[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

FIFTY THOUSAND WATTS OF AAAAAA

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 542
Thread images: 97

DOOM THREAD / RETRO FPS THREAD - Last thread >>2922693

Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[01-19] Another Gameinformer Doom4 update:
http://www.gameinformer.com/b/features/archive/2016/01/18/see-how-id-39-s-new-doom-breaks-the-modern-shooter-mold.aspx

[01-18] Ketchup 5.0 released
https://youtu.be/AdDGNEoLnzw

[01-18] Project Brutality v2.0 released
http://www.moddb.com/mods/brutal-doom/addons/project-brutality

[01-17] D64 Marine / cut Hellhound / Archvile, and another Spider Mastermind sketch; D64 Pinky
https://www.doomworld.com/vb/post/1545448
https://www.doomworld.com/vb/post/1545649

[01-17] About half a hour of footage of ID and Doom circa November 1993.
https://youtu.be/HpEBUV_g9vU

[01-17] New Lainos map: Comatose (Overdose 2)
https://www.doomworld.com/vb/wads-mods/85523-comatose-overdose-2/

[01-17] Stardate 20x7 beta release
https://www.doomworld.com/vb/wads-mods/85502-stardate-20x7-beta/

[01-17] Japanese Doomers community project
http://jpcp.webspace.ne.jp/bbs/jpcp_topic_pr_393.html

[01-16] Original sketches of Spider Mastermind and Revenant
https://twitter.com/GPunchatz/status/688014360690724868
https://twitter.com/GPunchatz/status/688115779758260224

[01-15] Tech Gone Bad, a new map by John Romero.
https://twitter.com/romero/status/688054778790834176
https://www.doomworld.com/vb/doom-general/85493-

[01-13] New versions of Mainframe (/vr/E1)
>>2913298 >>2915828
https://drive.google.com/open?id=0B8xWmOI7IYl3UFdQdlRLT3BQcnc

[01-11] The /newstuff Chronicles #489
https://www.doomworld.com/php/topstory.php?id=4543

[01-10] PrBoom-Plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/

[01-09] Doom Retro v2 released
http://www.doomworld.com/vb/doomworld-news/85397-doom-retro-v2-0-released/

===

To submit news, please reply to this post.
>>
may as well post this again:

Celebrating GMOTA's 2nd birthday by sharing with you guys my first weaponset I made with SLADE

https://dl.dropboxusercontent.com/u/8380892/SHTCNT_V2(weapons%20only).pk3

It's still not good
>>
>>2928113
>may as well post this again:
i do apologise, i had prepared the news post earlier, before your first post of this. it will be in the next one. happy birthday, by the way.
>>
>>2928113
I actually like seeing stuff like this, mostly because it lets you laugh at it and go "oh god, I thought *that* was a good idea?" and relive memories.

Then in my case you get bored in five minutes because all the weapons are A_Explode(a_fucking, lot)
>>
>Project Brutality Starter Pack

The maps looks nice but I don't know.
>>
>>2928148
First map has some good script and monster appearances (like imps break the window to get in) but as it goes forward it gets duller and duller).
>>
>>2928148
It also for some reason comes with freedoom, which conflicts with the starter pack and BD itself for obvious reasons glitching out literally everything.
>>
File: 1434474042373.jpg (157KB, 600x424px) Image search: [Google]
1434474042373.jpg
157KB, 600x424px
Repostan':
How the heck do I make Slade 3 recognize syntax for and compile ACS functions from recent development builds? I really really need the updated SetHudClipRect to work :(
>>
Does anyone know if there is a guide to find all the secrets in the First demo episode of The Adventures of Square? Or how to get to the secret level? I can't find any information about this game online.
>>
File: bd64.png (2MB, 1920x1436px) Image search: [Google]
bd64.png
2MB, 1920x1436px
Okay, gotta be completely honest, I'm kind of excited to see how this turns out.
>>
Does anyone have a wallpaper or something of the old UAC logo?
>>
Any way to turn off the marine voice entirely in Project Brutality.
I really hate the shitty "AHH THE CHAAINSSAWWW, THE GGGREAT COMMMUNICATOR", every single time I play.
Turning off automatic taunts doesn't help it either.
>>
>>2928234
yes.
>>
File: IconofSin_2.jpg (441KB, 980x1307px) Image search: [Google]
IconofSin_2.jpg
441KB, 980x1307px
>>
File: xj7zuqj8jdcifhqokg0c.jpg (449KB, 980x809px) Image search: [Google]
xj7zuqj8jdcifhqokg0c.jpg
449KB, 980x809px
>>
File: dude.png (267KB, 370x501px) Image search: [Google]
dude.png
267KB, 370x501px
>>2928251
>>2928254
Thats pretty cool.
>>
File: untitled.webm (3MB, 1024x600px) Image search: [Google]
untitled.webm
3MB, 1024x600px
>>2928113
10/10 mod

now if only recaptcha would stop being a little bitch
>>
File: 1453224709.jpg (195KB, 1280x960px) Image search: [Google]
1453224709.jpg
195KB, 1280x960px
Big circular room with Cybie
bcrwcd.zip (15 KB, 2016-01-13) - Topi Hattukangas
https://www.doomworld.com/idgames/?id=18327

warp to e2m8. note the screenshots were all taken while i had light goggles on. it's usually much darker. the walls of the title room open up as you move around it. you don't have the resources to kill the monster immediately*. thus tension is maintained throughout, as you have to keep moving, watching for rockets, while opening and clearing the side rooms.

eventually you are surprised by being locked in a chamber with a spiderdemon, and a reason to use the BFG. i think the author intended accessing all the side areas to be a requirement, as the last one has enough rockets to finally kill the cyberdemon. but if you are good with the BFG and lucky, 140 cells is enough to finish the level. the rocket launcher is at the bottom of a lift and can be risky to access it with a cyberdemon striding around at the top.

i liked this map. it is better than it sounds from the name. if you don't mind that it looks like a 1994 map released in 2016, i had quite some fun with it.

________
* unless you can one-shot a cyberdemon with the BFG, which is possible in ZDoom - Expired Licence actually requires you to do it
>>
>>2928195
HOLY SHIT
>>
>>2928251
is that an actual computer/computers that works?
>>
File: bcrwcd-228.webm (3MB, 320x240px) Image search: [Google]
bcrwcd-228.webm
3MB, 320x240px
>>2928297
here's a video, shows you how annoyingly dark it is to start with
>>
>>2928313
no it's a professionally-made sculpture. the artist's son wanted it for a nightlight.
>>
So, did the excitement for the new Romero map fade out in less than a couple of days?
>>
>>2928326
No, we're just awaiting his commentary on making the level along with the impeding announcement of the FPS he's been working on.
>>
SS13 anon still around? Would love to see some progress.
>>
>>2928317
that looks like a really neat concept for a level
an area where there is a cyber and you only have shitty weapons so you have to resort using meatshields until you can get a weapon or ammo
>>
>>2928251
I need this in my life
>>
>>2928326
it's just one map, anon.
>>
>>2928326
not sure what you expect, after all it's only one map. lasts half an hour (insert joke making favourable comparison with length of latest Triple-A title here)

personally i 100%ed it the day it came out. i'll play it again but not immediately. it's not the sort of map i would play over and over again consecutively, it's a bit too long and windy for that. i will play other maps before i return to it.
>>
>>2928356
No you don't.
>>
>>2928356
>>2928251
>>2928254

Good luck, Romero himself actually bought it
>>
>>2928167
i don't understand the question, if you want to use some function you just write its name in your ACS script don't you? why would SLADE need to know about it?
>>
File: 1452545655180.png (179KB, 500x358px) Image search: [Google]
1452545655180.png
179KB, 500x358px
>>2928372
Them i am going to visit him and bring my spear, teach him a lesson about immersion
>>
>>2928389
that probably sounded funnier in your head than it turned out to be
>>
>>2928195
Is this for real? If this isn't shopped, the lightning looks amazing.
>>
>>2928167
ACC compiles, not SLADE.

You're gonna want the newest zspecial.acs, at https://raw.githubusercontent.com/rheit/acc/master/zspecial.acs. Replace the one in ACC's folder with this, then it'll compile.
>>
>>2928392
y-you too
>>
what the fuck is moon man
>>
>>2928443

it's a natural satellite
>>
What happened to Beyond Hell and Earth?
>>
>>2928443
literally five seconds of googling would tell you
>Moon Man is a meme rapper and former MickeyDees mascot stirring up epic lulz.
basically memeshit.
>>
File: 1441320028402.jpg (476KB, 800x800px) Image search: [Google]
1441320028402.jpg
476KB, 800x800px
>>2928195
>Go to the Facebook page to check this out
>It's a bunch of people jerking off Mark and telling him how great he is
>Shitload of messages telling him that it's absolutely disgusting that the new DOOM is ripping him off
>He's pissed because ID won't hire him to "improve" their game
>He claims that Bethesda is a shit company because they probably won't even put him in a "special credits" roll at the end of the game
Jesus fucking Christ.
I really can't take any more of this insufferable, egotistical asshole, and his circlejerking fans.
>>
>>2928105

Is it true that Cruis'n Velocity on the GBA runs on the Doom engine?
>>
File: Screenshot_Doom_20160119_005757.png (1MB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160119_005757.png
1MB, 1366x768px
huh, the japs can make maps
>>
>>2928473
i don't believe you, please post screenshots as proof of your claims.
>>
>>2928476
but you have to play them top down with a flying doomguy
>>
>>2928106
>https://youtu.be/HpEBUV_g9vU

This video is comfy as hell.

Also, that Keen song was awesome. Kind of reminds me of Banjo Kazooie music.
>>
>>2928476
what is japan's relationship with doom
>>
>>2928494
same as any other country i guess. a few residents play it, map for it, draw fan art, ...

>>2928504
he didn't even post a link, i think it's some troublemaker trying to stir up crap. please ignore it.
>>
File: sgt ego.png (34KB, 477x450px) Image search: [Google]
sgt ego.png
34KB, 477x450px
>>2928480
>>2928508
I'm not trying to stir shit.
There's a lot more than this, too.
>>
>>2928484

I loved watching Romero play and hearing the team's reactions to the game.
>>
>>2928521
I swear i remember seeing this same image before
>>
>>2928528

I've been in these threads for...way too long, and this is the first time I've seen it.
>>
>>2928538
Them i guess the timeline was reset again, oh well
>>
>>2928521

>if you really feel like donating

oh no he didn't

oh no he DIDN'T
>>
>>2928474

It's listed here:

http://doom.wikia.com/wiki/Commercial_games

And on it's Wikipedia page:

https://en.wikipedia.org/wiki/Cruis'n_Velocity

The GBA game Dark Arena also uses the engine, apparently:

https://en.wikipedia.org/wiki/Dark_Arena

So they may perhaps be the most recent commercial games to use the engine. Not sure. I notice there's no citation on any of the articles listed, though.
>>
>>2928547
>man asks mark how to donate.
>mark posts donation mail, and remember him to only donate if he really feel like doing it.
>TRIGGERED.
>meanwhile the Doom Retro guy is blatantly saying "If you don't donate to me, I will no longer work on my project."

/vr/ never changes.
>>
>>2928563

So when is someone going to release a TC of this game?

https://www.youtube.com/watch?v=GGnZVzkDwxA
>>
>>2928543
Don't worry.
I remember.
;)
>>
>>2928571

That actually looks better than I expected for a GBA game, but still really lackluster.
>>
>>2928571
Looks like shit tbqh familia
>>
>>2928571
Why would anyone waste time making a TC of a really terrible Doom clone?
>>
>>2928521
Damn cunt actually believes the shit his fans say.

Doom 4's not inspired by BD, fuck off.
>>
>>2928569
sorry, but i'm going to have to ask for a screenshot proof of that one as well.
>>
>>2928569
>Doom retro
>"Let's design a port that is just like playing the original DOOM!"
Why not just not use anything and just play DOOM on dosbox?
>>
>>2928584

I was joking.
>>
>>2928547
That part wasn't bad though.
>>
>>2928586
>>2928585
>>2928569
>>2928547

Who fucking cares? Drop it, guys. Don't worry about e-celeb bullshit or whatever.
>>
>>2928521
okay, that's pretty damning. thank you for fulfilling the request.
>>
>>2928585
> exploding a zombie's torso with the SSG at point blank, even having the same bug causing the gibs to fly at the actor's absolute back angle. - Check.
> curbstomping an imp - Check.
> ripping the spine/heart of a imp - Check.
> ripping the guts of a Mancubus - Check.
> Call of Doom cancelled right after id Software's creative director Matt Hopper acknowledged the existance of Brutal Doom - check.
> Brutal Doom: Doomguy rips Revenant's arm off, and beats his head with it. Doom 4: Revenant rips Doomguy's arm off, and beats his head with it.
> Early Brutal Doom versions featured a fatality where doomguy would drop from above and stomp a zombie/imp into the ground. Seems like it's a feature on Doom 4 too.

Given the leaked material, If it wasn't for BD, I think you know exactly what Doom 4 would have been. So be glad for BD's existence.
>>
>tfw I had never played Doom before in my life, as MM8BDM doesn't really count
>Moonman is what introduced me to Doom and how much of a fucking blast it is
I'm okkk with this.
>>
File: dummy sector.jpg (434KB, 1492x604px) Image search: [Google]
dummy sector.jpg
434KB, 1492x604px
Is it normal that the dummy sectors for sloped 3D floors are not "hollow"?

I mean, it works like this, but it doesn't look right.
>>
>>2928569
>meanwhile the Doom Retro guy is blatantly saying "If you don't donate to me, I will no longer work on my project."
Yeah and we said that was stupid as hell, too, you clueless newfag.
>>
Can this thread fuck off to /vg/ already?
>>
>>2928592
i would like to know if the doom retro guy is actually saying what was claimed he is saying.
i don't think someone should be condemned over a false rumour, so i don't think proof of >>2928569 's claim is too much to ask for.
>>
File: DoomMouselookFAQ.png (14KB, 579x1537px) Image search: [Google]
DoomMouselookFAQ.png
14KB, 579x1537px
Is this helpful? I just wrote it.
>>
>>2928636
The guy took notes and tonned his bullshit down. Back in the day, you couldn't navigate Doom Retro's website without stumbling over at least 2 paypal donation buttons.
>>
>>2928654
oh well i knew about that. but it was a long time ago and he stopped. but the way the post was worded suggested it was some new thing. in other words, as i thought the poster was trying to stir up crap. thank you.
>>
>>2928571
I had that for my GBA a long time ago. Honestly a pretty shitty game, but there were some neat things like a Redeemer style guided rocket launcher. I would really like a sprit rip of it though.
>>
>>2928610
That sounds pretty buggy. Are you running the latest version of GZDB?
>>
>>2928651
useful, i just realized i never tried to play the game only using the mouse, i wonder if its fun
>>
>>2928651
It's good. Should be added to the faq in some form.
>>
>>2928673
It's really not, imo.
>>
>>2928671
Yes, since I use the auto updater. I fixed it though. The problem was that the dummy sector was situated to the west of the target sector instead of either north or south. The dummy sectors have to match and align in length with the target sector, or else both won't have a 1:1 shape when you are using slopes.
>>
Dumb challenge project idea that will never be made: Sincerity 2: Velocity of Sapience

Basically, you take Mock 2's maps and try to turn the general layout and flow (whatever there might be of it) and turn it into actually playable and cool looking maps.
>>
>>2928742
Absolute mad man

Also, you know MM8BD right? So, there was this one addon for the game that randomized levels with specific effects, things like gello floor, ice floor, flying, vampirism, multiple projectiles, less speed, turbo speed, mirror enemies, etc etc, are there any doom wads that do the same? Randomizer status effects for maps?
>>
>>2928605
The game's going to be shit either way, so who cares?
>>
>>2928751
If it ends up being Brutal doom 2.0 maybe we can mod it to simplify the gameplay or something, i dunno
>>
https://youtu.be/HGxzhc-bLm0

Huzzah for finally having internet that isn't shit when there's more than 3 people on it.
>>
>>2928768
Isn't that sort of coming full circle?

One guy mods the original to be more gory, stupid and obnoxious, then the right holder to the property make a new installment based on that, and now in turn modders make that game more simple and closer to the original.
>>
>>2928774
Pretty much, since this is doom we are talking about (also Bethesda) they might add a workshop or something, and since the game already looks good i guess polishing the turd will be worth it, but if Doom 4 ends up exploding with the new brutal doom audience, expect sequels following the same style but somehow looking and playing worst
>>
>>2928771
heh, yakworld.
>>
>>2928694
>The dummy sectors have to match and align in length with the target sector, or else both won't have a 1:1 shape when you are using slopes.
Yeah I know that, I believe I even answered when you were asking about sloped 3d floors recently (could have been someone else though). But I didn't knew it mattered if it was aligned on the X or Y axis. Guess I've lucked out every time I've used them myself.
>>
>>2928336
As long as it's not another Daikatana....
>>
>>2928521
I feel "triggered" by every single inch of this image, and that's not a word that I throw around lightly
>>
>>2928673
How big's your mousepad?
>>
>>2928821
Basically, what the engine does is extend the control slope to infinity on its local X and Y axes, and uses that slope on whatever 3D floor is set to use it.

So if the lines of the top and bottom of the control sector aren't lined up with the top and bottom of the 3D floor sector, you get weird behaviour as you see the wrong part of the extended slope.
>>
>>2928251 >>2928254
This is pretty as fuck, only thing that bothers me is the 2 Quake weapons at the hud(?).

Not that much tho, since i love the Quake 2 guns.
>>
>>2928780
Beats getting a new CoD every year at least.
>>
>>2928113
Happy birthday GMOTA
>>
>>2928984
What happens if the control sector is sloped on both the x and y axis?
>>
>>2928113
happy birthday, gmota

it's been 3/4s of a year since the last update and probably will surpass a full year

fweeeeee
>>
when do you folks think that reelism will come to multiplayer?
>>
>>2929087
Probably when Zandro 3.0 comes out.
>>
File: INTERPIC.png (27KB, 320x199px) Image search: [Google]
INTERPIC.png
27KB, 320x199px
I was in the middle of playing Beta 1d of the new megawad Mayhem 1500, and something really started to bother me.

The music they used on MAP04. It is really good and I recall hearing it in some other WADs in the past. I don't think its from Final Doom, but I almost want to say it was in one of TeamTNT's WADs.

Here is the song: http://vocaroo.com/i/s1Lk61DDhWXl

It was a MUS, converted to MIDI and passed through FluidSynth using the GeneralUser soundfont.

Does anybody know what this song is? Its really cool.
>>
File: 3DFloors.png (596KB, 1680x1050px) Image search: [Google]
3DFloors.png
596KB, 1680x1050px
>>2929069
Same deal. The tops and bottoms have to be aligned. Otherwise, things get weird, and usually end up clipping through ceilings.
>>
File: Screenshot_Doom_20160119_181414.png (563KB, 1680x1050px) Image search: [Google]
Screenshot_Doom_20160119_181414.png
563KB, 1680x1050px
>>2929129
This is one such weirdness.
>>
>>2929129
>>2929139
I don't really get how I could align the control sector on two axes at the same time.
>>
>>2928665
well if it uses the same engine as GB doom there's probably an easy way to extract that from the rom, no?
>>
File: Screenshot_Doom_20160119_171909.png (363KB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160119_171909.png
363KB, 1366x768px
Dubs names my new map
>>
Does anyone knows a Blood-styled weapon pack for Doom?

I don't want direct ports, just something like Blood to use with the new nashgore blood.
>>
>>2929196
Irate
>>
File: 1382268187588.gif (400KB, 488x519px) Image search: [Google]
1382268187588.gif
400KB, 488x519px
>>2928521
> doom is about RIP AND TEAR
> some guy makes a mod which enhances this by adding some minor stuff

> ID realises that DOOM is about RIP AND TEAR and people like it
> ID therefore makes a new DOOM game with more gore elements

> ID totally copyed the mod

I´ll never understand that kind of logic
>>
>>2929207
>>doom is about RIP AND TEAR
Nah, that was more the comic than anything else.
>>
File: 3DFloors2.png (762KB, 1680x1050px) Image search: [Google]
3DFloors2.png
762KB, 1680x1050px
>>2929145
It's like this.

In this image here, the blue line is parallel to the Plane_Align line, and includes it. On any given line parallel to this one, the slope is at the same height. This is what you'd align the control sector by.

The red line is perpendicular to the Plane_Align line. This is the direction the slope runs.

So once you've made the shape of the sector you want a 3D floor slope in, choose the line you want the slope to start or end at, and extend it as far out as necessary. The Plane_Align line should be on that line.

If that makes any sense.
>>
>>2929196
Romeros Rollercoster
>>
>>2929217
>On any given line parallel to this one, the slope is at the same height. This is what you'd align the control sector by.

Actually I'm gonna rephrase this, because it's misleading.

At every point on any line parallel to the blue line, the slope is at the same height. There, that's what I meant.
>>
>>2929217
>So once you've made the shape of the sector you want a 3D floor slope in, choose the line you want the slope to start or end at, and extend it as far out as necessary. The Plane_Align line should be on that line.
Now I get it. Thank you for being patient with me. I'm sure this will have saved me a lot of future headache.
>>
File: 1450435109247.png (142KB, 415x367px) Image search: [Google]
1450435109247.png
142KB, 415x367px
>Go 2 it
>zdoom
>colorful hell
>Using Hexen enemies to fight orange and blue cyberdemons
jesus christ
>>
>>2929196
Marble-ous
>>
>>2929196
Post map please
>>
>>2929196
Strunk
>>
>>2929196
Marble Madness
>>
>>2929271
I kinda wish this got dubs
>>
>>2929196
Ass Crack
>>
>>2929196
Squanbog Bungus
>>
>>2928292
>Killer satchel charges
oh boy thats good
>>
>>2929196
The screenshot isn't loading for me
>>
>>2929196
Deep dark fantasies
>>
>>2929196
YUCK Stinky Caves
>>
>>2929196
Welcome to die
>>
>>2929196
Bara goat demons
>>
>>2929308
reroll
>>
>>2929196
Kumquat Village
>>
>>2929196
that map looks pretty sick familia
>>
>>2929196
Bruce Lee's Pro Skater
>>
>>2929196
nah, looks like shit tbqh homeslice
>>
>>2929308
rerolling for this
>>
>>2929196
Releaded Unleaded Beef Stew
>>
>>2929196
mediocrity in linedefs
>>
>>2929196
Fifty Skeletons Later
>>
File: unholyoral.png (375KB, 960x720px) Image search: [Google]
unholyoral.png
375KB, 960x720px
>>2929308
Reroll
>>
File: 1424057244004.jpg (12KB, 284x276px) Image search: [Google]
1424057244004.jpg
12KB, 284x276px
>>2929330
Holy shit.
We have a winner.
>>
>>2929330
>>2929331
>>2929334
>slow board
>still manage to fuck things up this badly
I guess the map will never be named after all
>>
>>2929335
lurk more
>>
>>2929196
There's METAL2 In There Somewhere

>>2929337
is there even a 333? I dunno

>>2929333
>>
>>2929346
It's possible /vr/ has the same anti-dubs thing /v/ has
>>
>>2929346
So dubs are disabled, i guess map anon needs to try "post ending with number X" or something, i dunno
>>
>>2929346

no 333, but is there a 344
>>2929344

also "Lunchtime"
>>
>>2929196
Wait a second. Are you trying to cheat me again?
>>
>>2929352
>>2929351
>>2929350
>>2929346

well ain't this just a fuckin travesty
>>
>>2929351
>>2929350

:)
>>
>>2929196
Dude, Nice Megasphere
>>
>>2929196
>implying these digits are dubs
>>
>>2929367
I would a soul sphere, it would be interesting, invulnerability sphere is also an maybe
>>
>it seems that UAC has once again gulped it down
That's a little lewd tnt
>>
>>2929073

I know, and I feel awful for it. I'll be coming back to GMOTA soon, I promise
>>
>>2929196
Knee Deep in the Abode.
>>
File: untitled.webm (2MB, 1024x600px) Image search: [Google]
untitled.webm
2MB, 1024x600px
>>2928292
>>2929296

you can bounce them around corners too and they'll still murder things dead
>>
>>2929350
>>2929351

There were trips just last thread, so if it's disabled it was very, very, very recent.
>>
>>2929469
was it 0s? zeros were always a thing
>>
>>2929457
Where can I find that sweet UT99 HUD you're using?
>>
>>2929501
>UT99
Speaking of, does there happen to be a UT99 mod? Since 849 for samsara is dead and all...
>>
File: Master_Levels_Box.jpg (115KB, 500x581px) Image search: [Google]
Master_Levels_Box.jpg
115KB, 500x581px
Shit, i forgot the master levels for doom 2 existed
And it's in my steam library for some reason
How do i get these working with zdoom?
Are they even any good?
>>
>>2929514
You're better off using the variants in the PSX Doom TC for convenience since it arranges them into an actual map order. The Master Levels by itself is just a DOSBOX loader that lets you play each of the maps separately from eachother as they load over MAP01, which is annoying to say the least.
>>
>>2929457
throw about 4 satchels at a fatso in order to kill it
>>
>setting up my controller for Chocolate Doom
>no bind for automap

why
>>
>>2929501
Here: https://file.io/sdIs0s
>>
>>2929520
But that alters them by stripping out archies among other things. There's a Master Levels Launcher for ZDoom that will play them all from the main menu without relaunching.
>>
>>2929554
... oh, it was a one time only link. gimme a minute

https://copy.com/iA9iHeyLiPjf1fUf/uthud_r4.pk3?download=1
>>
>>2929556
>But that alters them by stripping out archies among other things.
I know some Doom players would prefer that.
>>
>tfw couldn't watch even half an hour of the hideous destructor + btsx stream
>no vod
suffering
also
>>2927290
where that link at
>>
>>2929647
I'm resuming the stream, so you can watch me die in a later part of the mapset now.
>>
>>2929684
aight cool
it's still late af here but i'm not as sleepymake twitch save the vods
>>
File: Screenshot_Doom_20160119_222756.png (852KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160119_222756.png
852KB, 1600x900px
Hell has met its.. well, you know.
>>
>>2929207
>> doom is about RIP AND TEAR

No it's fucking not.

>I´ll never understand that kind of logic
>"copyed"

It's an absolute miracle you figured out how to connect to the internet
>>
>>2929725
is this the true icon wad?
>>
>>2927713
>>2927713
>Any way to load custom .wads from zdoom's console?

That's a cool idea and something nice and practical to have.

But then again, this is ZDoom we're talking about, so the answer of course is [NO]
>>
>>2929746
A slightly tweaked version of that boss fight was placed at the end of the Starter Pack, which goes well with its whole 'Doom 1/2 mashed together but fancier' aesthetic.
>>
Hoping someone can help me out here.

So I have a couple wad/pk3 files loaded into my gzdoom config file startup (or ini; whichever) but every time I set the keybindings for specific mods it resets once I close the port. I've tried both writing the command binds manually into the file AND setting the file as READ-ONLY but whenever I close out the game it just gives me an annoying error message or rewrites itself, which means I'm not really solving the problem at hand. What the hell am I doing wrong?
>>
File: Postal_(PC)_01.png (152KB, 640x400px) Image search: [Google]
Postal_(PC)_01.png
152KB, 640x400px
>>2929514
Why do those skulls remind me of Postal 1 so much
>>
>>2929563
That's as maybe, but you should at least be upfront about it and say that the PSX versions have significant differences, such as slower enemy movement and incredibly slow revenants.
>>
>>2929747
you can if they're IWADs

Dragging your wad onto the Zdoom shortcut isn't very hard.
>>
>>2929647
hitbox.tv/medicris
>>
>>2929563
Those are what we call boring players
>>
>>2929514
The maps by Jim Flynn and Sverre Kvernmo are good.

Tom Mustaine and John Anderson maps are decent, too.
>>
>>2929504
I found this one. It works in Zandronum, but it needs Skulltag content. I hope you can stand its custom monsters, though...
http://static.best-ever.org/wads/unrealguns-fr3-coop.pk3

Also apparently someone is working on an 849 addon but iunno.
>>
>>2929847
>It works in Zandronum
Fookin nice. That's exactly what I wanted. Not for the custom monsters though. For UT99 flavored DM/whatever.

>Also apparently someone is working on an 849 addon but iunno.
Did Term throw up whatever he had done anywhere for them to work off? Sprites or whatever code and what-have-you...
>>
>>2929852
Not him, but I don't recall Term dumping what he had anywhere.
>>
>>2929852
>>2929857

I sent over the Unreal sound folders I had and the dodging system, I think.
>>
>>2929858
Nice. Well here's hoping it's decent, and more importantly: balanced.
>>
>Which Classic First-Person Shooter Franchise Did You Play The Most?
>Doom (17.1%)
>GoldenEye (36.9%)

This is a poll up on gameinformer right now. Not trying to hate Doom here. I just was curious to know what this threads opinion on the matter is. I'm actually somewhat surprised. I figured Doom would be 1st while Goldeneye would be 2nd place.

In case anyone was curious, Half-Life is in third place.
>>
>>2929870

I'd say the Nintendo 64 was something kids had easier access to than a computer.

I grew up with Duke and Goldeneye myself, then as I got older I picked up Doom and fell in love with it.
>>
>>2929858
Ah, I'd imagine sprites might be a slight challenge to do right. At least UnrealEd's tools should let you get captures of the weapons easily.
>>
>>2928195
well that's pretty good

>>2928473
>>He's pissed because ID won't hire him to "improve" their game
Is he fucking delusional? What can he provide them?
Is he gonna write decorate code, make levels or make sprites? Or is he going to be an ideas guy? Completely worthless to what they're doing.
>>
>>2929196
Use Freelook =^)
>>
>>2929196
marblefuck with marble
>>
>>2929196
ur waifu a shit
>>
>>2929901

Sheeeeiiit, that was close
>>
>>2929870
>>2929873
It's funny, I was the exact opposite as a kid. My dad was way into commodore 64, amiga and DOS way back when so my first exposure to video games were stuff like cannon fodder, keen, wolfenstein, blake stone, raptor and finally doom. Whenever I see people talking about goldeneye, ocarina of time or even mario I can't help but feel like I missed out on something
>>
>>2929196
U.G Pork
>>
File: 1448163244206.png (251KB, 494x493px) Image search: [Google]
1448163244206.png
251KB, 494x493px
>>2929196
Trump Tower
>>
>>2929913
rerolling
>>
>>2929196
!URh9e6iDuI
>>
File: hip to be square.gif (909KB, 254x286px) Image search: [Google]
hip to be square.gif
909KB, 254x286px
>>2929196
Hip To Be Square
>>
>>2929929
reroll
>>
File: 1451785470111.png (640KB, 702x416px) Image search: [Google]
1451785470111.png
640KB, 702x416px
>trying to find doom wad that allows you to play as an arch vile and create your own army
>accidentally find the single edgiest doom wad you've ever seem
Jesus Christ, just look at this shit, almost makes me want to search for Linkin Park midis so i can listen while i play this

https://www.youtube.com/watch?v=jf1NsGobK20
>>
>>2929948

Hey I remember this guy, he did a video on GMOTA too.

I see he's using the same map as well, and his editing hasn't gotten any better
>>
File: WOLFandknuckles.jpg (214KB, 640x400px) Image search: [Google]
WOLFandknuckles.jpg
214KB, 640x400px
>>2929196
Lucifer's death grip
>>
>>2929870
Opposite here. Didn't have an n64, but played a lot of GE007 multiplayer at a neighbors. Still. Played the shit out of Doom in the 90's so. There's that.

Also the poll is for gameinformer, so it's unlikely that you'd get the same results elsewhere. Like here for instance.
>>
>>2929784
Probably because of the intermission screen with all the screaming faces and what not.
>>
File: 1450167902690.jpg (144KB, 550x550px) Image search: [Google]
1450167902690.jpg
144KB, 550x550px
>>2929948
>empathy
>odyssey of noises
>infinite ammo
>Arch-Vile and Pain Elemental
Now this is my jam
>>
Is it even possible to make doom 3 not shit?
That fucking shotgun models is pure garbage good god
>>
>>2930034
https://www.doomworld.com/vb/doom-3-general/57897-alpha-shotgun-mod/

Speaking of Doom 3, what the fuck is up with the spam of "ECHH-DEE" mods for it on Moddb? Seriously, you'll see it when you see it.
>>
can someone help a noob out?

i've been trying to play custom wads lately in zdoom and nothings working

i followed all the instructions but it either doesn't launch when i open up the proper iwad or it just doesn't show up in the launcher at all
>>
File: Screenshot_Doom_20160120_024639.png (693KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160120_024639.png
693KB, 1600x900px
Jesus fucking Christ this was a mistake.
>>
File: infinite edge.jpg (15KB, 600x440px) Image search: [Google]
infinite edge.jpg
15KB, 600x440px
>>2929948
>>
>>2930040
What is going on exactly?

I only recognize the overpowered weapon mod and that gun that oneshots most monsters.
>>
>>2930035
Neat, that looks much better
How do i do actually put it in-game though?
>>
File: Screenshot_Doom_20160120_190708.png (268KB, 1024x768px) Image search: [Google]
Screenshot_Doom_20160120_190708.png
268KB, 1024x768px
>>2929560
Thank you very much, anon!

(I was playing with 4:3 resolution stretched to to 16:9 and forgot screenshots get squished, oops)
>>
>>2930057
Place the pk4 into the base folder or a mod's folder
>>
File: expandgongs.jpg (75KB, 1440x1080px) Image search: [Google]
expandgongs.jpg
75KB, 1440x1080px
>>2929948
Oh fuck, i also found a wad that has custom Linkin Park songs, i am going to try both together, wish me luck lads

https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/reanmtd
>>
>>2930068
Danke
>>
>>2930054
Colorful hell has a tenancy to even things out with Trailblazer. I was playing Go 2 it with both of these things and that was the tail end of the map.
>>
File: Screenshot_Doom_20160120_033449.png (349KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20160120_033449.png
349KB, 1360x768px
>>2930070
>you can literally use your own soul and blood as weapon
>most weapons are dark magic, skulls and other shit like this
>monsters sound less goofy and more demonic
>this fucking song plays on the background the whole time
https://www.youtube.com/watch?v=j6B2cbKDLBs

Words cannot express what i am feeling right now
>>
>>2930097
sounds like one of these "so bad it's good" things
>>
>>2929948
Goddamn this actually looks pretty good, I'd actually play it if the war metal album art vision was removed
>>
>>2930103
It really is, i will try using some monster based wads with this combo to see what happens

Also, anyone can tell what number is the transition theme from whem you kill the icon? I am trying to acess this unique theme through IDMUS but i am not having any luck, already tried almost everything from 32 to 90 and nothing
>>
>>2930107
Its not awful, just painfully edgy to the point of it being hilarious, it does have some intersting mechanics related to soul management
>>
File: Screenshot_Doom_20160120_035445.png (356KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20160120_035445.png
356KB, 1360x768px
>>2930108
Colorful hell seems to disguise most enemies due to the grey scale, this shotgun however remains pure sex
>>
File: Screenshot_Doom_20160120_040143.png (279KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20160120_040143.png
279KB, 1360x768px
>>2930116
I honestly don't even know anymore
>>
File: DispRes.gif (1MB, 226x92px) Image search: [Google]
DispRes.gif
1MB, 226x92px
>>2929852
>>2929858
>>2929860
>>2929875


I actually already made a 720p 35fps widescreen-friendly rip of both Unreal and UT99 weapons Pitch it . It's here: http://forum.zdoom.org/viewtopic.php?f=37&t=38067

Pitch it up to the author of those UT guns mod, would you?

Also on the note of that mod: It's author either does not understand how UT guns worked or fails at recreating them. I can explain why and how they should work but that would be a rather long post so I digress untless you are really interested.
>>
>>2930129
uh... what?
>>
>>2930129
What mods are you using?
>>
File: Screenshot_Doom_20160120_135933.png (288KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160120_135933.png
288KB, 1600x900px
>I would have never guessed
>>
>>2930184

That assault rifle looks neat
>>
File: 345hb.jpg (65KB, 720x540px) Image search: [Google]
345hb.jpg
65KB, 720x540px
SOON
>>
File: 456hb.jpg (45KB, 720x960px) Image search: [Google]
456hb.jpg
45KB, 720x960px
>>2930193
>>
File: Screenshot_Doom_20160120_140809.png (1MB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160120_140809.png
1MB, 1600x900px
>>2930190
Its a shotgun

Also
>this is getting ridiculous
>>
>>2930183
the sword is part of the mod, i am using this super doom mario texture replacement wad , and of course, since the weapons from the edgy wad are custom they are not affected
>>
File: Screenshot_Doom_20160120_044439.png (345KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20160120_044439.png
345KB, 1360x768px
This is what a doom anime's finale would look like

>>2930201
what wad is this? I am seriously needing some medieval looking stuff in my life
>>
>>2930207
BD starter pack
>>
>>2927764
>>2930184
>>2930201
The hand-holding is real. Also "What is a visual cue?"
>>
File: GERALD_BROM__Doomed.jpg (482KB, 1268x1530px) Image search: [Google]
GERALD_BROM__Doomed.jpg
482KB, 1268x1530px
That's either a giant suggestive hole in the Cyberdemon's crotch, or very unfortunate lighting.
>>
>>2930225
That's a hole where his wiener would be, yes.

Remember, cyber, that's probably not a real pelvis at all
>>
>>2930225
>>2930228
The real question is, can you put your penis inside?
>>
What is the difference between Brutal Doom and Project Brutality? Is PB based on BD?
>>
>>2930249
PB is based on BD and adds a bunch of weapons and features. It's also quite modular, so you can change many settings to your liking.

Or so I've heard, haven't played it.
>>
File: 29mb1uh.jpg (25KB, 640x400px) Image search: [Google]
29mb1uh.jpg
25KB, 640x400px
Do glowing Flats set in GLDEFS work in Zdoom, or are they a GZdoom only thing?
>>
>>2930260
ZDoom can not into dynamic lighting so no.

I asked this once several threads ago, but recieved no answer:

Is it possible to make several projectiles to auto-aim onto different targets (not homing, but with vanilla autoaim function), like it was done with etheral crossbow in Heretic?
>>
>>2929196
Doomguy and the Doomer´s
>>
Has anyone tried to make Smooth Doom work with Ketchup Gore?
>>
>>2930281
well ketchup got recently updated with a mode that doesn't interfere with custom monsters, so that probably works, at least
>>
Are there any gameplay mods that promote co-operation through classes and either gimping the players/buffing the opposition so that it's necessary?
>>
>>2930335
doomRLA (+monsters) ?
>>
>>2929196
e4m6b
>>
>>2930225
Doomguy's haircut in this is just plain weird.

Kinda reminds me of someone from a cyberpunk setting.
>>
>>2929196
Romeroz NightmarE
>>
>>2929196

hollywood holocaust
>>
>>2930421
>>2930423
IMPOSSIBLE
>>
Updating my GZDoom setup after a break from ripping and tearing.

1.8.10-1151 or g2.1.pre-1666?
Which is best? Is there any significant bugs with the 2.1.pre that makes it worse than the 1.8.10 build?
>>
>>2930425
test
>>2930422
>>
>>2930470
Piggybacking on your question: Are there any GZDoom builds with the old renderer but all the latest bugfixes and features?
>>
>>2930470
If 2.1.pre works fine for you, use that. 1.8.10 is mainly for people with older machines.
>>
>>2930131
P849 addon dork here (not the UT99 weapons mod author).
I already found your rips and I'm using them, but apparently the select/deselect animations are missing so I'll have use your tutorial to rip them myself. Anyways, thank you very much!

>Also on the note of that mod: It's author either does not understand how UT guns worked or fails at recreating them. I can explain why and how they should work but that would be a rather long post so I digress untless you are really interested.

Although the only UT weapons I plan to include are the redeemer and the impact hammer (for the punchdrunk mode), that would be interesting.

>>2929858

I think you didn't. But I can easily rip the sounds using the editor.
(I also want to have an optional mode with older weapon sounds. They were replaced with UT sounds after a patch for some reason.)
>>
>>2929948
>"Satanic Redux" in Papyrus font
Jesus fucking Christ man.
>>
>>2929196
Peenus weenus
>>
>>2929196
the ride never ends
>>
>>2929196
Rip and Tear around the Clock
>>
>>2928195
It's real. I havn't played the doom 64 wad yet simply cuz it's still so dated - but I'd play the fuck out of Brutal 64.
>>
>>2929196
Cockjockey
>>
>>2930672
>I havn't played the doom 64 wad yet simply cuz it's still so dated
>but I'd play the fuck out of Brutal 64.

you are either a smart troll (something extremely rare to see in /doom/), or you're genuinely retarded
>>
>>2930678
And I'm ready to assume you're a genuine faggot.
>>
>>2930683
you were quick to jump on the guy's neck for insulting your favorite thing

like really, really quick
>>
>>2929196
fuck you
>>
>>2929196
Hitler did nothing wrong!
>>
>>2929196
there will never be a name for that map
>>
>>2929196
cuddle me senpai
>>
>>2929196
point n´ shooty
>>
File: 1452938337450.png (137KB, 623x527px) Image search: [Google]
1452938337450.png
137KB, 623x527px
>tfw the map will never be named
>>
File: gzdoom 2015-04-16 00-38-44.png (199KB, 1920x1080px) Image search: [Google]
gzdoom 2015-04-16 00-38-44.png
199KB, 1920x1080px
Can we please stop responding to "roll" posts? We're usually better than this.
>>
>>2930909
>0909
checked
>>
>>2930923
these count as dubs?

>>2929196
>>
>>2930946
No they don't. Also rerolling >>2929965
>>
Why are people still rolling? There's no dubs anyway.
>>
>>2929196
check my 7
>>
>>2930990
D... does this count as Dubs?
>>
>>2931010
or do these?
>>
>>2929196
Dark Arena
>>
>>2929196
John Romero's (early) Valentine's Day Special!
>>
>>2931010
>>2931037

No.
>>
>>2929196
Neon Romero Doomelion: The Sky May (not) Be
>>
>>2929196
Ayy lmao
>>
Could we please get a janitor to perform some cleanup? A large percentage of the thread is dubs shitposting right now.
>>
>>2930908
>>2930919
>>2930921
>>2930968
>>2931113
Get out samefag
>>
File: 1330742721930.png (8KB, 389x371px) Image search: [Google]
1330742721930.png
8KB, 389x371px
>>2931113
second.
>>
>>2931119
there's no fucking dubs on this board you retard, go back to /b/
>>
So this is what /vr/Doom has become: A dubs rolling thread, in a board that doesn't even has dubs enabled. Shouldn't we move this general to /b/ already?
>>
Is it theoretically possible to make a GLOOM game that is backwards-compatible with DooM wads?
Think of FreeDOOM but commercial and of better quality.
>>
>>2931206

Freedoom is already loadable in GLOOME and you can load Doom wads on top of it, so yes.
>>
>>2931189
>>2931163
>>2931140
You were already called out once: >>2931119
Please stop.
>>
File: Screenshot_Doom_20160121_014552.png (174KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160121_014552.png
174KB, 1600x900px
>ARE YOU BLOODY FUCKING KIDDING ME?!!
>>
>>2931217

You're a dumbass.
>>
File: Screenshot_Doom_20160121_014904.png (2MB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160121_014904.png
2MB, 1600x900px
>>2931221
This is Brutal Doom Starter pack btw.
Oh and the next area has a platforming segment with an inescapable lava pit.

>>2931224
no u
>>
>>2930184
What mod is this?
>>
>>2931221
>>2931231
I still don't get what's Brutal Doom exactly. Just a major reskin with some maps included for flavour?
>>
>>2931248
Brutal Doom is a gameplay and gore mod that changes all the weapons and enemies, even though you can kinda-sorta make them more like vanilla. The Starter Pack is a mapset released alongside Brutal Doom v20b, which works best with Brutal Doom or a variant thereof but can be played with other gameplay mods. Some of the maps are literally out of Freedoom but with alterations, other maps are entirely original, but it basically mashes the 'Hell invades Mars' into ten maps, then drops you into Earth, fighting into a nearby city, and then making your through a portal and into Hell for the finale.

It's not a bad pack but it traded a bit of aesthetic for good level design.
>>
>>2931206
You can run pretty much any wad or combination of wads that don't require the absolute super latest dev builds of GZDoom in Gloome already.
>>
>>2931248
Brutal Doom originally is a gameplay conversion that adds hitzones to the enemies, (like head/legshots) with different gory animations of death for each location, it also makes enemies to behave significantly differently.

It's supposed to be tongue-in-cheek at 80's actions, but author takes himself and his "work" extremely seriously. He is also a huge jerk and a likes to incite flamewars. Also the fanbase is annoying.

Project Brutality adds in lots of customisation and lots of new enemies and weapons it's good, though not without its issues.

Starter Pack is a set of maps compiled/edited/made by Mark with BD in mind. Not a bad map set, but map design could be much better.
>>
>>2931270
>>2931282
Oh, I'm not much into gameplay mods. The reason I can go back to Doom so often is because I find that its feel is spot on and doesn't need adjustments. Especially the locational damage turns me off completely: I do headshots enough in modern games, with Doom I just want to burst my chaingun cannon in the enemies' general direction.
I wouldn't mind some extra details to the death animation, but that's about it.

Thank you anyway. Have a casual speedrun of a semi-obscure wad.
>>
>>2931302
You could give Smooth Doom a shot. Although tic rates on attacks aren't quite accurate in a few cases, it's otherwise Vanilla gameplay with smoother animations, more death animations and gore options, and a number of clientside variables for customization.
>>
>>2931270

I wouldn't judge Mark's mapping capability by the Starter Pack. Seems like it's just a huge mixed bag of resources reunited in a rush just to meet BD20b's deadline. He even refused a nomination for the Cacowards. I am interested in seeing how this wad will look and play when he actually finish it.
>>
>>2931312

nhb I'm not 100% on Smooth Doom. I think the "snap" of the weapons makes them feel more powerful.
>>
>>2931302
Try "perkristians sound mod". Replaces the compressed Doom sound effects with higher quality versions from the same sources Id used.
>>
File: marsh.gif (12KB, 235x176px) Image search: [Google]
marsh.gif
12KB, 235x176px
>>2930225
it's prime early 90s futurism dude.
>>
>>2931316
>makes them feel more powerful.
Is that supposed to be a negative?
>>
>>2931326

The snap that comes from lesser frames of animation, sorry.
>>
>>2931325
...meant to respond to:
>>2930417
>>
>>2931315
>He even refused a nomination for the Cacowards

Lolwut
>>
>>2931341
As if that's something he has any authority in, but at that point it's making mountains out of molehills.
>>
How the hell do you disable mouse y-axis / mouse movement in PrBoom+?
>>
>>2931363
Should be in the mouse settings - vertical mouse movement. Mouselook controls up/down looking, not vertical mouse movement (if your version of PRBoom+ even has mouselook).
>>
File: Screenshot_Doom_20160120_234950.png (664KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160120_234950.png
664KB, 1920x1080px
Ob boy.
>>
File: Untitled.png (85KB, 886x658px) Image search: [Google]
Untitled.png
85KB, 886x658px
>>2931383

Not seeing it
>>
>>2929196
Adolf Hitler
>>
>>2931391
Are you using doom-paletted textures?
>>
File: mouse.png (117KB, 1280x800px) Image search: [Google]
mouse.png
117KB, 1280x800px
>>2931394
Wrong mouse settings.
>>
>>2931394
>Option "Max View Pitch" for restriction of the maximal looking up/down angle. (0-90)
Hmm, I wonder what happens when you set Max View Pitch to 0...
>>
>tfw I get motion sickness from playing doom
It used to be my favorite game and now I can't even play it...
>>
>>2931398
Nope.
>>
>>2931407

If you meant to say that somehow setting the mouse sensitivity of an axis to the lowest setting will disable it completely unlike how it works in most games then that's what you should have said instead of referring to some non-existent setting label
>>
>>2931391

Looking rad.
>>
File: mouse.png (104KB, 1280x800px) Image search: [Google]
mouse.png
104KB, 1280x800px
>>2931423
>nonexistent

they're right there
>>
>>2931420
If so I'd recommend giving your marble textures a Levels treatment and lowering the saturation a bit.
The doors look fantastic however.
>>
>>2929196
Hi Marnetmar https://www.doomworld.com/vb/post/1546686
>>
>>2931484

Fucking finally. I wasn't expecting it to take this long.
>>
>>2931505
we were supposed to play PI?
>>
>>2930617
Any chance your work will get rolled into an official Samsara release? Term? Anyone?

Might as well make it all inclusive if it ends up being balanced properly.
>>
>>2930131
I also did not include idle animations because of the file bloating and all the extra work.

Here's what the author of that wad got wrong:

Shock Rifle sphere for some reason can only be shot from the pont where it was launched, but not from any other position for some reason (I havent really looked into it).

Flak Cannon's shrapnel has 2 phases - 1st phase flies straight forward (unaffected by gravity) and glows until it impacts a surface, when it starts loosing its glow and starts to bounce around, affected by gravity. IIRC it also deals less damage after the first bounce. Shrapnel that comes out of explosions behaves the same way.

GES Bio Rifle charged shots throw taridium drops in different direction depending if they impacted floor, wall or ceiling, - in the mod it always throws them up, which often makes them explode instantly if it's shot at wall/ceiling.

Dual Enforcers do not fire in double (in UT the firing period was random), which makes it possible to fire 1 shot instead of always firing 2 like in the mod.

Hope this helps.


On a sidenote, about GLOOM.
Does A_UserPSprite(int layer = 1, state pspState = "")
Function allows to create multi-layered weapons I've been asking for a long time? This would allow to make modular weapons (like attaching scope to a weapon) without the need to create extra sprites and states.
>>
>>2929196
See men, semen
>>
>>2931530
>official Samsara release
it's over, man
let it go

>>2931532
>allows to create multi-layered weapons I've been asking for a long time
yes
>>
>>2931532
Oops meant to 2930617
>>
>>2931547
>>2931532

Damnit >>2930617


I really need some sleep.
>>
IIRC gloome has like 16 sprite layers.
>>
>>2931560
Do those layers can be applied both to weapons and enemies/objects?

Does this mean we can have composite skins/slight enemy variations?
>>
>>2931543
>let it go
YOU LET IT GO. LET IT GOOO. LET IT GOOOOOO.

etc etc, frozen soundtrack.
>>
>>2931567
Only weapons unfortunately.
>>
>>2931414
There are mods that turn off viewbob, try that.
>>
File: 1376021711940.jpg (13KB, 310x310px) Image search: [Google]
1376021711940.jpg
13KB, 310x310px
>>2931543
Okay, honest question here.

Coming from an original poster on /doom/ (here).

WHAT HAPPENED TO SAMSARA?
>>
>>2931612
>WHAT HAPPENED TO SAMSARA?

development stopped
not that hard to figure out
>>
File: hqdefault[1].jpg (15KB, 480x360px) Image search: [Google]
hqdefault[1].jpg
15KB, 480x360px
>>2931621
Why?
>>
File: New Bitmap Image (6).jpg (225KB, 1920x1080px) Image search: [Google]
New Bitmap Image (6).jpg
225KB, 1920x1080px
painkiller anon here with another painkiller re doodled mod i've removed some weapons to keep things simple i added 2 new souls and the cyberdemon and the spiderdemon can now disappear

bottled souls= 5
green soul = 2
red soul = 10
black soul =25
opsoul(soulspere that disappears) =100

the painkiller helli combo can now rip through enemies.

any way have fun

ask if you want the weapons replaced with the others

here is the link

http://temp-host.com/download.php?file=dr03sd
>>
>>2931635
considering this has been over on /doom/ time and time again, i sincerely doubt your claim, but let's tl;dr it

a) ijon left, so the code fell into the classic community trap of "only one guy can do this and he didn't comment his code"
b) the addons consumed everything, to the point where people were playing older versions over new releases, just for muh caleb
c) skulltag's split to zandro and zandro updates were breaking things very quickly, without a lot of indication as to why
d) your mum
>>
>>2931635
code got ugly as fuck, hard to manage, and it'd already been rewritten once

now it lives as an abomination of its former self

yaaaaay.
>>
>>2931664
Well, what about Term? Unless ijon=term, then ignore this.
>>
>>2931685
what about term?
term is not ijon, in which lies the problem. ijon's code is notorious in that it works and it works wonderfully but other people (who are or claim to be professional programmers) get baffled in how the fuck it actually works

it's the same with any community-run project
when a man like that completely rewrites the code under his standards and then leaves, nobody is capable of matching it and so it all quickly dissolves
wouldn't matter if it was term or edward or zombiekiller or torr samaho himself
>>
>>2931612
>Samsara's author was finicky about balance
>plugins happened
you figure out the rest.
>>
>>2931703
Well, then it seems the only thing to do is rewrite it from scratch. A tall order, so I'm giving up hopes now, until I learn how to fuck with the doom engine other than building maps, that is.
>>
At least that Classic Rivalry or whatever the fuck that godawful mod was called, didn't try to steal Samsara's thunder after it fell.
>>
>>2931718
There was no way that it could ever do that.

That mod was laughably bad. On its own.
>>
>>2931685
>>2931703
I just checken the entry for a machine type weapon in samsara: 400 lines of decorate spread over 11 actors, with inventory checks for like 10 more defined elsewhere.
>>
>>2931736
Checked*
>>
>>2931736
Yikes. That's a mess alright. Now I am not surprised.
>>
>>2931736
Which one?
>>
Is it okay to think that Plutonia and TNT are kinda crappy?
They both lack in memorable levels, visuals, etc.
The maps themselves are just really lackluster and kind of boring.
>>
>>2931746
One of marathon-guy's weapons. His BFG replacement is 1600 lines along with 5 ACS calls to scripts of indeterminate length.

what the fuck
>>
>>2931748
think of them more as real-world locations. Sometime real life is pretty boring, you just have to slog through and kill everything that moves.

Roleplay the fucking hero son, it aint supposed to be easy or pleasant.
>>
>>2931770
Go look at the projectile-firing Alien Weapon. You'll fucking hate it!
>>
>>2931795
>>
>>2931712

That's basically the conclusion I came to, yeah.
It's feasible, but fucking hell that would be an ungodly amount of work for very little actual progress.
It's unfortunate, and I certainly didn't want the mod to end like that. But sometimes you've just gotta man up, accept that you fucked up, and move on to do better next time.

And keep the source open for anyone else to play with, of course.
>>
the weapon bobbing up and down when i'm moving in marathon is really annoying me, is there any way to keep it still?
using aleph one btw
>>
>>2931814
>Aleph One
Fucking nasty dude.
You might as well go out and buy an old Mac.
>>
>>2931526

I was thinking something more along the lines of realizing the absurdity Romero posting on 4chan and take into account the fact that dubs are disabled on /vr/, but playing PI works too I guess.
>>
>>2931858

Fuck

Of Romero *
>>
>>2931858
people thought you were romero?

I thought you were just a tripfag
>>
>>2931858
I didn't even notice the name to be honest, I thought people were just riding the rolling bandwagon.
>>
>>2931858
ur a fagget :^)

hmm
>>
>>2931858
I didn't think you were Romero for a moment, but I will admit I didn't know dubs were disabled on /vr/. Especially considering last thread we had trips.

So...half-fooled me, I suppose?
>>
>>2931891
Fuck off Carmack.
You may have made the engine, but I shaped it, molded it, turned these games into what they are.
I carried the whole team.
Not to mention that Romero's maps were always absolute donkeywank.
>>
>>2931891
>>2931920
hey guys what about me? I made good levels right?.. Right?
>>
>tfw the only old Doom dev left at id
>>
I have a question about the next Doom game: How are the people who works on ID Software today who worked in the original Doom and Doom 2?

I know that Romero is not in it but, what about the others?
>>
>>2931963
It's like Rare: pretty much no one from the original team works there anymore.
>>
>>2931963
Kevin Cloud is there, that's it.

And I'm not even sure he's working on Doom.
>>
File: plasmarifle.jpg (132KB, 1162x694px) Image search: [Google]
plasmarifle.jpg
132KB, 1162x694px
Gameinformer updated again:

The Explosive, Modified Arsenal of Doom

http://www.gameinformer.com/b/features/archive/2016/01/20/the-explosive-modified-arsenal-of-doom.aspx
>>
>>2931352
what
>>
>>2931858
>of realizing the absurdity Romero posting on 4chan
pretty sure everyone here knew that
>and take into account the fact that dubs are disabled on /vr/
this, however, i think was the question point for some people

i remember a while back someone specifically called for a "dubs decide what i map about" and it ended up being a castle where they spawned in a pentagram
so if dubs are disabled, it's a recent thing
>>
File: Insanely_Yours.gif (19KB, 256x146px) Image search: [Google]
Insanely_Yours.gif
19KB, 256x146px
>>2931814
That depends. Setting the bob amplitude to 0 for each weapon in the physics model does the trick. I've taken the liberty of editing one for you:

https://www.dropbox.com/s/ezc28kqp4fdnqi6/Infinity-NoBob.phyA?dl=0

Loading this physics model with Infinity's map file won't work, however. Inside that map file, every story level comes merged with its own unique physics file which needs to be edited seperately. To do this, you need to split the map file, edit each model, then re-merge.

For splitting/merging, I recommend Atque:
http://sourceforge.net/projects/igniferroque/

For editing physics files, I use ShapeFusion:
http://sourceforge.net/projects/shapefusion/

Some good news, though. Marathon 2 uses a single external physics file and doesn't require any splitting/merging of the scenario file. Loading the physics file I linked above should work.


TL;DR: Disabling bob in Marathon 2 is pretty easy. Infinity requires a bit of tedious editing.
>>
>>2929196
Waifu's chamber
>>
>>2929196

Gay niggas.
>>
File: Screenshot_Doom_20160118_012600.png (1MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160118_012600.png
1MB, 1920x1080px
Does anyone here ever fuck around on Zandronum and play on the Complex Doom servers?

What do you think of the mod?

I started playing it with randoms because I can't get any games started here and it's quite fun.
>>
>>2932071
>Does anyone here ever play on the Complex Doom servers?

No.

>What do you think of the mod?

It's awful.

>I can't get any games started here

Good.
>>
>>2931858
Don't see why it couldn't happen, he's posted on Doomworld for one.

I think it's more likely that he'd go to /vr/ as an anon though.
>>
File: Screenshot_Doom_20130429_005810.png (49KB, 800x600px) Image search: [Google]
Screenshot_Doom_20130429_005810.png
49KB, 800x600px
>>2932081
>good

Might I add that I can't get any games started here period. Like...no one wants to actually play anything here.
>>
File: Robert.png (44KB, 307x266px) Image search: [Google]
Robert.png
44KB, 307x266px
>>2931814
>>2932024

In spite of my long post, I went and did it myself anyway. Here you go:

https://www.dropbox.com/s/bk56soqn6xz51ce/InfinityMap-NoBob.sceA?dl=0

I also forgot about the first game. This is much the same process as editing M2/M∞ physics, but requires older tools and an emulator to run them. I did that for you too:

https://www.dropbox.com/s/nk9gy2snty40vbj/M1%20Physics%20Model-NoBob.phys?dl=0

Like Marathon 2, this can be loaded externally without having to crack open the scenario file.


Have fun, anon!
>>
>>2932110

You say while posting a picture of us playing on a server?
>>
>>2928521
>>2928547

Have people like, learned anything about the not-so-recent Doom: EU debacle?
>>
>>2932142
That still was from 2013, literally almost three years ago.
>>
>>2931973
I kind of wish they would do more 80s techmonstrosity weapons instead of modern spaceship-lookalike guns.
>>
>>2932154

I know, right?? The plasma gun is just a fucking reskin of the D3 plasma rifle. Same old same old
>>
File: 1390089773220.gif (3MB, 360x271px) Image search: [Google]
1390089773220.gif
3MB, 360x271px
>>2932135
thanks, man
>>
>>2932195
>>2932135
i just realized my version was from 2011, but once i updated it everything worked
>>
File: stairs.jpg (311KB, 3200x1080px) Image search: [Google]
stairs.jpg
311KB, 3200x1080px
Any idea why pinky demons won't ascend these stairs? I want them to go into the building when they hear shooting but they just get stuck at the stairs. the stairs are in increments of 8.
>>
File: Masters_of_doom-Book_cover.jpg (52KB, 261x400px) Image search: [Google]
Masters_of_doom-Book_cover.jpg
52KB, 261x400px
Anyone here read through this?

Is it worth picking up? How accurate is it?
>>
>>2932260
>Anyone here read through this?
Yes.
>Is it worth picking up?
Very yes, especially if you have an interest in making things.
>How accurate is it?
It's sensationalized, but very accurate.
>>
>>2932260
it's worth it, and everything in it is confirmed by romero, even the daikatana section
>>
>>2932259
The steps are probably too steep, i.e. they're being avoided because they'd cause the demon's bounding box to go over 24 units above the ground if it climbed them.
>>
>>2932286
thank you, i widened the stairs and it works now
>>
>>2932260
Most of it is pretty accurate.

The best parts of the book are Romero's and Carmack's youths, as well as their time from forming their company to after the completion of Wolf3D, very good read.
>>
>>2932268
>>2932272
>>2932328
Guess I'll pick it up then

Thanks guys
>>
Been gone a while, what's the current latest greatest mod, and what's the latest greatest zdoom mapset?

Not gonna play them in tandem, want to try each on their own (though mod w/ scythe 2, maybe)
>>
>>2932407

>greatest mod

a tie between complex doom and Brutal Doom 20

>greatest Zdoom mapset

anything made by omegalore
>>
File: tumblr_o1ab9dO4Zo1qjqehno4_400.png (216KB, 338x401px) Image search: [Google]
tumblr_o1ab9dO4Zo1qjqehno4_400.png
216KB, 338x401px
>>2932409
>>
>>2929196
Dubble Trubble
>>
>>2931651
that´s pretty sweat man

especially those secondary firemodes

god, I love the flamethrower
>>
>>2932407
I would recommend playing Putrefier with Smooth Doom (SSG gibs on + all the alternate skins and blood), then Scythe 2 with Doom Roguelike Arsenal.
>>
>>2929196

Wenis Wrath
>>
File: stop.jpg (40KB, 137x234px) Image search: [Google]
stop.jpg
40KB, 137x234px
>>2932456
>>2932608
>>
>>2929196
how has someone not got dubs yet
>>
>>2932663
there are no dubs on /v/ or any offshoots of /v/
>>
>can only get the fake contrast in PrBoom+ to look exactly the same and as dark as vanilla when playing in a horizontally stretched aspect ratio

I wish they'd port the resolution rendering method of Chocolate Doom
>>
>>2932672
>I wish they'd port the resolution rendering method of Chocolate Doom

Agreed. Hell, a Chocolate Boom would be cool.
>>
>>2932407
sunlust
>>
>>2929196
Unnamed
>>
>>2932672
Yeah. IMO, especially for the statusbar and menu text.

When I use 640x480 x2 screen scaling on prboom+, the status bar is noticably distorted. Where as Crispy Doom, which has its internal resolution as 640x400 stretched vertically into 4:3, it looks completely fine.
>>
>>2932691
Chocolate Doom, Chocolate Boom.
Fuck it, let's get a chocolate room.
>>
What are the latest best maps that use (G)ZDoom features (that are not Starter Pack) ?
>>
>>2932260
how long is this
>>
>>2931391
you should probably have the statues as the higher texture to have the perspective make sense.
>>
>>2932691
there's WinMBF, that's probably the nearest thing
>>
>>2931221
>>2930201
>>2930184
>I'm going to get angry because a game told me to do something I would have normally done anyway

Fuck off you edgy faggot
>>
Who's your Doom mod raifu, /vr/?
>>
>>2932952
I'm not even mad. I'm amazed by lack of visual cues and mapdesign integrity.

>oh, im gonna use a gimmick I haven't used anywere else in an unsignificant and not memorable sequence! (what is mapdesign and feature curve planning)
>But everybody would get stuck at this point? (what is visual cue)
>No worries, I'll just write solution on-screen! (what is handholding)
>>
File: ZefWba2.jpg (159KB, 1824x2736px) Image search: [Google]
ZefWba2.jpg
159KB, 1824x2736px
thoughts?
>>
>>2932968
Caco/10
>>
>>2932953

This.
>>
>>2932976
What is that sprite-based gore mod called? I keep seeing it everywhere
>>
>>2932980

Nash gore. It's great.
>>
>>2932981
Cool, thanks
>>
File: 1393909628011.jpg (25KB, 480x360px) Image search: [Google]
1393909628011.jpg
25KB, 480x360px
>>2928563
http://doom.wikia.com/wiki/Zodiac

dude what
>>
>>2932981
didn't Nash remove all his stuff a while ago?

oh, and i think someone made voxel blood splashes too, that looked extra fine
>>
>>2932945
Nope. Not even close.
>>
>>2932997
>playing hdoom with your dick
fund it.
>>
>>2929109
You could just go into tnt.was or plutonia.wad and keep hitting nextmap in the console until you hear it.
>>
>>2928563
>>2932997
just so you know, the doom wikia is considered pretty much a joke at this point. don't pay it too much mind.

http://doomwiki.org/wiki/Doom_Wiki:Departure_from_Wikia
>>
>>2933005
Forgot to add, but what I mean is, i want something with chocolate style resolution settings and scaling. WinMBF does not have this.
>>
>>2933015
This. The only reason the wikia is even still maintained is because of dipshits like Doomguy 2000 (called Justice Infinity on the wikia)
>>
File: BRRRRRRRRRT.webm (3MB, 800x450px) Image search: [Google]
BRRRRRRRRRT.webm
3MB, 800x450px
>>2932976
Good performance against low-tier mooks, definitely. But how does she stack up against bigger baddies?
>>
>>2933024
why did the monster freeze in place, not firing back, for so long?
>>
>>2933026
Probably over-dramatic death animation.
i love it
>>
>>2933026
That's its death sequence. I actually could've stopped firing with a good 70+ rounds still remaining, but that wouldn't have been as satisfying.
>>
>>2933026
>Cyberdemon's body starts to explode
>Lifts up his arm to fire a rocket
>Arm doesn't fire the rocket, starts to smoke
>Explodes from the inside
>>
>>2932693
Sunlust was such a fucking trip, holy hell I barely got out of that one with my sanity.

So much fun but so punishing, you need some time to really enjoy that one, and forget UV if you don't want to save or practice each level for hours.

Sunlust and the other WADs by the authors have such a unique style that combine difficulty and aesthetic together so well it makes me cry.
>>
>>2933024
>>2932953
what's that silly looking aiming thing that appears in the middle of the screen?
>>
>>2933028
>>2933031
>>2933034
fair enough. didn't need much to kill it, then.
>>
>>2933038
it's an aiming thing, anon. you know, to aim with.

shows your weapon is more accurate when you stop moving, i think.
>>
Is there any reason people use ZDaemon over Odamex?
I think Odamex is a million times nicer.
Better interface, prettier setup, netcode that doesn't make the game constantly shit itself, etc.
>>
File: sorry for the FLARE UP.webm (3MB, 720x360px) Image search: [Google]
sorry for the FLARE UP.webm
3MB, 720x360px
>>2933024

It'd take longer against a cyberdemon due to their explosion immunity but a fully upgraded flaregun is no slouch, she can carry you through almost every encounter, she's got infinite ammo too.
>>
>>2933047

closed source, closed mentality. you can guess the rest.
>>
http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

Pretty rad, has a bunch of new tracks as well. $17 is a bit steep but still.
>>
>>2933047
network effect. value of a multiplayer game is highly dependent on size of user base, regardless of other qualities.

https://en.wikipedia.org/wiki/Network_effect
>>
>>2933038
It's your crosshair. It shows up when you're not moving to show that you're actually aiming your gun instead of hipfiring. It doesn't magically reduce spread or anything silly like that, but recoil is much more manageable on most weapons while aiming. The vulcanette's high setting is particularly hard to control when not aiming.

>>2933041
HD's cyberdemon still has the standard 4000 HP, but when your gun spits out 8-60 damage per shot at a rate of 2100RPM with very high accuracy, that doesn't last very long.
>>
>>2933072
but how the fuck can you aim down a minigun?
>>
>>2933073
with your eyes
>>
>>2933073
It's more representing that you're stabilizing it, rather than "aiming down its sights."
>>
>>2933068

at least you know the money is directly going to the author of said music. i mean, of course bandcamp might get a small fee, but Aubrey himself put the album up online
>>
>>2933076
oh yeah I think he deserves every penny, but you know what people on 4chan can be like sometimes (ie if you have to spend anything it's shit and the author is a jew .etc .etc)
>>
File: so many ways to play.webm (3MB, 800x450px) Image search: [Google]
so many ways to play.webm
3MB, 800x450px
>>2933073
The sights are further back on the gun than the HUD sprite shows, I suppose. Muh minimalism and all that.

>>2933075
Separate mechanic, actually. If you crouch or stand in front of a short wall, you can brace your gun to reduce recoil to trivial levels. This is the only way to fire the Brontornis cannon without hurting yourself in the process.
>>
>>2933091
Jesus Christ HD is so cool.
>>
>>2933095

It's the greatest example of TECHNOLOGY in a doom mod. Hands down.
>>
>>2933068
>$17
Jesus fuck Aubrey, what's wrong with you?
Rip when?
Also, where's those new Archvile sounds?
>>
>>2929196
poland
>>
>>2933113
i'm not sure what you mean by TECHNOLOGY.
>>
>>2933131
So many teeny little systems and subsystems, it's the deepest Doom gameplay wad around, it's so cool. I wish someone would make a megawad designed for it.
>>
So, just spent 20 minutes trying to reach blue key in THE CITADEL, and found out you can squeeze through only two opened bars. And I know you can walk over the torches in zdoom, but damn that's a stupid secret.
>>
>>2933146
yeah you need the red one and one other. did you notice the broken lift by the blue key? i always wondered about that.
>>
>>2933149
i also always wondered if it's possible to jump to the blue key from the red key's ledge, but if it is it's very very difficult
>>
>>2933152
i just checked the DSDA. it is.
http://doomedsda.us/lmps/945/2/lv19-036.zip
>>
File: pc-58732-11418822943[1].jpg (72KB, 800x600px) Image search: [Google]
pc-58732-11418822943[1].jpg
72KB, 800x600px
found an predecessor to brutal doom

https://www.youtube.com/watch?v=k559WQYKyA4
>>
>>2933248
Back in the day there was also a gore mod for CoD 2. It's not really a new concept 2bh
>>
File: 1451785928618.jpg (113KB, 444x611px) Image search: [Google]
1451785928618.jpg
113KB, 444x611px
Well it's time to get back into Hideous Destructor
>>
for a board that lifts it's nose if /v/ is mentioned, it sure is /b/ in here with all these dubs rolls
>>
File: sof014.jpg (39KB, 640x480px) Image search: [Google]
sof014.jpg
39KB, 640x480px
>>2933248
What is Soldier of Fortune?
>crotch shots
>body blows
>leg crippling
>arm crippling
>agonizing deaths and screams
>>
File: Skelsaw.png (3KB, 77x82px) Image search: [Google]
Skelsaw.png
3KB, 77x82px
>>2933248
>Mob of chainsaw skeletons clatters around the corner and murders a hapless NPC, cackling all the while

When can this start happening in Doom
>>
>>2933302
>saw
>you can no longer beat them to the punch
DEAR FUCKING SKELEGOD NO
>>
>>2933302
Enormous chainsaw
>>
>>2933310
For you.
>>
>>2932976
Where'd you get Nashgore? I can't find it anywhere.
>>
tell me why is doom so much better in my opinion when quake is so much more advanced
>>
>>2933372

This post is confusing.

Tell you why it's better... in your opinion? I don't know why you hold that opinion. Who am I to tell you?

Anyway, the simple answer is that more advanced does not equal a better game. That being said, if someone prefers Quake over Doom over vice versa, I respect their opinion.
>>
>>2933374
I know but when you think about it you couldn't even look up or down in doom
I just realized I have no idea why I love it
>>
>>2933380
I bet it's because you can fuck up demons with your giant, solid rocket launching rod
>>
>>2933398
but q has those too
I mean I love quake 1 too but doom just has so much more yet so much less
maybe the modding?
>>
>>2929196
Disabled Single Dad
>>
next threads name should be no dubs edition
>>
>>2932968
needs some details, still would cuddle with though
>>
>>2933441
I was thinking adding those tentacle beard things to the bottom but thought they would just get in the way
proper teeth might be an option too in the future
what would you suggest
>>
File: Screenshot_Doom_20160121_201205.png (667KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160121_201205.png
667KB, 1920x1080px
>>2932827
>>
>>2933443
Like i said, details, the tentacles are a nice idea, maybe something to imitate his darker pink and daker red textures so you can give him that squishy look, also make his teeth bigger and more visible
>>
>>2933492
hmm alright thanks
>>
>>2933501
are you sewing this yourself? i approve entirely!
>>
>>2933504
yes by hand because I'm so inadequate with machines and sew rarely
>>
>>2933486
If you put the upper half of the walls on the top texture of a separate line, you could vary the upperrs and lowers independently to avoid having a gajillion columns wherever there's a statue.
>>
i've been on zandronum many a time & i seen players with colored text and/or brackets every time they chat. how do i do that?
>>
>>2933602
http://wiki.zandronum.com/FAQ#How_do_I_add_colors_to_my_name.3F
>>
File: Screenshot_Doom_20160121_165511.png (328KB, 1680x1050px) Image search: [Google]
Screenshot_Doom_20160121_165511.png
328KB, 1680x1050px
>>2933583
You can also bring the floor and ceiling together to use two textures on the wall.
>>
File: sawnoff.gif (509KB, 400x400px) Image search: [Google]
sawnoff.gif
509KB, 400x400px
>>2932953
pic related

>>2932968
would gift to my retro gaming gf/10

>>2932981
pls spoonfeed
>>
>>2933609
>>2933583
The upper part is a 3D floor. The textures below the statues are not supposed to be columns anymore.
>>
>>2933614
http://www.wad-archive.com/wad/e3a5da9a5347cf3990901cb35872d047
>>
File: Screenshot_Doom_20160120_170936.png (1012KB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160120_170936.png
1012KB, 1366x768px
only i could have managed to regress back to square 1 after a year of not working on this
>>
>>2933607
thank you.
>>
>>2933621
thx bra
>>
>>2932953
super nineties dehacked flamethrower
>>
>>2933624
that's a funny looking one hand
>>
>>2933637
yeah its all fucked, i have to redo everything from scratch since apparently the new GDCC acs compiler supports floats, structs, and pointers now
>>
>>2933624

COMBATBRO RETURNS
I NEVER GAVE UP HOPE
>>
wait, this isn't the berserk mod, is it?
>>
>>2933746

No.
No it is not.
>>
>>2933624
>>2933708
What's the mod about?
>>
does any one have this problem with gzdoom when playing brutal doom 20b or ketchupv5 mod the blood are okay when it comes to the celing and floor but nothing on the walls the thing that only sticks to the walls was the guts.

how do i fix this is there something with new new update with gzdoom? since the mod worked just fine with gzdoom version 1.8.
>>
>>2933910

You've turned your decal amount down.
Turn it back up.
>>
>>2932976
>>2933048
>chamber holds one cartridge
>fires two shots
Don't mean to sound like a dick but that how flare guns work?
>>
>>2933919
Thank you very much
>>
>>2933920
It's how VIDEO GAME GUNS work
>>
File: 1426089616813.png (225KB, 500x738px) Image search: [Google]
1426089616813.png
225KB, 500x738px
>>2933920
nanomachines, son.
>>
File: Screenshot_Doom_20160120_171018.png (1MB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160120_171018.png
1MB, 1366x768px
>>2933813
its just dark souls in doom
before i stopped working i only had stamina, rolling, running, armor, rings, spells, weapon movesets (r1+r2+2handed versions), humanity, inventory, items, conditions, status effects, poise, and damage types for monsters all working, but now im focusing on recreating everything from scratch with a much better system and will actually be able to do a real leveling system too with bonfires
>>
File: Screenshot_Doom_20150825_181159.png (775KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20150825_181159.png
775KB, 1920x1080px
>>2934035
Would you mind terribly posting the old stuff for educational purposes?

Also, this very unfinished tech demo of mine might possibly interest you:
>https://www.dropbox.com/s/umb6hokxig4x4eq/meleetest.zip
>>
>>2934042
old stamina code is stupidly inefficient and was based around cheesing old ACS limitations, it really wouldnt help anyone unless they were using something like this, so pretty much anything that involved that or stats is going to get recoded from scratch, as a total overhaul on calculating tick damage

puu sh/mEOHv/c2fe2276ca.pk3
>>
Volcano Skybox tm (c) donut steal

The lava evens flows donwhill slowly.

Also yes those are tiny trees, I had to make a "tiny tree" actor.

Literally my first attempt at sloped floors
>>
>>2934404
The real question i, can you climb it?
>>
>>2934406
Its a skybox... so no. It only exists in a dummy sector.

I could have it be part of the map and actually climbable... that would be pretty cool. Only problem is my tiny tree illusion would be foiled once you got close.
>>
I'm really confused right now. How does Doom's ticker work?
This code is baffling me because I have no idea how in the hell it gets a mobj out of all this:

// P_SpawnMobj
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
P_AddThinker(&mobj->thinker);

// P_AddThinker
void P_AddThinker(thinker_t *thinker)
{
// Basic linked-list chaining
}

// P_RunThinkers
currentthinker->function.acp1(currentthinker);

// P_MobjThinker
void P_MobjThinker(mobj_t *mobj)
>>
>>2934547
Okay, I figured it out myself.
The thinker is the first object in the mobj. Its pointer is the same as the mobj itself.
This is apparently pseudo-inheritance and is completely badass. Praise be unto Carmack.
>>
>>2933920
Flareguns typically aren't suited as weapons, being meant to fire a lightweight flare at very low pressures up into the air.

Being shot with a flaregun in real life typically doesn't really hurt. Or, you might get a bit of a burn.
>>
>>2934547
>>2934561
thinker_t::function is used as run time type information, you have a list of thinkers which is looped over each tic and the function called for each one, the function knows what type of thinker it has been passed and casts back to the container type. for example if the current thinker is a mobj it has P_MobjThinker as its function, P_MobjThinker receives the thinker_t pointer and casts it to a mobj_t pointer. it's not really something carmack invented, almost any C program of sufficient size/complexity will do this kind of thing.
>>
File: 1453455612.jpg (155KB, 1280x960px) Image search: [Google]
1453455612.jpg
155KB, 1280x960px
Shotgun for DOOMII
shotgun.zip (29 KB, 1995-12-22) - Dave Johnson
https://www.doomworld.com/idgames/?id=4203

a classic 90s wad. disjoint rooms, thin corridor mazes, sky walls, questionable texture choices, weird bugs, the lot. very easy, it gives you good weapons and plenty of ammo. so just shoot everything, don't worry too much. i liked the bfg secret, although i would have preferred plasma, a bfg is overkill. the secret invulnerability wasn't needed either.
>>
>>2934825
Gonna try it tomorrow when my internet stop being shit, thanks
>>
>>2934850
are you a fellow fan of really old maps then?
>>
>>2934935
Of course, i love old maps, do you know any good ones?
>>
Nice to see some love for 90's maps. I feel people are too harsh on them nowadays.
>>
NEW THREAD

>>2935027
>>2935027
>>2935027
Thread posts: 542
Thread images: 97


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.