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RETRO FPS THREAD - Last thread >>3861081 DOOM/II/ULTI

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RETRO FPS THREAD - Last thread >>3861081

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

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping currently extended to the end March
https://warosu.org/vr/thread/3852524#p3855512

[Til 4-1] QUMP still going?
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

=== NEWS ===

[3-16] Turok 2 EX released.
https://www.gog.com/game/turok_2_seeds_of_evil

[3-16] Lithium 1.3 released.

[3-15] Freedoom v0.11.2 released; minor bugfixes
https://github.com/freedoom/freedoom/releases/tag/v0.11.2

[3-15] Dropbox's support of public folders terminated

[3-13] GZDoom map release; UAC Vinur Prime Research Base
https://forum.zdoom.org/viewtopic.php?f=42&t=49163

[3-12] Quake Champions to be F2P; Ranger provided as the default character
https://youtu.be/vq5bFwvQMwA [Embed]

[3-10] Anon Release; a Hexen/Heretic compatibility pack for Final Doomer
https://warosu.org/vr/thread/3847428#p3849380

[3-10] Anon Release; 'Discharge' map pack beta
https://www.doomworld.com/vb/wads-mods/93151-discharge-4-maps-beta-test-feedback/

[3-6] More gdxBlood progress made
https://www.youtube.com/watch?v=WFmMxmoVXJI [Embed]

[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments
https://forum.zdoom.org/viewtopic.php?p=981099#p981099

[3-2] Quake Champions to be playable at PAX East
https://bethesda.net/en/article/1XhLAJzCHSymCkQIKiI6gw/bethesda-is-heading-to-pax-east-2017

[3-1] Nevermore, an add-on for Trailblazer
https://warosu.org/vr/thread/3826106#p3829402
https://drive.google.com/open?id=0B93dAHEWrRc-dFhSTklHUWVaQzQ

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
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>>>3859636
https://forum.zdoom.org/viewtopic.php?p=980922#p980922
>>
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>no witty title

aw man.
>>
Just finished demonfear, it was ok. its like scythe and congestion 1024 had a baby and it was more ugly than both
>>
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>>3866059
>TFW pub competitive only plays zdaemon
>TFW competitive doom (public) outside events is dead
>TFW only a couple yuropoors still give a shit (like in most dying multiplayer games)
;_;
>>
So Dark Forces is the shit, yeah? Probably my favorite FPS that I've played.
>>
>>3866083
/vr/ server WHEN
>>
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>Skipping over the title

>>3866068
Here's the link to Lithium 1.3 you donut

https://forum.zdoom.org/viewtopic.php?f=43&t=54904
>>
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post your favourite non-official promotional art for Doom
>>
>Turok 2 EX requires mid-high end CPUs to run smoothly

Great work Kaiser
>>
>>3866105
>wasting the cd-i doubters

LOL
>>
>>3866105
the wads of wads box art. Except it seems to have fallen off the face of the earth again
>>
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>>3866105
>"CD-i doubters"
>3DO
>FUCKING RISE OF THE ROBOTS
This can't be from a real magazine, can it?
>>
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Just here to remind you all that this was a thing
>>
A feature film showcasing MSXGuy's journey through Gensokyo
Goddamn letterboxing.

https://www.youtube.com/watch?v=yFt7EPxGqTE
>>
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>>3866059
please do not remove the phrase "DOOM THREAD" as it is how our threads are identified from the catalog.
>>
>>3866145
why is this spoilered
>>
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More work done on my Highway 2 Hell Map, Crack her open if you like and modify if you wish.

https://www.dropbox.com/s/szneqtmv19i65dz/e1m8.wad?dl=0

Requires Base.pk3
>>
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>>3866179
>he's still trying
>>
>>3866139
You have to go back.

>>3866191
Don't be an enabler.
>>
>>3866170
i've always typed doom bruv, this has turned into a fps general anyway
be smart, it will advertise our wads to a wider amount of autists
resulting in doomination of /vr/ fpses
>>
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>>3866105
>>3866118
>>
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>>3866229
Thank you anon, was looking for that.

Is wad archive broke? None of the pages load right
>>
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>>3866105
>>
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I'm getting bored of this DRLA run of Kama Sutra. The only weapon I have that feels like it's powerful is my Plascharge Launcher and everything else feels weak
>>
>>
>>3866254
Just as long as you learn from your mistakes, and study up on map design, and maybe scale shit back a little, I don't think you've hit the level of experience to do the shit you're trying to do.
>>
>>3866258
> learn from your mistakes, and study up on map design, and maybe scale shit back a little
That's why I've been asking for help (I have no fucking idea what I'm even doing, most of this is just being inserted when it materializes in my mind), but apparently it's begging when I do it.

That's why I appreciated the one anon trying to salvage the damned thing, because I'm inexperienced, this is my literal first map, and I'm not satisfied with it yet, hence the repeated requesting for crutches/meggido shennanigans
>>
>>3866263
Christ, you're going that big for your first map? Scale it way back dude. Save the insane architecture and shit for later. Just make a simplistic map at first.
>>
Reminder to report drama and shitposting on sight.
>>
>>3866268
So do you.
>>
>>3866269
It's my first map; but I've done other, smaller, incomplete maps in the meanwhile, See below:

https://www.dropbox.com/s/l0r6bfjck9dgh9v/fleshcrystal-pav002.wad?dl=0
https://www.dropbox.com/s/m2346064wulwf4t/jom3.wad?dl=0
>>
>>3866281
Report, don't respond.
>>
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>>3866174
What are you testing this in? Getting pic related in zdoom 2.8.1 but works fine in gzdoom regardless.

Liked the spfaces on the yellow door and the design of the room opposite the vile. The skychange through the fireblu teleport was neat but the fight there was a bit boring unfortunately and I don't know what you could do to change that.
I'm glad the map loops around that's always a positive, the experiment room looks promising too

Definitely much better than your previous iteration of the map especially in the texturing department
>>
>>3866109
>He doesn't have a mid-tier PC
HAHAAHAHAHAHAHAHAHAHAHAHA
>>
>>3866290

It's for GZDoom as the rules stated, maybe my mind sporadically put a G in there where there wasn't. The room should definitely be following the Void.Wad princible

I'm aware of the fight in the Knight room (it's entirely skippable), but on the same tabs as you, not knowing how best to improve it. Thank you for the commendation on improved texturing, abeit it does take a bit longer to stitch things together, but that's fine.

I feel the room with the fireblu teleport could be improved; but don't know how to improve said individual areas due to a lack of skill, but I'll probably overcome that obstacle in time.

I wasn't entirely sure on the opposite-the-vile room, but if it looks good, then I'll keep it. It's individual little sector-things are meant to be based off of those weird arching cathedral gazebo things. Cloisters? I don't know what the technical name for them is off the top of my head.

Hopefully it will be worthwhile when all is said and done. I'll touch up the lines once the initial map is sketched out, being unable to visualize them properly in my mind.
>>
>>3866269
I sort of want to; but at the same time, I have a hard time actually coming up with anything. I usually split off and work on other maps when they come to pass for practice, but again, this was something I wanted to focus on first and complete the map's building.

Suffice to say; once I have an idea of what I'm doing and what my mapping output actually is, then the quality is likely to take a sharp increase, but until then I'm mostly fumbling and flailing about until I find a comfort zone.

There's a goddamn light switch around here somewhere...
>>
>>3866312
Do what I did: take notes from other vidya that inspired you and try to compress into a Doom map. But try to keep things on a small scale at first.
>>
>>3866314
Most of my inspiration is, amusingly, from other doom maps; albeit in mishmash-ed uneven fashion, but still. I will need to take more looks at Unreal/2/various maps.

I tried to do an abandoned nod base but let's just say the structures were far too difficult.

It's a manner of most people having the wide idea for the map, where as some people (myself included) have to go on an inverse basis and build the maps around bits of detail.

I think a neat DOOM mod could be made if it was somewhat based off of Overlord/2
>>
>>3866323
Alright, then for the time being, focus on a single theme per map, and just run with that instead
>>
>>3866325
I really should do that; Abysmal attention span be damned.
>>
>>3866325
I can of course, try to MSPAINT some sketches of what I have in mind for the floorplan/design/map in areas that are still being chiseled out, if it's of interest?
>>
>>3866120
This is adorable. What mod is it?
>>
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Might need some tweaking but this should be a fun little optional attack the player can use, it's gonna be a lot of fun to lob this thing into a cramped room or a chasm below you.
>>
Japanese CM for Doom 64

https://www.youtube.com/watch?v=jfCGDiYNQGg
>>
>>3866174
>it's deleted
I can't really playtest this for you if it doesn't exist anon.

>>3866258
>I don't think you've hit the level of experience to do the shit you're trying to do.

Not him, but what are the consequences of doing overambitious shit?

I myself am about to jump into a project over my head and try to learn by doing as far as good Doom mapping goes (although it won't be my first experience with Doom mapping).

(I will then go back and revise or redo my early shit,100%, but is that still an issue?)
>>
>>3866369
If you don't have a foundations of basics you're gonna regret it as you press onwards, plus you might burn out or severely discourage yourself by going in way over your head and having everything collapse on you in a spectacular mess.

Ambition is good, but learn to walk before you run.
>>
>>3866369
https://www.dropbox.com/s/ihaot74ykps18oc/e1m8.wad?dl=0

Apparently there was a spawn placement problem, not at the car
>>
>>3866360
early prototype for demonsteele
>>
>>3866371
reminder that part of the map was attempted to be salvaged by somebody else. (ae; the only good parts, should probably of pointed out where/what. and what i edited)

Should probably be clear who's who.
>>
>>3866370
>plus you might burn out or severely discourage yourself by going in way over your head and having everything collapse on you in a spectacular mess.
Sounds like my days of trying to do engine-dev in C++, hah.

>If you don't have a foundations of basics you're gonna regret it as you press onwards
So I should probably try to get something released that people can playtest, so I know what works for other people and what doesn't?

Or is it enough that I playtest my own creations?
>>
Best sourceport to play Hexen 2 in coop ?
>>
>>3866384
Yeah, just learn the basics of mapping, get something playable, share with folks, listen to feedback, and learn. Consider playing shitty mapsets to learn what NOT to do, plus sometimes shitty mapsets have interesting ideas, just piss poor execution.

Also a protip for mapping: When you're playtesting your own map, whenever you die, consider going back in your map editing tools, leaving a doomguy corpse there and some supplies, like some ammo, a stimpack, health bonuses, etc. It'll help give your map some more life and might help with balance and flow.
>>
>>3866170
I look for RETRO FPS since it's not just a Doom thread.
>>
>>3866385
Hammer of Thyrion worked fine for me
>>
>>3866387
The issue is right now I have motivation for this big ambitious project, and I want to make use of it while I've got it.

I think I can do both, actually. What I can do is develop this thing incrementally as fuck, and test out maps on my friends without releasing them publicly, to get feedback that way.

(Note that we may be using different definitions of "ambitious" since SArais' map appears to be overdetailed whereas my project will just require a shitload of maps to be considered "done.")

Thanks for the advice m8
>>
I'm fucking tired of techbases goddamn
>>
>>3866420
Try playing another game then there's at least 30 doom clones you could try.
>>
>>3866420
that game with those techbases
>>
>>3866359
> bomb trail
you know what
that's actually a cool idea
>>
>>3866420
Y the hate of Techbases bruh? They're awesome when styled as Knee Deep In The Dead or The Shores of Hell, now Doom 2 styled techbases is so shit as Doom 2 maps themselves.
>>
>>3866420
Play BTSX E2.
>>
>>3866446
I liked the textures that Doom 2 techbases use.
>>
>>3866075
>>3866093
he added chex to the games so I think that's something
>>
>>3866449
The textures are noice, the problem is the random architeture they have because there was no Romero in the mapping team to make nice abstract stuff.
>>
>>3866445
You think so? I'm worried it might be a little too situational. It's gonna clean house in smaller maps though.
>>
>>3866359
>NESDoomguy throws out a rolling NESDoomguy that plants bombs

Does NESDoomguy have a stand?
>>
>>3866479
>Situational

Nothing wrong with having a specific tool for a specfic job. Even large, open maps have their nooks and crannies.
>>
>>3866589
Probably a bigger NesDoomguy
>>
is there a so you want to play blood image? tried looking through the archives but no luck
>>
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>>3866615
Dug this up from a /v/ thread from the other day. It's not much, but that's Blood for you.
>>
>>3866454
I wish Romero did more doom 2 mapping in general. Most of the later maps that were good were his.
>>
>Mute Turok 2 music
>Put on Doom 2 music
>>
>>3866353
dunno, i saved it off doom_txt
>>
>>3866353
>>3866718
https://forum.zdoom.org/viewtopic.php?f=43&t=54353

made by some dead anon, reuploaded by term
>>
>>3866225
"doom" tends to come up with a bunch of other stuff
>>3866405
okay, you're a human who can change his habits

the reason for preserving the phrase "doom thread" in the op is it's historically the nearest thing to a canonical way to find the current thread (a simple link to the board isn't enough, you still have to find the thread) and this has been used before in places which are now hard to change (e.g. text files for /vr/-produced wads on /idgames), so effectively taking that text out breaks external links to /vr/doom, which is obviously bad.
>>
>>3866709
>The Demon's Dead starts playing
>Have no urge to go on
>>
>>3866725
This, some people may also have 'Doom' in their filtering for highlighting as well.
>>
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How do I get the damn thing open in the model editor so I can export a usable format?

Enter kexstudio in the console to get the level editor in Turok 2 btw. Apparently it's not done.
>>
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>>3866770
Turns out don't need it, exportobj in the console works fine.

Just have to find the first-person models.
>>
so i made an OICW with an underbarrel shotgun
so that's basically 3 guns in 1

now i need to make it also use cells
but i need ideas
one such idea was to use the scope to charge up a railgun shot when full, eitherwise just shoot semi auto
>>
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we F.E.A.R now
>>
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they smile while covering their face before you save them and that makes them even creepier
>>
>>3866770
>>3866772
Oh damn, are the sounds exportable too?
>>
>>3866239
Neither does the Doom infographic
>>
>>3866823
They're all wav files in game.kpf which is just a zip so you can open it with 7zip.
>>
>>3866783
>one such idea was to use the scope to charge up a railgun shot when full, eitherwise just shoot semi auto
It would be pretty cool if you made a functional OICW scope that allows you to set the airburst range of the grenade. Like, when you're in the zoom state pressing altfire shoots a non-damaging hitscan that measures distance to you and sets a variable/inventory token amount on the player which the grenade checks for.
>>
>>3866770
If Turok2Ex is anything like the engine PowerSlaveEx uses you can just open the data archive file in slade 3. It should be structured pretty much exactly like a zdoom pk3. Could you check that please?
>>
>>3866829
Yeah it works, and it's structured exactly like a ZDoom pk3 because it's just a zip.
>>
>>3866825
Well all my exporting, setting bitrates and sorting of sounds from the n64 rom is kinda pointless now.. oh well.
>>
>>3866829
Yes, the main KPF data file is just a ZIP file. However, editing it is kind of a bad thing because a.) you'll get locked out of multiplayer and b.) it'll get replaced every time the game updates, destroying all your changes.

You can load mods by either using the "-file" command line parameter like Doom, or by creating a "mods" subdirectory in your Turok 2 folder and throwing custom KPF files in there to be autoloaded. You'll still get locked out of multiplayer, mind, but at least you'll have more control over it.
>>
>>3866839
>Yes, the main KPF data file is just a ZIP file. However, editing it is kind of a bad thing because a.) you'll get locked out of multiplayer and b.) it'll get replaced every time the game updates, destroying all your changes.

Sure, but can you extract models, textures, sounds etc. like that?
>>
>>3866846
Textures are PNG, sounds are WAVs, but the models are some nonsense format that you'll have to convert from the level editor with the exportobj command in the console and all the models have nonsense names and you have to repeatedly press up or down arrows to go through them, you can't hold it, and there's about a 1/400 chance that it'll crash in the process. There are thousands of models so it will happen.
>>
>>3866770
>>3866847
Official word from one of the programmers on Steam Forums:
>Serious disclaimers that it's not really ready for public consumption yet. We can't handle bug reports or feature requests for it yet, but yes, it does exist.
>>
So, uh... how's the Monmusu Quest mod doing? Is it still a thing?
>>
https://www.youtube.com/watch?v=NRMpNA86e8Q
So when are we porting Doom to shovels?
>>
>>3866792
damn cool, if that's your work how did you make the particle trail?
>>
>>3866871
>https://www.youtube.com/watch?v=NRMpNA86e8Q
that's fake, in the unlikely event you didn't realise it was.
>So when are we porting Doom to shovels?
shovelware compilations for shovels, full circle.
>>
>>3866897
It's a rail beam, not a projectile. Basically it's a string of 3d model beams that look like a "+" in cross section sized so they connect exactly to each other. The texture is a white smoke texture with a warp shader and the actors have the "AddShaded" blend mode and a StencilColor.

To make the monsters look burned, the puff actor of the rail beam has +HITTRACER and checks HP of the monster one tic after the hit and applies a translation to it if HP <= 0 so I don't have to define custom death states for anything.
>>
>>3866919
cool, thanks for the in-detail information. It does look really damn cool.
>>
>>3866908
>that's fake, in the unlikely event you didn't realise it was.
Well, duuuuh, it's the same guy who """played""" Doom with a toaster.
>>
>>3866924
Thanks. I'm kind of considering making a project: MSX addon with modernized code and human/mech enemies. If you or anyone else have any suggestions for that I'd like to hear them
>>
>>3866935
Different voices for the humans that isn't the generic security guard FEAR voice

At least have it be the Replica voices

>>3866859
It's still a thing, Mike is actively working on it instead of moving on to better projects.
HDoom on hiatus
>>
>>3866970
>>3866859
I'm also involved in the project (doing the combat stuff), can confirm there's plenty of stuff going on.
Also, HDoom isn't on hiatus. He's mostly waiting on other people to finish their sprites.
>>
>>3866976
>He's mostly waiting on other people to finish their sprites.

oh, we've heard this one before.

in other words, it's dead. rip in penis.
>>
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>>3866249
you want something that feels powerful? try the gauss rifle (or most master assemblies, actually)
the auto (double)shotty is also pretty fun
pic related, cheat sheet
>>
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I want to play some duke, but the desu site appears to be down. I get a 503 service temporarily down error.

Can someone post an alternative link to the duke jpg?

Thanks!
>>
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>>3866986
>>
>>3866976
>Also, HDoom isn't on hiatus. He's mostly waiting on other people to finish their sprites.
doyouhaveasinglefacttobackthatup.jpg
>>
Which mod does the whole "entire Doom series mixed together" thing better: MetaDoom or Doom Flakes?
>>
>>3867031
MetaDoom, easily.
>>
>>3867040
I guess it's because it had a bigger quantity/variety of weapons and the enemy system.

Also, Flakes got the Unmaker but it looked weird.
>>
>>3867031
i've never even heard of doom flakes
>>
it sounds like a breakfast cereal. 50% of your daily amount of iron buckshot. now with extra cacodemon blood
>>
>>3867046
There's only like two videos about it from some brazilian YT channel.
>>
>>3867043
Actually it's because MetaDoom has more polish and thought put into it, some of the extra features Doom Flakes bring seem really halfassed.
>>
>>3867050
When was it made? i know MetaDoom was done a while after D4D but i wonder if Flakes is either a first try that didn't work something thinking MD wasn't good enough
>>
>>3867048
An agitated skeleton in every box!
>>
>>3867051
Looks like it came out back in december of last year
>>
>>3867052
5000% of your recommended daily calcium intake
>>
Where are good places to get music for Doom levels?
>>
>>3867082
https://modarchive.org/ is a good place for tracker music
>>
>>3867082
http://www.mirsoft.info/
http://vgmusic.com/
http://snesmusic.org/
http://project2612.org/
ftp://ftp.modland.com/pub/modules/
>>
>>3867051
Looking at Flakes' OP, the guy clearly says he was inspired by MD and other "hybrid mods", so I guess the guy's just trying to make a mod similar to ones he enjoys. I'm in a similar boat right now, so ¯\_(ツ)_/¯
>>
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>>3867157
Same here.

I wanted to teach myself mapping in UDMF format, now I'm two levels into a full TC that is basically "Strange Aeons with Quake textures and monster replacements for the whole Doom 2 cast".
>>
What's the best way to play Wolfenstein 3D? Also, is there a mod for it that ramps up the violence/visuals without changing the gameplay?
>>
>>3867157
>I'm in a similar boat right now, so ¯\_(ツ)_/¯
what're you making?
>>
>>3867184
I'm planning out a project inspired by Cory Whittle's old EDGE mods like Immoral Conduct and Don's Challenge, while implementing everything we've learned as a modding community in the many, many years since those mods.

It's a difficult ideal to strive towards, and with all the technology changes going on in GZDoom lately, I've become a little gunshy on pulling the trigger and launching into full-on development until I see how things evolve with the engine some more.

Interesting Times, etc.
>>
I just played Ultimate Doom for the first time and I loved it, as well as nu doom, now I want to play a Quake game. Which one do I start with?
>>
>>3866997
>infamous Bob Averill

Who? First time I hear of that fellow.
>>
>>3867194
The first one obviously then 2 and Quake Live
>>
>>3867194
Quake 1 of course.
>>
>>3867194
Quake 1. You could also try Duke Nukem 3D or Blood before that.
>>
>>3867194
It's OK, lots of people liked new Doom, you don't have to hide it. The controversy lies in whether it was as enjoyable as old Doom, or merely an ok to good game.

I second Quake 1. It has the ID team at their top in terms of level design, its the last hurrah of old ID before things started to change and Romero and Peterson left. Quake 2 is dry and flavourless by comparison. You may not like the tougher monsters, but the atmosphere and level design is top notch.
>>
>>3867224
>tfw Quake 1 had a setting and concept with a lot of potential
>No other game, besides the expansions bother to expand it
>>
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this project brutality/quake thing is more bugged than planet p. that being said, is there any mod that shit can get out of control fast? i mean monsters on your dick in no time. i know about colorful doom, 2hu doom, pmsx, SUAB & drla
>>
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Only tangentally related, but has anyone here played this? Is it worth playing?
>>
https://discord.gg/NJ8sKQf

Discord for Quake 1 mappers to post screenshots and talk shit.
>>
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>>3867240
>when you take control of a hazmat worker & pick up something radioactive & bring it into a room, killing all inside that is unprotected inside the room.

it's good but not that good.
>>
>script error, "Kiras_Bizarre_Adventure.wad:DECORATE" line 379: Expected ')', got ','.


Does anyone know how to fix this?
>>
>>3867203
>>3867204
>>3867221
>>3867224
alright thanks guys!

>>3867224
yeah I just hid it because its not retro
>>
>>3867240
It's pretty average but worth a bash
>>
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>>3866806
Neat.
>>
>>3867259
update your port
>>
>>3867224
I liked Q2 better. Q1 is pretty boring outside of multiplayer.
>>
>>3867286
I think the same if you switch places with the "1" and "2".

Q2 had god tier MP mods
>>
>>3866290
Why hasn't someone made an A E S T H E T I C vaporwave Doom wad?
>>
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>>3867317
I know, right?
>>
>>3867317
https://www.doomworld.com/vb/wads-mods/90590-d-o-o-m-w-a-v-e/
>>
https://www.doomworld.com/forum/topic/93291-dmxopl-new-and-improved-dmx-genmidi-for-doom-and-sourceports/
https://www.youtube.com/watch?v=jG9Gqwn7QD0

well this sound fucking cool
>>
Bitch I crashed Turok 2's level editor so hard even Firefox was unresponsive

When's that shit getting updated
>>
>>3867202
dunno i just reposted the requested picture
>>
>>3867317
I wonder if you could make a satisfactory vaporwave palette.
>>
>>3866627
Is this OC or is this an edited version of the lackluster SYWTPS Blood I made?
>>
>>3867278
>>3867279
a terrifying vision of a future that gratefully did not come to pass
>>
>>3867238
>is there any mod that shit can get out of control fast

Hideous Destructor.
>>
What are some shitty wads to learn what not do do when creating levels?
>>
>>3867386
Doom 3 has some fantastic mods.
>>
>>3867417
just hit random on /idgames, it's not too hard to find something you'll hate
>>
someone post screenshot saturday thing I lost mine
>>
>>3867417
The Joe-Ilya collection
>>
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YOU KNOW WHAT DAY IT IS, POST WHAT YOU'RE WORKING ON.

WHAT ARE YOU MAKING?
HOW'S YOUR SPRITES?
GOT ANY MAPS?
OPTIMIZE YOUR CODE YET?
HOW'S YOUR PROJECT COMING ALONG?
>>
>>3867226
That feel.

It's what bugs me about Quake's development the most.
>>
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>>3867437
Well I added -fast support and it makes everything super duper hard.
>>
>>3867226
It's just a mishmash of a bunch of concepts as they tried to turn a failed RPG into a proper FPS.
>>
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>>3867437
Just a little cave map I've been working on.
>>
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>>3867437
Still making a horror themed wad with a shit load of Quake 1 textures and some new monsters.
>>
I'm really disappointed that Kaiser didn't put in some self-insert multiplayer skin goofs like Quake 3 Arena had.

There's already some weirdo in there! Where's Nightdive?

Also there should have been Quake 3 Arena style bots for offline skrimishes. I just want to run and jump and shoot and not have to find more enemies to continue shooting. Just give them to me.
>>
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>>3867446
>>
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>>3867452
>>
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>>3867453
Last time I posted, Anon said it was too dark. I tweaked the lighting to be a little brighter, hopefully it'll strike the right balance between not too dark to fight, not too bright it spoils the atmosphere.
>>
>After this operation, 666 kB of additional disk space will be used.

uh oh
>>
>>3867461
uh oh
>>
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>>3867461
>666kb
>>
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>>3867461
>>
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>>3867437
Editing sprites and trying to do like 4-5 sounds.
Going to walk the dog and eat lunch now though.
>>
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>>3867437
BETA 3 TIME, FUCK IT
https://www.dropbox.com/s/4u8igf175up0d5w/Babel%20BETA%203.zip
https://discord.gg/ns5wt3m
I've added a metric fuckon of polish since the last version, but performance may have suffered a bit.

Notable additions that can be toggled in the options menu:
- Autosave
- More particles and blood (especially on cybie and the spider)
- muzzle flashes with Dynamic lights

Notable gameplay additions:
- Hell nobles now reduce fear with their attacks again
- Pulse Rifle now has a 1/2 chance to force gibbing
- Tons of random tweaks, to be honest I kept very poor track of them
- Cacodemons will make a sound and project particles (if particles are on) when dodging to better show what's happening
- Archvile summons will show a tracer path our from the vile before summoning so you know where they're going to appear

Others:
- All monsters/weapons rewritten to use anonymous functions where possible
- SMG sprite edited to look way better

I've also included the Plasma SMG and Hellfire Revenant addons, which are meant to serve as example wads to help people make compat patches for their favorite stuff (since Babel will also have a Monsters-only version and can be patched to add fear/sync to custom monsters on mapsets). Obviously this is a bit early for that kind of thing but if you know how to mod stuff take a look at them and give me some feedback on the comments in the files, I want to ensure they're as readable as possible.

I'll be in and out of the discord but I should get back to you, or post in the thread if you have feedback or questions.
>>
>>3867474
ahegao
>>
>>3867476
>ahegao
wut
>>
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>>3862676
I like it, but I have one big issue with it.

THE FUCKING SPRINT METER FUCK OFF. IT DRAINS SO FAST AND REPLENISHES SO GODDAMN SLOWLY FOR FUCK'S SAKE I'M SO TIRED OF CRAWLING ALL OVER THE MAP JUST LET ME GO
>>
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>>3867368
>>3866627
Here's the original, Had to comb through my old hardrive to find it. Even though it's shit it feels weird having a contribution by me be talked about here every now and again.
>>
>>3867475
And of course I use an image with the old SMG sprite :^|
>>
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>>3867451
Who are these people I found in the files? They aren't in the skin select menu.
>>
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>>3867437
Working on the next tier bomb upgrade, I think if the player somehow finds a THIRD chainsaw during a mapset, I'll just give them a pack of missiles because I can't think of a way to upgrade the bombs any more past this point without going full retard.
>>
>>3867478
I think he's implying that's the sound your enemy appears to be making
>>
>>3867478
>>
>>3867486
maybe the programming team?
>>
>>3867496
Ah.
>>
>>3867459
>>3867453
>>3867452
Hey I remember you, map looks cool. When do you think you'll release it? I'd love to play it.
>>
>>3867459
That shield dude better not be able to block stuff, anon. Is this just gonna be a unique map and monsters or are you bringing some weapons too?
>>
>>3867510
When I'm done placing monsters into map 2 I'll upload it to /vr/. All the level layout is done on the first two maps, I just need to tweak monster encounters which I feel is my weakness point.

>>3867514
Hate to break it to you... The raise the shield when they take a hit. They're identical to their Strange Aeons appearance, weaker Hell Knights with a minor gimmick.
>>
>>3867520
Just as long as they don't go full centaur. I'll accept it
>>
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>>3867482
>people still talk about zblood like its a remake and not just a blood themed doom wad
>>
>>3867514
>new weapons
I've considered doing all new weapons as it feels like a logical next step now that I've replaced all the monsters, but I also kind of want to keep that "Doomguy trapped in Lovecraft world" feel.
>>
>>3867521
Never go full centaur
>>
>With the success of Turok 2 EX I'm proud to announce Blood EX is coming early 2018!

https://twitter.com/SVKaiser/status/284198128498905088
https://twitter.com/NightdiveStudio/status/842619772760023040
>>
>>3867545
lol
>>
>>3867520
>>3867521
>>3867539

...You know, you're not limited to making an actor invincible when it's holding up a shield.

Instead you can have the monster spawn an invisible actor with the +SHOOTABLE and +THRUSPECIES flags. Make sure to give the monster & the spawned actor the same Species property, too. Set the monster to be the master of the spawned actor through SXF_SETMASTER, and have the spawned actor constantly A_Warp to a few mapunits in front of its master.
>>
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>>3867545
>>
>>3867545
Fucking epic, bro! Upvoted!
>>
>>3867238
DRLA monsterpack w/ legendoom
armageddon difficulty
enjoy your excrutiating pain
>>
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>>3867545
I hope you stub your toe on something in the near future.
>>
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>>3867545
>>
>>3867545
you sir need to kindly fuck right off
>>
>>3867553
Sounds like technical wizardry of the highest order. I had no idea this sort of thing was possible. Feels like every time I open up SLADE and the Zdoom wiki I learn something new.

The original point of my mod was just to teach myself modern mapping techniques and learn the UDMF format. Map 3 will be themed around a sewer / flooded cave because I'm learning self-referencing sectors and water effects.After that I'll do maps themed around wacky portal effects and 3D floors
>>
>>3867545
Was as unlikely as ever that Nightdive Studio would EVER post about it since obviously Kaiser's going to have to do it the same way he did Doom 64 EX and Powerslave EX.
>>
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>>3867545
>>
>try to register on Doomworld forums
>every time it says "You have failed the security checks" even though I was greenlit for everything

What the fuck is happening?
>>
>>3867572
You have to delete your 4chan and Doomworld cookies
>>
>>3867575
>4chan cookies checked by New DW
I sincerely hope you're kidding.
>>
>>3867572
Ling being a full retard.
>>
>>3867240
The game has two main problems. One, it rarely has scenarios where both civilians and cops are present, most of the time you're just possessing one cop to possess another cop. Two, you rarely have to assume any roles and do any tasks specific to the person you're possessing, most of the time you're just running around corridors or dealing with mediocre platforming segments.
>>
>>3867489
and now there's an ammo limit to make sure players can't spam bombs or the morphball.
>>
>>3867572
The entire shebang is being overhauled, Linguica probably fucked something up when trying to make it all work, try again in a couple of days when he might have unfucked it.

>>3867575
>delete system32
>>
I feel like mines haven't been used often enough as a theme. I remember one in Alien Vendetta but that's it.
Does anyone know any other wads with mines?
>>
>>3867654
Russian Overkill
>>
>>3867658
yeah real funny jackass, he means maps with coal mines or whatever, not weapons that lay proximity charges
>>
>>3867654
blood has some mimes
>>
>>3867668
huehuehue
>>
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>>3867619
and now I have a few simple frames to show the player his ball is ready to be shown to the world.
>>
>>3867437
>Another Screenshot Saturday rolls around
>I'm still not working on anything
o-oh.

>>3867445
Looks cozy.
>>
>>3867545
>early 2018
how can they guarantee that? was he already working on a blood remaster?
>>
>>3867654
You Dig
>>
>>3867545

>I'm proud to announce Blood EX is coming early 2018!

How the hell did they fool Atari into doing something potentially RIGHT for once?
>>
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>>3867764
>>3867757
>>
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>>3867757
You got half punked, anon
>>
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>>3867684
>Little doomguy curled up in your hand

that's adorable
>>
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How classic is Alien Vendetta?
>>
>>3867795
Extremely classic, right up there with Scythe 2.
>>
>>3867795
>>3867797
misri halek sure was an adventure and a half
>>
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>>3867684
>>3867785
agreed but shame it has a black outline that makes it clash horribly with the style of the hand

sorry i know you're stubborn about the outline and it's generally fine on your sprites which are entirely in that style but you can't combine black outline sprites and non black outline sprites at a completely different scale into one sprite without it looking bad. in my opinion of course.
>>
>>3867795
it's one of the few compet-n PWADs megawads, that means the original hardcore Doom speedrunner community considered it good enough to be worth playing obsessively over and over again without getting bored of it.
>>
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Recoded the MSX pulse rifle with new behaviour and zscript code to avoid all those awful inventory checks. Loaded as a separate pk3 with vanilla MSX.

The idea is that high mass mode shoots high dps projectiles and high velocity modes shoots less efficient rail beams that work better against crowds or something.

I'll try remaking the grenade and running code as overlays on the player actor next.
>>
>>3867805
And my opinion.
>>
>>3867810
That seems way less effective than the original. I dunno why people underrate that weapon so much, it absolutely shreds anything that isn't immune to explosions.
>>
>>3867814
>That seems way less effective than the original
Haven't spent any time at all fiddling with the damage values and such yet.

> I dunno why people underrate that weapon so much, it absolutely shreds anything that isn't immune to explosions.
They do? I think it's the best weapon in the whole mod.
>>
>>3867814
It's an undisputed top tier weapon

>Tapping the standard shot leaves a little damage aura that stunlocks anything and makes it very ammo efficient
>Full charge shot we don't even bother with because it will never amount to the same kind of damage and control of the tap shot

>>3867810
Seems interesting
>>
>>3867823
>Full charge shot we don't even bother with because it will never amount to the same kind of damage and control of the tap shot

Full charge shot is invaluable against large crowds though, especially if they surround you. A full power straight up jump where you fire at the peak.

Also very useful for packs of cacodemons which is the second most dangerous monster after diabloists in MSX.
>>
Wait wait, someone's expanding Project MSX?
>>
Project MSX is updating?
>>
>>3867862
Not promising anything will finalize, but yeah I'm tinkering with it. Still looking for suggestions if you have any.
>>
>>3867862
Yes. Project MEX from Nightdive Studios, coming 2018
>>
>>3867867
Project SMEX
>>
>>3867867
Project ManSEX
>>
>>3867865
Not official at all and I'm not the original author, its just a patch/mutator to run along with the last release.
>>
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ugh misquote
>>
>>3867810
Why does this map look like it's from a Quake game to me?
>>
>>3867876
Back To Saturn X Ep1 has a fair bit of inspiration from Quake 2 I think.
>>
>>3867876
>>3867879
BTSX E1 is basically a hybrid of KDITD, Doom 64's early levels and Quake 2 in terms of visuals.
>>
>>3867870
Project MlpSEX by Major Cooke and joe-ilya
>>
>>3867895
fucking kek
>>
currently building an old computer just for /vr/ vidya what other old school fps would you recommend?
>>
>>3867903
Dark Forces 2
>>
>>3867865
Here's a suggestion, add an option to remove the waste of screen space at the top, bottom, and bottom corners of the HUD. They look awful and don't make any sense (if this is a super-advanced super suit, it wouldn't be obscuring your vision). Keep the rest of the HUD though. Maybe push the energy meter a little lower and the weapon icons higher.
>>
>>3867915
I think I want to experiment with new hud inspired by that of modern fighter jets and quake3 competitive huds, with non-intrusive info mostly near the center of the screen. That will have to wait until ZScript actually supports hud stuff though.

Another thing I'd like to try my hand at is more advanced movement, perhaps with mantling and ninja moves like wall jumping and slide tackles or whatever.
>>
Also DEFINITELY particle effects and decals that change with the texture of the wall you hit if/when zscript gets support for that.
>>
>>3867934
I don't see how mantling would be a worthwhile addition.
>>
>>3867949
Not him, but: Would make 3D platforming more forgiving, so you can climb up onto something if you undershoot it a bit at first.
>>
>>3867987
But the mod already has Super Jumps. Mantling would just slow it down in an nonconstructive way.
>>
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>>3867437
wip overdesigned glock thing
>>
Yholl x Shivers OTP
>>
>>3867865
>>3867934
What about dash punches and dash jumps?
>>
>>3868043
Kegan x Term x Kinsie love triangle
>>
>>3868067
Term: Oh yeah Kinsie finish my project...
Kegan: No Kinsie, help me. I've got a HUGE update over here and nobody to help me out with it.
>>
>>3868075
Kinsie: quits and makes angry internet posts instead
>>
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>>3867437
Almost late because I was asleep all day.
Added a homing rocket launcher upgrade and mail system.

There's a few ideas I had for large systems in the mod a year ago when I started working on it that I want to visit now that I'm more happy with the balance and general feel. One is your computer brain having more importance, where it has a CPU and RAM and etc. that you must upgrade to use more intensive upgrades at once.
Another is robo companions that shoot for you and stuff, which would have a very similar system (same tech) and have scrapping like DoomRPG's turrets.
>>
>>3868090
>and mail system
...You gotta explain this.
>>
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>>3868094
You get mail from people sometimes. Lore bullshit because I like writing stuff nobody will read, even though I suck at writing.
It took a fair amount more effort to implement than I thought it would, but that's alright.
>>
>>3868097
it tells you what weapons are avaliable on the map?
>>
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>>3868102
No, it's just a message you receive on the start of the game. There's also messages for when you complete clusters of Doom 2.
Also someone gave me a sprite and it was cool so I added it for the gauss rifle.
>>
>>3867417
>What are some shitty wads to learn what not do do when creating levels?

It's not shitty by any means, but Knee-Deep in ZDoom is...probably what you should avoid when making ZDoom maps.
>>
>>3867665
your sperging was more than worth it.
>>
>>3868145
*Anon carves another notch into his bed post*
>>
>>3868150
*phonepostin*
>>
>>3867475
I posted this on doppelchan because no one here seems to be giving it much attention.

Anyways, definitely plays well to me but the performance is a bit mixed on my old HP laptop even with all the effects turned off. Also it seems like the performance settings don't work for stuff that's already spawned.
>>
>>3868150
you're forgetting your free 'I replied to a post' pin.
>>
>>3868160
Performance is gonna be a bit iffy on older stuff yeah. You're also right, right now it's best to set the settings and leave them but in the future they'll work better. I just haven't implemented that yet due to performance concerns.
>>
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>>3867805
I might actually remove the outline from the morphball, I could argue it's not a projectile but like. A character, technically.

I've also had someone mention the doomguy morphball might be a little jarring tone-wise, saying my mod is a serious project based off a serious game, but I always felt the first Metroid had more of a lighthearted, adventurous tone compared to the other Metroid games.

Though I am kinda serious about this project, I'm making it out of love for Metroid and the NES version
>>
>>3868043
Does Yholl post here? He seems like a breddy cool guy
>>
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>>3868225
Not often, he's very reclusive and kinda flighty
>>
>>3868228
what is this joke about yholl being a bird?
>>
>>3867187
>Don's Challenge
What is it with people and putting in smoking/drinking to gain health/armor in their mods?
>>
>>3867440
Like a trapped animal.
>>
>>3867486
I think the Iggy skin in the original version would randomly pick a dev's face? I don't remember.
>>
Best wad made by /vr/?
>>
>>3868271
/pol/.wad, easily
>>
>>3867826
Charge grenades fill that role better and the plasma rifle rapid mode can deal with crowds better while using less without heating issues.
>>
>>3868271
PUSH
>>
>>3868276
>ded wad for ded port
kek, if we're gonna include Term's shit then Demonsteele easily surpasses Push.
>>
>>3868279
I like Samsara.
>>
>>3868135
>It's not shitty by any means
>Knee-Deep in ZDoom

You're generous.
>>
>>3867489
I know you like balls, but I think this is going into the "I go overboard with features in my mod" territory.
>>
>>3868284
I only added it for the sake of keeping multiple chainsaws relevant. Though I guess the odds of a player getting that many chainsaws through a mapset are pretty slim.

I could just trim it down to one charge attack.
>>
>>3867489
This seems incredibly useless
>>
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>>3868282
What a piece of shit
>>
>>3868289
I thought the throw-able bomb was the chainsaw weapon? Then the upgrade was throwing the bouncing Ballguy. Either way, multiple chainsaws were never relevant to being with I thought, just there for pistol starts or if you hadn't picked one up already.
>>
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>>3866139
Just here to remind you all that this was a thing
>>
>>3868135
>>3868283
What did KDIZD fuck up, again? I never played it but I saw a streamer play it. I seem to remember it being full of a lot of bullshit where a switch changes something on the other side of the map, which might be what you're referring to.
>>
>>3868343
Classic overdetailing and underdesign. If it wasn't for the insanely complex detail the mapset would have been panned for shitty switch/key hunts and boring overall encounters.
>>
Term please make a redneck version of Nocturne in Yellow that's just called Nocturne in Yeller
>>
>>3868346
Ahh, so THAT's what you were trying to prevent SArais from doing. That makes a lot of sense.
>>
>>3868309
Nah the player starts with bombs, the player starts with a shit range so to compensate they'll have bombs and some missiles to start them off with too. Just in the off chance someone plays through a map set where they don't get a shotgun early on.
>>
>>3868350
Actually I'm not that guy but he would do well to consider gameplay before visual style.
>>
>>3868271
For wads that were only developed solely because /vr/ exists? iirc we got GMOTA guy started, so probably that. Term was already making stuff before this thread. If I'm wrong about GMOTA guy, then FKER or Fractal Doom maybe? I'm not sure if these folks were active beforehand. 200 minutes of /vr/ was a purely /vr/ project...

We've put out some decent shit, really.
>>
>>3868363
Yeah, GMOTA became a thing here first. I made a random post years ago pondering a gameplay mod idea about how the player has weaker weapons and builds ammo for stronger variants by hitting dudes.

Then it just kinda snowballed from there. I have BURL_TUMD to thank for starting me on that path too, the sword there is so much fun to use.
>>
>>3868363
Would BURL TUMD count as well? Not sure if Eric dabbled in making mods before /vr/
>>
>>3868367
>>3868370
>BURL TUMD
Forgot about that. Is there a complete /vr/ wadlist somewhere? The "so you wanna play" thing had a few, but I don't remember if it was complete, and more were made since.
>>
I can't wait for the next version of GMOTA

I don't think any of GMOTA Guy's mods have been unsatisfying to play
>>
>>3868363
BURL TUMD got me going too, before that I never thought to try to understand how a Doom mod worked inside. Thankfully it was really easy to read.
>>
>>3868374
Blastmaster isn't very good.
>>
>>3868372
There are the two 'OUR WADS' pastebins in the OP, but they have not been updated in a while. Though nobody has really taken up that mantle again, I started a news archive to help catch some of the links at least.
>>
>>3868378
What is Blastmaster?
>>
>>3868382
A mod I banged together in the span of month or so for a contest on the ZDoom forums where you had to make a mod under 64kb

https://www.dropbox.com/s/zbzd5ygjmjr2274/CK_Blastmaster%28v1.1%29.pk3?dl=0

The controls are really bad, and I'd say it's probably the most convoluted mod I've made.
>>
The rocket has its face pointing to me as it flies backwards when i add A_CustomMeleeAttack
Why? :(
> Spawn:
> MISL A 1 Bright A_CustomMeleeAttack(ACS_NamedExecuteWithResult("rocket", 0, 0, 0), "", "", "Melee", false)
> Loop

https://zdoom.org/wiki/Classes:Rocket
>>
>>3868390
A missile fired with A_FireCustomMissile (or any other such function) will have the thing that fired it as its target, so it'll try to attack you. Use A_Look to make it try and acquire a target.
>>
>>3868386
Man whaaaaat the fuuuuuuck, this is weird.
>>
>>3868396
wait til you find the climbsaw.
>>
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>choose to boot up playthrough of Hideous Destructor after a good 7 months of my interest in doom in general fading away
>do excellently in e1m1 of PAR, leave it for the day
>resume today, as of five minutes ago
>*actually* finish map1 this time around

>boot up map2
>filled to the brim with soldiers and imps at the very beginning, but find myself surprisingly capable of pushing back by taking potshots/guessing by poking my head in and out of the water puddle I'm in
>eventually only 1 imp remains in the distance
>decide to save
>game freezes
>...

>load game back up
>game makes it .5 seconds prior to freezing again
>everytime
>ZDL is blank again

I underestimated this game's ability to kick me in the goddamn nuts whenever it feels like it.
>>
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>>3867437
>>
>>3868374

What are some good medieval themed maps to go with this mod?
>>
>>3868404
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cheogsh
>>
how would i go about making a weapons only version of accessories to murder? i know nothing about what to delete while using slade
>>
>>3868410
https://www.dropbox.com/s/afwol0zvuuvftld/ww-doomnukem-weapons.pk3?dl=0
This'll work, but there are some non-critical errors. Basically I just deleted the enemies from the actors folder.
>>
>>3868413
thanks mate
>>
>>3868425
Actually, the BFG might be broke, test it to make sure.
>>
>>3868386
From the name I expected a Blaster Master weapon set.
>>
>>3868430
just tested and nothing seems to be broken. like you said, seems to just be non critical errors
>>
>>3868436
Alright good, just wanted to be sure.
>>
>>3868432
I should do that do, one of these days. Though admittedly it'd be especially gimped given how weapons worked in Blaster Master
>>
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Yo, any room for Tribes in this bih?

https://www.youtube.com/channel/UCJUDVh2GBuPEis11P8E0Jqw

Been binge watching this channel. Idk why, but Tribes 1 demos are always so comfy for some reason, to me at least.
>>
>>3868395
Spawn:
MISL A 0 A_Look
MISL A 1 Bright A_CustomMeleeAttack(ACS_NamedExecuteWithResult("rocket", 0, 0, 0), "", "", "Melee", false)
Loop

And it fucking disappears upon seeing a monster :----DDDD
The whole thing for the rocket launcher is here https://spit.mixtape.moe/view/3001394e
>>
>>3868467
Try:
A_LookEx(LOF_NOJUMP|LOF_NOSEESOUND)
>>
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>>3866627
i made this edit. its outdated now.
>>
>>3868467
>The whole thing for the rocket launcher is here
I can't see the code you put just above in there. A_Look goes to the See state when it spots something.
>>
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>>3868486
>French Meat

Why did I start laughing
>>
>>3868473
>>3868528
Just noticed that A_CustomMeleeAttack does not do any damage (to monsters), it was A_Explode all along, sorry for wasting your time guys. ;_;
>>
>>3868446
Tribes 2 was my jam and had fantastic music and aesthetics. Vengeance was such a piece of shit.
>>
>>3868486
I was reminded of that Blood reimagining that's gonna be a Dreamcast exclusive.
>>
>playing through Arcane Dimensions, brought over old save file but can't remember which single rune I got corresponded to which map
>slog through Crucial Error AGAIN
>already have the fucking rune
>play OBD and have a lot more fun despite the map specifically warning you about its difficulty when playing on hard
>forgot enemies can jump off ledges now
>ogres and knights doing fucking mctwists off platforms to swipe at me
>[muffled screaming mixed with HUHing and crying]

Still not a huge fan of the new Shambler model though.
>>
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>>
>>3868576
Wrong thread, or..?
>>
>>3868097
SetHudClipRect (plague be upon it) or a parser that inserts /n's?
>>
>>3868582
It already uses SetHudClipRect, the text drawing function ZDoom has just sucks so much that it keeps rendering text that can't be seen.
The scrollbars in Lithium (ab)use SetHudClipRect so scrolling down doesn't look strange.
>>
>>3867949
It's just something I really enjoy in ever game I've played that has it. Makes movement feel more tactile and dynamic.

>>3868047
Sure!
>>
>>3868590
>>3868582
Oh, sorry, I just realized that was a question and not a suggestion. Yes, it uses SetHudClipRect for wrapping.
I do have a custom font renderer that can insert newlines for wrapping but I don't need it for Lithium, so I haven't used it.
>>
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>>3867187
Oh man, Don's Challenge.
I remember playing that.
Did anyone port it to ZDoom yet?
>>
>>3868598
>I do have a custom font renderer that can insert newlines
I have one as well, and I'd use it for wrapping even when not strictly necessary because I just hate almost all the current message functions in zdoom.
Also, having exact control like that means I can keep track of the size of lines and words for clicking on.
>>
>At the end of the day, though, all the true 3D in the world doesn't save Quake from the fact that it is hollow as a game, and merely a shell supported by its technology. Gameplay and content are king, and that's why Duke outsold Quake by a hefty margin. When it gets right down to it, most people don't notice true 3D when they are playing the game, they only notice whether they are having fun.
Does /vr/ agree?
>>
>>3868606
That is definitely one thing I'd like to use it for, being able to click on text in info pages to bring you to relevant things.
But that's not really high on my priority list, and the rest of the mod is not designed in a way that needs it.

Mind sharing your font renderer?
>>
>>3868610
Shit, I would but I don't have the file (the point and click adventure thing) its inside on hand. I could post it here later or pm when I have it if you wish.
>>
>>3868607
No.

Also Game VS Game battles are fucking stupid, especially when they're over 20 years old.
>>
>>3868607
Quake has stellar gameplay, its not just supported by the engine.

But it IS wasted potential. The atmosphere is incredible, but it never goes anywhere. There's no pay off, and many maps feel unconnected and without a strong theme ("Oh, is this another castle level?" instead of "This is an outpost on a world where Shub Niggurath fought other Outer Gods")

There are only two bosses and only one could truly be called a boss fight. The other episodes just end on an anticlimax. Feels like each rune should have its own guardian, maybe even a Great Old One. Something Shub's forces would also want to battle to take the runes.
>>
>>3868634
Quake The Way Id Should've when?
>>
>>3868607
No.

Quake is unfinished, Quake is cobbled together, and Quake is simplistic, but I'll be damned if it's hollow. It's one of those games that winds up being way more than the sum of its parts just by how unique the mish-mash ends up. Duke is a literal meme-game; Quake doesn't need pop-culture references or BALLS OF STEEL to be enjoyable, just a nailgun and some things that should not be who want you dead.
>>
>>3868645
>meme as an adjective

and you were so fucking close
>>
>>3868634
I think what held back Quake the most was that its development wasn't quite as smooth as it could've been.
>>
>>3868607
Well if Quake is hollow then Duke is shallow :^)
>>
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>>3868204
smooth/feather the inner edges and add a subtle white highlight for that glassy sphere look
>>
>>3868648
It's true, though. In general, no one talks about Duke or remembers it for its gameplay or engine- it's remembered for throwing money at strippers, shooting pig cops, and running out of bubblegum. Dick Kickem Forever only helped to reinforce that with its years of waiting for fucking nothing. Doom has its comic (RIP AND TEAR RIP AND TEAR a few thousand times) and all its mini-memes (caco petting, agitating skeles, what have you). Quake has literally nothing to work with beyond "boy, that game was really brown" and is almost always forgotten (along with Q2, Q4, ET:QW) in favor of Q3A and its status as supposed best shooter ever made by anyone in this dimension.
>>
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>>3868657
>>
>>3868607
where is this from?
>>
>>3868654
So what you're saying is doomguy is part marble?
>>
>>3868659
debate me
>>
>>3868660
Old dev interview for Blood.
>>
>>3868662
no? it was just a suggestion to make the black outline look more natural in the palm of the hand
>>
>>3868650
IIRC, Romero found developing Quake to be very stressful compared to Wolf 3D and Doom.
>>
>>3868668
Wasn't Romero the one who made most of the tools to make Quake itself (map creation, texture importing, enemy scripting) along with all the maps he made while Carmack did the engine? I'd imagine it would be stressful as hell, especially with the jump to full 3d and brush-based mapping instead of Doom's sectors/ceilings/floors/walls.
>>
>>3868667
>add a subtle white highlight for that glassy sphere look
Okay.
>>
>>3868673
shrug
>>
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>>3868025

now ingame

also 3D bullets made entirely out of sprites
with the help of code which was totally nicked from D4D
also hand sprites nicked from TSP
>>
>BD64 won mod of the year award at SXSW.
>Mark actually remembered to credit Kaiser for the original mod.

There is hope.
>>
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help
i did math again
and now weird things are happening

these were grenades
and they just kept going in a circle
>>
>>3868665
source?
>>
>>3868685
You asked permission for those sprites, right?
>>
>>3868697
nope
and i wasn't going to
placeholders for something that might that was never planned to be released and might be abandoned the next day
>>
Finally started playing Ancient Aliens. Up to map08 and having a blast.
>>
>>3868712
I'm still waiting for the Final Doomer weapon pack before I really get into that. Looks gorgeous though.
>>
>>3868709
¯\_(ツ)_/¯
>>
>>3868714
I prefer to play mapsets without gameplay mods first.
>>
>>3868565
decrease the gamma value a bit, please
>>
>>3868643
>three new bosses based on Great Old Ones like Dagon and Cthugha
>redone Shub with totally overhauled final level
>Shalrath wizard
>vomitus
>dragon
>Super Thunderbolt
>stronger implied narrative within each dimension at the very least
>same haunted atmosphere
>>
>>3868749
>spawns that don't totally suck enormous dicks
>>
>>3868752
Spawns are fine, they give you a reason to learn how to bunnyhop
>>
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um...
>>
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>>3868910
SHIT!
>>
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>>3868913
& so endeth my run, you folks weren't kidding about these things.
>>
>>3868605
>>3868605
Where do you even find it? I looked for it for years but it seemed to have disappeared.
>>
>>3868607
Yes, to a point anyway.

I like Quake, it's cool, and it's fun, but Duke Nukem 3D ultimately is a much more lively and exciting game to me.
>>
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Holy shit, using StateLabel Somename; and Return ResolveState(SomeName); instead of goto in zscript is amazing. I can put all the damn reloading and checking code in a single parent weapon now.

Recoded pistol here, with fancy tracers and slight offset and scale adjustments for the animation. Puffs and decals not yet included.
>>
>>3868924
may i ask who is doing this? or would you prefer to remain anon
>>
>>3868926
kodi.
>>
>>3868916
Don's Challenge 1
https://mega.nz/#!8lNS0C7I!MjoNihUqJjvca9WJQn3a54oPVeCzS-7fJkE2rtqp0Gc

Don's Challenge 2 demo
https://mega.nz/#!NsklBBoI!-K6fP0mTOBPJvK4WLPZAHyzD5K3DdUYc-eqidoArOKI

DC2 has no maps, Cory never got around to making them
>>
>>3868404
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/legher
>>
Does Xaser ever post here?
>>
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>>3868914
>>
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Suggestions for color themes?
>>
>>3868958
Gray on gray with small details in FFAA00 and FF5500 orange?
>>
>>3868927
ah nice, someone who knows what they're doing
>>3868951
i doubt regularly but wouldn't be surprised at once or twice
>>3868958
if you call the blue one umi please call the orange one honoka
>>
>>3868657
You don't really know what you're talking about and I don't think you were even around when Duke3D came out.
>>
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>>3867437
This dumb thing.
>>
>>3868958
Ooh can we have the umi borders with the dark black background from ender?
>>
>>3868992
>ah nice, someone who knows what they're doing
..I just find increasingly more complicated ways to fail.

>>>/wsg/1598086
Pistol has burst fire mode and new sounds(not final) now. Way less accurate but more DPS up close.
>>
>>3869101
modest, too
>>
>>3867810
>>3868924
>Recoded the MSX pulse rifle with new behaviour and zscript code... Loaded as a separate pk3 with vanilla MSX.

So you can mix and match traditional DECORATE lumps and ZScript? Neat.

>Still looking for suggestions if you have any.
What I'd love to see in a remastered MSX is a revamp of the dodge/sprint system.

I tried looking at the dash code from Trailblazer, but I suck at ACS.

What I wanted to do was the following:
>Double-tap any movement key to dash.
>Double-tapping Forward, but holding it after the second press, causes you to sprint. Release Forward and/or press another movement key to stop sprinting.
>>
>>3869132
Double tapping for dodging and dashing can fuck you over something fierce on doom though, seeing as on small bridges or when dodging a lot of projectiles you'll find yourself tapping directions a few times for small adjustments, and then you'll go flying off into a clusterfuck of projectiles or fall off the bridge you're on because you triggered a dash input.
>>
>>3868390
>>3868395

...Uh, if you need a missile that homes in on enemies, is there some reason you're not using +SEEKERMISSILE and A_SeekerMissile?
>>
>>3869135
True, but Trailblazer allows you to adjust the input delay.
>>
>>3869132
>>3869135

>So you can mix and match traditional DECORATE lumps and ZScript? Neat.
Zscript actors can inherit from Decorate actors, but I'm making entirely new ones using only the sprites, sounds etc. defined in the main pk3.

Some of it is a pain to port over to zscript because there's so much co-dependency with inventory checks and stuff. Also frame skips in state jumps which I really hate. The grenade throwing code in particular is a mess.

>Double-tap dodge
I almost invariable fuck up when that's turned on in any game. It should be easy to code though so I could put it in but make it cvar-dependent.
>>
>>3869152
>Also frame skips in state jumps which I really hate.

Agreed. It really doesn't help that the ZDoom Wiki STILL erroneously states from where an frame offset starts counting from. The Wiki says it starts counting from the first frame after a state label, when in fact it actually starts counting from the second frame after a state label. This drove me absolutely bonkers when I was first learning decorate.

I am so glad decorate got anonymous functions. Frame offset jumps are a lot simpler now, since you can just wad up a bunch of action function calls on one frame.
>>
Term why are you so sugoi I want to marry you
>>
>>3869152
>It should be easy to code though so I could put it in but make it cvar-dependent.

Awesome! Thanks for this. Maybe now I can learn what I was doing wrong.
>>
>>3869162
>It really doesn't help that the ZDoom Wiki STILL erroneously states from where an frame offset starts counting from
Shieet, I didn't even know. I personally thought it was so messy I never wrote a single frame offset ever, preferring instead to use a shitload of states. And no state fall-through either.

>I am so glad decorate got anonymous functions.
They're indeed a thing of beauty. In zscript I also love how an actor can run any action function on a pointer like tracer.A_explode and how there are *finally* custom user variables that work well.

This is how I do reloading these days for example:

int reloadamount = min(invoker.ammo_mag_cap - invoker.ammo_mag_cur, countinv(invoker.ammo_type_cur));
A_TakeInventory(invoker.ammo_type_cur,reloadamount);
invoker.ammo_mag_cur += reloadamount;
>>
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Samurai doom when?
>>
>>3869162
>The Wiki says it starts counting from the first frame after a state label, when in fact it actually starts counting from the second frame after a state label.
Wait wait wait, what?
When I use A_Jump(256, "state") it starts at the first frame after the label.
>>
>>3869231 >>3869224
Test that shit on /s4s/ or something.
>>
>>3869227

No, no, we're not talking about *state* jumps, we're talking about *frame offset* jumps.

Goto Reload+4

That's a frame offset jump.
>>
>>3869227
Yeah, I've never had any issue with state offsets, like "goto See+1" goes to the second frame.
And remember these are frames, not things like "loop", "stop" or "goto".

No idea what Anon's issue is.
>>
>>3868413
Imps aren't spawning you nonce
>>
>>3869152
>Zscript actors can inherit from Decorate actors

Can they? From what I understand, DECORATE is loaded/parsed *after* ZScript.
>>
>>3869276
FUG
Welp, I dun fucked it up. Lemme fix real quick.
>>
>>3869276
>>3869283
Alright, fixed it, same link. My bad, but it was like 2AM when i did that :^)
>>
>>3866083
What is it with yuros keeping old games alive? I'd be happy except the ping is usually shit and I'm playing against people with decades of experience and no mercy so I get brutally assraped.

I really wanna play some old school Quakeworld with OP rockets and all, I was never around for its prime so the only chance I really got was when PCGamer hosted anniversary servers about a year back. The only time I felt like I was playing against real people. Now it's just a bunch of bots and some 20XX-tier yuro savants.
>>
>>3869269
>>3869227

So, to illustrate the erroneous nature of the Wiki's explanation as outlined in >>3869162

Kaboom:
BOOM A 4 BRIGHT A_Explode(64,128)
BOOM B 4 BRIGHT
BOOM C 4 BRIGHT
BOOM D 4 BRIGHT
Goto Kaboom+2

If the Wiki's explanation was correct, this state would loop frames B, C and D. What *actually* happens is it loops frames C and D. When Goto has an offset specified after the state label, it starts counting at the frame *after* the first.
>>
>>3869308
Oh, that... I guess kinda makes sense but they should really be more specific about it.
>>
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>>3869308
Just looked at the wiki explanation, never looked at it before due to learning goto from other mods. Yeah the example's wrong, contradicting what was just said, even.
>>
>>3869308
How do frame offsets handle things like
BOOM AAA 3 and such?
>>
>>3869330
Just the same way. It doesn't matter how many you collapse on to one line, as long as you don't exceed the limit of 256 frames per line.
>>
Is there an unofficial sequel to TNT?

Also any wads featuring egypt and/or aliens?
>>
>>3869348

>Also any wads featuring egypt
Epic
>and/or aliens?
Ancient Aliens.
>>
>>3869335
>Blood's source code is not lost
It's as good as lost because of Atari.
>>
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How can I play as a girl in Quake?
>>
>>3869348
>Is there an unofficial sequel to TNT?

TNT: Revilution and TNT Devilution, two separate community projects to make a TNT 2. Both have demos available but the Revilution deadline is 31st of this month so its essentially complete
>>
>>3869364
Take the sound files for the "HURH" and "OOMPH" sounds and pitch them up a couple times.
>>
>>3869364
use Audacity to pitch-shift HUNH to HYNH
>>
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>>3869364
>cat ear helmet
>sword instead of an axe
>that gun

I'm fine with this
>>
>>3869219
Demonsteele exists, and you can turn off guns.
So there you are.
>>
>try and play pirate doom
>won't load because of a DECORATE error, supposedly a certain sound isn't compatible.
What gives? I'm using the latest version of GZdoom.
>>
>>3869398
>What gives? I'm using the latest version of GZdoom.
That's probably why, newer versions of GZdoom are starting to break older mods.
>>
A week or so ago I came here asking about playing gzdoom on linux and a nice anon talked with me. Today I found a working repository so I came back to share it:
For ubuntu derivatives 16.10
https://www.ubuntuupdates.org/package/getdeb_games/yakkety/games/getdeb/gzdoom

There is also a version for 16.04 LTS:
https://www.ubuntuupdates.org/package/getdeb_games/xenial/games/getdeb/gzdoom
>>
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>>3869385
>implying Hae Lin is anything related to a samurai
>>
>>3869412
In anime terms she could be. But I guess you're right, the mod is more DMC/MGS: Revengeance than a samurai game.
>>
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>>3869219
>YOU ARE A BARON
>LEGENDARY
>>
>>3869405
Well, shit. Its the first mod I've found any issues with so far, but I have mostly been playing the newer stuff so I guess it checks out.
>>
>>3869423
Is that "For Honor"?

Why the flying fuck are there sandbag emplacements in a game about medieval warriors?
>>
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So, is there any way to use Skulltag anymore? Or is it entirely dead and only Zandronum works now? Asking because some of the old WADs me and my buddies used to play only work on Skulltag, probably because Skulltag pulls assets from a bunch of other build engine games.
>>
Is there a Star Trek wad?
>>
>>3869446
It's probably grain. Probably.

But let's be frank, sandbags in YE OLDE MEDIEVAL TIMES wouldn't be surprising from a Ubi-developed game
>>
>>3869446
Lets not forget this is a game with crusaders, samurai and vikings all duking it out- I'm sure the game is fully aware of its anachronistic nature
>>
>>3869454
there are several
https://www.doomworld.com/idgames/themes/startrek/
https://www.doomworld.com/files/category/298-startrek/
>>
>>3869459
There's only so much bullshit I'm willing to take at a time, anon.
>>
>>3869446
>Is that "For Honor"?
Yep

>Why the flying fuck are there sandbag emplacements in a game about medieval warriors?

For Honor is only semi-historically accurate, and much of that is in armor design and fighting styles.

I really wouldn't mind a gameplay mod that let me play as a Kensei.
>>
>>3869425
Scratch that, the latest Ketchup version doesn't work either. Something about it expecting a different line of code at a certain point. Oh well, the other WADs sem to work fine.
>>
>>3869370
>>3869369
http://vocaroo.com/i/s0BD6NcSVvLG
>>
>>3869364
https://androidarts.com/kawaiik/kawaiik.htm

This is a whole thing and I want it.

Let's cut all funding to Quake Champions and pour it into this.
>>
>>3869504
did she died?
>>
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>>3869504
It's disturbing how well that works
>>
>>3869448
>Skulltag
>other build engine games
What the fuck
>>
>>3869504
Soul Calibur style pitch slider for player sounds in GZDoom WHEN
>>
>>3868743
I'd love to but I have a really shitty monitor so what looks normal on my screen is probably completely blown out on yours.
>>
>>3869518
She was a rookie. Was totally unprepared for otherwordly fur horrors.

>>3869520
Some "lines" don't pitch shift well, but most do though at different percentage. Audacity however has it pretty rough. Mixing with other sounds hides some of the issues.
>>
>>3869364

This but in Doom.
A R63 version of Doomguy or something.
>>
>>3869504
It doesn't even sound bad at all.
>>
>>3869524
Please forgive my retardation, I mean DOOM engine.

Anyways, I'm a fucking dumbass and didn't read the readme, apparently those WADs work just fine when you load them alongside skulltag_data.pk3 and skulltag_actors.pk3
>>
>>3867545
No, he's going to make a remaster of Witchaven next.
>>
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Working on a prolog map of sorts.
>>
>>3869543
and what wads would those be?
>>
Took that advice and removed the outline from the morphball. Removed the altfire ability from the charged morphball but I also buffed the bouncy one a little, now it scatters out bombs when it ends, though I think I'll make them throw out further than what's shown in this webm
>>
>>3869504
As voiced by Trentina Reznor
>>
>>3867545
He IS working on a BloodEx in his spare time but it's obviously illegal and shit
>>
>>3869563
What mod is this again?
>>
>>3869492
Looks like I'm a retard, after browsing the archives I found the fix.
>>
>>3869567
Space Hunter, it's a little mod I'm working on loosely based off the NES Metroid
>>
>>3869565
What are the chances the legal heads are snooping around? Better keep hush hush.
>>
>>3866242
i had this and now its lost
>>
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>>3869517
A lot of these are probably beyond my skill set but I think I'll give this one a try.
>>
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>>3869581
Let's leave them something to read.
>>
>>3869517

Interesting. Some of those monster designs look very Oddworld-like.
>>
>>3869549
Some obscure horror WAD by the name of The Hotel, by some guy named Thiny93. So obscure I can't even find a download link anymore.

You basically just run around a dark "hotel" being chased by Grudge-like ghost things. Pretty fun, although you really can't see shit unless you use the flashlight and me and my friends never figured out how to actually use it.
>>
>>3869671
One of the people that worked on it goes by Hevn Demonic now and is in Angel_Neko_X's ZDoom Discord server that's on the Zandronum forum.

https://discord.gg/XsPmZhD

Ask them about it.
>>
>>3868363
I think Colourful Hell is from here
>>
>>3869685
isn't lithium as well
>>
>>3869696
Lithium's by Marrub, who posts on ZDF but did frequent /vr/. I'm not sure by what standard something is "from" /vr/ but it probably qualifies.
>>
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So what are the chances of a JPCP 2?
I really enjoyed what I saw in the first and want to see what other amazing things those nips have up their sleeve.
>>
What mapset should I play Demonsteele on?
>>
>>3869708
obvious answer is scythe 2
>>
>>3869704
I suppose it depends on if the mappers are interested in doing more, or if they bring in new people from the JP community.
>>
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What's Ranger's default weapon model supposed to be? The regular shotgun? Or some nondescript gun like the Doom rifle?
>>
>>3869726
It's a laser rifle like the grunts carry
>>
>>3869697
i remember samsara started on /v/, so if we wanted to be really nitpicky that wouldn't work
demonsteele and gmota definitely started on /vr/
>>
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The autoshotgun is now a 5.56 carbine. The scoped rifle will be a strong semi-auto battle rifle.

In the pic the difference between the fat, slow pistol tracer and the smaller and faster carbine one is shown. Have to really exaggerate tracers to make them look cool when fired almost out of the camera I've found.
>>
>>3869708
Deus Vult
>>
>>3869729
>Autoshotgun is now a rifle
And dropped
>>
>>3869517
>stop funding quake remake and fund moeblob souls
No
>>
>>3869729
>The autoshotgun is now a 5.56 carbine
Hmmm, not sure what to think of that. I'm aware the autoshotgun was easily the least popular weapon in the mod for various reasons, but on the other hand I always found the fully automatic spread shots useful for hitting fast moving targets, (like Kabros) trying to flank you.

And it was so much fun to use it to play Duck Hunt with the fairies in Gensokyo.
>>
>>3869740
Anon I said Quake Champions
>>
>>3869740
did you even read his post

he wants the Overwatch-wannabe mobashooter Quake Champions dropped in favor of a proper FPS.
>>
>>3869746
man why aren't there any cute mods for dark souls
>>
>>3869748
Too many assets and polygons, not even sure if you could replace models.

Best possible option is a texture replacement what puts the uguu eyes on fire keepers.
>>
>>3869747
>I am Heavy Buzzwords Guy
>And this is my Shitpost
>>
>>3869736
>>3869745
I just think autoshotguns are generally mindless and boring to play with. If I decide on multiple ammo types (which are already built into the base weapon actor) one could effectively be included as rare and overpowered flechette ammo for the autocannon.

>but on the other hand I always found the fully automatic spread shots useful for hitting fast moving targets, (like Kabros) trying to flank you
It's certainly useful for some things like killing kabros or lone mancubi in close proximity, but it really falls behind after the first couple of maps in a megawad.
>>
>>3869747
this isn't even remotely true anymore

even if it ever was to begin with
>>
>>3869752
then that other guy is lost, all that good art wasted on absolutely nothing
>>
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>>3869747
>>
>>3869747
have you even watched the gameplay videos?

also, m
>>
>>3869651
Really want to see what this ends up looking like. Love the design of the gun.
>>
Quake Champions does look pretty lackluster. I'm not keen on the F2P they're going with and the microtransactions. The gameplay seems alright, it moves at a brisk enough pace and the time to kill seems about right for Quake, but I don't see this reigniting the arena shooter genre, nor do I see longtime Quake players picking this up.

Shoulda make single player Lovecraftian Quake game, damn it
>>
>>3869775
F2P model*
shoulda made*

I cannot type today.
>>
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>>3869756
>>
>>3869775
plenty of oldfags in the QL community played it at PAX and said they enjoyed it and planned on picking it up tho??
>>
>>3869775

I think as long as the game is fast, doesn't have some dumb bullshit like Doom's MP did, and if you can set the unique character abilities to off, then I think we could see a decent resurgence in Quake. But Doom MP was such hot trash that I'm not sure how much faith I have the company at this point.
>>
>>3869789
But how long will they stick with it?

>>3869791
There's most likely going to be an option to turn character traits off, but I don't see that being very populated. So it'll just boil down to the old quake diehards again just doing their thing.
>>
>>3869783
SEE ID, NOW THAT WASNT THAT HARD NOW WAS IT
>>
>>3869759
I just feel that the autoshotgun deserves a buff/improvement rather than outright scrapping. I liked it's concept and how it didn't feel as OP and simply utilitarian compared to other automatic shotguns in mods and games. Maybe alternate frag rounds could help it stay a bit more competitive in the suppressing role later on, while being safer to use at close quarters than the autocannon?

Another thing, have you thought about giving the nailshotgun an alternate attack/function? I had the idea of maybe being able to use suit energy to pump the weapon faster.
>>
>>3869745
It's easy to make the autoshotgun satisfying just by changing the sound effect to something that isn't shit.

It's not a bad gun, but it lacks oomph due to sounding so bad
It may need a bit of damage or more ammo from drops, MSX badass monsters fixes the ammo issue at least

>>3869759
Autoshotgun is a staple to my fighting despite the lack of firepower. It's great against marines and kabros and making space while backing up

But making it a rifle feels like a waste, especially with the rifle in slot 4 around
>>
>>3869793

It also comes down to, I think, how those traits are balanced, and how they play into the game. If they keep things fresh and interesting, maybe. But if they pull a doom and do a "weapon loadout" and don't let you pick up every gun in a map, it'll fail instantly.
>>
>>3869747
I'm not sure how a dump of concept art depicting equal parts animu inspired trash and designs that suspiciously resemble both a kawaii-fied dark souls and bloodborne more than they do quake registers as 'a proper FPS'.
>>
>>3869791
But it fills the same niche as Overwatch while offering no reason to move from Overwatch unless any of them want a faster game and less reliance on Ultimates and are sick of the rigged matchmaking system keeping win / loss around 50% and the gachapon skinner's box loot crates.

Maybe I'm pessimistic but I don't think the average videogamer gives a shit about any of that and is content with suckling at the shitting dick nipples of Blizzard.
>>
>>3869810
Everything on that page predates the entire Souls series.
>>
>>3869808
As far as I've heard, there's no loadouts, but you can choose what weapon you start with between a machinegun, shotgun, or nailgun.
>>
>>3869812
there is nothing to lead you into believing both games are of the same branch other than the character selection and the fact that both are online shooters.

especially when you yourself have literally named all the reasons people would want to play this over OW, regardless of how long.

I don't really see the reasoning behind the attempt at some people covering ears and eyes when they so much as approach a conversation about this game. like, everyone gets you're paranoid about the whole Doom MP deal, but this game is actually close to being finished, and the isolated fact that microtransactions are pretty much absent and that it is PC centric is more than enough of a good reason to drop any concerns about the overwatch audience leaking off of their game and into quake.
>>
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Well that's a new one for me.
Guess no saving the game.
Didn't even know this was a thing that could happen.
>>
>>3869775
I thought they said the only microtransaction involved was buying all the characters and skins outright.
>>
>>3869797
>just feel that the autoshotgun deserves a buff/improvement rather than outright scrapping.
I understand that. It's a cool weapon. But I'm still not too fond of playing with them. If this gets released and there's a demand for a change back then sure.
> I liked it's concept and how it didn't feel as OP and simply utilitarian compared to other automatic shotguns in mods and games.
Agreed.

>Another thing, have you thought about giving the nailshotgun an alternate attack/function?
The pump shotgun is something that I'll spend a lot of time on to make it feel great to use. I think a relatively tight spread but damage that decreases with distance (from obscene to merely strong) and a gut kicking recoil would perhaps be fun.

> had the idea of maybe being able to use suit energy to pump the weapon faster.
Using suit energy to boost weapons is a great idea. For the pulse rifle and the gauss cannon it's easy to figure out how to handle it, but not sure how to implement it for anything else. If there were frames for it, slam-firing the shotgun like an ithaca 37 by holding the fire key and tapping alt fire would be pretty awesome.
>>
>>3869835
Is there a way to estimate save file size in Doombuilder? Wonder if my other maps have this issue.

Apparently BTSX has similar issues.
>>
>>3869836
Yeah.

It sounds innocuous, I'm waiting to see how shitty it is in reality though, like the cost of the full game is a few hundred dollars not including skins or something.
>>
>>3869839
>Using suit energy to boost weapons is a great idea. For the pulse rifle and the gauss cannon it's easy to figure out how to handle it, but not sure how to implement it for anything else. If there were frames for it, slam-firing the shotgun like an ithaca 37 by holding the fire key and tapping alt fire would be pretty awesome.
Well, it wouldn't be quite like channeling energy into the shotgun, but more like using your super strength to pump the heavy shotgun really fast, at the cost of suit energy.
>>
>>3869849
I'm assuming it's gonna be the usual 60 bucks to get the "full" game with all of the characters, but you'll still need to pay for skins
>>
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Do you think we'll see NuDoomguy in Quake Champions? What would his special abilities be? Glory kills?
>>
>>3869860
Isn't there a guy who already gets armor drop from kills? Or is that just a new mechanic?
>>
>>3869860
Unavoidably. I mean they could make thousands of dollars off of selling the skin and they just have to port pre-existing assets over so maybe.

Now a cooler question is... Will we see the real Doomguy? I mean they could make thousands of dollars off of selling the skin and they just have to port pre-existing assets over so maybe.
>>
>>3869836
there's an in-game currency system to unlock characters and skins for a certain period of time iirc
>>
>>3869708
Demonsteele was mostly tested on Scythe 2 from what I've read, so I guess that's to best mapset to use.
>>
>>3869860
berserk mode, increased movespeed and gauntlet power goes way up
>>
please no discussion of games that aren't even out yet on /vr/. we know how this ends.
>>
>>3869805
>Autoshotgun is a staple to my fighting despite the lack of firepower.
Only for the first couple of levels in custom maps with lots of high tier monsters.

>>3869852
A toggle key that decreases recoil and/or reload and recovery time depending on the current weapon at the cost of suit power perhaps? That would give you something to use your power for when you can't or don't need to use it for movement.
>>
>>3869876
This, desu.
>>
>>3869860
>'doomguy head skin for $29.99'

>well let's see this shit

>click 'try on'

>doomguy slowly but surely brings his geared hands towards his combat helmet, as if wary of his surroundings and potential onlookers

>taps safety caps

>lifts helmet in a cautious manner
>it's a fucking screaming revenant head.
>>
>combined arms
>secondary fire for the shotgun
>Doomguy carelessly rams a handful of shells at the bottom of the gun, dropping half of them and firing the shotgun so hard he's sent flying backwards
I love this stupid shit so much.
>>
>>3869887
https://www.youtube.com/watch?v=nNuXLu-LrVg
>>
>>3869887
Combined arms shotgun is by far the best shotgun I've ever seen in a video game. That fucking altfire never EVER gets old.
>>
>>3869879
>Only for the first couple of levels in custom maps with lots of high tier monsters.
With lots of high tier monsters I feel only the pulse rifle, nail shotgun and charged grenades can really keep up

>>3869839
Nail shotgun could get boosted to fire the nails at a ridiculous speed and in a tight spread
>>
>>3869504
would fool me
>>
>>3869890
and that's where I got the inspiration for it, I'm kinda sad how few people know about that animation.
>>
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>boot up HD
>load my game
>press W
>doesn't work
>fire gun
>doesn't work

>check out controls menu
>it's all gone

GUYS HELP
>>
>>3869918
I've had that happen to me before. Just type "binddefaults" in the console.
>>
>>3869921
Benellus bless you dude.
>>
>>3869918
The real Hideous Destructor starts here.
>>
>>3869903
>With lots of high tier monsters I feel only the pulse rifle, nail shotgun and charged grenades can really keep up
Yeah, and the autocannon becomes your general purpose weapon. The gauss cannon was only really useful for diabloists and picking of masterminds/cyberdemons. I think I'll make it BTFO everything in a straight line and additionally cause moderate explosive damage around that line as well, as if shockwave behind the slug was powerful enough to kill. And it should make a loud reverberating CLANG sound.

>Nail shotgun could get boosted to fire the nails at a ridiculous speed and in a tight spread
Yeah, something like that. With anonymous functions it's also possible to make inaccuracy (from moving, jumping or whatever) to affect the direction of the cone of pellets rather than simply increase the radius like in a typical video game as well.
>>
>All this talk of Project MSX
>Load it up for old time's sake
>3's are scattered about on the HUD
>Turns to 15s if I do IDFA
Well shit
>>
>>3868576
Wait, wait bro! I recognize this game blowjob!
>>
>>3869948
Weird. Works For Me (tm)
>>
>>3869961
Well I have a few versions of GZDoom but it does the same thing across each of them

2.4 something
2.3.2
1.8 something

Not sure what's going on with it but this was a real kick in the dick today unfortunately
>>
>>3869973
I still need to get around to figuring out what the last version Pirate Doom worked on was.
>>
>>3869973
Could you post a screenshot?
>>
>>3869948
>>3869973
In my case, the crosshair turns into a big green square. Happens too in other mods with custom crosshairs like Lasting Light.
>>
>>3869973
Finally figured it out, it was a resolution issue and I had to swap around a lot and forced aspect ratio to make it not show those numbers
>>
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>>
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I know i'm gonna get bashed but does anyone want to play some DM in Doom 3 BFG for the PS3? Mostly on Doom 1 & 2
>>
>>3870120
You looking to test quirks in the netcode or something?
>>
>>3870112
make the main meat of the gun first
bother with the details later
and the smaller details can be textured on later
>>
>>3870125
No, i just want to play and have fun (:
>>
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>>3870132
>fun
>>
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>>3870132
>fun
>>
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alright got the missile explosions in
>>
>>3870152
Does it have the classic NESplosion sound?
>>
>>3870132
>fun
>>
>>3870154
Actually the missile didn't make an explosion sound. Just bombs.
>>
>>3870154
*dialup noises*
>>
>>3870152
Is this a reference to something? The hud and sprites feels familiar for some reason
>>
>>3870165
Metroid. The NES version
>>
>>3869835
>>3869848
Vanilla doom's savegame size limit is very difficult to avoid when making maps for vanilla, unfortunately. Chocolate Doom has an option in its setup to disable such limit, though.
>>
>>3870169
Thanks
It has been nearly 13 years since I played NES Metroid
>>
apparently he version of doom 2 i've been playing all my life is some kind of bastard version.

on my friends computer, this guy isn't in a cage.
>>
>>3870187
Looks like you have the 1.666 version.
>>
>>3870130
I'd get a lot more done if I did the main shape and worked down on the detail levels, I tend to get caught up in details. I'd like to think it's helped me get better with topology but probably not as much as continuing with the video lessons would.

This is all that'd show up in a sprite though, but I think I'd like to have a full gun model so I can have something completed.
>>
File: explosions 2.webm (159KB, 720x360px) Image search: [Google]
explosions 2.webm
159KB, 720x360px
slowed the explosion down a little, not sure if that helps or not.
>>
>>3866059
I want to play final doom on PC. How do I go about this? I tried doing some TC thing but it threw up some null error in Gzdoom.
>>
>>3870201
why is the explosion so small
>>
>>3870201
They're supposed to just go outwards then vanish from what I see.
>>
File: explosions 3.webm (223KB, 720x360px) Image search: [Google]
explosions 3.webm
223KB, 720x360px
>>3870221
They don't have a very big blast radius. But here.

>>3870225
I've played the animation again and again in slow motion on the actual game, it goes in and out like this
>>
>>3869848
>Is there a way to estimate save file size in Doombuilder?

I personally wouldn't bother trying to keep vanilla maps within it. The size can vary a lot depending on the amount of things, the size of the level itself, and the current state of the map that the player is saving, that its kind of a hopeless endeavor if you're making big maps. Not even 90's megawads like Hell Revealed and Requiem bothered to make every map "savable" in vanilla.
>>
>>3870234
i like it
>>
>>3870237
I'm not overly fond of it though, it doesn't match up with the radius of the explosion on these, I've made the missiles have a very tight, small explosion but the individual projectile hits fairly hard.
>>
Give me some good/interesting Gameplay Mod and Mapset combinations
>>
>>3870240
i guess if the explosion matches the blast radius then its all good as it was before
>>
>>3870243
realguns and pokemon doom
>>
File: temp.png (344KB, 1315x643px) Image search: [Google]
temp.png
344KB, 1315x643px
>>3870185
Yeah, it's too late for 2 REKKR maps at this point. It's crazy that there's always something about Doom that I don't know about, despite being at this for so many years.

I might make an effort in the future to make maps vanilla-save compatible, but probably not. Since it can't, at this point, be 100%...
>>
Give simple, one-day time map request.
>>
>>3870267

A map with things.

Lots of things.

Also the player must kill a few computers
>>
>>3870267
Sweep and clear a UAC base with allied marines.
>>
>>3870218
Anybody? There has gotta be a way.
>>
>>3870153
>image
no
>>
>>3870256
Doesn't vanilla doom hate lots of midtextures in a row like that? Or am I thinking of something else.
>>
>>3870256
REKKR when?
>>
>>3870192
>I tend to get caught up in details. I'd like to think it's helped me get better with topology
Considering you had yet to actually make the main shape, it doesn't. It's best to block out a low poly model of the entire shape first, the more detail you go into the harder it is to make large adjustments or fix mistakes.
>>
>>3870297 (me)
That same line of thought works for doom mapping, too.
>>
>>3870153
>Good night.

and goodbye,
>>
> deleted posts
okay who's doing what shenanigans now
>>
>>3870218
Get Plutonia and TNT
That's Final Doom

They aren't mod files, they are IWADs
>>
>>3870313
School shootings are generally not okay here.
>>
>>3870328

or anywhere, for that matter.
>>
>>3870330
Especially not schools.
>>
>>3870286
It's fine with it. It has some arbitrary limit, but I've never hit it.
>>3870287
Later tonight.
>>
File: bleedingHeart.gif (22KB, 157x262px) Image search: [Google]
bleedingHeart.gif
22KB, 157x262px
>>3870287
>>3870343
Just kidding.
>>
>>3870343
>>3870348
Revae pls don't toy with my heart.
>>
>>3870218
You mean the PSX version of Final Doom?
It's a complimation of TNT, Plutonia, and Master Levels for Doom, so if you want to go through the original versions, including ones not in the PSX version, play through those.
If you still want to go for the PSX Final Doom, what version are you using? Might want to try updating your GZDoom to the latest devbuild, and if that doesn't work, try a stable build instead.
>>
Demonsteele is pretty fun. Just fought my first Devil Driver.
>>
>>3870348
>bleeding heart gif

dude, i didnt come here to listen to all this liberal bullshit from you
>>
File: nirdAnim2.gif (330KB, 306x366px) Image search: [Google]
nirdAnim2.gif
330KB, 306x366px
>>3870350
sry
It'll definitely be released here first when it is released, and we can all play coop together (whoever wants). Then the next day doomworld and all get it.

Pic unrelated really, but I keep thinking about my next project and it's definitely gonna be low-poly fun. Gotta get this done first tho... Keep on truckin.
>>
>>3870319
>>3870352
Oh, Final Doom is just Plutonia + TNT?
Whatever then. I thought there were a completely different set of maps.
>>
File: tumblr_oml8xsMVVO1qz64n4o1_1280.jpg (113KB, 864x1200px) Image search: [Google]
tumblr_oml8xsMVVO1qz64n4o1_1280.jpg
113KB, 864x1200px
>>3870374
>>
File: TROOS0.png (2KB, 56x30px) Image search: [Google]
TROOS0.png
2KB, 56x30px
>>3870374
Dude, I'm a little worried. Every day Bernie's path to the white house get's narrower and narrower... :-/
>>
Somebody stream gogogo
>>
>>3870380
Again, it includes Master Levels for Doom in the mix as well, so if you play through Plutonia and TNT and don't see some maps that were in the PSX version, you can try those out.
Though I believe they aren't in an actual Megawad for PC, they're just separate levels.
>>
How many enemies per encounter and per map must there be to be defined as a slaughter map?
>>
>>3866068
https://www.doomworld.com/forum/topic/93359-3-heures-dagonie-3-rc1/

3 heures d'agonie III release
>>
>>3870391
too many
>>
>>3870391
The general for most maps to be considered "slaughter" is 1000.
>>
>>3870391
>>3870417
300+ in one room / area also really makes it seem like a slaughtermap.
>>
>>3870389

What do you want streamed?
>>
>>3870430
New Touhou Doom with a gameplay mod of your choice.
>>
>>3870430
a brand new shock video that will make quake popular
>>
File: latest[1].png (36KB, 502x610px) Image search: [Google]
latest[1].png
36KB, 502x610px
>make an enemy called the Vore
>there's no vore
WOOOOOOOOW
>>
>>3870417
>>3870426
Thanks.
>>
>>3870430
CraftyTitan's DOOMHACK.
>>
>>3870430
Mapping.

Or, if you don't map, some cool gameplay mod with some obscure but good mapset.
>>
>>3869937
The Gauss Rifle does pierce enemies in a line, it's multiple projectiles of FUCK YOU and pierces weaker enemies and just hits strong enemies all at once

It's basically a shotgun of sex
>>
New thread has came a bit early.

>>3870467
>>3870467
>>3870467
>>
>>3870391
Despite what some may say, Its not really as simple as just reaching a certain monster count. A map with 1000 enemies total could very easily just be a huge map with standard encounters. Just look at some of Mechadon's maps.
>>
>>3869459
B-but where is ancient aliens???
>>
File: 1484406963870.jpg (39KB, 625x651px) Image search: [Google]
1484406963870.jpg
39KB, 625x651px
>>3870132
>fun
>>
>>3869568
You can thank me for that now if you like, took me bloody ages to figure it out.
>>
File: doom.png (337KB, 1310x750px) Image search: [Google]
doom.png
337KB, 1310x750px
Help! Latest GZDOOM gives me this monstrosity.
>>
>>3870929
>jira
>help desk jockey
>Year of our lord 2017
>>
>>3870929
Resolved by using ZDOOM.

>>3870937
It's /g/ approved.
>>
Why does Doomworld look like a shitty 90s site with fire everywhere?
>>
Does anyone watch Doom streams on Twitch? Desktop shat out on me but I want to stream games and Doom appears to be my only option.
>>
>>3871881
You know, assuming the site had proper functionality, I could get behind a faux Angelfire motif.
>>
>>3869651
>>3869774
It's just a railgun attachment
>>
>>3870272
>>3870271
https://www.dropbox.com/s/1gm5204snlguz32/sweepandclear.wad?dl=0
Thread posts: 646
Thread images: 131


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