DOOM THREAD / RETRO FPS THREAD - Last thread >>2729409
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===WHERE DO I GET WADS?===
So You Want To Play Some Fucking Doom? (v5)
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
## Our WADs can be found here! ##
## /VR/DOOM COMMUNITY PROJECT ##
Famous monuments, landmarks, or places of interest
https://warosu.org/vr/post/2619435 - Announcement
https://warosu.org/vr/post/2619669 - Rules
[10-16] The /newstuff Chronicles #485
[10-15] Quake Live Q&A / developer interview
[10-12] SUAB v0.4 released
[10-04] Anon map release: "i spent 2 hours making a short map"
[10-02] The /newstuff Chronicles #484
[09-26] Quake Live beta almost complete - keys available
[09-26] Monument (final version) released
[09-25] The /newstuff Chronicles #483
[09-25] Ultimate Doom II: An in-progress expanded remake of Doom II (Note: nothing to do with Ultimate Doom!)
[09-24] Public Service Announcement: Do not compile GZDoom with both FMOD and OpenAL, it will break.
[09-22] WadC v2.0 released
[09-21] DoomRL Arsenal v1.0 released
[09-20] Developer Opinion - Gun Feedback
[09-20] Anon's birthday cake
[09-18] 50 Shades Of Graytall released (late news)
[09-18] The /newstuff Chronicles #482
[09-16] Doomworld now available via https
[09-14] Icar2015: a 11-map set for Icarus, by Eternal
[09-13] Strange Aeons v3.5
To submit news, please reply to this post.
Doing a search for "Doom" on DeviantArt was not a good idea.
>From their point of view the extra zdoom features you're using have to be make up for the zdoom shit you're putting them through
i cheerfully admit to this. if i must suffer using zdoom, it had better be worth it. (i will point to DRLA as something that is "worth it".)
>if someone had to choose between using a source port they hate or not playing my maps, I would really much rather they just not play my map
if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.
Bullshit, doing a search for Hexen got me this awesome art.
>Doing a search for "Doom" on DeviantArt was not a good idea.
I don't know who would even stand doing a dA search looking for Doom art
(I just did,
and holy crap the things I've seen)
Nha, that ain't precisely the matter at hand.
There's a lot of stuff in the "Doom"; in fact, the top 10 pictures include Dr. Doom, the rapper named MF Doom and other assorted art. Only a single picture of a Doom 3 Doomguy fan art
The kind of stuff you think it might show up doing a search is actually in the "recent" section
>I don't know who would even stand doing a dA search looking for Doom art
I'm fairly sure that's what imx-doomer does on a regular basis. Otherwise I can't explain how he manages to find different stuff to post every single day
There is, the problem is that most of those resources are a little bit hard to find and compile; there's a good bunch of obscure games with textures that I've never seen them being used by the Doom community (and they should)
Games and resources like? How do you even extract textures from those games?
Afterglow is the closest to a resource site when it comes to textures, but those are are all similar to what you now from id. And I'm looking for a more modern urban sort of texture deal, since I wanted to make a 1024x1024 map set on a floor of an apartment complex.
you can try your luck by looking at the resources forum in the zdoom forums every now and then. i know of a couple of resource threads with a good bunch of texture rips from other games
it was a very good idea for me
There's so few good Doom cosplays.
What a map, not for early morning Dooming.
practise practise practise.
or just use the mouse like everyone else.
but either way, practise practise practise.
it's worth noting there are a few extremely talented keyboard-only players. for example:
>I haven't really done all I wanted to do, sorta why I wanted to hold off
i think you should have said this before. "i have fixed the hud but i would prefer to finish some other things before uploading a new version. please say if you really need the fixed hud or can wait for a bit". without any other stated reason for withholding the link, it came off as a desire for an ego massage by having someone ask for the link explicitly.
>if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.
Okay. I will continue to specify them, as I always have, as "for ZDoom". If you don't like ZDoom, I trust you to not download it and have to deal with it.
where were you at autism-fest a.k.a "prop hunt"?
Some textures I ripped from the PC version of Nightmare Creatures and a bunch I dumped from the N64 version until the emulator crashed from some sort of RAM error.
It's like a Bloodborne setting.
The N64 one uses a custom video plugin that dumps all loaded textures in 64px squares, the PC one I went in with TiledGGD and spent a few hours looking for a palette, the textures (and figuring out that it was 4-bit and not 8-bit), and then figuring out which of the hundred or so 16-colour palettes were right.
Oh, that reminds me.
Last year, before I lost interest, I tried recreating the first Venice level of Tomb Raider 2. The textures are freely available, but it was the scale that was giving me problems. The feeling regarding size in the level felt off.
I'm probably late to the party here, but I just cloned the demonsteele git and made the demonsteele.pk3, the demonsteele-ssh pk3, and the jukebox pk3. Upon running them, in both gzdoom stable and a recent gzdoom git version, it seems that on the first map of a set a skeleton pops up immediately after loading, but only with Hae-Lin. Even in Ultimate Doom. The hell?
On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.
Judging by screenshots of Tomb Raider 2 and some textures from TRSearch, they're supposed to be seen larger than they would in Doom.
In Doom the player is 56 tall, but these 64 pixel textures are taller than Laura in TR2.
Work out the ratio of Player Height to Texture Height in TR2 and then apply it to Doom.
I have various old skins and a cross-hairs file. That's it; my autoexec headers are all empty. Moving my skins folder away as a test still causes this behaviour.
W_Init: Init WADfiles.
adding ./gzdoom.pk3, 608 lumps
adding doom2.wad, 2956 lumps
adding /home/anon/.zdoom/brightmaps.pk3, 499 lumps
adding /home/anon/.zdoom/lights.pk3, 4 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele.pk3, 5591 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele-ssh.pk3, 2 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-MetalJukebox.pk3, 340 lumps
I am definitely not trying to load any BD assets.
Hey good luck man!
I tried to create a Tomb Raider 1 DOOM wad, with maps based on the level concepts instead of directly transferring them. But I had to scale every texture, as your problem is, and it was too demotivating to continue.
just dumping various TR bits
SSH has been integrated into the main branch of DemonSteele, and no longer requires separately loading alongside. Loading both at once may slightly break things.
Please try just DemonSteele by itself and let me know if the issue's still occuring--I'm worried loading both may have slightly futzed your cvars now.
>On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.
There doesn't need to be, really.
There's nothing really different on the git builds that aren't in the release builds.
Still, I loved a lot of the TR textures, and might re-use some of them (or recopy) for other projects
NHB I get the same Revenant spawn with Hae-Lin.
GZDoom.exe lights.pk3 Folded1000Times\pk3 Folded1000Times\metal-jukebox-pk3 gz-qtilt.pk3
I assume everything from DemonSteele is dst_
Yeah, that's me. I actually found a Minecraft video of someone who HAD the DK1 textures I needed for his project, but he wouldn't answer so... no luck there :(
Even if I had them now, I think that time has passed. Although, you may never know
I noticed ssh only has 2 txt files, but I did try running it without it and got the same result.
> There's nothing really different on the git builds that aren't in the release builds.
I'm not sure I follow, unless there's some other place the file is being hosted that I missed. The directions on the github page point to running the batch or make file. Last I tried, I don't think it built the jukebox on Windows using said file, and the makefile definitely doesn't.
Writing the above made me realise the culprit -- it appears to be the jukebox pk3. Running without that produces no skeletons.
Well, that's interesting. Did a check in Zandro and GZDoom--works fine in Zandro, in GZDoom it spawns a li'l Revenant.
What's happening is that on load, DemonSteele does a check to see what's being loaded by spawning specific items within specific wads, which lasts for one tic and then removes it afterwards.
For some reason, in newer ZDoom/GZDoom builds, Thing_Remove isn't activating, so this item...isn't being removed.
Hm. I'll have to redo the code.
Thank you very much for bringing it to my attention, I was completely unaware of this.
>I'm not sure I follow, unless there's some other place the file is being hosted that I missed.
Ah, I'm a dumbass, I completely forgot to take that into account. There's probably people that are getting the files solely off the git page.
I'll throw up a compile for the jukebox later today, thank you.
It's not worth to finish the maps, I wouldn't feel happy with a rushed version.
I might be working on a better project, but its a difficult moment right now, I don't know if I want to go through with it due to busyness
Glad I was able to help. Not that it matters any more since you're merging ssh anyway, but the build command for it didn't seem to work -- it complained of a duplicate file-name. Changing "*.* *" to just "*" fixed that.
> I'll throw up a compile for the jukebox later today, thank you.
Do you mean just a compiled version, or also an option in the batch/make file to build it? Not to complain, it's a trivial thing to zip it up by hand, but it just seems like a nice convenience to have it.
A single monster's frames would be (at minimum) four frames for walking, one for pain, three for attacking (let's combine melee and ranged together into a single set of frames), at five rotations each.
At one rotation, death would...well, let's be generous and say you can somehow get a death animation for five frames.
That's 45 brand new, unique sprites for one single monster.
A wad with new, creative demons (as in multiple) would have no chance of being its own unique thing for long, and I can guarantee the sprites would be plundered and distributed around--quite likely for Realm667 usage as well.
For perfect demonstration of this, see the Flesh Wizard and Maephisto enemies.
this thing? i've never seen it in a wad, which is good because frankly it looks rubbish
>There must be one over 18 years of wadding
There are, but you already dismissed most of them as "realmshit." If you don't want what you want then why do you want it? It's already there, there's good monsters, and a lot of them have been used (quite successfully) as bases for other monsters. If you're going to just dismiss it all as "realmshit" then you should just play Adventures of Square.
You little shit.
I didn't dismiss them all, I just said no realmshit, as hopes to filter the choice. So instead of being helpful and posting example wads to try out you rather be all mad over a valid question.
CURRENTLY HOSTING UT99 AT 184.108.40.206
Hey /v/, since September 28th 2010, I've been hosting servers for UT99 and UT2004, and now I host Jedi Knight III: Jedi Academy with JK2 maps as well.
My User Name: InspecktahDeck - Steam Group Name: Speck's Unreal /V/idya. You don’t need the steam version to play, but having steam lets you receive announcements when we play. Discussion boards are now on the group page for users to discuss the games, servers, or suggest tweaks/changes, with some other fun stuff. If you have any problems joining, please post them in the thread, or steam group.
All gametypes, all maps enabled. A few custom maps here and there too, but not a ton. They rotateo ff every now and then.
Sorry I was in a few matches. We had a slow night tonight because I hadn't hosted in a week since my schedule varies and I can work up to 50 hours a week sometimes, but we generally get at least ten or so people over the course of a few hours. I'm leaving early to go watch the Mets game.
Server's still up if you wanted to connect later and test it out though
The beta partial invis had reversed colours, with a red iris instead of blue.
NHB i'd like to clarify that an essential difference between a portism and just "using port features" is the author's intention. portisms are unintentional source port dependencies caused by ignorance and/or improper testing. deliberately building a map to require jump/crouch/freelook to finish does not count.
Restoring Deimos, then. This one got flak all around because it's for ZDoom, but also includes a script to break gameplay mods. I found it fairly enjoyable to play though, and the ACS sources are included so it's a simple matter to remove the script.
Fuck it. At this point someone will find the actual porn movie the guys from id played in the office to distract Carmack back in the day; and I won't be surprised in a single way.
I would have spent the rest of my life without knowing dying twice at the same time is possible had I not played Vanguard ever
What's the best way to play Rise of the Triad these days? Is there a good sourceport or is Dosbox my best bet?
WinROTT exists, but it's shit. I believe ECWolf plans to support ROTT, but it's not implemented yet.
Honestly you're probably better off playing the Return of the Triad ZDoom TC instead, it's a far better experience than the original game.
I guess I could try to find out the ratio with this. Assuming the texture is in fact square. But even then a total translation would be tricky because...
Eh, I only wanted to port/translate the level to familiarize myself more with level editing and creation. It already was tedious looking up the layout for the level. And I'm not really in the mood to start up ye olde TR level editor. I don't even know whether the thing loads maps from before TR4.
That the textures are squashed might be to add the illusion of a little bit of variety? The grate window to the right is also stretched from it's 64x64 texture.
Question for DECORATE folks here
Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.
Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?
The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit
For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one, as Doom cannot stretch textures. However, if you use the UDMF map format, there are linedef specials to scale textures/flats, but, and I could be wrong, that may only have a visible effect on slopes.
Also, Doom doesn't really handle realistic sizes and proportions well. Linguica says a general rule of thumb is: 16 horizontal map units or 10 vertical map units, is a close approximation to 1 foot. In addition, you can change the size of the Player in DECORATE, with the Radius and Height properties, and change the Player.ViewHeight accordingly (by default, it is 41).
>For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one
Huh? The window would be on a single linedef then, how would you divide it up?
Sorry, I still don't get it. The only method I know is to lower the ceiling, raise the floor until they meet and then adjust scale and off set of the upper and lower textures of the linedef according. But dividing a linedef horizontally?
i mean you can superimpose two-sided linedefs with middle textures on them.
in this map i have two linedefs with floating middle textures at different heights superimposed a single unit in front of the light pillar.
you can even superimpose floating middle textures on top of single-sided lines but i couldn't get that to work. they failed to display. i think it's dependent on linedef number ordering or how the node builder chooses to build the map.
I think see what you meant with fiddly editing. If I drag the linedef with the windows, they get unified into one linedef with the top one becoming the middle back texture of the lower one.
>Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.
CustomInventory that does A_TakeInventory of armor on pickup state.
>Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?
A_Explode, with DamageType "benis" on the explosion and DamageFactor "benis", 0.0 on the monsters. This will prevent them from being hurt by it.
>The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit
Then just use DamageType "Slime" and DamageFactor "Slime" instead.
1. I thought about that about armor, but should I remove 999999 type of armor, to make sure every bit is removed?
2. That's what I currently do, but A-Explode effects unlimited height, I need it a ground only.
3. Damagetype slime doesn't work me, I tried it. Is there a way to add "damage factor" to the radition suit pickup?
I likely have no idea what I'm talking about, but try making a powerup that inherits PowerIronFeet and add 'DamageFactor "Slime", 0.0' to it, then set this new powerup to your RadSuit's Powerup.Type?
Two questions, /vr/ friends!
One: What would be the best way to play Marathon these days? I am at a slight loss - did some checking around and was directed to Basilisk II, which is an older Mac emu. Needless to say, I had no luck with it.
Two: Is there is viable and decent DooM port to Windows Phone? I know it is probably sacrilege, but ever since my Dingoo A320 went tits up, I have lost the ability to play DooM on the go, or on the shitter.
>One: What would be the best way to play Marathon these days?
Aleph One. It's a bad source port, but it's the only one really available.
>Two: Is there is viable and decent DooM port to Windows Phone?
Short answer: No.
Is there an editable wad that implements Unreal-style dodging? I could only find this: http://forum.zdoom.org/viewtopic.php?f=19&t=25616&start=195#p539479 and it's almost entirely compiled ACS.
I could base off the dodging ability in DemonSteele, but it's not done by double-tapping a direction and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.
You could always try getting in contact with Ijon about that to see if he still has the source available and willing to put it on github or something or could contact Term to see what his thoughts are on using code from his projects.
I'm betting if anything, he'll be okay with it as long as you make a note of it when you release whatever you're working on.
>and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.
I wouldn't mind.
Give me a bit and I'll upload a version that's a double-tap for you to prod with.
your movespeed would have to be a fair bit slower to make it actually have an use i think
how does demonsteele normally do dodges? dodge key + direction? cuz that's an option in the latest ut
anyone know how to make pk sounds work with brutal doom? I prefer the animations and blood and shit, sue me. but only some sounds actually replace (like pistol) but shotgun and plasma don't work. especially the shotgun, its that shitty loud edgy cling sound thats so fucking horrible
How do I fix this? I got the same problem on another map but I still don't know if it is some align problem or something else.
>Chocolate Doom; vanilla compat.
It works fine on any other sourceport.
Here you go, you've got three options to play with.
The first .pk3 is a dramatically neutered Parkmore by ijon to provide only dodging.
The second .pk3 is the aforementioned dramatically-neutered Parkmore in an old old old version of DemonSteele.
The third .pk3 is an attempt to snip out ijoncode and create my own variation. It's very brute-force in execution and could easily be made more efficient, but it's there.
Ijon generally doesn't care what you do with his code, but if you want to get in contact with him to doublecheck, you can catch him here:
Have a funs.
Oh gosh wow thank you! I was expecting a "I'm fine with it", not all this generosity. This is really really helpful, thank you very much.
I'm planning on having movespeed be slower, and dodging be the equivalent of Doomguy's straferun speed to keep maps playable.
Definitely crediting if I manage to get into a state worthy of release.
Seems that Parkmore causes a lot of errors ("GZDoom doesn't support execution of console commands from scripts") and doesn't work at all in Zdoom ("Unknown P-Code 134 in script 351"), but your lessold version of Demonsteele seems cleaner as it works in both with no errors, so I'll work off that, as brute-force as it apparently is. Thanks!
Anyone else somewhat disappointed in the full version of 50 Monsters? I mean, the maps themselves aren't bad, but I don't like that it now uses monsters and textures from Valiant. The original 10 level demo felt more like its own thing.
Consider the following:
If to enjoy a mod you have to turn off all of the advertised and proudly-touted features (and classic mode still has a broken BFG, with the 20b fix nowhere in sight), then you probably don't actually enjoy the mod.
Not that I'm on board with the "Brutal Doom is literally Satan", but "it's optional!" isn't really that good a defense.
Using "you" as a catch-all, not specifically saying you.
that's the so called tutti fruitti effect. i think you're getting it because of some combination of a texture of height not 128 being allowed to tile vertically and the linedef having the lower unpegging flag set. so it might go away if you fiddle with the pegging flags but then again it might not. i am not sure exactly.
it seems i was thinking of the case where a short texture does not tile, but still shows tutti fruitti because its linedefs are lower unpegged.
>JUST LIKE THE DEVELOPERS INTENDED
It's Doom PSX running with a CRT Shader in RetroArch. The shader is meant to replicate a poor quality tv. I think it does some nice stuff, and would like to see a version with better colors and clarity. It's the only one that really looks like a shadow mask, albeit not a great one.
It's interesting, but I don't consider it much more than an experiment.
What more could they possibly tell us without ruining all the fun?
Story is a no go, they revealed new guns and 2 alt fires for each, they let people play MP at Quakecon, they are having a closed alpha and then an open beta
Calm your tits
I'm willing to wait for a demo before I make a judgment, and even then I'm willing to try playing the full game for a bit.
I played the demo for Duke Nukem Forever and I hated it. I didn't play the full game until this weekend and it's not -good-, Jesus Christ the game frustrates me so much, but it's certainly BETTER than the demo.
The 2 weapon limit is a shit sandwich though, you can't have classic FPS weapons like these and then only be allowed to carry two of them, with limited ammo, it feels obvious these weapons were meant to be carried in all together as you found them, like in 3D, but you don't.
If I had an assault rifle which I could take aimed shots with by using ironsights, and it actually had realistic power for an assault rifle, while at the same time it can be used for spray and pray, that would make 2 weapon limit a LOT more excusable (but not fully), but DNF has no such weapons.
Duke Nukem 3D had great weapons, but imagine if the game only let you carry two of them at once, without really balancing the weapons for this, shit would get frustrating in a hurry.
For a shooter that's meant to be aiming towards Balls To The Walls like a Duke Nukem game, you MUST be able to carry at the very least four weapons to allow the player to have more balance and variation in their arsenal. Every single fight is just frustrating and I have more fun messing around with the environment than the fighting.
Randy Pitchford says that it was the only way for console compatibility, meanwhile, any good FPS or port of an FPS on consoles uses the D-Pad as a weaponwheel, because they're not retards.
Doom 4 lets you carry like what, 8 weapons, and selectable in a weapon wheel.
Fuck, the Megaton port of Duke 3D on the PS3 controls and plays much better than Duke Nukem Forever does on the same console.
While I don't necessarily like Brutal Doom, it has brought a lot of fresh blood/new people into the Doom scene. Though I loathe it when they talk about BD like it's the only good mod out there
DNF wasn't fucked because of consoles, it was fucked because of it's development being a fucking disaster.
Having a 2 weapon limit was probably more the result of Gearbox being lazy fucks than it had to do with consoles, many console FPS's allow you to carry more than two weapons, way more, without issue.
Modern console ports of classic Doom has you select weapons with the D-Pad.
Orange Box for the PS3 was a -fucking terrible- port but it still let you have all weapons with a wheel on the D-pad like that.
Hell, Rage had a lot of flaws, but you could carry all the guns you wanted, with four weapons being quick selectable in a weapon-wheel.
What makes me the angriest is that they actually DID make an official patch to allow you to carry four weapons for Duke Nukem Forever, BUT they didn't put this out for consoles, so I'm totally fucked on that part.
Thanks Randy, you fat piece of shit, I hope you step on a Lego.
I think BD does some cool things, but it also does a lot of things I'd rather it didn't.
I hate the sound design a lot, and the gore is really absurd and unrealistic.
BD's sound design reminds me of this time back in high school when we all had laptops and this bloke was playing some hip hop on a laptop with the itunes eq bass maxed out so that whenever the sub played it all became a solid RRRRRRRRRRRRRRR on tinny speakers
grow some ears mark you tonedeaf cunt
>it's more the suffering-porn that I take issue with
This, Jesus fuck.
I mean, it's one thing when Duke Nukem says "I'll rip off your head and shit down your neck" to the end episode boss, and then proceeds to do that in a cutscene after the battle, but when the fucking zombies crawl around on the floor groaning or the imp trying to hold in his guts it just feels like my player character is intentionally doing less harm to see them suffer longer.
Don't get me wrong, I'm all for a good fatality move every now and then, but it doesn't have to be so fucking drawn out.
>grow some ears mark you tonedeaf cunt
BD does sound very scratchy in my ears.
>Sergeant Mark will be banned from all Doom sites in your lifetime
Anyone got the comic that was /doom/ in a nutshell.
I just remember Sgt Mark showing up and the thread plunging into chaos, and whoever drew it gave Sgt Mark this fucking hilarious pointing hand in one panel.
Related aside, I enjoy Monster, it's an okay drink and is literally available anywhere.
I have hated everyone I've ever met wearing their apparel, however. Is this a good parallel between BD players and BD retards?
Could use a rewrite tbh
The "I'm x years old" bit is overused and everyone is immune to it and I don't really feel invited to respond to your post, it's like a closed-off thought.
What is your target supposed to respond with? Something like, Yeah well I'm 32 and fuck you.
I dunno, I think it's perfect as is.
It stands out in contrast with all of the other posts which have had minimal Brutal shitting going on, then somebody goes in out of nowhere and cries about the complaints for his precious mod.
It really emphasizes the pitiful nature.
PSX Doom is such a fuckin amazing port.
Aubrey Hodges knows how to set some fuckin' atmosphere.
you can chat him up on his website, just takes like a month sometimes
oh fuck i should have asked him if he still had the psx doom sounds laying around in higher quality, all i did was ask where he got them from
it was hollywood premier and stuff he recorded himself btw
What's the worst thing that the Doom community has created?
while i have followed the doom community on other websites since the very late nineties, my history with 4chan's doom community did not begin until a couple of months after /vr/ was created. i had, prior to that, ignored its video game board, having been here for other interests only. however, i am led to believe there was in fact a doom community on /v/, if you looked for it, even before /vr/ was created. am i correct?
This is correct. Samsara was even born on /v/.
Saying that /vr/ gave birth to the "Doom meme" (as if playing a game could be considered a meme) is laughable.
Shortly before /vr/, Doom threads even enjoyed a short life on /vg/ for a time. They were squashed out by everything else, of course, but they were there for a short time.
I remember once making a "Skulltag General" on /vg/ a while ago, around 2012 or so. Most of the posts were complaining that the general didn't belong on /vg/ or some stupid bullshit and a bunch of idiots announced their (invalid) reports. Still don't understand why everyone flipped their shit over that, not to mention there were some other people genuinely trying to discuss Doom in the thread.
>as if playing a game could be considered a meme
you should look up the meaning of what 'meme' actually means because it's not just funny macro images and costanza. The word 'meme' existed well before the internet was a thing my retarded friend.
You see that little ball flying over there?
That thing has been bouncing the whole time spent in the map [hardly 10 minutes in-game]. Purple imp balls sure are bouncy.
Kinda hilarious considering that it kept bouncing after i took a screenie
Looking To Play Doom 2 competitive?
well look no more join my server called ultimate deathmatch
The point of this server is to play Deathmatch with random maps and weapon sets
im a active doomer and have my server up atleast once a day
Quit being noobz and come play!!!
I fapped to that pic so many times when I was a kid, fuck
Her tits seemed so huge then. Not they're laughable. Thanks Japan
>tfw i legitimately thought yholl was a grill at some point
>the only thing even remotely close to what I really wanted actually was
>xhe turns out to be even more of a degenerate than I am
It seems like the vast majority of current gamers disagree with people like you, for better or worst. Not just weapon limits, but limitations of some kind that provide choice, or the illusion of it.
Not that guy, but I agree with him. And in cases where it engenders choice, actual choice, I'm much more okay with it.
As it stands right now, the weapon limits are more muh realism/why carry more than 3 generic assault rifles anyway, as opposed to actual choice.
Think it depends on what sort of game you're doing.
If you're trying to have a balance between MUH REALISM and fun and over the top, I think that four as a carry limit can be ok, but DNF dicked it all up by trying to have a two weapon limit but with more or less the old DN3D weapons. Every fight situation becomes a frustrating chore that way.
Or do it like Rage, where you always have the weapons you own, but the weapon wheel selects between the four ones you have tagged.
I think you can legit make a good game where you can only carry two guns at a time, but that sort of game can't be Doom or Duke Nukem, that's simply not the kind of games they're meant to be.
I was thinking you might be the Grimdark-Mod-Guy, your writing style stands out.
Looks pretty rad, doesn't it?
I actually don't know.
It looks like it could be an IWI Tavor, 5.56 rifle in some sort of body-kit, or maybe a development variant of it (the Israelis worked on it for quite a while before settling on a final version which they would use as a service rifle, and then sell to the US market).
If it's a production item, it'd be really rad to see it used as a movie prop sometime. Something I do know that they make is this silencer for the 9mm variant, which looks rad as hell.
Now, I don't really like the Tavor all that much (for one, I just like short-stroke piston or gas-impingement much better), but it'd be really neat to have one of these, even if without the suppressor baffles and just having the outside part of it, just for looks.
I mean, you could make the next Colonial pulserifle based on this thing, put a grenadelauncher under it, and put a kinda spacey looking magazine in it, and you're done.
you should really tell him to release the unused archvile SFX. if there were any to begin with and if he still has them handy, that is.
I'm also aching to ask any of the guys making the new game if they're taking any inspiration in any way from Doom 64 or PSX Doom just to see if they actually acknowledge the damn things at all.
>mark shaking term's ______
THE FUCK IS HE HOLDING THERE
GZDoom cannot apply a shader to the entire screen, only to specified sprites, walls, and textures. There are actually has a couple shaders builtin in gzdoom.pk3 specifically for creating the fuzz effect on Spectres.
Even if it could to the whole screen, or the most convoluted GLDEFS of all time is written to apply shaders to everything in the game. I'm not certain, but even then, I think only fragment shaders can be defined in GLDEFS; someone correct me if I'm wrong.
There is one vertex shader in gzdoom.pk3, shaders/main.vp, but I think its hardcoded in GZDooms source to be read. Vertex shaders manipulate the vertices of polygons, and Fragment shaders manipulate the pixels that fill them.
In addition, the libretro-super git repository has a cg2glsl script written in Python that will convert the Cg format shaders into GLSL, and I think there is even a directory containing them already converted in that repo as well.
To produce all the awesome effects RetroArch/libretro does to the screen though, the.cgp/.glslp files specifiy multiple shaders and how they should be applied.
It is complicated, but I not out of the realm of possibility.
On another note, I wish the prboom-libretro core would get updated to PrBoom-plus. Its still based on PrBoom 2.5.0 (or older?)
Everybody around me is still playing Phantom Pain, so I thought it might be nice to distract myself.
A simple weaponset and enemy set won't take long, so while the VA is recording things this'll keep me amused.
I don't have a name, so it's tentatively called "the grimdark mod" until I or someone can think of something better.
It's a simple weapon/monster replacement that aims to make the game darker with TECHNOLOGY and more oppressive with nastier/harder enemies. Not quite survival horror, though, since it's hard to be scared if you've got a fuckoff shotgun.
i don't know, i just watched the video and it's all dark and ghostly (like suab) but the player is still darting around at doomguy speed (not like suab). hence, "not suab". «shrug».
>A Alien Breed 3D Total Conversion for Doom is being worked on
Hey guys, Doom 64's 20th birthday is coming up in a year and a half. Would any of you guys be interested in helping finishing a megawad this other guy is doing in his free time for it? He has around half of it already finished.
>Playing Shut up and Bleed v0.4
>Try out the new Shut up and Die
>New enemy attacks are great
>New enemy variety is great
>Everything hits so fucking hard because of the 3x damage multiplier and has so much HP on top of much more dangerous attacks that it becomes ridiculously hard(Or impossible in cramped levels)
>Go back to regular enemies
>Everything is way too easy now
I'd be all for the enemy changes on SUAD to apply on all difficulties.
I am still playing on SUAD almost exclusively because the enemy changes are so good
>No healing besides Stimpacks despite everything being so powerful even though it probably wouldn't be so bad to have the herbs and sprays be scattered around rarely
Regardless, playing on SUAD exclusively.
>All participants will be required to agree to a legally binding non-disclosure agreement (NDA), which expressly prohibits posting or sharing comments and/or content from the Closed Alpha. The Closed Alpha builds will contain watermarks that identify each participant. Those who violate the NDA will be banned from all future tests, including the Beta, and may be subject to further legal action.
Shiver me timbers, what am I going to do~~?
you'd think it'd have been taken already though. or maybe legal can force the previous owner to give it up under trademark law.
i'm damn sure if i owned doom.com and got a letter from bethimax about turning it over to them i'd tell them to put it where the sun doesn't shine, wouldn't you?
>Shiver me timbers, what am I going to do~~?
Write about your impressions instead of posting screenshots, duh.
Also good fucking Hell they're still trying to keep any actual content from seeping out to the public?
Turn this into a game and I would gladly play it
>play as a raging skeleton with dual rocket launchers
>name is "DOOD"
>emphasis on close combat and shifting worlds ("CLOSED" is backwards and forwards)
>Symbol is the two D's that are backwards and forwards
Okay, I was browsing my favorite abandonware site, and stumbled across the cancelled TPS based on X-Com. And suddenly it hit me - why no one made a Doom TC or gameplay mod based on X-Com? Just imagine running around and blasting ayy lmaos with heavy plasma or whatever.
Because it's already been theorized and determined that at TC would be too far removed from Doom and wouldn't contain much of anything that made XCOM cool other than a total skin job. Gameplay-mod-wise someone had an idea for a turn based mod system, but again, it was determined too far removed from Doom to make sense; on top of being incredibly difficult to do.
You can already blast memes with green plasma, so if that's what you want then it's covered.
>Doom 64 megawad
I've been longing for a full-on doom 64 custom mapset ever since I tried usermade maps for the first time
does anyone know any good custom doom 64 wads? ive been lurking all around and all i could find was an abandoned project by some dude that was looking pretty rad. wonder if anyone picked that up tbh
Well, I wasn't talking about full-blown turn-based tactics on Doom engine. Just some alien-slaying action. Allowing for a co-op play and cranking up the enemy damage will nicely provide X-Com feeling, but you can also make firearms wildly inaccurate to complete it.
>What have you been working on anon?
Nothing and I'm a shitter because of it
I haven't slept in 22 hours, I'm enjoying my three days off from work after a 7 day work week.
After I sleep I'll get back to working on shit and not a moment sooner. Damn it.
> new doom retro version released
> default pain wiggle added
> my sides
It's v0.4 and you can find it in the news section of the Thread.
Glad you had fun with it.
Yeah, I wanted to do that to add to the "Die" factor, sorry about that.
Yeah I forgot to buff the arrows when the crossbow became single shot. It's (random(30,45)*4) now, instead of just (30) damage.
>there are people out there right now who legitimately dropped GZDoom for this
I'm not even saying this for comedic value or anything, but holy shit the sole thought of it makes me chuckle softly.
Im designing new monsters One of them is a mobile Icon of Sin. It spawns monsters perfectly... except certain barriers in which the newly spawned monsters get stuck on fences/chain walls. Fuck, im stumbled
>linguica's instant weapon switch patch
how did I manage to survive this on my first run.
not pictured: me trying to move exactly as I was taking the snapshot and falling into the damaging water on the side of the catwalk and dying in less than a second.
But if the brother is Doom then that means Brutal is the father of it as well, which is just factually wrong as Doom was the original game and Burtl's a mod.
Unless this is one of those weird families where the children are adopted, another's a half-sibling, and everyone's a time traveller.
And it doesn't end there. Remember that one guy that literally said Doom Retro was going to replace PrBoom+ as the Boom sourceport?
This shit is so demo-recording unfriendly I can't even begin to imagine the reactions from the demomaking community if they find out about this.
Hell, I haven't seen a SINGLE demo recording Doom fan that actually uses DR to record demos.
how the heck does that work. the software renderer is really not set up to draw at an angle. walls are columns, flats are spans (horizontal rows). is he drawing the screen to a texture with the software renderer, and then rotating it with OpenGL?
the last thing i did was add a --enable-headless configure switch to build without SDL. this allows building the engine on e.g. powerful remote servers without libsdl installed. it can still play demos, either without rendering (for testing sync, or timing) or rendering to video. this means i can use cloud systems to mass test demo sync or render lmps as video. i probably will never get round to actually setting this up, but the idea is there!
That's the only watermark I know of, there might be other things that could give away who your are. Either way after this weekend is over we're going to see a lot more of the multiplayer. I'm a little bummed the only map is Heatwave though as that's what we played at quakecon. SSG better have been buffed since then.
>" Can I divulge any information about my closed Alpha experience on the internet or on social media?
All participants will be required to agree to a legally binding non-disclosure agreement (NDA), which expressly prohibits posting or sharing comments and/or content from the Closed Alpha. The Closed Alpha builds will contain watermarks that identify each participant. Those who violate the NDA will be banned from all future tests, including the Beta, and may be subject to further legal action."
is there something I'm missing here
>Didn't pre-order Wolf TNO because pre-ordering is literally the worst thing you can ever do
>Don't get to participate in DOOM Alpha
>Don't get to participate in DOOM Beta
>Don't even get to see shitty screenshots
Jesus fucking Christ.
Sometimes I really hate ID.
>tfw there's almost no love for that kind of shotgun in videogames
For some reason the second a shotgun gets modern conveniences they will always have useless as shit range and terrible damage.
Because a pump action/break action shotgun is nearly a perfect weapon as is, giving it rapid fire and a faster reload is just too powerful, anon. So they have to make it shitty.
Unless of course you make a weapon set where a magazine-based shotgun is an end-game tier weapon
Battlefield 2142 SFX sans voice overs, cockpits, ambience, music, and similar.
Lots of edited stock sounds and several absolutely shit sounds, but there's some good stuff.
Footsteps, casings, pistols, sniper rifles, assault rifles, looping miniguns with wind-down, generic player sounds, impact sounds, bullet flybys, generic weapon foley, menu sfx, mechs / misc vehicles, explosions
Sci-fi / future themed.
>Game has shit shotguns
>Pistols are sniper rifles with a little less damage
>SMGs have a very tight spread
>Assault Rifles have very tight spread + more damage
>Shotguns aren't allowed to be good because it makes the other good guns seem better
Every fucking time.
If a game has a bad shotgun then it's a bad game
>Actually thinking Bethesda will be suing anyone who shares screenshots of the alpha stuff online.
Putting a prohibition on something only makes people do it more often. If there ever was a "My First Marketing Strats Book", it would totally be in it.
Nobody's ass will be sued, just watch. And if they actually sue somebody over stuff that probably won't be in the final build of the game, they're going to look like children. This isn't Quakecon 2014 anymore, they can't hire CIA agents again to prevent people from leaking stuff, they know it.
Remember, we've owned the alpha/betas of the original game for a long time.
Doom palette converted to 3DLUTs in 3DL and CUBE format for Photoshop etc
To use in Photoshop, create a Colour Lookup adjustment layer and load one of the files, it doesn't matter which. They're both the same just different formats for other programs to use them.
Now, it's not going to be exactly what it'll look like when indexed and paletted due to interpolation (otherwise ~500MB file judging by previous attempts) but it'll be close.