>>7973238
How is it supposed to be a fuck you? Haha, I made a bad map and he played it?
>>
>>7973319
Those are maps which were left over, either because we ran out of map slots, or the map was too shitty.
>>
>>7973494
I meant to say that no autoaim makes it easier, because you can directly lead rockets or fire at targets off in the distance without having to worry about it being autoaimed into the floor.
>>
>>7973238
To me it looks more like a half-baked map idea that drags on for way too long and needs better music. What makes you think it's a
"fuck you?" Did I miss something?
>>
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>>7973435
Is this part of WolfenDoom?
>>
>>7973539
I can kind of see it as a sort of protest of maps like the "hub" levels of BTSX where you just walk through an empty level, but it falls totally flat and only serves to fuck over a project that was perfectly good up to that point.
>>
>>7972463
In Quake, the scripting considers an empty ("") string different than a null string, and treats it like a regular message. So its likely the designers added messages to triggers and then deleted the characters instead of completely removing the field, making the game think it still has a message to print even though theres no characters.
>>
>>7973398
Did you move into the fire?
>>
>>7973573
Normally i'd say take your meds here but with the author's recent spaghetti spillage over the cacowards, this actually makes sense.
I don't wanna derail the thread though so i'm gonna stop here
>>
>>7973567
No its just the 21st DBP WAD
>>
>>7973608
Is it me or DBP is petering out?
>>
>>7973624
Nah, I think DBP37 is their best work so far (outside of map12.) I do think they might be stretching really far for themes though. The one for DBP38 is themed around MAP05 of plutonia
>>
>>7973448
>Chocolate Doom
>Crispy Doom
>recent versions of PrBoom+
>DSDA
>Woof
>GzDoom
>Eternity
Supports UMAPINFO.

>GzDoom
>ZDoom
>Eternity
>Skulltag
>Zandronum
Supports MAPINFO.

>new official ports
Has its own format called SMAPINFO, which is used to handle map packs. When a mapset is curated for the ports, one of the things they do is to write an SMAPINFO lump for it, so it gets the right intermission screens, map names, PAR times, etc.

UMAPINFO is a new replacement for MAPINFO, which is compatible with many less advanced ports, as MAPINFO has a lot of useful functions which shouldn't need to be tied to much more advanced engines, like defining episodes, defining intermission screens and text crawls, music tracks, 666 and 667 specials, etc. The deal with UMAPINFO is that you only need to write one lump, and then all the major ports can read it and use the relevant lines listed, if the port is say Chocolate Doom, and the line pertains to some kind of advanced feature like for GzDoom or Eternity, then Chocolate Doom will just skip that line and move on to the following line which is relevant to any of its functions (if there is any).
>>
>>7973624
40oz being a retarded sperg aside, 37 is the best one yet. Who knows how long they can keep it up for though, spiting the folks who split off to form DBK was probably a major motivator behind the quantity and quality of 37.
>>
>>7973484
To have a little fun :)
>>
>>7973638
>40oz being a retarded sperg
What did he do
>>
>>7973629
That sounds like the kind of concept you'll spread thin trying to make a mappack around.
>>
>>7973226
Just gave that map a try and you were not kidding.
Legitimately feels like something you'd find in a joke wad from the early 00's.
>>
>>7973634
>>Chocolate Doom
Wouldn't UMAPINFO support go against the overall goal behind Chocolate Doom, though?
>>
>>7973663
I'll confess that I don't remember if it actually does support it or not, but I'm pretty certain that it does. Since it doesn't affect the rendering, the PRNG or behavior, static limits, etc, the reasoning may have been that it's fine.
>>
>>7973634
So if I want my wad to have some episodes, I better learn UMAPINFO instead and then it will work everywhere?
>>
>>7973646
See the above discussion about dbp37 map12. There's also a thread on doomer boards he made prematurely bitching about dbp37 getting snubbed at the upcoming Cacowards. It's a self-fulfilling prophecy though because of his dogshit map.
>>
Is it, like, a sector shit?
>>
>>7973686
The current cacowads is a clownhouse where mappers who can't beat their own wads get to nominate themselves, I assume he's not entirely wrong about complaining about it.
>>
>>7973698
They won't give me any cacowards, so of course it's a clownhouse.
>>
>>7973634
>so it gets the right intermission screens, map names, PAR times, etc.
That's neat.
>>
>>7973698
Yeah don't get me wrong, I don't think there have been decent judges in years, and I actually do think DBPs have been snubbed historically, but 37 is too good to ignore. Except for map12, a complete shit stain in an otherwise great mapset. If it does get snubbed, that map will be the reason why. He fucked over his own community's project in some pathetic act of protest against more popular mappers.
>>
>>7973668
Pretty certain chocolate doesn't support it. And besides, Any of its features that allow for changing level order, or when intertext appears, and other features that change hardcoded behaviour that vanilla dehacked can't do anything about, would break compatibility with the actual vanilla engine, which considering the goal of Chocolate Doom is to be as compatible with the vanilla engine as possible, bugs and all, doesn't sound desirable.
>>
>>7973707
>He fucked over his own community's project in some pathetic act of protest
Let's not rule out the possibility he just made a shitty map. Both are possible.
Also I feel like his thread isn't winning over any nominations.
>>
>>7973698
I thought the map by the person who can't beat it was only a runnerup?
>>
I kinda liked map12, it was an experience. At least it's not dbp11's map06.
>>
>>7973717
>Let's not rule out the possibility he just made a shitty map.
I mean, people can have their off days. But map12 of DBP37 seems too deliberate in its awfulness to just be like that for no reason.
>>
>>7973719
Yeah, it was.
>>
Ok, so I have a regular 32-maps long Boom megawad on my hands. It already has dehacked lump for map names and text screens, and full set of map name sprites for intermission. I also copied this into MAPINFO before I found out everyone actually uses UMAPINFO now and I learned MAPINFO syntax for nothing.
I want to do the following:
> Split it in 3 episodes along the vanilla text screens/sky changes
> Disable jumping and crouching on all maps
> Disable freelook on MAP30
> Ideally not have to port any text from DEHACKED over
> Have this whole setup have maximum reach port-wise.

What should I do?
>>
>>
>>7973674
You can use that, yeah, and it'll work for something like Crispy Doom, no need to move past the original gameplay.
Of course, the oldschool way to do episodes in Doom 2 was to do death exits to reset the player's inventory, but you don't get differing intermission screens (or maps) that way.
>>
>>7973578
Thx for explaining :)
>>
>>7973634
How do boom/vanilla megawads do stuff like set sky textures and music without MAPINFO? I mean renaming music and graphics would work part of the way, but then your MAP01 music would be playing in MAP15, your MAP31 music would be your end music, etc
>>
>>7973752
>MAP01 music would be playing in MAP15
All of the music entries for the levels are separate. In this case there's D_RUNNIN and D_RUNNI2. The end music does share with MAP31's music however, but that's not usually a problem.
>>
>>7973674
You can also have as many text crawls and secret levels as you want with UMAPINFO, and use stuff like the Map 30 special where monsters can telefrag the player, or the Map 07 special with Arachnos and Fatsos for tag 666 and 667, on any level you want.
>>
>>7973723
To be fair, you have to have a very high IQ to understand map12. The mapping is extremely subtle, and without a solid grasp of Doom mapping scene most of the references will go over a typical player's head. There's also 40oz's nihilistic outlook, which is deftly woven into his characterisation - his personal philosophy draws heavily from Terry maps, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these maps, to realize that they're not just shitposts - they say something deep about LIFE.
>>
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Finished Whitemare, gonna move on to TNT evilution (w/ final doom)

>>7972569
I didn't have any issues.

>>7972721
I'll certainly give the lastest of them a shot.
>>
DukeGDX or Raze, and why? Thanks for your time.
>>
whats the word on hffm?
>>
>>7973842
It's hard and fast.
>>
>>7973842
Very hard, very fast. Haven't got word on another rejection yet, so hopefully it'll show.
>>
>>7973842
got a lot of faggot maps in it
>>
>>7973842
It's hard and fast. you faggot. I bet you're a map, too, goddamn pedo.
>>
>>7973865
A shit map is even more of an offense when it's such an outlier in the set. How was everyone okay with such a blatant shitpost smearing the rest of their hard work?
>>
>>7973894
Yeah, don't understand the logic of jamming an intentionally shit map into your levelset as a way to stick it someone. What you've actually done is to make a bad level and dragged down the overall quality of the set, on purpose, and admitted that you willfully underperformed just to spite like 1% of the people who'll ever play the map.

If you're gonna make a level out of spite, the spite should be motivating you to make a GOOD level.
>>
>>7969635
Have you tried QZandronum?
>>
I'm wanting to make a psuedo Doom Arcade mode
>Run it in a 1 person multiplayer session so saving is disabled.
>Make "New Game" instead connect to the local server
>Enables player to respawn
>Want to limit respawns to a life counter
>Want to add scoring somehow
>Want to disable quitting the game except from a hotkey
>>
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For a "shadow warrior", Wang isn't very stealthy.
>>
>>7973957
No one can spot you if they're all dead. Perfect stealth.
>>
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>>7973957
>>
>>7973957
Samurai also fought with gunpowder, he's just sticking to the times.
>>
>>7973958
That actually makes sense if you think about it thoroughly enough...
>>
>>7973984
>>
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>>7973957
>currently in the shadows
>currently a warrior
I fail to see anything wrong with this
>>
>>7973484
for purposes of procreation
>>
SHURIKEN IS MY FAVOURITE WEAPON
>>
>>7973226
>>7973238
Get filtered, plebs
>>
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>>7973957
>>
>>7973235
something something romero released it and they told him to stop showing more history related to the old games because uh....
>>
>>7974012
I love the shuriken*
>>
>>7974015
Filtered by what? An intentionally shit map which drags down everyone else's effort to make a good map? Yeah, I guess that did sift me, sieved me real good.
>>
>>7973907
Nah, he didn't make an intentionally shitty map. Especially not for the purpose of "sticking it" to DW, there's no correlation there, not sure what connection you guys see. He made an experimental map and we all liked it. If you hate wads in the vein of The Sky May Be/Lilith.pk3/The Ana's Dream, you're not gonna like this map either. But it accomplishes its objective of being a surreal, cinematic experience, and honestly I wish there was even more avant garde DOOM in the world.
>>
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What do you like more anons? Making sprites by hand or making renders of models?
>>
>>7974043
>But it accomplishes its objective of being a surreal, cinematic experience
It really doesn't. It's incredibly undercooked compared to the aforementioned lilith.pk3 and just feels like a bad parody
>>
FRIDAY NIGHT, JOIN THE FIREFIGHT GENTLEMEN! We're playing a fairly new release, TWANGO1.WAD. LET'S GET THIS SHIT STARTED! ZANDRONUM, connect 104.128.49.2:10773 , LET'S GO.
>>
>>7974053
Eh, fair enough. I'm just saying 40's intentions were not to somehow own DW and that map authors who playtested it not only were fine with it being included but they enjoyed it.
>>
>>7974075
What sort of Valve rejects are you guys employing for playtesting that they found ten+ minutes of walking through empty corridors and opening doors that lead to nowhere enjoyable?
>>
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/VR/ is currently borked in QSS - at least it seems so to me...
>>
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>>7974051
Because I definitely prefer rendering
>>
>>7974087
That's bizarre... Does it work in an engine that doesn't use CSQC?
>>
>>7974067
For our Euro anons: We'll leave the server running after we've had our fun, but populating the server again will be entirely up to you.
>>
>>7974089
rendering them from models is more true to how they were originally made from using clay models
>>
>>7974086
Not to mention that long string of fake exits that had my eyes rolling.
>>
>>7974051
If I could actually 3D model, I'd have way less problems with getting rotations and lighting right. But I'd still prefer drawing the sprite instead of directly rendering it, at least for my purposes.
>>
Is there any way to fix the weird line lighting in PrBoom+ or is that just how Doom is supposed to look.
>>
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>>7974087
Same thing with MarkV
Can it be because I keep all sourceports .exe in the same Quake1 game folder?
>>
>>7974157
Quite possibly, since they'd be overwriting the same config.
>>
>>7973238
>a big "fuck you" to Tarnsman
How anti-semitic of them...
>>
>>7974135
That part would at least be kind of funny as part of a jokewad. It's just insulting coming off the rest of the map, though.
>>
Is there a way to have different "sets" of saves for different wads that can't be overwritten by other wads?
What I mean is if I have wad A and acvidentally save over the wad B save and I would like to prevent that
I'm on PrBoom+.
>>
>>7972741
Ah.
Might be cool. I'd have to hire Midway to make it and I don't have the money to resurrect a dead game company.
>>
>>7974167
I did seperate them into dedicated folders but it didnt solve anything - also just now I found out UQE is a bitch to run mods on it...
>>
>>7974189
Just do it yourself, you know how to model, hell, you could just kind of reskin models you have to make new variants.
>>
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>>7974067
What's up with crash's visor? Is that an aniki-sphere?
>>
>>7974104
Which one would it be of all the options? VulkanQuake1 doesnt want to launch for me
>>
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>>7974215
>Just do it yourself
After this episode I'm probably going to move onto Unity or UE4/4... Godot maybe, haven't looked into it.
Aside from the odd doom map, or mini mod or something maybe.
>>
>>7974259
They always say that. You'll be back.
>>
>>7974157
>>7974210
Interesting... I'm getting the same error as you in MarkV but QSS is working fine.

>>7974254
MarkV doesn't use CSQC, so I'm thinking that might be the issue. Don't know why it wouldn't work in your QSS though... Maybe using MarkV saved something to the shared config that broke it?

There might be something that needs to be added to the .rc file to disable CSQC in unsupported engines. I guess I'll take a look at AD's setup to see if that's the case.
>>
question: what's so bad about DBP37 map12? I thought it was clever and interesting, and it was certainly brief
>>
>>7974262
We'll see. My intention is to still make games obviously. I have in the past, I just ended up working on systems and the not finishing a game. Apparently a common problem.
I'm pretty good at plugging away slowly at things without getting too bored these days though, so. Yeh.
>>
>>7974305
will there b more rekkr games or will this be the end?
>>
>>7974313
Probably no more REKKR games. Next thing I'm working on I *think* will be a sci-fi project I've been kicking around in my head for a while.
We'll see.
REKKR has a pretty solid end in Ep4
>>
>>7974303
I can't be bothered to play it but from this video https://www.youtube.com/watch?v=lR4PFw6nN7o it looks kinda like shit, interesting for mimicry of 94 wads and it looks avant garde but that's it
>>
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>>7974267
Reinstalled all of the older QS port again (this one did work with previous version) and rebooted my OS - still nothing is happening (maps refuse to load)
>>
>>7974147
You mean sector lighting? Yeah that's how DOOM is supposed to look. You can use GlBoom to look the way you want, zoomer
>>
>>7974303
>clever and interesting
it's totally linear and every part of the map serves to waste your time. the two fights in the map are completely unengaging and you're better off just walking past them
>certainly brief
maybe if you cheated to know about the developer shortcuts that skipped the worst of the time-wasting
i won't call them secrets because secrets have hints
>>
>>7974067
Go fish.
>>7974243
Added noise, I remember her visor being a white static screen (hence her name). Kinda pointless though.
>>
>>7974359
>linear
A meme criticism that only applies to discussing traditional DOOM level design
>>
>>7974087
>>7974104
>>7974254
>>7974267
>>7974337
Hah...hah...this is what happens when you don't check if the engine can use qsextensions.qc functions like clientstat to send information to CSQC like the current nailgun mode...oops. This is something that only CSQC-enabled engines like QSS, vk, DP, and FTE can do.
Copy and paste the code from this Pastebin into world.qc to check if the current engine can use CSQC. Apologies...
https://pastebin.com/VX6Mmk7H
Also, another Pastebin to use the Laser Cannon/Mjolnir animations. Put this in csqc_hud_vanilla.qc.
https://pastebin.com/wTXRYrAb
>>
>>7974374
Absolutely based, CSQC anon. I'll get this stuff added and push out an update as soon as I can.
>>
>>7974372
tell me what is clever or interesting about walking a straight path through a featureless level with no combat worth talking about, no puzzles to solve, no impressive sights to see, not even any interesting engine tricks. every map that has done the idea before has done it better. to even mention it in the same sentence as lilith is an insult to lilith. it's just a shit map.
>>
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>>7974231
Made another TITLEPIC mockup
>>
>>7974391
I guess you could add in the README that you can use pr_checkextension 0 to disable the HUD if people don't want to use it, though keep in mind this will disable *all* CSQC-related features for the mod, which up until now, it didn't make use of any.
>>
>>7974329
I mean, the concept of the map is that you start in a clean and nice modern bathroom, you take some pills and you enter a nightmarish hell world where nothing makes sense, you fight your way through and eventually wake up in reality, the ruined bathroom of the urban sprawl in "neo shotokan" or whatever it is ... I think the concept is executed pretty well even if parts of the map don't play especially well
>>
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>>7974374
I'm still getting missing file errors. Any idea why?
>>
>>7974462
>0kb
wait, I'm retarded
nvm
>>
>Duke3D map, crouch down into a rocky hole in a wall to grab items
>get sucked into the wedge-shaped corner and squished
THIS NON-RIGHT ANGLE
IT WAS MADE FOR ME
>>
>>7974462
Drag and drop the gfx folder and gfx.wad from this zip into the main directory.
https://
anonfiles dot com
/p8wb208du2/violentrumblehud2_7z
>>
>>7974481
Thanks anon, was about to reconvert everything.
Got stuff uploading to the Mega now...
>>
>>7974492
Yeah...you were using TexMex, weren't you? For some reason exporting to LMP format from TM gives you 0KB files...the other alternative is AdQuEdit.
>>
>>7974173
I personally found the string of fake exits pretty interesting and the texturing around that part fascinating and well-done, 40oz is a genius
>>
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>>7971851
>over-filtered bloom mode
based.

this may seem like a dumb question, but, will the stand-alone gzdoom download include that sprite shadow mod?
>>
>>7974575
sprite shadows got integrated into gzdoom itself in 4.6.0
>>
>>7974575
This
>>7974601
I don't actually like those mich tbqh. They look okay from one perspective by they don't seem to scale flat when they move up relative to the players z position...
So monsters on ledges have little shadows peeking up at you...
But they're still on in the moder+ preset everything is. It's quality mode.
>>
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>>7967162
VIOLENT RUMBLE UPDATE - TECHNICAL DIFFICULTIES EDITION:

>fixed non-CSQC engines being unable to load maps (thanks anon!)
>fixed an ammo count issue from going between sequential maps with DOE ammo in-use
>entering a new sequential map now remembers your last weapon mode
>runes should now properly drop from dead players in coop
>FGD updated to include rune buff descriptions
>added new modifier (impulse 28) that can randomize enemy spawns (limited to grunts, ogres, and scrags right now - might be buggy)
>added new modifier (impulse 33) that partially randomizes ammo, weapon, and powerup spawns
>added new modifier (impulse 34) that gives enemies a chance to drop health vials and armor shards based on their health and armor (will give them a chance to drop weapons as well, but couldn't get to it)

Exact RNG for new modifiers can be found in UPDATES.txt in the Mega folder. Thanks anons for brining up and fixing the CSQC issue.
>>
>>7973152
>looking down before you leap
I saw someone do this in a walkthrough of an old wad and I exited out in disgust
>When a map maker is designing an encounter, they can purposefully do things like putting certain enemies in front of a pack to shield the back ranks. You can completely cheese past this with freelook
Well said. This for me was the most game-breaking thing about freelook, and I think this is why players refuse to let freelook go, whether they consciously know it or not. I thought this was the most game-breaking thing until you mentioned that BFG trick, which is even more OP. I don't even know of any GZDoom maps that require freelook (aside from Square which doesn't even have a BFG), but if I do (like some famous community projects where some maps have freelook) I will abuse that bfg trick out of spite

Also, if anyone is interested, play with the grenade launcher in D4V with Doom's autoaim. I find it incredibly hard to use for some reason. I would love to see a level designed for it

>>7973624
t. dbk

>>7974601
oh nice, i remember i used to add a bloom mod but that got integrated. i suppose i should upgrade or at least read the change log
>>
Bump limit encroaching, lads.
If you have things you think are newsworthy this is the time to reply to the news log so they don't get lost.
>>
>>7974618
that kill reward mode sounds really fun, i love getting trinkets when killing monsters that, although amounting to basically nothing, are still fun and rewarding to collect, like a goblin collecting chocolate coins
>>
Got the idea for this enemy last night. I lovingly call him the little bastard. He never targets the player and his projectile does a measly 1 damage. However, he will target particular enemies in his proximity and deliberately attack them. You remember that mancubus I came up with? The little bastard's projectiles have a 100% chance to inflict pain, thus causing it to enrage. I was thinking about giving him some unique interactions with the necromancer too. Every time he hits the necromancer, it'll let them summon another ghost.

>>7973342
I like this idea too. The enemy could shoot a lightning bolt above the player's head and an orb of fire descends on them. I'll have to see what I can do. I just want to say thanks for all the feedback guys. It's been nice to share my ideas.
>>
We shitwadding?
>>
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>>7974786
Let's resume HFFM.
>https://youtu.be/QleZRf3UGUM
>>
>>7974714
This just gave me war flashbacks to Everquest brownies. Something about tiny humanoids is very funny.
>>
>>7971734
Something got denied today but it wasn't HFFM so I think they're just trying to figure out what to do with it.
>>
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>>7974714
fucking ants keep gnawing at my teeth grr augh *uses bystander doomguy as stress ball*
>>
>>7974231
full 8 sprites instead of 5? nice
>>
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Why the fuck does Aracnocide Weapons not work with Hell on Earth starter pack?
Is it the weapon pickups or something?
Warping into map 10 gives me invisible items and opening the door freezes the game.
>>
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HFFM ANON YOU DORK YOU'RE USING THE WRONG VERSION OF FULL THRUST
>>
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>>7974951
This. I thought we fixed this earlier but I guess it came back up again. PLEASE use this version (V4) of full thrust: https://www.dropbox.com/s/34bkxjpb8b62k2i/fullthrust_v4.wad?dl=0
>>
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>>7974714
Make them steal shit from player.
>>
>>7974473
Someone feed DRRRRRR DRRRRRR into one of those digital Duke voices.
>>
>>7974956
Yeah, I DID fix Full Thrust, it's in the build in the newspost, and the build I sent to iDGames.
>>
>>7975042
I just downloaded 1.7, the build in the newspost, and it's still using an older version. The correct version (fullthrust_v4) does not have the giant crate room and the ending section is scaled down a bit.
>>
>>7975048
Oh, you're the author and you did updates to it? I added a little launch tower to the rocket at the end because it was possible to press the exit linedef from the base of it, skipping the end fight.

I hope uploads on idgames can be updated.
>>
>>7975059
Yes, that dropbox link posted here: >>7974956 is the correct version. And I did upload that version long before the project was "finalized" so adding the updates were just forgotten about. I hope this doesn't screw anything up trying to fix it, but at least the version currently in isn't unbeatable.
>>
>>7975068
Uh, we'll fix that with a Version 1.8 soon enough.
Did you do something else to block the player from reaching the exit prematurely in your version?
>>
>>7974809
https://www.youtube.com/watch?v=wAqyWpBo9OU
>>
>>7975074
No, I did not know about being able to exit the map prematurely until just now. Nobody brought it up since I made the v4 edit. Would you be so kind to fix it in 1.8 with the v4 version?
>>
>>7975080
The exit in Full Thrust is you pressing use on a linedef, but you can press this linedef all the way from the bottom of the rocket, without going up to the platform, fighting the legion of monsters, and raising the bridge.
>>
>>7975089
Sure. That may take a little while, I'm still waiting on 1.7 to upload to idgames.
>>
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>>7975101
Thank you, sorry about all this I just thought it got properly updated earlier when it was brought up before.
>>
>>7973779
>>7972538
lol wut how did you finish WM so fast? Did you play on HMP?
>>
Does Fitzquake have different scaling for horizontal/vertical accuracy? Also, does anyone else occasionally get their attack inputs eaten? It's happened a few times with the shotguns.
>>
>>7975170
Quakespasm or bust
>>
>>7974809
https://www.youtube.com/watch?v=0usYUJoRN6I
>>
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>>7974809
Today's stream can be summed up as Anon being soft, slow and straight.

Pic related, it's me after getting demolished by the dungeon masters over and over.
>>
Is limewar anon still around?
>>
>>7975237
TAKE IT, BOY!
>>
>>7974809
Just discovered this stream, watched him playing my map without ever going to pick rocket launcher.

This is what I get for making non-linear maps.
>>
>>7975349
Don't sweat it too much, Anon isn't a bright boy, he's just persistent.
>>
>>7972908
Yeah, but from what i remember, it was the norm that PC games that came out often minimum requirements around the contemporary high end. Developers knew that in a years time clockspeeds would double again and everything would run twice as fast, unlike the last 10 years where transistors double and we get excited for a few % single thread performance bump.
>>
>>7975117
Is it supposed to be long? Took me about 5-6 hours on and off
>>
>>7974329
>Jon Vail
Is that Papercut?
>>
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>>7974481
>>7974374
Got myself all of those - still doesnt work for me...
Its all about the WorldSpawn coding file having a typo it seems, but the line 232 is outside that section of qc if I look it up with NotePad+
(yes I am this dumb with computers)
>>
>>7974618
>Centroids can now drop Nails
Finally...
>>
What about retro FPS?


Fakk2
Heretic 2
AM Alice
Shadowman

Kino? Cringe? Overlooked?
>>
>>7975482
***TPS
Fucking autocorrect
>>
>>7975478
Anon, the .qc files are for compiling. You just need the new progs.dat that's up on the Mega.

>>7975479
I'm not sure which part gave you that impression, but that's actually a good idea and I'll add it for next update.
>>
Are Dark Forces and Dark Forces 2 worth playing? Or should I skip straight to Jedi Outcast?
>>
>>7975514
I though that with this addition they optionally could drop an ammobox thats not full (10-15 nails depending on skill maybe) instead of an out-of-place backpack - at least with Eddie it would look a bit less egregious since its a vaguely humanoid monster (nevermind the lack of hands tho).
Also considering the Doom/2-style shotgun mechanics revamp is inevitable, had you considered reducing the ammo given by pickups by half as a balancing factor? Grunts backpack and new weapon ammo-gains can be left unchanged since RNG can work both ways, not neccessarily in your favour always...
>>
>>7975437
The guy from MeteorMods?
>>
What free sound editing tool comes out of the box wih an 'head in bucket' voice masking preset without manually pitch-shifting any sound clips for hours like an Autismal by myself?
>>
>>7973573
>I can kind of see it as a sort of protest of maps like the "hub" levels of BTSX where you just walk through an empty level.
Weird to make a protest against those maps. I like that they give points of rest in a megawad, and while I can admit that the E1 ones aren't really much more than empty train stations, the ones in E2 were a lot better and gave me a sense of progression through the story.
>>
>>7975564
>Also considering the Doom/2-style shotgun mechanics revamp is inevitable
That's already a modifier that's in. You can activate it with impulse 30.

>had you considered reducing the ammo given by pickups by half as a balancing factor?
Not really, since Grunts are affected by the modifier as well and it comes bundled with RNG damage. I guess it wouldn't be hard to do though.
>>
>>7975554
Skip all 3. Play Doom and Quake.
>>
>>7974714
>The enemy could shoot a lightning bolt above the player's head and an orb of fire descends on them.
Reminds me of a weapon I once made. It was a prayer that sent off an invisible tracer projectile that, upon reaching an enemy, called a gidly hand that instazapped every enemy. I think that was even the very first anything I made in ZScript.

https://youtu.be/Yv1VBEn3vmI
>>
I want to play Doom.
What link is for me?
Pls spoonfeed me I'm retarded.
>>
>>7975647
https://mega.nz/folder/QXIk1bjB#NHRWGIfjcc77PyGgRlga4Q/folder/dP4GBQhZ

for source port i recommend dsda doom
>>
>go fuck yourself, too
>>
>>7973727
alright so from what i can see, it should be an easy implementation: https://doomwiki.org/wiki/UMAPINFO for reference.
Basically what you want to do is the following!
>In the first map put "episode = clear" for security reasons
>still in the same first map (but also on all the first map of each episode) write episode = "patch", "name", "key"
>patch will use a wad graphic, name is the name of the episode if you don't want to use A patch and key is the initial key you press to tell to select what type of map you want
>Congrats you have now set the episodes, but if you want the episode to end at the last map you have to defy the last map and implement endgame = true to it or use endpic = "graphic" if you want to show a graphic after beating it!
Freelook, jumping and crouching cannot be defined in Umapinfo though but this should account for all ports.
for that i'd recommend maybe the MBF21 format OPTION lump but i am not sure if that is in the list.
Though you can define map names in the UMAPinfo and more, i'd recommend reading up on that if possible.
>>
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I finished Shadow Warrior.
It felt very short compared to Douk, even though I spent more time on each map. Maybe I'm just imagining that.
The weapons just felt okay. Conceptually, the riot gun is great, but it lacked punch in terms of sound. The grenade and missile launchers are fun to use though.
Most of the time I just ended up bouncing grenades around corners before entering a room, because of the hitscanners. Damage to and from enemies felt very inconsistent - sometimes they would just drop me instantly, other times they could barely touch me.
Some of the level/puzzle design was infuriating - like requiring you to go up a ladder on the inside of a fireplace to progress. Nothing obvious about that, you just have to search every inch of the level to find the right spot. Or having to dive underwater in a pool you can stand up in to get to a key. Things got better nearer the end though.

All in all it's probably on par with Duke Nukem, but it has different strengths and weaknesses.
>>
>>7975554
I love it how in DF2 using the ForceSpeed power inside air vents and jumping realistically instakills you from breaking your neck - and only high enough shields level can save from it...
>>
>>7975654
Yeah...
I don't understand shit, I just want to play standard doom ffs.
>>
>>7975035
>Damn, those ancient bastards are going to pay for elongating my body
>>
imagine if someone bult a real life sized e1m1 like building
>inb4 bethesda park happens and there's a real life hangar section
>>
>>7975747
Sorry anon, but you might legit be too low iq to play Doom.
>>
>>7975760
You have links for a million mods and versions but there isn't explained how to play standard shit.
How to launch that wad shit?
>>
>>7975035
>>7974473
ITS VERY SLOWLY GOING THIS WAY (until the map geometry allows it)
>>
>>7975781
Gee, if there only was something in the OP called "So you want to play some fucking Doom" that explains what to do in order to play some fucking Doom...
>>
>>7975723
You can do a simmilar thing in SystemShock2 with SpeedBoost hypo and smash yourself to death into nearby walls unless youre always ducking IIRC
>>
>>7975781
"Shit" is your default word when you can't think of what you are trying to say - fuckin' mongoloid.
>>
>>7975789
>>7975792
That garbage is written for people that already know whats up.
You stupid cunts.
>>
>>7975794
Frankly if you can't google some terms that you don't understand, or find very easily accessible answers when you are confused: I'd rather you didn't to play
>>
>>7975565
>MeteorMods
Now thats something I honestly hadnt hear about in literal ages...
>>
>>7975794
Not with that attitude, young man.
But as said before, you might really be a legit tard, as in "mongoloid who can't even put on his own clothes".
>>
>>7975797
>>7975805
I fucking asked for help you retarded faggots.
Fine, keep it to yourself.
>>
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>>7975809
>>
>>7975797
>if you can't google some terms
>make guide
>cant use it without googling half the stuff
Good guide retards.
>>
Decoupling weapon sway from view bob was actually pretty simple.
>>
>>7975809
Giving actual retards and kids access to the internet really was a mistake.
>>
>>7975802
WTF even am I looking at here?
Is this some mod for CS2d???
>>
>>7974170
???
>>
>>7975809
If you find it too hard to download the Doom iWad and a source port just buy/pirate the Bethesda Unity version of the game. You just start it and it works.
>>
>>7975690
Ok, I see. I guess I'll just keep mapinfo for any casual jumpers on gzdoom. Anyone playing it on boom ports will probably know better than to jump.

And make umapinfo for episoding it up.
>>
>>7975852
Isnt he actually one of "The Chosen Tribe™", or was it only BS?
>>
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DRILL;SKY + FD JPCP SET = one love
>>
>>7975816
What is confusing about it? What part specifically are you stuck on?
>>
>>7976007
I've seen people in computer science fields that don't know how to operate file browsers. Never underestimated the stupidity of man.
>>
>>7976013
Social media manager is not "computer science"
>>
>>7975816
Did you even read the guide or did you skim over it like a fucking retard and get overwhelmed? The top portion tells you what a what is, and how to run it and what source port you want.
>>
>>7975816
You know what, fuck it, I'll help.
Download PRBoom+. It's basic doom but sharper.
Download your iwads. They're called "doom.wad, doom2.wad, plutonia.wad, tnt.wad" etc...
Put wad in directory with PRBoom
Drag wad onto PRBoom exe
It will load Doom.

Or, buy the newest id port. It even has mods and shit, all accessible from the in game menu. If you're truly dumb enough to spend the time arguing about how unhelpful we are, but not spend the time reading some absurdly simple information, it's probably the port for you.
>>
VR-anon, how to stop the Wet-suit and EmpathyShield use the EviroSuit audio if I have provided proper sounds as a replacement for them?
>>
Is there a mod that replaces doom textures with heretic textures?
>>
>>7975572
>"head in a bucket" voice masking preset
Why not just call it Warhammer™40k SpaceMarine™ sound-filter like a normal person?
>>
>>7975752
I want to take a shit in the Skyrim playpit.
>>
>>7976049
Looking at the powerups, it doesn't seem like sound changing was available for them in PD2. *Should* be easy enough for me to add it though.
>>
I remember in an older "So you want to play DOOM" there was a .wad that was described as 'Halo without the modern bullshit'. Anyone know the name of it?
>>
>>7976083
Project MSX
May not work in current GZDoom
An anon here was once making a modified version of it, but he's gone now
>>
>>7976083
You mean Project MSX?
>>
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Working on a suicide bomber now, getting caught in it's explosion is practically an instant kill
>>
Does anyone know where Blood: Fresh Supply saves screenshots?
>>
>>7976103
lmao
That said, wasn't there some terrorist wad years ago?
Or one where you play as a terrorist?
>>
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>>7976117
I worked it out
>>
>>7976087
>>7976089
That's what it was, thanks. Looks more like Crysis but it still has a lot of Halo sound effects.
>>
I'm playing through the Japanese Community Project and some of these levels are kind of stupid.
>Fucked up us of textures everywhere
>Weird unintuitive progression
Its neat all the same because we get to see a fairly unique look at Doom this way, but damn some of these levels are odd.
>>
So what is the difference between limit-removing and Boom format?
Say if I want to make something in limit-removing, does that mean I just do Boom?
>>
So... I've always used an old version of PrBoom+ (2.5.1.4) and now I decided to update it to 2.6 UM but the mouse movement got fucking worse. Besides I can't even playtest maps using that version in DB2. What should I do now?
>>
>>7976135
It becomes a complete slog at the end, good luck,
>>
>>7976138
No. Boom adds new line defs and other things to make ice sliding, wind blowing, conveyor belts, and other things. Limit removing is vanilla stuff, but it won't crash when you od more of it.
>>
>>7976145
Which megawads don't?
I've been watching mtpain27's videos and most of the megawads he reviews look like they get annoying towards the end.
>>
>>7976138
Limit removing is just vanilla mapping without, well, limits. You don't have to worry about visplane overflows and such, but you don't have access to any linedef or sector functions that weren't present in the original game. Boom adds a lot of new features over vanilla like conveyor belts, translucency, the ability to differentiate between skull keys and keycards, and silent teleports, to name just a few.
>>
>>7976138
>Limit-removing
it's basically vanilla but removing static limits from the engine.
>Boom
it's an advanced engine with new features.
>>
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>>7976118
I haven't seen it, but this one is about killing them
>>
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Bad news dear VR-anon, Gremlins crash the game ATM - is it because I complained of them eating the inorganic monster corpses earlier?
>>
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>>7976168
Since the regular QS plays the main testmap like a slideshow, I had re-dowloaded the QSS again to check if it runs any better - and it actually does, but the same error shuts down the whole game for now...

UQE can go fuck itself with a kaktus though
>>
>>7976168
Playing TNT with final doomer and this gun is super OP. Having a lot of fun thoug, also the sound of the combat shotgun from this mod is pure bliss.
>>
>>7976173
Weapon mods tend to be OP.
I'm playing through the JCP with combined arms right now and its amazing.
Using colourful hell though, because otherwise it would be too easy. I dread seeing the black/white monster alert. One white cyberdemon fight is enough for a lifetime.
>>
>>7976118
There's WW's Terrorists!, and Impie's Operation Body Count
>>
>>7976168
>>7976172
Looks like a crash from eating something... Do you remember what the Gremlin was eating, or does it crash from anything?
>>
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I'm only playing on Well Done, but this is challenging. I had to rush past a lot at the end of the second level because I had no ammo for anything, and there was no way to pitchfork so many cultists without dying.
>>
>>7976201
>Only playing on Well Done
>Only
That's the hardest difficulty designed with singleplayer in mind, anon. Don't hesitate to lower the difficulty.
>>
>>7976201
Well Done is the hardest, Extra Crispy was only there for co-op.
There's also a big reguarding loading saves where your game will switch difficulty from, say 1 to 5, 5-1, or 4-2 and so on, so you might find it a little easier and a lot more stable to just play on Lightly Broiled.
I can't remember if BuildGDX fixed this.
>>
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>>7976203
>>7976228
What the heck is this last one then? For co-op only?
>>
>>7976201
Everything above Lightly Broiled is anti fun.
>>
>>7976242
Made to order is custom difficulty
>>
>>7976246
I'll switch to that after I finish this episode then.
So far it seems fine when I have ammo.
>>
>>7976142
Go back to the older version
>>
>>7976142
Dsda doom or that fork that someone posted earlier.
>>
>>7976138
Limit Removing maps use the very same map configuration as vanilla in level editors (Doom in Doom format). The main thing to separate them from vanilla maps is that they require a source port that removes the static engine limits, as they will crash in vanilla for exceeding them.
Boom maps however use a separate map configuration (Boom in Doom format), that adds a variety of additional linedef and sector actions, alongside generalised options for them. Stuff like translucent walls, conveyor belts, slippery floors, sky transfers*, etc are doable here. PrBoom+ complevel 9 is typically the minimum source port requirement.

* - Technically, sky transfers were an MBF feature, but for the longest time, PrBoom had them work in complevel 9, so its use in boom maps quickly caught on. In more recent years, even some limit removing maps have been using them, now that they work regardless of complevel, and Crispy Doom also supporting it.
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Going to add the blood and explosions later but I'm glad with how it turned out
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alright fuckers it's that time of the week again. SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S THE TIME TO SHOW US WHAT YOU'VE BEEN HARD AT WORK ON
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>>7976340
Nice, never seen a breakdancing enemy before.
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>>7976472
you dumbass we're on page 10.
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>>7976510
I don't give a shit, I can repost it on the next thread. You think I'm not prepared for this? I've been posting this shit every week for god knows how long, sometimes another anon beats me to it, and sometimes I forget, but I'm usually the one posting screenshot saturday stuff.
Now you either post what you've been working on right now and repost it for the next thread, or you better be fucking ready when I get this on the next or I'll be coming for you.
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>>7976510
NEW THREAD WHERE
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>>7971851
Wait, is Episode 4 still compatible with Chocolate Doom?
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>>7976472
I'll make a little webm to post for the next thread, but I've been working on those CVAR options for GMOTA.
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>>7976542
hows the number crunching been so far?
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>>7976560
All the damage and HP numbers have been readjusted. I just need to do playtesting and see what needs to be fiddled with further. A friend of mine made this whole process way less painful by making a python script that took the old numbers of monsters and player weapons, and ran the math to see how many hits it'd take to kill each monster, giving me a rough idea of where to put the new damage values at for vanilla monster HP.
He saved my ass.
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>>7976567
oh shit very nice.
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>>7976567
Jesus fucking Christ
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>>7976584
183 player attacks lined up against 26 monsters. Don't let your balance get out of whack for 7 years.
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>>7976589
I mean imagine you'd have waited another seven years.
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>>7976173
>>7976168
Miss-quoute?
>>7976195
Checked it more closely - this bug actually happens whenever they try eating ANY monster corpse thats left behind prior to spawning-in a new Gremlin - even the gibbed heads and other bodyparts are fine for them (Im pretty sure that in SoA MP the body had to be complete in order for Gremlins to try feasting on it), I have suspected beforehand that the Quoth/custom monsters are incompatible with the Gremlins behaviour or something like that...
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>>7976103
>*teleports behind you*
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>>7976518
SOON™
>>7976080
I want to just 'borrow' the Q2 Rebreather expiring sfx for the Wetsuit time-out for now, still undecided yet about the EmSh time-out sound replacement yet - might have to look at other mods for 'inspiration'
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>>7976472
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>>7976589
wats 9 +10
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>>7976472
simple widescreen menu graphics.
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>>7976686
21?
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>>7976694
u stupid
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>>7976690
Ooh. Nice.
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>>7976648
>>7976631
Speaking of other /VR/ related playtesting shenaningans - just found out the Wetsuit powerup doesnt insulate you from the Nightgaunts lightning attacks at all, unlike from the Shamblers 'vanilla lightning strike' (its supposed to make you immune to all kinds of electric attacks, as stated in the QuakeWiki - even though the items description is just copied from SoA manual and explained a bit further) and this somehow tickles my brain in an uncomfortable way...
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>>7976704
Thanks. They're somewhat randomly long. They just fade to black in case anyone has an ultra ultra widescreen gaming setup. Multiple monitors or whatever...
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>>7976472
I haven't done anything interesting since I tried making a mountain.
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>>7976756
>>7976756
>>7976756
HEY BUDDIES!
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>thread got deleted
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>>7976761
lol
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Get your shit together OP
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>>7976780
But why we're on page 10.
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Next time maybe start your thread not with a reddit picture that will only provoke shitposting, you sperg
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Well now it's become really embarrassing
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if >>7976796 fails then i officially denounce myself as a bad OP and will eviscerate myself with a chainsaw and jump into the barrel in the start of TNT Map02
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>>7975849
Nope, it seems to be a mod for the ancient venerable freeware game "Meteor" - that to this day I fondly remember from way back when it was a DOS-compatible app.
Funnily enough, the only other known person on-line to me that acknowledges its existence today is motherfuggin' Vargskelethor for some weird reason (must have been due to those old shareware discs he pirated once)...
BTW - anyone else still remembers any of those old free '2d FPS' fangames like this one?



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