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DOOM THREAD / RETRO FPS THREAD - Last thread: >>9260618

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 PROJECTS ===
AD MORTEM PHASE 2
Submissions due Oct 12th
https://desuarchive.org/vr/post/9194259
https://mega.nz/folder/NBFWlJZQ#ayc36MvN6fAvwup-8vMLdA

94 PROTONS OF /vr/
Submissions closed, awaiting beta
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASE ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===
[9-17] Chasm: The Rift re-release will be available on Steam & GOG in Oct 10th

[9-17] Rise of the Triad: Ludicrous Edition revealed at Realms Deep 2022
https://youtu.be/OqDedfEgprs

[9-17] Chris Vrenna's interview about Quake's soundtrack
https://slayersclub.bethesda.net/en/article/qqY4QYqlY2FAV1mki9O2j

[9-16] Inter-doom 6.0 released on its 6th anniversary
https://www.doomworld.com/forum/post/2545130

[9-14] 2022: A Doom Odyssey public beta released
https://www.doomworld.com/forum/topic/131349

[9-13] Goldeneye 64 is coming to XBox game pass
https://youtu.be/zT310aJNdSA

[9-11] Hexen 2 has its 25th anniversary
https://twitter.com/kotolout/status/1568917177713197057

[9-10] Daikatana source code leaked
https://archive.org/details/daikatana-src-collection

[9-10] Wolfenstein: Enemy Territory now has official dedicated servers
https://slayersclub.bethesda.net/en/article/85eGeGTxfwazJiETVtPi9/

[9-3] Crispy Doom 5.12.0 is released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.12.0

[9-2] The AMC Squad Episode Four Trailer released
https://youtu.be/ei2_ROlJAiw

[9-1] Babel gets its biggest update
https://datanon.itch.io/babel

[9-1] DBP51: Deadly Ritual is out now!
https://doomer.boards.net/thread/2960/deadly-ritual

[8-31] August progress for DNF2001 Restoration Project
https://www.moddb.com/mods/dnf2001-restoration-project/news/august-update32

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
what's your favorite source port?
>>
>>9267903
Zandronum because it lets me play Doom with my friends on Sunday Night Shitshow, a server which I am not affiliated with or shilling in any way.
>>
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>>9267906
>>
>>9267903
Odamex because it's dead and empty like my soul
>>
SUNDAY NIGHT SHITSHOW TIME BITCHES! Tonight we're gonna be revisiting Plutonia 2, this time with the Pizza Tower Discord's Bring Your Own Class mod! The password of the day is "uraniumfever" now get joining already!

51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
>>
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>>9267884
>>9267887
94 Protons Of /vr/
Submissions are now closed, further posts will be for map updates and building the beta. 20 maps were submitted in total, exceeding the minimum goal of 15! Thank you all for these amazing levels!

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6.5 (added flats, smallfont, ENDOOM, M_DOOM, etc)
>PROTDECO17 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of optional MIDIs for mappers to use.

To Do:
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

WANTED: 3D Modeler, one who can do weapon stuff, one which can do monsters.
>>
>>9267928
https://www.doomworld.com/idgames/levels/doom2/megawads/pl2
In case it wants to download the 1.25GB thing.
>>
>>9267928
Is anyone else having problems with connecting or is it just me?
>>
>>9267884
What is with the OP pic this time?
>>
>>9267968
Same here, can't connect and when I can it's laggy.
>>
>realize I can commit a horrible coding crime with ZScript
>immediately do it
Why am I like this?
>>
>>9267981
You tell me. I don't see anything strange.
>>
>>9267998
>webm freezes at the beginning
Man it really is cursed.
>>
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>>9267928
how do you connect, I've never played multiplayer doom before
I'm typing "connect 51.161..." and it says incorrect password, I don't know how to put in the password.
pls help
>>
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VIOLENT RUMBLE 2 ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

Currently re-working how Quake handles weapon selection so that I can add new ones (Q3 gauntlet, shotgun flame shells, etc.) without a million if-else statements. More regular updates once that is done.
>>
>>9268024
Connect with Doomseeker, it should have been bundled with your Zandronum installation, it'll simplify most of the process for you.
>>
>>9267928
byoc failing to download, someone got a link?
>>
>>9268031
>>9267928
I can't join period. I try through doomseeker and it brings up the console and music starts playing but then gives up. I have the wads downloaded through doomseeker and through the PL2.wad that anon posted and I can not connect. Never had this issue before.
>>
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>>9268031
I don't understand how to, it's not letting me put in ip anywhere. I'm on my knees
>>
>>9268052
Search by name, the server's called "Sunday Night Shitshow," when you try to connect it should prompt you for a password.
>>9268038
https://static.allfearthesentinel.net/wads/byocv0.9.6.7.2.pk3
>>
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>>9268052
just search sunday in the top right box
>>9268053
ty
>>
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>>9268053
>>9268059
It worked! thanks
>>
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>>9266805
Feel free to suggest away, though no guarantees. Plenty of weird animation stuff can be done with code fuckery. Deadline is January 31st, per the anchor post info image.
>>
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>>9268013
>thing
>>
>>9267928
still can't join. I click on the server, zandronum opens up and all I see is the console, the level music plays and it tells me what keys are collected and that's it. I can't play, it just tells me some message about packets and disconnects.
>>
WHAT THE FUCK ARE YOU LOOKING AT!?
>>
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>>9268124
that happens to me sometimes, seems to be caused by complex mods like fartyguns, srb2kart and probably this byoc (still downloading). figure it's some ISP issue w/verizon
>>
>>9267903
Probably Zandronum since it's ZDoom stuff with decent multiplayer.
>>
>>9268139
I was able to connect earlier, too. There has to be some solution.
>>
>>9268138
IDK if I'd trust Kegan as my ally.
>>
>>9268147
Change IPs/tunnel with a VPN or phone connection. There's something inherently wrong with the way modern ISPs handle IPv4 to IPv6 that makes it so you're actually behind two NATs, fucking up some games that don't account for this
>>
>>9268149
Kegan's internet connection is weak, alike himself.
>>
>>9268159
It's probably whatever that anon above is talking about because my internet is genuinely like 100 times better than what it used to be. I'm not even exaggerating.
>>
>>9268159
>kegan
>weak
He's short and maybe a little slow, but not flabby.
>>
>>9268154
>There's something inherently wrong with the way modern ISPs handle IPv4 to IPv6 that makes it so you're actually behind two NATs, fucking up some games that don't account for this
The absolute fucking bane of my worklife is the godawful way IPv6 was implemented in most cases.
>>
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my first wad. give feedback or dont holy shit this took so long im going to die.
limit removing
https://www2.zippyshare.com/v/bjVVumSP/file.html
>>
>>9268164
Kegan's not flabby, he's noodly.
>>
>>9268171
everything including textures etc is doom 2 vanilla. i figured it would be a good way to try mapping but because i was mapping for vanilla doom it was very painful with all the texture alignment. also the map layout is wonky because i didnt really plan anything, whatever im getting a migraine again.
>>
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Am I the only one who absolutely hates when someone makes "X thing in DOOM" and copy and pastes over shitty quirks without the option to fix them in the name of "authenticity"? Bonus points if shit isn't even accurate in the first place. It feels like mods that mimic Build games are always the worst offenders.
>>
samsara caleb
>>
>>9268171
Got to the Cyberdemon encounter before biting the dust. The main point of feedback that comes to mind is that you have all of these largish areas, but such sparse monster placement.
>>
>>9268184
Return of the Triad is guilty of this, it doesn't even attempt to handle the launcher pickups the way RoTT handles them.
>>
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>>9268172
flabby noodle
>>
>>9267928
It says that my byoc file is incompatible, but won't download it. Is there anything I can do?
>>
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>>9268209
He's following the path of the noodly one.
>>
File deleted.
Adequate source ports for Auger Zenith? There are some special effects that demand advanced ports apparently?
>>
>>9267928
Well that was fun and cheesetastic. Sorry couldn't make it to the finish. GGs
>>
>>9268231
DSDA
>>
>>9267903
Crispy Doom
>>
>>9268231
Crispy and DSDA can handle Auger;Zenith perfectly. It's just limit-removing, not extended features. GZD if you want to load with mods.
You're firmly in the middle of your graph, if not the lower left.
>>
>>9268236
dammit I hadn't recorded your 9/11 stream yet and it just disappeared, your streams usually stay up for 14 days so what happened?
>>
>>9268284
holy shit I'm retarded I just noticed the "Recent highlights and uploads" disregard me I am a tumor
>>
>>9268303
Be happy that at least you're not sarais
>>
>>9268231
There's no bad sourceport for it because it looks cool in software rendering with the edited palette, and it has custom dynamic lights if you play it in a Zdoom port with hardware rendering, just use whatever
>>
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>>9268256
Yeah mate I'm literally asking for a source (port)
>>
Pair of robots destroy the economy.
>>
>>9267928
Is that drawn by Mac (Age: 44)?
>>
>>9268351
am mcgufn am 4 yeers old and luv doom it is awsum gam i lov doom thnk u for lik my drawins
>>
I grabbed a photo too
>>
>>9268362
This one is a little less chaotic
>>
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>>9267928
Do you guys actually look at the FNF & SNS pictures? I've considered numerous times to stop making them entirely and start using a standardized image every time.
>>
>>9268369
I click every picture in the thread
>>
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>>9268369
of course
i appreciate all the oc around here
>>
Shit did that manage to crash it? I spawned a million Quote swords
>>
>>9268369
Yes
>>
>>9268383
Nah, I killed it myself.
Fun times.
>>
>>9267928
BYOC wasn't crashing or lagging outside big maps last time.
>>
>>9268371
same
>>
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>>9268362
>>9268365
those are much better than what i managed to take
>>
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>>9268171
decent for a first map. There's a lot of empty areas at the start and a lot of square corridors so it's not super exciting, and not much when backtracking. The yellow key gate was a bit weird, since it's delayed I thought it was on a line trigger or something because it'd lower after I moved away.
The blood room was good, even though I expected a trap it still made me jump, definitely the best fight of the map. The invul secret could be reworked a bit though, I could see the secret and see that I could jump down, but I couldn't see what was in it, so I wasted it on my first playthrough. The final cyber fight was pretty good, though maybe it could use some extra cells, even point blank with an invuln I had only 40 cells left.
Also on my first playthrough I couldn't 100% it because a monster failed to teleport in, picrel.
Overall pretty good, but you're using too much space for not enough monsters.
>>
>>9268382
Nice. I'll keep making them then, though don't expect them to always be high effort.

For those of you who missed it, we might not be playing SRB2Kart next SNS as we planned, since the manager of that event is MIA and I have no idea how to work the thing.
>>
>>9268171
Don't be too ashamed, everyone starts at the bottom. My first maps were no doubt much worse.
>>
>>9268415
>>9268171
same, my first maps were 100% worse
>>
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>>9268327
Quote's seen some shit.
>>
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>>9268434
>>
>>9268369
I do.
>>
>>9268171
yo this was really good, the visual detailing was nice with the liquids and the different sections felt pretty distinct and varied. trying to fine tune textures and figuring out how to do stuff is good for your first wad so ya have an idea of what it takes. main things i would suggest are increasing height variation in combat for the player and not just enemies on ledges and such. it's fun to run around and find cover and these were mostly square rooms, could be condensed down a bit too without losing anything. great stuff tho
>>
>>9268415
>>9268421
Mine were great.
>>
>>9267928
>>9268412
If there's SRB2Kart next week, you should post these with the IP and/or put them in a pastebin, so everyone can get up to speed.

- https://mb.srb2.org/addons/some-srb2kart-tips.2456/
Scroll down and read the part about sliptiding (the beginner's guide doesn't mention this).
- Open the (vanilla) game once with SRB2Kart (OpenGL).bat to switch renderers. Afterwards you can open it with the normal exe.
- In moe mansion, set "future sight" in the video options to "full" to remove 1 frame of delay when fps is higher than 35.
- If playing on the keyboard or a d-pad, consider setting analog easing to "fast" or "off" in controls options (on moe mansion).
- If playing on a controller, make sure to bind brake and accel in a way that makes it easy to press both at the same time.
- You can reposition the camera behind your character with "cam_height x" and "cam_dist x" in the console. Use them without a value and the game will tell the current and defaults.
- You can unflip the camera (in upside-down sections) with "flipcam 1" in the console. You only have to do this once.
- Good stats for beginners are near the center or left half of the chart. You should test many different combinations to find those you prefer.
- It is recommended to set the game to always save replays (in data options). You can watch better players later and learn from how they play.
- You can charge and use drift sparks IN THE AIR after jumping off a red or yellow floor bumper (or equivalent). You should almost always hold drift before/after jumping off one. This can't be done from "teeth" bumpers or from just falling.

When was the last time you saw punchman?
>>
>>9268508
Last message from him was on 8/28, last SRB2Kart session. I did see him online on pisscord just a couple of days ago, but he was on a phone and didn't say anything. He must be on vacation or something with limited internet access. Anyway, I'll get this info added to the post next time, no problem whatsoever.
>>
>>9268517
It's almost time for you to finally have a look at the game yourself.
>>
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>>9268528
i dun wanneh
Maybe I will if he doesn't come back but I ain't playing, you can't make me.
>>
>>9268534
At worst case, you could just keep the server as it was last time, if you know how to start it, and hope for the best.
And if you don't want to play, you could join just to spectate. At least you'd get to see what it's like. And make fun of Kegan or Babby when they end last.
>>
>Come here, ruffian!
>>
>>9268539
I'll at least try and learn how to set up a serve, hopefully with your mods and stuff.
If it's any consolation, I did start playing stock SRB2 and I'm having a fun time as Knuckles.
>>
>>9268543
As long as you load bonuschars.kart (included with the SRB2Kart download) when you host I'll be content.
Hit feed, name tags, and drift gauges are nice, but I've karted without them plenty before.
>>
How’s the Nightdive Quake port compared to Quakespasm?
>>
>>9268543
Good. If you manage to launch it with just the basic mods from last month it should be enough (or even just bonuschars like anon said). Some things need testing, so it's ok if you don't add anything else, but if you do it's a bonus.

You can have a look at these too for admin stuff:
https://wiki.srb2.org/wiki/Console/Commands
https://wiki.srb2.org/wiki/User:ThatAwesomeGuy173/SRB2Kart/Variables
>>
>>9268557
its a good port, but its certainly more useful for console frens, the new mission pack is cool though. (machine games certainly played arcane dimensions before making it though)
>>
>>9268557
i can play quake with motion controls on my switch its pretty gud
>>
>>9268557
It has some fancy shadow effects and easy-to-use multiplayer, otherwise very faithful. Compatibility with third-party mods is so-so (most stuff works, mostly), but if you're not going to play multiplayer or play in a console I don't really see the point in using it.
>>9268568
You can play the mission pack in Quakespasm and friends. You can borrow it here: https://files.catbox.moe/txyif4.7z
>>
>>9268651
i already played the mission pack in VK quake (vkquake is so fucking smooth on linux, its like magic), no need to help, but thanks anyways
>>
>>9264778
As much as how fucked the balanced in Brutal Doom is, it's hard to say that the SSG is weaker than the SG when it can straight up pop Cacos and Revs in one shot compared to vanilla doom as well as having the ability to shoot the barrels individually like Blood's sawed off shotguns. The SG does have a tighter spread as well as faster shooting when ADS, but the faster shooting the SG provides becomes obsolete when the Auto Shotgun gets involved.

Brutal Doom is still a pile of shit.
>>
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Babel (Weapons Only) https://files.catbox.moe/qznco4.pk3
Hacked together in about 45 minutes while I watched anime. I actually gave a good try to making a minimod that had universal Babel-style tracers for all hitscans and could jank particle trails onto appropriate projectiles, but specifically the hitscan/puff part probably isn't possible while maintaining universal compatibility. So, instead, since a minimum of one person wanted to play Doom with these weapons but not the monsters, here they are.
Note:
>This may crash, I have tested it a bit but I dunno if it's stable
>Balance is probably fucked by this
>If someone does janky shit with +ISMONSTER on stuff the BFG may do weird things
I'm still actually finding and fixing very minor edge-case bugs in the main mod (for example, revenants can infinitely chain-target a dead enemy under certain conditions and pass around a bad target in the current version), but I'll update it soon. I also redid parts of the monsters only mod to make updating it less of a nightmare.
>>
>>9268689
>If someone does janky shit with +ISMONSTER
I know I saw revenant projectiles face the wrong direction in Legion of Bones when I used warm reception to disable hot starts, and editing the decorate to remove +ISMONSTER from those projectiles fixed it. Also, Eday's toilets.
>>
>>9268689
wut anime
>>
>>9268721
Fuckin lol, might have to try those together and see how busted it is.
>>9268734
Overlord S4 because I'm a fag who read super far ahead in the novels and wants to see how well they adapt it.
>>
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You guys suck
>>
>>9268781
My ass is bigger than your ass.
>>
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>>9268781
I love the smell of-... morning, in the morning.

I always said if there's a way to go, it would have something to with-DEATH
>>
So I hosted a gzdoom game with my pal last week, worked fine, played for hours.
This week, he can't connect. Nothing has changed besides a powercycle and all those settings (and my internal IP) remains the same.
Any advice?
>>
>>9268013
>three bro devs
>demon collection
>chasm boring
>apogee existing
>>
>>9268875
>three bro devs
Unironically peak development.
>>
>>9268781
I go where I please.
And I go~ where I ple~ase.
>>
>>9268595
The Wii port of Quake is surprisingly fun for this.
>>
>>9268920
This. My favorite way to play quake actually.
>>
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I would rather get AIDS than play Gate to Limbo again.
>>
>>9268934
You already have AIDS after playing that map. Why do you think the blood floors hurt you?
>>
>>9268934
Just memorize bro
>>
>>9268934
90's puzzre gamepray, prease understanderu
>>
>>9268781
so many babes! ARRRRGH
>>
>>9268027
>shotgun flame shells
why am I suddenly hard?
>>
>>9269000
>fuck your shit rounds
>>
>>9269000
>>9269004
>I thought it would burn the fur off the squirrels, not set the woods on fire
>>
>>9268557
for a basic vanilla playthrough it's fine, and has qol stuff like the quickswitch binds.
framerate past 60fps gets fucky and unplayable, still don't know if it's that way for everyone or not.
on release it had issues with stuttering even on high-end machines, apparently due to constantly compiling shaders.
some mods (like Quoth) don't work, and in general it's less flexible/moddable.
>>
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Aftershock exists
>>
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BUILD power
wish more Doom stuff would go all-out, but people seemingly prefer to stick to 1998 standards
>>
>>9269000
Been playing too much Killing Floor?
>>
>>9269048
>Killing Floor
Original mod is probably retro now.
https://www.youtube.com/watch?v=wxf1-V132Bk
>>
>>9269029
>>9269031
I'll always prefer the vanilla experience of these old shooters, but I must say this is impressive. I didn't play Ion Fury, does it have stuff like this going on?
>>
is there a mod out there that both
a. adds doom 2 monsters and the super shotgun to doom 1 .wads
and b. is cross-compatible with other mods, such that using both mods will have whatever replaces super shotguns and doom 2 monsters show up in doom 1
>>
>>9269070
That footage is from the unreleased expansion, but the base game does have some build engine level design porn, like a fully functional piano, and an aircraft boss made almost entirely of sectors that flies around the map and airdrops bombs and enemies.
>>
>>9267721
I don't think spawning anything after the last switch would meaningfully contribute to the gameplay.
>>
>>9269031
But that's just Half-Life 2?
>>
>>9268171
I think it's good for a first map and I'd encourage you to keep going, but there are some questionable design choices and probable mistakes. I'd agree with the other comments saying it feels too spacious. This is true when fighting stuff but also between encounters there seems to be a lot of corridors where nothing really happens. I think a lot of people have trouble with scale initially but come to understand it experience.
This map has several rad-suits but none of the floors actually do damage. The automap secret was quite difficult to find despite being mostly useless. The box of ammo secret near the start is also mostly useless since you don't have a chaingun at that point and shells are plentiful. The mechanism for the yellow key bars is really weird. I opened it in the editor because I was curious what was happening, it doesn't really matter so long as it works but the delay might confuse people. The convention for limit-removing is typically just a switch behind a locked door. The fight at the end seems kind of harsh compared to the difficulty of the rest of the map. Some more health and/or room to move around might be nice. If you don't already know, you don't need sound propagation tunnels for teleporters you can just use a joined, discontinuous sector. It's J in UDB to join two sectors. It's worth noting you can also automatically align textures in most editors. I personally find texture alignment to be much easier by constraining geometry to a high grid size, especially for man-made structures. Usually varying between 16 or 32 units minimum. Cont...
>>
>>9269125
Also, some people might disagree but having played many doom maps, I think this level-design-wise this map is really cliched to its detriment. Being ambushed by a bunch of pinkies as soon as you pick up a berserk is boring at this point. I'd rather punch out 20 imps than 10 pinkies since at least then there's some risk involved. Hiding behind a thin pillar against a single archvile is also really common and this map does that twice. In the future don't be afraid of being more experimental.
Aesthetically speaking the geometry is kinda simple, texture alignment is poor, and lighting is usually too bright and flat despite having few visible light sources. Not that it's strictly necessary, but I noticed there's no sky in the whole map. Sky/Skylights are a great way to give lighting variety to maps.
>>
>>9269127
Forgot to mention: A few places you used impassible lines to prevent the player from falling into inescapable pits, but this is really annoying since there's no visual indication you can't pass over them. This is especially true in the dark room since you might try to escape the first archvile by jumping in the pit only to be blocked by invisible walls. Use middle textures to indicate the presence of impassible lines or just put a teleporter or staircase in the pit somewhere. Also, I appreciate how you gave the player the option to backtrack at the end of the map.
>>
Opinions on NERF: Not Even Remotely Fair?
>>
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Are the lava-nails boxes animated and a light-source precisesly thanks to actually being brushwork objects instead of models?
>>
>>9268781
Mmm, that's one space marine.
>>
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Improvisations to the HUB for the 25th anniversary collaborative UNIT for Quake 2.
>>
>>9269312
Really coming along, awesome
>>
>>9269259
the glowing bits are full-bright pixels and can glow just the same on mdls. the rest of the box is never dark because it's bsp. it's animated because the texture it uses is animated. mdls can have animated frame groups, but it's limited to 3 or 4 frames I think. you can animate the mdl frames through qc.
>>
>>9269252
Fun if you know the maps (for example by watching decino's playthrough beforehand). Mostly frustrating if you don't.
You can't really take your time to figure out how the map works and where the secrets are.
>>
Does anyone else get
>texturecache uninited
when trying to play BloodGDX? Win10, RTX 3070
I googled it, and it seems like the source port is somehow in conflict with drivers for DS4windows, software that allows you to use PS controllers with xinput. I tried creating a separate windows user account that doesn't have DS4windows, but the game still gives me "texture uninited" on launch.
Any other good sourceports?
>>
>>9269363
Checked out Nblood, doesn't seem as good, damn
>>
>>9269312
>gravity well eye-candy
SEXO
>>
>>9269363
>Any other good sourceports?
Not Blood. It’s a fork of Nblood that has the GDX difficulty customization as well as other gameplay options.
>>
>>9269031
going all out on GZdoom is too taxing on alot of systems and it tends to not produce better maps (compare good boom and limit removing maps to GZ ones and GZ has no answer to stuff like struggle and valiant)
>>
>>9269416
>has the GDX difficulty customization
oh shit, the lack of this feature is exactly why I didn't like nblood, thanks anon
>>
>>9269089
Yeah, probably not. The map is good as is.
>>
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>>9269430
>>
>get really into unique mapper
>love 99% of what they put out
>everything not-unique now feels bland and like a slog, can only enjoy other mappers that have a really distinct style
>tfw I end up being bored by room design before combat encounters
>>
>>9267903
Zandronum. Though I will play with chocolate doom is it's vanilla.
>>
>>9267903
prboom+, does exactly what I want which is vanilla as possible while with decent fps and 1440p
If i'm really in the mood for some pure unmodded times I play Crispy.
>>
what video settings would guys recommend for gzdoom? I've already played through the id wads with crispy doom, but I don't know if most mods are designed with software or opengl rendering in mind for example.
>>
>>9269029
>>9269031
Did Silverman ever talk about Ion maiden?
>>
>>9269315
Unfortunately one mapper had to pull out but that means there's room for another to join to finish up that map if anyone wants.

>>9269412
It also plays the sound. I really like to use it for effect when I can.
>>
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My shuttle crashed :(
>>
What's the best Quake source port for Arcane Dimensions?
>>
>>9269741
IT WAS THOSE DAMNED SPOONHEADS AGAIN, WHUDDINIT?!
>>
>>9269754
Quakespasm Spiked
>>
>>9269754
quakespasm and derivatives, qs spiked, vkquake, ironwail, etc
it runs in kex too now
I think darkplaces runs every level but the 1.8 ones
>>
I finally got around to playing IHNI, and it's fucking awesome.
Does anyone know of a megawad that's similar, in terms of all sorts of scripting, very creative level design, and just general "Holy shit that was cool"?
>>
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>>9269029
>>9269031

Did they show Ion Fury : Aftershock at Realms Deep 22 or where is this from? Only watched day 1 of the show.
>>
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Got mentioned last thread so I went and found out for myself. Doom 64's SSG fires faster than the classic SSG. I counted through WebmforRetards which I think measures in 1/60th of a second, these were the refire times:
>vanilla super shotgun - 86
>64 super shotgun - 80
So the original super shotty takes 1.26 before firing again, the one for 64 takes 1.2. That adds up when you keep getting pitted against mancubi, hell knights, and barons.
I also found out the shotguns do not fire "twice as fast" as the supers, and that the 64 shotgun may fire slightly slower:
>reg shotgun - 62
>64 shotgun - 63
Just barely over a second to pump the things. I did zero testing with damage numbers.
>>9269790
I think those are just Twitterposts.
>>
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>>9269801
Okay, I just checked Voidpoint's twitter, looks like they posted those yesterday. Thanks!
At least it means Aftershock development is chugging along.
>>
Do I need to jump through a lot of hoops to get FEAR to play nicely with a 4k monitor?
>>
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>>9269818
It should take a few minutes and maybe downloading something or other, but it's been a while since I installed it on here so I don't recall the specifics. When I installed it from GOG as is, it would run into an issue with the framerate would tank the longer you kept playing.
>>
>>9269804
They've been posting stuff every day for the better part of a week.
>>
>>9267884
why is firblu texture seen by many here and on Doomer boards as well as some on Zandy forums as "chaotic evil"??
>>
>>9269885
Look at it. What else could it be?
>>
>>9267930
Hey Chop, can I borrow your exploding spores?
>>
>>9269885
I've always thought it was a youtube meme, seeing as it demolishes video quality kind of like snow does.
I think most people try to play it up as some sort of an eyesore, but it's really not that ugly, I wouldn't even call it the ugliest texture in Doom. It's very visually stimulating, but it's used sparingly so it's not like it's going to give you a headache from looking at it for too long.
>>
New commit for dsda-doom, slow pace but update is coming
https://github.com/kraflab/dsda-doom/blob/master/patch_notes/v0.25.md
>Added `boom_translucent_sprites` toggle option
>>
>>9269956
All my hype for this port (it was almost perfect imo) died after endoom trainwreck. Not because of endoom itself, even though it's a good feature, but because I have no faith in ports made by spregs.
>>
>>9269971
From the conversation around it I got the impression that it was somehow difficult to maintain, but I can't imagine how it could be.
>>
>>9269979
how the fuck is it hard to maintain dude just walk away from the code like close the endoom function
>>
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>>9269986
>>
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>>9267903
Chocolate Doom when im feeling old school. GZDoom when im modding the shit out of it, Zandronum when I want to get destroyed by better deathmatchers than me, PrBoom-Plus when I want raytracing+CRT filter pic related, it makes the lighting so cozy in rooms with lights and computers giving off a glow.
>>
Does anybody have any tips for beating Doom 2 on UV? I know it's never been done but fuck it, I've been playing this game for over 30 years, it's time to go for it
>>
>>9269956
Is there any point in updating? I have not updated so that I can continue to enjoy endoom.
>>
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Is decompiling BSP maps possible?
>>
>>9270102
Yes, though the output can be messy. Entities and interior brushes will usually be fine, but any brushes that seal the map are likely to be shaped in weird ways that are hard to work with.

I've used this with varying results: https://valvedev.info/tools/winbspc/
>>
>>9270102
depends on the game, it's easier for Q3 because it stores all the brushes.
for Q1, the bsp is basically just what you see in-game if you noclip: the walls have no backsides. so the best you can do is import it into Noesis or Blender and then export it back out as a map.
>>
>>9269818
There's some resolution fix and another for text but apart from that it should be fine.
>>
>>9269818
I had to use a DirectInput patch for frame drops on Condemned that I read works for FEAR as well, but I haven't tried that myself
>>
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Nifty mapset with a cozy, old school feeling. A little on the easy side though.
>>
>>9270178
The only things I disliked about it were
>way too many "Find 3 keys in any order" maps, some of the later ones with too much "where the fuck do I go" factor for my liking
>IoS map was visually impressive, played like shit, especially getting telefragged by cacodemons wandering into the teleporter in the literal center of the stage
Overall it's pretty good though.
>>
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>>9269864
Thanks! I probably should make a twitter because twitter's kinda gay and doesn't allow you to properly view profiles without an account without immediately pestering you to make one.
>>
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>>9270258
nitter.net
>>
>>9269080
>and an aircraft boss made almost entirely of sectors

it's actually made entirely out of sprites. Like imagine the Recon cars in Duke3D, but instead of having 1 sprite it's like 50
>>
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>>9270269
Thanks!

>>9268781
I like this artwork. From the thumbnail I thought someone posted a screen of Duke Nukem 2001 leak.
>>
>>9270007
wow i like the way this looks, is it stock prboom+ or an expansion? i haven't used pr in a while.
if it's the later do you have a link?
>>
>>9268171
Read all the replies, I agree with all esp the empty spaces which is due to me being afraid to put too many enemies.
>>9269125 >>9268405
the yellow bars was an autismo moment, i realised the lack of keycarded floor actions on vanilla doom after i built the bars, but I wanted to keep them so I tried to make it work. it was a fun experiment at least
>>9269125
i forgot about both the chaingun for non-UV difficulties and also the nukage floors, oops. the extra rad suits are for coop only which would make sense had the floors been damaging...
idk how i can make the texture aligning better desu, it was already painful enough as is.
>>9268405
i actually placed extra cells when i put the 2nd cyberdemon there but i forgot to save the file, my bad.
thats unfortunate the rev got stuck. i put two of them in a long corridor to delay their teleportation, but I shouldve just made their teleporter-block taller so it takes more time to lower.

I'll fix the stuff you all pointed out. Thanks for playing & replying.
>>
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>>9270317
You want Doom Raytraced (google it, lot of articles and videos with links to it) turn on CRT interlacing and set the render resolution to lowest (it will say crt next to it) It runs on PrBoom-Plus. attached is another screenshot
>>
>>9268781
Last Action Zero
>wallpaper grade kino mood
noice
>>
>>9270362
thanks, i'd heard of it but never knew it was for this port
>>
>>9269818
The only problem I ever had running it on a 4K TV was needing a microscope to read the HUD.
>>
>>9270370
Stock options it looks way too glossy and reflective for me but when you turn on those two CRT graphics options it turns it into the comfiest lighting out there.
>>
>>9270362
That's a lot of effort to make it look like absolute shit.
>>
>>9270479
ignoring the raytracing, I think the issue is that it's using a crt *tv* filter, when most people played on a crt *monitor* which looked way better than this. So you don't really get an accurate "nostalgic" look, you just get a shit look
>>
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>>9270269
>>
>>9270362
How about Duke3D or Blood Raytraced?
>>
I'd like to play Seireki 1999 : Pharaoh no Fukkatsu on PC. Is that possible with PCExhumed and if so where can I get the game data for it as it isn't in the mega links? Specifically using the Japanese title as I'd like to play the version that Japan got if it's possible.
>>
>>9269927
Sure. They're straight up just recolored from Heretic ones.
>>
>>9268781
LMAO
>>9269312
Nicely done.
>>9269790
>>9269801
Those clips from Twitter were actually intended for a new trailer. Voidpoint intended to make some announcements, but a few things just weren't ready for Realms Deep. They shared all this Aftershock stuff just so there's some kind of update out there.
>>
>>9270567
as far as I know the game was only released on PSX and Saturn in Japan; I don't think there is a Japanese PC version.

Saturn version has some slight differences with the PAL and US version but it's very negligeable outside of the voice acting
>>
How's that 94 Protons of /vr/ beta coming along?
>>
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Finally got this ancient kino to work, it might take a while. . .
>>
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FEAR 1 is done and it was okay. Let's finally see how the expansion packs are, I only know the first one starts ugly and everyone else dies in the second.
>>
>>9270668
Extraction Point is pretty great, it just feels like more FEAR
Perseus Mandate sucks ass though
>>
>>9270620
Assembling.
>>
>>9267884
If the Discord DNF 2001 restoration project is that screwed up, then there ought to be a working alternative restoration project by /v/ and /vr/. host it on 4shared.com reentry.org, icloud, anonfiles, i2p, Moddb, or the freenet
>>
>>9270701
Feel free to start one, even though I know you won't.
>>
>>9270679
No shit, I wanted to know how the assembly process was going.
>>
>>9270701
>that screwed up
how screwed up? care to elaborate?
>>
>>9270789
There was a lot of dicking around with Duke's lines in out-of-character ways, as well as wasting time by adding in things like 3d models of Shrek and some other things for the fuck of it. Also, at least some of the people in the project are foolish troons (or as I like to call them, Gender Identity Disorder fuckheads)
>>
>>9270668
I hope you've cracked them because most of those still have Securom in them.

Even GoG got into shit for having it and trying to pretend it's anti-tamper software and not DRM.
>>
>>9270802
>as well as wasting time by adding in things like 3d models of Shrek and some other things for the fuck of it
as I recall that was just a to test importing, it won't be in the game. I don't know what you're talking about with dicking around with dukes lines. Gianni says all sorts of stupid shit as duke.
As for the troons, I don't think you'd keep them out if you started an anonymous community project either.
They've said they don't plan on changing dukes character or doing anything out-of-place for the era, but that remains to be seen.
If you want your own restoration project you're going to need to spearhead it, tho.
Or wait until they finish their and fix whatever they fuck up. Probably an easier solution.
>>
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>>9270656
All those strafing humanoid enemies are quite a sifter
>>
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>>9270846
>can't see shit - brighten up the screen
>see this monstrosity
DIOS MIO!
EL PROTAGONISTA!
>>
>>9270789
Imagine how the fact that their project lead dev being a gay furfag is somehow the least of their problems
>>
>>9270086
All is stated at changelog link you missed, the most important thing afair is fixed resizing with exclusive screen mode. Also, Xaser's been busy with new light mode: what it does is makes hardware rendering visually close to software one like in Unity port. Change progresses slowly, but main chunk of it is done from what I last saw, let's see if he delivers.
>>
>>9270846
what's this from?
>>
>>9270898
Xaser is a pretty cool guy, eh revolutionizes gameplay modding and doesn't afraid of anything.
>>
>>9270858
Classic. I remember playing a bunch of custom characters in UT99. Good shit.
>>
>>9270885
How has this affected the actual product? You seem overly obsessed with the character of the people working on duke than what they've actually shown so far.
What about what has been shown do you dislike?
>>
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>>9270829
>They've said they don't plan on changing dukes character or doing anything out-of-place for the era
that's a relief, though it depends on how well they can keep to it.
im not the type to care about the kind of the people working on stuff, i just want the final product to be good.
>>
>>9269935
I like when it's used for "hell magic" highlights, like scrolling in a recession in a wall, or for a portal.
>>
anyone else feel the last few DBPs have been lacking? aesthetics are only okay but the gameplay feels the same every time.
>>
>>9270968
In the original DNF build Duke calls the aliens a bunch of "niggertrannies" and then gives them a 9mm dilation.

This was removed because discord trannies don't like niggers and don't want to be associated with them in any way. Quite racist if you ask me.
>>
>>9271067
Haven't they been made by a smaller pool of mappers who tend to remain the same month to month? That would be the reason then - if you don't like those people's maps, you're not going to like DBPs until there's variation in mappers again (which seems unlikely as they lose mappers faster than they gain them).
>>
>>9271067
Yeah, the last two were style over substance. There was another exodus from Doomer Boards lately so that could be the reason.
>>
>>9271140
I won't be surprised if DBP turns into a 40oz solo thing at this rate.
>>
>>9271067
They have multiple of these a year, and I noticed some of the names associated with them also make maps for /vr/ projects, of which there have already been a few this year. I'd imagine at some point people get a little burned out.
>>
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>Final Doomer's TNT set can't pain stun any of the robutts in Rampancy
>>
>>9271142
>Another exodus from Doomer Boards.
Yeah, it appears so. A lot of users are now shown as "deleted", most likely a sign of said user willingly terminating his or her own account. Where are most of those who are in the latest Doomer Boards Exodus going off to?
>>
>>9271002
>though it depends on how well they can keep to it.
Yeah, that's my main concern as well. The Manhattan Project tranny joke comes to mind, though it's the only one of it's like in any of the games.
>i just want the final product to be good.
Same. The sort of people working on it is another conversation entirely, until it's not. Unless they fuck up and make their biases known in the product it's a non-issue.
>>
>Phantom Fury
Wut
I'd guess that's why they are so slow about their other games.
>>
>>9271237
They started Doom Universe which has its own monthly (?) project. I think only one release so far.
>>
If any Anon is looking to kill some time, a pack of the big DOS games of the general with configs\batch files for Dosbox-X could be handy. (Specifically Dosbox-X as it provides a few really nice features, mainly perfect pixel scaling) I haven't tested it myself yet but it can even virtualize Windows 98 and 3dfx.
>>
>>9268542
I like Square but damn the levels are huge. Taking a nice long break from it before tackling Ep 2.
>>
Any retro FPS games that still have active multiplayer online?
>>
>>9271365
The GOAT: Tribes
>>
>>9271142
>>9271237
At least it's a reminder for me to grab the archive in case somebody tries to purge some of it.
>>
>>9271343
>Taking a nice long break from it
I can't play anything else. I'm recording demos for each map, and I don't even know the secrets. I just find it infinitely replayable.

I'm doing them with freelook off / autoaim on, to replicate that Doom feel, and it's also WAY, WAY easier this way. Also, software mode makes the game look a lot more colorful, and software mode with freelook looks terrible to me (y-shearing). I'll eventually go back and do them with autoaim off in hardware mode, and eventually I'll learn the secrets, I just don't feel like opening the editor or playthrough VODs to learn them rn
>>
>>9271269
>Doom Universe
more like dumb universe lmao
>>
>>9271365
Doom
>>
>>9271237
Personally, I wouldn't care. Bar Joe-Illya, almost all of their output could be attributed to single person - refined detailing with uninspired monster placement, suitable meal for streamers engaged in chatting and less than half-attentive of the game itself.
I'll choose junk maps of anyone daring to break conventions over drudging through visual setpiece courses, they didn't show enough skill to make their eye candies work.
>>9271409
Based dumb poster, see them lose interest and spread/disappear elsewhere soon.
>>
Anyone hear running doom on crusty old thinkpads? What wad loader do you prefer? gzdoom isn't playing too nicely on one of my laptops and I think its because of the version of mesa it requires.
>>
can someone try my first doom wad and provide some feedback: https://www.dropbox.com/s/vofdp91tnaw32y8/my_first_wad.wad?dl=0

it's doom 2 UDMF format, and I've only played it in the latest Gzdoom. I adjusted all of the skill levels
>>
>>9269790
>>9269801
>>9270590
https://www.youtube.com/watch?v=K37l3-La-Go

Actually, they announced a full sequel.
>>
>>9271560
That actually looks far better than the first game, assuming they manage to make the actual gunplay good. I always felt Ion Fury had an issue of the graphical fidelity outpacing its engine, but this is more balanced.
>>
>>9271365
>active
What's your definition of active? Consider that HL2 DM still somehow has servers with six people in them despite being close to stillborn.
>>
>>9267887
Updated my Ad Mortem (Phase 2) map, Bold Catechumen:
https://mega.nz/folder/4kVmWICI#HStVR-wFsM1DZLLcBisGZQ
Incorporated some feedback into the final arena, but mostly just did visual and incidental layout changes.
Will probably need at least one more small update to address anything that comes-up from more playtesting (e.g. slime trails), but this should more-or-less reflect the final version.
>>
>>9271517
very nice work, great encounters, geometry, non-linearity, gameplay quirks (like the spawners)

i think the fights ramped up a bit too quick from E1 type stuff to doom 2, there are too many frontloaded monster closets that could be spread out more, and i couldnt find my favorite gun, plasma boy but maybe im a secrets noob. also while i liked the repeated connection back to the same area there was only really one point where i didnt feel like i was following a distinct track but actually choosing which room to go to. decision making in progression like that goes a long way. uhh what else, when those two hell knights pop out and you go backward, my instinct was to go back to the main room but you actually have to go back to the hell knights, which i guess goes to show its more non linear than i thought but its pretty confusing

really good stuff though you obvs put a lot of time into it
>>
>>9271636
Holy shit those vertices
>>
>>9271636
>think the floor is some kind of blue texture
>expand image
Man what
>>
>>9271560
WAIT is that blade from SIN?
>>
>>9271636
I think you need an intervention for your detailing.
>>
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>>9271779
Holy shit bro, it's more than doubled in size from the last version.
I'll playtest this tomorrow.
>>
>>9270668
Everyone seems to like Extraction Point but I hate it. Perseus Mandate is much worse.
>>
>>9271636
bullet hell
>>
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>>9270907
It's the venerable Nehahra mod anon-kun
Those dudes with a SNG-lawnmower prosthetics are legit scarousing, also the auto-shotgunners can suck demon cocks
>>
>>9270968
Because as usual AGP-troons have exiled any potential talents who don't wanna play along with their sick delusions
>>
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>>9271560
I was talking about Voidpoint & Aftershock specifically, anon. Phantom Fury isn't relevant to this topic and...
>Is Phantom Fury a direct sequel to Ion Fury?
>No, story wise it’s actually closer to Bombshell, however all games take place in the same universe.
>>9271731
>Why is Blade from SiN in the trailer?
>We have a close relationship with our good friends at Nightdive (owners of the SiN IP), and thought it would be a cool idea to introduce these two characters to each other at some point. This happens in Phantom Fury.
https://twitter.com/Freschism/status/1571057180757094400

>As a treat, here’s a piece of artwork we did at 3D Realms last year. The H.U.N.T team is back in action!
...and that's not the key art that New Blood, Nightdive and nu-Apogee used? Really?
https://twitter.com/Freschism/status/1572108083866009601
>>
https://www.youtube.com/watch?v=ygp4-kmjpzI&t=365s
>they film John Romero playing Perfect Hatred using whatever he had installed on his PC
>he's using Doomsday Engine
What do you feel about this?
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>>9271842
I'm hesitant to say that those fuckers may be the inspiration for both the Painkiller's signature slot1 weapon and the Q4 Berzerkers having fan-blade spike arms
>>
>>9271891
lol
Romero doesn't give a fuck, just let the old spic be. Who cares anyway
>>
Placeholder sprites aside I've gotten a proper start on this little shit. It was a bit of an event to get this working right. Earlier what had happened when I first summoned him is he'd immediately fire at me.
>>
>>9271842
>>9271897
thanks. looks interesting desu. added to my list.
>>
>>9271907
Alternately, maybe he uses it because it looks nice.
>>
>>9271912
>Earlier what had happened when I first summoned him is he'd immediately fire at me.
Sounds like an asshole cat thing to do.
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>>9271923
That's exactly what I said when it happened.
Yholl thought it was hilarious, he's the one that was helping me sort all this shit out.
>>
>>9271925
Making him target you if he doesn't spot anything else (like snarks from Half-life) would be pretty funny, provided his shots don't outright destroy you, and you can unsummon him at any time.
>>
>>9271930
While that's kinda tempting, that'd also get really awful in co-op. Even moreso when you consider all of this will be added to BYOC, that Pizza Tower collaborative mod project, and those guys often play in big co-op servers. Which could potentially mean a bunch of players dropping Svens torment other players. That would suck.
>>
>>9267884
Any cool jazz themed Doom wads?
>>
>>9271809
It’s hard to gauge so far. I’m hoping they do more to mix up the fights than what the base game did but it’s been just as samey.
>>
>>9267884
update on the Doom wad I was making on the last thread, new weapon apart from the AK47

the TP82
>>
>>9271450
GZDoom works passably on my X220 running OpenSUSE, although Firefox freaks the fuck out if it's running when I launch it. I also have an X61t running Bunsenlabs and GZDoom technically works on that, but Crispy Doom is much better for actual gameplay. I just use command line for loading files, with some simple bash scripts for longer mod lists.
>>
40oz is the most prolific mapper in DOOM's histort. Say something nice about him.
>>
>>9271925
>Yholl thought it was hilarious
I can sense the Yhollsounds coming from that one.
>>
>>9272079
His drugtrip map for AZ was good.
>>
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>>9272079
>>
>>9272079
lunchlunch likes him and I like lunchlunch so by extension 40oz is an ok dude
>>
>>9272079
I don't like him but his maps are ok.
>>
>>9271912
Make him have a low chance to randomly target the caster.
Not by accident, but because he thinks its funny.
Bonus points if he has an unique laugh track after killing the player.
>>
>>9272113
Getting fucked over randomly by RNG would suck, especially if you're playing multiplayer and someone else's turret kills you, the risk of other players doing that to grief others is too great.
Not to mention I don't want to go further into pointer fuckery, that's a mess.
>>
>>9272079
literally who
>>
>>9272163
I think 40oz is some kind of malt liquor, so maybe some kind of rapper?
>>
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I don't even know why I waste so much time in this, may be depression
>>
>>9272185
If you enjoyed doing it, then it wasn't wasted time.
>>
>>9272185
You probably recognize how fun Facility is, and that we enjoy watching your progress.
Are those HD grunts but not HD weapon viewmodels? If so that's intriguing and I appreciate your taste.
>>
>>9272210
>You probably recognize how fun Facility is
it's fun in goldeneye where you clear every room railshooter style but I think it doesn't fit the quake playstyle, it doesn't flow, there are lots of dead end rooms
well I guess it's on me how to adapt this
>Are those HD grunts but not HD weapon viewmodels?
that axe is pretty hd, it actually bothers me now that you mention it, I like the vanilla bloody one
>>
>>9272185
cool concept, but why are the shards killed mid-way? also, having some board behind instead of just the wall continuing would help
>>
>>9272237
>but why are the shards killed mid-way?
I have no idea but I also noticed it, everything around it is illusionary so I don't think there is some collision doing whatever
>>
I need a sample code to feed into decohack and get a static rotation-less decoration. I tried reading manual by my brain melted. I need some handholding.
>>
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oh, I was about to say it seems to be your hit angle of incidence, but I think the shards just go to the mirrored room and crashes with the func_train that runs to cover the hole, I'll have to force the rubble direction
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>>9272185
>Q1 mirrors
Are those real reflections, or just some duplicate brush geometry shenaningans?
>>
>>9272260
I used Ad Mortem's DecoHack as a starter reference for some basic stuff. Pic related is a static decoration without rotation sprites (if that's what you mean by "rotationless"—which would just mean it only has an A1 "direction" sprite an no others, if I'm remembering correctly.)
>>
>>9272283
>A1
God fucking dammit, I mean A0.
I should remember this better, because I've replaced STIMA0 and CLIPA0 before.
>>
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>>9272279
it's a mirrored room and one of the room corners is a func_train because it overlaps with part of the level, so I had to turn the overlapping into two trains and trigger them to see the correct part depending on where you're standing
>>
>>9272286
Oh neat, I didn't know Ad Mortem has source code stored in it. That will help a lot.
>>
>>9272297
Everything does in Doom modding apart from when some asshole takes out the source for ACS.
>>
>>9272303
I don't think decohack needs to be inside wad at any point, it's for an external utility. So that's a good thing it was there.
>>
>>9272303
Yeah, I was really glad to see that DoomTools included the DECOHACK lump when you build the code.
Props to punch you in the face man for including the lump in Ad Mortem, whether out of intentional benevolence or benevolent neglect.
>>
>>9272306
>whether out of intentional benevolence or benevolent neglect.
A lot of stuff does that, which is good even if it just ends up staying out of laziness.
>>
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>>9272185
Negronomer, wherefore find you yourself under the influence of depression?
>>
my vanilla format map was running great on chocolate then i walk into one room and bam fuckin visplanes i hate my life
>>
>>9272326
Just do limit removing maps, anon. Does anyone even mainly play on chocolate?
>>
>>9272326
>and bam fuckin visplanes
isn't this the thrill of mapping for vanilla?
>>
https://youtu.be/Cpsm9pcnQ2s
I thought this was pretty cool. Turning doom into rogue-like.

0:25 second quick rundown version
https://youtu.be/tHYocnNBF48
>>
>>9272368
I appreciate the collection he's made but he is so smug about playing doom forever and overplaying it. First of all he says every playthrough will be unique and unlike the other - but if its played with obsidian maps its unlikely those maps have any substance and you can go into a random generated dead end shown in games like No Man Sky(atleast before updates)
I feel that there are so many maps made for doom you can go playing it forever without any mods at all - Im not saying his setup is bad or unfun, just that asking "dont you wish you could play doom forever?" and then laying on you a complicated setup while a simple setup everyone else uses(pwads) exists and treating it as some secret solution seems a little faggy and pretentious
To anyone who tried this: Is DRLA and DRLA extended enough? I was thinking of ditching most of the mods he's shown and trying out just the DRLA and DRLA monsters
>>
>>9272396
I'm just gonna' try Doom RPG. I think because of, y'know, the other Doom RPG, this one flew under my radar.
But personally, I agree with you. I want a new way to play some WADs I enjoy, but there's always new WADs to explore as well if I'm looking for an actually new experience.
Conversely, with how much you can control your gameplay experience by modding Doom, it's perfectly reasonable to also want to use the vast library of WADs available to add another dimension to your gameplay customization.
Tho at that point I wouldn't call it "inifinitely replayable Doom", per se. But that's advertising, baby.
>>
>>9271659
thanks for playing it and the feedback. I agree with all your points, esp decision-making part. the room you get the shotgun is the only room where you have a choice of what room to go to, after the yellow key door it's pretty much linear. For my next map, I'll keep this in mind from the start.

There's no plasma gun on the map; I think I'll replace the mega health secret what that, you'll potentially have it for the outdoor fight if you can find it.

For the door that closes by the hell knight trap, I have a message on the screen that says a door has opened when you flip the switch in that next room. I'm sure it's easily missed; I'll think of a better way to direct the player back to that door once it's opened.
>>
>>9267884
how does the DOOM64 version in the mega download here compare to the official pc port released?
>>
>>9272515
Ignoring the bonus levels added in the official port, your experience with both porns should be similar.
>>
>>9272515
doom64ex is inferior. both were made by the same guy.
>>
>>9272515
doom64ex is superior. it allows you to look up and down and jump and crouch
>>
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>>9272521
>both porns
You've been gooning too much, anon
>>
>>9272515
Bethesda’s port is demo accurate but ran worse for me. You can also pistol restart a level and keep your keys in the EX port. They’re both D64 in the end.
>>
is there any way to use gpu rendering in Quake 2 without blurry textures?
>>
>>9272079
He mentored joe-ilya when no one else would, and now joe's maps are almost fun.
>>
>>9272581
joe-ilya taught me how to make a self referencing sector one time.
>>
I was really liking Alien Vendetta until Map27. The level design went from great to bullshit like

>run past a cyberdemon in a smallish room and hope his AI doesn't decide to randomly gib you at near point blank range or bodyblock you at the last moment
>Arch-Vile spam
>little room to dodge enemy projectiles
>not enough ammo for the stronger weapons

It's like the level designer gave up and filled the last few maps with bullshit only he and his autistic speedrunning buddies would like. AV should've ended at Map26, which was kino.
>>
I've seen people mentioning "Not blood" but the two GitHub repos for it I can find on Google are both gone. Where is the project now?
>>
>>9272623
This worked for me
https://github.com/clipmove/NotBlood
>>
>>9272569
gl_texturemode gl_nearest I guess
>>
>>9272621
Those maps are based, esp. Fire & Ice's spiritual daddy Dark Dome. The real bullshit is Misri Halek. An hour long slog of switch hunts, 90 degree corners and peekaboo ssg fights with barons and mancs.
>>
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Who the fuck look at this and said "yep let's make it the most annoying enemy in the game"
>>
>>9272721
IdSoft pressuring Sandy to feature them in his episode.
>>
>>9272721
Time constraints.
>>
>>9270007
>>9270362
Ray traced doom with the CRT filter is so fucking comfy
>>
>>9272721
>yep let's make it the most annoying enemy in the game
guess they succeeded
>>
>>9272721
ok, how would you fix this
>>
>>9272747
Not making them explode on contact and taking a huge chunk off your life, maybe?
>>
>>9272761
>explode on contact
Just don't shoot them when they are in your face lmao
>>
>>9272761
they explode when you kill them, just kill them far from you
>>
lmao just git gud, faggots
>>
It is pronounced "nu-KAH-geh"
>>
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learn SED
or attempt to, it's really lacking in good tutorials
>>
>>9272721
Just use the SSG or rocket launcher lol, aim in front of where he's moving.
>>
>>9272801
>learn SED
I'm busy with Hammer at the moment.
>>
>>9272515
Panic is a really fun little level.
>>
>>9272737
What? I thought the whole point of the spawn is to have a new monster in the last episode. So they picked the worst monster and placed it in the worst episode, which of course would go last.
>>
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>>9272774
hold still a sec
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>>9272890
>>9272737
>have to make the last episode
>forced to add the worst monster
Sandy drew two really shitty straws it seems.
Despite that, I found it more enjoyable and memorable than episode 3.
>>
>>9272852
Godspeed, anon
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>>9272761
they don't explode on contact. have you even played quake? I'm really starting to suspect spawns are a retard filter.
simply don't shoot them point blank, just walk to a couple steps to the side, how hard can that be.
>>
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How would you rate your Classic Doom skills from 0 to 10?
I used to think I was like a 9/10 a few years ago, but having had difficulty with dozens of WADs considered only barely above average in difficulty ever since, I think a 6 or 6.5/10 is more accurate for me. I am much better at Deathmatch than SP, but I may have never faced actually stiff opposition
>>
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>>9272747
A Copper-style timer for limiting their retarded bouncing when the player's out of sight long enough is more than welcome

everything being voiced just by one dude is getting a bit tiresome to listen
>>
Anyone wanna play SRB2Kart in a half hour or so? Need to test for SNS.
>>
>Doom
more like dumb lmfao
>>
>>9273302
I'm down.
>>
>>9273302
Just finished playing it for several hours trying to get medas. I'm now tired as fuck but I'll see if I join.
>>
>>9273081
Not sure about a number, but I'm just about to finish Doom 1 and 2 on nightmare 100% secrets, pistol starts only and no saves. So I'm pretty happy with myself.
>>
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>>9273302
It's up at 51.161.34.159 as usual. I added some of anon's mod suggestions that I'm pretty confident won't set the server on fire.
>>
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>>9273357
We're back up with more mods and stuff, still no characters or maps.
>>
>>9273334
>Doom 1
Including Episode 4 from Ultimate DOOM?
>>
>>9272747
just a tad more visible or any other converging factors of this multi-layered annoyance.
i don't mind them THAT much tho
>>
>>9273391
yes, actually that's all I have left, I'm at E4M6 (waiting on the weekend to do a full day of attempts)
>>
>>9273403
Did you use the BFG Grab or the Winterfeldt jump on Perfect Hatred?
>>
>>9273410
I did the jump yeah, took like two attempts
>>
>>9273309
Bros...
>>
>>9273417
Now do it without the jump.
>>
>>9273419
Why do you keep replying to yourself?
>>
>>9273421
It'd probably not be tooo bad without, probably a couple hundred attempts that fails because of a specter or a caco in the way. You do get a plasma and the ammo for it. E4M1 without the keygrab though, fuck that. Took me 410 attempts, and you can be as skilled as you want, it's all dice throws.
I did get proper 100% secrets in d2 map 15 though, that was fun.
>>
>>9273426
Why are you locked in the bathroom?
>>
>>9273357
How do I connect, I don't know how to do it with ip through doomseeker.
>>
>>9273446
Wrong game, we're playing SRB2Kart
https://github.com/STJr/Kart-Public/releases/tag/v1.3
>>
Is it just me or is BTSX kinda shit? Like every single encounter that isn't just hallway shooting is
>Enemies approach from all sides, all walls open up to reveal more enemies, get attacked from all angles at once
or
>Have fun being locked in this tiny space with a billion guys to bodyblock you oh whoops you died try again lol
or
>Oh you thought this secret might make the map more fun? Have enough enemies that you waste everything you just gained
Like visually it's impressive, but gameplay-wise it feels like someone trying to do a skillsaw and failing to understand why skillsaw's designs work while also not realizing that skillsaw's designs don't always work. Even weirder because it has so many authors.
>>
>>9273459
I think you're even overrating it. the only boxed-in encounter I remember is the big imp one in the final level, everything else was simply a bland flatline. disagree that it's visually impressive past the novelty too.
>>
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>>9273459
>Is it just me or is BTSX kinda shit?
I had a great time and it's one of my favorites. The consensus here has been how easily the maps can blend together, and I'm inclined to agree with it despite some stand-out maps throughout.
>>
>>9273464
I've just been playing it and every single fucking encounter is one of those 3. It's either you get boxed in by walls, the walls all open on every side and enemies flood out (sometimes cacodemons fly over shit), or the same thing but with even higher enemy densities and in a secret.
>>
>>9273441
constipation
>>
>>9273389
https://hyuu.cc/j/
I'll let you guys decide if juicebox is worth keeping
>>
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>>9267884
>>9273482
>>
>>9273459
It's not weird that it has so many authors when you consider that they were working to a very strict design philosophy, i.e. told to map in a very specific way and not deviate from that.
I think the idea was to make it seem more like a commercial product - and it certainly does, it's definitely consistent and visually polished - but as a consequence it loses the experimentation and creativity associated with community projects, where there's always at least one guy who submits something completely outside the box (e.g. in 400 mins of /vr/, the space invaders map, the pac-man map, and the Romero shooting gallery map).
In my opinion, the BTSX team should have remembered that even the IWADs had experimental maps that bend or break the conventions - Fortress of Mystery, Dead Simple and The Chasm come to mind.
>>
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>>9267884
>OUR WADS
>https://rentry.org/8ca3061522e0
I know I'm late but this page is awfully comfy
>>
>>9272919
playing exhumed be like
>>
>>9273523
>Romero shooting gallery map
Let's be real, Romero being on the conveyor is nothing more than a visual effect. You don't have to aim or time your rockets, you just hold M1 and let the splash damage do the work for you. Better example would've been Chrisysphwhatever in MAP32.
>>
>>9273541
Chrysiphus's Syphilises.
>>
>set nblood/notblood to r_upscalefactor 2
>everything looks good, square pixels, it's like my game is at 1280x720 with perfect upscaling
>set it to 4
>all of a sudden all the hud elements are fucked up and not scaled properly instead of rendering at 640 x 360
what the FUCK gives?!
>>
Why is Doom's BFG so fucking weird?

>looks like an aoe projectile
>actually some bizarre invisible shotgun somehow tied to the projectile
>aiming angle and position determined at different times

what the fuck kind of advanced drugs were involved in this
>>
>>9273581
Shotguns
Shotguns were involved in this
>>
>>9273581
the bfg fires invisible rays because computers of the time couldn't handle firing that many actual projectiles, so it goes
>>
>>9273581
I'm glad they did what they did because it makes the weapon interesting and lets you do unconventional stuff with it.
>>
>>9273496
I liked the dash gates, and seeing all these features laid out, they make more sense than just reading them piecemeal from in-game tips.
However, I worry about how approachable these changes are for new and returning players. I suppose if they learn quick they can benefit from the comeback mechanics.
Tough call, but I vote to keep juicebox.
>>
>>9273581
big fucking drugs that's what
>>
>>9273421
https://files.catbox.moe/oz8lcc.zip
There you go, done! This is the demo of me doing it without any skip. Am I good at doom now?
The hard part is definitely the beginning, once you get the yellow key it becomes a lot more skill based. Need the herd the monsters until you get an opening for the cave area. In there the biggest problem is getting a baron in your face or a specter in your back. I panicked at the end because I somehow missed the door linedef and it threw me off, and then everything kept pushing me off, but I managed anyway!
If the part with the shotgunners and the yellow key baron wasn't so rng I'd even call it fun.
>>
>>9273635
We'll run more tests tomorrow, hopefully with new maps and characters.
>>
>>9273357
I was too late.

>>9273496
You could use it for one session and see if people like it.

>>9273696
I'll try to join tomorrow.
>>
>>9273581
>>9273620
It's much better off for it, the beta BFG was fucking garbage.
>>
>playing 10x10 mapset having a good time
>get to map 9
>suddenly my fps drop to single digits
>>
>>9272396
>but he is so smug about playing doom forever
Doom-based Youtubers usually are highly smug, and usually not that quick on the uptake.

That Icarus one is incredibly thick, slow to even notice mods exist and it even took Kegan badgering him to look at Dakka, and when he did he decided it was an inferior Russian Overkill.
>>
>>9273459
good maps
blends together though, making replays awful
>>
>>9273803
Works fine on dsda doom
>>
>>9272396
>>9272446
I've played occasionally using a combo of DRLA, DRLA Extended, LegenDoomLite, and Obsidian for random maps. I found it pretty fun. You don't have to go crazy like some of the Youtubers do. It gets really clunky with too much shit slapped in there. There's menus out the ass and keybinds galore if you use too many mods together. Also, the map generator makes average maps at best, but it suits the randomness of that combo of mods IMO.
>>
>>9273496
I'd say to keep Juicebox. Falling out of the map is THE biggest problem for beginners and faster respawn helps with that, even without anything else.
>>
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Man trying to do recoil frames at this resolution is a pain in the ass at times.
>>
>>9273926
It looks pretty good despite the limitation. Good job!
>>
>>9272976
Hammer's easy at dummy level, took me longer to work out why compiling instantly fails than it did to make a box and put a light and player spawn in it. Hammer (or more specifically vbsp etc.) can't deal with spaces in the filepath, and every Steam install directory aside from Portal has a space in the game name, so they all need to be run from CLI instead of within Hammer.
>>
>>9272747
Make them rest for a few seconds after half a dozen lunges, and then start molesting the player again.
>>
Is there an enemy replacer for doom that has Valiant's mobs? I like having imps and barons of hell that actually do something instead of shoot their 2mph projectiles at nothing
>>
>>9274009
Those are actually hell knights, barons are replaced with the deadabus. Still, pretty sure making the enemies "harder" is the whole focus of a number of mods.
Honestly, you could get 3/4ths of the way to what you want just by playing UV -fast. Most of what makes the valiant enemies harder is just increased projectile speed and missile chance.
>>
>>9274031
well yes but then everything goes SSJ2
Valiant only changes SOME mobs, particularly those that just don't do anything - like having imp be an annoyance instead of just an ammo sink - but doesn't make revenant shoot his bullshit at 3x the rate. It feels like vanilla+ which I like.
Unfortunately the only thing I found was Valiant maps sans new enemies/weapon changes, which is the opposite of what I wanted.
>>
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I just discovered that the Nailgun-fanblade combo Ogre-mutants have an animation of gibbing themselves if you kill them during their melee attack phase
also have an Aliens refferrence, just because
>>
>>9272747
a few things.
really one of the problems with the spawn is their animation is terrible looking on top of their spastic nature. fix that. I'd have them actually do something other than just bounce around, like pause to stick to the wall and then spit caustic black shit at you.

should have been a more atmospheric enemy than an actual "threat" just nix the exploding death thing. make them another "gib to kill" enemy like the zombies like they splat into a disjointed pile of goo but reform T-1000 style if you don't blast them apart or fry with the lightning gun.

or you just totally redesign what the spawn is / does, whenever you first see one it's a hulking pile of slow goo, it's there mostly to block a hallway. you can blast it apart with explosives right away but it'll break into a bunch of these little bouncing fucks, so you carefully whittle it down...it's like playing asteroids
>>
>>9274105
TV>>9274105
>nix the exploding death thing
How about just making them into a grounded Floating Polyp(s) by replacing the old death explosion with a cosmetic one that actually spawns a bunch of damaging gibs that are mostly avoidable by a skilled player?
>>
>>9274143
so, replace a unique threat with a weaker fiend?
>>
>>9274169
Have it also periodicly drip lesser slime globs that damage the player who walks into them for extra area-denial challenge maybe?
>>
>>9274105
Make every monster accidentally killed by Sprawn's frantic hopping around get gibbed and become another Spawn
>>
>>9273334
nice bait. Try it some place where people don't it's an unbeatable joke difficulty
>>
>>9273581
It's what happens when you need to quickly turn a projectile spamming superweapon into a smart bomb without fully realizing the consequences of how you recoded it.
>>
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I'm just having fun now.
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>>9274325
I want to charge his batteries , , ,
>>
Worst weapon/enemy replacer WAD you have played?
>>
>>9273459
You're just trash. BTSX is nothing like Skillsaw (apart from his maps), it's extremely basic gameplay. Also Skillsaw's designs always work.
>>
>>9273581
Vanilla doesn't have an "always run" key. My theory is that id both didn't expect the player to run at sanic speeds at all times and wanted the explosion to appear as if it's melting enemies that are standing quite far away from it.
I believe the intended effect was that the player fires the BFG, doesn't move much since he shouldn't be afraid as he's firing a superweapon, and watches the explosion kill all the monsters in the room. The tracers are shot from the player instead of the explosion either so that they don't harm the player, or because the function for shooting them is already in the engine. It's all smoke and mirrors, but it at least managed to fool me back in the day.
Nowadays everyone and their mom knows how it works in-engine from doom wiki or a youtube video, but back when it released it would have taken quite a bit of figuring out.
>>
>>9274498
id never expected players to have dedicated strafing keys and use modern control schemes.
>>
>>9273926
Maybe try and add an inbetween frame of the canon that just shoot while the other is shooting, it should give a good hint i'd say.
>>
>>9274080
The guy on the left looks like Dr. Light if he were 3D.
>>
>>9273459
BTSX is a community project, and like all community projects it has it's ups and downs. But in the end it has definitely much more ups and consistency than average community project megawad.
>>
>>9274647
i just hope that AS SOON as episode 3 releases, we make a Community project of it.
>>
>>9274303
>Unbeatable
So if I did beat it that means I'm really good right?
>>
>>9274657
it means you either the greatest doom player ever or used cheats or bullshitting.
>>
>>9274656
BTSX The Way /vr/ Did
>>
>>9274659
Well gee thanks for the compliment then.
>>
Classic Doom streams on Twitch are a disaster. All I want to do is watch other mappers while I work on my own stuff. Instead I get fucking trannies, Vtubers and other complete degenerates streaming shit. That website should be burned down with all its users in it. One time I saw a guy in Doom 2 tricks & traps shoot the barons in the Cyberdemon room and then he got swarmed and killed and I'm like: "You just fucked up, didn't you see the Cybie?" and the faggot streamer went on a minutes long rant about how he PLAYS FOR FUN while one of his tyrant mods instabanned me for "backseating". Holy fucking shit.
>>
>>9274662
BTSX 4: Buttsex
>>
>>9274662
Back To >>>/vr/
>>
>>9274679
>>9274662
Back to /vr/ 20XX
>>
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>>9274668
That sounds like a (You) problem really.
And the reception you get in streams depends on how (you) yourself behave.
>I get fucking trannies, Vtubers and other complete degenerates streaming shit
What did you expect lol ?
>>
Is it possible in Quake1 to have monster AI behave like in Nightmare skill in lower difficulties akin to Doom's FastMonsters?
>>
Am I hallucinating or is this sound in vrsounds? https://youtu.be/kkDMz2ml0gw
>>
>>9274782
vrsounds isn't real, anon please wake up, the doctors say you've been in a coma dreaming that we play multiplayer doom on sudays and fridays (6:00pm EST) with so called 'vrsounds' and 'vrskins' and run through megawads, please wake up anon we miss you.
>>
>>9274710
RIP Mixer
>>
Playing Doom 1 without running makes it feel like this was the intended way to play these levels all along.
It's a very interesting limitation, and I highly recommend playing at least a few levels this way.
It makes Doom a much moodier experience and the encounters can get tricky if you're not positioned properly.
>>
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>>9274668
I don't completely agree with >>9274710
But I can't say he's wrong about it being a "you" problem, in that your experience isn't unique to classic Doom streams on Twitch.
Twitch is largely full of fragile faggots who don't actually want conversation or any meaningful exchanges, they just want validation. They want to see the viewer count go up, and they want to be thrown questions and given compliments. This type of behavior is why there's such a gamut of shitty streamers across Twitch, while chill niggas like stxvile stand-out because he actually wants to play doom and chat with people—not just have his ego stroked.
I suppose with Doom mapping being even more niche than playing Doom, it's gonna' be even harder/less likely for a non-faggot streamer to emerge, let alone thrive without proper advertisement or endorsement.
My condolences on your struggle, but the game was rigged from the start.
>>
>>9274909
there's a handful of people recording demos of stroller runs, this challenge has been around for a while
>>
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>>9274656
>>9274662
And for a stylistic deviation we could instead of Pollard & his gang reference their inspirers and progenitors, that being classic rock bands - from power pop to progressive. One could dive deep into beatnik years and make up quirky map names in the manner of Robyn Hitchcock, Dukes of Stratosphear, Cleaners from Venus.
If our past project participants will be onto it, then maybe it all would work out well, with all best vr maps incidentally being zany and experimental.
>>
>>9274668
>>9274710
>>9274916
Funny, I was thinking about streaming some Doom /vr/ wads for a bit today, but I don't know how. Also there'd be an AC blowing in the microphone. stx-vile is one of the best for untainted Doom though.
>>
>>9274921
How much fucking acid did the make4 of the Pic in your post take?
>>
>>9274958
>but I don't know how
Something something Open Broadcasting Software, something something YouTube tutorial
Good luck, and godspeed. Always a pleasure to literally see more people playing /vr/ WADs.
>>
>>9274917
I have no doubt it's been around for a while, but it's really freshening things up quite a bit.
I'm kinda burnt out on my regular playstyle and I don't use mods, so I keep coming up with in-house rules while playing to keep things interesting.
>>
>>9274656
>>9274662
>>9274674
>>9274679
>>9274684
>>9274921
HFFM 2 : Buttsex
>>
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>>9274965
Ah, a fellow Cynewulf disciple! Albeit dyslexic.. as much acid as there is space matter. Toodle-oo my friend! Jellyfish cavalry has come onto me, therefore I must depart far back into the deepest reaches.
>>
>>9275107
At BTSX's current rate, that'd have to be like, HFFM 3 or even 4.
>>
>>9274909
I usually go at walking speed unless I find myself having to haul ass in an encounter.

>>9274303
Don't see why it can't be done. I would however like to see it on video, because it won't be easy.
>>
>>9274958
Like the other anon said, OBS and twitch. It's piss ez. Go to twitch, make account, get stream code, punch it into obs, hit start streaming. That's your tutorial.
Use a mic if you want, OBS has options for that too.
>>
And quakewulf was victim of Faerie the faggot's ban powers at tastyspleen's group.
not suprised at all since all since tastyspleen these days became a circlejerk that became too close to Q1 mapping discord
>>
>>9275172
Are you gonna come here and bitch every time you're upset about some thing on some other website?
>>
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>>9275219
Sign should have mandarin below the english for extra funnies
>>
>>9275219
The humor in this expansion was either on or crossing the line for me, like I can see the origins of Randylands.
>>
>>9275206
Fagerie plz...

>>9275219
Stupid jokes by randy
>>
>>9275169
>>9274975
Well I don't know. Tried it on youtube, apparently you have to wait 24 hours for some reason, so I made a twitch account and managed to go live. The preview window was lagging like absolute hell though, so fuck it. Maybe I'll try again some other time.
>>
>>9273459
Maybe I'm biased because my favourite wads are speedmaps but my problem with BTSX is that every single level is an epic hour long 6 key hunt that's frustrating to play without quicksaving even if they're not all terribly difficult
And I remember a lot of archviles in rooms without pillars so you have to camp in the previous hallway
>>
>>9274782
It's in, it's just very short so it goes unnoticed.
>>
I feel like I'm asking an incredibly stupid question but are there any Doom gameplay overhauls with a sleeker aesthetic, ideally with less gore?
>>
>>9275321
>sleeker aesthetic
What does this mean?
>>
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>>9275107
assticklers' faggots fanclub
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>>9275234
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>>9275295
As someone who likes big map crawls it’s pretty ideal in length, just needed a save or two mid-level and I was satisfied. If it was a full 32 megawad I might have lost interest, I got bored of my AV replay just barely halfway through.
>>
>>9275324
I mean I want to play something that looks more like a space station, or at least a space-inspired theme park ride, and less like a bunch of human faces glued together inside an intestine
Glowing neon shit would be cool I guess
>>
>>9275332
Are you looking at a mapset, or a mod?
If it’s just a mapset, we’ve been talking lately about Back To Saturn X. It’s very colorful and space stationy. If you want way more color, consider Ancient Aliens. For the colorful cyberpunk itch, consider Augur Zenith.
>>
So there's Crispy Doom, and Chocolate Doom, but where's my Crispy Build games and Chocolate Build games? (I'm just not fully satisfied with the performance or quirks of playing via Dosbox-X)
>>
>>9275332
Try Sapphire.
https://www.doomworld.com/forum/topic/114436-sapphire-remaster-v20-released/
>>
>>9275349
BUILD is effectively uncustomizable compared to Tech
>>
>>9275341
>>9275352
Thanks, I'll try all of these
Are there monster overhauls to go with any of them? The monsters in the Sapphire screenshots look vanilla
>>
>>9275365
>Are there monster overhauls to go with any of them?
They’re all designed with the original vanilla roster, it’s fairly timeless. But they should all be vanilla compatible so you can use mods with them.
>>
>>9274781
If you mean by console command, no.
>>
>>9275354
>effectively uncustomizable compared to Tech
Obviously I don't know very much about any of this, but since the source was released to the public, how is that even possible?
>>
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Gonna be testing more SRB2Kart at 6:00 PM EST today, a little less than an hour and a half from now. We'll be testing maps today, characters will come later. You can grab the mod list here.
https://mega.nz/folder/1QFwxT6R#Uy4rpaOZgif3wi_-nhaPMg
>>
>>9275295
I enjoy Drake O'Brien's maps, so this suited me quite well, I like the lengthy journeys and the exploration a lot.

>>9274781
You might be able to create a mod which has that behavior, but like the other guy said, there's no way to enable such a thing in the stock game.

Quake C was supposed to be fairly flexible IIRC, so you might be able to make such a mod which is compatible with the vanilla Quake .exe even
>>
Why when I try to render at 480 x 270 does ZDoom (well in this case, Raze), no longer present a proper 16:9 image?
>>
>>9275468
>Quake C was supposed to be fairly flexible IIRC, so you might be able to make such a mod which is compatible with the vanilla Quake .exe even
Could easily be done by using one of the unused cvars (like temp1). Just change any if statement checking for nightmare to:
>if (cvar("skill") == 3 || cvar("temp1") == 1)
>>
>>9275436
Worth noting: If you're planning to join, please download this ahead of time, and place the files in either your SRB2Kart folder, or the download sub-folder.
The in-game downloader is awfully slow when dealing with maps and characters.
>>
>>9274917
Stroller run does not equal playing casually with 'always run' off. Stroller is pacifist also and no strafing also
>>
>>9274668
I really need to get back to doing dev streams. People seemed to enjoy my streams cus it's mostly me working on art and gameplay shit listening to vidya music while bullshitting with people.
>>
>>9275436
>>9275537
I can join in 45-60 minutes.
>>
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>>9275436
>>9275537
The server's up! Come play a couple of laps with the lads at 51.161.34.159
See you there!
>>
>>9275612
Joining.
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>>9273426
it says hes a new ip...
>>
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>>9275612
6 players now.
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>>9275743
I brought this up on the server
https://youtube.com/watch?v=tYyk5Ukam9I
>>
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>>9241975
apparently its been done
https://www.doomworld.com/forum/topic/122892-umapinfo-appreciation-thread/
comes with chapter select too.
wish it was easier to find these cool improvements for classic wads.
>>
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>>9275765
>>
Since Crispy Doom doesn't support UMAPINFO, is there even a reason to use it over Woof!? Or Nugget Doom which is a Woof! port with extra features some of which are from Crispy.
>>
>>9275803
What does Nugget Doom do?
>>
>>9275803
these are not in the same league though, the goal of crispy doom is to be a slightly friendlier chocolate doom (ie: as accurate and authentic to the original game as possible), woof is a feature port that doesn't care about that.
>>
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>>9275812
a lot of extra settings and cheats basically.
https://github.com/MrAlaux/Nugget-Doom
>>
>>9275818
>SSG gibbing
Picked up.
>>
>>9275818
>bobbing styles
I'm such a sucker for these
>>
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>>9275612
>>9275743
Still playing.
>>
>>9275816
How are Crispy Doom and Woof! on -complevel 2 different?
>>
>>9275828
for compatibility they're mostly the same but that's not what I mean, chocolate doom's goal is that when you launch it you get the exact same experience as in 1993, and crispy doom changes things only just enough to make it a bit friendly (like have an amazing 400p resolution instead of 200p). You use those when you want the real 90s experience.
>>
>>9275803
I always use Crispy and almost never use Woof. It felt off to me. I get tired of having to set up new source ports all the fucking time anyway. Also I don't know if Woof has this but Crispy has a wonderful feature that I don't know how to enable in other ports, which is, I can use the mouse to move the automap around if I turn follow mode off. So handy.
>>
>>9275837
Woof is also 400p though, thats why I ask. Like what are the differences in authenticity between the two
>>
>>9275841
crispy doom wants to stay close to chocolate and so only does things like removing limits, woof does what it wants, boom/mbf supports, features that are far from vanilla...
They share stuff because the port scene is incestuous and it's all the same people (the same dev even in this case)
>>
>>9275871
>woof does what it wants, boom/mbf supports, features that are far from vanilla...
yes, this is why i specified -complevel 2
I mean yeah I guess its /a difference/ that crispy is vanilla out-of-the-box but woof requires an extra parameter to be vanilla. but i'm still not convinced that I would notice a difference when i'm playing on complevel 2 woof compared to crispy, other than some QoL features like >>9275839 mentioned.
compare that to playing on PrBoom+ which is widescreen and not as crispy (no pun) on lower resolutions. so its obviously a different experience even on complevel 2
i guess you could say Crispy not supporting UMAPINFO is actually a feature since its how vanilla is meant to be...
>>
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>>9275826
>>
>try to post vp9 webm
>"Error: Your image contains an embedded file."
Well fuck you too auto-janny.
So while doing my "make sure this shit runs on the target versions" checks I remembered I have one version configured for "turn all the mod effects off and pretend you're playing vanilla". Really kind of wild how different Babel looks without its makeup.
Also I just realized I forgot to fix the flash GL/Vanilla toggle on a few guns. Fug.
>>
I don't like playing srb2k because a single fuck up or some random powerup hitting you means staying in last place and getting blown up whenever half the pack reaches the finish line.
It's even worse when the maps are unreadable garbage with instant death pits everywhere and 'main paths' that are actually just traps that don't even kill you, but put you in 90% speed reduction grass so ramming into them by accident equals staying stuck for a whole minute or two trying to get back on track.
Or the AWFUL gravity/wind maps that if you fuck up anywhere you get stuck in a permanent respawn-slip-die loop because it pushes you into a pit before you even have control of your kart.
>>
>>9275968
>tfw you realize you made a big dumb when tracers are disabled with shotguns
Well fuck, now I really do have to rush this out because this was a big fuckup
>instead of randomizing each shot by a different 1d3, randomized each shot by the SAME 1d3
>basically, SSG always did either 100, 200, or 300 damage
>shotgun always 50, 100, 150
Somehow I'll find a way to blame graf for this to feel less stupid.
>>
>>9275803
>Since Crispy Doom doesn't support UMAPINFO, is there even a reason to use it over Woof!?
No other source port has the amazing quality of life options that Crispy Doom has. Built-in brightmaps, colored blood, mirrored corpses, Doom-64-style recoil, and transparent HUD are why Crispy is my fav, although after a while I do get tired of the limited resolution which is its namesake and wish I could have them in some sort of PrBoom+ derivati.ve. I tried Nugget Doom but it didn't have all of these QoL options

>>9275828
>-complevel 2
The only port that uses complevels is PrBoom. Also, the whole point of compatibility modes is demo recording and playback, so there are zero gameplay differences between any two ports using Doom 2
demo compatibility. Thus, the only differences between any ports using the same demo compatibility modes are the quality of life things like HUD options and resolutions et hoc genus omne.
>>
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>>9275884
Still going with 4 people.
>>
>>9275883
Also, next time, just play the source ports yourself. I guarantee you it'll take less time than the half-hour you spent posting.
>>
>>9276041
>The only port that uses complevels is PrBoom.
Wrong. Woof! uses complevels despite not being a PrBoom derivative.
>Built-in brightmaps, colored blood, mirrored corpses, Doom-64-style recoil, and transparent HUD
Woof! has all these except the last 2. I assume it doesn't have either of those features but I also can't be assed to check.
>>
>>9276049
I've played on both. It's really not big a deal that I'm asking if there's something I'm missing.
>>
>>9276050
I stand corrected. I thought Woof used the -gameversion parameter like Crispy since they're both by Fabian. Forgive me.
>>
>>9275978
You can fix pratically all of those by just playing more and learning the maps. You should be able to not be fucked by anything that hard on your second time playing one. Also, deja vu.
>>
>>9275978
We're using juicebox for comeback mechanics, and a selection of well-designed user maps, if you can't keep up even with those, then it's a skill issue.
>>
>>9276050
>Woof! has all these except the last 2
That's what I meant: no other port has the same selection of options that Crispy has
>>
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https://datanon.itch.io/babel/devlog/430644/update-with-fixes-and-some-new-ish-stuff
Babel Update. News posts on itch are much easier to format than /vr/ posts, but here are the highlights
>Baron of Hell now shoots 3 projectiles per one-handed swipe, up from 2. Damage per ball 14d4 -> 9d4. Balls go straight after a delay like the cacodemon.
>New option in menu to remove quake effects, near the options to remove zoom and pitch/angle effects
>Fixed a bug that made shotgun/SSG damage not work entirely correctly when tracers were off
>Fixed a bug with deaf monsters going into fear when not awake yet but standing still while doing so
>Fixed an issue where chain-attacks could chain onto dead targets even though it was funny
>Addons are now possible, example addons available for download. Got some patches for Doom Zero, Ancient Aliens (thanks to the anon who gave me his flash frames), and a classic plasma rifle skin
>There is also a weapons only mod because someone asked for it and it wasn't too hard
>Bunch of other bugfixes and minor performance tweaks
Unless I go and rework all the fear values and how they work I'm not really planning another large update, but we'll see. Quote for news post >>9267887
>>
>>9275612
https://mb.srb2.org/threads/kartmaker-sprites-to-wad-in-record-time.26207/
For those who wanted to make characters.
>>
>>9276089
>Fixed a bug that made shotgun/SSG damage not work entirely correctly when tracers were off
Huh, so it wasn't my imagination; SSG felt off the past few weeks whilst playing...
>>
>>9276141
Yeah you would have been doing 100, 200, or 300 damage per 20 tracers only. Very much my bad.
>>
>>9276072
I've been playing since last year and EVERY single lobby that I've been in has been that same bullshit.
In the webring, in /v/ or /vm/ lobbies, in random lobbies, last time in here as well. I always get FUCKED hard by some random bullshit even if I know the maps and have decent timers in SP.
It's not that I haven't tried, I have. It's just a constant with this game.
>>
git gud lol
>>
>>9276095
Even if the program isn't perfect, those empty kart sprites will be useful.
>>
>>9276164
I say just roll with it. I go through all kinds of shit when I last raced with the boys and very rarely did I get dead last.
And I main a character that handles like a brick.
>>
>>9276180
Maybe I just have horrible luck. Had little issues with BNG, Whiplash or Ridge Racer but playing this feels like torture.
>>
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>>9276089
yey
>>
>>9276190
That's just kart racers being more about luck than actual skill.
>>
>>9276141
Actually, just to make it funny, I'll explain in long form.
Normally, when you fire the SSG, you get 20 5d3 rolls for damage. This means you can do anywhere between 100 and 300 damage, but assuming the randomizer function is truly random (it's not but let's pretend) the chances of hitting exactly 100 or 300 are fairly astronomical (0.33^20). Basically around one in twenty billion. What I did was accidentally roll only once, then use that one roll to multiply the damage. This meant that the chances of getting 100 or 300 was 1/3. Essentially I made it billions of times more likely to either get the best or worst roll on a given SSG blast. Over time the average damage was basically the same, but in the moment it was in no way remotely the same. You could fail to kill a Demon in one SSG blast 1/3rd of the time, and fail to kill an imp in one SG blast 1/3rd of the time.
>>9276191
Ye I really liked how this turned out. Those flash frames anon gave me are pretty sweet.
>>
>>9276207
Wait I definitely didn't do that "one in whatever" chance correctly. Whatever, either way, me make big dumb by trying to be big smart.
>>
I love ion fury
>>
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>>9276237
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>>9276237
It's great. I'm currently loving GMOTA.
>>
>>9276305
I like mods that make shit drop from enemies without relying on the map's own pickups too much.
Going from enemy to enemy picking up bombs and throwing knives resetting their cooldown in GMOTA, or seeing a colourful hell baron explode into backpacks and health bottles is pure serotonin
>>
Best doombuilder tutorial for a total beginner in your opinion?
>>
>>9276430
This is a good tutorial, assuming that you are using Ultimate Doom Builder.
https://www.youtube.com/watch?v=m57H4fY79NU
If you're still confused, look up Doombuilder tutorials on YouTube.
>>
>>9276305
Keggles has done pretty great with it, even if development goes so slowly people have genuinely thought he was dead several times.
>>
>>9276430
"just like, draw funny shapes man, it's all just 2d lines"
>>
>>9276538
nta, but while the topic is up, are there good resources on like, designing maps themselves? I learned UDB a while a go but then got stuck at the "uh, ok, what do I do now" step
>>
>>9276564
just
>>9276550
Alternatively play a fuckton of maps and draw inspiration. Look at a cool room or encounter and see how you could improve it or make something better, look at architecture and places and try to recreate them. The sky is the limit (and sometimes literally the skybox is).
>>
>add UMAPINFO to map
>works flawlessly on zdoom
>also add ZMAPINFO lump to disable jumping
>music/sky/etc stop working on zdoom unless i define them on ZMAPINFO again
womp womp
>>
>>9276629
Fooled yet again by the chicken man.
>>
>>9276089
Haha whoops I fucked up again, very minor bug, will have fix in ~20 minutes. Basically shotguns can autoaim too much with no tracers.
>>
>>9276662
https://datanon.itch.io/babel/devlog/430682/very-minor-update
Done.
God I wish I had spotted this sooner. Way too much complexity in this section of the mod.
>>
>>9276164
>>9276190
Well, do you have fun? I rarely get angry even if I end last. And you definitely shouldn't base your performance on ending last on /v/'s server since they're top tier. There are also lots of very skilled people on public servers. There's a big difference between losing because you're bad and losing because everyone else is too good, luck notwithstanding.
>>
>>9276702
I have a big issue when I'm not losing because I'm bad or because the other player is better. I don't even care that I'm losing. I don't mind that others are better than me, infact I actually want to play players that are better than me so I can learn to get better.
I have issue that I can't even play the fucking game half the time because I get stuck in some bullshit geometry or some death loop. Or when I get hit back to back by 5+ spikeballs. Or when I recover and get pushed by the last place into a pit after that. And when I respawn it fucks up and i get thrown into a deathpit again.
I'm playing a fucking speed 4 weight 8 character and still get my shit pushed off the course by people using speed 9 weight 1 characters. And don't even get me started on the controls when a server starts getting lagspikes and everyone gets fucked because of it except the host...
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>>9276629
>disable jumping
bind Space "dmflags 9043968; +jump"
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>>9276724
no clue what dmflag 9043968 is
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>>9276728
Forces jump to always be available disregarding zmapinfo.
It's an ok feature/cheat.
>>
>>9276728
enables jump, crouch and freelook regardless of how clever the mapper thught he was
>>
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>>9275612
If you're going to test things again before Sunday, I suggest changing to the game speed from Normal to Hard to see how it ends up. In KartMP, I also recommend turning on hardsneakers, hyudoro and battleaccel, and turning slowspinout off. You should also try to enable the restat command in the Hostmod.
>>
>>9276734
so i guess its meant for stuff like https://www.doomworld.com/forum/topic/106636-for-mappers-zscript-to-force-disable-jumping-and-crouching/
i literally just did a zmapinfo lump for "nojump" and "nocrouch", idc if the player re-enables it in the settings. their choice
>>
>>9276717
Everyone gets fucked all the time and that's normal, but it usually isn't so bad that you can't recover from it. I can't say that I've experienced death loops or bullshit pushing that often. You must have some terrible luck in this game.
>>
>>9276754
I keep telling you. It's torture. I don't wanna try again but I know I'll be forced to play it next time there's a gamenight and I hate it.
>>
>>9276762
Dude just polish your luck skills for the event.
>>
>>9276762
Take it easy.
>>
>>9276762
No one is forcing you to join, unless you have nothing better to do.
>>
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I'm feeling sneedcore
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WIth the help of a friend I might have gone a little overboard here. These are for the first person animations when you're carrying Sven around.
>>
>>9276856
C U T E ! !
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>>9276856
Ferocious lil' fella.
>>
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>>9275612
https://files.catbox.moe/ran7xk.7z
Most replays from the session.
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>>9276896
Fuck you but also nice job.
>>
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>>9276856
>>9273926
I am NOT a turret-fucker!
I'm Not a turret-fucker…
I not a turretfucker. . .
I not turetfuker¿?
>>
>>9276949
I suggest a cold shower. That or crank one out to something else and realize in your post-nut clarity you were going down the wrong path.
>>
>>9276951
>crank one out
appropriate
>>
>>9276951
/r/ing that the summon animation includes a hand crank
doesn't matter in which part of the summoning
>>
>>9276949
KYS toasterfurnigger
>>
Nice update, Babel Guy - this is already feeling much nicer now shotgun is fixed and knowing I wasn't crazy kek.
>>
>>9276856
That is fucking adorable.
>>
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So this is the mod those Barons originate from?
Also I don't like the HellKnight's new dash attack being so hi-priority that they rarely ever use their flame waves now
>>
>>9277006
I'm not a Synthfag tho, he's just too cute and funny for my deranged mind
>>
>>9269004
>>9269009
It was worse, he made fucking napalm shells essentially
>>
>>9276041
Crispy doom has crackling audio for me, dunno why, I'd use it over woof for vanilla and limit removing wads if not for this stupid bug
>>
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>>9277180
Every time
>>
Did Shogo ever get any good mods or custom levels?
I like the MCA movement but the enemies and encounter design of the stock campaign don't really take advantage of it, besides letting you leap across buildings with your superjumps and bulldoze foot soldiers in hovercraft form.
It's also kinda lame that you get pretty much the entire arsenal in by the third mission, along with the melee attacks exploding in your face most of the time.
Don't really mind the on-foot levels, even if they arguably took away the developers time and energy away from the giant robot side of things. The trick is to just be really cautious.
>>
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hey NotBlood anon, you around?
there's some bug where finishing e2m1 gives me the e1 final cutscene and credits. seems to be tied to the save file, as starting another new game and beating the level again works. save file: https://files.catbox.moe/33ydwd.zip
what I've done is: beat e1 on "well done", quit, move save files to a folder, experiment with drag'n'dropping the save folder, launch the game normally, start a new game on e2 with custom difficulty, save & quicksave to first slot, reach the end. it's entirely possible that this is a well-known bug and I'm just clueless.

also some feedback:
- with autosaves off, the bottom two load slots look like a bug. should probably be hidden when empty.
- since you're doing autosaves, maybe do quicksave as an independent file too? rebinding function keys would be nice as well. and ideally, there would be unlimited slots split into pages, and with longer names.
- pitchfork alt attack is perfect, but it took me quite a few reloads to realize how it interacts with quad. how come the awful soundfont is at the top of your feature list while the pitchfork stuff is buried in the readme?
- quad makes levels like e1m6 much more fun, but the model looks out of place. maybe some kind of scroll / tome of power / necronomicon would fit better? the sounds can stay.
- the keys are too high res in the "frameless" hud, and stick out too far. why not use the default icons?
- color correction doesn't get applied to screenshots
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>>9268027
I just downloaded this a day before the update and my ISP seems to hate Mega.nz - do I need to download everytihing again @ ~18kb\s ?
>>
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>>9277347
>When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.
>>
>>9277304
Thanks for trying out the fork anon.

>Bugged saved game
That's rather odd. For some reason the save is not loading the correct episode information. I'll investigate this and see why that could have triggered, thank you for the instructions.
>Autosaves
Yes, in that case I may change it to have some visual difference, either removing the slots or changing the text to 'unavailable'. Probably the former since that sounds more visually consistent.
>Quicksaves
So like how vkquake handles it, where it is a separate file instead? That would reduce the complexity and would be less confusing for players. I'll consider making a new slot for quicksaves between the save slots and autosave section then.
>Pitchfork
Glad to hear it you like the change and extra feature. Features are listed based on what I've added over time, but I'll likely change up the readme - it's due for some organization anyway.
>Soundfont
I agree, and it was something I was on the fence to begin with. I'll switch the default to OPL3 in the next few changes.
>Quad model
The view sprite QAVs don't play nice with a blue palette, so I compromised by changing the quad damage icon and view sprite effect to a red palette, but the downside is that it isn't that recognizable and seems out of place. I'll try using the scroll voxel with eviction and see if that is an improvement, otherwise I'll keep it as it is.
>Keys position
This is a NBlood issue as well, and something I don't ever notice because I don't use the frameless hud. That said, the keys are ugly and I'll change it to use the square icons like how the minimum hud uses.
>Color correction
I hate to say it, but this is a 'works on my machine' kind of thing. Tried both software and opengl mode, both times worked. I am using the F12 key so maybe there's some weird CFG setting that eduke is not playing nicely with, or something else I am not aware with.
>>
>>9277304
>Color correction doesn't get applied to screenshots
Sorry, I thought you mean the palette options. In that case you're correct, changing gamma/contrast/etc does something else and won't be applied on screenshots. The reason is annoying - the way EDuke applies color correction is literally by overriding the OS's display settings via SDL_SetWindowGammaRamp(). It's hacky and horrible, but that is the status quo of almost all EDuke32 features. A better solution would be a post-processing shader, but that is beyond my knowledge.
>>
>>9277080
Since Nehahra was released on 2000, that is the most earliest mod to use those. Rapture and Something Wicked used them later.

But dude, how did you get Nehahra to work? I tried it on MarkV, but I just get black screen with cutscene noises on background.
>>
What's the best way to.. emulate? run? WON Half-Life with the software renderer on a modern w10 machine?
>>
>>9277396
I'm like ultra fucking sure I played nehahra with qs spiked
>>
>>9277382
color correction is a last second thing I've thrown in without testing, and can't test at the moment. I used gamma & contrast at 1.1 in-game, GL & F12, and the screenshots seemed washed out in comparison, but maybe I was simply mistaken.
as for quicksaves, I don't think vkQuake does anything differently from DOS Quake in that regard. pretty much every game that's not on Doom or Build engines treats them like that.
>>
>>9277402
I think you can just download it from one of the links up there. It uses HD models and sounds, if you want the originals you’ll need to transfer those from a Steam install or elsewhere
>>
>>9277402
>emulate
>won
what are you doing?
>>
>>9277413
I want to play it like I am using a computer from the time without actually having one. (also, there's a surprising number of features that have been removed from the game in the process of keeping it up to date on Steam)
>>
>>9277426
you don't need to emulate anything, look for it on archive.org
>>
>>9277402
WON ran without many issues on W8.1, I don’t know how different W10 could be. If it’s software rendering you want, you’ll have to play in windowed mode, as full screen doesn’t display anything.
>>
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>>9277403
I tried to last year but it refuses to run on QsS

>>9277396
I had an opposite problem at first - cutscenes played muted and this error appeared constantly - following this comment from Quaddicted made it work properly:
>Mark V: download nehquake.zip, extract only the "nehahra" folder into your /Quake directory. Download Mark V, put it into your /Quake folder, and then the fmod.dll from the same page and put it into /nehahra folder. Run Mark V with -nehahra command line argument. Mark V is a modern FitzQuake based engine like Quakespasm and should be pretty straightforward past this point.
^making an EXE shortcut with the "-nehahra command line argument" is essential as trying to load the mod via "game nehahra" from the console of an already running application somehow doesn't integrate all the extra data properly
>>
>>9277490
Thank you, kind sir. Tonight I'm gonna play Nehahra.
>>
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>>9274609
Nope he's just a masklet, I expected him to talk to me, but that would be hearing the same dude as everyone else putting up an accent again...
>>
>>9277404
I've done a few of the changes you suggested, the rest will be done sometime this weekend. One thing I forgot to address was the rebinding function keys, unfortunately they're all hardcoded and would need a rewrite for those extra binds. Maybe down the line I can implement that and PR it for NBlood.
For now check and see if the frameless hud is close to what you had in mind.
>>
>>9277490
this is me btw when I played it
https://warosu.org/vr/thread/S8091448#p8092152
I'll check if vkquake runs it
>>
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>>9277490
it crashes with vkquake
>>
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https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/awksub
The power of MBF21

Also can someone bake new bread? We're on page 9
>>
>>9277469
You can use windowed mode and lossless scaling for full screen.
It's a convenient program either way, I recommend it.
It also lets you use FSR and such in any program easily which is kinda nice to have in some games. I wouldn't upscale anything 200% with it, but if you're just squeezing out an extra 10fps it's worth it.
>>
>>9277640
Making the new thread right now.
>>
>>9277746
>>9277746
>>9277746
>>9277746
Migrate.
>>
>Oi! What?!
>>
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>>9277501
Have fun fren - the begining cutscenes may be skipped by warping to the first real map without consequences if you want to
>>9277632
I use QsS because vkQuake doesn't support my unorthodox screen resolution
>here's a shitty .gif of the "self-gibbing Mutie" thing I mentioned earlier - someone put a lot of thought into those fellows
>>
>>9275107
HFFM sequel with btsx textures and a subtitle that plays on btsx title wouldn't be that bad - though 512, 400mins and 94p kinda ate away my creativity, and I still havent started my Ad Mortem submission (if I manage to think of anything)
>>
>>9278012
This year has been packed with projects.
>>
>>9278012
ButtSex Episode 1: Get Out of My Anus



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