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CHEST RIPPER

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3194238

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

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

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

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3

[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4

[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: TheGrind.wad
>>3192945
http://s000.tinyupload.com/index.php?file_id=64773528746981611554

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

[05-05] Doom'16 weapon sprite rips for G/ZDoom
http://forum.zdoom.org/viewtopic.php?t=51919

[05-05] Arch-ville v0.98
>>3191871
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)
>>3191553
https://www.sendspace.com/file/x1unrn

[05-05] ZQ (wip)
>>3190845 >>3190853
https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=1

[05-05] Anon map release: Mars One (wip)
>>3190757
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250
>>3189327 >>3189454 >>3190319

[05-02] A Brief History Of @doom_txt
https://www.doomworld.com/vb/post/1600786

===

To submit news, please reply to this post.
>>
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Where my heretic bros at?
>>
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Re-posting:

I wanted to play Hellbound because I love this kind of detailed level design, but gameplay-wise it's a walk in the park. So added fast monsters to spice things up a little, and it's a blast so far, I'm sweating at every teleport ambush, every time I take an elevator, etc. But now I think it might be too hard, specially for such big levels (I had to add mouse freelook).

Any gameplay mods that make the monsters tougher and doesn't break the mood of Doom too much?
>>
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Excuse me, but what the fuck is going on here?
>>
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>Doing an Ultimate Doom run for the first time in years
>Reach E3M9
>What the fuck I don't remember this why is it the same as E3M1?
>Hit the end level switch
>mfw

Nice job Sandy, you got me good.
>>
>>3199804
This seems pretty neat https://www.technologyreview.com/s/601258/artificial-intelligence-can-now-design-realistic-video-and-game-imagery/#/set/id/601281/

>>3199831
le epin thicc rabbit joke meme xd
>>
>>3199830
Invisible 3D floor?
>>
>>3199831
there you go again with that thicc rabbit
>>
I can't download the DOOM '16 weapon mods, anyone else have this problem?
>>
>>3199341
god dammit my for the lols model looks like dog shit ass garbage
>>
>>3199830
a floor or ceiling has moved somewhere nearby.

the object slightly overlaps a sector whose floor height is higher than the floor the object was spawned on. then another sector has moved somewhere nearby so that P_ChangeSector has touched the object causing its height to be affected and made it float up in the air.
>>
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well I'm sometimes decent at JKA

dat bitrate cannot handle my pokes
>>
>>3199831
if you observe carefully even before the twist ending there are differences. for example at one point a door shuts behind you and needs a blue key to be reopened. this is of course not in the original which had no keys. there are also subtle differences in the automap and of course the secret area present in the original no longer contains a rocket launcher.
>>
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For the guy who posted the sketch, here's the look recreated. Turning the building in some sort of unholy temple where there's a torture dungeon and some other shit.
>>
>>3199849
It looks decent senpai, I'd love to see some textures on that thing. You got some penetration happening on the cybernetic leg though. I'd suggest reshaping the leg part, give it a diagonal end on the back side so it can bend without crossing the hoof part.
>tfw degree in digital animation and haven't touched maya in years
>>
>>3199802
Why is his hand so long?
>>
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>>3199827
>>3199824
I played it with Shut Up And Bleed, which is arguably a very bad idea.

It does become harder. And bleaker, kind of adds to the mood.
Like, it's pleasantly challenging at first, but it becomes a massive chore later when the game starts pouring out slaughtershit, a kind of gameplay that Shut Up And Bleed is just not made for.
>>
>>3199976
His hand shouldn't even be there at that angle or perspective.

Looking down the sights of my rifle, the left hand is visible, but it's still on the handguards.
>>
>>3199817
here
>>
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>>3199860
wrong thread, but fun game.
>>
Anybody here play Ancient Aliens yet?
Is it any good?
>>
>>3199998
myeh
>>
>>3199998
Fuck, all I can think about is that shitty History channel show, and that Lemon Demon song when I see people talk about that WAD.
>>
>>3199998
I played some of it. It's pretty good through seven levels. Two relied on omnipresent turrets to keep me moving, which I didn't like. Otherwise, I like it so far. If you like the fast pacing of Valiant, it's more of the same. If you don't, stay away.
>>
>>3199817
right here

are there any heretic wads tho? seems like people like hexen more
>>
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me: god fuck-
friend: alright, I'm recording that
>>
>>3200069
Not retro, dude.
>>
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>>3200078
UT is retro FPS
>>
>>3200069
That was pretty cool.
There are snipers on bio tower? I thought there was only Bio and the RL.
>>3200078
Mods don't seem to care much. As long as it doesn't become UT4 general, it's cool. Same with the roguelike, or whatever else.
>>
>>3200054
Realm Of Parthoris is on teh niustuf cronicles rite na0
>>
>>3200086
>There are snipers on bio tower? I thought there was only Bio and the RL.
Custom match with snipers only. Friend (his PoV) likes his AWP.
>>
>>3200091
Yeah that's what first came to mind actually.
>>
>>3200097
If you look closely, U-damage spawns right as he lands, I thought he was gonna sit there for a bit
>>
>>3200106
Atribute it to his godlike luck instead of godlike timing
>>
>>3200069
ok
>>
>Hide a Doom 4 post
>Everything else in the thread disappears
Get ready for more of this.
>>
Hey guys, if you could add an altfire to the vanilla chain gun and plasma rifle. What would you add? Something preferably that adds some utility to them
>>
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>>3200198
Bayonet and plasma bayonet respectively.
>>
>>3200198
slap enemies away for when they won't hop off the dick
>>
>>3200203
>>3200208

What if the pistol and super shotgun already have a melee attack in the form of punching dudes?
>>
>>3200216
it should all just be slapping things away like left 4 dead
>>
>>3200216
Why would you ever punch an enemy when you've got the super shotgun out? You've already got the ideal close-quarters weapon, just fucking shoot them.
>>
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>>3200216
Replace super shotgun punch with firing exploding pistols from both barrels. Remove pistol from the game completely.
>>
>>3200203
Not retro, but damn if the lightsaber dueling in Jedi Outcast wasn't near perfect.
>>
>>3200198
>chain gun
Either a turbo mode that needs to rev up a couple of seconds before shooting with a much higher rate of fire, or some wacky shit like a burst of exploding/incendiary gyrojet bullets.
>plasma rifle
Chain lightning that bounces multiple times, does more damage than a single plasma shot but takes more ammo and the gun has to cool off for a while, bit longer than ssg reload maybe.
>>
>>3200234
That's jedi academy, outcast perfect for siege
>>
>>3200224

Because what else are you gonna do with the super shotgun? Single barrel firing makes the normal shotgun even more outclassed

Pirate doom gave a melee attack to the pistol and the super shotgun.
>>
>>3200237

Normally I'm all for whacky and outlandish shit. But I think just a wind-up faster shooty attack works just fine here.

The lightning beam sounds interesting. What if the beam left a lingering static charge that does minor damage and steadily flinches monsters?
>>
>>3200239
>Pirate doom
every wad ever should include pirate doom enemies tbqh
>>
>>3200198
Chaingun - Fires 4 bullets at once with a slow refire rate, 1-hits pistol/shotgun zombies, 2-hits imps and chaingunners.
Plasma Rifle - Shoots a plasma bomb that flies in a downward arc and sticks to surfaces. Explodes after a few seconds or contact with a monster/player.
>>
>>3200239
How about quickly pulling out the pistol to squeeze off a couple more accurate shots? That would actually serve a purpose. Putting a melee attack on a gun that is already almost exclusively used for close quarters is redundant.
>>
>>3200262

Hmmm... Drawing the pistol wouldn't be a bad idea. I'm giving the pistol infinite ammo in this little weapon set I've been writing down for later, and holding the pistol itself lets you punch things with altfire. Thanks anon
>>
>>3200268
>infinite ammo
Boring, and obsoletes the non-berserk fist. Make the pistol controllable burst-fire. Good for picking off individual foes, but falters against bigger targets and groups.
>>
>>3200198
Chaingun: Fires a grenade that explodes on impact and scatters bouncing and "ripping" shrapnel in a small area.

Plasma: Charge up a larger shot, which bounces of anything and everything, eventually exploding for minor splash damage.
>>
>>3200279
Wouldn't mind the non-berserk fist being replaced with something else or just replace berserk and make the fist always berserk-tier.
>>
>>3200279

The normal fist is useless most of the time anyway. Hence why the fist and pistol are sharing a slot
>>
Gonna throw a couple of madman ideas out since were talking about altfires

Rocket launcher altfire: Loads up rockets like the one from UT, simultaneously deploys them in a swirling Macross missile spam cloud.

BFG altfire: Shoots a slower, bigger ball that erupts into big vertical pillar of green fire where it hits. If you hit the slower ball with the primary fire they merge into a fast-moving comet that causes a giant explosion when it hits something.
>>
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>>3199998
kek i downloaded it and forgot to play it

The Culling is too addictive for my own good
>>
>>3200289
>or just replace berserk and make the fist always berserk-tier.
this is better because vanilla fist is useless
and it makes the fist a better risk-reward weapon
>>
>>3200289
>>3200323
Fist always being berserk would be OP as fuck, though.
>>
>>3200335
I don't think so, even the lowest tier enemies can get a shot off on you while punching them. Less pain-locking chance than chainsaw.
>>
>>3200301
The Culling looks kinda fun but I think it's one of those games where it's funner to watch
>>
>>3199827
I find a lot of wads that are either dated or too easy suddenly become Scythe-tier in quality if you activate -fast.
>>
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>>3200371
i enjoy doing both actually

i've only won maybe 2 out of 120 games (at least), but i love playing because there's a palpable sense of danger and a real kind of primal elation at taking out the opposition

last time i won i juked the last bullets of my one remaining opponent then lured him into a chokepoint and killed him with a remote explosive

you can get really devious with snares and different traps, or items like pepper spray...and it all seems balanced even at this early point in development
>>
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we boats now
>>
Fellas, I don't know much about assembly, or cracking programs to skip dongle checks, but I managed to create a copy of Quake Arcade Tournament Edition that I can't close.

I mean it doesn't seem to be affecting anything, I just can't end the process.
>>
If you like dongles, fuck you.
>>
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>>3200254
Already possible m8y, just load pirates! with any mapset
>>
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So I'm trying to use CustomDoom in a Hamachi-made, LAN server with Doomseeker.

How do I use the CVARs? I have rcon access granted, used slade to find the variable's name and then "rcon set cd_weap_damage_mult 4" (without the quotes) but no such luck, even though the menu_custom indeed shows player damage is now multiplied by 4. Then I used the Puke command to reload the script handling said cvar and still doesn't work. Reloaded map, went to spectator, nothing worked for me.

I tried many possible approaches and it's driving me crazy. Maybe it's Zandronum, maybe I'm not using the CVAR's properly (they're all grayed out initially), maybe CustomDoom doesn't work online.
>>
Why in the world is this map 100+kb? Can anyone tell me how to compress it down to a reasonable size?
http://s000.tinyupload.com/index.php?file_id=07182583237611129031
>>
>>3200581
if it's udmf put it into a zip
or really put it into a zip anyway
rename it to pk3 so people know to run it rather than unzip it
>>
>>3200508
sent you a steam request for talking about the mapping if it's still on. Longships look neat!
>>
>>3200589
It's in Boom format.
>>
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>>3200608
Accepted. Still on. You got completed maps I can see? Either way you can play with the rekkr assets, unfinished though some may be.
>>
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https://www.youtube.com/watch?v=yaB3NXAGIKo&ab_channel=KongmingTheMongineer

How did Rise of The Triad have such an amazing soundtrack?
>>
>>3200826
Correct me if I'm wrong, but didn't Bobby Prince do some of it?
>>
>>3200668
I've only finished one map, but I have a couple of examples of complex architectureusing gzdoom features I guess. I'm mostly into code and special effects, but rekkr has kindled my interest in conventional mapping. Will get home in 7 hours.
>>
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what does it mean?
>>
>>3200851
Buy more RAID.
>>
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Making some progress on this mars one map

https://youtu.be/p6Fqcm_4yOI

Scripted up a nice little fight scene and attempted VTOL take off.

What would fire look like on mars? there's almost no oxygen, so would there even be any fire? Currently I just have the VTOL shitting out electrical blue (although its a bit over the top right now, will probably tone it down, maybe add in some other projectiles, low g metal fragments or something...)

Also I need to work out a way to have the VTOL crush things as it crash lands (notice how the monsters are fine when it lands right on top of them)... anyone have any ideas how I might go about that? Give it a melee attack or something?
>>
>>3200828

I'm pretty sure he did, yes.
>>
Boy, I sure hope this stone asshole doesn't come alive and start chasing me as soon as I hit that button.
>>
>>3200880
If that button reverts physics to normal, old stone friend is going to have a blind date with the floor. That would probably wake him up
>>
>>3200880

why is he dabbing
>>
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>>3200832
Cool. I'll be at work. Sent a link to a passworded zip, and some info on how to spawn certain things in doombuilder. Also a txt with item lists and a bunch of other crap. Most of the textures are prefixed with "DV", so they're easy to search for. The only ones that arent are waterfall textures which replace FIREWALLA,B, and C... The idea is to pretty much make textures as they're needed from here on out. So if you get a level kicking that you like lemme know if you need a texture to make it work. Anyway. Enjoy. Lemme know what you think.
>>
>>3200887
rogue thinks they slick.........
>>
NewtoDoomfag here.
I just beat the bruiser brothers, because only now I find out that the red lava-like texture surrounding the area is not lava.

Fuck me sideways.
>>
>>3200896
I think a good 70% of us did the first time around, myself included.
>>
>>3200896
Can't blame the Barons for having a patrician taste in carpets.
>>
>pixely Poseidon nipples

I wonder if the dithering making it look like a tile wall mural was intentional or if it's coincidence.

How long is Dissolution, anyway?
>>
>>3200581
first of all, delete the GL nodes (GL_* lumps). eureka uses glbsp, annoyingly doesn't have an option to use anything else. that will save ~40k.

further than that, you can compress the sidedefs. see http://doomwiki.org/wiki/Sidedef
>>
>>3200908
also you can set the size of the reject and blockmap lumps to zero. the former won't matter at all as your reject lump is all zeroes anyway, and the latter will force the use of the internal blockmap builder.
>>
>>3200907
Not as long as Armagon was.
>>
>>3200934
Well at least I hope it'll be over soon, then. These Egyptniggers are annoying and then I can go back to getting AD's runes and then go delving into all the other user maps and then playing Quake 2.
>>
>>3200936
It's agreed that Dissolution isn't as good as Armagon in many areas. Look forward to playing Arcane Dimensions then.

Wish there was a guide to historically important Quake mods.
>>
>>3200938
I've already played most of AD, just when I switched from DorkPlaces to Quakespasm my old save file doesn't play nice with QS so I've gotta run through the levels again and get all the runes this time for the sekret level.
>>
>>3200941
I personally think the maps in AD are too big for their own good sometimes, like the swamp castle map. At least the new enemies and shotgun physics are cool.
>>
>>3200942
Some of the maps (especially Swampybottom like you named) are just way too big, yeah, and tend to start feeling like they're just slogging on and on and on with no fun secrets to make up for it. The Quoth enemies and projectile shotguns are neat (almost makes me wish they were projectiles to begin with, but the lack of a ranged hitscan weapon would be painful) as you said though, as are the various visual things like footsteps and shells and the alternate ammo box models.
>>
>>3200950
I'll get back to trying to beat AD levels again someday, mainly because I also want to see just how nice looking and interactive a level can be. I also wanna play The Innocent Crew's level set, just to see what their mapping was like after Obituary for Doom.
>>
>>3200950
Oh, and breakable props/windows. Those can be neat too.
>>
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>>3200581
okay so doing >>3200908 >>3200924 gets it down to 71K (from 146K)

http://temp-host.com/download.php?file=sj04vi
>>
>>3200971
what does the hitler box do
>>
i've "finished" the map CWWAD_REMADE, but i have some doubts it is finished, so if you want to give it a check and suggest me about what can i do to tweak it a bit, here's the files:

http://www.mediafire.com/download/es7q102he8dfzfh/CWWAD_REMADE.rar

(it's a deathmatch map, so it only works with Zandronum)
>>
>>3200973
dunno. don't recall it doing anything.
>>
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>/v/ hates on Thy Flesh Consumed
>Says it doesn't have theme or style
>they completely ignore the wood panel themes that dominate the levels
>>
>>3201010
is wood panels an instrument
>>
Is there any good alternative of ZDL out there?
>>
>>3201010
Of course Thy Flesh Consumed has a theme, with the orange skies, marble and wood. Megawads have used it as a theming device.
>>
can i just say i love the E4 sky. it's my favourite sky texture (after deep blue skies e.g. dystopia3)
>>
>>3201019
You're better off just making a folder to put your wads in, then putting a shortcut to your source port of choice in the folder and click/group and drop on the shortcut. Easier then fiddling with programs like ZDL.
>>
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Ayy shitto
>>
>>3201082
Zdl can genereate shortcuts though.
>>
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Is it just me or would Reb Brown be the perfect casting for doomguy.
>>
>>3201116
what is this?
>>
>>3201153
Shitty map I'm working on. I dislike how the SP_DUDE textures all seem to be based on GSTONE1 and 2, instead of MARBLE 1, 2 and 3
>>
The Maultaur in Heretic was a better boss fight than the Cyberdemon and Spider Mastermind.

Do you agree/disagree?
>>
>>3201157
How difficult could it be to make new ones in TEXTURES? I'm fairly sure the dead hanging guy is a patch on its own that could be overlaid on a marble texture.
>>
>>3201161
Very difficult because I'm limiting myself to classic doom textures only :'^)

Also I've never bothered with actually modding the game beyond changing the MAPINFO lump. Wouldn't know where to start/where the good tutorials are.
>>
>>3200971
Thanks.
>>
>>3201162
Oh, its easy. Just go into SLADE, add a TEXTURES lump, click onto the visual editor, make a patch of type "Texture", and add the marble texture in the viewing area, then add the hanging guy texture on top.

But yeah, if you want to limit yourself to classic textures only I guess you wouldn't want to.
>>
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>>3201161
>I'm fairly sure the dead hanging guy is a patch on its own
Sorry to say it's not. WALL51_2 is a single patch.
>>
>>3201174
Although, you can fake it by using GOR1A0 as a patch.
>>
>>3201159
well the maulotaur did more than "stand still, shoot rockets", so yeah I'd agree
>>
>>3201174
Yes,however, the HBD and GOR hanging guy sprites are their own sprites which could be overlaid on the MARBLE textures.
>>
>>3201174
>>3201181
>Patches
This means nothing to me. I just know the texture name that (GZ)Doombuilder uses. And I use a "custom texturepack" that allows the use of Doom 1 textures in Doom 2, because I've been told that using resources from Doom 1 and 2 iwads simultaneously can lead to conflicts.
>>
>>3201192
A lot of graphics in Doom are made using "patches", which are little image bits that can be assembled into full sprites in TEXTURES. For example, the shotgun and its bullet flash are seperate sprites, that are combined in the TEXTURES lump in the wad to make the full shotgun sprites you see ingame. Some wall textures, notably the ones with switches, are made in this way too.
>>
>>3201208
actually the flash is just overlaid over the sprite using the Flash states

doom didn't even have TEXTURES, just TEXTURE1 and TEXTURE2, which only worked for wall textures
>>
>>3201212
>actually the flash is just overlaid over the sprite using the Flash states

Huh, I didn't know that. Well the point of the switch textures still stands, which is more relevant to the topic at hand.
>>
>>3201208
>>3201216
Neat, and I might look into it when I've finished the wad. But first I want to finish my "kilowad". Then, once all the levels are done, I'll start making music and add some new monster behaviour. I might tweak a few weapons, and finally some texture tweaks. A grand project, maybe never finished, but something to do in the meanwhile. Currently I have 4 maps done, of which one secret.


*About kilowad: According to idgames archive, a megawad is: "The 'megawads' directory contains files that contain a large scale replacement of 15 or more levels, but which don't qualify for the themes/ directory.". Although it's good to have a definition, I prefer to define megawad as a 32map wad (aka a full doom2 replacement). Then everything else is halves and doubles. So 16 levels is a kilowad, 8 levels a hectowad, 4 levels a decawad, and 2 levels a wad. A 1-level replacement by my definition is in fact a deciwad. And the other way, 64 levels is a gigawad, 128 levels a terawad, 256 levels a petawad, and 512 levels an exawad.
>>
https://twitter.com/ephtracy/status/669087971728072705?lang=en

You can now project an image onto an object in MagicaVoxel, as opposed to only being able to import an image as a flat object to extrude and carve down.

http://forum.zdoom.org/viewtopic.php?f=39&t=51969&p=906305

Also an ENDOOM tutorial.
>>
>>3199802
Have we hit the spot when we actually recycle OP pics? I think this is the first time since DOOM generals were a thing.
>>
>>3201238
We recycle Editions as well. It's on a 32 day calendar, with 3 months in the first 2 years, and 4 months on the 3rd year, looping.

Images however are treated more organically and instead chosen whenever content is low.
>>
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What shampoo does Ranger use?

Head & Shamblers
>>
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>>3201238
Many generals keep recycling the same OP images over and over, /doom/ has done quite well in this regard

I help run a general on /trash/ and it's not that easy finding something for an OP pic and putting in text to compliment it
>>
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>>3201256
And I keep forgetting /vr/ has its own spoiler images
>>
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>>3201250
http://vocaroo.com/i/s0tuD6t9PAoR
>>
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>>3201258

Which makes no sense, you'd think the ? block would take priority over FF7.
>>
Is there a more up to date version of this around?

>>3201262
I usually get the NES cartridge. /v/ and /vg/'s ? blocks are more fun.
>>
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>>3201265

Gotcha covered
>>
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>>3201265
I have this one
>>
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>>3201256
>>3201258
GIF with a 0-second first frame of a spoiler
>>
>>3201272
Photoshop hates 0 sec delays, I've found that 0.02 works best
>>
Havin' an itch top TAFF again.

Sadly, cheapthiefmissions hasn't been updated since 2014. And I think I already played all the good stuff. Anything new?
>>
>>3201289
>Havin' an itch top TAFF again.
what the fuck are you saying my guy
>>
>>3201292
I want to sneak around and blackjack thick, underpaid guards.
>>
>>3201304
is this a sex thing
>>
>>3201307
british thick
not american thick
>>
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>>3201238
funny story. i had this thread all ready to go. i was going to use this picture, with the caption "SMOOTHED DOOM". i clicked post, and

>You cannot post a thread with that subject

appeared in big red text. no explanation other than that. just "you cannot use that subject".

i was left with little choice other than to find another image on short notice. i went back a couple of threads and saw, near the top, the picture you see above, and now here we are.

regarding image reuse, i don't remember using it myself before -- i would remember if i had. of course one of my predecessors might well have used it. so, i checked desustorage: that seemed to indicate it had not been used to start a thread -- although it had been used for a news post, i don't think that counts.

https://desustorage.org/vr/search/image/AeZAeyzCiUAj2aIzkIelwQ/

of course you can post the same image with an imperceptible difference and the hash will change completely, so if that happened i apologise but there's no way to test for it.
>>
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>Slightly darken pixels
>Shape looks bent
>Slightly lighten pixels
>Shape looks bloated
http://vocaroo.com/i/s0xoNeDgTk8C
>>
>>3201327
I can't wait for a live demo of Magic Pony Technology.

I'm going to put all sorts of stupid shit in there.
>>
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HAVE FUN FINDING FOUR SWITCHES TO LOWER THOSE FLOORS
I'll probably trim it down to three or two
Actually, thinking about it, it would look better if I'd lower the ceiling as well. Symmetricize!
>>
>>3201374
Not enough FIREBLU
>>
>>3201374
pls to brighter FIREBLU
>>
>>3200887
REAL DEATH KNIGHT HOURS WHO UP MASH THAT MUH FUGGIN QUAD DAMAGE SENPAI
>>
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>>3201376
>>3201381
>>
>>3201383
yus
>>
>>3201383
FIREBLUE me, daddy.
>>
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>>3201383
Actually, I figured one trick to make it just a little bit brighter
>>
>>3201390
alternatively, darken everything but fireblu so that it's blindingly bright in comparison
>>
>>3201390
>>
>>3201390
i'm blu, da ba dee da bu dai!
>>
Quake 1's aspect ratio settled:

Acording to TECHINFO.TXT from the Quake source, Quake is intended to be run at 320x200 in VGA mode 0x13.

Wikipedia has this to say about Mode 13h (0x13):

>Given the aspect ratio of a 320×200 resolution screen for use on a 4:3 display, Mode 13h does not have square pixels.

Quake 1.2 ratio confirmed.
>>
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The Mancubus has 6 nipples
>>
>>3201421
Why the tiger stripes?
>>
>>3201419
Okay, so what does this mean to a layperson? Should I make some adjustments in my Quakespasm settings, etc.?
>>
>>3201427
visual interest? probably looked too simple as a big model, but of course ended up too complex for a small sprite.
>>
>>3201430
Yes, but I don't know how you'd do it in Quakespasm.

I think all I've ever seen is another anon's ratio concerns displayed with stretched out screenshots.
>>
>>3201419
I'm reading the techinfo.txt right now and I don't really see any part that suggests that the game is intended to be run at a certain resolution.
>>
>>3201427
stretch marks?

>>3201237
neat
>>
>>3201390
>zdaemon
>>
>>3201452
Intended is probably the wrong word. It's the minimum designed ratio, meaning it's not just higher res assets scaled down to accommodate smaller resolutions, so everything was designed for 320x200 and is then scaled up as needed. And 320x200 mode 0 will have tall pixels with VGA 0x13.
>>
>>3201458
No, zDoom. I set brightness (gamma correction) to 3, but it doesn't properly screenshot that. So then I just took the screenshot and applied 3 gamma correction with IrfanView
>>
>>3201419
>>3201460

IIRC Quake was originally supposed to be run the same as Doom, but then id remembered, "Hey, we can do higher resolutions now!" and while part of the assets was made for the old 1:1.2 AR, the newer assets were done at 1:1. For some reason they didn't bother to rescale the old assets later in development.
>>
if u read this u r dumb
>>
>>3201512
th-thanks
>>
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Confession time /vr/
Get it off your chest!

To this day I haven't beaten Doom 2 without using iddqd on the later levels
I gave up on Quake after you first fight the Vores
I don't think Duke Nukem is all that amazing and kinda prefer Shadow Warrior and Blood over it
>>
>>3201514
I haven't beaten any Doom on UV.
>>
>>3201514
I've never actually fought the Icon of Sin. I always noclip and kill romero's head.
>>
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>>3201270
>kyle katarn
How topical, gives me an excuse to post another boring duel
>>
The spoiler tags aren't really needed.
>>
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>>3201514

Blood is overrated and a real chore to play through
>>
>>3201539
I appreciate it, But basic enemies do so much damage so fast to you, though.
>>
>>3201526
well to be fair that is a lot more fun than waiting for the platform to rise over and over again.
>>
>>3201539
Dumb Baileyposter

It does have flaws though, like cultists being stupidly strong and annoying critters like rats and hands
>>
>>3201530
Why do both of you use Power style? Is that a rule? Wouldn't fast style be more efficient?
>>
>>3201261
https://www.youtube.com/watch?v=6bbIBs0P2t0
>>
I downloaded ArtRage and like 20 Bob Ross videos thinking I'll make some skies for Doom or something.

You ever try to emulate some simple shit like a dry brush smushing oils around? It's not great.

I mean what I have right now looks better than what I might have done on my own but it's no sky texture.
>>
>>3201551
No, just personal preference. This guy was dueling a staff fellow before, and I like my Red for massive damage.
>>
>>3201539
if you think blood is hard you probably aren't using the sawn-off and dynamite enough
>>
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>>3201551
Also, this is what happens if your wimpy Yellow sword gets parried by a strong Red blow
>>
Internet Doom Explorer or Doomseeker? Which one do you use? Which is the best?
>>
>>3201514
I can't beat the Icon of Sin. I like how Doom 4 looks. I liked Doom 3. I liked Doom 64.
>>
>>3201586
Zandronum comes with doomseeker, so why use anything else
>>
Do you think a remake/reboot of the first Unreal could have a chance of not sucking?
>>
>>3201514
I've never beaten any episode on UV
I hate Thy Flesh Consumed and have never finished it because I find it even less fun than Doom 2
I can't beat Scythe on HMP
I still haven't played through D64 despite having the EX version installed
>>
>>3201596
Depends.
If they give it the Serious Sam HD treatment it might be good. My biggest problem with Unreal, Quake and pretty much any early 3D game is that the shooting doesn't feel all that good due to the limited enemy animations.
>>
>>3201596
>>3201606
Unreal's dead and buried. Unreal Tournament is a hobby project of epic games.
>>
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>>3201514
I don't like Quake a lot. The (super)shotgun feels so weak in comparison to Doom's version of each respective weapon. The enemies are kinda bland (except for the shamblers and vores) and the themes are extremely bland. I honestly like Thy Flesh Consumed more than I do Quake .
>>
>>3201624
I think the people that enjoy Quake the most are the ones that played it when it first came out, when the technology was impressive.

At least that's how I see it. I tried it out a few years ago for the first time and was really disappointed.
>>
>>3201634
I played qtest at age 5-6 when quake wasn't even released, but I like it for the "feel" of movement and combat as well as the level design. Mostly the level design, I really like the style (layout wise, not necessarily the gothic derelict base/crypt/temple thing).

Still, it would have been better with some adjustment to the weapons and more interesting enemy behaviour and variation.
>>
>>3201624
Quake's guns don't feel as powerful as Doom's weapons but the game more than makes up for that with its damn near flawless gameplay and movement.
>>
>>3201647
THIS
>>
>>3201647
It also has really really good sound design, an often overlooked aspect of the game. There's a distinctive style to the sounds, they fit together and they're all clearly distinguishable and often quite iconic. Only the shotguns firing sounds are sub-par.
>>
>>3201647
>flawless gameplay

Pffft
>>
I don't really consider myself a purist by any means, so will I miss out terribly by playing Zblood instead of actual blood?
>>
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>>3201652
Every sound from Quake gives me that ASMR sensation I swear. Masterclass sound design.

>Picking up keys, armor, ammo or health
>>
>>3201656
no
>>
>>3201654
Here you go
>>
>>3201656
Yes, Zblood is a joke. You can try BloodTC (now called blood crossmatching), it's much better.
>>
>>3201664
Have one in return
>>
Before visiting /vr/ I never thought that being able to use DOSBox made me a genius.
>>
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>>3201673
>Use DOSBox in front of a friend
>Thinks I'm some amazing l33t hacker
>>
>>3201589
IoS is easy - you can hit it twice with RL - both on the way up and down, then you only have to ride it again, and you win.
>>
>>3201673
This is the only /vr/ thread I frequent, but is the rest of /vr/ so retarded that they can't use DOSbox?
>>
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>>3201634
I played it for the first time back in 2012 thinking it'd be a nice cheap little game. The FPSes I played before were UT (99 [my very first FPS, still beloved to this day] and 2004) Quake 3 and the Half Life games (except HL1's expansions).

And shit man, best 10 bucks I've ever spent in my life. The movement is just perfect, the shotgun is the best starting weapon ever (comparing to other shotguns is a mistake, it's basically a shell pistol, and the super shotgun is the game's actual shotgun: it's a matter of scale basically, as I think Quake's monsters up from the usual bestiaries in other FPSes), the ambience and music are top-notch, sound design too. Overall best FPS I've played (as far as SP FPS goes anyways, UT is best MP FPS for me). Only complain is that the nailgun should've been a hitscan machinegun I feel. Also more and better bosses.

For Doom however I feel kind of eeeh about it. Movement is sluggish and feels like controlling a car instead of an actual guy, the pistol is a joke compared to quake's shotgun as far as starting weapons go, sound design is weaker, and it doesn't have the advantage of being a true 3D game (sure it's not really a con, but it's my preference since Quake allows for more level design possibilities). But I won't deny it has great enemies, a killer soundtrack and the game's quite colorful.
>>
>>3201686
I think that you'll be happier not knowing.
>>
>>3201390
Why is FIREBLU even a thing
>>
>>3201679
>kekekekekeke
>>
>>3201687
>the pistol is a joke compared to quake's shotgun as far as starting weapons go

Yes but Quake has the absolute worst melee weapon I've ever seen in an FPS, so it evens out.
>>
>>3201697
u wad m8
>>
>>3201694
for all your fireblu needs
>>
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What are some wads
>>
>>3201694
Adrian called in sick so Romero had to make his own texture.
>>
>>3201697
Compared to the Chainsaw, the Axe is absolute dogshit
>>
>>3201704
/pol/.wad
>>
>>3201390
JUST
>>
>>3201704
you got doom.wad, y ou got doom2.wad, you got myhouse.wad, you got school.wad, all sorts of wads
>>
>>3201694
Because all textures are beautiful
>>
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>>3201712
>>
>>3201714
Beautiful at any resolution
>>
>>3201250
roflmao
>>
>>3201704
doomuc.wad
>>
>>3201647
The Super Nailgun is tits though.
For the gameplay, I honestly think it's roughly like Doom, unless you get into shit like bunnyhopping or rocketjumping.
>>
>that part in ancient aliens where you have to stand under the bars so they don't close behind you and lock you in with the archviles
Alright that was pretty fucking silly.
>>
>>3201706
But you don't compare it to the chainsaw, you compare it to the fist.
>>
>>3201656
Yes, ZBlood is barely like the real game at all, levels, weapons, physics, enemy behavior, all of it is wrong in some way or another.

The real deal is just unbelievably better.
>>
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>>3201687
>it's basically a shell pistol
I guess it kind of does feel like shooting a .410 bore shotgun, except way less spread.
>>
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>>3201710
>school.wad

eric pls
>>
>>3201775

made before 1999 and before tumblr existed
>>
>>3201659
And then teleports sound like a fucking saturday morning cartoon.
>>
>>3201659
ASMR sounds you say eh
https://www.youtube.com/watch?v=nnPl0repskM
>>
>>3201514
>To this day I haven't beaten Doom 2 without using iddqd on the later levels

>kinda prefer Shadow Warrior and Blood over it

How does this even work? The first fucking level of Shadow Warrior is harder than just about anything in Doom 2
>>
>>3201614
desu I found it to be pretty dead for a long time now, only like the first Unreal and the first UT. 2k3 onward was all crap for me.
>>
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>>3199998
Finished about 5 levels. So far each has been better than the last. Loving the clean layouts and colours.
>>
>>3201809
>The first fucking level of Shadow Warrior is harder than just about anything in Doom 2

no it wasn't.
>>
>>3201823
reminds me of those neo-egyptian maps on ut2k4
>>
>>3201823
Does it look like ass in GL?
>>
>>3201857
My pic is GZDoom. Looks alright to me. Opened it up in PrB+ and it looks great in software too.
>>
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hey /vr/, can someone please tell me:
How the fuck does teh quake engine do moving floors?
>>
>>3201865
What the fuck is going on there?
It looks like some crackhead runs in and fucking Gay Bowser's some random chick at a photoshoot.
>>
>>3201890
>Gay Bowser's
>>
>>3201865
yes
>>
>>3201928
what
>>
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https://www.youtube.com/watch?v=1fOpP8A7_KA
>>
>>3201865

Damn that bitch got wrecked.
>>
>>3201865
If you're talking about normal doors, it's just special brushes moving to a satrigth angle. If you're talking about rotating doors however, vanilla Quake doesn't do that, but Scourge of Armagon does (using its sourcecode for doing a mod helps), but it's a pain in the ass to make them because you have to make two rotating points and have the brushes' collision masks be interpreted by smaller brushes that move along the way to create the illusion the brush's still solid when it rotates (because that's something the quake 1 engine can't do, it's basically a trick to make functionnal-looking rotating doors)
>>
>>3201932

Are they playing on Yoo Young to Die?
>>
>>3201939
disregard that post, didn't read it right
>>
>>3201932
Oh god it looks so slow. Why aren't they running?
>>
>>3201946

It's a 1993 game, they played it back in the day. They didn't keep playing it with 2016 WADs like you guys, they probably haven't played it for decades before making this video.
>>
>>3201943
indeed, i meant the tram in the first secret level of
Quake II. Now how the fuck does that work?
>>
>>3201949
Also >xbox
>>
>>3201865
>His Shirt
>WE WUZ
>>
>>3201751
Even then it's less useful, because at least when you get the Berserk pack the first is useful against enemies.

The ONLY instance where the Axe would be even remotely useful is when you have Quad damage and preferably Protection
>>
hi
what are some wads
>>
>>3202060
doom.wad
doom2.wad
freedoom.wad
>>
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lel.jpg
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>>3202060
wow.wad
>>
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>>3202060
This is a wad
>>
>>3202060
chillax-numbers.wad
>>
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DEEEEESOLATION!
>>
>>3202078
>>3202091
>>3202091

i still dont onderstand wut wads ar
are they aprogram
>>
>>3202102
Is that a toilet?
>>
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>>3202112
It's the Saturn's chances at retail.
>>
Is there any option for sound effect filtering in ZDoom that's a happy medium between ear raping crunchy, and jamming a wet towel in your ear?
A lot of other ports have far better sound filtering, but in ZDoom it's either ear rape or wet towels.
>>
>>3201932
>Cinemassacre video
I just know I'm in for a shit time
>>
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>>3201932
>>
>>3202124
>not liking ear rape
>not liking wet towels in your ear
Get a load of this guy.
>>
>>3201932
>playing some console port with a fuckawful midi library.

>Playing on I'm Too Young To Die

dear god why
>>
>>3202110
no they are data
you load them into the game
for new worlds to see
>>
>>3202156
u wad mate
>>
>>3202124
check out a port with good sound's default settings and replicate

i have no idea what you like
>>
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>>3202148
make a video lads. let's show 'em how its done.
>>
>>3199808
praise our tired and depressed lord marty
>>
>>3202160
we all wad mate
>>
>>3202160
A .wad file contains all the levels, sounds, graphics, palettes, music, etc, which makes up the content of Doom, there's two kinds.

The first is the "internal" wad (called iwad for short), this is the base game, all of Doom's content is stored in the Doom.wad, likewise, all of Doom 2's content is stored in the Doom2.wad

Then there's "patch" wads (called pwads for short), this where you have new content, so to say. A pwad can contain and temporarily replace everything from the base game, Epic2.wad contains all new levels, all new textures, all new music, and some new graphics (the appearance of some monsters are altered)

If you load up Epic2.wad with Doom2.wad as a base, you can play the Epic 2 adventure

Some wads can also add new code, which changes the way the game can behave, like weapons, monsters, or how levels can function.
>>
>>3201823
This almost makes me want to try a Neo- 80's doom wad
>>
Does someone here have a proper epup/pdf of the doom novels? I heard theyre shit but I want to read them since it's doom. All I could find was a plaintext of the first one.
>>
>>3202214
Kek
>>3202202
Only nou u sai dat
>>
>>3202236
Im just joking man, no need to shove teh whole
doomwiki.org up my posterior
>>
>>3201514
The Super Shotgun is my least favourite Doom weapon. I hate how it encourages corner shooting and will always use the Rocket Launcher or Chaingun over it.
>>
>>3202259
I've never actually liked the Super Shotgun, it feels slow and unfun
>>
>>3202259
>>3202267

I fully agree, I think it should have been made less efficient for the two shells it uses.
>>
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>>3202180
>>
GZDoom's been giving me a OpenGL acceleration error ever since i updated to Windows 10.

I have an Intel i3 2330m, with Intel Accelerated.
ZDoom works fine, but what the fuck is happening with GZdoom?
>>
>>3202274
you are
>>
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>>3201419
Interesting. Thanks for clearing that up!

>>3201430
>what does this mean to a layperson?
Pretty much nothing. As far as I know no sourceports are aware of the issue and even if they were, not everything in the game is designed to be stretched. Certainly explains midget Ranger and Grunts, though.

>>3201438
>I don't know how you'd do it in Quakespasm.
You'd probably have to run the game at a lower, cropped resolution and then stretch it vertically, as well as shrink the screen so it's using the Doom-style under-screen HUD instead of the transparent one standard to Quake sourceports.

>another anon's ratio concerns displayed with stretched out screenshots.
That's me!

>>3201474
>For some reason they didn't bother to rescale the old assets later in development.
Probably because it would be too much work. Quake was a rush-job as it was- just rescaling textures would be ugly- they'd have to be remade and the maps redone to fit them- and all the humanoid enemies were already designed all squatted so they'd look normal when stretched.
>>
>>3202278
rip and tear (can't play G Z DOOM)
can't rip and tear (can't play G Z DOOM)
save me from this software rendering
>>
>>3202281
no
light banding is amazing and you know it
>>
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>>3202269
>>
>>3202285
I'm installing old Windows 7/8 graphics drivers, hopefully that fixes things and i can share the fix with people having similar problems
>>
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>>3202287
>>
>>3202285
and anyway, zdoom's software mode is a lie cos
it uses Direct3D for sprite drawing
>>3202289
good fucking luck wit dat
>>
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>>3201687
You've summed up my thoughts almost exactly (other than date of first playing it and previous FPS experience).

I only don't agree that the nailgun should have been hitscan- the standard shotgun fills the hitscan medium range role fine and projectile nails just feel good. At the very least, if the standard NG should have been hitscan then the SNG should stay projectile based.
>>
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>>3201804
This was mildly funny (not quite as good as All HL2 Sounds Replaced With My Voice) until I got to the jumping and then I spat my soda laughing.
>>
>>3201954
func_train?
>>
>>3202306
yes, but how does func_train work?
as in, code wise (cos bsp trees dont allow movin floors)
>>
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>>3202305
>TELEPORTING SOUND
>>
>>3201804
>Teleporting sound!
Shit 0/10

>bing bing bing bing bbbing bing bing bing boopboop
10/10
>>
>>3202180
>>3202269
>>3202287
>>3202292
>how to spot when a level wasn't made by Romero: the webm series
>>
>>3202312
it's like a func_door that moves around on a path instead of moving backwards and into the wall

i guess

code-wise, we just don't know
>>
Is there any real difference between GZdoom Builder and Doom Builder?
>>
>>3202331
Yes. One has a G in it
>>
>>3202331
The former is an actively developed version of the latter and the only level editor you should be using.
>>
>>3202110

no john u are the wads
>>
>>3202259
>>3202267
I think the SSG is too much of a sacred cow, too. If I was charge of D44M I would've removed the SSG and replaced it with a lategame Liefeld-feverdream shotgun with like 10 barrels
>>
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>>3201539
you shut your dirty mouth and take off your pants
>>
>>3202331
one has GZ, the other doesn't
>>
>>3202324
but func_door is a trick with brushes
you can't make a train out of them
>we just don't know
https://www.youtube.com/watch?v=Kh0Y2hVe_bw#
>>3202336
kek
>>
>>3201823
AESTHETICS
>>
>>3202348
everything that moves in quake that isn't an enemy or gun is a trick with brushes

doors? those are brushes

trains? those are brushes

health pickups? those are brushes too, motherfucker
>>
>>3202350
so basically, brushes can break one of teh fundamental principals of BSP trees,then?
>>
>>3202354
func_ stuff aren't technically brushes, they're entities MADE from brushes

that's why func_doors don't cast shadows from light and aren't counted in the vis process because they aren't brushes and quake only has static environmental shadows with no entity shadows

it gets even sillier with health/ammo pickups: those are brushes and textures made to resemble an ammo box with its own lighting in the 'map', which are then compiled as a .bsp with no player spawns, and then quake loads this 'map' as the model for the pickup
>>
>>3202362
sorry anon, but that doesn't answer my question:
How does quake's BSP Tree handle horizontally
moving floors?
>>
>Doomguy's soft soft grumbling
>>
>>3202362
>quake only has static environmental shadows with no entity shadows
Unless you're playing in DarkPlaces with all the extra stuff turned on in which case GET OUT
>>
>>3202379
>Not playing the game as Carmack would have wanted
>>
>>3202379
he probably isn't.
>>
>>3199802

does anyone know what are the menu songs from v20 J ?
>>
>>3202380
>a game as cobbled together and inconsistent with its art and design as quake
>wanting to play it as intended by a sociopath who sent his cat down to chinatown
>>
>>3202389
if they're mp3 or ogg, have you tried exporting them with slade or 7zip if it's pk3 and checking for tags
>>
>>3202371
man we don't know

have you tried google
>>
>>3202295
>if the standard NG should have been hitscan then the SNG should stay projectile based.
Those were my thoughts exactly. The SNG is just too good to be changed.
>>
>>3202391
It's a first-person shooter, the fuck's it matter if he's a sociopath
>>
>>3202397
carmack made the engine and it was limited due to time and resources, who gives a shit what he thinks

if we were all playing as he intended we'd be playing in virtual reality in 1990 with full pain sensors and heartbeat monitors and dying in the game dies in real life and we're all linked into the cybernetic matrix and everyone adds MMMM at the end of their sentences

software renderer/faithful sourceport with filtering disabled or BUST
>>
>>3202405
Mmmmmmmm I don't see the problem here.
>>
>>3202395
'cept goggle is a posterior & wont give me any any
answers
>>
http://en.midimelody.ru/midi.php?str=%2Fb%2FBlack%20Dahlia%20Murder%20%28The%29%2FBlack%20Dahlia%20Murder%20%28The%29%20-%20Apex.mid

Now that's a midi.
>>
>>3202409
It is pleasantly recursive when conversational partners are already on the same ramdiskmmmmmmm.
>>
>>3202403
>mmmm.
>>
>>3202393
nope its not a pk3
it's like 2 80s songs
>>
>>3202425
did you open it with slade and export them to check for tags
>>
>>3202428
yeah I opened it with 7zip but couldn't find anything
>>
>>3202445
not even in the music directory, you found nothing

well that must mean the music isn't from that mod, were you playing it with something else
>>
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>>3202456
no music folder in there
pretty sure I checked everywhere, the name of the wad is Brutal Doom v20 J
>>
>>3202469
no files in SOUNDS with relatively large sizes?
>>
https://clyp.it/uu1g4u3z
>>
>>3202472
Yeah but they are usually sfx files, if it's there it's either with some random name like 125125 or it's in the general directory. Anyway, it's not that big of a deal
>>
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Shadowplay managed to corrupt my amazing 12/10 flagrun (I blame western digital, where saved files go), so have this boring fucking shit instead.

Also after playing CTF for 4 hours I can say CTF-Quick is the comfiest map, fuck Switchback, fuck Face, fuck Pistola and especially fuck CTF-Volcano
>>
>>3202483
Hon Hon Hon je suis le Doom
>>
>>3202294
Yeah it still doesn't work i think intel just won't release win10 drivers for these processors
>>
>>3202507
i told u banding wad gud.
laso ticrpocde
>>
>>3202507
How can you be a big enough grognad that you hang out on the Doom thread on /vr/, and still fall for the Shitdows 10 meme? I know there have been some massive viral marketers and paid shills defending it on other boards but god damn why would you believe them?

You had all the proof in the world that it'll destroy your privacy, consumer rights and ability to control your own computer AT BEST, and probably brick all your shit on top of that.
>>
hello i am playing doom for the first time

what keyboard setup do you guys use

currently i'm using WASD for movement, left/right arrows for aim, up arrow for shoot, and space for use
>>
>>3202517
m8, how was i to know that this one version of doom wouldn't work
I'm not gonna get into a win10 discussion on /vr/ , tbqh. I'll just use Zdoom.

If it ends up a really big hassle i'll just switch to win7 or boot it in linux
>>
>>3202519
You can use the mouse
>>
>>3202525
why would I do that
>>
>>3202527
Because the original game has native mouse support
>>
>>3202389
https://jii.moe/VkOjc-5Z-.webm

Make Doom Great Again
>>
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Doomguy died on the way back to his home planet.
>>
>>3202530
i don't have a mouse, only a shitty laptop touchpad
>>
>>3202535
i am deeply sorry

If your laptop has tiny arrow keys like mine you should use the numpad instead
>>
>>3202537
i don't have a numpad either
>>
>>3202532
>>3202532
its his fault for not paying attention to teh cyber-alien.
>>
>>3202542
at least you have fullsize arrow keys?
>>
>>3202547
yes
except im a different anon
hi
>>
>>3202549
hi <3
>>
>>3202547
ye
>>
>>3202542
>>3202535
It is only acceptable to game on a laptop if you're at a LAN party. APPLY yourself.
>>
>>3202556
i'm playing on the toilet
>>
>>3202553
A dollar store mouse will be a huge improvement for gaming, i'm even using a 2 dollar wireless mouse and it works better than a touchpad
>>
>>3202532
I think I killed a total of one of the numerous cyberdemons in episode 1, and that's only because I had to stand still for a long time in the room.
>>
>>3202560
i have a second gen G400 on my main computer, just i can't always lug a desktop everywhere or have enough desk space for a mouse when not at home
>>
>>3202552
> <3
urgh
guten tag?
>>
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>>3202565
play with this thing then
>>
>>3202519
i play mouse only
>>
>>3202578
>no keyboard
dafuq
>>
>>3202576
never speak to me again
>>
>>3202582
hi <3
>>
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Holy shit this looks so awful why are they even doing this

https://www.youtube.com/watch?v=cW50UFcadac
>>
>>3202564
Turret monsters in the first ep (Cyberdemon, spiders etc) can often be telefragged via secret teleport.
The paths to these do not show up on the regular map, but they do in the textured one (their lines are tagged as never shown)
>>
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>>3202531
>huey lewis
>nu shooz
>america

>brutal
>>
>>3202532
What is this Hotline Miami shit and where do i get it?
>>
>>3202602
Because they are underage and want Doom HD, but have no creativity or skills to improve the architecture and mechanics to match. They can only copypaste designs with no rhyme or reason.
>>
>>3202576
Rough, but doable.
>>
>>3202602
>>3202619
Also underage fans who have no understanding of what makes a good game sing them praises on moddb and such, i.e. same reason BD ended up as it did.
>>
>>3202602
Are they using fucking Unity?
>>
>>3202629

Doom 3 engine
>>
>>3202629
Unity wouldn't run that much shit and effects that well
>>
>>3202618
Ancient Aliens, new megawad from Skillsaw
>>
>>3202618
It's a new wad pack called Ancient Aliens

It's not very hotline miami apart from the colors
>>
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>>3202391

>down to Chinatown

kek
>>
>>3202619
>>3202624

The original version Reinchard was working on actually looked pretty cool and had a lot of charm to it, but then it got merged with Doom Reborn and now everything looks horrendous.

I don't know what the fuck Reinchard was thinking.
>>
gotham is on, friends
>>
>>3202602
>squashed graphics
worse than doom95
>>
>played the first couple maps of Ancient Aliens ep2
Holy shit new enemies, didn't expect that
>>
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>>3202602
OMG IS THIS BRUTAL DOOM COMPATIBLE
>>
>>3202602
>Giant stretched UI screen hand when approaching secret door
This is neat, anyway. Overuses the zombie/imp pain sound though.
>>
>>3200198
Chaingun: Fire all barrels at once, faster recovery rate than the shotgun, but slower than the pistol. Basically turns the chaingun into a pistol shotgun.
Plasma Rifle:
Shoots 3 plasma projectiles in a burst with the recovery rate of the pistol.
>>
>>3200198
The chain gun fires all 400 bullets at once.
The imps now shoot blue orbs that are actually chaingunners.
>>
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>>3202691

>Fire all barrels at once
>>
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glitch life.jpg
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Time, Doctor Freeman?
>>
File: glitch life 2.jpg (240KB, 1920x1080px) Image search: [Google]
glitch life 2.jpg
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Is it really that time again?
>>
File: glitch life 3.jpg (137KB, 1920x1080px) Image search: [Google]
glitch life 3.jpg
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It seems as if you only just arrived.
>>
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glitch life .jpg
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You've done a great deal in a small time span.
>>
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glitch life#.jpg
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>>
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glitch life 999.jpg
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>>
>>3202727

good
>>
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>>
>>3202602
> e1m5
> completely out of place 'mein leben!'
quality product
>>
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why are there suddenly so many underage b&s in the doom community and how do we get rid of them
>>
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>>3202739
start with yourself, as always
>>
>>3202739
ban hd threads
>>
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>>3202739
Shut up.
>>
>>3202739
If you haven't already put together the fact that its because of D44M, there is no hope for you
>>
>>3202483
French Doomguy best Doomguy
>>
Okay, I can make maps now, but I need some help with one crucial step.
How do I make GOOD maps?
>>
>>3202814
*sweating*
>>
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>>3202814
>>
>>3202814
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
>>
>>3202814
That's the million dollar question, isn't it?
>>
>>3202825
>shambler fur vs skin debates.gif
>>
>>3202814
John Romero tips:

>"In D1 There was a lot of Back Tracking in lvls, and usualy you placed hiddend doors to help the flow, Why that was a better decision?" reuse of the map and spatial reinforcement of the map help a player really remember it well.

>If I don't sketch my level on paper I have no idea where it's going – I just keep making it until it's done. paper is ALWAYS a guideline. It's the play that matters most.

>I usually think of a room's function and not just its space. Focus on quality is first.

>When making levels, the first anchoring thoughts I have are about the start of the map: how interesting can I make it? Then, how can I connect it to many other areas in an interesting way that helps the flow? E1M4b is an example.

My tips:

>Stop masturbating for a month to boost your testosterone levels
>>
>>3202847
>Stop masturbating for a month to boost your testosterone levels
I tried that once but I just started getting really hot wet dreams every night.
Good for my dick, not good for my pants.
>>
>>3201687
>doom
>movement is sluggish
Have you tried turning "Always Run" on?
>>
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D O O M I N A T I
>>
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>>
http://nfggames.com/games/fontmaker/

There's a link to download the fonts below.
>>
>>3202926
This is fucking great asset, tyvm tbhfam
>>
New map for you guys, it's probably not very good though.
http://s000.tinyupload.com/index.php?file_id=87408767041215038720
>>
>>3202926
Oh god this gave me web 1.0 cancer
>>
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>>3202926
>>
>>3202934
>not a web 1.0 boner
>>
>>3202926
>>3202935

I needed some font stuff for GMOTA. Thanks pal
>>
>>3202935
>every single font has the exact same spacing

This doesn't seem right.
>>
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This is what I get for trying to sprint cap.

Why is sprint even in the game? If you dodge, you stop sprinting, if you jump, you stop sprinting, if you fall, you stop sprinting, if you strafe, you stop sprinting, if you take damage, you stop sprinting. I wish I was fucking joking.

>>3202936
Web 1.0 cancer is a type of eye cancer caused by extra garish web 1.0 backdrops. I get web 1.0 boners when I see plain black text on a white background.
>>
>>3202956
if you fucking strafe?
>>
>>3202956
Wait, when did they add sprinting to UT4?

And why?
>>
>>3202961
YES. Only way to sprint is to hold W and nothing else for about 3 seconds.
>>
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What is everyone's thoughts on SRB2?
>>
>>3202965
>Wait, when did they add sprinting to UT4?
Uhh, last year I think? Why? Cause it's moderately faster than spamming dodge everywhere.
>>
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I'm using ZDL and trying to play seancon.wad

how do i get it to go to the titlescreen this is very important pic related
>>
>>3202974
>UT without spamming dodge and no "X swallowed Y's rocket" kill messages

this sounds not good
>>
>>3202956
Modern Gaming strikes again.

UT99 confirmed best Unreal Tournament!

Quake 3 Arena confirmed best arena shooter!
>>
>>3202983
I actually unironically enjoy UT4 movement physics, complete with wallruns and sliding

>>3202979
Well the only use I see for sprinting is hauling ass to the flag cap when you're already in your base and relatively safe.

There is no sprint button, you just have to hold down W and pray nobody shoots you.
>>
>>3202983
UT99 really was the best, the weapons felt too rubbery and quake 3-like in the games after it. The sound effects, the gibbing effects and some of the mechanics like the rocket launcher having 6 barrels and the Redeemer's expanding blastwave were all top notch and made the weapons extremely satisfying to use.
>>
What are some good horde maps?
>>
>>3202976
No memeing, is it possible to make ZDL boot to title screen?
>>
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>>3202926
>>3202935
Come to think of it, do we have a pastebin for sprite tools and tutorials? I might have a few useful links.
>>
>>3201890
>Gay Bowser
FUCK YOU BEAT ME TO IT
>>
>>3203045
maybe we should tag our posts so we can find them on the archive, like all graphics programs have graphics and programs at the end, graphics resources have graphics and resources, stuff to make life easier
>>
>>3203041
>>3202976
Don't think you can.
>>
http://nfggames.com/games/fontmaker/

There's a link to download the fonts below.

graphics fonts font graphic bitmap resource resources doom arcade

Now this can be found very easily from the archive.
>>
>>3203053
I was thinking about just throwing it into the utilities pastebin, but I don't know who keeps that up to date, if anyone at all.
>>
>>3203045
>sprite tools
http://www.aseprite.org/
Well one you can add to the list is Aseprite, Spritenoob even uses it, and even though it's a pay-for program they provide the source code for free for anyone willing to compile it themselves.
>>
>>3203045
>Tutorials
http://danfessler.com/blog/hd-index-painting-in-photoshop

Fake some indexed / paletted stuff in Photoshop with posterization and gradient maps.

tutorial graphics resource tutorials photoshop low color colour
>>
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>>3203045
>>3203078
>>3203086
Throwing this in because it's relatively obscure;

http://info.sonicretro.org/RotSprite

It's a tool that does more accurate <90 degree sprite rotation.
>>
>>3203078
cool
compile it for me
>>
>>3203086
Krita, a free painting program, can do a similar thing with the Filter Layer "Index Colors".

Just in case you don't want to pirate Photoshop or something.

https://krita.org/download/

Windows, Mac, GNU/Linux
>>
>>3203062
you're late, senpai
>>3202926
>>
>>3203129
That's me reposting with some tags so that it can be found in the archive in the event that there's no pastebin.
>>
https://www.youtube.com/watch?v=vsVfud5nE2A
>>
>>3203078
Aseprite used to be free. You can find an old version. It's good. It only works well with animations when they're named like: name0, name1, name2. I wish it would just cycle through alphabetically within a folder, since doom sprite names aren't alphanumerically sequential.
>>
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>>3203136
>>
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>>3203136

>interacts with mirror
>interacts with duke nukem 2 arcade cabinet
>looks at balls of steel pinball machine
>shoots a rocket at it and moves on
>>
What's the most brutal mod for Doom? Serious replies only please or your mother will die in her sleep
>>
>>3203152
Why is MSpaint Douk the best webcomic since electric retard
>>
>>3203178
Maybe it's because it's a satirical extreme of the cool guy we all want to be.
>>
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>>3203190
Yes, but vidya satire is the blandest, most toothless and retarded thing on the internet. All you do is point put how game logic is different from real life logic.

This is actually funny.
>>
>>3203197
>This is actually funny

Nope.
>>
>>3203197
But it's not about video game logic, it's about character and personality.
>>
>>3203204
might as well
>>
Working on adding something to GMOTA I shoulda done a fucking year and a half ago.

>>>/wsg/1076211
>>
>read this review someone posted in the Doomworld forums

http://webpages.charter.net/bgspencer/design/index.html

>Well, "Mourning Halls" does the same thing, making "Against Thee Wickedly" look like a goofy experiment. It even feels more gothic and sinister and quake-like than a quake map.

>get hyped and pick up playing DTWID-LE from where I left off months ago to get to this map
>big ass fuck off map
>hardly any looping or reuse of areas
>groups of enemies perched on balconies and towers shooting from across the map
>monster teleport ambushes upon taking objects (often involving barons)
>places where there's no clear indication of where to go, yet there's pain floors everywhere

Fuck off, there's nothing about this map to compare to Quake. Against Thee Wickedly had interesting use and looping in the central lava pit. This on the other hand is just the same old pedestrian horseshit that's plaguing most Doom 2 megawads. Also, the spectre spam in this map is fucking ridiculous and the map throws them at your face in pitch black areas as if that's a sort of challenge that's fun to deal with. It's shit. I hate how the DTWID and LE projects just go for the "lol bigger" route instead of making compact maps with good flow like the original levels they're supposed to be imitating. Save us, Romero.
>>
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>>3203201
You just don't get anti-humor, m8. I don't blame you.

>>3203202
Still falls under vidya satire

>>3203204
>>tempted to try to make a F2P UE4 version of doom, with all models, textures, etc. that I create going to the community for use in other mods/indie shit
And I'm tempted to buy a nuclear icebreaker and start a penguin football league on the north pole
>>
>>3203226
Fuck that image I love puns
>>
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>>3203226
i think frankus pretty good
>>
>>3203226
>this humor is shit, THIS humor is funny!
>no, it's not funny
>you just don't get it!

Heh.
>>
>>3203226
>anti humor
It's funny because it's not funny.

So it isn't funny.
>>
>>3203257
yeah but that's pretty funny
>>
>>3203257
Humour found from outside humour. It's subtle.
>>
>>3203226
WAR CRIMINAL
>>
>>3203221
Makes it slightly more immersive.
>>
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>>3203221
you're a madman

i love you
>>
>>3203267
I'm pretty sure it's just called irony.
>>
>>3203226
>puns on the bottom
>>
>>3203204
Sorry anon, you're biting off more than you can chew. UE4 is easy by development standards, but not "I'm going to recreate doom on my first go" easy.
>>
>>3203221
Neat.
>>
>>3203257
>No respect I tell ya! I can't get no respect!
>Saw my wife crying the other day. I say, "Whats the matter?"
>She says, "I'm leaving you". I say, "why?"
>"Because I no longer love you!"
>No respect I tell ya!
>>
>>3202320
THREE of those levels were designed by romero, with exception of one area designed by tom hall
>>
>>3203296

At the very least, some 3D models and higher res textures will go out into the wild.
>>
>>3203280
In very simplified terms irony is saying one thing while meaning another. Which is why a statement "I enjoy X ironically" makes about as much sense as blowing bubbles with spit.
>>
>>3203296
Let him follow his dreams, anon
>>
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>>3203204

You weren't the first one with that idea. Someone else tried something similar in the 2K4 days.
http://www.moddb.com/mods/unreal-doom
They got a cease and desist letter.
>>
>>3203330
Well he can try. But he should start small and work his way up.
>>
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>>3203221
>it's not le q3r french doomguy
>>
>>3203335

Marty has a nice voice and he was nice enough to make some Blaz liners a long time ago.
>>
>>3203337
well, tell him that he's a nice fella but my heart belongs to french doomguy and space pirate when
>>
When underwater, bubbles float up from you, Duke Nukem 3D style.

A completely useless addition, but I thought it was cute.
>>
>>3203353
It also seems to rain when you're underwater.
>>
>>3203358
i guess you could say it's heavy rain
>>
>>3203204
Better idea: design enemies that would fit similar roles as Doom enemies, and make them act in similar ways, make oldschool interconnected levels. Call it "Doom inspired action"
>>
>>3202931
Seems people passed over this.
I'm not one of those people that make demos or .webms of maps, but I will say it was alright if it's one of your first mapping attempts. Keep at it Anon, you'll figure out what works the more you map, study .wads that you enjoy playing, too!
>>
>>3202938
That's the point, they're made up of 8x8 tiles, perfect for Doom.
>>
>>3202970
I feel like a lot of the redesigned things since I last played it are shitty.
>>
>>3203403
Well, for all oldschool DOS-games I imagine
>>
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So is Ancient Aliens as good as Valiant was?
>>
>>3203431
Haven't played valiant, but so far AA is good. That being said, I'm about 7 maps in, have to make myself play because there's ESPORTS going on to watch, Stellaris got released yesterday, I have my own mapping to do and other stuff and just life. If anything, the aesthetics are fancy neat
>>
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WHY DID I WAIT SO LONG TO DO THIS, THESE VOICELINES ARE SO GOOD

>>>/wsg/1076458
>>
>>3203503
It's a good voice. Turning Doom into a Capcom beat em up was a great idea.
>>
>>3203503
You need to have the "no can do" be more rare. Like Dukes "UN UN UN UN UN WHERE IS IT".
>>
>>3202935
And here I drew out each individual letter like a retard...
>>
>>3202965
It's probably so you can traverse larger maps quicker, like LavaGiant, or whatever. For getting around, not combat.
>>
>>3203536
This. Hearing him say Nocando over and over again is silly.
>>
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>It's an "every single fucking item/switch is accompanied by an ambush" level.
>>
>>3203543
I should make a level that seems like that, but as time goes on the ambushes get sillier and sillier

like by the end you're getting ambushed by tech pillars and light amp goggles
>>
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>>3203536
>>3203541

I'm on it! Also have another webm

>>>/wsg/1076487
>>
>>3202917
lol
Wether Always Run is turned on or off, moving Doomguy around will always feel sluggish for me.
>>
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>>3203543
The megawad Simplicity is very guilty of this. Like, holy shit.
>Press button/pick up key
>You want like 6/7 revenents? No? Fuck you have an Archvile as well
>>
>>3203545
>Open Switch
>Script plays cyberdemon sound behind you
>You turn around quickly
>Health Potion
>>
>>3203557
>Pick up Potion
>Two cyberdemons spawn behind you
>>
>>3203557
>The health potion fires a rocket at you.
>>
>>3203560
They shoot healthpotions

>>3203561
>On impact the rocket gets added to your ammo instead of damaging you
>>
>>3203557
>Its actually a soulsphere
>>
>>3203562
>then explodes 10 seconds later
>>
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>It's a 'holy fuck there's chainguys, skeletons, and hell knights everywhere' OBLIGE map
>>
>>3203571

>they explode into armor bonuses

We'll call this mod mixed signals.
>>
>>3203546
Are you going to add more songs?
The custom soundtrack is pretty cool, but it kinda gets repetitive over time.
>>
>>3203582

Damn son, there's 40 music tracks for Blaz and you need more?

I mean I can try to find some more SNES stuff but I'm running out of rock sounding stuff for Blaz.
>>
>>3203326
>"Hey guys I found a way out"
>Character blows brains out
>While he says he found a way out, as if he found a way out of the city, he found a way out of the situation entirely
That is literally irony.
>>
>>
Latest version of IMPatience

http://www.mediafire.com/download/kqoj6fdjlujvd8t/Impatience_13.wad

now 4 player starts for co op play!

Done 6 maps so far. Alternating between maps of doom1 and 2:

MAP01 Doom2 map1
MAP02 Doom1 map1
MAP03 Doom2 map2
MAP04 Doom1 map2
MAP05 Doom2 map3
MAP06 Doom1 map3

etc. Thats as far as I've gone. I intend to convert all of doom 1+2 to this mod, as each level doesn't take too long to convert.

Currently the difficulties are kind of weird. I usually playtest on UV, which is the easiest setting, but ITYTD seems to be a similair difficulty. HMP is very difficult, and HNTR I haven't really tested out.

If anyone wants to help out converting levels It would be greatly appreciated, I can give you the 4 scripts to drop into the ACS, and give you a quick list of how to convert. You can get pretty creative, choosing which secrets to expose, and where doomguy will run to.
As doomguy progresses he starts off with more and more powerful weapons, currently he's up to the shotgun by map2, and rocket launcher by map 6. He usually respawns with pistol, but from map 6 onwards respawns with a shotgun.

Shotgun is pretty brutal against the poor 60 health imp...

but yeah If anyone wants to claim a level to convert just reply here or next thread. I'm going to work through them one by one, next up will be doom2 map 4, then doom1 map 4, etc.
>>
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>>3202931
here's a first attempt. boom compatibility, 5:25

http://temp-host.com/download.php?file=tg97io

i found there were not enough shells to finish off the cacodemon swarm at the start. unwilling to bother with the pistol i hunted around until i spotted one teleporting away somewhere, which led me to more resources.

having cleared out all other monsters, disposing of the cyberdemon at the end was quite awkward. it would have been easier to just run past it.

given these, especially the latter, i wondered if 100% kills was even intended.
>>
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>>3203635
2/2
>>
>>3203638
>not using the standard shotgun for those medium range cyberdemon shots in the long corridor.

Personally I always switch away from SSG for my medium to long range shots, if I'm forced to use shotgun ammo for them, that is
>>
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>>3203635
>given these, especially the latter, i wondered if 100% kills was even intended.

however, it seems unlikely given that there is nothing much stopping you running through the map and ignoring everything.

http://temp-host.com/download.php?file=rj21jf

please consider:
- adding a few more shells at the start
- replacing the cyberdemon or giving some plasma to attack it with.

>>3203640
hard to say. need to look at damage values. maybe i'll come back to this later
>>
>>3203643
well standard shotgun spreads less and uses half as much ammo so I would have thought its a no brainer. Check the damage value though, I'd be interested to know.
>>
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Well /doom/?
>>
>>3203651

stretch short skies is also off?
>>
>>3203651
Texture Filter Mode should be set to None+Nearest Mipmap
>>
>>3203651
Needs Y axis only billboarding.
>>
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>>3203656
Is it better with it on or off?

>>3203661
That's in the preferences
>>
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>>3203667
And here we are with the preferences

I guess this is a nice opportunity to see what everyone prefers as far as GZDoom is concerned, mods or not
>>
>>3203648
since the ssg fires 20 pellets, as long as 14 of those hit it's doing as well or better than the shotgun
>>
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>>3203651
How did you take a screenshot while in a menu? I had to fake this filename
Huh, didn't realize I had AF on..
>>
>>3203648
damage values at time in demo

03:30 24
03:31 24
03:32 32
03:33 40
03:33 48
03:34 56
03:35 56
03:36 10
04:13 15
04:17 10
04:19 185
04:28 45
04:32 175
04:34 120
04:35 155
04:37 165
04:38 220
04:43 100
04:47 160
04:49 105
04:51 20
04:52 130
04:54 170
04:55 140
04:56 130
04:58 210
05:00 10
05:01 125
05:03 130
05:04 145
05:07 120
05:08 160
05:10 170
05:11 100
05:13 165
05:14 150
05:15 140
05:17 40
>>
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>Go through entire OBLIGE megawad made from a custom GZDoom build from the OBLIGE forum
>See this Icon of Sin

What the fuck

>>3203671
I use Fraps exclusively for PNG screenshots and the sexy FPS counter, with OBS for actual recording

>Hasn't been updated since 2013
>>
>>3203672
looks like overall the shotgun would've been more ammo efficient

but it also would've been like 60% slower so eh
>>
>>3203667
>Is it better with it on or off?

Off. Stretched skies look real fucking ugly if they're not skyboxes
>>
>>3203676
its strange that a pump action shotgun takes longer to fire than a breach loading double barreled shotgun. Thats not how it works in real life, especially considering most modern single barrel shotguns would be semi auto.
>>
>>3203672
the average damage value from 4:51 onwards, where i have the thing in this position shown and am plinking away at it, is 125.27777. average shotgun damage, assuming all pellets contact, would be about 70.

>>3203676
yeah i was going to come to that next. ammo efficiency is not the only factor, there is also time efficiency and the fact that you'd spend less time out of cover with the super shotgun.

the final word is, when i played the map, my intuition was not to switch weapons. i just went with that without worrying about calculating things -- doom is not turn-based, it's not that sort of game. i think most players would just go with their intuition.
>>
>>3203675
I bet it's probably a FreeDoom asset.
>>
>>3203682
I won't get why FreeDoom is still a thing, at least OpenArena had some justification

Weird direction with the enemy sprites though
>>
>>3203685
Probably because the original Dooms are technically still a thing you buy for money. FreeDoom's probably the kind of Doom people who use Linux play cause the original Dooms are not free software.
>>
>>3201265
>>3201269
>>3201270
http://i.imgur.com/rojf70T.png
This here is the most recent one I found, to big to post though
>>
>>3203686
hey, that's not true

some of us just like coding in linux
>>
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>>3203689
>RIP THE SKIN

>>3203686
Surely they could just settle for the shareware release? Or at least get fucking spriters to help work on some not-shitty sprites

GNUfags must be the least fun people to hang out with
>>
>>3202739
Get rid of School Holidays
>>
Whatever happened to Unloved 2?
>>
>>3203713
Didn't the author move onto making a bad UE4 first-person roguelite using the Unloved name?
>>
Alright faggots got a question about a non Doom game. I've really gotten into Star Wars Dark Forces and been wondering if anyone could recommend some custom maps.
>>
>>3203572
Did ya burst a blood vessel mate?
>>
>>3202970
I love it, personally. It always felt like a long lost 3D Sonic game and is, sadly, probably the closest we're going to get to a Classic style 3D Sonic.
>>
>>3203726
Bad? I've heard it's quite good - if a bit "basic Unity assets" looking.
>>
>>3203572
>it's a "cages everywhere" oblige level
>most of the caged enemies drop rare weapons
>>
>>3203572
>Get an oblige level with actual secrets
>The secrets are just sectors dumped behind walls with no clue that they're actually there
>>
>>3203765
>EXM9, MAP31 and MAP32 equivalents have level generations
>Have no idea if there's any actual way to get to them
>>
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I hope you guys like memes
>>
>>3203764
I feel like there should be a mod that gives you a way to grab items and drag them to you

in fact I should make that
>>
>>3203780
how about making a whole pet system?
like you could have an attack dog (works just like the one in Shadow Dancer), one of these little gnomes(?) from golden axe to fetch stuff, a pixie from shin megaten that can throw fireballs or heal you (gets MP from your kills?)...
>>
>>3203686
It's because the original sprites are still held under a copyright license. FreeDoom replaces anything copyrighted with their own royalty-free variants. Combined with most sourceports, this makes a completely free (as in freedom) version of Doom.
>>
>>3203803
eh, I just want to solve the problem of "damn, I really wish I could get that chaingunner's, well, chaingun"

it's mainly important for stuff like doomrla really
>>
>>3203808
post it here if it works, i'm interested in that
>>
>>3203805
At least makes it that people who feel bad for "pirating" Doom in this day and age can play it and all of it's mods.
>>
>>3203726
Seems like a decent game except that the levels are procedurally generated. Which is a 100% dealbreaker for me but still.
>>
>>3203812
apparently RGF_ITEMS does absolutely fucking nothing so I doubt it
>>
>>3203851
okay no even in the very latest version (as in I built it literally two minutes ago) RGF_ITEMS just flat-out doesn't work

so never mind, guess anyone who wants an item tractor beam can go fuck themselves
>>
>>3203780
Do you mean like picking up misc objects in HL2, or like pulling pickups to yourself like a hook?
>>
>>3203858
at this point it doesn't matter, because the only way I can think of to reference an otherwise unreferenced (no TID, no actor pointer to it) item on the ground - that is, use A_RadiusGive with RGF_ITEMS - doesn't work because RGF_ITEMS literally does nothing

and honestly I just said "let's teleport the items onto the player", and that was my plan until it turns out that a feature of zdoom managed to get in, not work, get rewritten, and still not work because no one ever fucking tested it
>>
>>3201514
I still play Doom keyboard only.
>>
>>3203867
use a PickActor acs call then set the item as the activator and call a script where it warps to/moves towards the player in a loop?
>>
>>3203906
+NOBLOCKMAP on items ruins that
>>
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dethe1m1.WAD
dethe1m1.zip (71 KB, 1994-05-09) - Frederick J. Bradley
https://www.doomworld.com/idgames/?id=45

another My House In Doom level, designed for deathmatch but full of zombies. there is no health or armour so surviving them can be tricky. there are no secrets but lots of hidden places, from which you can obtain all the weapons, but you will need to know exactly which unmarked spot on the wall to push at. it's clear there's some love gone into its construction but the single-player gameplay is lacking. perhaps it's better in deathmatch, i don't know. there is a second text file included explaining how to reach the exit, it suggests two players are needed but this is not the case, clearly the map was made before straferunning was well-known.
>>
>>3203910
>>3203906
okay no PickActor actually works... but RGF_ITEMS doesn't.

*sigh*

okay now we gotta deal with MF_SPECIAL not necessarily meaning "inventory item", because of SpectralMonster bullshit, and also because of mods that might have items disable +SPECIAL as a "you can't pick me up now" thing
>>
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HEY GUYS I DECIDED TO MAKE EVERY NON METAL SONG IN DOOM E1 MORE METAL BY METALLING THEM CHECK EM OUT BABY

https://www.sendspace.com/file/52l2h7

RIP AND TEAR!
>>
>>3203769
N-No one?
>>
holy fucking hell why does neither TeleportOther or TeleportGroup work on a fucking item

what the everloving fuck is this, jesus fucking christ zdoom

I wouldn't even have to do this if SetActorPosition didn't fucking fail out because "oh no there's not enough room, let's abort, no you can't disable this stupid fucking behaviour"

why is everything in zdoom so utterly goddamn pants-on-head retarded I just want things to fucking work for once
>>
>>3204026
It's a nice meme, anon. Good job.
>>
>>3204028
okay seriously are you fucking kidding me

I turn on +TELESTOMP and they STILL won't teleport over

WHY DOES NOTHING EVER WORK
>>
>>3203932
But you can just do a class check for the pickactor'd item's ancestor to check if it's "inventory" in acs
>>
>>3204043
unless that goes more than one layer deep, that won't work

what about ClipBox, derived from Clip, derived from Ammo, derived from Inventory
>>
>>3204048
It goas infinite layers deep I believe
>>
>>3204053
goes*

Why do I make retarded phonetic spelling errors when I'm tired
>>
>>3204040
Maybe try SpawnSpotForced or Thing_Spawn instead of a teleport?
>>
>>3204058
here's the stupid bullshit I have to do: http://www.hastebin.com/tamutobumo.c

since SetActorPosition is an asshole, I have to use TeleportOther

but because items can have +NOTELEPORT, I gotta disable that

but since TeleportOther won't teleport an actor into another actor normally, I gotta enable +TELESTOMP

but since now the item will telefrag the player, I gotta make him immune to telefragging

a PowerProtection with "DamageFactor Telefrag, 0" doesn't work for some godforsaken reason, so I gotta turn on NODAMAGE instead, and NOPAIN to stop the player from making a pain noise

and then I gotta undo all that right after the teleport, delete the teleport spot, and in the calling script set the item's TID back because it could be whatever

oh, and by the way? the reason why the item fog spawns come first was because SpawnForced... doesn't actually force a spawn! the map spot was somehow blocking SpawnForced, I shit you not. whatever the zdoom devs were thinking at that moment, I have no fucking clue.

and for some reason CheckClass doesn't exist in ACS, and ClassifyActor doesn't have an ACTOR_ITEM field, so I gotta use CustomInventory bullshit just to check if the item is, in fact, an item

I hate zdoom.
>>
>>3204029
Thanks anon, I'm here all week for all your meme edits.

Except Friday, I'll be busy with that game which must not be named here
>>
Is there some kind of list of vanilla mapping tricks? As in chocolate doom compatible. I know of the waist high water trick but not many more.
>>
>>3204068
... oh, beautiful.

it turns out that this will telefrag enemies next to me with it.

*SIIIIIIIIIIIIGH*
>>
>>3204068
give the player a
+NOTELEFRAG
flag
>>
>>3204075
that'd stop the teleport from working at all.
>>
>>3204079
What exactly are you trying to do here?

There's bound to be a much simpler way to do it
>>
>>3204082
there... really isn't.

it's to move an item from its current position to the player without fail, and without any other side effects.

- SetActorPosition refuses to move if the resultant position would put the actor in a wall, and since graf refuses to let you change an actor's hitbox, I can't just shrink it to be sizeless and then move it
- TeleportOther, TeleportGroup, and the like won't teleport the thing if it'd stick it in an actor, unless the teleporting actor has +TELESTOMP, which leads to the load of crap I have now
- Anything based on using the Spawn family to "fake" the teleport won't work, not the least because of +INVENTORY.TRANSFER
- A_Warp won't work because that relies on setting an actor pointer, which falls under "other side effects", and the hassle of juggling actor pointers is even fucking worse than what I'm doing now thanks to TIDs being the worst goddamn identification system on the planet

>captcha: JOYS DEAD
>>
>press a switch/pick up key/pick up rocket launcher or bigger weapon
>[electronic whirring noises]
>>
>>3204089
okay it turns out the Warp function with WARPF_NOCHECKPOSITION actually does it, thank christ

I can't keep up with all this 2.8.1 crap
>>
What's the best order to play the episodes in? I was thinking about Doom 1 to Doom 2 to Final Doom, but I hear some people saying that Thy Flesh Consumed should be saved for last.
>>
>>3204101
KDiTD -> SoH -> Inferno -> Doom 2 -> Evilution -> Plutonia -> TFC -> Perdition's Gate -> Hell to Pay

The last two were almost part of Final Doom, so they're worth playing as well.
>>
>>3204109
I beat KDiTD last weeks with the two fatal mistakes of going to E1M9 while thinking it would be as easy as the first three levels (fuck those specters past the blue door), and thinking that the swag red carpet surrounded the barons of hell was in fact lava, leaving them to pommel the shit out of me on that small platform.
Anyways, is there a reason why TFC should be played last? I'm asking in terms of plot and difficulty. Wouldn't it make sense plot-wise to go from Inferno to TFC?

Sorry for bomboarding you with questions.
>>
>>3204114
It was released after Doom 2 released as an incentive for people to buy a boxed copy of Doom 1 from stores, which was mail order only till then.
>>
>>3204114
the only official maps as hard as episode 4 are plutonia maps

they were made after doom 2, to appease people who thought doom was too easy
>>
>>3203543
Am I the only one who loves traps and ambushes everywhere? If done well it's like a level inside the larger level to solve.
>>3203431
It seems to be harder than Valiant, unless I don't remember Valiants difficulty. Still a ton of fun even if playing no saves the first time through is making it rough on me.
>>
File: 1449534012119.jpg (597KB, 800x800px) Image search: [Google]
1449534012119.jpg
597KB, 800x800px
>>3204123
>mfw the very first map

It really was like I just puffed on a peace pipe. Didn't know what the fuck.
>>
File: gzdoom-24730-0.webm (3MB, 1024x640px) Image search: [Google]
gzdoom-24730-0.webm
3MB, 1024x640px
done being pissed off at zdoom for right now, here's the thing

http://jinotra.in/downloads/mods/doom/assorted/itemgrab.pk3

the stupid candy-corn looking thing with a G on it is the item grabber - point at item, use the candy corn, and the item will be teleported to you and you should automatically pick it up

not my fault if you break maps with this
>>
>>3204132
Sounds kinda OP, my dude.
>>
>>3204138
it's meant for grabbing stuff from dead monsters off ledges

is that exclusively what it'll be used for? hell no. but *oh well*
>>
File: Neat.gif (41KB, 256x256px) Image search: [Google]
Neat.gif
41KB, 256x256px
>>3203086
http://pixelation.org/index.php?topic=16531.20
>Scrolling patterns underneath colour reduction + paletting
It's the bubble pattern and some cloud pattern.

If you spend time lining up the pattern movement you can get it to loop, shouldn't be too hard if you calculate how far it should move and how many frames.
>>
>>3204141
Well, I guess that sounds kinda useful.
>>
>>3204132
Could you make a version of the mod that teleports only items within a cetain radius of the player?
>>
>>3204089
>A_Warp won't work because that relies on setting an actor pointer
Can't you just use the warp() command in acs with the player's tid?
>>
>>3204146

m8 I already got there >>3204095
>>
>>3204148
that's what she said :^)
>>
>>3203686
>>3203685
Freedoom is great for people making their own original games because it gives them a base to build off and replace bit by bit, rather than having to worry about Doom resources right away.
>>
File: SlimeWorm.png (1KB, 250x140px) Image search: [Google]
SlimeWorm.png
1KB, 250x140px
What are some wads with good custom monsters? I'm starting to want some variety to killing.

On the subject of Freedom, I think the worms are great.
>>
>>3204158
FreeDoom and GLOOM must go hand in hand then.
>>
File: WindowView.png (37KB, 320x200px) Image search: [Google]
WindowView.png
37KB, 320x200px
Original image was creative commons.
>>
File: gzdoom-2053-1.webm (3MB, 1024x640px) Image search: [Google]
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3MB, 1024x640px
>>3204145
http://jinotra.in/downloads/mods/doom/assorted/itemgrab2.pk3
>>
>>3204186
this looks like it'd be good for that pirate mod where you collect gems and money and shit
>>
>>3204161
'a morte'? those slime worms feature heavily in the last 2 maps, but there's custom enemies all through. Everything from spiders to caleb to WW2 tanks and nazis. and a shit ton of nosferati.

http://forum.zdoom.org/viewtopic.php?f=19&t=50891
>>
>>3204215
This helps, thanks. In the meantime, I've been browsing youtube...

https://youtu.be/eEgxhzbTkAo
>>
File: spasm0002.jpg (672KB, 1920x1080px) Image search: [Google]
spasm0002.jpg
672KB, 1920x1080px
We Doom now

Too bad using Doom's animations with Quake's much faster rate of fire is a stupid idea and this just ends up looking awkward as fuck
>>
>>3204226
at least it's cool in the screenshot
>>
>doommod deleted all 4 spidermastermind-related pics

For fuck's sake, why? It didn't cause a shitstorm or anything. It was just showing people the new design.
Truly we have the most autistic mod/janitor.
>>
>>3204254
Better to keep a hard line than a fuzzy guideline. Eventually when the game comes out and it's not outright banned on the retro board, it's going to be a large portion of the retro Doom threads. I'm not saying it's going to be a majority, just a large portion.

Nip it at the bud.
>>
File: comfy.jpg (53KB, 197x190px) Image search: [Google]
comfy.jpg
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>>3204254
part of what makes this the comfiest general
>>
File: [invisibility intensifies].png (137KB, 680x678px) Image search: [Google]
[invisibility intensifies].png
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New thread lads:
>>3204313
>>3204313
>>3204313
>>
>>3204324
okay, i quit.
>>
>>3204186
You should make him use a grappling hook for it, so that you have to balance it between grabbing that health over there and fighting enemies
>>
>>3204337
No, we love you! Please don't go!
>>
>>3204281
Piss off.
>>
>>3204254
what a shame, you can't post about new games on the retro board
>>
>>3204254
>For fuck's sake, why?

You know why. Don't pretend you don't.
>>
>>3204337

Seriously? That's pretty fucking pathetic, if you feel so possessive about making OPs on anonymous message boards.
>>
>>3204494
>Guy takes the effort to regularly post new doomthreads before they die, whilst also going through threads for content to add to the newspost

>Ayylmao I'll just make a new thread that's basically a copypaste even though we're only on page 7/10 on a slow board because why not

And if you think that's goddamn autistic, consider where you are
And no, I'm not OP guy
>>
>>3204546
>Ayylmao I'll just make a new thread that's basically a copypaste
i don't really see anything wrong with this
the fact that some people are legitimately upset about this is fucking weird
>>
>>3204565

The fact that people feel so strongly about what the OP is and should be is fucking weird.
>>
>>3204565
>>3204571
>Board about ancient/old/retro games
>Surprised people like things the way they are
>>
File: 343784205-sep-20-2012-1-600x400.jpg (29KB, 600x400px) Image search: [Google]
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>>3204578

You can like retro games without being so obsessive about who the OP on an anonymous message board is.
>>
>>3199917
it hurts, that isn't mine
>>
>>3204565
>i don't really see anything wrong with this
Because news replies to the op don't get posted in the next thread. /doomgen/'s OP has been an excellent aggregator of community news (and in particular content produced by the anons in these threads) for quite some time.
>>
>>3201516
is that a thing I should have done?
>>
>>3202148
and then they go and say it's easy
>>
>>3202180
>he didn't jump to the yellow key
>>
>>3204604

And nobody's denying that this isn't useful, but it's, like
a perk.
At most.
>>
>>3203136
>tfw you've never ever gotten 100hp from that first drop medkit
>>
>>3204638
the news post is literally ~80% of the value of these threads at this point in time
>>
>>3204754
this is so objectively wrong i don't even know where to start
>>
>>3204754
No.
>>
>Not going until 666 posts
Thread posts: 658
Thread images: 153


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