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DOOM THREAD / RETRO FPS THREAD - Last thread: >>9025637

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

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://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series:
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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://rentry.org/8ca3061522e0
>>
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=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
RC1: https://files.catbox.moe/my5miq.zip

400 MINUTES OF /vr/
Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)

=== NEWS ===
[06-21] Anon shares a Plutonia WAD
https://www.doomworld.com/forum/topic/129897

[06-20] Hands of Necromancy released on Steam
https://store.steampowered.com/app/1898610

[06-18] Woof! 10.0 released
https://www.doomworld.com/post/2509207

[06-16] Altars of Madness released.
https://www.doomworld.com/forum/topic/129616

[06-15] Shamus Young passed away from cardiac arrest
https://www.doomworld.com/forum/topic/129781

[06-11] The Force Engine 1.0 beta is almost done with hardware rendering
https://twitter.com/DF21net/status/1535642950939574277

[06-11] Pico Doom updated to 1.5
https://youtu.be/WORdFS8nU9k

[06-10] Duke Nukem movie in the works
https://www.hollywoodreporter.com/movies/movie-news/duke-nukem-movie-1235162997

[06-09] SLOOTER is now in early access
https://buxomdev.itch.io/slooter

[06-08] La Tailor Girl updates to 1.83
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1221327#p1221327

[06-07] GZDoom 4.8.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=75532

[06-06] Turok 2+ mod released, extensive revamp for Turok 2
https://youtu.be/snx0QopGr-8

[06-04] Quakewulf releases a map for Quake 2
https://quakeulf.suxos.org/3d/maps/back4good.zip

[06-03] RAMP 2022 announced
https://www.doomworld.com/forum/topic/129564

[06-03] Action Quake is now free on steam
https://store.steampowered.com/app/1978800/AQtion/

[06-02] JPCP2 has been announced
https://www.nicovideo.jp/watch/sm40533066

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
GOG chads Doom 64 is available now
>>
>>9033965
blessed post. If you want more of an "official" challenge I recommend taking up pistol starting maps. It really gives you an appreciation for a maps progression and doesnt fuck up the intended pacing like continuous runs can. Sandy Peterson said it himself! [paraphrased]
>>
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Apologies to The Gantlet, I actually meant The Focus but am rarted
>>
>>9033965
Congrats, buddy.
Doom isn't *that* hard, first three episodes are doable keyboard only on UV.
It gets spicy when you enter the non-commercial wads. Then you will start cursing and crying.
>>
So I found a rare armor in DRLA that has no defensive stats whatsoever but, well...
any idea who Geo is?
>>
>>9034059
512 Linedefs unofficial update to MAP 11 Screen Dream: https://files.catbox.moe/ft1wp7.wad

>Fixed missing texture in the last room
>Used extra linedefs and changed lighting to polish up the map visually
>Swapped SSG and Plasma Gun
>Added a shell box in the Pain Elemental corridor
>Added some health and cells in the last room, lowered the lava damage
>The rock platforms can now be lowered like lifts by interacting with the walls which don't make them go up when walked over
>The unused reusable switches to raise the platforms now work, you can raise the platforms above the ceiling but it doesn't seem to break the map or have any bad effect
>The wire fence now has the impassable tag

Of course I will change back requested things if the map author or the project lead wish to
>>
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>[06-21] Anon shares a Plutonia WAD
>https://www.doomworld.com/forum/topic/129897
Congrats guys. Oh wow, cockblock on suicide watch
just kidding chop, pic related, I love ya mate and I hope I get my map in for 94prots and the wad comes out great
>>
Here's the Golden Souls 3 vid that just finished airing! https://www.youtube.com/watch?v=ZfVpFL56hGs
>>
>>9034113
>Used extra linedefs and changed lighting to polish up the map visually
>Swapped SSG and Plasma Gun
>Added a shell box in the Pain Elemental corridor
>Added some health and cells in the last room, lowered the lava damage
You went too far in a few places. Bugfixes are one thing, but the attempt at visual and gameplay changes make it feel like a loaded bill. (I'm not the project lead, this is just my two cents after playing through it.)
I'll grant you that the extra ammo alleviates the need for infighting/strict ammo management, but overall the map felt much easier with these changes, and more importantly less frustrating. But that comes with the disclaimer that it feels noticeably different from the original, in my opinion (the "blood falls -> lava falls" stood out the most, visually.)
>>
>>9034113
>>9034208
God dammit, in my rush to criticize I forgot to thank you for the fixes. Even if I don't agree with them entirely, I appreciate the effort you've taken.
>>
Should I buy Heretic + Hexen bundle with Quake or should i just pirat em all and get turok 1 and 2 as well?
>>
>>9033965
>i thought this game would be difficult
The original three episodes really are pretty mild, lots of people were playing on underpowered machine and didn't even have the memory to run mouse drivers at the same time as Doom, so to many it was a keyboard only game.

If you've got Ultimate Doom, then the fourth episode is going to be tough as nails for the first few levels, otherwise Doom 2 escalates its difficulty, but more slowly. Final Doom is where it gets real spicy, one half of it being designed by two brothers who wanted to make a set of levels which on UV would kick their asses, something to be a really serious challenge for veteran players, who already bested the original games on UV.
>>
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94 Protons Of /vr/ - The Anchor Post
See pic in news post for rules.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.6 (main assets)
>PROTDECO10 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD (Updated)
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Unclaimed
>E2 Boss Level: Claimed
>Hunted clone: Claimed
>Hunted clone 2, if it's different enough from the first one: Unclaimed
>Optional Dead Simple clone: Unclaimed
>Large city battle level akin to Odyssey Of Noises: Unclaimed

Minimum Goal: 15 Maps Total
Current Submissions: 5 Maps
Submissions In Progress: 5?

To Do:
>probably alter Status Bar digits so they actually fit
>touch up Status Bar
>M_DOOM (something styled after Plutonium in the periodic table)
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.
Please repost this at the start of new threads, adding up the submission number or version numbers.
>>
>>9034059
see>>9034069
>>
>>9034220
If it’s “buy Hexen, Heretic, and Quake” or “pirate Hexen, Heretic, Quake, buy both Turoks” then I’d go with the second option. They’re all on gog so I think they’re all piratable if you want to not spend money yet.
>>
>>9034251
yep
>>
>>9034161
i like the whole crossover aspect of it
it and the collectathon premise is like something i'd love to do in a game of my own
>>
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How come nobody told me about Shadow Warrior's "Twin Dragon" expansion pack being actually good? Or at least it's feeling like a lot better and consistent in quality than SW base game.
>>
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>>9034113
>>9034208
https://files.catbox.moe/v9hyjy.wad
Here's a less intrusive version which only adds the bugfixes and the changes to the last room other than the extra health.
>>
>>9034302
how come there's still no deadly kiss?
>>
Alright, I'm a bit late for the 512 party:

>Love the map editor theme. I thought at first that the status bar was a bit overdone, but with everything it fits very well
>What I still don't quite like is the nudoom rev as titlepic/bosspic. It just doesn't feel right to me.
>>
>>9034302
>How come nobody told me about Shadow Warrior's "Twin Dragon" expansion pack being actually good?
We were all secretly waiting for you to find out yourself, that’s why I and the other anons kept ourselves from talking about it.
But seriously it’s just more SW of course it’s good, people only talk about disliking the sprite changes for the other expansion but I think that’s easily fixed.
>>
>>9034329
>What I still don't quite like is the nudoom rev as titlepic/bosspic. It just doesn't feel right to me.
Its not that bad honestly, its pretty faithful to the classic and the linedef twist just makes it sit well
>>
>>9034374
I'd agree with the other guy in that it "doesn't feel right to me", but I just think the linedef side needs a bit more polishing (e.g. more definition on the shoulder cannon). I actually quite like how juxtaposing a nuDoom 3D Rev with a lineart one represents the project's limitation.
>>
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>>9034373
Well my question was somewhat rhetorical, but kind of weird I never even heard of "Twin dragon" until very recently, I go play it and it's so far really good. Only heard of Wanton Destruction before (but not played yet)

>>9034323
The time for it passed I guess. Which is a shame, I would love to see more late 90's shameless and reasonably unrestrained fun like SW.
>>
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Which retro FPS has your favorite "style" in terms of themes, style, aesthetic weapons etc?
>>
>>9034460
Blood.
>>
>>9034460
UT99
>>
Why does everybody suck off Ribbiks but forget about his partners in crime?
Sunlust and Italo DOOM are only HALF-made by Ribbiks, he was helped by dannebubinga.
Wormwood 1-3 and Jump.wad were made with Grain of Salt.
Why do dannebubinga and Grain of Salt never get credit?
>>
>>9034496
Something something cult of personality
Something something dicksuck circlejerks
Something something propaganda
>>
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>>9034506
Could have just said the Doom community.
>>
>Like Halo CE
>Remember Custom Edition exists so I check out some single player maps
>Only one short decent single player campaign that doesn't just reuse the original maps
Why is the amount of good single player maps for Halo CE so pitiful, it seems even Halo 3 (not retro sorry) has already got more quality single player maps despite being only recently ported to PC.
>>
God dammit john, anything but Dork Places
https://twitter.com/romero/status/1539734611713998848
>>
>>9034534
i remember when sandy posted a pic from like a modded version of doom 1 too
>>
>>9034534
Why'd he tag Tom Hall? Dude definitely didn't work on Quake.
>>
>>9034534
to be fair quake is kinda ugly if you aren't in love with low res textures
>>
>>9034539
maybe he's pretending he was there instead of tim willits
karma against a lying, revisionist fuck
>>
>>9034540
The issue with Quake high res textures is that all packs uses rygel's ugly textures instead of the ol QRP.
>>
>>9034547
I guess the Dopefish was in Quake so there's more reason to credit Tom for that than Tim for the credit stealing shit about DM maps.
>>
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>>9034460
SS2 for sure
Reminds me of TNG but with darker green/teal color schemes and if the Borg were designed by David Cronenberg
>>
Map23 of 400 minutes of /vr/
https://www.youtube.com/watch?v=n-dztefDP6k
Fuck off, map. Half of the video is the outtakes. If I were the Dean of Doom, I'd give this map the dunce cap.
>>
>>9034704
>Eggplant talking angrily in any circumstance
Oh boy, this one must be a real fuckup
>>
>>9034704
I can see some of the flaws in this map being a product of the time restriction. (Limited ability to playtest, for example.)
>>
>>9034704
This ended up being one of the easiest maps playing through in HD, funny enough. I beat it first try and only had to do a second try because I'd left my backpack behind a point of no return.
>>
>>9034714
Yeah, that's understandable, but it still was an incredibly frustrating experience.
>>
>>9034704
Jesus all those outtakes. Good taste in midi though.
>>
>>9034732
Why is it always The Docks?
Please use The Cathedral more.
>>
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TOO FUCKING SLOW
>>
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I got my loadouts all done.

Odd Start, literally just an Oddball.

Then there's The Odd Fellow, might add more, dunno. Maybe a choke 0-1 Slayer and some blues.
1x Oddball
1x Elite Soldier Kit
1x Backpack

The Jayne, which is basically just the Vulcanette loadout substituted with Vera + an Oddball.
1x Vera
1x Oddball
7x 4mm Mags
1x Battery
1x Elite Soldier Kit
1x Backpack

Oh, then there's the Zerk Junkie, which I replaced Naturist with.
2x Berserk packs
2x Blue Potions
1x Battle Armor
>>
>>9034718
being stuck point blank with a revenant doesn't sound as bad when they're downgraded to imp tier and die in 2 shells
I still don't know how the secret room works and either get there on accident or not at all
>>
>>9034747
>skrillex haircut
More like EDMguy lol
>>
>>9034057
https://www.youtube.com/watch?v=TxOHIVIxC4M
https://www.youtube.com/watch?v=doqLYNdYenY
The last episodes of my 512vr adventure. Things went faster than I had expected honestly.
>>
>>9034747
Have you tried the pump variant of the Oddball, by any chance?
>>
>>9034704
If this map was a bitch and a half, I can only imagine how frustrating Shittlecock would have been if it was in this set.
>>
>>9034747
>I replaced Naturist
HERESY!
It's not like it's hard to restore.
Pic related is my peppergrinder Medic loadout for co-op.
The 2x ??? is a double-stocked trauma kit, which is commented out since it hasn't been updated for the latest HD Master.
>>
>>9034795
Actually I added an emergency zerk to this, but that was done on a different .ini
>>
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Those hellknight tips paid off like crazy, this was horrifying
>>
>>9034823
he's starting to believe
>>
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>>9034836
>>9034836
>>
>>9034836
So just from watching that I can presume that the fireballs enter a heat seeking state and then jump into a non-seeking state? I have been thinking of doing that to intercept myself when I introduce the hard skill to my rpg mod. Have more monsters that can see through the blur sphere including shooting where you're going to be instead of where you're at. Right now the way it is hitscanners will kill you in my mod (like guns are supposed to) so the blur sphere is necessary for survival but then that makes fireballs harder since they're easy to deal with without the blur sphere. However, I have been contemplating on making the AI for the next batch of monsters in my mod more advanced and I was thinking have their custom fireballs first enter a seeking state (like the revenant missile) and then changing into a different state where it isn't seeking anymore. I haven't played your mod but I wonder if that's what would happen if I did that.
>>
>>9034852
The projectile doesn't seek at all, the enemy does actual math to determine how to lead their shots based on your speed and direction.
>>
>>9034852
Actually in HDest monster AI is completely rewritten to (somewhat)intelligently lead you. Some projectiles are homing, but for the most part it's the monster AI itself. It even works in three dimensions, I've gotten a hostile marine to bonk his rocket grenade off the ceiling by standing up from a crouch the moment he fired it.
>>
>>9030869
It's taken them like a year and a half to make the DLC episode.
>>
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>>9034756
EDMGal*

>>9034759
I haven't, but I'll replace one and try it out.

>>9034795
I like the name. Is that the Hideous Helmet? I tried it but I got some error with HandleDamage or something and it didn't work.
>>
>>9034889
The loadout code for it is Odd Pump, I forget if the ctrl+F search thing inside HD lists loadout code variants like that.
>>
>>9034889
Yeah, Hideous Helmet's latest version target's HD's latest master unless it falls behind. You can try older versions closer to the date of your HD version.
The sprite for it resembles the helmet from the player sprites of your IWAD (Doom/Freedoom) by default. I just have a replacement for it in my personal resprite.
The stance indicator is a different addon, and I've tweaked it and its settings to hell to give it that placement/appearance, plus I use a blank mugshot.
>>
>>9034891
Okay, the pump is a little bit weird feeling. 8 pumps from empty to full, vs 10 cranks, but it's slightly more comfortable to alternate mouse clicks.
>>
>>9034910
It was mainly introduced as a compromise if you play with online co-op and have any sort of input delay.
Though nowadays I just use the pump variant because I'm lazy.
>>
>>9034823
Sweet sidestepping.
>>
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Hey Enraged Eggplant
Sort your videos into playlists man
>>
>>9034550
The bigger issue is that the level geometry doesn't even come close to matching the detail of the textures. Quake 1 could probably handle double-res textures (on par with Quake 3) and look okay, but 4x+ upscales with parallax and bump maps looks fucking retarded with the poor texture alignment and minimal use of trim pieces in the original game.
>>
>>9034939
They already are sorted, what are you talking about?
>>
Nugget Doom is my fav source port now. It's basically Crispy with full boom support (including mbf21).
>>
>>9034909
Ahh, got it. I was trying the master, but I needed the one from two weeks ago, since I think I got HD's master a week ago. Not a fan of the fact that it's hiding my armor condition unless I'm wearing one and that's the only option I can't change.

>>9034916
I think I'm gonna stick with the crank. It has a bit more charm. And it reminds me of the crank rifles from Futurama.
>>
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>>9034939
>>
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>>9034948
Wtf they really are
I am retarded
For some reason I skipped the first lines of playlists and wasn't seeing the newer ones despite having seen the new videos
>>
>>9034950
Would you believe that gun didn't even cross my mind when I was initially designing the Oddball? I just wanted some kinda fun infinite ammo fallback weapon with a weird reload and other quirks to make sure it wasn't a complete game breaker.
>>
https://www.youtube.com/watch?v=sSJ8EPE2JLc
https://www.youtube.com/watch?v=6mIvG5liWc0
https://www.youtube.com/watch?v=f1U-8gwHHxI
https://www.youtube.com/watch?v=dkIbf7pP3VE

So I decided to start a new character just to demonstrate the stark difference between the one I was using in 512vr and a brand new character. It appears like I got too used to the hp/speed of my main and had to retreat a lot as a new character but I only do that because without an ankh you drop everything upon death and everything has a chance of being outright destroyed upon death. Stacks of items get halved that survive that script call unless they were already at one.
>>
>>9034760
How many outright bad maps do we have in 400 minutes? I count 2, the other being map28.
>>
>>9034975
I wouldn't call either of those two "outright bad". At most I'd call Dash Tower the only "broken" map because of crusher desync.
Other than that, yeah I'd say the worst maps in either 400mins or 512 Lines are "deeply flawed" rather than straight-up garbo. Altho I've come to hate my own maps by now.
>>
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>>9034760
Shittlecock wasn't even that hard.
Eggplant seems to indicate that Dash Tower took him more attempts than Kratom Withdrawal, so I'm sure he'd have beaten Shittlecock without too much effort. It's not like it had broken monster closets or desyncing crushers.
>>
>>9034305
>.gif
Good on you to have a sense of humor about it. I think this version mostly keeps the author's original intentions (which, as far as I can tell, may have been to just kill the player at the end if they fucked up even slightly—considering the room right before is designed the same way) while still avoiding frustrating the player unnecessarily.
If zipon has a problem with it, I'd say that trumps this; but otherwise, I support the slight tweaks here being put in.
>>
>>9034962
I really like weapons like that, having theoretically infinite ammo.
>>
>>9035082
I do too, but you gotta be careful with that to make sure players can't just lean on one weapon and make it braindead easy. All the weapons in Combined_Arms Gaiden has infinite ammo backup attacks, but you can only use those when you run dry of the respective ammo type
>>
>>9034708
He is Enraged after all.
>>
>>9034941
which is why i have no issues with the old QRP textures
rygel looks ugly and gave the bad fame
>>
>>9035082
>>9035141
Infinite ammo weapons should theoretically be more prone to malfunction or the weapon itself breaking over time faster than others to balance them. Not just the handcrank/pump manual reload, but maintenance as well.
>>
>>9035041
>Tenshi is eating a photoshopped corndog
Weak.
>>
>>9035141
>I do too, but you gotta be careful with that to make sure players can't just lean on one weapon and make it braindead easy.
But the lib does exist?
>>
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>leads Duke Nukem 1, 2, and 3D
>quits gaming industry forever and fucks off to thailand
>leaves george broussard to ruin DNF
Why did Todd Reploge do it?
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>>9035156
I would actually not mind having to do maintenance on it. That's got its own kind of charm.
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>>9035183
>puts 3 well-regarded works in a budding medium under his belt
>retires happily with his mail-order bride
>doesn't have to continue working in an industry that would become Hollywood lite
>>
So here's what I got for RC2
>ZMAPINFO because Z& still exists
>Update Screen Dream
>Some custom skies, maybe?
>Replace the TITLEPIC and BOSSBACK?
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>>9035156
>>9035198
There's another Odd weapon that we've been talking about making, perhaps that could require maintenance, seeing as it'll play the role of a primary weapon. I'll talk with the boys about it later.
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>>9035178
Lib ammo is difficult to manage with its massive weight. And also rare enough to justify its power
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>>9035241
Started a BOSSBACK, but don't hold your breath. I'll try and get it done before the WAD hits /idgames
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>>9035332
No rush, buddy. I won't be submitting to idgames until everything is in top condition.
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>>9035282
Can you say what type of weapon it'll be?
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>>9035286
On a continuous run of a wad I don't even pick up libs. So goddamn heavy and as soon as the one or two mags it comes with run out you're boned
It's a huge advantage to have one in your starting loadout on a map where the monster count is low enough your 5 starting mags will pop all of them though
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>TNT Evilution's soundtrack
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>>9035408
Yes indeed. Especially the fan made remixes:
https://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-5
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>>9035394
Whatever it'll be, it'll be a Carbine, so an Oddbine.
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>>9035408
You should hear the YM2612 version.
https://youtu.be/MTBi5mBhw7k?t=36
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>>9035395
I only stock up Liberator ammo when I know either a Baron, Spider Mastermind or Cyberdemon fight is coming close and there's no explosives or bolts nearby to take care of them. Two full mags of the Lib can kill a cyber if you get onto a position where you can cheese them with it on full auto.
>>
i'm here to suck bubblegum and fuck ass
and i'm all outta gum
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In the RC1 for 512, I at first hated the new Map03 (i hadn't yet played it in the beta) and then I loved it by the end. Good job whoever that was (I didn't look). Tight as fuck. The BFG was a satisfying reward to blast the revenants with.
I don't know why it hit me rough at the beginning, but I fuckin loved it at the end. Great map.
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>>9034836
You need to make some frag movies of you doing sick shit in HD. This is completely insane.
https://www.youtube.com/watch?v=IEsoE5VBlmc
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>>9026976
Here's a FDA. 4chan doesn't let me upload the link no matter what I do so I put it in an image. I usually upload to catbox but whatevs.

Unfortunately died during the 3-key arena fight. I imagine that's the continuous exit?
Gotta say, you kinda re-use a lot of generic layout shapes that I've seen a million times before, like the half-spiral arena, the circle with the spider, the elevator fight, the massive open infight room at the end, etc. But the fights were very fun.
Maybe more rocket ammo present than necessary. After the elevator fight, I ran into one of the small rooms and just SSG'd every Arachnotron. You probably intended for the player to use rockets on them, but there was no opportunity; they'd sealed me in and the space was not enough to use rockets. I could only get out if I killed em all. In that regard, I gotta say those Arachs are really harmless and boring. Same goes for the big spider, she's not really any issue, and there's no reward for killing her. Knowing modern map customs, there's most likely a secret to telefrag her, but I only found the obvious soulsphere one. No reason to even allow the player to get onto her platform, unless I'm missing something. If you're willing to do changes to the level, I recommend putting SOMETHING there. Maybe an automap so I can find all the secrets.
The yellow key fight was underwhelming IMO. Every other fight required me to potentially tank a lot of hits. This one is easy to get out unscathed because of the safezone with the two Barons. Definitely the easier one key route for a UV-Speed.
Visually the map is pleasant. That first area though, it's close to being an eye sore. I don't like the glowing at all. I see what you were going for, but I don't think it works well. To my discredit I can't exactly tell why.
Fun map, but unoriginal in its layout and progression.

>>9034084
I get the early maps mixed up all the time. I used to talk about the The Gantlet referring to it as MAP02
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>>9035563
>I used to talk about the The Gantlet referring to it as MAP02
That was basically my problem. I forgot about Underhalls which is weird because I fucking love Underhalls, holy shit thank you based McGee for giving me the SSG so soon.
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Should I be worried about this kind of autistic triangulation in Quake? Everything gets VISed and lit correctly.
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>>9035615
The more triangules an object has, the harder/slower it'll be to render. Less is often better.
Are you sure the void mode isn't also showing you the back side of the object's triangles?
As long as you can playtest it just fine, don't worry about it. Worry if it starts affecting framerate.
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>>9034057
i don't play doom or any fps for that matter besides tf2 but i gotta say, you guys have the best thread pictures on this board
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>>9035623
>Are you sure the void mode isn't also showing you the back side of the object's triangles?
No backfaces, everything is nice and sealed and all non-visible brush faces have the skip texture.
I should also note that the main 'island' pieces are func_detail while the spikes are func_detail_wall (which means they shouldn't split faces, right?).

I guess I shouldn't be worried, but the triangulation just looked retarded for how clean I tried to make the brushes.
>>
Thoughts on Perdition's Gate and Hell to Pay?
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>>9035656
Mostly decent maps for the time, but Hell to Pay has some god-awful sprite replacements.
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>>9035332
Ohh this one looks cool already.
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Rentry anon here. Download link for Gagged (Soundless) version of HFFM expired, should I remove kinky sound effects myself or does anyone have copy and might share it?
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>>9035476
It'll fit nicely in my loadout then.
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>>9035656
Perdition's Gate is based
Hell to Pay is slightly less based, but still good (fuck map24)
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>>9034059
Tomes & Triggers v1.8 by desert yeti
Small update to adjust goodies to facilitate exploration, also tried to prevent the “flying mancubus” incident. Should be final, it’s been fun.

HTTPS://files.catbox.moe/ikja0d.zip

The new interface items look super cool, project is looking great.
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>>9035701
>The new interface items look super cool
Agreed. I wonder what else we can change to make this more "complete." Difficulty names? Items? I'll be willing to try if any of you got ideas.
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>>9035183
>Why did Todd Reploge do it?
Because he knew that Scott & George would ruin everything, so Todd left on a high note. Good for him, honestly. Hope he's doing fine.

...and apparently you can't talk about HROT here nowfor it being a "modern game". Just warning you, guys. Sorry, moderators.
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>>9035664
God these samples chuckle inducing, thankfully there are not too many of them. I'm considering leaving out DSOOF, DSPISTOL, DSSGTDTH, DSPLASMA, DSBSPWLK, DSMETAL, DSSPIDTH, DSMETAL and revenant sounds as they don't contain voice clips.
Where the hell this sample came from? https://voca.ro/14orJYjsuX74 It's familiar, but I can't remember.
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>>9035776
https://youtube.com/watch?v=6boLnLYmwk4
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>>9035780
First time seeing this, can't be where I heard it from. What I was actually thinking about is this, similar sound at 2:10 https://youtu.be/SaoBbCC66I4?t=130
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>>9034057
https://www.youtube.com/watch?v=Qh_aBcS6vAA
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>>9035664
gagged v4: https://files.catbox.moe/fj3o8r.zip
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>>9035663
>>9035335
Thank you. I fixed the fucking layout dimensions, and did some refinement.
Here's a link to a MEGA folder with an alternative version to pic related (UACSKY2 instead of UACSKY3 in the hole) and the Paint.net project file in case anyone wants to do some touch-ups (namely, shading Doom Guy; I'm not good at shading.)
https://mega.nz/folder/Z48yCCpJ#yuOpz51wzshnMfODiz9y3g
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>>9035615
not sure if you mean the compiled result or the geometry in TB. in general I wouldn't worry about it unless you start seeing faces disappear (can happen even with full vis an deverything, usually with some crazy rotated geometry).
if you're asking if it's worth it to snap off-grid stuff if it results in triangulation, I'd say usually it isn't. I keep stuff off grid if it means it's easier to edit. you can snap it at the very end just in case.
the extra splits will happen anyway due to how bsp works, _wall or no _wall. and func_detail_wall will still split other func_detail_walls, while func_walls wouldn't.
looking nice btw.
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>>9035241
Is the extended widescreen hud going to be used? Cause there was one uploaded near the end of the previous thread.
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>>9035909
Yes.
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"Semi-public" v227j patch for Unreal has been released.

https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10395
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>>9035656
I think they are meh.
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>>9035909
>>9035910
I swear I uploaded this one before.
I don't think it matters though, unless you want to go ultrawide.
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>>9035776
The Revenants are supposed to sound muffled because of the masks.
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>>9035914
Almost forgot the release notes.

https://www.oldunreal.com/wiki/index.php?title=227_release_notes/v227j

Cool stuff:
>proper hud scaling has been implemented, so you don't have to squint when looking at the hud on a modern monitor
>makes the game work without a hitch under windows 10 and 11
>unlimited saves, ala gzdoom, has been added
>quadshot shotgun has been reimplemented for those that want a more traditional shotgun that packs a major punch. type in "summon quadshot" if you want to use it in a map that doesn't have it
>game text translated into portuguese, catalan, and dutch have been added
>the XOpenGL renderer is now built into the patch, just like ut99 v469. its an opengl 3/opengl 4 renderer
>classic mode has been added, which undoes some minor gameplay changes caused by bugfixing in v227
>lots of changes for the editor and unrealscript
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>>9035936
I got a good laugh out of that when I tried it out a few weeks ago. Haven't actually played through it beyond the first level yet.
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>>9035881
Looks fuckin rad
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>>9035664
You could add RC1 under 512 lines of /vr/, unless you're waiting for idgames launch I guess?
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>>9035936
That's why I considered leaving them in place. >>9035879 this one on the other hand, which appears to be original, has no sounds at all. Anyway, thanks dude, page was updated.
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>>9035959
Yep, that I was doing as it's inside the news post anyway. I'll add the link, maybe rentry page is being passed around outside 4chan.
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>>9035241
>ZMAPINFO
It could deal with MAP07's incompatibility by either skipping it or throwing you into an alternate version where the friction effect is deactivated.
For DSDA and Woof, add a COMPLVL lump with the text "boom". That'll set complevel 9 automatically for those who forget it.
Credit graphic has a typo "waching".

>>9035701
I think a slight improvement still would be to not block monsters at the lines of the lowering walls and allow them roam freely when the map opens up more.
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>>9035978
>It could deal with MAP07's incompatibility by either skipping it or throwing you into an alternate version where the friction effect is deactivated.
Really a shame it only works on complevel 9. But that's what you get for using Boom format and thinking you discovered something neat.
I'll go back to limit-removing vanilla.
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>>9035914
>has been released.
If you can manage to sneak it past your browser, that is. A lot of them will detect a virus and block the download.
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>check out Marathon's Story website for the first time in my life
>see this, shit pants
>two seconds later I realize I've been trolled by some dude 20+ years later
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>>9035947
>>proper hud scaling has been implemented
Woah, I can finally play Unreal without a magnifying glass on either corner of my monitor.
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>>9035947
hell yes HUD scaling finally I love this game
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>>9035645
Give it a try, friend, a guy came in here and started playing it for the first time the other day and he's had a great time.
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>>9035656
There's a few things I like about Perdition's Gate, but also a lot I don't, I think that it's got a lot of potential, but fails to deliver on most of it.
Some guys on Doomworld have been noodling away at a fan sequel, and I have some hopes about what that could deliver.

Hell 2 Pay I think has a pretty cool concept, as far as "the demons are actually aliens" goes anyway, and some of the levels look pretty cool, but I haven't played it. The monster reskins are, uh, "interesting", let's put it that way.
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Custom textures are fun.
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>>9035656
Perdition's Gate is actually good. It would be seen as one of classic megawads, if it had not been commercial. After all it was Tom Mustaine's work, who made one of best contribution's to TNT and Memento Mori. It had some nice new textures, and fun short maps.

Hell To Pay doesn't have same level of quality. Maps are too long, ugly and have bad gameplay. Textures and sprite replacements are ugly. Most of maps don't have inspiration behind them, but feel like they've been done just to get 32 maps. It feels like commercial shovelware production. Criticized Duke Nukem add-ons like Nuclear Winter and Duke Extreme are actually great compared to Hell To Pay. Hell i'd rather play Q!Zone. It's actually more fun.
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>>9035947
>quadshot has been implemented
I thought it already existed in a usable state in a few deathmatch maps, unless I downloaded a mutator forever ago and forgot about it
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>>9036447
Has been reimplemented, maybe you missed out where they unimplemented it?
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>>9036432
Nice. Looks like Xen, but eldritch.
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>>9036510
No one else lives on your head. No one can tell that some idiot on /pol/ claimed AI sentience and you saw it and felt the need to contact nue the conversation in a thread about a game where the closest thing to AI is monsters zigzagging against walls.
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>>9036470
It seems to like butterflies.

Also it creates some really horrifying images with this grainy weird look that triggers disease shit in my brain.
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You are now to be judged by the tomato committee
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>>9036556
>Crusher activates
No
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>>9036556
>We're here to talk to you about why you chose N when asked "Do you like Caco?"
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>>9036556
That reminds me that I need to source me a bunch of sundried tomatoes, I had them as a side for pasta dish and never really thought about just how well they fit when you've got a tomato based sauce already.
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Is Woof! furryshit? It seems like the current best sourceport for "vanilla+" doom gameplay but the fact that it looks vaguely furry-tier worries me.
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>>9036604
yeah, it was co-founded and is currently developed by a rampant furfag who's put multiple obscure yiff references within the options and source code, there's even a function to spawn a friendly helper dog that's somewhat based off the dog he actually owned
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>>9036604
Maybe it's developed by pony bros?
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>>9036604
Use Nugget Doom instead. It's basically combination of crispy and dsda.
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>>9036604
what makes it furry besides the name?
dogs make that sound and it's a reference to "marine's best friend" or whatever port used a dog actor based off the ones from wolfenstein 3d
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I finished duke nukem's second episode and now I understand why people don't like it
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>>9035972
A fine addition to our collection
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>>9036665
I like duke nukem. I'd mod for it if doom wasn't the first game I started modding for...
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>>9036604
Don't listen to >>9036620 (well okay it is pretty funny)
>>9036635 is accurate, and even then the "furry besides the name" is a stretch. It's just the sound a dog makes, and it's MBF's Friendly AI implementation just happened to use a dog instead of, like, a friendly marine or something. Because somebody just had to overengineer the Friendly AI into hot garbo and represent it with a useless fucking animal instead of a simple and effective soldier.
Anyway I forgot what we were talking about for a second, I just hate MBF's friendly monster AI so god damn much. But yeah use Woof!, it's basically equivalent to From Doom With Love but better out-of-the-box, in my opinion.
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>>9036676
I like duke too, I was refering to the second episode, because it feels too cramped with too many hitscanners and enemies that shoot explosives and sentry drones
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It's over Doom 64 bros...
https://www.youtube.com/watch?v=JD16N-8iMgI
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>>9036665
I love it besides the battlelords, but thankfully without aim assist it’s one shrink blast and they’re done.
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>>9035881
Just spent a little time adding some shading and highlighting to this after getting a good morning's sleep. Will update Mega files shortly
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>>9036730
what happened to that project with new enemies for 64, based off the cut ones?
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>>9035653
Detail affects the visibility processing, it doesn't affect triangle generation. Extra triangles are created when two surfaces (from the same entity) meet. It means that if you have two brushes overlapping and they both belong to worldspawn or func_wall or whatever, then you will get those triangles. When two brushes from two different entities meet, there's no such subdivision.
Detail brushes (as opposite to structural brushes) are ignored by VIS. It means that it will not generate extra portals, which are used to slice the static geometry into visibility areas (portal clusters) to determine which areas should or shouldn't be rendered according to the camera's position.
Check this page: http://gaarabis.free.fr/060_links/kpopt/index.html. It explains how VIS works in Quake II and I take Quake is similar enough it should also apply (although I didn't check).
>>
Has an alternative to Smooth Doom been created yet? I remember people saying that the regular shotgun had fucked up reload timings that nerfed the weapon.
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>>9036846
>When two brushes from two different entities meet, there's no such subdivision.
not the case in Q1, hence the _wall variants. func_details weren't originally in the map format, they've been hacked in unofficially. everything that doesn't belong to a "thinking" entity gets merged with worldspawn, so there's more splits than you would expect in Q2/Q3.
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>>9036860
There’s vanilla Doom smooth weapons. It’s only the weapons so no smooth enemies but it works for vanilla and isn’t tied to GZdoom.
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>>9036860
Afaik the weapons firing rate etc is the same. The timing that's fucked is the animation pacing.
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>>9036865
>everything that doesn't belong to a "thinking" entity
So all pseudo-entities recognized only by the compiling tools are pushed back into worldspawn? But then, all actual, real entities, as recognized by the game are no merged together into the same mesh. It only boils down to a hack and it's not that different from Quake 2 (it's just that there's no surface flag to offer a proper detail option) -- like Q2, that pseudo-entity will be ignored by VIS but contribute to the static geometry. If you put a func_wall brush (the one used in the start map) and put a func_door against it, they won't merge into the same mesh.
Am I getting this wrong?
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>>9036889
Oh right I almost forgot about vsmooth. I actually like it better than Smooth Doom. I know for PrBoom+ and other forks you have to load the .wad and .deh together, but does GZDoom even need to load the .deh? Or just the .wad.
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>>9036917
no, that sounds about right.
but if you have func_detail intersecting with another func_detail, intersecting with a func_group, etc - all of these will create extra splits (since they aren't really separate entities)
func_walls are thinking - so they don't intersect. func_detail_walls are part of worldspawn, so they are treated as one big mesh.
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>>9036945
Never mind, it seems like the .deh is lumped into the .wad itself. Forget my question.
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>>9034057
I'm finally playing Doom64 now that it's out on GOG for pretty cheap. And goddamn this game is cool.
The game looks amazing, I really like the new guns and enemy sprites, the lighting takes the cake, it ties everything together.
Speaking of guns, the chaingun is fucking awesome, way better than Doom1&2, the way it sounds and how the screen vibrates adds a lot to it. I like how the two shotguns sound but the lack of animation on the super shotgun makes it a bit awkward to use.
Also really enjoying the levels so far, pic related where you need to run across these tree pillars that go up when you land on them is so cool.
Don't know if this level of quality will keep up until the end of the game, but so far so great.
>>
>>9037069
The Chaingun in Doom 64 is actually a little bit faster, too, to make up for the fact that the Plasma Rifle is a little bit slower (projectile spam is unhelpful on 5th gen consoles), so it's overall a much more enjoyable weapon.
>>
THAT TIME AGAIN, BITCHES! FRIDAY NIGHT FIREFIGHT! We'll be going back to some good ol' Neon DM for this session! Open up Z& and let's go!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
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>>9029505
Agreed, it's very cool to see "something" navigating around the geometry and not getting stuck.

I could probably get a basic game working at this point with just that. I really really need to get the map editor working so that I can create more maps though.
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>>9037069
Is this worth buying? I remember downloading a sourceport called doom64 EX ages ago and it played from the pirated n64 rom pretty well, but I no longer have it on my PC. Does the GOG one add anything else?
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>>9037154
It has a new episode which is actually really good, but there's probably a way to run it on Doom 64 EX anyway.
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I really enjoy being able to Kool-Aid Man my way through weak enough doors and secret walls.
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>>9037168
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>>9037184
>imp tolberone
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>>9037191
>AH SHIT. HURTS MY HANDS!
>>
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So let's talk about vrsounds. Pic related is the entire script, save for the array of strings and respective sounds. It's an EVENT script that relies on GAMEEVENT_CHAT to receive chat messages as soon as they are sent. When executed, the script will retrieve a string of the last sent chat message, compare it to an array of strings, and if the message matches one of the compared strings, it plays its respective sound. It's a pretty simple script, but it does the job well.
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>>9037249
So why doesn't it work sometimes? Truth be told, anon, I'm no programmer so this is mostly speculation, but I think pic related has something to do with it. In short, having more than one EVENT script can get fucky, so when we want to play any mods that also use EVENT scripts (read: anything more complex than a Boom mapset,) there's a probability of it breaking. So there you have it.
>>
Am I just stuck with GZDoom as an AMD user? DSDA-Doom and Woof unironically run worse than GZDoom on Vulkan for me.
>>
>>9037319
That's what you get for not running Software
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>>9037319
GZDoom always runs like shit
>>9037328
Polysoft runs especiallly shit
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>>9037348
>GZDoom always runs like shit
Works on my machine :^)
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>>9037348
I dunno, on my rig I can maintain a solid 144 fps on most slaughterwads. Meanwhile on DSDA, I start chugging frames as soon as there's more than 50+ enemies on screen. I thought the main meme with GZDoom was "lole can it run nuts.wad tho??", but I'm pretty sure I'd be running single digit frames on DSDA if I tried that.
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>>9037364
The whole hurr durr gzdoom performance shit comes from people with a) potatoes who b) try to run project brutality on slaughterwads and c) refuse to use GLES or aren't even aware of it because they just parrot what other retards spout here.
That said, being a sourceport autists is wrong in and by itself. If I play a Boom mapset, I will play it in Woof! or DSDA, not in GZD.
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>>9037364
Nuts.wad will always run sub 30fps regardless of source port imo
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>>9037154
I'm not sure how it compares to Doom 64EX but I can't see how it'd be much more faithful / better, other than extras the devs threw in.
FWIW there's also Doom 64: Retribution which I found the best for me because you can disable headbob unlike D64EX and the retail re-release. But you gotta do some setting up to make it as faithful to the original.
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>>9037406
Works on my machine
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>>9037138
GGs
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Do you guys like Open Fortress? A few locals here worked on it
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>>9037484
Yeah.
https://youtu.be/ff7So2mIWnc
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>>9037484
Not re-
>PC games up until 2007 are allowed
>TF2 was released in 2007
>OF is a mod so maybe it counts
Huh.
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>>9037494
>CoD4 is retro now
How horrifying
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>>9037528
Was it this? https://www.youtube.com/watch?v=VMNOUPvj9mk
>>
Map24 of 400 minutes of /vr/
https://www.youtube.com/watch?v=d51ez5tkHdU
A very based map.
>>
Seems that using Reshade + a LUT based on the Quake palette to emulate software palletization works pretty decently.
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>>9035563
Thanks for the feedback and providing a demo (which unfortunately has desync issues). Yes, the 3-key arena fight leads to a continuous exit. I'll look into editing a few things here and there and adding difficulties.
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>>9037415
Why no video though? nuts.wad works in gzdoom too and the fps issue goes away once monsters start dying.
>>
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I'm starting to really like AV. Looks like only Vorpal's levels were retarded slaughterfests.
>meanwhile author of the best map so far don't even have a page on doomwiki
>>
>>9037708
My laziness is stronger than every sourceport
>>
Been messing around with 227j. Requires an .ini wipe, my old settings are screwed. Lots of nice QoL. MarineMatch works again. HUD can finally be scaled without dgvoodoo or mutator workarounds. Non-ugly Quadshot is cool, but the sounds still seem fucked. Screenshots show the name of the map, which is neat. Campaign difficulty settings are now more noob friendly, with the fan-made ones being highlighted in red. There's also an option for rebalancing, though I've got no clue what it does.

I know CLOVR gets players once in a blue moon, but it'd be neat to run through Unreal with the new patch, whenever it shows up on schedule again.
>>
>>9037797
Monday. I'll try to update the server tonight or tomorrow.
>>
>>9034836
So that's how you've actually been able to beat Hellbound. I've never seen movement like that before.
>>
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is there a way to use strings in switch/case in zscript? or is this the wrong board to ask this at this point?
>>
>>9037908
To be fair, GZDoom is based on 20+ year old code with only single CPU core threading, plus its enormous amounts of bloat are a given since it's built to be compatible with everything. Unless someone wanted to rewrite it from scratch, there's only so much you can do about its performance issues.
>>
>>9034059
trenchbroom 2022.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1
>>
>>9034059
unreal 227j patch (semi-public release or whatever that means)
https://www.oldunreal.com/phpBB3/viewtopic.php?f=51&t=10395
>>
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>>9038018
>semi
the patch is a truck?
>>
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>>9038018
>semi-public
LEAKED GOODS?????
>>
I kinda wish HERP and DERP terminals could be kept so you could still hack enemy robots without having to carry your own.
>>
>>9038079
I think needing to have your own or acquire one from the map balances hacking pretty well, it's still my favorite way to clear out a chaingunner closet.
>>
>>9038079
It's such a shame that there's no "hacking laptop/PDA" mod that enables such an option via a different, lighter item without having to carry them. It would really suit the mod for a specialized loadout that is meant to counter repurposed mechanical threats.
>>
>>9038095
The problem is if it was a lighter item it'd be really easy to trivialize HERP and DERP ambushes. Having to provide your own robot first keeps things reasonable.
>>
>>9038079
That's a thing? It's not part of ugly as sin or some addon? I just throw another derp as a distraction
>>
>>9038079
I feel like I just time traveled 13 years
I haven't seen someone say herp unironically besides for console commands in forever
>>
>>9038115
>open interface
>netevent derphack in console
or for HERPs:
>open interface
>disable HERP
>netevent herphack
>>
>>9037797
>>9037810
Well wait a cotton pickin' minute. Where is the patch? Last news post says delayed as of 6/6/22.
>>
>>9038018
>>9038153
Oh fuck, nevermind. missed it
>>
>>9037621
Oh yeah, I forgot to mention the load order. Top to bottom: Protonpack, protdeco10, your level.
Not sure why there's so many different wads. Played on dsda-doom with complevel 21 as stated.
>>
>MAP04 of Stankonia/Actinia is dm_crossfire as a slaughtermap
Based.
>>
hellish temperatures outside
>>
The latest version of hellknights in hd are much weaker than in 4.6.1
They trow their fireballs in a more telegraphed manner, the projectile itself isn't as huge, it doesn't cause lingering aoe fires on its travel path and the HKs themselves get affected by actual damage in a more noticeable manner. Their shields also regen much slower, it used to be near-instant shield restore after it got broken, with no consideration if the hk was still being shot at so it recharged itself several times even during contineous vulcanette or smg fire before he died.
>>
>>9037609
huh that's a really good idea, i always used gzdoom solely for having full mouselook with palette emulation
>>
>>9037609
That looks amazing.
>>
>>9036432
What's your workflow for texturing? These look great.
>>
>>9037609
Ironwail supports this out of the box, no?
>>
>>9037484
It's fun and you can get full servers regularly so it's better than about 75% of other arena shooters out there, but is it retro?
>>
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>>9038364
I think so, but it doesn't have CSQC and other amenities of QSS, vkQuake, etc.
>>
>>9038384
no QSS bugs either, on the other hand
>>
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>>9038361
This is long and autistic so strap in:
>find really high-res pic of something
>use Texture Ripper to grab a nice chunk of it
>https://youtu.be/MLcbks7Jejc
>copy/paste directly into Materialize as a diffuse map
>setup height, normal, and AO maps
>height is important for tiling and can be layered back on the image for depth
>normal is just needed for AO
>AO is used for adjustment of shadows
>tile at 1024x1024 using whichever method best suits the texture (overlap for pic related, most others are splat)
>https://youtu.be/2DhLnl_-4RY
>paste diffuse, height, and AO directly into Gimp as layers in that order
>set height to grain merge and AO to burn (or something similar, depending on texture)
>adjust opacity of each until there's decent contrast - AO is usually low
>merge layers and apply some sharpness
>increase saturation around 50% usually
>duplicate layer, set to luminance
>on the new layer, use colors/desaturate with luma mode
>same layer, use colors/dither with each color level set to 16 and method set to bayer
>image/mode/indexed with Quake palette and floyd-steinberg dithering (sometimes not necessary on top of bayer, but I like it)
>merge layers
>increase sharpness and/or contrast if some was lost
>resize image down to 256 or whatever without filtering (sometimes filtering wroks fine, usually not)
>denoise if needed
>check tiling with layer/transform/offset
>fix shit if needed
>export as pcx and put in TexMex

Ignore all the dithering and extra sharpening if you're not using a palette. You can do tiling without Materialize, but it using height maps for tiling is just extremely convenient.
>>
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Is there any kind of successor to Zdoom wars? Zdoom wars is a blast and I'd love to see more done with it.
>>
>>9037884
There are about two or three people, including me, who even know anything about ZS ever since polniggers have driven Marisa away, so yeah, it's a bad place to ask even for Decorate.
That said, sorry, no idea, never used switch case. Just try it. Alternatively you could make an array and use the indices.
>>
>>9038426
Awesome guide, saved, thanks bro
>>
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>Try to drag a deployed IED to relocate it slightly
>It fights back like a person
What the fuck?
>>
>>9037884
I know that can work in ACS, haven't worked with Zscript before. You can always try making a simple test script to see if it works, in pseudocode

>str check == ["health", "shells", "armor"];
>switch check[random(0,2)]
>{
>case "health":
>player.health ++;
>break;
>case "shells":
>player.ammo.shells ++;
>break;
>case "armor":
>player.armor ++;
>break;
>}

I have no clue what zscript actually looks like, but you should get what this does. Run it a few times, see if the player gets health, shells or armor randomly (and nothing else), and you know switch/case works with strings.
>>
Hey anons, wondering if I can get some feedback on this map. It's the second one I've ever made and I'm still learning on the go. It's Doom II, Boom format, MAP01 slot.
https://files.catbox.moe/3mnhgk.zip
>>
>>9038559
Your map desperately needs lighting variation, like terribly.
What is with the “pits” in the middle of rooms? Also the whole map suffers from these seemingly giant areas that aren’t related to one another, like your brain was just building without basis
Still, there were some nice ideas like the underground cavern and nice use of stairways. Exit jumpscare was neat. But yeah I would start with lighting variation.
>>
>>9038465
It's a smart bomb.
>>
>>9038616
THE SMART BOMB
>>
GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.
>>
>>9038643
My dumb ass nearly corrupted my mod and I would have lost a fair chunk of progress. But everything's fine, so have this animation
>>
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>>9038643
Working on my 94 Protons map
>>
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>>9038643
Forgot to take a picture of the stuff I specifically did this week but old, old pic semi related since it's a part of it
I finally dug this project back up and started making more abstract room tiles and variants of existing 'normal' tiles. So now there are ramps, stairs, shafts, and some other things that I can go generate new level chunks with
>>
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>>9037609
That's nice, but let's see Paul Allen's screenshot.
>>
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>>9038653
>the missing ceiling tiles
Don't care what people say, I will never tire of that kind of basic detail.
>>
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>>9038647
Cute!
>>
>>9038647
You're supposed to keep backups, you silly sod.
>>
>>9038709
I do. It was just a few weeks since I last made a backup. So the most I would have lost was pretty much the dual wielding Solar Pistols and the animations for the little Arti here. Annoying, but not a disaster.
>>
Zscript only works in (g)zdoom ports I assume? So if I want to make a mod usable in other sourceports, I have to use DECORATE?
>>
>>9038719
GZDoom and only 3.0 and onwards with some specific shit for if it'll work or not with it getting bitchy about version numbers, sometimes needlessly so.

More ports support Decorate and ACS.
>>
>>9038647
Gib
>>
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>>9038728
Well I'm slowly getting the Aspect Summon set up there. After this I'll probably move onto the chainsaw slot for the other set. I'm waiting on a guy for some sounds for the Space Hunter rifle.

Also I'm not gonna be able to finish GMOTA this year. So I've decided I'll be pushing this big fucking update with all of the polishing, bug fixing and other nice stuff and save Samson for 2023, because the alternative is crunching and that really puts my balls to the salad shooter, and could end up with shit design like how Kustam was.
I'm not happy about this prospect. But this is a result of me trying to help someone for pretty much the entire first half of the year, only for it to be all for naught.
>>
>>9038719
Zandronum supports Decorate, but not all of it, and the lazy devs are unlikely to fill out the little that's left.
>>
>>9038654
Ooh, what engine is this for?
>>
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>>9038820
Source 2013, watching those Kanepixels videos again made me want to revisit this
Still not sure how combat is going to factor in entirely yet or what I can make of HL2's enemy roster that fits but my original concept of randomized level flow and exploring weird architecture is still there
I just need to actually work on it more than once every several months
>>
>>9037797
Rebalancing reverts difficulty changes back to 227i style where it fucked with HP and stuff. 227j just makes monsters attack you faster, maybe more. But it doesn't fuck with HP.
>>
Most iconic shooter soundtracks in your opinion? For me its quake 2 and ut99.
>>
>>9038951
Original RoTT and UT99.
>>
>>9038831
forgot to add, I use a level generation python script to put together premade tiles into random patterns, make small randomized chunks of like 8-10 tiles each and then assemble them into a full level. My idea is to have every level segment be randomly chosen from like 5-10 layouts so that it's unlikely you'll get the same run through every time.
>>
>>9038643
MAP02 is going to be much, much more punk than MAP03, so I started MAP03 first (pic related.)
My ideas for MAP02 are much more concrete, so I'll use it as creative grease for when MAP03 is going slow. I'm also not 100% sold on my MIDI for MAP02 (Jailhouse Rock, but I might go with Folsom Prison Blues), but I definitely got the right one for MAP03.
>>
Are we playing Sam tonight? If so, which one?
>>
>>9038831
>>9038968
You could get a python script to whip up randomly generated .bsp's? That sound brilliant. Also, first time I see third party source editors like Hammer++, that's interesting.
>Still not sure how combat is going to factor in entirely yet or what I can make of HL2's enemy roster that fits
Yeah that's tough, I like HL games, 2 included, but that enemy roster Im not fan of - combines are really spongy(though not as much as those HECU grunts) which makes weapons less enjoyable and impactful. If you're going for a horror feel(assuming from the backrooms theme) then zombies aren't that bad, though you need specific layouts and encounters like ravenholm or ep1 basement to fully enjoy them
>>
>>9038951
Agreed. I'd also the original single player unreal games including return to pa nali
>>
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>download new Trenchbroom update
>most models just refuse to display now
th... thanks...
linked groups are cool though
>>
>>9038250
Looks like tarns deleted his actinia stream before I could watch the replay
Did he like it?
>>
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>>9035241
If you are looking for custom skies, this is one I made some time ago.
It could be used for some kind of space station or planet surface map.
Keen observers will notice that this is not earth, but just some random
class M planet.

captcha: PH4GS
>>
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>>9039381
Also this one, made from some 360 desert view.
>>
>>9039053
The host said we're gonna play custom maps this time, presumably for TSE.
>>
>>9039381
>>9039382
these look nice
>>
>>9039381
>>9039382
These aren't bad, but I think they clash a bit too much with UAC Ultra's textures. Got any orange ones?
>>
>>9039382
I like this skytexture
This is a nice fucking skytexture
>>
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>>9039465
Quick swap, but now the stars look too much like random noise imo.
>>
Tell me about the Quake games. Are they ALL worth a play? Are the fanmade source ports of 1 still better than the nightdive remake?
>>
I was interested in playing Powerslave, what is the best ver. to play, emulate the ps1 or the remaster?
>>
Hey guys, I'm playing
DoomRPG Rebalance [DoomRPG + DoomRLA build] and been noticing that when I pick up a medkit or stimpack, they don't appear in my inventory, and I can't use them, they just seem to disappear.

What's causing this? I have a few small extra mods running but I don't think they should be affecting it
>>
>>9039556
Quake is a mixed bag, can be a lot of fun with mobility but weapons feel less punchy compared to say Doom and the bosses are a joke.

Quake 2 is even more of a mixed bag, I wouldn't call a lot of the level design intuitive and they really fucking wanted you using the pew pew infinite ammo blaster as a flashlight.

I couldn't say a lot about Nightdive, especially not after them getting caught with their pants down this week.
>>
>>9039639
>especially not after them getting caught with their pants down this week.
What happened?
>>
>>9039670
Nightdive fucked up Blade Runner remaster big time.
>>
>>9039556
>Are they ALL worth a play?
Depending on your preference. Personally, I think the original and Arena are pretty fine. Quake 2 was okay, but I wasn't able to go back to it. Remaining games are off-topic nowadays.
>Are the fanmade source ports of 1 still better than the nightdive remake?
Recent re-release* is alright as a starting point for new players on PC & consoles, similarly to Nerve Software's re-release that uses Unity wrapper. You would be better off sticking to some source port like Ironwail in the long run. If Quake is new for you and/or you're busy, then Nightdive's Kex wrapper thing is alright option.
>>9039639
>>9039704
I remember seeing some threads on this board about Nightdive & anons talking about some issues related to Blade Runner (had slightly more luck with System Shock Portable... nah, not really). While I can't recall anything about them, recent news did seem rather ironic.
>>
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Serious Business Saturday is still planned for today, will start in about an hour. We'll be playing through some custom levels this time around so if you want to go ahead and download the levels early here they are:
>https://mega.nz/file/hw0XEABL#ze6yxwe_p55MpRgivwnWVBioGjvUF8g9WMJZThPEBVM
>To install, extract all the .gro files inside the zip file to your main Serious Sam The Second Encounter directory.
>Do not modify the .gro files in any way, just take them out of the zip file and place them in the main folder of your TSE install.
>>
>>9039737
>Ironwail
Please, don't use Ironwail, it can't into QSS extensions and it breaks Steam Quake if you don't choose the non-Steam option.
>>
>>9039765
>not always using the non-steam option
ngmi
>>
>>9039670
>>9039704
They released a worse version of Blade Runner than the one already out, while having the one already out (and done by other dudes) pulled from sale, and when theirs started getting really, really bad reviews pointing to the old one as better, they bundled the other developer's version into theirs.
>>9039737
>System Shock Portable
I remember hearing about them buying one developer of that off to screw the project up and give the code to them, while they DMCA'd every download for it, I thought it was just salty fans of that making shit up at the time. Maybe there was some truth to it after all.
>>
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>>9039743
I put them in the "mods" folder and they're not showing up.
>>
>>9039743
>>9039857
Nevermind, I'm an idiot and didn't think to check the "custom levels" tab. They needed to be in the root directory for that.
>>
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>>9038643
>>9039034
If my graphics driver continues to behave, I might have the first three maps of this WAD done by the end of July..
>>
>>9039874
Those are some nice chairs.
>>
>>9039874
What's the wad, if I may ask?
Looks cool.
>>
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>>9039556
>Tell me about the Quake games. Are they ALL worth a play?
Yes to 1 and 2 for singleplayer.
>Are the fanmade source ports of 1 still better than the nightdive remake?
Sure but the Nightdive port isn't as dumb to use now, and can get you exposed to some cool mods.
>>
>>9039878
Thanks.
I really, really like Castlevania: Curse of Darkness.
>>9039886
Work-in-progress 10+3-map MBF21 WAD with branching level paths (akin to Star Fox) and custom enemies. (I've posted a couple drafts of the first map over the past month or so.)
Thank you for asking!
>>
>>9039556
1-3 are all worth playing.
1 is a classic, 2 has more mixed opinions about it, but usually the consensus is that it's not as good as 1 but still a good fps game. 3 is obviously a multiplayer game, but even bot matches can be fun. Quake 4 isn't terrible either, but it's really dragged down by usual 7th gen military shooter bullshit.
>>
>>9039868
Ha, let me get something to eat then we'll start.
>>
Map25 of 400 minutes of /vr/
https://youtube.com/watch?v=01pp2prwY6M
>>
>>9039556
The Nightdive version is competent if you absolutely need to pay for Quake.
>>
Is there anything that determines how quickly/reliably you can kick down doors and walls or is that totally random? Sometimes I can get through pretty quick and without any injuries. Other times it takes forever and 4+ injuries before breaking it down.
>>
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>>9039743
Alright, ladies and gentlemen, it's time for Serious Business Saturday. We got a lineup of custom maps for today, all from a recent mapping jam with the theme "underground." Now unfortunately these maps aren't connected so I'll have to restart the server every time we beat a level. Please wait for everyone to reconnect before rushing forwards on level load. Make sure to properly install all the maps!
>IP: 45.79.57.115 (connect via specify server)
>https://mega.nz/file/hw0XEABL#ze6yxwe_p55MpRgivwnWVBioGjvUF8g9WMJZThPEBVM
>To install, extract all the .gro files inside the zip file to your main Serious Sam The Second Encounter directory.
>Do not modify the .gro files in any way, just take them out of the zip file and place them in the main folder of your TSE install.

Fun fact: I made a level for this mapping jam. If you call it out you win!
>>
>>9039962
I'm pretty sure it's random and it does a diceroll checking your strength: blood levels, do you have a stim in your system, your height, etc, which is why having zerk in your system makes you kick shit down usually really easily.
If you're getting tired of the dicerolls, take a chainsaw with you. They're not terribly heavy and they're great for sawing doors down.
>>
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>Brad Spencer (Vorpal)
>Alien Vendetta (Doomworld/idgames)
>MAP12: Entropy (with Adam Windsor)
>MAP13: Suicidal Tendencies
>MAP14: Overwhelming Odds
>MAP16: Mutual Destruction
>MAP22: Rubicon
First 4 maps were truly disgusting, I thought this man can't do anything right, but then I stumbled upon this beauty, the whole levels is pure visual sex, and when I checked it was done by the same fucking person. Even combat is completely different, it's like he made those 4 trash dumpsters, and then after few years of mapping experience he made this level. What gives?
>>
>>9039898
>with branching level paths
were you the dude doing the intermission screens for a branching path wad a week or two ago?
>>
>>9039963
Level change, give me a second to restart.
>>
>>9039975
>intermission screens
Doesn't sound familiar, sorry. I've only just completed the first map, and don't have assets prepared quite yet, let alone intermissions.
>>
>>9039967
I guess I'll have to add a chainsaw to a loadout and use more Stims then. I'm going through EDay and there aren't any chainsaws in this entire mapset until map 16.

And am I underestimating robots? I set three HERPs and two DERPS down in front of a Hellknight closet, turned the HERPs off because beeping was annoying me, and then promptly forgot about them when I went through the next door and activated the Hellknight. The DERPs killed him on their own.
>>
And is it just me or do Medkits not actually check and stop you from using all your auto-sutures on burns? Like I can hold the buttons down and it'll let me just use all of them even if they don't need them.
>>
How do I set up a doom server? I wanna run All Out War for some friends but I can't port forward so I'm planning to use Ngrok instead.
>>
>>9039556
Nightdive port has a new mission pack, that's one of best campaigns made for Quake.
>>
>>9039970
Those aren't bad maps, you just got filtered. Git gud.
>>
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>>9039963
Somebody is getting fired for this.
>>
>>9040141
BUTCHA DIDN'T HAFTA STOOOOP SO LOOOOW
>(Right here)
>>
>>9040000
Bots have sharp aim and 30 rounds of 9mm is more than enough for one knight.

>>9040021
It stops you if you have no burns, but the burn treatment works gradually, so if you're slamming it all at once, you can use more than you need. One treatment heals five burns, so if you have 30 burns you want to hit it six times.
>>
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>>9038438
>>9038480
damn, i see. thank you, i`ll keep it in mind!
so far i ruled it out using token item amount. there`s probably a way to use global variables or something, but i couldn`t figure them out for shit, so i`m just gonna keep on using monke ways despite working with zscript.
>>
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>Screams in HFFM
>>
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>find a cool looking gameplay mod
>look at screenshots
>all sprites are fancy hd shit / it uses fucking models
what's the point of all this technical flexing if in the end it just dOESN'T FIT???
>>
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>>9039963
And that's a wrap, thanks to everyone who could join!
>>
>>9039990
Must have been some other dude, they were doing individual intermission screens to show progress about the map.
>>
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>>9039963
I wish I had taken more screenshots
>>
>>9040253
>tfw missed it again
Ah rip me...
someday I'll return
>>
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>>
>>9040265
>they were doing individual intermission screens to show progress about the map
Oh, I actually do plan on doing that. But I haven't made any real progress to speak of, yet; I just have a vague notion of emulating Doom 1's usage of that very same idea.
I think there was another anon who posted his own (more impressive) progress, but all I could share was a notebook sketch that I plan to use as a foundation.
Someone mistook part of my sketch for an underground pyramid, so I stole that fukken idea on the spot lmaoo
>>
>>9035978
>or throwing you into an alternate version where the friction effect is deactivated
If you could throw one together then I'll get it in the set as MAP07B
>>
>>9040381
It's pretty late here right now and I'm already half asleep. Give me a day or so to whip something up.
>>
>>9040348
>Someone mistook part of my sketch for an underground pyramid, so I stole that fukken idea on the spot lmaoo

So, like this?
>>
>>9040393
Alright.
RC2 should be out in a day or two then.
>>
>>9039829
>while having the one already out (and done by other dudes) pulled from sale
No they didn't. It was still bundled on gog, it just wasn't the default installation. It was never pulled.
The new version does apparently suck shit though. Don't use it unless they fix it.
>>
feelin' like making a game in the quake engine. anyone else? i know ssqc/csqc in and out but i ain't got talent for anything that isn't codin'.
>>
ya sure are hung louk, ya sure are hung
where is shitwad anon
>>
Was there ever an updated version of Alien TC?
>>
>>9040454
whats your epic game idea
>>
>>9040540
it would depend on what YOU can do, frankly
but i would like to make an immersive sim with combat that doesn't make me wanna end my life, ya' know
but it could be anything, long as it is an fps
>>
I haven't played retro shooters in more than a couple years and have a silly question

>Try to get into local college's "entertainment art" program
>They accept mods, 3D renderings, games, etc as portfolio
>I have no real portfolio, just half finished projects so i'm scrambling last minute to make a deadline for presentable projects
>Get the idea to retexture some Doom and Duke 3D levels in a concept art / photobash style to have "finished" levels presentable

I'll probably just use something like Slade3 and Zdoom for doom unless there's a better option specifically for textures, but what's the equivalent program i can use for Duke 3D to dump all the textures and import modded ones?
>>
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I thought this general was just memeing but holy shit BURL TUMD is fun as fuck. I wish it was more compatible with nashgore though
>>
>>9040572
Might be wiser to do something more modern since that's where the industry is at. This way you can also create a portfolio out of your school projects for modern game companies. Lots of games use the unreal engine and making a mod for it could also be used for your real world portfolio. Anything is possible but that's more practical.
>>
>>9040619
I love how doom is haunted at times
>>
>>9040715
This is a very entry level 1 year course and then i transfer into a 2 year advanced course where we learn unreal, etc but i'll keep that in mind, that probably is a better idea in the long run
>>
>>9040235
Just create your own. It's what I did. Makes it more fun.
>>
I just got to the armory and there were a bunch of Veras and a Bastard, so I opted for the Bastard this time and boy is the feeding mechanism weird. Really nice firing sound.

>>9040159
Ahh, I see now. Thanks.
>>
>>9040764
The Bastard's a comfy gun to shoot but I feel like it suffers against shielded targets unless you have some extra distance and rocket grenades.
>>
>>9040805
Any 4.26 weapon is weak vs shields. The low density of the projectile coupled by the weak mass and high propensity to shatter on contact (as it was designed to NOT penetrate space hulls) tends to do poorly vs shields compared to armour. Against conventional kevlar, because its such a thin projectile and has a lot of velocity, it does great. You're better off using 9mm instead, since 9mm projectiles are actually bigger thus imparting more mass and the firerate on most 9mm death dealers is enough to overload the shield.

I forget why 12ga buckshot is bad vs shields. Very small projectiles with low velocity being caught up and burnt by it without much energy being transfered? If so, slug rounds would be fantastic vs shields (and everything, really) while 16ga or flechettes would be pathetic in comparison. Which kinda makes sense, as 7.76 kills shields like nothing else, short of explosives that is.
>>
>>9040829
Oh yeah I'm all too familiar with the quirks of the ammo. I actually designed the Bastard to be an anti Hell Knight gun. Little did I know that repeat 4mil hyperbursts weren't enough to pop the shield in time.
I'm stupid, I should have just went with an energy weapon first hand. But hopefully with the eventual CBT variant of the Bastard it'll find a niche again. I don't see many people wield that poor gun.
>>
>>9040835
It's fine.
I find it to be a straight upgrade to the ZM66 mostly because of the low recoil and rather high capacity. Being able to pretty much load it with ANY 4.26 ammo found laying around and having it pretty much not jam at any time are such a big bonus that it's almost an "I win engagements now and never run out of ammo ez pz" sort of gun to have. For everything the ZM does, the bastard tends to do better while having roughly 10-25 more rounds per full mag and just slightly more weight. The grenade hair trigger is often just a bonus, if you don't forget that it's a thing and accidentally waste your ammo.

On that note. The oddball is overpowered. I'm sure you've told this before, but adding minor maintenance to that gun that would prevent some kind of jamming to the reloading mechanism and perhaps ammo not always being 60 per whole magazine, like making the ammo counter obfucated and adding a high chance to use more ammo than normal when holding down the fire button, draining its capacity faster than tapping, would suit it a lot better. There's virtually NO reason not to use it over any other weapon of its class (mainly handguns and mook killers) as it surpasses the utility of any 9mm or 12ga weapon without a fuss as it also rapes anyone with armor because of the high capacity, the only caveat being enemies with shields, heavy bruisers, archviles or long range engagements. You can theoretically solo an entire mapset with it and nothing else, which is a bit ridiculeous for how much it weighs.
>>
did anyone ever encounter an issue of a a_startsound randomly just not playing for some reason? i have one in death states of a projectile, and half the time it just doesn`t work for some reason.
>>
>>9040853
I agree that the Bastard is overpowered, it's incredibly convenient and easy gun to use. We've talked about making the Bastard randomly mulch extra ammo when firing in hyperburst. The thing was designed for myself in mind, and this was when I was extra shitty at HD and really inexperienced. As of late I've been using the Thunderbuster more than other weaponry.

I think the Oddball is in a fine place as is, it's overpowered, but really if someone is going to be stubborn enough to try and kill everything with energy .22lr ammunition, that's on them. Though it struggles against shields compared to 9mil and .357, so if you're trying to focus fire on a Hell Knight, you're most likely going to eat balefire.
However if we ever get around to the Oddbine, THAT will require some maintenance and fixing up with repeat use. I've been trying to figure out what would be an interesting way to use the weapon. The head dev of Peppergrinder has mentioned he sees a hypothetical Oddbine to be more of a battle rifle, so we'll see. It'll have a fun reload too, if it can be pulled off: You'll have to yank a rip cord to build up charge, and hopefully it can operate like how punches work, so if you were to swing your camera when yanking the cord, you pull it with more force and build more charge.
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>>9040862
Right as I clicked "submit" I noticed you mentioned the Oddball struggles against heavies and shields at the end of your post. I'm incredibly stupid, please disregard that part of the post, I suck cocks.
>>
>>9040862
>You'll have to yank a rip cord to build up charge, and hopefully it can operate like how punches work, so if you were to swing your camera when yanking the cord, you pull it with more force and build more charge.
I love it already.
>>
>>9039765
>it can't into QSS extensions
So what? QSS was my port of choice before getting lazy. Not sure if Ironwail would be able to handle those, but that's probably doesn't really matter all that much. Heard only good things about it otherwise.
>it breaks Steam Quake if you don't choose the non-Steam option.
Not sure how that's possible. Although I don't think I tried good old Quake setup for Steam after re-release became a thing. Maybe with QSS.
>>9039829
>Maybe there was some truth to it after all.
Same. Again, got that from threads on the board. Not that Nightdive are perfect by any means, but such story did seem questionable at best. I did heard that (allegedly) Nightdive are imcompetent, so it seems plausible.
>>
>>9040862
Nah nah. Contrary to what you think. Bastard is completely fine. Even with the "potential" 100rnd magazine, it's kept in check by the very ammunition it uses. While having more utility than the ZM, the cost of heavier weight and ammunition loss over time makes it harder to manage if you don't maintain a constant supply of it to not be forced to carry several mags or a massive amount of loose rounds on your person for extended engagements. Although, with how common 4.26 is, the ammunition loss is not that big of a deal which is a good synergy. It would be funny for it to have an animation of the ammomulch when firing, like it just randomly combusting its chamber and tossing out fire sprites to the side. That'd make it satisfying to use while alerting you that you're going a bit overboard with how fast you're firing the weapon.

I find it... Odd that you find the Oddball is in a fine place. It's not so much that it can kill things reliably, which it certainly can, it's that its weight to utility ratio is completely bonkers.
Infinite ammunition is fine, but the fact that it also has enough ammunition to eclipse most other SMGs, which it also beats because of the firerate and lack of recoil, alongside how quickly you can restore its ammo, makes it extremely easy to just contineously and rentlessly spam it at enemies with no downside. That also makes it incredibly easy to use it as a budget chainsaw for gibbing corpses at range too so you can trivialize the existance of healer imp corpses and make it incredibly hard for mancubi or cacos to resurrect because of the stacking bleeding damage. Normally you have to waste ammunition for that, but... well.
>>
>>9040865
It's fine. I wrote up an entire 2k word post and had to rewrite it before reading the rest of the stuff you wrote. Thunder buster is an amazing weapon, but I never found much use for it because I end up killing myself with it way more often than what I usually see others do. Monsters just like to rush me down and hug my face whenever I use it. Or maybe I just suck with it.

The Oddbine having a cord system like a generator/boat motor startup sounds radical. I can only imagine it as a sort of jury-riged-ish energy weapon partially out of scrap and partially high tech components that just sorta /works/ whenever it feels like it, but when it does it packs a punch and doesn't need no ammo as long as you maintain it properly.
>>
>>9039103
>You could get a python script to whip up randomly generated .bsp's?
Sort of. What you do is make a 'tile' .vmf, stick it in a folder with other 'tile' .vmfs, and then run the script and it parses all of those vmfs and tries to put them together. And then you get a combined .vmf of all the tiles it picked that you can take into Hammer and give further editing and polish.
>Also, first time I see third party source editors like Hammer++
Yeah, Hammer++ is great just for the actually good, REAL TIME lighting preview mode, I wish JACK had that shit for when I do Goldsrc stuff

As far as enemies go, the zombies are an easy pick, naturally, they just need a more fitting model and sounds. Combines are stumping me and the only thing I can really think that would fit are either some sort of armed 'janitor' squad that are endemic to the place, or something else that would be plot related and spoilery. Weapons wise, the weapon roster is okay but I would like to add something like a flare/glowstick that you can throw down but that would require touching code and I'd rather not
>>
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>>9040927
While I like the idea of an animation of fire and shit shooting out, I make it a point to refrain from doing fancy pants animations for HD weapons. Though I'm sure I could have the lead dev make the gun spew out fire particles and make little PBBT sounds like when you burst a 4mil round when trying to reload a magazine. He wants to add a "feature" where if you try to unload the Bastard, it makes the little lubricant slip sound from SS13, you go to incap and drop the gun, which bounces off the ground and drops its spaghetti all over the place. I think this is fucking hilarious and I hope he adds it. I think it would also be an interesting quirk of the gun if it does that when you throw it or drop it hard from getting incapped, like after getting shot in the head from a zombieman from the other side of the map for the fifth fucking time in a row during the same session.

I think it's in a good place as it was a sidearm designed for myself first and foremost, and I'm a bit of a scrub in HD. So I use the Oddball as a crutch to keep myself useful during play.

>>9040934
I still kill myself often with the Thunderbuster, but more often it's from using the spray mode carelessly and I zap a wall and cook myself. Also design-wise the Oddbine will be like a reverse engineered Oddball so I still want to give it a sleek look, it'll just require maintenance and be prone to locking up when it starts getting worn out. I already told the lead dev that I want the same messages like the Boss when it's really bad, so you'll get something like
>Checking that chamber...
>What the FUCK.
>You scrape out a wad of dried mayonnaise from the focusing lens
>You shake loose a Babuin tooth from the capacitor
>You dislodge left over granola from the charging handle slot (Don't choke on that)

and seeing as I'm talking so much about the Oddball, have a gun girl of one I doodled last month. It's rough but I still think the design is fun.
>>
>>9040141
Oops All Ugh-Zan
>>
>>9040805
Thankfully there were plenty of rocket grenades.

>>9040829
This is good info for me because I didn't know any of this and I've been wondering about ammo types.

>>9040862
>if someone is going to be stubborn enough to try and kill everything with energy .22lr ammunition, that's on them

This was me at the end of episode 1. I ended up using it more than the Vera just because I could. I really like that gun. And I'm really liking the sound of the Oddbine. So that'll be an energy weapon too?
>>
>>9040947
>Ah fuck slipped my little bastard and now all the 4mil spilled onto the ground, fuck
God that sounds hilarious.
I din't mean like a sprite animation that is visible like a weapon sprite. HD doesn't do that sort of stuff and you kinda know that. Rather, you know how the ZM burts out a wad of fire randomly when you unjam it?
>the gun spew out fire particles and make a PBBT sounds when you burst a 4mil round when trying to reload
That sort of miniscule external effect yeah, except more pronounced and visible even when you're just slamming the trigger so fast that's its like you're using it as a full auto weapon with a more noticeable soundcue.
>Oddball
Ah so it's that sort of balance. I understand. Nevermind what I said then, carry on.
Cute robot grill btw. Really nice sprites.

>Jam messages for the Oddbine when repairing it
Amazing. Absolutely love that sort of stuff even if I hate myself whenever I use the Boss and it jams right when I need it to kill something. Absolutely go for it.
>>
>>9040962
>So that'll be an energy weapon too?
Yep. I haven't figured out how it's going to shoot though, like in terms of fire rate or anything like that, or it'll require ratcheting a charging handle or something like that. Like I said before though: I don't want anyone here getting too excited over this shit. I have no idea when development on Peppergrinder will continue and I'd rather not pester the lead dev over this. I'm certainly not about to pick up Zscript and try to wrap my head around the bramblefuck insanity of Mattscript to try and make weaponry for HD. All I can do is make sprites and bang together simple DECORATE analogs for the devs to work with.

>>9040965
Normally I try to be more mindful about weapon balance and shit but the Peppergrinder is a personal weapon pack for the boys and me that was made public, and I'm grateful for that because the weapons are too cool to just hide away from everyone. Also thank you, I need to draw more characters in general.
I feel weird taking up this many replies here in the thread so I'm gonna leave it at that and try to get some work done, sorry lads.
>>
>>9040971
Don't worry about it. I'm glad I get to chat with you even if I can't, like, you know. Get to the place that "you and the boys" are in, mostly because I hate those sorts of places and I don't want to ruin your vision and stuff like that.
Not that I've been banned or anything like that. Just, personal grievances with the software attached and such.

I see the conondrum with the code. I hope that lead-dev finds the time and willingness to bring your weapons to fruition. The guns you've designed are probably the most fun ones I've had with on peppergrinder (oddball trivializiation nonwithstanding) and I'd love to see you doing more stuff for that mod... As long as it doesn't completely shift your focus away from, you know. Bigger projects. You should definitely draw more cute robots though. Maybe some other time

Have fun, hope you have a great night, or day. Wait what hour is it again? Don't tell me I spent an allnighter talking about sub-mods for an obcure mod for a 1993 game again...
>>
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>>9040990
1 am, and I'll be working on the Aspect Summon for Combined_Arms Gaiden I posted earlier. I don't blame you for being skittish around that software. I don't like it either but I find it a necessary evil, and it's worth it to keep in touch with my friends, they mean a lot to me.
Though this place and some of you silly bastards mean a lot to me too. I don't anyone to ever forget GMOTA and Combined_Arms started here, and those mods help turn my life around towards something I'm passionate about.
That's enough sappy shit, I'll try and post progress later.
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>>9040053
Tspg
>>
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>>9039970
>disliking the most iconic and unique techbase maps of any megawad; liking the one generic hell map no one cares for
What leads a man to this?
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>>9040348
>>9040397
>Someone mistook part of my sketch for an underground pyramid, so I stole that fukken idea on the spot lmaoo
hahaha I did, you said its a tent but for some reason I thought of an isolated pyramid in a big open cavern like in ziggurat vertigo - glad that's a useful idea
>>
Any project ideas besides protons?
>>
>>9041285
Tower of /vr/ for Quake
>Everyone gets up to 2048^3 units of space to make one floor of the tower, that can be filled with whatever kind of gameplay they want
>>
>>9041285
I remember someone proposed a mapset using the Diabolus Ex textures. That'd be cool to see, especially if it followed the general philosophy of the original map, with all the alternate paths and approaches.
>>
>>9041285
Hope you don't have it in mind very soon, Protons is a little over 2 weeks to its deadline and there's currently only 5 maps submitted.
>>
>>9039381
>>9039382
are you the same anon from a couple of threads ago who made the sunset skybox?
your work is amazing as always, keep at it my man.
especially the blue sky, i just want to sit outside with a sky like this above me.
>>
>>9041330
Thanks, indeed, that's me, although the sunset skies are not done yet. Currently working on the clouds. I thought they were easy to do, but making decent looking clouds is harder than I thought.

>>9040446
>>9034059
Alright, I wasn't able to come up with something beyond "just remove friction", and because it kinda flipsides the balance of the room I made an UDMF version of the map that generates the effect via ACS. Tested on Zandro 3.1, works (mostly) as the Boom version, but nothing anyone not directly comparing them would notice. No idea how it will work in MP, I don't have any experience with that. Included ZMAPINFO.
512 lines MAP07B Slivovitz Liver Massacre - Zandy "Petersen" version https://files.catbox.moe/97acjd.zip

Also, just for the hell of it, I made an MP-only version of Cubic Conundrum: https://files.catbox.moe/ff445f.zip
It has no exit, so it's not fit for coop. The yellow key now has a slightly different effect, though...
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>play LITERALLY anything except build engine games
>everything works fine
>play blood, ion fury, doom etc.
>at certain parts or random intervals screen goes black for a second or two
in doom 2 on the second level the first door infront of you is pretty consistent with the black screen, but right now while playing blood i'm at the carnival and it seems like it goes black whenever it feels like it
i literally can't find anything about this on the web and i am about to lose my fucking mind because the game runs normally in the background during those blackouts.

i tried vsync on/off, resolution changes, vulkan/dx11/opengl and maybe a few other things i randomly clicked in the options and it won't go away
pls help if you know anything about this
>>
>>9041247
>an isolated pyramid in a big open cavern like in ziggurat vertigo
Yeah, thanks for that. Originally, I did have a plan for an underground burial mound, but the ziggurat idea gave me a better design base to work from (whenever I get to making that map proper.)
>>
>>9041371
wait until you play duke nukem 3d without an fps cap and just get randomly squished by non-moving walls
>>
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MAIM

KILL

BURN
https://youtu.be/20-xHgxF1zs
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>>9041393
i wish my issue was as easily fixed as that
>>
>>9034057
Lunar apocalypse is the best episode, don't >>
>>
>>9040858
probably something wrong with your sndinfo
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>>9040858
Probably something with another sound still playing on the same channel or something. Can happen if you don't set the correct flags.
>>
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>>9026976
Gave Expidited Ovidum, Exp- Express...
>checks notes
... I gave Exspiravit Oppidum a run. (Is that latin, what's it mean?)

Excellent level overall, very fun to play and very good to look at.
There's a secret teleporter which is used to telefrag the Spider Mastermind (which is used in a threatening manner), but I never figured out how to reach that (does the manhole cover become a raised pillar somehow?), and even assumed that window was a shootable switch I was supposed to trigger with the SSG spread to squish those Viles, so I had just shot the Spider instead.
The hidden Viles raising the Revenants is a great touch, though the ones on the left side don't seem to actually work, refusing to raise those. I would also suggest putting a Crusher Stop linedef somewhere to kill the noise, after they're squished.
The Ghost Town style room kicked my ass pretty hard, being pinned down by Pain Elementals and Archies at the same time, took me many tries. The secret arena with the Paratamizer was a good to do a second exit.

Beyond that, there's just a couple of small texture things I'd point to, in the carpeted room with the big Chaingunner Ambush, pasted in on the left here, the logo cuts off under the doors, and by one of the exit signs, one of the textures appear not aligned, and also is the wrong frame, so that it doesn't animate with the rest of the room.

All in all, a great E2 or E3 level.
>>
Just started out with HDest and fucking around with guns, what is the reason I can't reload the ZM66 rifle? It tells me some cheeky shit about volt licence agreement. What the fuck is going on?
>>
>>9041649
magazine DRM
if you're using magazines with a brown or red strip at the top, you have to hit the reload key a few more times to reload it
red and brown mags will fuck with your ammo counter and iirc have a higher chance of jamming and cooking off
>>
>>9041672
>>9041649
wait i'm stupid, red mags are legit clean ones, it's just brown mags that will fuck you over
>>
>>9041672
>>9041678
lmao holy shit
thanks
>>
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>>9041649
Fun fact, the Vulcanette doesn't care about if your magazines are factory loaded or reloaded, and also will cycle through dud cartridges like they aren't there (because it runs on an electric motor). Heavy though, and requires maintenance.
>>
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>>9041689
use vulcanette-chan
respect vulcanette-chan
love vulcanette-chan
>>
>>9039970
Those first four are my favourite AV levels.
>>
>>9041013
Thanks.
>>
>>9039704
Blade Runner itself was always fucked up and only point & click hipsters shills it, and not even ScummVM could salvage it.
Even back in the day the game itself was mediocre and it led Westwood to focus more on C&C and NoX, which were better games.
also the source code is lost forever and ScummVM's attempt to rebuild it along with Nightdive were bad
>>
>>9041649
Basically just mash the shit out of the reload key if you're trying to put a used/refilled mag in the rifle and you'll just jam it in.

>>9041775
Vulcanette-chan is far too high maintenance. Vera is best girl.
>>
Has anyone tried to compare GoG Doom 64 with the GZD build with 3 point filter?
>>
>>9034059
Buildkino released
https://twitter.com/BuildEnginePics/status/1541081814483206145
>>
>>9041608
>Is that latin, what's it mean?)
It's google translate for ghost town, literally it's more like "the town has died"
>>
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>>9041371
ok right now in blood on the first mission in the second episode there is a spot on the ice platform where when i stand too long on it my monitor just gives me the "no signal" sign and i am now even more clueless
>>
>>9042226
Anon, to me it sounds like some of your hardware is dying
>>
>>9042232
but anon, that's what it would sound like to me but i can play any game i own and my monitor never shuts down or gives me any issues it's only in build engine games and right now i know of two specific locations where my screen just dies: that one door in doom 2 and now the ice platform in blood
other times it's not a location where it goes black, but rather just for no reason at all
>>
>>9042240
Have you tried other games ever since that problem appeared?
Is the problem 100% reproducible?
>>
>>9042287
like previously mentioned, i can run the most demanding game on my pc at ultra settings and all i'd get is lower framerates, but once i play build engine games i get this issue
>Is the problem 100% reproducible?
i just opened blood again to try it and yes when i stand on a certain spot on the ice platform my screen goes black and if i don't move from it for like 3 seconds my monitor gives me the "no signal" warning and then when i start moving again the image returns but it happens all over that level. didn't happen as much on the previous episode as in just this level

i don't know how the game works, but it feels like there are cut off points in the level where it loads something and it fucks with my pc. just like the door in doom 2 in the second mission where i can also reproduce this issue
>>
>>9041405
You are a fast paced player. Should totally have fast monsters on
>>
>>9041405
why are you having aneurysm in the video anon?
>>
>>9042381
>aneurysm
That's what it looks like to you? he's clearly turning 360 while walking through rooms without hitting the walls. he's clearly on high alert and probably stomps pubs in online shooters.
>>
>>9041371
is you pc getting enough juice
>>
>>9042420
>>9042354
i also thought that that could be an issue too so i put "prefer maximum performance" in the nvidia gpu settings since maybe the games aren't demanding enough and for some reason my pc went into sleep mode, but not even that solved it
>>
>>9042426
check your power cords and outlet, might be your display cable or smth too
AAA games are industrially tested, source ports and old games not so much, who knows what functions they call
I was software oriented too until a guy pointed out to me that switching the light on in the kitchen shouldn't be waking my pc in the my bedroom
also check the pci-e seating
>>
>>9042426
Did you try playing windowed? As in windowed with decorations not borderless
>>
>>9041649
Right click the mod, open with 7zip, read the manual.

ZM66 and ONLY the ZM66 rifle has strict DRM measures sticked to its magazine well. If you try to load partially loaded or empty magazines-- doesn't matter if they're from the same exact gun, it will tell you to fuck off and yell about it. It only really accepts full non reloaded magazines marked in Red stripe at the top. Loading partial or reloaded mags also: Destroys your ammo counter untill you load a fresh mag and makes it more prone to jam or cookoff.
Note that the "more prone" doesn't mean fresh red mags won't also jam on you on the first round, forcing you to unload your magazine anyway and breaking its warranty, just that using that mag again gives it a higher chance to do that.
Vulcanette also has the ammo counter issue with partials but it's not a big issue due to being an actually decent and accurate LMG regardless of that, and almost never jams, just fails to load rounds sometimes.

Please note that the 7.76 Liberator Battle Rifle does not have this issue.
>>
>>9042440
>check your power cords and outlet, might be your display cable or smth too
everything is tightly plugged in and nothing looks damaged
>>9042454
yes and no difference
>>
>>9042473
The ZM66 feels vaguely like an Internet Of Things tier weapon.
>>
>>9042475
Boot another operating system. Otherwise I'm out of ideas.
>>
>>9042485
Its loooosely based off the experimental G11 caseless rifle, with absolutely none of its inherent issues solved, with an even lighter frame and of course, modern corporative mandates slapped on top.
It is an awful gun, and you're forced to use it just because everyone else is using it, from your supposed allies to your possesed enemies, as ammo is virtually endless for it.

It just fits the role of everything that you want in a futuristic weapon. A sleek-looking, lightweight, polymer based piece of shit that doesn't work. It's great when it does work because its 3rnd burst feature lacks recoil until the last round exists the barrel and completely wrecks enemy infantry even with battle armor. Don't use it if you can help it though.
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>>9042509
It's actually worse than the G11, because H&K and Dynamit Nobel actually solved the problem with cook-off, something which you can have happen with the ZM66.
At least the ZM66 is really lightweight and commonplace, so it's essentially disposable, just throw it away and get a new one when it starts acting up.
>>
>>9042509
>>
>>9042387
It just looks silly to me
>>
>>9041346
Good job on going above and beyond, anon.
Any suggestions before I compile RC2?
>>
>>9042525
>>9042509
Was thinking of trying HD for laughs, I heard it was dickish but wow. The bastard made the iGun. Does it brick itself if you drop it too?
>>
>>9042542
I think if you throw weapons at the wall over and over again you can break them. You can also damage/stun enemies by throwing your gun at them but I don't have the webm that shows that off
>>
>>9042542
No, well maybe.
I have never had it happen to me but theres a chance that simply dropping the ZM can kill something by a negligent discharge. More likely is that you try to use it like an american instead of a german assault rifle, ie full auto, cookoff the damn thing and accidentally toss it-- which doesn't stop it from firing, making it circle around as it contineously fires and hit your legs with a burst of 4.26, incapping you before it kills you with a headshot on the second pass.

HD is difficult, but its not more difficult than say, Rainbow Six (earlier titles), SWAT 4 or ARMA, with the exception of the enemy roster that is. It's not really dickish, it just tries to make fun of the setting with brutally comical realism. Or well, as realistic as it could be without being a full on simulator. Just, try to read the manual at least, preparedness and all.
>>
>>9042542
It can jam if you either throw it violently or drop it unwillingly (by rolling, slamming into a wall, getting shot). The only thing that permanently damages the gun is cooking it off repeatedly.
>>
>>9042527
Demolition man would work great as a build game.

Just let me play as Sly, the girl and Simon.
>>
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>>9042542
>>9042561
I found it.
>>
>>9042604
Absolute Madman.
>>
>>9042561
I specifically remembered this and tried to do it as soon as I started playing, but it just got me shot. I didn't know you were supposed to hold zoom. He had a keybind setup just for doing this, I think.
>>
Is opengl better than vulkan overall in gzdoom or raze?
>>
>>9042649
OpenGL ES is better. If your system supports Vulkan, go for it if it doesn't break in some way or another.
>>
>>9042661
I have a gtx 1660 super a friend gave me. I guess it supports vulkan. I know its not a big deal in the end but still.

Its a really nice fucking card for 1080p god damn it gave my pc new life.
>>
>>9042661
>OpenGL ES is better.
No it isn't, it's feature-crippled to run on potatoes and hamster wheels.
>>
>>9042668
I am trying his advice right now and it seems like overall its the same. Using Ashes.

OpenglES does not give a weird 1 sec stutter that the other ones give when loading a new save. Its kinda weird.

In raze this does not happen with any choice, in any game.
>>
>>9042668
don't feed your hamsters potatoes too often
>>
>>9042668
Call me when the sourceport actually utilizes those features in a meaningful manner.
>>
>>9042649
I use vulkan because I like to make buildings and vulkan runs better with the 3d floor system in gzdoom. My second hub map has many set3dfloor sectors and running on anything other than vulkan cripples performance. On vulkan it runs smoothly
>>
>>9042542
It's not that bad.

>Pistol
>Subgun
>Super Shotgun
>Grenade Launcher
>Rocket Launcher
>Plasma Rifle
>Liberator Rifle
>Revolver
All dead reliable. The pistol has a rare full-auto variant which some people like, but overall is a light and handy backup to have even in stock form, and the subgun has a built in silencer. Rocket launcher can fire special HEAT warheads which can be used to blast open locked doors, or to quickly kill big bosses with. The 'Thunderbuster' (Plasma) can do something similar with one of its two firing modes.

>Shotgun
Dead reliable in pump mode, may short-stroke in the faster semi-auto mode.
Has a rare variant which can fire full-auto.

>Boss Rifle
Pretty janky, can be upgraded so that it'll work a lot better, but desu the Liberator basically does its job but better.

>ZM66
What's already been said, basically. Can get pretty janky, but also weighs little, ammo is everywhere, and if it starts giving you shit you can replace it. Has some variants, including one with a grenade launcher, which perhaps you'll find is a better deal than carrying a separate one (mind, the Liberator can also have a grenade launcher).

>Vulcanette
A monster of a gun which you can use for taking on basically anything with, has a slow and a fast mode, and uses the same ammo and mags as the ZM66, along with the same handy optic. Heavy, and it needs a charged cell as a battery to run though and requires some regular preventative maintenance (more if you use fast mode a lot), but it remains dead reliable if you do.

>Chainsaw
Runs, but requires a charged cell as a battery. Not necessarily a great weapon so much as it can be used to carve up dead bodies which makes them harder to resurrect properly.

>BFG9000
Absolute death machine, so powerful it drowns out your audio. Also has the ability to recharge empty energy cells for free, but doing so has some... consequences.
>>
>>9042738
Thanks for the breakdown.
What are those "Vera" and "Bastard" guns I keep reading in this thread? I assume they're HD stuff.
>>
>still can't decide if I should use capped framerate or uncapped
Capped can look jerky sometimes, but uncapped looks unnaturally weightless and smooth (like a soap opera) rather often.
I also feel that uncapped framerate makes the game easier? It seems I'm more able to dodge projectiles with it on.
What do you all use on a regular basis?
>>
>>9042747
Custom add-on weapons from the Peppergrinder weapon pack. The Vera is a lighter, lower-capacity Vulcanette that's easier to damage but also much more feasible to fix in the field. The Bastard is a sort of LMG with a hand-loaded hopper that holds 95+1 rounds, only has semi and burst firemodes, and has a hair-trigger grenade launcher (press button, launch grenade, as opposed to the mode toggle with normal HD rifle launchers).
>>
>>9042649
That depends on your hardware.
>>
>>9042747
They're part of an addon mod called Peppergrinder that introduces more weapons to the mix.
More info can be found here
https://hdiscord-saltmines.gitlab.io/peppergrinder-wiki/
But basically
>M764 Squad Automatic Weapon "Vera"
A vulcanette with capacity for only 3 magazines instead of 6, with much easier maintenance and lower weight, as well as being oddly shaped like a SAW design and handling like an LMG rather than a HMG.
>Bastard Rifle
100rnd Rifle that uses the same ammo as the ZM66. Only loads loose munitions, not magazines. Has a chance to eat up more ammo than it is actually firing at random. It's grenade firing mode is not a toggle, like the ZM, pressing the button immediatly launches the grenade instead. Heavier and more controllable than the ZM. Doesn't jam despite mulching ammo.
>>
>>9042663
IIRC OpenGL works better with Nvidia while Vulkan can work better with ATI. GLES is for weaker machines.
>>
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why, in 2022, has duke nukem still got this problem where all of its modding tools are jankshit?
>>
How's 512 lines going, when are you going to show it to Tarnsman?
>>
>>9042823
Almost done now. RC2 should be out either today or tomorrow, and I'll post it to Doomworld then. Tarnsman streams whatever the hell he wants so there's no telling when he'll play it.
>>
>>9042762
>>9042760
neat, thanks.
>>
SUNDAY NIGHT SHITSHOW TIME! Tonight we're playing through Struggle - Antaresian Legacy. The password tonight is "coomworld". Connect with Zandronum and let's struggle our way through this excellent mapset!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
>>
>>9042952
man chex quest has unironically made me hungry for chex
fucking marketing is actually working send help
>>
>journos considered duke the first fps to surpass or be as good as doom
>not dark forces, heretic, hexen, system shock or marathon
explain
>>
>>9043007
>dark forces, heretic, hexen
not as well designed
>system shock
the crysis of 1994, nobody had a computer that could play it
>marathon
lol mac
>>
>>9043007
The 90s gaming journo council got together and collectively agreed on that?
>>
>>9043007
3d and overlapping floors. Explosive walls. Different weapons. One liners. Pop culture references along with esoteric references. It's all around better but I still play doom because I started my mod for it. I might switch over to duke at some point but I have no idea if I can keep persistent variables across new games and content like I have done in doom. I just want it to feel like a progressive grind and once I capture that it's good for me. Plus doom has more comprehensive explanation of things when compared to other games imo. Zdoom wiki really does teach a lot. Next best thing is opening other people's work in slade and builders
>>
Map26 of 400 minutes of /vr/
https://www.youtube.com/watch?v=8PWfkmRLzQM
Was this an intentional Tyson map, or was this map not playtested? I may sound salty in the video but I actually had a lot of fun punching out all the enemies, that was a good boxing practice.
>>
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>>9043101
It was meant to be a Tyson map.
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>>9042952
early ggs, sorry I was late and couldn't stick for long but I'm happy I saw this before I left
Goddamn that is so neat
>>
I finished Turok Dinosaur Hunter, I found to be a boring experience, is Turok 2 better ?
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>>9043212
>is Turok 2 better ?
In some ways but worse in others. I don't think you'll enjoy it much if you didn't enjoy the first one. At the least, your main adversaries in 2 aren't just human mercs.
>>
>>9043212
2 starts off strong, but gets pretty bad.
>>
>>9043151
>ywn be part of the secret club mapping discord
>>
I feel like HD deserves its own section in the OP.
>>
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>>9043261
You could if you ask mac nicely.
Anyway here's some 400 minutes of /vr/ lost media
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>>9043279
Little known fact, 400 minutes of /vr/ was actually a stealth ATHF wad
>>
>>9043267
Even as wholly different as it makes Doom, and even with how many people here enjoy it, I still think it's too niche to occupy valuable OP real estate. That said, it's on the infographic, and it should definitely stay there and get a more up-to-date screenshot when that gets updated.
>>
>>9043267
Not needed, those already in the know, already have all the tools to know what they need.
Would be nice though.
>>
>>9043267
I don't really see why any mod should get special treatment like that. It's a very in depth WAD that could have its own wiki written about it, but it also has a very niche following.
>>
anyone got a mod where i can kill furries?
>>
>>9042372
fast monsters were on
>>
>>9034059
Demon Throne 3.0 is out
https://www.moddb.com/games/wgrealms-2
https://www.youtube.com/watch?v=VevjVqsgBII
>>
>>9042952
Thanks for joining
>>
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>>9042952
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>>9043319
lmao
>>
>>9043164
How do I get ZDoom and all of its derivatives to look like this? Whenever I try making a config for GZDoom it either looks like GL rendered flat mess, or it has all of the blemishes of vanilla SW rendering such as color banding
>>
>>9042952
Good shit. I thought my toaster wasn't gonna make it during map 30.
>>
>>9043101
>>9043151
as an addendum; it was originally a pure tyson map but I ended up giving the player a shotgun (albeit with very little ammo) in response to feedback I got
>>
>>9043101
I probably would've liked this map better if the midi didn't hurt my ears
>>
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>>9034059
>>9034240
To the author of Watered Down, I had some texture nitpicks left over, mainly a few alignments and a few choices about flats for visual consistency.
There's also the windows in the courtyard with the antenna, these are midtextures with transparent pixels on them, which renders weird in DSDA.

I like this map a lot and it's going in early, so I think it should be at its best presentation, is it fine if I go in and tweak these small things myself? It'd only take me a few minutes to do.

>>9041323
Well now, over 2 weeks is still some time, let's see what we get.
>>
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>>9043224
My problem Turok is mainly the damage and level design, for example, these 4 arm alien dudes, it takes 3 shots to kill them with the assault rifle, 4 shoots to kill them with the pulse rifle, and 2 shots to kill them with the alien weapon, the weapon damage is not linear, it should be, 4 shots for assault rifle, 2 for pulse rifle, and 1 for the alien weapon.
The level design is just bad.

>>9043231
I'm watching some videos of the game, its seems to have actual levels, and the weapons are stronger than the first Turok, I will give it a try.
>>
>>9043329
disable filtering
>>
>>9043404
First top screenies looks like that one map in plutonia...
>>
This is really weird. Map 09 of EDay runs really terribly with HD. My frames are so low.
>>
>>9043424
That's his idea, it's a tribute to Well Of Souls, and I think it's a good one. I went out of my way to clean away the seams on the original animating mosswall texture, and made a matching flat for it, for this exact kind of map to be made, so I'm glad to see this time wasn't wasted at all.
>>
>>9043440
Is the shotgun supposed to be an Ithaca 37? I don't see a side ejection port.
Based if so.
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>>9043449
Yes, something like the Defense 20 version. In the GzDoom patch it ejects a shell out the bottom, also.
>>
>>9034302
>>9034430
>>9034460
In the Build editor there is an asset of a anime girl killing herself. Was that actually in any of the SW levels?
>>
>>9043516
No, it was probably planned for Master Leap's Temple because there's a texture with a picture of her and the others that appear in the level
>>
>>9043418
I'm not terminally retarded, I already know about that, I just meant that the colors and lighting always look off regardless of setting. I wish there was a way to keep the high contrast palette look without banding.
>>
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>>9043526
set sector lighting to "software". it's only in gz though I think, not in zdoom.
>>
Trying to test a custom character but whenever i use the "start gzdoom.exe -iwad doom2.wad -file "<path to your mod folder>/<Mod folder name>"" command from the doom 2 menu it responds with "Uknown Coomand "start"". Does anyone know whats going on here?
>>
>>9043563
Not sure, but you should get yourself a launcher program like Doom Launcher, it saves you a shitload of time and effort.
>>
>>9043563
should work on command line and through batch files, but not sure what you mean by "the doom 2 menu". if you're trying to run that in steam, just leave the launch parameters, without "start gzdoom.exe"
>>
>>9043561
The screenshot I posted was using Software sector lighting. I had SW Banded Lighting disabled though because I don't like the look even if it isn't authentic
>>
>>9043574
idk what looks "off" then, everything looks pretty much identical to me, aside from sprite offsets.
try making comparison shots yourself.
>>
>>9043574
of course, in really dark areas where Doom palette is lacking, you won't see dark reds and greys blend together like you would in software Doom. if that's what you meant by "flat" (it's the opposite), there's no way around it other than using software renderer.
>>
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>>9043581
I might have to do that. My main issue is just the banding as seen in pic related. I don't have an issue with it when I'm playing at 200p and SW rendered, but if I'm using any ZDoom related sourceport and upscaling to native res then it looks distracting to me. I might have to play around with contrast and tonemapping
>>
>>9043591
banding is just a consequence of the limited palette. use the truecolor sw renderer if you want less banding (though some banding is unavoidable unless you're on some hdr screen or something)
>>
>>9043596
The main reason I was asking for the other anon's zandronum config was because I didn't see any visible banding, and it didn't look "flat" like the usual default GZDoom config. I was just curious what setting he was using.
>>
>>9043591
It's just an entirely gray slab made with a limited pallete, there are only so many shades of a single color avaliable so it's bound to have banding regardless of renderer unless you use filters or something.
That's why I always play on Crispy's resolution of 640x400 (double vertical and double horizontal of vanilla). Anything more and everything starts to look fake like pixelated wallpapers on drab flat surfaces. Low resolutions mask the limitations because the level of detail is consistent.
>>
>>9043613
It's due to the choice of textures and level of detail of that mod, not source port settings.
>>
>>9034539
Tom replied
>>
>>9043561
they all look the same
>>
why is the duke always holding weapons that he doesn't use in the games in the promo art and end level screen?
>>
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Can anyone identify this hud and shotgun? Looks real neat.
>>
>>9043720
https://forum.zdoom.org/viewtopic.php?t=48767
>>
>>9043729
Thanks, though is the hud from a different mod or a newer version? The one there is a bit different
>>
>>9043739
Newer version, not public yet.
>>
>>9038576
>>9038559

Thanks for the feedback, yeah I dunno why I do those pits, in the starter area it was meant to be sort of a mini carpeted area then I dunno I just put them in some places to kind of break up floor textures. In future maps I probably won't do that. I'm still working on the lighting variation thats super WIP but I think its at least slightly better than it was before. I also got some feedback about it being far too easy so I've tried to change things up a bit but I'm kinda shit at gameplay balancing I think since I've barely really mapped much.

For anyone else willing to try my shitty second map, still Doom II, Boom, MAP01 slot.
https://files.catbox.moe/eyiur0.zip
>>
Hey I'm playing the 512 beta and map 8 Tomes and Triggers has these weird invisible limits everywhere that the monsters won't cross, is it intentional?
>>
>>9039704
lazy a.i. upscale crap needs to stop
>>
>>9043774
AI upscale only looks good when the textures are already highres, i wish devs would realize that
>>
>>9039829
>Bundled the old reliable version with the new crappy one
So nothing was lost? It sucks that the new version isn't good but if they're being honest and consumer friendly about it what's the issue? You still get a good old game out of it.
>>
>>9043797
- they did it as damage control
- you now have to pay them for the work they didn't do
- the actual game's store page is gone, so it's stuck with the remaster's low score through no fault of its own. this is the game that for years was the most wishlisted on gog btw.
- the dev credits are defaced, though not as badly as with Baldur's Gate or Torment
- plenty gets lost even in the best cases of such re-releases. Requiem: Avenging Angel seems like a 1:1 re-release but comes without the software renderer, for example.
>>
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are there any third person mods besides edy pagaza's 3dpd shit?
>>
>>9034795
How do you play HD coop? The Zandro versions i found suck ass
>>
>>9043836
you play it on GZDoom. Make sure you forward your ports.
>>
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>>9043836
https://forum.zdoom.org/viewforum.php?f=5
Good luck
>>
What inspired Marathon's writing, especially Infinity's?
>>
>>9034530
If I have to guess it might be because Bungie didn't do the carmack and handed over the tools to do so.
There is SPV3 if you want to mix up the sandbox, but I personally dislike the changes.
>>
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Which of theses do you guys think looks better for a Quake texture?
Same picture palletized and resized to 256x256, but the left was shrunk with linear interpolation and the right with no interpolation but extra dithering. Background to be removed.
>>
>>9044028
>Bungie
Custom Edition is Gearbox like the rest of the PC port, isn't it?
>>
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Just need to refine the behavior a little, he's a little singleminded and will pursue monsters even if they're out of stabbing range, and of course make it so you can only spawn one at a time.
>>
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>>9044039
shrinking in nearest introduces all those bright pixels on circles and slopes. you may want to shrink both ways, then blend one on top of the other.
and if you're gonna go grainy, you have to commit to it, like some of those HL1 horror mods. with most other Q1 textures this dithering will look out of place. I would also clean up those greens (fuzzy select, then change hue), but that's up to you.
you seem to be doing yourt own thing, but I've got a grainy conversion of obtex lying around, made it at some point because I didn't like the existing blueish conversion. you can use it if you want: https://files.catbox.moe/t51m0p.wad
>>
>>9044054
Cute and deadly.
>>
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>>9044054
>>
>>9043836
Prepare to suffer through endless desynchs and unintended behaviour if you have anything except a spotless 1-1 almost-LAN like connection
If there's more than 2 of you. Forget about anything that resembles unlagged because its fucked and will never be unfucked.
>>
>>9044054
Adorable little link-alike gnome. Keep it up, it looks amazing.
>>
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>>9043841
>that comic
I never expected to see it here of all places.
So let's see what else out of place this place has:
Anyone liked "Keeping up appearances"? Richard Bucket is my hero.
>>
>>9043841
why am i seeing this ACK!! shit everywhere i don't get it
>>
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>>9044130
>>
why do fps players call levels "maps"? it pisses me off. imagine calling bob omb battlefield the first "map" of mario 64 it sounds retarded
>>
>>9034059

gzdoom 4.8.1 is out, reintroducing the console scaling feature and fixing some bugs
https://github.com/coelckers/gzdoom/releases/latest

nugget-doom released, adding a bunch of qol/casual features on top of woof 10.0.3
https://github.com/MrAlaux/Nugget-Doom/releases/latest
>>
>>9044285
'Map' is effectively a development term (making a level was akin to drawing a map) that became common terminology due to the public availability of mapping tools for early FPS. Since consoletards don't get to make custom maps, they tend to stick to levels or, for whatever unholy reason, 'stages'.
>>
>>9044285
imagine calling e1m1 the first course of doom. what is this, a meal? fucking amerifats honestly
>>
>>9044285
That's what the 'M' stood for in Doom 1's map designations.
>>
>>9044285
It might feel weird for platformer games, but makes sense in old fps games where the levels are created in a format that looks like a map and the games often even give a possibility to view a map of the level.
>>
I never even had the idea of having an autistic debate about gameplay location terminology.
>>
which is better eduke32 or rednukem?
>>
>>9044303
for me, it's niveau
>>
>>9044149
I see /pol/ types use it to imply a tranny hanging themselves (mid sentence I guess) but they probably appropriated it from somewhere
>>
>>9044149
(packet) acknowledgement is a pretty ubiquitous term in computer networking.
>>
>>9044454
You just unlocked a memory of playing a french web mmo arcade game where community used that word to refer to levels
>>9044285
I use maps too but I guess level or even stage isnt bad because a lot of industry refers to it as "level editing" - courses though? Course sounds infinitely more retarded than maps. Courses make sense for fucking golf or racing games or whatever. Probably not a single platformer outside of SM64 uses that, I might be wrong though
>>
>>9044469
>I see /pol/ types use it
Lurk moar newfag. That use of "ack!!" is a bastardization of a mutation on the classic sniper/Candlejack mem-
>>
>>9044517
>That use of "ack!!" is a bastardization of a mutation on the classic
I mean that doesn't really contradict what he said.
>>
>>9044517
You're not supposed to put hyphens after using the Candlejack meme, you fu
>>
Concerning DECORATE, I read the following on the zdoom wiki
>For historical reasons there are two distinct ways to define actors here. However, the old method has been completely superseded by the new one and it is strongly advised not to use it anymore.
However, it doesn't then go on to explain what the difference between the two is or when the new way was made possible in addition to the old one. How do I know I'm not accidentally using the apparently old inferior way?
>>
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>>9044149
ZDoom uses TCP (of which requires acknowledgement) instead of UDP for some fucking reason.
>>
>>9044050
With no ownership over Halo, yes. Just like Sunstorm doesn't own Duke after Life is a Beach.
>>
>>9028376
I saw your isometric dumps, fascinating stuff. Thanks for posting.

Is there a place that collects these previews? I'm more interested at looking at maps than playing them actually
>>
>>9044567
Have you tried clicking the link "the old decorate format"?
>>
>>9044654
Not that guy but I like those previews too, Im not aware of a larger place that collects them but I got links to 2048u and 400 mins of vr:
https://mega.nz/folder/Z09DyDBB#ldU2P1HrZYv8fwuBcaXlZQ
https://mega.nz/folder/ExVgAaiB#ukFzsaQAfoQ0nWzpJUHvbw
I guess if you pooled all the megas you could post them on that rentry page of ours
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>>9044532
>>9044551
Are you o
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>>9044567
It usually means "we want you to use zscript for everything".

The thing with the wiki is it's run by the same people running GZDoom so they'd memory hole the very existence of Decorate if they could.
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>>9044663
I am blind and retarded, somehow completely missed that
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>>9044567
You're not going to accidentally write old DECORATE format unless you were to specifically look at early-00s ZDoom mods as reference and nothing else. Just about every reference and tutorial available uses the newer format, even here in OMGWPNS I had to scroll down past a lot of normal-looking actors before getting to the weird old format stuff.
>>
Graf, can you add 3 point filtering from D64 into GZD? Even Hexen could benefit from that since the N64 port was smooth and sharp
>>
File: mazeupdate.webm (2.87 MB, 1280x720)
2.87 MB
2.87 MB WEBM
Did a little updating on my maze, adding a secret room that will show the maze layout as light path (defeating the purpose a little bit, but at the same time you'll have to memorize the path and it's a secret)
Next week I'll probably make the final touches in the form of a whopping single custom texture and thing, which I've both never done before so that'll be a learning experience too.
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>>9044945
That is fucking cool.
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>>9041371
>>9042226
are you using a VGA to HDMI adaptor?
when I got rid of it the black screens disappeared
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>>9044945
That's fookin rad
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>>9044567
The ZDoom Wiki is mildly retarded
>durr you should never copy and alter an actor
>hurr instead you should inherit the actor and then add the altered values instead, because it'll totally break durr
>DERR even though this will always break things like the chase state on monsters so that they default to the inherited chase state no matter what you do HURRRRRR
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>>9044945
That's really cool. It's always fun when the author shows you the way to defeat a challenge that one has to memorize. Reminds me of the final level of TNT where the different colored fire stands show which blocks you have to jump on to prevent teleport death. Stuff like that causes people to pay attention to the detail of the level imo
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>>9044979
It's the same sort of logic Graf employed in bitching at everybody for doing mod menus "wrong" when he broke the mod menus for pretty much every mod out there and demanded they do it his way.
>>
Is anyone baking a new bread, because I'm whipping up one myself.
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>>9045053
>>9045053
>>9045053
New thread.
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>>9044979
It's for the same kind of tards who would edit their iwad.
If you know your shit you can do whatever you want.
Although inheritance can indeed save work if you are only doing minor adjustments.
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>>9045098
>Make backup of original iwad
>Edit it anyways
Wow, it was that easy
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>>9044606
Well yes, but what I was meaning is that since Bungie's tools would have been Xbox-focused and Gearbox's PC-fovused, wouldn't Gearbox be the ones who should have released the modding toolkit?
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>>9034510
>big damage
>ugly couple
>configuration nukage
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>>9045121
>know shit about wads, editing or coding
>edit your original iwad
>make new actors and wonder why they don't work
Not everyone is as smart as you, Mr. Genius Man.
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>>9044054
>Don't talk to me or my dad ever again.
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>>9045165
>Mess up
>Delete iwad
>Create a copy from the back up
>It's like nothing happened
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>>9045218
>arguing about how people do their work on a nigger slave auction forum
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>>9045695



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