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BALLS DEEP IN THE DEAD

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Thread replies: 722
Thread images: 168

File: Cacodemon.png (4KB, 256x264px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, DOS EDITION - Last thread >>3250273

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

TUTORIALS/UTILITIES
https://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
>>
>>3255216
Put that face on the cacodemon
>>
>>3255220
Please no.
>>
I'm just now getting back into multiplayer doom after ~2009 or so. Wondering what are some good wads/flags for coop?

I think what I'd really like is something like chillax coop, but with a custom ruleset. Something like, add a 10 second cooldown respawn time for players, and if no players are alive, then monsters win, go to next map. Any wads that do anything like this?
>>
Shotgun and SSG are shit meme weapons and chaingun is better.
>>
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I prefer The Imp's Song over At Doom's Gate
>>
>>3255236
I dunno, but get ready to play complex doom, because it's the only goddamn thing you're gonna see
>>
===NEWS===

[05-29] ZDoom forums suffer brute force password attack >>3251591
http://forum.zdoom.org/viewtopic.php?f=3&t=52195

[05-29] Anon's latest Monster factions/infighting >>3252073
https://drive.google.com/file/d/0BxbbtKR5bll_bkdzS09jNDRtQzg/view?usp=sharing
https://drive.google.com/file/d/0BxbbtKR5bll_QXJnMjJrd1Awc2M/view?usp=sharing

[05-27] Anon's first ever WAD >>3248748
https://my.mixtape.moe/nfllhf.wad

[05-27] Dishonored in Doom >>3248337
http://forum.zdoom.org/viewtopic.php?f=19&t=52254

[05-27] /newstuff #499
https://www.doomworld.com/php/topstory.php?id=4591

[05-27] OBLIGE v7.37
http://oblige.sourceforge.net/forum/index.php?topic=479.0

[05-27] Monster factions by scroton >>3247481
https://drive.google.com/file/d/0BxbbtKR5bll_Nmd6S2U5YnViY2c/view?usp=sharing

[05-24] DUMPs now on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-2

[05-24] Anon mod update: Impatience >>3239714
http://www.mediafire.com/download/147jrc6922649jm/Impatience_38.rar

[05-23] Preliminary DUMP 3 info >>3236948
http://pastebin.com/QYXUCMHZ

[05-22] New, higher res scans of The Doom Comic
https://www.doomworld.com/10years/doomcomic/comic.php

[05-19] Chex Quest dev remaking it in UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers by anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-15] DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
>>3214427

[05-10] Anon map release: Baal Hadad
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
>>3255246
Same. Dooms gate is fucking horrible and so is most of PC soundtrack.
>>
When I save my character in DoomRPG I get an error that says "User info descriptor too big", meaning a string in the .ini file is too long for the game to properly handle when I try to load the game up.

Is there a way around this or will I never play Doom 2 with my leveled-up Doomguy?
>>
I'm that guy who asked which Hexen character to pick yesterday. I beat the first hub with the fighter and got the hidden weapon part thingy, didn't even get the steel key and didn't use it, hope that didn't make me miss anything important.
I'm having mixed feelings on Hexen so far, it doesn't feel like a Doomlike but it doesn't really feel like an actual adventure puzzle-based game either, it's like a weird jack of all trades, the puzzles aren't incredibly interesting and the fighting isn't quite as satisfying either. Fall damage is also the stupidest fucking thing they could've made. Is there something I'm missing ? I'm having fun but I'm afraid it'll get really, really repetitive. Does the monster roster get any better later on ? The levels are fine, albeit a bit confusing, and they manage to be pretty spooky sometimes with the ambiant sounds like in the guardian of steel.
>>
>>3255264
Post news first, then link to old thread, you smacktard
>>
>>3255305
protip

skip the shadow wood entirely. noclip through, grab the second weapon piece, do the boss map, but skip the rest.

the shadow wood is so fucking boring god damn
>>
>>3255202
I found the one in the room with the green pool that leads to the shotgun. I actually also found a second one: on the hallway right out of there there's a different colored panel that opens out to a courtyard.

>>3255306
>>3255226
I don't plan to check the wiki any time soon. If it's the kind of thing that takes years, then I guess it's not super necessary to just beat the game. So that's good.
>>
How come Doom has such a thriving community to this day, but it doesn't look like Quake does?
>>
>>3255308
I'm not OP, I just saw that he didn't do it and figured he wouldn't. Can't do it faster than I did ;_;
>>
>>3255334

what do you mean?
>>
>>3255334
wat
>>
>>3255334
Easier to make maps, easier to make sprites. Low system requirements made the game and mods for it accessible early, and that populary has only been built upon and expanded ever since.

BUT

Many of the old quake modders are still at it, but they went into quake 2, then goldsrc/quake 3, then Hl2 and Unreal modding while supporting new modders in all of those communities. So one could claim the vast Hl2 mod community has lineage stretching back to quake mods (case in point: TF2)
>>
>>3255346
Okay, then why didn't you make a new thread, since news post is generally regarded as one of the best things about this thread

Maybe is worth replacing OP pasta with news post and OP pasta should be moved to a pastebin link
>>
>>3255358
Because we've already gone through a shitfest of competing OPs several times now in the past month, and I have no interest in seeing that again.
>>
>>3255334
You're probably just not looking hard enough.
Most of Quake's SP mapping community is on func_msgboard and Quaddicted, and new maps are getting released all the time.
>>
>>3255358
>since news post is generally regarded as one of the best things about this thread
nope
>>
>>3255358
>since news post is generally regarded as one of the best things about this thread

Here we fucking go again.
>>
>>3255334
Forum.zdoom.org/viewtopic.php?f=19&t=34159
>>
>>3255368
You're right. You're the best thing about this thread. I love you anon, but we can never be together.
>>
>>3255346
the trick is, you post the new thread, then you post the news post, then you go to the old thread and link the new one.

don't worry though you did a fine job.
>>
>>3255375
>I
>am not
>op
Someone else made this thread. I saw he didn't post news. I assumed he wouldn't and thus took it upon me to post the news anyway without starting a new thread so we wouldn't have a shitfest again like already implied >>3255368
>>3255369
>>
>>3255380
oh sorry i misunderstood.
>>
>>3255371
Stop shilling that shitty map.
>>
>>3255368
>>3255369
The news post is a fucking godsend, we aren't all NEETs who can watch every movement of every Doom community 24/7. Being able to quickly check one place to see all recent notable releases and happenings is insanely convenient and definitely one of the highlights of this general. It also provides continuous exposure for new modders looking for feedback across multiple threads without them having to repeatedly repost their work. If you don't think the news post is the tightest shit, get out of my Doom general.
>>
I think it's funny that I've learned more about math through my doom modding ventures than I did in all the years of primary and secondary education put together
>>
>>3255391
go play alien vendetta again and stop being salty about pretty things
>>
>>3255395
The news post is a fleeting novelty, at most, and the amount of people so obsessed with defending it against the slightest criticism baffles me.
>>
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>>3255395

You're weird, dude.
>>
>>3255408
It's a nice looking map but it runs like ass and the layout is boring and tedious to play. Plus it makes no good use of vertical/three-dimensional gameplay in the way actual Quake maps do.
You know what, I think I will play Alien Vendetta again.
>>
I freshly beat original DOOM campaign (EP 1- EP 3) on UV.

Should i bother with EP4 on UV?
>>
>>3255409
>fleeting novelty

it's been a core part of the thread for two and a half years
>>
>>3255395

if you want the news post, sure, whatever, fine
i'm not autistic enough to care much about it, unlike some other embarrassing people who get R E A L L Y U P S E T at its removal
but going around talking about how it's the best part of the threads and the only highlight is, frankly, insulting to everyone that comes here and posts here and actually makes the community what it is

/doom/ has survived and indeed thrived without something as trivial as news posts because in the end, the community relies on its members
not a tl;dr text dump of things another anon thought was notable
>>
>>3255434
>core part

It's one post out of, on average, 600/700/800.
We've been fine without it. It's nice, but it's not important.
>>
>>3255417
>It's a nice looking map but it runs like ass and the layout is boring and tedious to play
I don't think it flows nicely either, but the great mood and aesthetics make up for it. Contrary to what some people think, gameplay isn't actually everything for me.

"The Island" however is where I draw the line. It's an absolute chore to play despite how good some of the set pieces look.
>You know what, I think I will play Alien Vendetta again.
Yes, I did mean it. It's good.
>>
>>3255434
It really hasn't, dude.
If you like it, I mean, that's cool and all. But don't play up its importance.

Seriously, it's just a news post.
>>
>>3255440
the OP is one post out of 600, but only an idiot would argue the OP's not important

news post makes it easy to stay up to date without prowling the forums, which is why people want it
>>
I saw someone post a mod before that looked to be a better brutal doom but forgot to save the name. Anyone know?
>>
https://www.youtube.com/watch?v=vj84Nj2B0TM

started working on a little test for the Total Conversion on DOOM based on Angst Rahz Revenge.
>>
>>3255458
Burl Tumd
>>
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>>3255450
>news post makes it easy to stay up to date without prowling the forums

Which is why it's a novelty. A convenience. Something nice. That's it.
>>
>>3255450
>but only an idiot would argue the OP's not important
do you know where you are

i'm starting to think /doom/ has slightly spoiled you
>>
>>3255458
Was it based on brutal doom? because there are many spinoffs. Project Brutality being the most popular of them.

If not, Project MSX is an unrelated mod that does "modernized" visceral combat a lot better.
>>
>>3255470
Brewtool Doom
>>
>>3255476
Betr dan Rbutl dumb
>>
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>>3255483
I MAED A MOOOOM MOD WID BLOOD SPLATTERS
>>
>>3255473
I'd say Project MSX does it differently rather than better. It's more in the vein of console shooters like Halo, whereas Burdul Dum is closer to vanilla Doom, the main differences being faster enemies and weapon reloading.
>>
>>3255420
It's the weakest one, but let it be your introduction to doom 2 difficulty on UV
>>
>>3255468
>Angst Rahz Revenge

Why?
>>
>>3255512
>>3255512
>You should've stayed by your word when you threatened to go back to 8gag a while ago. But it's not like you faggots ever do.

what did he meant by this?
>>
>>3255506
Because it inspired me many times to try making a remake of it.
don't know why, maybe the music, maybe the story.

there are also some other bad games which are being remade in DOOM engine, just like this one:
https://www.youtube.com/watch?v=Uuv7B_TZedo (original)

https://www.youtube.com/watch?v=Uuv7B_TZedo (remake)
>>
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>>3253768
>>3253774
>>3253820
>>3253828
>>3253829
suggestions for updates:
>remove Doom RPG, since it's no longer updated and kind of a clusterfuck by itself
>JPCP for megawads
>something about Realm667
>bring back the creepy/2spooky section from the early iterations of the image
>expand 4chan's mods to 4+4chan's mods as well
>>
>>3255519
ops, wrong link for the original:
https://www.youtube.com/watch?v=W5Y4mkwIA9Q
>>
>>3255521
>expand 4chan's mods to 4+4chan's mods as well
That would require them to actually make something. :^)

Aside from Moon Man Doom, which is bretty mediocre, they really haven't done anything.
Come on guys, let's have a little friendly competition. It shouldn't only be 4ch making stuff.
>>
>>3255264
Booty Project?
>>
>>3255550

the unintentional Demonsteele killer
>>
>>3255559

motherfucker MY DRINK
>>
>>3255540
Unsurprising, they have 1/10th the manpower and most of those are whiny shitstains who've been banhammered too often or muh gaymehgrate crowd

Nothing personal against 8gag, mind, but their community really is shit
>>
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https://www.youtube.com/watch?v=TLEXNtsyVCg

Someone rev up that editor
>>
>>3255559

2soon
>>
Why does the gzdom projectile physics go full retard when shooting up a slope the player is standing on?

And is there anyway I can work past it?
>>
>>3255575

AESTHETIC / 10
>>
>>3255580
>physics

There's your problem. There are no physics in Doom or GZDoom.
Only a bunch of wonky if>then workarounds.
>>
>>3255575
Where's my Miku DOOM where my weapon is a leek and I shoot dayos, yukkuris and shiteyanyos?
>>
>>3255597
You forgot about the midi
>>
>>3255573
Gamergate isn't really exclusive to there, dude. Plenty of it here as well.
Just most of us know it isn't relevant to the topic.
>>
>>3255573
All the good people on 8gag left when the site started crumbling to pieces and taking forever and a day to update the front page.
>>
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>>3255559

At this point Terminus should learn how2sprite, or just set Demonsteele in "dormant" mode.

He's managing DUMP3:BFG, there's also that new Booty project thing. And we all know how hard it is for 4channers to keep up with multiple projects, let alone one.

I know he browses here and he's going to give his POV (as he's on his right to do it so), I'm simply calling it like I see it
>>
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Why does E4M4 exist?
>>
>>3255620

because otherwise doom.exe would crash if it can't find the E4M4 map lump

that's not a good thing.
>>
>>3255624
so copypaste E4M2 into E4M4

problem solved :^)
>>
>>3255626
>problem solved

it won't solve anything, people will still complain of an optional episode added years before release
>>
>>3255262
/vr/ should make a server on Doomseeker asap.

I still enjoy online Invasion on Complex Doom tho, but I miss Samsara
>>
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>>3255630
i used to make instagib servers but Eric scares everyone away
>>
>>3255620
A better question would be why E4M6 exists.
>>
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>>3255619
>and he's going to give his POV

Not really much to give aside from "yeah, pretty much".
I hate being idle, so I started up Booty while waiting for stuff to come in for DemonSteele, and it looks like history's going to repeat itself once more like it did with Metrood.
I really hope not, though. I am intent on avoiding that. Like you suggested, I'm trying my hand at little bits and pieces of spriting. Hardly anything noteworthy yet--in fact, actually kind of bad. But hey, progress.

DUMP 3 shouldn't be much of an issue since I have two co-hosts, and because everything's split between maps/weapons it should be much easier to manage.
I'm still having trouble with maps, but since roughly half of the entries will be weapons, that'll cut that workload in half. I know how to tweak weapons very easily.
>>
>>3255638
>doom instagib
oh boy, must be fun

any of you loutish negros wanna play UT99 some time
>>
>>3255594
but a fucking 2-unit height/radius object shouldn't immediately explode when fired up a gentle hill. It works fine downhill.

Hmm, maybe I can fuck around with bounce flags and bounce states
>>
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>>3255620
For the sole purpose of having an encounter in the game with 4 shamblers
>>
>>3255654

>buys UT99
>starts up
>"PRECACHING.."
>hours later, game starts up with extreme lag spikes

My comp can handle CS:GO, but UT99 starts with random lag spikes. Fuck.
>>
>>3255661
They look like a dance troupe, somehow.
>>
>>3255673
>shub-niggurath and the thunderclaps
>>
>>3255664
Open up your steamapps folder, make a shortcut to testapp.exe, uninstall steam
>>
QUICK HELP
Is there a command line to speed the game up?
Like, run at 1.2x the speed.
>>
>>3255693
no

you could recompile zdoom with a higher TICRATE though :^)
>>
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>>3255693
With PrBoom-plus (and iirc Eternity Engine, but could be wrong, positive about the former though) there is an option to change the game speed. Default is 100. so 1.2x speed would be 120.

Pic related.

>>3255697
I've tried that. If it doesn't segfault and crash, player movement and monster AI is fucked to unplayability.
>>
>>3255653
What exactly is missing from Steele or Dreadnought? I find them both pretty fun and would say they feel far from unfinished.
>>
>>3255725
Pretty sure Demonsteele is meant to have a third character, a twink named Larry
>>
>>3255721
Checked Eternity Engine.
Although i couldn't find the option in menus, if you open up the system.cfg file it generates, you can edit the value of "realtic_clock_rate"
>>
>>3255725

For Dreadnought, people repeatedly requested a full bestiary of enemies and its own levels. Even when on stream on Vinesauce last night, people were disappointed that it didn't come with its own levels.

DemonSteele is significantly more self-contained, so with it the problem is much smaller in comparison--there's a lot of sprites that need polishing and redoing.
>>
>>3255731
No but seriously, Metrood was meant to have maps but the guy making them's hard drive crashed. Also sprites were promised but never forthcoming, IIRC.
>>
Came too late in old thread, so asking here again:

How can I make middle textures actually passable? I want to make a secret door where you basically walk through the wall, but setting the "Walkable Middle Texture" flag apparently does jack shit.
I want the texture to be there from both sides, so it looks like a regular wall and you only discover the secret passage when actually passing.
>>
>>3255758
Just set the middle textures on both sides of the linedef and don't make it impassable. I'm pretty sure the "walkable middle texture" flag actually makes the texture solid, so you can do things like fences that can't be walked through but can be jumped over.
>>
>>3255758
walkable middle texture is for making bridges and platforms out of mid tex

just giving a linedef a midtex should do what you want without any special flags
>>
>>3255776
>>3255784
Huh, strange. I am absolutely sure I did that the first time and it didn't work. Now it works. Well, thanks a lot.
>>
>>3255697
>>3255721
That's helpful. Thanks!
>>
>>3255798
a whole bunch of earlier posts were deleted at once, so
>>
>>3255798
Lots of earlier posts were deleted as well. Just seems like it was time.
>>
>>3255763
it baffles me to know there are people in this site who consider posting times a serious matter and point it out as if they were being smart or something
>>
>>3255818
now we're all collectively laughing at you instead. that's life for ya.
>>
>>3255807
>>3255812
>not deleted

>>3255798
>deleted
why did you delete your own post, anon-kun?
>>
>>3255824
I, too, am capable of editing how a post looks in Photoshop.
>>
>>3255824
>what is inspect element
>what is photoshop
>what is mspaint
>>
>>3255818
>>3255824
>barely over 60 seconds apart
you tried anon-kun
you tried
>>
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WHAT IS THIS FAGGOTRY

TALK ABOUT DOOM
>>
>>3255828
because it became obvious that there wasn't much of a connection so i saved the janitor some time

why are you such a brown noser
>>
>>3255835
someone tried to shitpost, someone tried to play internet detective, the world went on, the usual
>>
stop talking about posts and talk about doom you fagets

liked DUMP3 weapon ideas:
UT shock rifle ripoff
that chaingun shotgun someone posted last thread. primary for normal, secondary for SSG
>>
>>3255840
rip off the whole game

wasn't DUMP III going to have weapon sprites for us
>>
>>3255847
yeah we're still waiting on them
>>
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>>3255831
>>3255830
>>3255829
>>
>>3255840
A shotgun that fires a projectile slug, the altfire being a grenade toss. Unfortunately, I don't think i can pull it off.
>>
>>3255735
I guess I'm just content enough with a cool weapon set and/or mechanics since TCs are a rarity these days anyways.
>>
>>3255849
back in the old days we didn't "wait" for "sprites", we opened quake with a random mod and spammed our shareware screenshot programs, and we liked it!
>>
>>3255847
>>3255849

Yup. Shivers appears to be dead, so I'll just post the entire random collection I have.
There's a couple errant monster sprites in there, but eh.
Sorry, mates. Hope this makes up for it.

https://www.dropbox.com/sh/edgbafk8ctzr71q/AACyhFoHLiGIq57Vn6vRXNUQa?dl=1
>>
I just played ep 1 with project brutality, Cacotextures Lite, Alternate Dark Ambient Music, and a x3 enemy multiplier.

I could not have asked for a better gratuitous display of violence.
>>
So I made my first map ever and it's pretty fucking shit but the quality does increase as the level goes on. I'm probably going to polish it and make sure nothing breaks, add a few rooms and submit it to DUMP3 just for shits and giggles. The main hurdle I have to get across is the very beginning. Right out of the start room is a long, open area with platforms to jump across to the other side. On the center platform is a shotgun. I really would prefer it if there wasn't a fucking shitty platforming segment, especially to get something as important as a shotgun. Problem is, I have no clue what to put in its place so the room isn't one big fucking open hall. Please help
>>
>>3255863
>jazzmaster9 - archubusfrontsidstrip27.png
>>
>>3255889
>Problem is, I have no clue what to put in its place so the room isn't one big fucking open hall.

the common answer is revenants
>>
>>3255863
it's...it's beautiful
>>
>>3255893
I was just working on my map. Originally, I was going to put an archvile behind a post-setpiece door (I showed off the fight in the last thread). I replaced him with four skeletons.
>>
>>3255893
So maybe put a couple revenants, the shotgun on a pedestal in the center of a room, and the player has to run and get the shotgun right out of the gate in order to have a chance? I like it.
>>
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>>3255863
you a real one
>>
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>>3255863
Coooooooooooooool.
>>
>>3255853
Speaking of this, anyone have any one handed grenade toss animations?
>>
>>3255907
those are some pretty long nails.
>>
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so what's the fucking deal with Evilution and hitscan enemies?

>lol let's make an entire level that consists of shitloads of chaingunners and sergeants

please tell me they at least simmer it down in later levels
>>
>>3255937
are you talking about Stronghold? i love that map.
>>
>>3255938
i've only just started it, but up to this point the whole wad has been pretty good about fucking me up with hitscan dudes.
>>
>>3255929
steal em from brewdul dumb
>>
>>3255942
Skip maps 7 and 8. Those are the levels full of hitscanners.
>>
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>>3255835
so how about that doom. doom is pretty cool imo
>>
>>3255210
>yandex
Holy fuck I didn't know anyone actually used this website aside from those shitty jobs on microworkers.
>>
>>3255951
>>3255835
yeah i like doom
>>
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guys how do I make Doom feel more comfy

comfydoom is a joke, ik
>>
>>3255975
What kind of comfy?
>>
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>>3255979
you're laying in your bed at 4 am, snuggled up in warm, padded blankets. Out your window you hear the sounds of soft rain, and you see the distant busy lights of a city.
>>
>>3255210
Wait, Zandronum is still a thing? I thought it was dead. I'm using Zdaemon for multiplayer and it's been working fine. Is there any reason to switch back to Zandronum for the same thing?
>>
>>3255991
demonsteele pol.wad
>>
>>3255997
thats exhilierating
>>
>>3255995
Wasn't Zandronum more stacked when it comes to online multiplayer?
>>
>>3255995
... what
>>
>>3255945
That's a two hander. I need a one hander, because he'll be holding his shotgun in one hand while throwing the grenade.
>>
>>3255995
Same here. I've been using doom legacy.. who the hell uses zandronum anymore?
>>
>>3256032

I've been using Vavoom, who the hell uses Doom Legacy anymore?
>>
>>3255995
>Is there any reason to switch back to Zandronum

freedom
>>
guys, there's this new thing called skulltag, it's way better and has all sorts of cool things you should totally check it out
>>
>>3256043
yeah, like a minigun!!!!!
>>
>>3256043
Where have you been? MBF is superior in every way.
>>
>>3254864
pls respond
i need my doom fix on the go and i dont want to waste a dollar
>>
>>3255638
Wait, Eric took over my throne? Bastard!
>>
Name a map that is easy to complete on a continuous playthrough but is a pain in the fucking ass to complete with a pistol start.
>>
>>3256028
can't you just edit out the second hand?
>>
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>>3256007

actually just did this and it was awesome
>>
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>>3255210

Based OP, just wanted to say thanks, your thread formatting got me back into Doom because it was full of useful info and had a sense of humor

thx nigg
>>
>>3256037
I've been using Marine's Best Friend, who the hell uses Vavoom anymore?
>>
>>3256117
>not connecting client to client through a DOS virtual machine
Who uses source ports anymore?
>>
>>3256143
>using windows at all
2 0 1 6
0
1
6
>>
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>>3256148
windows 7 is a good OS, fucking fight me
>>
>>3256143
>>3256148

>not writing and sending a letter of what you could possibly do if you were playing multiplayer with someone
who the fuck even uses computers?
>>
>>3256148
>implying
I just use linux when I'm not using my Pentium II machine.
>>3256161
>letters
Jesus dude... Smoke signals, man... Smoke signals.
>>
>>3256161
>not using a system of signal fires and smoke signals to communicate
who the fuck even writes things down on paper?
>>
>>3256160
I will

on linux
>>
For those of you with Discord, I've made up a little server for /vr/ and anybody that fits in the demographic that goes to this page. You can find the invite link here:

https://discord.gg/012l3vHVkahMnq99a
>>
>>3256097
I have no spriting skills whatsoever.
>>
>>3256226
>talking to people
Have you not been following. We're all luddites in this thread now.
But the link should be in the OP maybe?
>>
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>>3256174
>>
>>3256256
So, I take it most people who frequent the doom generals just use IRC? Sorry, mate. I'm a bit out of the loop.
>>
>>3256264
No. We all use zrc you faggot pleb bitch
>>
>>3256264
Yeah, if that. It used to be pretty active, but as the threads turned more toward modding and less toward setting up online games it's now only sporadically active.

We still get some pretty full servers though. It's just settled.
>>
>>3255975
>>3255991
Make maps or mods in one screen and watch old B Movies in the other screen.

Comfy as fuck.
>>
>>3256239
the only sprites with two hands for the grenade is the pin pulling animation, which you won't be able to do with one hand on a shotgun, so just take the throwing bit
>>
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What is the Plan 9 From Outer Space of Doom wads?
>>
>>3256318

The Sky May Be, I guess?
>>
>>3256318
Swan Fox
>>
>>3256318
Doom: Rampage Edition
>>
>>3256352
swan fox is pure fucking gold
>>
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>>3256375
... swan fox 3 is also kill :(
>>
>Add more light and shadow to an OpenArena model for Q3A
>Switching back and forth it looks better
>Compare in game
>Hardly different
>Spent an hour
Drop kick me Jesus through the goalposts of life.
>>
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Whoa a new weapon! Replaces the old SMG that replaced an even older SMG. Thanks to Shivers for the awesome sprites!
>>
>>3256542
it's so tall and thin
>>
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>>3256542
Move it to the right a bit so the perspective lines match up with the crosshairs.
>>
>>3256542
>mp5k
>4.6x30mm
my autism is triggered
>>
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>>3256562
I shall do that! Thanks!

>>3256565
Ahaha no worries, that's leftover from the old one. It's not complete, I'm firing with no ammo in this shot because it has no other state than it's raise, lower, and firing states.
>>
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when designing a level for a wad intended to be really unforgiving and difficult, what is the key thing I should look out for as not to make my level *too* unforgiving?
>>
>>3256576
you don't have to put random images on all of your posts, not sure if you're new blood and haven't noticed
>>
>>3256581
no shit. I put it there because I wanted to look at an attractive picture while waiting for replies
>>
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>>3255863
Thank you very much! Was worried they'd be posted too late past the ideas phase.
>>
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wich mapsets would you consider "MUST" play?

like, really, really MUST play, besides the ones listed in pic related.
>>
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>>3256573
The hand looks a little angular, add more of a palm around the handle. Might as well take a photo of your hand and use that as a source.
>>
>>3256597
Yeah, this was based off of a Mel hand for TSP. I might change it a little but I don't intend on it being on screen for toooo long.
>>
>>3256598
You could also remove reloading, it's just a meme mechanic anyway.
>>
I'm trying to play TnT in Gzdoom, but I'm getting an error where the sound is failing to initalize, despite it working just fine a few hours ago.

Anyone know what the issue is?
>>
>>3256609
Hmm! Interesting. I thought about removing the gameplay as well. We'll see!
>>
>>3256592
Cyberdreams is really cool
>>
>>3256613
Did you update GZDoom / keep ZDoom in your GZDoom directory and update ZDoom? Did you actually use GZDoom both times?

I ask because GZDoom and ZDoom seem to be using different versions of fmodex.dll now and after updating GZDoom, ZDoom no longer has sound.
>>
>>3256589
>that gun sprite in that pic
Did you actually make that? It looks neat.
>>
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Hey, I just got Quake 1 and got Quakespasm, but I can't use my mouse in it properly (as in can't turn around and stuff)

What do I do?

Sorry to be a bother.
>>
>>3256616
Neither have been updated or modified since I last used them. I was playing earlier before I left for a cook out with sound. The only thing I can think of is that I switched audio devices, but that shouldn't effect it
>>
>>3256623

Try checking the options? I believe mouselook should be enabled by default, but maybe I've just forgotten.
>>
>>3256630
Yeah, it is enabled. I can look up and down, but I can't turn left to right.
>>
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>>3256623
>>3256630
>>3256632
oh shit I'm retarded I just needed to turn off Lookstrafe
>>
>>3256576
Be good and playtest your level without using saves.

Have the level be routed in a way that makes sense that people can naturally solve if they are experienced with Doom.

I believe if you can't playtest your level without saves, you don't have enough skill to be an authority on what makes good balance beyond your scope.

Where you hide items should make sense in hindsight, where you hide enemies also. Every trap should have a counter that is solvable. Make the map interconnected so the player has fun dying in a cohesive space, as opposed to dying in room #54/175.

I think if you make a space that is fun to move around and solve, the player will put up with a lot more shit in the dying category.

Also use gimmicks sparingly, have something to distinguish your map, but don't have anything that will break the flow. Don't start the level too hard and peter out, and don't give a FUCK YOU to the player for almost beating the level if you have already set the pace.

Think of map-balancing as an Strategy Game. You have a limited resource pool, and if you over-spend, you have to mine minerals by dropping health-packs and alternate escape routes for the player.

>>3256592
Any Megawad or episode-length WAD with at least 4/5 stars in idgames catalog is a MUST-PLAY.

Although I won't give you a milk-toast answer, you must play Valiant.
>>
>>3256636
thanks for the advice, I'll note this.
>>
>>3256628
https://warosu.org/vr/thread/S3255210#p3255947

I don't know what you expected with this post, but here's hoping it happens again!

>>3256613
Does it mention fmodex in the console or startup window that would list decorate errors if any existed? I don't know the name for that small window.

Download GZDoom again and replace the files.

Perhaps another application has taken control of your soundcard? I know that ASIO4All won't let anything but itself use your soundcard when it's on.
>>
>>3256619
I didn't, I can't remember where on the zdoom forums it was from, either. It was just a quick google search.
>>
>>3256643
Unfortunately, it does not. It does say this though, System ;; init returned error code 77
Sound init failed. Using nosound
>>
>>3256658
From http://forum.zdoom.org/viewtopic.php?f=2&t=37717

>Error code 77 means 'too many channels'. This sounds like a bad configuration file.

Open up your GZDoom INI and look for snd_channels and set it to 32, that's what my functional copy uses.
>>
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I genuinely have NO IDEA what kind of mentality make people believe "yes, this looks good"
>>
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>>3256619
>>3256589
It's DoomNukem's, I'll recognize those colours and edges anywhere.

>>3256673
It's HD?
>>
>>3256673
>Cyrillic letters
There you go.
>>
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there's a chocolate chex, right?
>>
>>3256682
The Phobos of Chex Quest
>>
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>>3256664
Well know I'm just confused, since I'm getting the same error on a clean install of Gzdoom. Zdoom is working fine though, so I guess I'll use it instead. Thanks for the help mate, have a webm of me punching demons to death
>>
>>3255995
Is this that meme thing kids are talking about these days?
>>
If the uac sold food, how would it be called?

STARTARTS!
You know. because the startan texture?
>>
>>3256741
That's pretty good anon
>>
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So who else already started on their weapons?
>>
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Making my map für DUMP 3. Anyone like Boothill and/or Fistful of Doom? Same concept
Pic unrelated. God I wish my maps were like that.
>>
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>>3256819
>Anyone like Boothill and/or Fistful of Doom? Same concept.
Oh, about time more people tried stuff like that!
>>
>>3256673
Well the guy who made it is a ~15 year old autistic shitposter
>>
>>3255264
>[05-29] Anon's latest Monster factions/infighting

Updated with added ability to specify an enemy faction to limit the search for targets to.

First arg is now enemy faction to check when looking for targets. Needs to be set to -1 or less to check all factions, because factions start at 0.

Like so:
ACS_NamedExecuteWithResult("faction_look", -1, 0, 0, 128)


https://drive.google.com/file/d/0BxbbtKR5bll_VXk0VEZVaGFwejQ/view?usp=sharing

https://drive.google.com/file/d/0BxbbtKR5bll_X2RuWFZkN1dMeGM/view?usp=sharing
>>
>>3256784

I should tonight. I got a lot to do between 3 weapons and a map
>>
>>3256741
cacopuffs
>>
>>3256819
I'm a sucker for westerns, so more stuff like Fistful of Doom would be great
>>
>>3255937
>so what's the fucking deal with Evilution and enemies with firearms?
they like having firearms to challenge you? Whats the matter incapable of taking cover or something?
>>
>>3256881
yes

I have cerebral palsy
>>
Should I attempt to play through all of Maximum Doom?
>>
>>3256884

I'll take "Things that are funny whether they're true or not" for $500, Alex
>>
>>3256903
Isn't that a couple thousand levels?
>>
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>>3256903
only if you record it for future generations

>day 76
>so tired
>not even halfway through
>i'm dreaming about doom now
>maybe i'm dreaming right now
>oh god another archvile, I want to die
>>
>>3256915
>It consists of 1830 amateur PWAD files of varying quality downloaded from the Internet (191 for Doom, 1629 for Doom II and 10 for Heretic)

it would take a real madman to attempt to play through all this
>>
I'm trying to remember the name of a wad that combined all Doom 2 maps into one mega map, anyone know what I'm talking about?
>>
>>3256931
Memorial.wad by Eternal?

http://www.wad-archive.com/wad/66c865280ef4c604252d8e11fe674aa9
>>
>>3256931

Memorial
>>
That Swede is at it again. WIth shitty DOOM maps.

https://www.youtube.com/watch?v=Hp6lA8I_Dwc
>>
>>3256969
>>3256970
That would be it.
>>
>>3256973
ye, saw it earlier.
>>
>>3256976
>had hopes maybe some maps from /vr/ will show up

Sadly no.

And still no contest announcement.
>>
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>>3256982
what contest
>>
>>3256994
On twitter he said something a long the line of "Might do a contest if you want" when he uploaded his Doombuilder stream.
>>
>>3256998
wrong swede
>>
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>>3257003
>responding
>>
>>3257008
it's my duty to keep the status quo
>>
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>>3257001
oh my
>>
>>3257003
Oh.

Oh.

Wow, that's embarrassing.

I'll just let myself out...
>>
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This was questionable map design
>>
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>>3255863
>>3255862
>>3255849
>>3255847
>>3256589


Shivers has returned, ia ia ftaghn, and brought with him another slew of sprites that can be used/modified/whatever for DUMP 3.

https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1

Webm unrelated, just there to have the post stand out.
>>
What's the shiny 3/3 counter for in GMOTA?
What's more, is there an updated manual for how things work? The forum post seems outdated, it was telling me to tap reload to retrieve the sword after throwing it, which doesn't work in the current version, you have to press the weapon action key while using the fists instead.
>>
>>3256819
Wasn't Gothic99 really controversial?
>>
>>3257036
Ooh these are nice, thanks! All centered too.
>>
>>3257046
Item crashes, think of them as screencleaner bombs
>>
>>3256642
Yeah it basically boils down to "reward the player for figuring out your level".
>>
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>>3257083
>a game that takes place in hell has satanic imagery

Unbelievable!
>>
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>>3257083
Guys, what if Doom is somehow connected to Hell and Satan? That sounds extremely unnerving.
>>
>>3257083
>>3257087
>>3257093
wait wait wait hold up
what the fuck
there's not demons or anything in this game is there
>>
>>3257083
>I know, not retro. Fuck off.
Well, with an attitude like that... :^)
>>
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>>3257097
Nah man, they're machines
>>
>>3257097
i thought this game featured good flamingos
>>
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>>3257083

>Playing an overt game like Doom is bad enough. Having it out in the wild polluting a populace that genuinely seems to want to sin and live sinfully is a terrible thing for everyone. NOW you couple that with a soundtrack with hidden embedded satanic imagery and presumably highly impressionable kids are listening to this? I say this crosses a huge moral line and should be dealt with in the harshest legal way possible. I'm outraged as much by this as by soda companies using aborted human fetus liver cells in there diet drinks. It's morally disgusting no matter if you are Dem, Republican, Christian or Muslim.
>>
>>3255496
brutal's moreso an attempt to recreate what you'd think doom would be like based on the comic
>>
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>>3257112
dear diary: just 2 days ago i was playing my favorite new game doom and when i got to the cyberdemon boss i had a seizure and turned into an evil satan. i havent stopped crying because evil bethesda has ruined my life. how am i supposed to go to church as a satan
>>
>>3257112
Ahh, it's just like when Doom came out in the 90s. It's the whole package.
>>
any mods that give the mastermind psychic attacks?
>>
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>>3257112
>I'm outraged as much by this as by soda companies using aborted human fetus liver cells in there diet drinks.
>>
>>3256973
>Joel thinks Doom2's maps are ugly and bad
Yay
>>
>>3257083
I seriously hope that post is b8.
>>
>>3257075
how do I activate them?
I have an "unleasher" bind, but it does nothing.
>>
>>3257101
Someone should make a sprite for The Cybernetic Ghost of Christmas Past from the Future and put in the game. Not sure if that's exactly legal, but it'd certainly be funny for at least a few minutes.
>>
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Hands down one of the best megawads I've ever played.

Coupled with Project Brutality and the difficulty cranked way up, this has turned into a giant beast of it's own game. Huge and numerous levels, two episodes and been playing for a few days and not even done with the first.

Does it get any better than this?
>>
>>3257156
Episode 2 sucked
>>
>>3257158
Shame, episode 3 is still coming though right?
>>
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>not always enabling nearest neighbor and using filters/bi-linear

Why do people do this?
>>
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>>3257112
Sorry I have a rant to spew so hopefully it doesn't end up being even more cringe about this.

You don't have to be Common Filth to understand things don't have to be overtly satanic in appearance to be satanic. The whole point is in deception and treachery and degeneracy. You are just as worse off watching MTV as you are playing Doom if we are going to be moralist about it, Marshall Mcluhan already checkmated all of this half a century ago.

Satanism boils down to even the most innocent kinds of selfishness (lol im so lazy lol), its why atheism is so big, people don't want to admit they are satanists in their own cultures viewpoint, so they build up a new "Belief System" or if you don't think its a belief system, just abbreviate it B.S. All the Satyrs and shit is just literal demonization of pagan cultures, which if that shit scares you, really shows how open minded you are: Falling for ancient military propaganda.

In my opinion shit is worse off for you when its more subtle, I'd rather have my satanic themes played upfront, than having to rewind the cassette to get them. At least you get disclosure, which allows you to be more of an adult about it, instead of having to hear it said to you: The "N" Word style, like a child.

People gather to see a man die, but run away to see a man born. If media could stop being schizophrenic about it... oh wait its anti-depressants/drugs that cause shootings... and also a million other things that make people unproductive. Its fucking nothing.

At the end of the day, everyone is going to look everywhere except the mirror, because electronic media has that effect on us. Blame the screen for raising your child instead of yourself for raising your child on a screen etc. The screen is so immersive you forget you exist, and you see everything in the world, and you blame and blame until you realize John you are the Demons.
>>
>>3257165
People who do this are the same people who use HD texture mods and think Brutal Doom is a good replacement for the original gameplay.
>>
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>>3257168
Fuck, you got me.
>>
>>3257168
Dude what.
I get what you're trying to say but you're pretty rambling about it.
>>
>>3257179
Read the last line.
>>
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Is Android doom acceptable uguu~
>>
>>3257182
I assumed he put that in there as a reference rather than as a "aha! I was really joking" type line
>>
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Hey Term, can you please include options for DUMP 3 that will exclude the DUMP maps and just keep the weapons making it a gunmod or excluding weapons and making it a weaponsmod?
>>
>>3257192
Turn off the filters.
>>
>>3257183
seven
rockets
>>
>>3257196
this is really just as simple as defining a new episode and giving the map names DUMPXX, I don't see why Term can't do this
>>
>>3257196
they're gonna be separate pk3s
>>
>>3257197
They are off. Most Android phones force fxaa in legacy apps unfortunately. It'd be too much of a hassle to disable it every time I play doom.
>>
>>3257198
Enough to kill anything that moves!
>>
is there a doom port for the DS?
>>
>>3257196
>>3257206

They're going to be separate pk3s, yes. So people can load up the maps with other gameplay mods or play the weapons on other mapsets.

>>3257204

If I WAS going to include them into the .pk3, this would be a wonderful way to do it.
But unfortunately, it would exclude playing the DUMP maps with non-DUMP weapons.
>>
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>>3257112
Gee I wonder what this thing in the corner of the box means! Probably nothing important. Here's your birthday present Jimmy.
>>
>>3257183
There is plenty bad. Doesn't mean you can't play or enjoy the mod, however.

Most of the bad things are related to the creator being a dick (having to be dragged kicking and screaming into doing the bare minimum that could be counted as crediting the work of others, and then pretending like he did that all along, writing shitty spaghetti code, being weirdly enthusiastic about adding pictures of real dead people to the mod, insisting it's Doom 2.0, etc.) or the fanbase (being nuisances to other modders/mappers about BD support, making garbage train wreck 400mb mods full of spaghetti code, insisting it's literally Doom 2.0, etc.)

The only real problems with the mod itself are the ear rape from some sounds and the bugs, both of which are fixed by fan mods. Some people will complain that it drastically changes the balance from vanilla Doom, and it does, but as a mod (and not Doom 2.0) that's perfectly acceptable and even kinda the point.

If I ever met Mark himself I'd tell him he's an asshole, but that's fine because it's that way with a lot of art and artists. I have plenty of artists whose songs I listen to who I'm sure I'd hate if I ever met and I'm sure they'd hate me too.
>>
>>3257207
>FXAA
No, I meant the sprite filters
>>
>>3256542
>>3256573
When are you going to update The Space Pirate again you hack fraud?

I want to dance some sick melee combos off of some klutz demon's face.
>>
>>3257234
Eventually! I'm working on both Diaz and TSP, but Diaz will probably see a release first.
>>
>>3257236
>Eventually!
Marty I love you to death but I just want you to know that you are the George R R Martin of Doom modding, with both everything good and bad that implies.
>>
How do I make weapons?
I mean, what tools are to use and are there good (and up to date) tutorials out there? I got mapping down pretty good for a starter, but weapon modding sounds really interesting.
>>
>>3257242
There's WW's gunlabs, though some of it is a little out of date but it's more that it doesn't touch on all modern features rather than it being wrong.
>>
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Howdy, I'm working on a pretty rad mod, doing textures and maps and the such. It plays alot like Killing Floor. Here's a screenie of a thing in my map.

https://zandronum.com/forum/viewtopic.php?f=58&t=7422
>>
>>3257112
>soda companies using aborted human fetus liver cells in there diet drinks.
Yo that's metal as fuck.
>>
>>3257242
The most important thing to do is just to start coding and troubleshooting things on your own. That by far is the most important skill when it comes to coding, no matter if it's Doom missing or real coding.
>>
>>3257275
>missing
*modding
>>
how do i doom in mac?
>>
>>3257268
Ooh, does it use vision-based/player aware spawning? Also this feels very UT2004 mod era Killing Floor.
>>
>>3257280
I think so, not too sure how the whole spawning system works.
>>
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>tfw your map is so broken your only choice is to restart it

Fuck it, time to get a new idea and make a new map entirely
>>
>>3257289
don't give up, faget
>>
>>3257289

Heh, I remember when that happened to me too.
What's even worse is wrestling with that agony afterwards of "aaahhhh godddd do I want to really continue mapping? It's just gonna break again. I'm not sure I even want to map".

Keep at it. Please. For me, anon. ;_;
>>
>>3257289
Aaaaaah, memories of first starting out. :)

:(
>>
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>>3257304

I'm giving up on my current map.

But I'm gonna make something else
>>
>>3257306
>>3257307
It's better to start off small and have to get better, if you hit it out of the park on your first try then you have to try to live up to your first project, and most people that have that happen don't.
>>
How unfair would you rate the follwing trap:

The player has lost everything, even his fists.
On a ledge there is a plasma gun.
You can take a long jump to the ledge or a short one.
But no matter from where you jump, a suspended Archvile gets activated and the plasma gun is raised to unreachability.
A short piece of floor will raise to block the Archvile at least for a bit and if you do the long jump back, there is a pillar you can hide behind.
After 8 or so seconds the Archvile is suspended again.
>>
>>3257341
how do you lose your hands
>>
>>3257345
TERMINUSSSSSSSS
>>
>>3256078
Hell Revealed map14, it doesn't give you any weapons, apparently expects you to pistol your way past hordes first. the previous map13 isn't much better, it gives you a shotgun but nowhere near enough ammo to get past hordes of barons, hellknights, arachnotrons etc
>>
>>3256078
e3m8

yes it's doable but you're gonna be eating a lot of bullets scraping up those rockets
>>
Pharaoh is such a great track.
Hell, all TNT's tracks are good.
>>
>>3257242
Read a basic tutorial, then look up the Decorate code for the basic original weapons in ZDoom, then copy say, the shotgun, chaingun or plasma rifle, then play around with values and frames and what not, maybe you want to make the plasma rifle shoot a stream of rockets instead of plasma, maybe you want the chaingun to fire twice as fast, maybe you want the shotgun to not have a pump animation and just shoot like a semi-automatic

Here's some basic tips I suggest:
Muzzle flashes look the best when each frame is only 1 tic long, and rendered in BRIGHT, remember that you don't necessarily need to use the Flash state to put in a muzzle flash (though the standard Doom weapons work this way)

In the Raise and Lower states, if you add a extra frame that's 0 tics long to each, the weapon will be raised and lowered twice as fast (I think this is practical)

Using A_Fire and A_FireCustomMissile is ultimately more practical than using A_CGun or A_FireMissile

https://www.dropbox.com/s/3bowebtk3fkh7w6/machinegun.wad?dl=0
Here's a super basic subgun I made because someone preferred that over the chaingun, combat wise, it behaves the same, but the graphics and animation is different, gives you a passing idea on how to do something really easy.
>>
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>>3257428
*Using A_FireBullets
>>
>>3257436
>>3257428
Hi kegan
>>
Release me! Leave an old man alone!
>>
>>3257478
Thanks, bye!
>>
>>3257289
I am feeling confident over here. I really want to make a high octane map that's hard but not cheap. I am having loads of fun coming up with ways to keep the player moving forward. A good philosophy for myself as a newcomer: keep the player moving forward in tight spaces, small spaces so you don't get scope creep, and keep the player moving forward so they don't get too observant of a lack of aesthetic taste.

I want to warm up the player to any FUCK YOU tactics I may implore, spawn in weaker units in a rhythm that lets them get a sense to get used to certain tactics. And instead of lessening monsters, give more health and ammo and space. Just as long as I can keep planning fights and not just retarded placement I feel like this will be a blast. I want to make some secrets that are possible to find, that will make everything more survivable with less saving. Although I don't know if I will be able to balance the difficulty settings by the deadline.

If you find my first secret, you will get a clue on how to find the next secret, although I feel like the second one will be obvious.

I just hope mine doesn't end up being too difficult, I spawn you immediately beserking imps and zombie men from 360 degrees.

I really just get bored when I try to map so I spend most time designing fights that I wished I got to have.

>I, painting from myself and to myself,
>Know what I do, am unmoved by men's blame
>Or their praise either. Somebody remarks
>Morello's outline there is wrongly traced,
>His hue mistaken; what of that? or else,
>Rightly traced and well ordered; what of that?
>Speak as they please, what does the mountain care?
>Ah, but a man's reach should exceed his grasp,
>Or what's a heaven for? All is silver-grey,
>Placid and perfect with my art: the worse!

>>3257368
Yeah you basically have to speedrun past certain sections to get enough weapons and to start off infighting. They expect you to know all of the tricks on the pistol start balance.
>>
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>>3257471
I am not color blind.
>>
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>>3257471

I don't use anime girls to post stuff. I use MANLY things like knights, guns, skeletons, and robots.

You dingus
>>
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>>3257530
>I don't use anime girls to post stuff.

You're missing out, m80.
>>
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>>
>>3257112
What's the source of this it sounds like a fantastic read.
>>
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I am having way too much damn fun making this stuff for DUMP 3
>>
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>>3257567

Gonna need to see that in action.
>>
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did anybody make weapon sprites for the BON1 dagger thing yet? (pic related)
>>
>>3257567
I approve of the megashotgun, I disapprove of the 16-handed mutant doomguy (assuming he has 8 hands on both sides)
>>
>>3257590
he grows and loses arms as needed
>>
>>3257594

That's a great idea.

Hey >>3257567, after reloading, make the player spawn a bunch of Doomguy arms that fall to the floor, bonus points if there's a bunch of POP POP POP sounds as the arms fall off.
>>
>>3257605
amazing
>>
>>3257594
>>3257605
So what will the melee weapons be like then?
>>
>>3257619
well term handled the fist/pistol replacement already, but there's nothing stopping me from making the TRIPLE CHAINPISTOL do TRIPLE CHAINPUNCHING
>>
>>3257626
https://youtu.be/6UmEch1eRXo
>>
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>>3257530
Animay girls are gr8 m8, you should try it.

>>3257531
>How are Blood ports going?
They aren't.
>>
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>>3257531
Kaiser, of Doom64/Powerslave/TurokEX fame is working on one
>>
>>3257667
Oh is he? That could be promising.
>>
>>3257667
Can't come soon enough, hate using dosbox.
>>
>>3257670
>>3257668
Yup. With map editor, mod support, the whole shebang.
Info about it is pretty hard to find though. So far he's only been talking about it on /vr/, as far as I know.
>>
>cc4tex doesn't contain Egyptian textures
Bah, darn it, I could have sworn there were some...
I guess I'll need to refigure out this. I guess marble can do, although I'd like get some whiter - sort of greek temple mixed with flesh and whatnot. I don't want to include/scour for new textures, either.

Perhaps I should go for the other idea, fast-paced lab, I just need to find some inspiring music.
>>
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>>3257680
Need some egypto textures anon?
realm667.com/index.php/en/component/docman/?task=doc_download&gid=426&Itemid=
>>
>>3257667
>build 1.0.0
what? i think last time i heard about that it was alpha 0.0.1 or something

does that mean that the game is fully playable?
and why the "do not distribute"? he's afraid of a C&D?
>>
>>3257692

Most likely, Atari are fucking retards and would most likely shut his ass down if they catch wind of his shenanigans
>>
>>3257692
As far as I know
>game is well under way but not done yet
>progress has been stopped until Turok 2 is done
>one BloodEX is finished, the engine and source code might be "leaked" on some torrent site
>no official site or release to avoid Atari shenanigans
>>
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Guess what turns 20 years old today?
>>
>>3257687
Ah, thanks.

Still, I am juggling concepts.
>>
>>3256869>>3255264
>[05-29] Anon's latest Monster factions/infighting

Another minor update. Made factions (as far as args passed to scripts are concerned) start at 1 rather than 0. This is so that I can group the enemy faction setting in with the other flags, and not have to have it be negative and thus require users to input -100 for what was default behavior. I wanted to group them together to reduce the args from 4 to 3, so that if using the script via a function where a map would need to be specified, it wouldn't interfere. I might pack the two distance args together later, but since I don't need an extra arg right now I won't.

Links:
https://drive.google.com/file/d/0BxbbtKR5bll_ZWNWS0ktN0RVS3M/view?usp=sharing
Version which starts infighting between all monsters with different class names as soon as map opens, should work with all mods:
https://drive.google.com/file/d/0BxbbtKR5bll_TVB4TGN6U0ZYX2M/view?usp=sharing

Wall of text with full summary of how it works now:

Factions start at 1, go up to 50 right now or 50 total faction. Have to add more factions in acs, just increase 50 in
#libdefine NUM_FACTIONS 50
which is line 7, to whatever you want.

To have them look for memebers of enemy factions, use "faction_look" script from decorate, so for instance

ACS_NamedExecuteWithResult("faction_look", 0, 0, 0, 128)

Here are the arguments passed to the script:

First arg is combination of enemy faction and the following flags, with player flags first.

--enemy faction is sole to check when looking for targets. Set at 0 to check all enemy factions.

--player flags
0 won't target players
1 process players like other targets
2 prioritize player targets

--target processsing flags
0 pick first valid target
1 pick closest target
2 pick random target from valid targets

So to have the monster target monsters only in faction 5, process players like other targets, and to pick random targets from valid targets, have "512" as the argument passed to the script.
>>
Professional fat nova scotian Brote Ampill played HDoom

https://www.youtube.com/watch?v=T_8GZ5hrvqk
>>
>>3257710
I enjoy your update logs and enthusiasm man
>>
>>3257719
>something they played after it got them banned from the streaming site
What did he mean by this?
>>
>>3257719
What a fucking gym teacher.
>>
>>3257761
>I enjoy your update logs and enthusiasm man
Glad you enjoy them lol. The last two updates have been like 10 lines of code to add/fix things; they're not a big deal I just gotta keep people updated I guess. There is more text explaining the change than the actual change in the code.

Unless something else pops up that would be good to add or a bug or something I think this will be the last update for this.
>>
I like looking at maps, especially those generated by oblige. I know about Slade, but would be really happy if someone could point me to a tool that generates/shows isometric views of a map? Closest I got was this guy, but didn't seem to see the source http://www.zerker.ca/zzone/instructions-and-notes
>>
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Holy shit what the fuck even is perspective god kill me
>>
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>>3257803

At least the center view sprite is coming along well
>>
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>>3257803

MUST.
TRY.
HARDER.
>>
>>3257158
I liked Episode 2 more than 1, personally.
>>
>>3257831
So I saw that sailor moon wad, makes me want to brainstorm a good magical girl themed wad
>>
>>3257856
if you liked Card Priestess Masami a doom wad would probably be an awesome kind of fan art/gif
>>
>>3257768
I dunno why, I just like nicely written update logs. GZDB is the only program that makes me feel fuzzy instead of bothered when it wants to update
>>
>>3257859
Was planning for an OC like Blaz, probably more inspired by Nanoha
>>
Anyone know where I can find a angle view heavy machinegun or light cannon sprite?
>>
>>3257170
>HD texture mods

I will never understand why every 90's shooter has these mods. Its never going to look good, because it will always contrast badly with the level geometry and lighting.
>>
How would I go about making an action happen/reverse depending on whether the player is in the corresponding sector?
Like when you step on a patch of floor a door opens and when you step off, it closes again.
So far I could only make that work with sector things. One placed inside the sector that opens the door and the other one placed outside that closes the door. But there has to be a more elegant solution, does it? Is there a function that checks whether player is in sector X?
>>
Square is never gonna get finished, is it?
>>
>>3257890
just put raise/lower linedefs around your sectors(paths)?
linedefs are one sided, if you orient them right it should work
>>
>>3257906
technically only the teleport line special gives a shit about which side you crossed over it from, but the door opening special will usually end up blocking the door closing special in practice

also only solid walls are one-sided

>>3257890
if you're in zdoom, sector actions are going to be the cleanest way to do it

there is a "thing leaves sector" action though, use that for walking off the patch
>>
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Happy Bday, Blood.

Link me some good Blood mods, please. I enjoyed Death Wish.
>>
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>>3256849
>Fistful of Doom ends with you touching a statue of jesus
>>
>>3257065
Basically at the time of its release it was like nuts.wad just with detailing instead of monsters. It slowed just about every machine to a crawl and wouldn't even run.

Maybe it runs well nowadays.
>>
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>>3257539
>>
>>3257667
This man is a god I swear.
>>
>>3257705
Oh damn! Nice!
>>
>>3257036
source on that webm please, holy shit
>>
>>3257710
>re: acs projectile spawning
I got a 100% acs version working well with proper randomization (a bit tricky that one) but it seems I can't use FastProjectile physics with it so I had to go back to giving an inventory item to a dummy actor again.

I'm discovering limitations by the boatload with this project, god damn
>>
>>3257997
https://www.youtube.com/watch?v=iVrJUbeuG44
>>
Hey guys, are there any active Quake 3 Arena servers and where can I pirate an up to date client for it?
>>
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Well thanks to Shiver's sprites I have a basis for the first person sprite of the deployable robo drone. Can't find anything good to sit it on as a landing dock at the moment, though...
>>
>>3256331
I'd say that's more like the Un Chien Andalou of DOOM wads

>>3256394
2 pure 4 this world :(
>>
so I'm playing Plutonia Experiment with Brutal Doom-ZANDRONUM 1.1 and I the game sometimes keeps crashing if I try to load a save, but not always. If a save crashes once it will keep crashing no matter how many times I reload. It's kinda annoying, but I guess I can still finish all the levels without quick saving/loading, but it's still kinda annoying as Plutonia is dirt cheap at times with it's enemy placements.

Anyone had a similar problem?
>>
Doom is pretty cool guys.
>>
>>3258106
Plutonia is too hard to play with brutal doom. It makes hitscanners too powerful and Plutonia loves its chaingunners.
>>
>>3257914
Yeah, I was afraid that it was that. Sucks that I have to always make a new script and put several things for every sector.
>>
>>3255687
Thunderclap sounds like an extreme STD.
>>
>>3258213
that's how my parents died

i still remember the earth-shaking bang and the smell of ozone
>>
Hi, check out my mod which I spent really a lot of time and consideration with; www.moddb.com/mods/doomdoomii
>>
https://knightofgames.bandcamp.com/album/doot-music
>>
>>3257915
All I want of 2016 is a real Blood source port so I can aim normally and play without stuttering or glitches
>>
>>3258271
World peace and a Blood source port.
>>
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What happened to Insane_Gazebo anyway?
Did he just pick a Ribbiks as new nick?
>>
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>mfw mapping a natural/cave segment.

https://www.youtube.com/watch?v=KmoRz01bm0Y

And we are just going to place a happy little stalagmite over here... and lets give him a little friend over here. And remember its your world, you can do whatever you want in it.

>captcha required me to find trees
>>
>>3258270
Pretty neat, but not quite as high quality as https://www.youtube.com/channel/UCxr1S4TRLthAu9njBA76zNg
>>
>>3258382
I know he'd never have done it but Ross making a Hellscape would probably have looked glorious
>>
What are some good WADs, bros?

Is there a list of good WADs out there? There are tons of shitty WADs, maybe we should make a list of the best /vr/-approved Doom WADs?

I just got done playing the nuts series. There's nuts 1, 2, and 3. They are levels with TONS of enemies. Kinda easy though, but fun. Now I'm looking for a new WAD to play.
>>
>>3258414
> maybe we should make a list of the best /vr/-approved Doom WADs?

https://data.desustorage.org/vr/image/1448/27/1448271860636.png
>>
>>3258414
If you like huge monster populations try this
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ngmvmt1
>>
>>3257878

I'm interested. Tell me more.
>>
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>>3257635
>you are already dead
>>
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>>3257667
the promised time is almost upon us

a new age of Blood is nigh
>>
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>>3257101
>>3257153
an ATHF wad could be amazing

every level could just be their house and carl's place but with different "enemies"

goddamn that could be really good
>>
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>>3258519
>an ATHF wad

meat.wad
>>
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>>3258525
>meat.wad
>>
>>3258525
>>3258554
Someone needs to make this just for the pun
>>
https://www.doomworld.com/idgames/levels/doom/m-o/meat
>>
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>>3258609
>>
>>3257831
I'm still stuck on map15 on HMP, mostly because of how ridiculously fucking long it is. You're under constant assault of groups of mid tier mobs and you can't take a fucking breather. Worst part is, and I don't know if it's my fault or not, but I still haven't found a backpack. I have the BFG but sometimes ammo gets pretty tight because of that, considering the long ass waves you have to fight. Episode 2 is a lot of fun but the maps are way too long for their own good. Mostly too filled with monsters.
>>
Can anyone tell me what I'm doing wrong. I'm trying to play Hdoom but when I follow the instructions on the guys tumblr it comes up with script error, "map info.txt" line 4 bad syntax.
>>
In GZDB builder how do you make sure sectors actually remain hidden on automap? I checked the flag and it won't hide shit.

Also how do I add secrets in general?
>>
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>>3258652
>Can anyone tell me what I'm doing wrong
>I'm trying to play Hdoom
found the problem
>>
>>3258652

Post the entire error log, please.

>>3258665

You're a dumbass.
>>
>>3258658
>Also how do I add secrets in general?

you mark a sector or line as "secret"
>>
>>3258667
Figured it out, turns out I was useing a old version of GZdoom.
>>
>>3258668
I feel retarded, I don't see the action listed in Gzdoom Doom2 UDMF.
>>
>>3258678
holy fuck I was looking in the wrong place. Ok now this automap issue is still there.
>>
>>3258682
And you don't just hide the sectors, you have to hide the linedefs too. Fuck me.
>>
>>3258702
the sector hiding is for the textured automap

line hiding is for, well, hiding the actual lines
>>
Non-Doom fucking metal songs to listen to while killing demons, go.

https://www.youtube.com/watch?v=0Gsy5h-_pVk
>>
challenge, come up with a level based around having the last song you listened too as its music
>>
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I guess it's time to start mapping now.
>>
>>3258774
when are we gonna get a new twisted metal

ah doesnt matter to me cus i dont have a
ps4
>>
>>3258793
is that a hellivator
>>
>>3258798
we got one a few years ago and it was trash
>>
>>3258803
I know I mean a new new one.

plus i thought that one was p good, not great but good.
>>
>>3258774
>metal
Gross, anyone know of any dungeon synth/ambient replacement wads? I honestly hate the metal in Doom.
>>
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>>3258807
>I honestly hate the metal in Doom.
>>
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>>3258807
>metal
>gross
>>
>>3258807

die
>>
What's a good map/mapset to try gameplay mods? Lots of various enemy and pickup types, big map(s), not slaughter.
>>
>>3258812
It's absolutely cringy. It helps that it's all based on shitty metal, that is, most metal. The best tracks in the Doom games are the ambient ones, like The Healer Stalks, Dark Halls, the Sign of Evil, or The Demons From Adrians Pen
>>
>>3258828
damn nigga i haven't seen an opinion so objectively wrong since autismo talkin about genesis and farty sound fonts
>>
Has anybody tried to recreate Dark Souls levels in Doom yet? Sounds like a nice idea.
>>
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>>3258802
Nah, just very quick entrance of sorts. I am going for sort of "secret arcane library", with high number of secrets and something that can still be rather easily ran through at high speed ( so the secrets / pathways interconnect the place ) - which might be challenging so that players won't meander aimlessly.

But that's more issue of tomorrow, time to go catch some Z.
>>
>>3258827
Hellbound maybe
>>
>>3258834
>you dont like what I like
>you must be a faggot

You are why we cant all be happy
>>
>>3258840
wow that's cool
>>
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>>3258846
Good idea. Hellbound is intolerable in vanilla but gorgeous. I might play the last few maps with Demonsteele one of these days. I can't stand the thought of playing them in vanilla. It's too boring. The problem is the boring gameplay is offset by visuals like pic related. If I had to name one influence on the LOOK of my maps, it'd be Hellbound. I have a lot to live up to.
>>
>>3258856
ain't at all what i said but hey if you wanna come out of the closet that's your own business
>>
Playin through Plutonia for first time.

I feel at one with the keyboard and MOUSE.
>>
>>3258876
come out of the MONSTER CLOSET
>>
>>3258062
Have you tried forcespawning a fastprojectile actor?
>>
>>3257025

You would think Doom is the most generic shooter ever but its surprisingly experimental.
>>
>>3258921
>You would think Doom is the most generic shooter ever but its surprisingly experimental.
Only an idiot would think that. Just because its influence can be traced to half the first person games ever it hardly makes the source generic.
>>
What's the deal with Zandronum Doom 2 format versus Zandronum UDMF format? UDMF gives more options, that much I see. I had to switch over to get security cameras to work. Why is there a divide?

And FUCK it broke all my linedef triggers. I'm about half way through fixing them, but the camera just werks.
>>
>>3258930
UDMF doesn't work on all engines.
>>
>>3258940
Okay I'll keep that in mind. It seems fine in Zandronum, which is what DUMP 3 is targeting.
>>
>>3258943
>>3258940
pretty much

if you're aiming for more advanced source ports, then udmf is bretty much the way to go
if you wanna stick with, like, prboom, chocolate doom, or etc, then doom 2 format is the way to go
>>
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Who /dump/ here?

>>3255653
Oh hi Terminus, didn't know you lurked here.
>>
>hexercise stops centaurs from raising their shield

suddenly hexen is fun
>>
>>3257156
Sucks I can't use it with Smooth Doom
>>
I think that Metal was a good genre for Doom at the time, but now that we're collectively used to more extreme gameplay Ambient is now the better music genre, aside from perhaps slaughter maps where you can keep up with the music's intensity. Otherwise it's FUCK MY LORD'S ASSHOLE screaming into your ears while you wander in mazes and shoot 3 enemies here and there.
>>
>>3258981
Me. I thought I had a security camera working an hour ago after I converted my map over to UDMF and fixed all the tags. I just got it right a minute ago. Now I have to go back to the actual mapping *shudder*.
>>
>>3258981
Here. Haven't started mapping yet. I'm gonna try and go outside my comfort zone and use zdoom shit this time around.
>>
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>>3258981
got two weapons that i need feedback on as far as damage balance goes

will post if any takers

also i might need to hire an ACS wizard for my third gun to work, because I've spent days trying to figure out pointers and even with experienced people helping me out i'm fucking lost
>>
I'll test it.
>>
>>3259065
Meant for
>>3259054
>>
>>3259054
try me on discord or irc, I can maybe help you tomorrow morning
>>
>>3259065
>>3259069

thanks anon

https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0

https://www.dropbox.com/s/op633r2wto4z74b/pewpew.pk3?dl=0
>>
I wish Samsara didn't have infinite pistol ammo, kind of ruins the difficulty sometimes.
>>
>>3259082
thanks anon, i'll look for a guy named Anonymous on irc
>>
oh my god my map is shit
>>
>>3259092
have you tried making it less shit?
>>
>>3259128
Yeah, but it doesn't seem to be working
>>
>>3259054
>also i might need to hire an ACS wizard for my third gun to work, because I've spent days trying to figure out pointers
>scripting language
>pointers

What is this magical realm I've entered?
>>
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>>3259135
hmm

do you have a theme or overarching idea for the map?

are you doing the detail work as you go or are you leaving it for later?

are you decorating your map with corpses and pillars and other radical shit or is it boring as oatmeal?
>>
>>3259142

no bully plz

Doom's DECORATE is the only language I've actually attempted to learn, and I only started out like 3 months ago
>>
>>3259148
A few of the rooms are actually pretty good, I think. A lot of them are also barren and boring. I've tried to mix things up with geometry, but outside of computer panels, pillars and cutting corners off, I haven't been able to come up with anything more interesting this is my first map though and I've only been playing Doom for like two weeks, so its shittiness was inevitable
>>
>>3259085
The Bio-Eradicator's Secondary fire is absolutely god-mode compared to the railgun fire. It took me 402 cells to take a cyberdemon down with primary, 175 with alt. The BFG consumes 120 to kill a Cyberdemon if you fire it as close as you possible can. It absolutely rips through hordes of enemies, due to being a piercing projectile, and would be unbelievably powerful on a terrible slaughtermap. Granted, the projectile does allow enemies to move out of the way, and the charge-up rate gives them time to get some hits in.

The Flakchette is pretty good, definitely fits with Doom's aesthetic. Taking out the two demon platforms in Tricks and Traps with altfire then primary spent roughly the same ammo. Might need some custom sounds though, as the explosion noise for alt is pretty strange.
>>
>>3259142
>>3259163
No, I'm not trying to bully you, I'm genuinely very surprised that there's an embedded scripting language (probably interpreted) that fucking has raw memory access.

I might have to try that, woah.
>>
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>>3258414
>I don't like shitty wads
>just got done playing the Nuts series
>>
>>3259169
try making an outdoor area that leads to other buildings maybe?

>>3259172
So do you think the railgun damage output needs to come up? I think you misunderstood exactly what I meant by "balance", the alt fire on the eradicator is designed to be wildly superior to primary fire but burn up ammo like mad; "balance" here refers to a weapon being under or over-powered compared to the weapon it replaces and in relation to the game itself, which in my experience is harder than making the damn things in the first place

Useful feedback though, thanks anon. Hope you had fun ruining shit with that eradicator alt
>>
>>3259189
Yeah, railgun might need some more power.
>>
>>3258807
PSX Doom TC

You could also probably just get Quake's music and rename them to Doom songs.
>>
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>>3255661

FUCK E4 of Quake.

I'm pretty sure I read somewhere that the only reason that episode even exists is because it was overflow maps from other episodes.
>>
>>3259189
Thanks, I'll try that!
>>
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>>3255645

How does it feel to know that, every waking moment of your life, from the time you get up to the time you go to bed, you are wrong, always were wrong, and always will be wrong?
>>
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>>3259185
ACS is where the magic happens, baby

Too bad it's all Greek to me
>>
>>3259142
>>3259185
The pointers in decorate and acs aren't the same pointers you're thinking of.

>>3259089
scroton, I can at least give you some advice, no promises on code depending upon length.
>>
>>3258652

Update your G/ZDoom.

http://devbuilds.drdteam.org/zdoom/
>>
>>3259225
also lemme add, these are the pointers
http://zdoom.org/wiki/Actor_pointer
>>
>>3258981

Bit more than lurk, I've been around for a while. I like all y'all. You're cool.
And yeah, /dump/. Kind of obvious, but I'm working on the pistol/fist replacement you start with, combining it into a single weapon so the focus goes on everyone else's weapons. Pistol is a semi-auto fire-as-fast-as-you-can-click little thing that gets more inaccurate the most you spam it. If you pace your shots steadily, it stays pretty accurate. Lower-than-normal damage (5-10 as opposed to 5-15), but much fast rate of fire makes up for it.
Alt-fire is a fast knife attack. Very fast.

Not sure what the Berserk effect should be. Probably gonna have the pistol shoot two bullets instead of one and have the knife stab harder.
>>
>>3259225
>no promises on code depending upon length

fair enough, luckily i have a shitload of code already written, it just won't work

the entire weapon is complete except for the pickup sprite and making the goddamned decorate work
>>
>>3259235
Seems to me like it should be absolutely piddly if it's going to be capable of firing that quickly with infinite ammo. But I guess a "my first gun" compilation doesn't exactly place balance very high on the priority list.
>>
>>3259246

That's true. I'll lower it down to about 2-8 instead of 5-10.
>>
Any 2hu mods?
>>
>>3259235
Did Mike12 finish editing the Expert sprites? I haven't asked him about what he's done with them in a long time.

Berserk could be you get two pistols with no in-game justification and it's just the sprite rotated 90 degrees to the sides of the screen like a John Woo film.
>>
>>3259257

I dunno. The version I'm using was touched up by Torrid and Captain J.
>>
I should probably finish this monster pack soon.
>>
Should I be starting out with a big dumb rectangle sector to contain the entire level? Is there a time-lapse video of someone making a doom level?
>>
>>3259263
You might want to verify those credits, I don't remember doing anything to that pistol except piecing together the tiles.
>>
Any recommendations for texture packs?
>>
>>3259278
Can't go wrong with cc4-tex.
>>
>>3259278
My recommendation is never to use texture packs.
>>
>>3259268
>Is there a time-lapse video of someone making a doom level?

IDK but that's a good fucking idea

personally i start out and expand as i go
>>
>>3259268
I swear I've seen a program, or just some animations from a program, that made animations of lines appearing by their number so as to approximate the mapping process.
>>
>>3259275
You can't stop me from crediting you fgt
>>
>>3259275
>I don't remember doing anything to that pistol except piecing together the tiles.
you didn't do anything except for what you did do? okay then
>>
>>3259275

That is indeed what you did.

I have it written down as:

IA-7:
Sprites: Sgt. Shivers (touch-ups), Expert (base), Mike12 (knife base), OJSClatchford (knife edit), TorridGristle (assembling from Expert), Captain J (editing into sprites), id Software (muzzleflash)
Sounds: FEAR (bang), Killing Floor (bang), Ninja Gaiden Black (knife)
>>
>>3259256
Touhou Doom.
It's bad, but in a good way.
>>
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>>3259292
Well that's hardly touching up, it's just ripping. Are you sure you want to argue about that though? We can argue about something else.

Trip-Hop is the best genre for Doom. I can't back this with anything, but you're still wrong.

>>3259298
Alright, good. Aside from the capitalization. im a lowercase man

>>3259290
>>3259268
Found it: https://github.com/devinacker/dmvis

Premade GIFs here: https://github.com/devinacker/dmvis/tree/master/maps
>>
>>3259310
I should probably add onto this that the mapping process never started in the mapping program, at least for Romero, so the order of everything could be entirely arbitrary and not insightful in the least.

Still cool though.
>>
I feel like FPV drone flying is the next iteration of my Doom "gotta go fast" needs. Has anyone else found themselves treading this route? I keep seeing these videos of people maneuvering them at high speeds through tight areas and all I can think of is Doom.
>>
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>>3259203
Not the other anon, but I have suggestions based on my own experience. When I hit a wall designing a map, I switch off monsters and take a peaceful walk through a wad I've beaten, complete with noclip/console commands to change levels when I want to look at something different.

Another approach could be thinking about what your map IS. Consider Doom 1. You start off in tech bases during episode 1. Then you start seeing marble in E2. Finally you arrive in hell in E3. Doom 2 introduces city maps to this mix. Plutonia adds jungles. Any of these is a good starting point for a theme.

Examples:

First, my DUMP 2 entry was a partially excavated marble temple. Humans were there at one point, judging by the presence of electric light, but they didn't get very far in, considering how the enemy density climbs as you go deeper underground.

Second, my DUMP 3 map is a hell level, with theming that's a mix of blood rivers and wooden structures. The UAC had an observation post set above one of the blood lakes, but they're long gone. The major setpiece is working your way up the blood river to the top of a bloodfall and killing everything up there. Good luck getting the gate open to go upriver in the first place, though.

In terms of gameplay, I think of making a level as playing a game of chess that you want to lose, but at the same time don't want to make it look like you're throwing it away.

Example:

At one point in my DUMP 3 map, the player walks over a trigger that wakes up a fuckton of monsters. The rocket launcher is in the middle of the nearest group to the trigger, but it was kind of hard to reach without being punched to death. Since you really need it to fight back against an already formidable wave, I took it out of the monster closet and put it on top of the trigger that opens it instead. You still need the scrounge for ammo, but at least you can defend yourself until you get some. See the end of the webm for the old RL grab.
>>
>>3259323
Holy fuck you're right
I think I'm in love
https://www.youtube.com/watch?v=oQkOoqHm7O8
that excavator part gave me chills
>>
>>3259235
pistol should be horizontally flipped to match the lighting on the hand
>>
Question, does doom engine allow for piercing hitscan bullets?
>>
>>3259235
>Weak Semi-automatic with infinite ammo
You got the "I Fucking Hate Your Trigger Finger" pistol!
>>
>>3259278
You should only really use textures that are derived from the original game's textures, but you can suplement it with customs if needed. Gun cabinets, item shelves, grey marble bricks, support variations, etc. Speaking of textures, I need someone to set this set of textures up for me, maybe get the exact credits. All I know is they were in Boothill.
http://s000.tinyupload.com/index.php?file_id=66224463267639540309
>>
>>3259337
http://zdoom.org/wiki/A_RailAttack Just disable the core and ring and use the BulletPuff actor. I don't think that you can control how many actors or the distance it can penetrate though, it's everything or nothing.
>>
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>>3259335
>from moving car
>>
>>3259235
i don't know what sounds you're using for this, but i think there should be an audio "hint" on how to keep up the best shooting pace
just my two cents
>>
>>3259335

>55 MPH in first person flight

My dick.
>>
HEXEN DEATHKINGS WITH HEXERCISE

>SERVER NAME: "jinotrain - HEXERCISE"

GET IN HERE FAGGOTS
>>
>>3259323
I think that flying video games would get you the same experience without the terror of crashing.

>>3259350
A little mechanical gun noise would be a nice touch, like a slide. Barring that, an echo on the gunshot.
>>
>>3259358
I may join later
>>
>>3255735

I can offer some reasoning behind why people expect Dreadnought to have it's own levels.

They look at the splash screen and expect that in game.
>>
>>3259338

Nah, still works even if you just hold down fire.
>>
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>>3259356
Can you imagine what it'll be like when they have increased battery life, collision detection and greatly increased range?

It's going to be cyber street-racing time, you sons of bitches
>>
>>3259369

Looks like the kind of weapon certain mods would dual wield.
>>
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>>3259361
>the terror of crashing

but that's what makes it exhilarating

also you can fly through and around and above real things
>>
>>3259358
what even is this
>>
>>3259369
So in practice it's a slow auto pistol instead of a fast semi-auto pistol?

Interdasting
>>
>>3259386
The thrill of losing hundreds of dollars?
>>
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>>3255210
I need some advice, I'm trying to run Brutal doom on GZDoom, but it keeps whining about bad syntax. Pic related

Anyone know what the fuck is going on?

>>3257083
Religion is one hell of a drug
>>
>>3259407
more like thousands
>>
>>3259414
>2007
fucking hell, mate
update your shit
>>
>>3259414
Just use zandronum bro
>>
>>3259337
>>3259346

If you want for a shot to only penetrate X number of enemies, you'll have to make it a +RIPPER projectile

Look up the RipperLevel, RipLevelMin and RipLevelMax properties here:

http://zdoom.org/wiki/Actor_properties
>>
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>>3259087

You disgust me.

There's a CVAR that disables that, you know.
>>
>>3259424
I haven't had a problem until now. IT doesn't help that the laptop is offline permanently
>>
>>3259448
samsara has a cvar for everything, really
it's kind of nice
>>
>>3259358
>DEATHKINGS

good luck with that!
>>
>>3259452

Are you not able to transfer files over to it?
>>
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How would one go about making a script that executes every time the player does a specific action? Like, I want to make a script that will execute every time the player kills a monster, or every timethe player picks up a certain item.
>>
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this is a bit too silly
>>
>>3259462
man how is deathkings worse than hexen
>>
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>>3259469
well the caveman method would be to add an ACS_execute line of code into every monster's death state using inheritance, and being a caveman coder myself, i can tell you that while it's fucking ugly and bloated it should still work

should
>>
>>3259476
this isn't silly enough
>>
>>3259491
Just imagine them all going heh heh.
>>
>>3259492

HEH HEEENNNHHH
>>
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>>3259476
>>3259491
>>3259492
>amplified "GO FUCK YOURSELF" in your immediate
>>
>>3259485

I'm gonna guess
>The ranged 'leader' monsters being more prevalent than their melee-only cousins
>>
>>3259495
>immediate vicinity
fuck my life
>>
>>3259495
>>3259498

>all of the other doomguys stop
>turn towards the offending Doomguy
>swarm and punch the shit out of him
>>
Just letting you guys know my boss walked by earlier and saw "/vr/-BALLS DEEP" in my tabs. I'm fired not really, but I did have to explain it to him
>>
>>3259509

Proof that you don't have enough tabs open.
>>
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>>3259509

>browsing /vr/ doom threads at work
>>
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>>3259509
Of all the threads on 4chan to get caught on while at work I honestly can't imagine a better one than /vr/ doom
>>
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>tfw you can hear an Archvile laughing throughout a level
>it pops in when you least expect it
>>
>>3259369
Oh thank you, I had enough rapid mashing from Dreadnought. I really appreciate the option, even if it's slower.
>>
>>3259525
They're freaky little fuckers, but so easy to outsmart though.
>>
>>3258774
https://www.youtube.com/watch?v=cRmwFBK0cyk
https://www.youtube.com/watch?v=5c_Ic6g_LiU
https://www.youtube.com/watch?v=4e0VvHZMaTs
>>
>>3258839
Some attempts have been made, but it's just too much effort for most people
>>
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>Doom 1
>Doomguy is on Mars but gets sent to hell and has to fight his way out of it back to Earth, but find out demons are already invading Earth

>Doom 2
>Doomguy pushes the invasion back to hell and then kills John Romero, goes back to Earth and lived happily ever after.

>Doom 64
Turns out Doomguy has super PSTD and wants to move on, but demons show up elsewhere and the UAC send him back to hell because no one else can stop it. He kills the Demon Queen, finds out killing demons gives him purpose and decides to stay in hell forever.


So is Doom 2016 a sequel to Doom 64?
>>
>>3259583
>>>/vg/
>>
>>3259583
Yes, it is. Doom 3 has been moved to AU/spinoff status. But this isn't the place to talk about Doom 4.
>>
>>3259583
It's vague enough so that it could be
It's also vague enough to be the sequel to any wad you've played
including HDoom
>>
>>3259583
Doom 64 was Doom 3 before DOOM 3 came around.

Doomguy spent a lot of time in hell, Later recovered by UAC in the far far future when everyone decides to fuck with demons again due to their energy crisis.
>>
>>3259583
Who cares?
>>
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>>3259589
>it could be very possible that every single custom .wad is a sequel to Doom 64
Doomguy finds a part of hell from millennia ago and now has to go medieval on their asses
>>
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>>3259597
>>
>>3258920
Yes. If I just forcespawn it it doesn't move. If I change it's velocity, it uses standard movement physics. And the missile functions all have speed arguments and thus presumably do so as well.

I could put the missile attack right in the forcespawned dummy actor's states though. But then I wouldn't' be able to warp rather than spawn it - and using inventory items makes it possible to fire any number of weapons at once without spawning more shooter-actors
>>
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>>3259602
>but before that Doomguy found himself in a part of hell completely overrun by the sin of lust and he has to literally fuck his way out of there
>>
>>3259605
>>3259602
>>3259597
>>3259595
>>3259594
>>3259589
>>3259587
>>3259585
>>3259583

For fuck's sake, guys.
>>>/vg/
>>
>>3259610
>discussing anything about doom lore shouldn't be in a doom dedicated general
I understand Doom 4, but really?
>>
>>3259614
From which game?
>>
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Shit guys by the time I'm done with this it might be good enough to hang on the refrigerator
>>
>>3259323
GZDoom has very limiting gimbal lock, so good luck making the flight physics decent.

As in, if you point straight up or down can only turn on the Z axis even with Roll
>>
>>3259447
Wait, can a bulletpuff be a ripper?
>>
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>>3259605
and then he gets confused and Imp Encounter happens
>>
>>3259618
1, 2, 64
>>
Here is the best part guys, in hell he eventually finds out a multi dimensional time warp (like those from quake) and then dukes it out with the samsara dudes
>>
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>>3259641
>Samsara is canon to all the games it features
>>
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>>3259624

GETTING.

THERE.
>>
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Is there some kind of multiplayer launcher packed with the latest Brutal Doom? I keep seeing these
>Brutal_player has connected
>(from: some third world shithole)
in every Zandronum server. At first I thought it was one guy, but I've seen severs with atleast four of these types of player.
>>
>>3259669

so your contribution to dump is a cyborg reskin that features a cyberleg kick where your shinguard flies off?

interesting

stubby foot though
>>
>>3259680

It's a stumpy tesla rifle/shotgun.
>>
>>3259670
there is a "brutal doom starter pack", i think it's like an outdated version of zandorum, BD and maps of chaos thrown together
>>
>>3259485
have you actually finished it?
>>
>>3259448
>spoiler
WHY DID I ONLY HEAR OF THIS NOW?
>>
Can a weapon use the Player's translation? (ZDoom)
Like if you use a kick attack and the leg comes up, the pants have the same color as your personal Player Setup color.
I don't know why this wouldn't be a thing when the background of the mugshot already supports it in multiplayer.
>>
>>3259810
nope
>>
Is there a mod where Doomguy holds imaginary guns and makes gun noises with his mouth?
>>
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>>3259818
>>
>>3259835
I don't think so, but now I want one
>>
>>3259838
>Imaginary rocket launcher
>The rockets and explosions are also invisible
>>
>>3259835
>>3259846
The next best thing I could find.
https://www.youtube.com/watch?v=nsN-UKW7n2Y
https://www.doomworld.com/idgames/sounds/snds
>>
http://i.4cdn.org/wsg/1464763507963.webm

Second weapon for DUMP done.
>>
>>3259896
Amazing
>>
>>3259896
I love it... what are you making?
>>
>>3259856
Sides, where hath thou gone?
>>
>>3259914
>what are you making?
>Second weapon for DUMP done.
anon, i...
>>
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>>3259896
>>
>>3259932
what's DUMP? I can't find anything explaining it in the thread
>>
>>3259937
http://forum.zdoom.org/viewtopic.php?f=19&t=52276

bretty good stuff
c'mon and make stuff with us, anon
>>
>>3259937
tl;dr: Learn how2mod by just doing it.
Everyone throws shit at the wall, it's compiled into a .pk3, we see what sticks and what doesn't.
>>
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>>3259896
you

fucking

lunatic
>>
>>3259943
oh, cool

now if only my work computer wasn't broken...
>>
>>3259949
so write DECORATE on your phone
>>
>>3259896

Are you the guy who wanted to make a magical girl-themed set of weapons?
>>
>>3259956

Nope. Sorry, mate.
>>
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How do I make Doom64 ex framerate less shittty and blurry.
>>
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>>3257915
RATM
French Meat
Somewhere Under The Sea (inspired by Bioshock)
>>
>>3259979
>vita-chambers
I hated those things, turned em off early on. I'd rather keep trying and perfecting my tactics rather than just throwing myself at a wall until I've got nothing left
>>
>>3259509
You aren't supposed to take "Safe for Work" literally.
>>
>>3259979
Can't wait till BloodEX comes out to try all these mods.
>>
>>3259509
>lurking at work
you dun fucked up, Anon
>>
ijon, if you happen to be lurking please help me in replicating the effect of your samsara slot pickups where there are intentional desyncs so that players see different sprites for the pickup actors depending upon class and if they have picked up the weapon yet. In this particular case I am comparing ConsolePlayerNumber() to the calling actor's Damage property.

I am doing this for the serious sam style pickups (one copy of each item for each player) that I tried to do way back in early 2014. The method I am using is having the decorate property "Damage" act as a method of (actually now that I think about it this might be the issue, maybe I should switch to using a user_var instead? at least for the _pickup actors) sending args which the spawners which class they should spawn (this works in offline skirmish, have not tested online) and which player number is the target player (this works, in offline skirmish, for the player or other actors being able to pick up the correct items but nothing will display correctly; I can either get the item to go to the visible state for all players or the visible state for no players, and from my fiddling around changing the state lengths to be the same does not fix anything.)

Here is a pastebin of the acs from the file:

http://pastebin.com/Kkfkf2kZ

and here is a pastebin of a relevant snippet of decorate from the file (the rest of the pickup and spawning actors are basically just more of the same):

http://pastebin.com/QaTB5GWi

And in case you actually want to download the whole thing, here is the file itself:

https://drive.google.com/file/d/0BxbbtKR5bll_ZVpYa0RoczlmbFk/view?usp=sharing

I have included (what I believe is) all of the relevant code from samsara in a cleverly named folder called "relevant code from samsara."

Thanks for taking the time to look at this.
>>
>>3259975
Turn off vsync and turn on rendering interpolation and uncapped framerate
>>
>>3260019
thanks man, the game now feels 10 times better.
>>
>>3260008
I don't believe user vars are synced between client and server - could be wrong though, haven't tested - but I'm pretty sure damage is, and it actually doesn't matter, since clientside ACS does what it wants, and you could just SetUserVar that way

ACS_ExecuteWithResult'ing a clientside script will still run the script on the server, since there's no way the script is returning anything in time if it did run on the client. dusk has said this is wonky behaviour, but it's what's standing right now, so w/e

I'm pretty tired, so troubleshooting code is out of the question, but the thought process in the code seems correct enough. everything's running serverside though, which is likely where problems are arising. so don't do that
>>
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So I'm trying to add a meter to the back of the rifle to show how much juice you got in

It looks like a fucking Dr. Mario pill now
>>
>>3260008
Oh also forgot: I will test the user_var instead of Damage when I next get home, but the debug from the client side ACS correctly lists the damage so I'm not sure that's the issue. A

Also will confirm in a sec, but I think I left out a terminate in in the client side script, but that used to be an if/else with the state set to "nosee" under that else, but in that instance it did the exact opposite issue, putting it in the "cansee" state all the time.

I'm sure issue is me being dumb, but I don't know how zandronum handles client side stuff well enough to figure out what dumb thing I'm doing.
>>
>>3259235
>Pistol is a semi-auto fire-as-fast-as-you-can-click little thing that gets more inaccurate the most you spam it. If you pace your shots steadily, it stays pretty accurate. Lower-than-normal damage (5-10 as opposed to 5-15), but much fast rate of fire makes up for it.
>Alt-fire is a fast knife attack. Very fast.

That looks EXTREMELY fast and fun. Noice.
>>
>>3260037
Ah, I didn't see your reply while I was tapping out >>3260041 on my phone.

The very last script, 862, is clientsided (or would be, I guess, if not for the executewithresult issue you mentioned), but I checked the pastebin and the missing terminate issue I mentioned is present so no matter what it would set the state back to "nosee" at the end of the script. I was actually writing the script for the second time because I was dumb and closed the wrong file, erasing the first edit.

I think you solved it in your post--the issue is the executewithresult. I did actually change it to executealways (not because I knew anything about that issue, just because I was copying your code from samsara as closely as possible) but I only did this while fiddling around after I introduced the missing terminate issue, so what probably happened is while I did accidentally fix the first issue, I had already introduced a second bug. I can't test it for another six hours or so, but I bet that's the issue.

Thanks a ton for helping me solve this, it probably would have been another couple of hours before I stumbled back around to applying the right combination of fixes (assuming I didn't manage to introduce another issue in the meantime) and knowing that executewithresult issue will sure come in handy the next time I code something for zand. You're the best.
>>
so uh

gzdoom is crashing with an access violation error whenever i fire a shot after map01 while playing a mod with custom weapons

the mod doesn't matter it seems, tried samsara, demonsteele and metroid dreadnought and they all caused crashes
>>
>>3260062

Go back to the previous build.
>>
>>3260037
Oh, also, even though problem is probably solved, posting this in case you'd want to use this method yourself for something different:

The damage isn't being desynced between client and server, it's just getting used to pass an arg.

The reason I'm using it is because it's one of the one of the couple of decorate expressions that can be passed as an arg to acs, isn't an actual arg[] so it won't interfere with anything else using those, and if you have to define a bunch of actors in decorate whose only difference is an arg they're passing, you can get away with one line per actor instead of having to define a state like with a user_var.
>>
Anyone happen to have a copy of the preliminary DUMP 3 info? Seems the pastebin of it died.
>>
>>3260062

never mind, i got the latest build and now it isn't crashing

weird considering that my build was only a week or so old

>>3260065

thanks for trying to help anyway
>>
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>>3260003
>Can't wait till BloodEX comes

>yfw something goes completely wrong and it gets canned, just like every other time a decent port of Blood was teased
>>
>>3260080
>something goes completely wrong

that's a rather verbose way to write "atari"
>>
>>3260071
Just read the forum topic, senpai.
>>
>>3260080
Like that one anon said, he'll probably "leak" it onto a torrent site or something. Maybe even under a different name then link it here.
>>
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>>3260081
>Atari fucked the possibility of an official Blood port
>XL Engine port of Blood never
>Transfusion has been dead for years, and it doesn't even feel like actually playing Blood anyway
>Everything about BloodCM is just off enough to make you wish you were playing the real thing
>Graf was gonna make Blood compatible with ZDoom, but his HDD died and he lost all progress
>>>>>>>>ZBlood

I'm pretty sure Tchernobog himself is keeping it from happening
>>
>>3260086
Some force somewhere just doesn't want us to play Blood in anything but DOSBox. It's a real shit.
>>
>>3260086
Wish Redneck Rampage, Blood and Duke3d could just run on ZDOOM, So much wasted modding potential.
>>
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Iunno, what do you guys think?
>>
>>3260098
Captain Crunch was never the same after his cybernetic pegleg.
>>
>>3260098
i think it looks like the world's coolest blunderbuss
>>
>>3260098
Dunno, that spackle injector's looking fine.
>>
>>3260098

It's a fine pump-action trumpet, my friend.
>>
>>3260098
i think that meter on the left with things underneath look like a robot with legs and horns
>>
>>3260098
What is going on with those sight... things?
>>
>>3260098
I think that's a strange way to play pool.
>>
>>3260098
So that's your arm, right?
>>
so i've been playing hideous destructor for the first time, coupled with dark doom and psx music

it's pretty fun though i'm playing on ugly because i'm a casual
>>
>>3260098
toot toot the train's entering the tunnel
>>
>>3260098
i think you've got a really cool jackhammer
>>
>>3260098

Whoah, keep it in your pants.
>>
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>>3260101
>>3260102
>>3260103
>>3260104
>>3260105
>>3260107
>>3260108
>>3260112
>>3260114

Somebody fucking kill me, please.
>>
>>3260098
That's the second strangest selfie stick I've ever seen.
>>
>>3260118
well I could always show you the door
>>
>>3260098
think it looks like something i wanna pump ;)
>>
>>3260118

So I notice the sprites are angled. Does that mean this is gonna be dual-wielded?
Cause these replies are two much for you.
>>
>>3260124

No, this angled sprite when you lift it up to start turning a wind up crank to recharge the battery.

>>3260117
>>3260120
>>3260121
>>3260123
>>
>>3260098
So what is this weapon gonna be?
>>
>>3260128

wind up tesla shotgun/rifle. first 6 charges give the player a shotgun attack, last 3 charges give you accurate lightning blasts.

and at 0 charge it just goes pbbt with little zaps with hardly any range
>>
>>3259583
>Doom 1 on mars

Can't believe nobody corrected this
>>
>>3260086
>Dosbox runs Blood fine and makes for very enjoyable play-throughs, even with wasd and mouse

life is still good, but it WOULD be nice to build levels for blood...
>>
>>3260086
>>Graf was gonna make Blood compatible with ZDoom, but his HDD died and he lost all progress
>build engine game
>running on Zdoom
yeah uh, let me call bullshit on that one

if bloodXL does gets released (with the source), maybe people will be able to use it as a base for a Redneck Rampage or witchheaven port
>>
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>>3260098

Okay cleaning this up
>>
>>3260148
Looks like it's either twisted, or way too wide for human hands.
>>
>>3260149

It's a twisted a little, the player has to turn it to the side a little to get at the crank
>>
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Green might work nicely.

...Too much time pimping out the entrance, but I think it might be good idea to get the themes straight from here. Idea was to incorporate water, let's see how that works with the theme...
If not, perhaps nukage?
>>
>>3260152
pull an episode 3 and have no consistent theme :^)
>>
>>3260147
You can actually load duke3d maps (level geometry) in older zdoom versions
>>
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>>3260148

Probably gonna use that Blood shotgun loading hand with the doomguy glove for the actual hand to crank this
>>
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>>3260148
Oh hey the sight stuff I was confused about is gone, alright. But.. I have no idea how this gun is meant to be seen right now. Is it slanted to the side? Is it sitting up straight? What's going on?
>>
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>>3260164

It's slanted and twisted to the side, this is the normal idle frame
>>
>>3260167
Err, why is the red/blue bar at the same angle to the viewer, then? The front section of the gun doesn't seem to be twist-able with that large area of flat metal along the body.
It looks like the entire gun's been tilted to one side except for that red/blue gadget and whatever that ring shaped thing is on the front of the shotgun.
>>
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>>3260171

Because perspective is really hard for me.

I'm not an artist but I'm trying because I got no one else to do this for me.
>>
>>3260167
"Ribbed for her pleasure"
>>
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>>3260173
Fair enough really, don't feel too pressured by the criticism, you've got plenty of time to tweak and mess around with things. For now
>>
>>3260179

I have no idea where to start with fixing this shit, that's the problem.

That and I kinda want to leave the meter facing the player for the sake of convenience. If I angled it, it might get really hard to read to see just how charged the weapon is.
>>
>>3259835
https://www.doomworld.com/idgames/graphics/hand
>>
>>3260180
I guess it's a matter of learning perspective (and what angle you actually want your gun to be at, it looks like you couldn't decide)! Maybe do some still life drawing of something mechanical nearby.
>>
>>3260162

Your crank is going to have to be a little bigger. it's a hand holding it not two fingers.
>>
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>>3260270

Any bigger and the hand is liable to swing up and cover the little screen, this seems okay to me
>>
>>3260278

Alright how about a knob at the end then?
>>
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DUMP map is coming along nicely.
>>
>>3260286
Reee, all you people who started early, it's only june start day now! Shame on you!
>>
>>3260289

But anon, It's been june 1st in australia time for almost 20 hours now.
>>
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>>3260282

Say now, that's kinda nice, thanks anon!
>>
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>>3260290
NZ here. its june the 2nd, 1.17 am
>>
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>>3260306
>>3260290
Bloody future fags.
I always just assume that I'm future and everyone else is 'murrican
>>
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Is it true that you go to hell if you use freelook?
>>
>>3260326
You do, but only if you use freelook with autoaim.
>>
>>3260326

Given the number of maps designed that puts chaingunners in high up places that would be impossible to see otherwise....

You are already in hell anyways.
>>
>>3260326
You're already not playing true to the game since most people don't even have a computer that can natively run DOS now.
>>
Do whatever you think is fun. But be honest about it. For example don't come in saying "HEY LADS I BEAT SUNLUST ON FIRST TRY" and forget to mention you were running Russian Overkill at the time.
>>
>>3260329
Freelook with autoaim is useless anyway, since the autoaim will always snap to closer enemies even if you aim over their head at another enemy that's further away.
Tbh just play Doom however you want, at whichever difficulty you enjoy the most. Personally I play in GZDoom with freelook off and autoaim on to mimic vanilla behaviour.
>>
>>3260326
If you turn autoaim off with it on, it's fine.
>>
>>3260329
But anon, that's what I do and I'm not in hell. I like the ability to look around from freelook and the automation of autoaim. It's a good mix of the way doom used to play and what I grew up with.
>>
I forgot, what's the difference between the Samsara 0.30 build and 0.31 beta? Noticed the latter doesn't have separate ZDoom and Z& builds like the former. Changelog doesn't have anything.
>>
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Uh, not too shabby, obviously it'd be faster and more dramatic in game, but it's cool watching that electricity arc up
>>
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>>3260421
neat.jpg
>>
>>3260070
>>3260052
>>3260037
>>3260008
Actually wait, looking at it now: the issue is the Damage being used. I thought it was that items were not showing up correctly but it was that some were getting picked up that shouldn't and leaving behind the items meant for the player and so they were visible.

It's not getting desynced, but it's not returning anything other than 0--at least on the inventory items. I assume this means that things that inherit from custominventory just can't have a "Damage" property that does anything, and that the scripts that should be setting them to have a value aren't doing anything.

It works fine on the spawners, which is why I thought it was alright from looking at the console, but they don't inherit from anything at the base. So using Damage for what I was doing is more limited than I thought, that's what I get for being clever.

Luckily the pain in the ass that got solved by the Damage is on the spawners (where it works), and the actual pickups all get their stuff set via script so it's not a big deal.
>>
>>3260429
oh man you pic posted reminded me of this wad i once played where you're in some arctic research base and it got invaded by demons, it had a basic story to go with it, wish I could remember the name of it
>>
>>3260443
Cold as hell.
Also if you don't know the movie that's from (The Thing) and which inspired the wad, you should go watch it now.
>>
File: 1433307305859[1].jpg (49KB, 759x508px) Image search: [Google]
1433307305859[1].jpg
49KB, 759x508px
>>3260434
Oh wait herp a derp. The Damage called from the pickup state will always be 0, no matter what, cause I can't reference anything from the inventory item, and the arg has to be explicitly listed.

Welp. It's back to 64 actors per item like it was last time I took a crack at this.
>>
>>3260326
I guess, technically. If you play DOOM and don't go to hell that'd be strange.
>>
>>3260538
Or you're a bitch and didn't play past the shareware episode.
>>
File: 2016-06-01-1823-32.webm (3MB, 1280x720px) Image search: [Google]
2016-06-01-1823-32.webm
3MB, 1280x720px
I've finally started work on my DUMP.
>>
File: Screenshot_Doom_20160601_182456.png (100KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160601_182456.png
100KB, 1920x1080px
WHAT IS THIS SHIT?
FUCK YOU VALIANT!!
>>
>https://www.youtube.com/watch?v=XelJ4rCmBeQ

I'm fucking dying
>>
>>3260603
The hardest map of the wad, that's what it is. Pretty easy in slaughter terms too. I had fun with it until it came time to find the secret exit. MAP32 wasn't worth all the trouble. Take the normal exit.
>>
>>3260603
Excuse me sir, but what the fuck is up with that filter?
>>
>>3260602

A Megaman style weapons mod based off of taking monsters weapons and using it on them?
>>
File: ZAP MOFUCKA.webm (2MB, 720x360px) Image search: [Google]
ZAP MOFUCKA.webm
2MB, 720x360px
Hot damn this looks pretty good in motion.

Gonna get better projectiles later and make this SNAZZY but this is exciting
>>
>>3260632

Will there be manual reloading and will there be a secondary function?
>>
>>3260637

Secondary fire turns the crank, so yes.

if you fire it at 0 energy you just get the tiniest wimpy zap.
>>
New Thread
>>3260638
>>3260638
>>3260638
>>3260638
>>
>>3260632
>skeleton at the end
oh you
>>
>>3260626
Sort of indeed.
>>
>>3260421
I thought that said "big lightning snot"
>>
>>3260003
>>3260090
>>3260087
>>3260147
>>3260146
I feel terrible just reading your through all this. What kind of mentality is that? Are you so spoiled that you can't live without a modern OS port, even when DOSbox exist? And I don't even mean sourceport, because you guys would be totally fine with ports that recreate all the game's behaviours from scratch.

There -is- absolutely -nothing- wrong with playing Blood, or Redneck Rampage or any other FPS, in DOSbox. It runs perfectly fine, you can use bMouse, you can make maps for Blood (and some people still do).

I don't know what kind of "retro FPS fan" you claim to be if you're unwilling to play the actual games.

Not to mention that in the worst case scenarios you can always pirate the GoG version of those games which come pre-configured and you won't even have to type a single command line in DOSbox. You just need to setup.exe to configure controls, set the resolution, and maybe try a few different settings in the conf file.

This whole discussion shouldn't even happen in a thread like this.
>>
How about this?
http://dengine.net/
>>
I cannot for the life of me understand why TNT Evilution and The Plutonia Experiment were commercially released. They are both god awful.
What is the appeal of unfair difficulty from bullshit encounters and horrendous level design?
>>
>>3261190
>unfair difficulty

you're not contractually obligated to always play on UV
>>
>>3261006
DOSbox where not playing your native resolution and playing at sub-20 fps is GOOD thing.
>>
>>3258990
If you are bitching about the colors, you just have to convert the sprites to .png with SLADE, is not that hard.
>>
>>3260162
>that crank

it looks like a pullcord

>recoil start plasmagun

could actually be pretty cool
Thread posts: 722
Thread images: 168


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