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A WAD ABOUT NOTHING

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Thread replies: 647
Thread images: 117

File: seinfeld.jpg (39KB, 640x480px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, YOU'RE THE ONE GOING TO HELL EDITION - Last thread >>3309858

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.cuckchan.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.cuckchan.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.cuckchan.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.cuckchan.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://cuckchan.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://cuckchan.org/vr/post/3019509

Let's make proper OPs since now on together!
>>
===NEWS===

[06-22] Quake's 20th Birthday
http://rome.ro/news/2016/6/22/happy-20th-birthday-quake

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054
https://www.dropbox.com/s/wspbymk8l3xc7bw/cacopet.pk3?dl=0

[06-21] Seinfeld.wad
https://www.doomworld.com/vb/post/1633017

[06-20] DUMP 3 Submissions/WIPs by Anons
>>3306974 Electron
>>3309903 Just Doomin It
>>3302863 Tomb of Hectikhamen
>>3299323 Hello Doom
>>3296373 Durex Waste Disposal
>>3291819 Mountain Temple, Nanotool
>>3290768 3D floor (WIP)
>>3288630 Bio Eradicator, Flakchette
>>3285048 Lambda
>>3283920 Janus

[06-20] Anon map release: technotomb.wad
https://www.dropbox.com/s/7dp722iv26qfudl/technotomb.wad?dl=0

[06-20] Major Best Ever moderation changes
https://zandronum.com/forum/viewtopic.php?p=98509

[06-19] Anon map release: Inferno Odyssey >>3303862
https://www.dropbox.com/s/yie7vlfnsasbcrx/inferno%20odyssey.wad?dl=0

[06-19] /newstuff #502
https://www.doomworld.com/php/topstory.php?id=4597

[06-17] Anon map update: An Evening Stroll in Venice >>3299050
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/venice

[06-13] Anon mod update: Piranha Bowl >>3293408
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0

[06-13] Anon made a map, please criticize. >>3290260
https://dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad

[06-08] Anon mod release: Home Improvement >>3279105
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

[06-07] SC-55 Music Pack for TNT >>3276167
http://sc55.duke4.net/games.php#doomtnt

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532
https://drive.google.com/file/d/0B4mwJRa7e5VpeDgyMmtmYXgyakE/view?usp=sharing

[06-05] Anon map WIP: UAC Facility Level >>3272104
https://drive.google.com/open?id=0BxmKDpnylHpweTQzeERvQW1BZGc

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545
https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
First for Quake 2 actually ain't too bad, but no real sequel to Quake 1.
>>
>>3313335
Quake 2 wasn't horrible, But it didn't stand the test of the time as well as the others.

Having Quake 4 being based off Strogg Quake was probably one of the stupidest decisions ever.
>>
>>3313336
The gunplay lacks a certain oomph and the monsters take a little too many shots, but it's still fun. Plus the music is really fucking good.
>>
don't forget the new quakepasta
http://pastebin.com/XjBHDRFw
>>
>>3313340
Quake getting all the fancy new birthday pastebins.
>>
>>3313340
Still want me to explain how to make a Quake dedicated server? Is nQuake better than FTEQW in any way?
>>
>>3313336
Tbh I think q4 is about as good as q2
>>
>>3313354
Quake 4's basically a sequel to 2 anyway. It's 2 with squad based gameplay.
>>
>TFW you're losing sleep over your mod and the current state it's in
>TFW you want to try to fix shit but the only way to do that would be pretty much starting from scratch

Someone McFucking kill me.
>>
For all it's macabre atmosphere and lonely feel, I find something very comfy about the first Quake. Maybe Trent Reznor is just a genius when it comes to video game soundscapes.
>>
>>3313369
Has he even done any other soundtracks of worth?

I mean I love the quake soundtrack, but he's essentially channeling Coil. Its more that he's a very adept producer than a soundscape genius. Some of the quake tracks just peter out, playing the sound sound over and over again, and feel quite unfinished.
>>
>>3313372
>Some of the quake tracks just peter out, playing the sound sound over and over again, and feel quite unfinished.

well I mean that sounds like quake to me
>>
>>3313373
usually there's at least 2 sounds going on at once. There's a specific track (could even be a few) where there's only 1 sound, it never changes and after a couple of minutes or so the track ends. Even for video games thats kind of unpolished. Its a very good score, one of the best features of quake, but some of the tracks could have a bit more interest in the last 4 or 5 minutes, instead of just doing the cheapo "I'll just repeat this one sound for a couple of minutes, no one will notice, its a game whahey"
>>
>>3313330
Finished a Doom64 map:

http://www.mediafire.com/download/6bnc7pvr4b5rh72/Server_Warehouse.wad

Runs with Doom64EX
>>
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Are you fucking kidding me, just as I want to try it out.
>>
What do you want out of an enemy diversity mod? Because I'm trying to lay one out based on the monsters from later doom installments, and I want to avoid the pitfalls of project brutality, rogue like monsters and colorfule hell
>>
>>3313435
BE is gone, anon. RIP.
>>
>>3313437
god damn am I glad that I handle all my shit on my own server now

granted it's not a lot, but it's nice to know stupid drama won't fuck me up

now if only the original serious same had Linux servers
>>
>>3313348
i couldn't tell you, i really couldn't. i don't have any good experience and may actually have to ask some current server owners what the fuck they do. nquakesv seems pretty nice, it autodownloads the most popular maps and comes with a bunch of different things, like msdsv and qtv and other shit i have no idea how to use but basically are another type of demo where you can view from any angle and so on
>>
>>3313348
i misread the first part, please do
>>
>>3313335
1. I think Quake 2 is a pretty good shooter, not fantastic, but still good.

2. It wasn't ever meant to be a sequel to Quake, the name was just slapped on when they found they couldn't get the rights to the name they wanted, instead opting for brand recognition.

>>3313337
The only thing I'd really change with the guns is give them muzzleflashes.
Is there a mod to do that?
>>
Alright so since BE is gone, can some kind soul upload HDoom to mega?
>>
>>3313348
what about MVDSV? it's the one I'm getting to work, but I dunno if it's got any real benefits over the alternatives

I assume it does because the quakeworld wiki says to use it, but it doesn't exactly go into any fuckin details
>>
>>3313451
finding information for server hosting is ridiculously hard to find. that wiki is fucking useless, especially since you cant find any links to any of those servers it mentions anymore. nquakesv comes with them all though for some fucking reason and doesn't even explain how to use it themselves and their irc is ded
>>
>>3313454
yeah no kidding

it was a small ordeal just finding a goddamn spprogs.dat. even unreal's got more shit on server hosting than this.
>>
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F
>>
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>>3313463
>HDoom
>no.1
It went out with a bang, lads.
>>
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Does anybody have a working download for Doom RPG w/ DoomRL Arsenal + Monster pack?

I miss it
>>
>>3313489
hold on, let me fix you something
>>
>>3313489
pick your poison (same file, no pass)
http://www.fi
ledropper.com/doomrla

http://www.fast-fi
les.com/getfile.aspx?file=116110
>>
>>3313514

Thank you so much.
Now I just need to download Doom RPG and hope that works too!
>>
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>>3313514
Okay, so DoomRPG works fine on it's own, and RL Arsenal works on it's own, but if I try to run them together using the launcher i get this error.

I think I might be doing something wrong.
>>
>>3313463
>>3313487
I hope this BE shit doesn't delay the next release, he's so close to finishing it.
>>
>>3313527
i don't know shit about doomrpg, but maybe try not loading the modpacks.pk3 ? it's just a graphical thing that turns modpack sprites into voxels, makes them look nice and visible imo
>>
>>3313532
Actually, the problem was
I needed to select the RL Arsenal .wads i in the wad menu in addition to using the patches. I am not smart.
>>
>>3313328
You know your WAD is special when you can take a selfie with Jerry Seinfeld in it.
>>
>>3313489
>>3313527

DOOM RPG as in that old ass cell phone game?

That is the only cell phone game I played til the end, and this was before smartphones.
>>
>>3313549
Speaking of, does a smartphone version exist?
>>
RoTT classic is on sale in steam
is it worth picking up?
>>
>>3313436
Stuff that's not just color swaps and reused realm sprites
>>
>>3313550
nope.avi
>>
>>3313553
It's better to just use the GoG version.
>>
This guy really fucking sucks at DOOM. Watching someone play on HMP and missing the secrets is giving me cancer.
[Embed]https://www.youtube.com/watch?v=O-WqIhH4pcM[/Embed]
>>
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Do you guys think id browses these threads?

Do you think they'll ever make Marty's head on a stick a thing?
>>
Was there any explanation as to why/how BE kicked the bucket?
>>
>>3313587
I remember hearing it was something about the main admin being done with the site because of some kind of drama.
>>
>>3313567
I like watching his TerryWad reviews
>>
>>3313587
so far as i know Jenova just got sick and tired of paying for it and investing his time in it
>>
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>>3313594
>>
https://www.youtube.com/watch?v=3asGTqcNjJ0
THIS is slaughter, so all of you who are so quick to spew slaughtershit when a fight has more than 50 monsters can go right on home.
>>
>>3313330
Machinegames has created a new Quake episode.

https://twitter.com/machinegames/status/746363189768650752
>>
https://www.youtube.com/watch?v=I4L6vpRSVSg

https://www.youtube.com/watch?v=ys5tZGbak-s
>>
>>3313615
oh shit
>>
>>3313615
For the love of god please let Machine Games make the SP for the next Quake while id works on the MP.
>>
>>3313262
What are you talking about? I'm in South America (Peru) and my ping goes to 100-130 in any US or Canadian server, I got a 20Mbps connection (20 download/2Mbps upload ftw) and it plays fine whether I'm playing/hosting Doom or Quake.

Not every person of every country in here is poor and most already has at least 8Mbps and live fine with it. The only complain I have is everyone sells HFC, not fiber, and that sucks
>>
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>>3313587

Best-Ever server admin literally, and I mean literally, held hostage the service just to get a bunch of people banned from Zandronum for "not doing their job" at banning other bunch of people who he deemed undesirable for the community; the monetary issues were just an excuse to bring his frustration. Brings a bunch of old stuff that nobody outside of clans or even Zandronum in general give a shit about. Drama ensues in the forums.

First he cleared the banlist that included all hackers/spammers/weird people, this to delegate "all responsibility to server owners to ban who they wanted". In reality, this was to send a message and get people on his side of the drama. Hours later proceeds to kill all servers using IRC commands.

THEN a few hours later he proceeds to reactivate the service allowing servers using one mod only: Megaman 8Bit Deathmatch. A mod that, with all due respect, has seen better days and the sole reason it was still alive was because of BE.

His message (which was lost when he edited his post) was:
>"I recognize that the Megaman community is pretty much its own little thing and I don't want to ruin it for them because I'm unhappy about the actions of the current staff."

My ass. Out of all the Doom mods who were (momentarily) stopped thanks by his fit, he suddenly cares about the only mod who somehow survived 2016. Makes sense. Once again, another attempt at sending a message.

Hours later, he had a change of heart, and reactivated ALL servers and allowed ALL wads. His message reads:
>"I've restarted the bot and people should be able to host whatever they want (including non-megaman stuff). This isn't going to change for the foreseeable future"

Unfortunately the site is no longer unreachable. "This isn't going to change for the foreseeable future", my ass. Server admin has yet to say anything about what just happened.

tl;dr: External clan drama kills online Doom multiplayer hosting service.
>>
quakespasm or darkplaces?
>>
>>3313665
former
>>
>>3313665
engoo
>>
>>3313650
>Drama ensues in the forums.
The thread is kind of hilarious now
>>
>>3313650
Your image made me a little sick to my stomach.
>>
>>3313262
>>3313271
>i know nothing about south america and that doesn't fucking matter

when you're talking out of your ass like you just did, it does matter, mr passive-aggresive.

>people joins servers hosted on other continents

what does that have to do with anything?
>>
>>3313650
Ah drama. I love watching things like this unfold with a bucket of popcorn in hand, especially when no damage is done to anything I care about in the end. Painkiller's domain is fucking metal, so they're a worthy successor as far as I'm concerned.
>>
>>3313615
That second level Quad Damage segment
>>
>>3313683
>Painkiller's domain is fucking metal, so they're a worthy successor as far as I'm concerned.

We should be grateful there's an alternative. The Best-Ever admin even exhorted everyone to move to TSPG.

Still, what a sad way to go for Best-Ever.
>>
>>3313650
https://zandronum.com/forum/viewtopic.php?p=98848&sid=6f9c5ab77c063ddf44df66a1c178f0bb#p98848
>During this course of time, we also identified that we could use more staff that hail from the competitive scene as there are concerns of bias and hardly anyone well versed in the competitive scene thats in staff currently. If we can get one from every group/clan it should hopefully make things slightly equal when it comes to decision making.
I can't wait for this to improve things over at zandronum.
>>
>>3313335
I really like Quake 2's lore.

I am fascinated by the Strogg and Stroggos. With the current advances in cyborg-technology, AI and robotics together with the impending one world government we too can become the Strogg. :3c
>>
>>3313712
Busty Stroggetes are good advertising for their efforts.
>>
>>3313650
the guy was spending his own money to host a free service for the benefit of a bunch of assholes, I don't blame him for anything he did
>>
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>>3313615
Already playing, now at e5m5, this shit is intense
>>
>>3313789
That's like saying giving a kid a candy everyday gives you the right to kick him on the face and piss on him later.

If he had wanted to end it all without drama, it would had been as simple to explain why it's over for him and say goodbye, but he went and created drama out of nowhere.
>>
>>3313794
>That's like saying giving a kid a candy everyday gives you the right to kick him on the face and piss on him later.
actually it's like saying that if you give a kid a candy every day you still have the right to stop giving candy at any point without warning or explanation
>>
>>3313801
It was an exageration to what you said basically. It's more of an insult to our intelligence than a sudden stop of things really if you think about it, with all the crap he's been saying to cover his ass.
>>
>>3313553
Grab the GOG installer from my Mega

https://mega.nz/#F!qh5VVSQQ!jNlo8xN9RnLfQSDBEWItbA
>>
>>3313789

Hosting a service is very generous but gives you absolutely no say in how things should be run, and trying to commandeer a staff for your personal vendetta is fucking pathetic.
Mobius and Decay are douchefags, yeah, and they proudly wear that badge with pride, but Jenova is a fucking 13-year-old throwing a temper tantrum.
>>
>>3313801
>>3313794

The problem with this analogy is that Jenova stopped hosting for EVERYONE, all for the sake of a couple people he disliked.
There were a wide fucking variety of people using BE that not only did not know of this drama but likely didn't even know that it existed, and then out of nowhere Jenova pulls the plug on them and everyone else just because he doesn't like a few people.
>>
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>>3313836
>>
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>Playing Going Down for the first time
>Map05

Jesus christ Cyriak, calm down

Also how the fuck do I get to that key
>>
>>3313328
where can i get a seinfeld wad
>>
quake 1 soundtrack where
>>
>>3313878
Check the pastebin in the OP.
>>
>>3313875

it's in the news post
>>
>>3313882
thanks familia. do i just put it inside id1 folder? i don't think i ever played with the soundtrack.
>>
>>3313838
>Hosting a service is very generous but gives you absolutely no say in how things should be run
lol, ok, keep on telling yourself that chief
>>
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>>3313860
>finally get key
>like 40 boners, knights, cacos and chaingunners spawn

PLZ
>>
>>3313886
The music folder goes in the id1 folder, yes.
>>
>>3313860
it's a time travel puzzle
>>
nuoh my god

https://zandronum.com/forum/viewtopic.php?f=26&t=7484&start=160#p98851

>the last fucking post
>>
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>>3313790
Finished it, this episode is DOPE.
High quality, ID style, lots of secrets(some too easy but overall well done).
I recommend it to all rangers thirsty for strange slipgate dimensions to conquer.
Way to celebrate 20th quake bday
>>
>>3313887
sup jenova
>>
>>3313902
scroton was being a dumbass so heh
>>
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>>3313890
what am i doing wrong?
>>
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>>3313449
Got you covered anon.
https://mega.nz/#!5xBjVBiD!txnLibrpQckqfyG0irSP-CZJ0u9oALY80XvrEjmoz4A
>>
>>3313920

Remove the first "0" in each filename.
>>
>>3313913
It's more Doom II than Quake. If you ever disliked Quake for bulletspongey enemies, stay far away from this mapset because it just emphasizes the disparity between Doom monster health and Quake monster health even more. The maps are designed like Doom II maps with lots of samey encounters in boring square rooms or long corridors, with each only being notable for throwing several monsters at you at once. It's been a goddamn chore to play through this.

If you want a true id-like Quake mapset, play Beyond Belief instead.
>>
>>3313446
>>3313451
I'm back. Fuck it, i'm gonna use FTEQW for this one. I'll start writing it on Pastebin.

Want to explain how to port forward on your router too?
>>
>>3313918
2bh I don't know why people didn't immediately identify it as a joke
>separate but equal sub forums
>work passes
>my modest proposal
wew lad
>>
>>3313958
yeah, the fact that people actually fell for the obvious bait is fucking sad
>>
>>3313615
third map is kicking my ass on hard. i don't remember being so bad.
>>
>>3313961
The best were the people thinking "it really sounds like segregation" or comparing it to nazi germany
>>
It's here

http://hdoomguy.tumblr.com/post/146418045092/hdoom-techdemo-8-release
>>
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>>3313615
I haven't played Quake for a while so this was a good opportunity to do so. Neat episode. Ammo is well balanced (played on hard). Glad the secret map was easy to find.
Pic related, the only place I died that isn't an instant death trap or a lava pit. It's the last shambler.
>>
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>>3313969
>>
>>3313956
mite b helpful for others

but not for those in glorious neckbeard land :^)
>>
>>3313969

With the spoilers I didn't even know what this was about, heh.
>>
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Does anyone here play Zandronum from Linux and he compiled his game?
>>
>>3314000
ayy

local zandronum linux nerd, one of like 5 in existence

are you having troubles with fmod, everyone has trouble with fmod
>>
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Can anyone explain why GZDoom is doing this when I set vid_renderer to 1?
(not pictured: randomly flickering letters in menus)
I've tried using the 1.x builds (which shouldn't be the issue, my card supports openGL 4.5).
>>
>>3314010
> are you having troubles with fmod
Is it supposed to work? If yes, then I have.
>>
>>3314028
Typically things are usually supposed to work.
>>
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fuck
> fuck
shit
>>
>>3314010
...and it seems I've forgotten what should I have more to play Doom over net.

>>3314031
If it were typical...
>>
>>3314028
is it just not compiling? I'm pretty sure zandronum only works with find 4.26.36, and thanks to find overriding its include files every time you install a new version, it's really best to just install into a subdirectory in the zandronum source directory, then point cmake to it.

I don't I remember the exact variable names, but I do remember that searching for "FMOD_" in the CMakeCache.txt led me to them quickly enough

you'd be looking for a library path (which should point to the actual .so file) and an include path (which should point to the inc/ directory in the fmod folder, I think that's the name anyway)
>>
>>3313969
>those thick pinkies and their husky moans

muh
dick
>>
>>3314027
i have no idea what that is
but it does gives me an excuse to post this
https://www.youtube.com/watch?v=2aEieCneKcg
>>
>>3314039
this tablet autocorrects fmod to find. it's annoying.

it also autocorrects "autocorrects" to "auto correct a", which is even dumber.
>>
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>>3313328

>that title

Fuck you
>>
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Can someone recommend me some basic tutorials for creating guns or monsters for Doom?
>>
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FUUUUUUUUUCK

SO CLOSE
>>
>>3314039
>>3314028

okay so I looked it up, you don't need to dig through cmakecache if you use -DFMOD_LIBRARY=<fmod .so path> and -DFMOD_INCLUDE_DIR=<fmod api/inc/ path>

you don't even need to do the "make install" shit that you'd need to normally do, just straight up throw fmodapi42416linux64 (turns out zandronum's still at 4.24.16... if the wiki's out of date, though, use 4.26.36, that's the next one zdoom used) into the zandronum source folder and point to it from there
>>
>>3314065
ganbare
>>
>>3314065
FUCKING DO IT
>>
>>3314065
S o o n.

Suffer the Electron and Lambda.
Is Felt there, or was it cut?
>>
>>3314065
do your best!
>>
>>3314076

The Felt Library is map45.
>>
I have the problem in DirectQ that I just get no music. I use the Quake 1 from the pastebin and it contains the tracks as .ogg, but they are not played at all in the game. Is there a way to properly configure it? What am I doing wrong?
>>
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>>3314065
Almost done! I'm rooting for your sanity.

Also, my map is in, neat
>>
>>3314065
ganbareee
>>
>>3314080
Alright.

Thanks for compiling the thing. Such a massive undertaking.
>>
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>>3313448
What name did they originally want?
>>
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>>3314065
>>
>>3314086
DirectQ can't play .ogg files. Either find a download that has the files in .mp3 format, convert the files yourself, or use Quakespasm instead.
>>
>>3314116

Wha? I launched DirectQ just now with an .ogg soundtrack, and it worked.
>>
>>3314086
you had to change around the folders for the music

i don't remember how though
>>
>>3314127

In my experience, all I had to do was rename the song files from "track002.ogg" and so on to "track02.ogg" and so on.
>>
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http://www.dafont.com/spy-agency.font

Hey fellas, trying out some stuff for making serviceable fonts.

So, my idea was to stop making fonts starting at the ending size of 16 or 32 or whatever, and instead start like 400% of that. This lets me get some finer points on the edges of layer styles when I rasterize and scale down. It also lets me fuck up the final size because assuming that 64 is going to become 16 if it's scaled by 25% is apparently stupid.

At least it's all uniformly larger than 16, and by that I mean it's a 17px font.

You can use it if you want, I like sharing.
>>
actually working on weapon models and hud for Angst Rahz Revenge TC.
http://imgur.com/a/U12He
http://imgur.com/a/MhC9s

trying to replicate 90's render style, but for now no luck.
>>
>>3314065
> can't see my map
> worry it got cut
i'll see when it's released i guess
>>
>>3314131

www.dafont.com/kenney-future.font

Would you be willing to do Kenney Future Square?
I'm looking for a bigfont for my project, I figure something square-ish and futuristic will look good.
>>
>>3314149
what map was yours
>>
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how the fuck do I get this nanofiber armor off in DoomRL Arsenal
>>
>>3314150
Yeah sure I can try it out. I'll post it in /doom/ if anything comes of it.
>>
>>3314156
You don't.
I think you can only take it off in DoomRPG.
>>
>>3314130
Hm, the tracks are already named like that. It's not the folder structure, is it? Quake\id1\music, that should be it, right?
>>
>>3314159
Well I'm playing RPG+RLA/MonP, and I remember being able to get it off somehow I just cannot fucking remember

Though I do remember being able to have menus pause the game, but that got removed.
>>
Done, enjoy the tutorial to make an Quake server:
http://pastebin.com/132p7THD

If there´s anything you didn't understood, write it here
>>
>>3314098

apparently there were a couple floated. Tim Willits said it was going to be called WOR at one point

>Carmack: The old story was that Quake II which has nothing to do with Quake I was going to be a completely different name, but we got fed up with getting the names rejected so we said, “Dammit, it’s Quake II. We own that trademark.”
>>
>>3313615

Some pretty good maps in here but a bit short of ammo on nightmare
>>
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>>3314150
All that's left is cleaning up some edges.
>>
>>3314150
>>3314224
PSD so you can adjust it and such. http://www3.zippyshare.com/v/epAyYtLR/file.html
>>
Anyone excited for John Romero's new project?
>>
>>3314235
The hype died fast, but I think it'll be interesting.
>>
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>>
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
>misc/h2ohit1.wav is missing data chunk
>misc/h2ohit1.wav has zero samples
Fuck Quakespasm.
>>
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>>3314239
>downloads a fucked version of Quake
>blames the sourceport

wew
>>
>>3314235
It all comes down to the demo. I hope he delivers.
>>
>>3314235
been burned too many times before; i'm interested, but until it's actually released i won't let myself get on the hype train seeing how often it derails
>>
>>3314098
One name that's been floating around is Skylines.
I still don't know why they didn't go with STROGG(s), it's a no-brainer.
>>
>>3314235
>>3314237
Waiting for gameplay to come out. Fair chance that the hype will come back when that happens.
>>
>>3314242
It's not a fucked version, I just compiled from source and the same happens. It's barfing on every wav file of a very old Quake bot.
>>
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>>3314258
By the way, I had to install fucking CODEBLOCKS to compile this shit.
>>
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>>3302569
The ethernet crossover cable for my Xbox (for putting games and such on it via FTP) came in the mail today, and I managed to get Odamex running on it. It works just fine in singleplayer. Thanks for the help, /vr/.
>>
>>3314258
>>3314262
lmao how do you fuck up installing Quake?
>>
>>3314224
>>3314229

Beautiful, thank you very much.
Do you have a preferred name I credit you by, or do you just want to stay Anonymous?
>>
>>3314274
Anonymous
>>
>>3314235
There's nothing to get hyped over yet, I'm waiting to see some game-play before i jump the gun
>>
>>3314224
that doesn't look like kenny square, that looks like kenny narrow
also contrast is waaayyyyyy too much
>>
>>3314285
Yup that's exactly the mistake I made, I'll get psyched up enough to fix it in a bit.
>>
>>3314274

Cockgobbler McCoy
>>
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Have you guys played HλLF-LIFE®, the award winning 1998 shooter developed by Valve L.L.C.?
>>
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Some more screenshots from my Quake 2-unit. :3
>>
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>>3314345
It's getting there now. Just a little bit more and I'm done with this map and can move on to the next.
>>
>>3314348
>>3314345
Looks nice.
>>
>>3314258
m8 he's talking about the pak files

unless they work in other ports
>>
>>3314327
Never heard of it. Does it work with Brutal Doom?
>>
>>3313435
Shame, Jenova could go ahead and leave the banlist clear for all servers instead of using the master server banlist, just to piss the admins off, since the presence of a couple users in his servers are undesirable for them.
>>
>>3314374
I hate you
>>
Are there any mods with data logs In them?
>>
>>3314345
Never played Quake 2. Does the vanilla game also have outlines?
>>
>>3314362
My paks are fine m8, this problem has to do with wavs on this bot's progs.dat (QuakeC bytecode) file.
>>
>>3314065
My body is ready.
>>
>>3314065
What is this?
>>
>>3314385
Quite a lot.
ZDCMP2 has a lot too.
>>
>>3314285
>>3314150
Not a big fan of the squares.

http://www81.zippyshare.com/v/osJyjXBl/file.html
>>
>>3314027
I'm tempted to play like this
>>
So Quakespasm for vanilla experience yeah?
>>
>>3314457

Basically.
>>
>>3314457
What exactly is the difference?
I played through the game+missionpacks for the first time through DarkPlaces

Then switched to Quakespasm for Episode 5 because Romero told me to, and I don't really see a difference.
>>
>>3314361
Thank you.

>>3314396
No, it's a Q2Pro-feature.
>>
>>3314469
You can adjust the settings to make it look like you're actually playing it on DOS, but without it playing like shit like on DOS.
>>
Don't download HDoom yet.

They forgot the fist.

http://hdoomguy.tumblr.com/post/146424478627/im-so-fucking-mad-how-did-we-not-notice-the
>>
>>3314501
Are they going to do anything about how monsters all blurt out their detect noise every time you exit a sex scene? It's really grating.
>>
>>3314512
I guess you could message them. The guy who has the blog always answers quickly when I message him.
>>
Does anyone have the full list of DoomRL Arsenal assemblies?
>>
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>>3314348
Another screenshot.
>>
http://hdoomguy.tumblr.com/post/146431182977/hdoom-techdemo-8a-release-hotfix-build

>This release builds on Techdemo8 with some important bug/feature fixes.

>Make sure to grab this instead of the earlier Techdemo 8 (THIS IS SUPER FUCKING IMPORTANT).
>>
>>3314634
I love Quake 2 and I need to play this soon, anon. Keep up the good work.
>>
>>3313920
depends on your client. quakespasm for example only reads filenames like 02.ogg, 03.ogg, etc. nte there is no Track in the name
>>
>>3314675

Actually, I have "track" in my filenames and it works on QuakeSpasm.
>>
>>3314060
>http://gunlabs.blogspot.com/2011/01/welcome-to-new-doom-armory.html

WW's basic tut site for making guns.

>http://zdoom.org/wiki/

Zdoom wiki has a complete reference for DECORATE. If you want to know how a certain weapon from any of the base games work, look it up.
>>
For some reason gzdoom 2.1 and higher has flickering menu texts and it's almost impossible for me to tolerate.

It's weird because I was playing a pre-release version of 2.1 and it worked fine.
>>
>>3314685
didnt work for me, what build? what is the exact name?
>>
>>3314694
Weird, I'm using the latest dev build and I have absolutely no problem on this shitty craptop.
>>
>>3314701
This computer was new about 7 years ago.

I'm not sure what the problem is. I'm upgrading soon, but still, it'd be nice to figure out what the deal is.
>>
>>3314695

0.91.0, and the track titles are just "Track02.ogg" and so on.
>>
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So I was checking the HDoom Tumblr and I saw pic related.

>I would like to use Zandronum cause I don't like the control scheme in gz.

Are people really this retarded?
>>
>>3314686
Thanks yo, I'll get in that when I get home on Sunday.
>>
>>3314714
I mean fuck, just copy the INI over and rename it

it is laid out *exactly the same*
>>
>>3313328
Question:

Is there VR Doom yet? Is there a build of GZDoom compatible with the HTC Vive?
>>
>>3314648
Thanks, man. :3

I hope it will be worth it, but it might be a while until it gets here because I have so many other things to do.
>>
>>3314726
if there is, i haven't heard about it
>>
>>3314726

I know there's GZ3Doom or whatever it was called for the Rift, but as far as I'm aware that's it.
>>
>>3314642
Can we stop with HDoom for now and get some other mods now Mike?
>>
>>3314732
blackmail him to help out with demonsteele
>>
>>3314434
DUMP3
>>
>>3314734
I don't want him on Demonsteele right now either, does Terminus even work on it anymore?
>>
>>3314741

I do.
I'm actually in the process of rehauling the special move system so that it can be done anytime using Reload + Direction/Button, rather than Shadow Warrior 2013's system of Hold Fire + Double Tap Direction.

It's just slow and boring, but it should make execution much more efficient and easy.
>>
>>3314745
Ah alright, just hadn't heard much on Demonsteele.

I saw you are working on the space pirate thing and DUMPs and figured you moved on for now.

Easier special execution sounds nice.
>>
>>3314746

I'm still working on it, it's just slow and tedious busywork so there unfortunately isn't much to report outside of "I'm still working on it".
Also looking for a sprite artist is surprisingly time-consuming.
>>
I haven't been seeing enough poop jokes about DUMP.
>>
>>3314759
that's because they're all shit
>>
>>3314759

Just squeeze 'em out, anon.
>>
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>>3314745
>no more hold fire + double tap for specials

when you nut but Term still codin'
>>
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Anon trying to get Doomguy to stick to stairs here, I made an ACS script that does what I needed, however it causes the camera to stutter a lot horizontally (player seems fine on the automap), I think it's because I'm using SetActorPosition.
http://pastebin.com/2FK4aRfC
Is there a function that only affects the Z height of an actor/player? Super bonus points if it makes the camera interpolate like when going up steps.
>>
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>>3314264

That's cool, man. I actually play PS2 games via ethernet crossover on my tv. It's a hilariously convoluted solution for the five of us that exist who can't run PCSX2 but don't want to buy PS2 games and also simultaneously don't have a fat PS2 to play games off the internal HDD.
>>
>>3314759

Don't encourage people to do that crap. :^)
>>
>>3314264
Is that the latest version?
>>
>>3314759
Like every amazing bowel movement DUMP is a collaborative effort
>>
>>3314258
>of a very old Quake bot.
It is very possible the wav files were broken and poorly made to begin with

Second, why the fuck does a bot include sounds? What the fuck?
>>
>>3314345
>>3314348
Type "intensity 1" in the console my man, your textures are washed out as shit, look at those cathode lights especially
>>
>>3314801
Oh yeah, you'll need a vid_restart after to make it kick in
>>
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>watching a friend stream the first episode on UV
>he seems to be having a hard time, dies a few times before getting halfway through the first episode
>figure it wouldn't be too bad if i ran through it myself
>end up clearing the entire episode (military base included) in under an hour without a single death
>>
>>3314821

But did you get 100% kills, items and secrets on each map too?
>>
>>3314825
n-no
>>
>>3314772
Turns out using Warp instead of SetActorPosition fixes it. Hooray!
>>
Chocolate Doom is running like ass compared to DOSBox running DOOM.EXE. Are there any refresh rate options I can (ie should) change?
>>
>>3314831
I think it's supposed to have a reduced framerate.
>>
>>3314831
Choco doom is supposed to run at 35 right? Or is it doing worse than that?
>>
>>3314831
You should try Crispy Doom.
>>
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http://forum.zdoom.org/viewtopic.php?f=19&t=52611

Maz "The chubby chaser" Mon at it again
>>
>>3314831
Chocolate doom is capped at 30FPS.

Like >>3314842 said you should try Crispy Doom since it has an option to uncap the framerate.
>>
>>3314848
It's like Adventures of Square with no charm.
>>
>>3314831
Go in chocolate-doom.cfg and change video_driver to "directx". By default it's "". See if it fixes your issue with the framerate.
>>
>>3314842
>>3314841
Both Chocolate and Crispy Doom have some problem where they end up running lower than 35 FPS. It hasn't always been that way and earlier versions of Chocolate Doom did run at 35 FPS. A bunch of people including Linguica already identified and demonstrated the problem in the Crispy Doom thread in Doomworld but it doesn't seem like the developers have acknowledged the problem yet.
>>
>>3314830
Though Warp can't interpolate the camera despite all its options, which sucks.
>>
>>3314860
that looks quite a bit better. what kind of default option is "" anyway?
>>
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>>3314848
>>
What's your WAD of choice tonight m8s?
I've never played Scythe before tonight. Fugg is map24 amazing, yet crushingly hard.
>>
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>>3314890
>>
>>3314902
I was playing MachineGames' Quake episode but I couldn't even finish it because it was so dull and repetitive.
>>
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>>3314848
I thought maybe it would just be a normal mod, but then I booted it up.
>>
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>>
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>>3314912
>>3314915
>>
>>3314912
>fat stick figures
>>
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time to derail the thick
>>
>>3314923
oh shit .pwddup
>>
itt we fetishize kwashiorkor
>>
>>3314928
I dunno about you but that shit gets my dick going harder than anything else.

Finally, my insatiable lust has been satisfied.

Thank you, Doom. Thank you for this.

Tonight, I will use you on my penis.
>>
itt we stop fetishizing kwashiorkor
>>
>>3314923
O SHIT WAAAAA
>>
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>>3314928
>google kwashiorkor
>laugh
>feel bad for laughing
>laugh again

don't even know
>>
>>3314854
I wouldn't say no charm. But definitely a fetishy charm.

Doesn't appeal to me though.
>>
>>3314961
It's Adventures of Square for the THICC crowd and for what I'm concerned the meme crowd.
>>
Man, Ancient Aliens gives me a huge BTSX vibe.
>>
>>3314963
more like adventures of circle
>>
>>3313615
Oh shit time to play this.
>>
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So, I'm playing Deathwish for Blood right now. I really, REALLY want to like this mod, but why is it so damn stingy with the health items? I swear, there's a max of only 3 hearts per map, and doctor bags seldom appear. This really makes the mod a lot less fun. You have to move around the maps at a snail's pace because whatever damage you may take, no matter how small it is, it will amass into a LOT by the end of the map. I wouldn't be complaining about this if it wasn't for the fact that the hitscanners in Blood have waaay too much health and can shoot almost the same millisecond they see you, making avoiding damage from cultists almost impossible unless you have prior knowledge of where they are, and a good dose of luck for good measure. I get it, the maps are supposed to be challenging, but when the challenge comes from FORCING the player into a no-damage run then it's bullshit. Even the most brutal and harcore Doom and Quake maps usually have a proportionally adequate amount of healing items. Hell, playing Going Down on UV wasn't as hard as Deathwish on Pink on the Inside
>>
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>>3314996

So it's like a harder version of Going Down for Blood?

dear god
>>
>>3315002
Imagine playing through Plutonia with 2/3 less health items. This is how I'm feeling here
>>
>>3314996
Isn't Blood already pretty damn stingy with health? You just gotta pray that zombies drop life essence or you find a Doctor's Bag that you'll hold onto for dear life.
>>
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>>3315013
nigga u jus gotta git gud
>>
>>3315024
I feel like I'll never git gud at Blood. It's so diffcult. Even though, Caleb's my favorite Build game protag. He's like a kooky uncle.
>>
>>3314826
Good, then you're a normal fucking human being
>>
>>3315013
It's not that bad in the Vanilla and Expansion episodes. It's a little stingy, but it's usually enough to keep you going through the map. In Deathwish you literally don't know when the next one is gonna come(if at all), so you spend the next 3 or 4 maps with your health bellow 40%
>>
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>>3315028
>I'll never git gud at Blood. It's so diffcult.

That's Blood alright.

Not a game that was made for the faint of heart or those lacking determination.
>>
>>3315036
If a source port somehow flops onto the internet at some point in time probably never I'll try to get better at the game. The GoG version with bmouse is okay, but it's still a bit wonky I think.
>>
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>>3315039
I used to play Blood regularly in a proto-netcaf, it was the toast of the town

No port or emulation has ever properly encapsulated the true Blood experience... maybe one day.
>>
Because it doesn't sound '90s bad ass like
>Doom
>Quake
>Unreal
>Hexen
>Herectic
>Quiver / Half-Life
>SiN
>Blood
>Descent
>Strife
>Marathon

Just the fact everyone continued the trend of single word titles is astounding and it gives me a hard on. Besides Half-Life.
>>
>>3315058
Single word titles are pretty cool.
>>
>>3315061
They're the best. It's hard to think of good ones though.
>>
>>3315058
If a title uses more than 3 words unless it uses a subtitle (i.e. something like hell on earth), its shit.
>>
>>3315063
Butt
>>
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>>3315080
>>
>>3315079
>Star Wars Jedi Knight: Dark Forces II
>Rise of the Triad
>Return to Castle Wolfenstein
>No One Lives Forever
Uh oh
>>
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Which pwad(s) should I tackle before going at plutonia 2 without save states? That's my ultimate goal rn as a doom player desu.
>>
>>3315092
sorry, you heard the rule

it's shit
>>
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>>3315094
>>
>>3315058
Thief
>>
>>3314902
Finishing off TNT w/ DoomRLA

>Start as Scout
>Find a nuclear plasma pistol and RC-P90 on MAP02
>Assemble nuclear revolver and RC-P120
>Find nuclear armor a little later

That made things too easy so I'm experimenting with other shit
>>
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>>3315093
Bump for real right now. I am drunk as shit and looking for guidance from /vr/
>>
>>3315108
Hell Revealed 2.
>>
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>>3315110
Before 1?
>>
>>3315113
Thought you might've played it already. The first one is basically the classic "super hard" wad. Play it on UV.
>>
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>map uses TEXTURE1 with every single Doom 1/2 texture in it
>music is an mp3
>map is an unplayable mess of HOMs and bad texturing
>there's even multiple copies of the map in a single wad file

It's like this guy deliberately set out to break every single rule.
>>
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>>3315125

For those who are worried if their map made the cut or got trashed, this is a pretty simple fear to assuage.
If your map A: Followed the rules, B: Properly credited its custom resources, C: Is actually beatable, and D: doesn't look like this, then you don't have to worry.
>>
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>>3315101
Damnit google
>>
>>3315125
>>3315127
well that's good to hear
my map is slightly slaughtery so i was worried about it getting cut
>>
>>3315128
I tried too
>>
>>3315092
>No One Lives Forever
What a good fucking game... Shame it doesn't have coop. It would be a pain in the ass to implement though.
>>
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>>3315127
>>
>>3315127
What's wrong with this?
>>
>>3315139
that's a hom, anon
a hom with wall textures on both the ceiling and floor
leading into line horizon, looks like
>>
>>3315128
open your mouth babby here comes the spoon!

http://exhentai.org/g/793956/563a89041e/
>>
>>3315142
I mean what's wrong with it being in a map?

I know what a hom is. I've seen homs you wouldn't believe. Attack homs off the shoulder of Deimos. I've watched C-homs render in the dark near hells gate... Time to hom
>>
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>>3315145
>mind break
>stomach deformation
>rape

I can fap to that
>>
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>>3315139
>>3315142
>>3315146

The problem isn't that there's a HOM, the problem is that it's quite literally half of the map.
In every single area of the map, half of it is not textured. Opening it up in GZDoombuilder gives over 300 errors.
>>
>>3313330
>Newstuff

Oh hey cool, my Venice map made it. So did Anon's Water Plant map.
>>
>>3315146
you're joking, right?
>>
>>3314694
ARGH. I get the same thing too, at least I know I'm not going crazy!
t. >>3314027
>>
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>>3315118
Ok thanks man
>>
>>3315150
I'm dead serious. All of those thing literally happened to me.
>>3315148
Nice.
>>
Anyone know the projected ETA of Zandy 3.0?
>>
>>3315167
At first I thought she was empting two cans of spam. Boy, was I wrong.
>>
>>3313969
HEXXXEN WHEN MIKE YOU HACK
>>
What's the newest z& samsara release? heard someone else was working on it now
>>
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I want to import textures for a skybox, in GZDoom, how do I do this?

Got SLADE open.
>>
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>>
>r_lerpmodels 0 // removes interpolation on models, makes weapons feel more powerful for example, (quakespasm)
I don't see any difference desu.
>>
>>3315218

>soyouwannafucksomedoom
>>
>>3314732
>working on hdoom
>1 sprite animation, 1 enemy in whole 1 year
If you have no clue shut up.
>>
The HDoom's new title screen is absolutely disgusting
>>
https://www.dropbox.com/s/knbxxl8mr19ds2k/DUMP-3-test0.pk3?dl=1

Very early initial test build of DUMP 3's maps.
Technically can't even be counted as a "test build", since all it is is just all of the maps crammed together.

Map01 to map73 for the normal maps, and secret1 to secret5 for the secret maps.
Credits aren't in yet. Proper names and quotes aren't in yet, either.

Current maps that don't have music:
map02
map09
map19
map21
map27
map34
map37
map38
map39
map44
map45
map46
map52
map58
map67
secret5

Enjoy, hit up the authors with your input, let me know any glaring incidents of textures I've missed/maps I've copied twice/anything that crashes/breaks the game/can't finish/etc.
>>
>>3315297

Oh yeah. Also worth pointing out the HUB isn't completed yet, so all maps will need to manually go "map MAPXX" in console.
>>
>>3315256
The nailgun weapons already exempt from interpolation even when the option is enabled, and the changes to the other weapons are difficult to notice. The significant change that option has is on the animations of monsters.
>>
>>3315297
>>3315304
cool

what maps ended up being trashed?
>>
>>3315308

Deviluke Roy:
- mp3 for music, a TEXTURE1 lump containing everything from Doom 1/2, unbelievable HOMs throughout the entire map, and

REIAnon's map:
- Homs everywhere, no direction where to go, does not work in Zandronum 3.0

Potato_Sempai's map:
- mp3 for music file, replaces default Doom actors (tree/roots), crashes Zandronum 3.0 with multitude of actor spams on destroying crowds of trees at once

Anonymous - occult:
- Unfinishable, second half of map does not exist.

If your map doesn't appear on this list or in the wad, I likely liked it and forgot to include it. Please yell at me for it.
>>
>>3315297
uhhhhh....?
only Map01 exists in this wad?
>>
>>3315297
>>3315304
>>3315330

https://www.dropbox.com/s/mvpcc8yv3thin35/dump-3-test0.pk3?dl=1

Fuck me, I'm retarded.
Sorry.
>>
So if I want to play some Heretic I can just use zdoom or chocolate doom right?
>>
>>3315335
With ZDoom/GZDoom it works totally fine.
>>
>>3315335
Zdoom,yeah. I don't think Chocodoom supports some of the things Hexen uses though (ACS and PolyObjects), I remember there was a Chocolate Hexen port for that.
>>
>>3315331
good jobbu

get some fucking sleep, term
>>
>>3315336
And if I want to play Heretic a bit more "traditonally" what do I use then?

>>3315337
Heretic not Hexen
>>
>>3315339
I heard of a Chocolate Doom port called Chocolate Heretic. Dunno if it's been released in a usable state though cause I've never looked out for it cause I just use GZDoom.
>>
how to make ezquake look less retarded?
>>
Does ACS have something like FMin and FMax? I can't find anything on it that isn't DECORATE pull requests.
>>
>>3315331
Map64 has a million missing texture messages when I load it up.
>>
what's a good trick jump map for quake?
>>
>>3315331
>Map11

Fucking golden.
>>
>>3315348
There are some functions that do the same thing in commonFuncs.h by ijon tichy, forget if they have the same name and phone doesn't have per page search so I cba to check. I know it has them though.
Use the one from here:
http://jinotra.in:8080/ijon/dakka/src/f0777a274c03726004e2776e2637e2733a4fe470/pk3/acs/commonFuncs.h
IIRC the one in the actual zandronum thread hasn't been updated in a while and so might conflict with functions in ZDoom or Zandronum that were added since then that have the same name.

If you have issues with the link above, try this one:
https://github.com/TerminusEst13/Folded1000Times/blob/master/pk3/acs/commonFuncs.h
I would try the first one first though since it's likely the most up-to-date one.

Also note that if you ever need another function that you can't find, you can define your own functions just like in C.

And if you are curious if a function already exists but are having trouble finding anything, try compiling with a function or variable with that name and see if it gives you an error. It won't tell you if the function actually does what you would expect it to, but it gives you a bit more information.
>>
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>>3315401
>IIRC the one in the actual zandronum thread hasn't been updated in a while and so might conflict with functions in ZDoom or Zandronum that were added since then that have the same name.

Yep. There are differences between the commonfuncs and official implementations of sqrt that can break certain uses, like the jump height cvar stuff in Samsara. Reasonably easy to fix (I just renamed the commonfuncs implementation to oldsqrt) but it can be a pain to debug if you aren't expecting it.
>>
>>3315147
What do you mean? All I see is a panda
>>
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>>3314345
>>3314348
>>3314634
>>
>>3315401
>And if you are curious if a function already exists but are having trouble finding anything, try compiling with a function or variable with that name and see if it gives you an error.
Hacky bad practice that causes issues when people try to use the real function later.
>>
>>3315438
No I mean like, put in the variable with the same name, try to compile, get error or don't, remove variable, now know whether function with that name exists.
>>
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WHY THE FUCK DOES MY SYSTEM CURSOR KEEP FUCKING APPEARING EACH TIME I OPEN DOOM

FUCKING GO AWAY
>>
>>3315509
Zandronum, right?
>>
>>3315513
gzdoom
>>
>>3315514
Well shit, no idea. I remember having that problem with Zandronum but zdoom and gzdoom were fine. Right in the dead center of the screen.

Toggling enable mouse in mouse controls fixed it.
>>
Are there any gimmicky soundfonts that work reasonably well with Doom?

>compatible Wario Land 4 soundfont never
>>
>>3315401
Thanks for the help! I'll have a look-see.
>>
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>Those messages for the broken door on MAP13
Term u cheeky cunt
>>
>>3315596
also map14 is missing
>>
>>3314327
i played alpha version. Looks like nice game.
>>
Is there a Doom 4 soundtrack mod yet?
>>
>>3315618
Most of the current Doom 4 gameplay mods for Doom are still in alpha builds. They aren't worrying about music yet.
>>
>>3315620
Shit, I just want the soundtrack.
>>
>>3315628
someone made a midi of the BFG division, it's on doomworld somewhere.
>>
So what's the most creative original enemy you can come up with?
>>
>>3315620
I was surprised at how well executed the Revenant rune was in project brutality
>>
>>3315639
Can stop time for 3 seconds and do anything during stopped time. When time resumes, everything it's done has consequences. From your perspective, time hasn't stopped.
>>
>>3315643

Dude better have some weak ass attacks or be a boss or something, because unless you can timestop yourself you're fucked even if it's just like 3 seconds.
>>
>>3315643
So the hell time hunter done right bUT how do you implinent that and can the code work?
>>
>>3315649
Yeah, this is why on ressurection of evil the hell time hunter wad such a lame fight, all he did was blink around infront of you, mean while once you get his power it's the most broken thing in the game
>>
>>3315639
And ergonomic keyboard that hurts your wrists
>>
>>3315649
Yeah, I was thinking of a boss who shoots projectiles or something.

>>3315650
Well that's not my problem, I was supposed to just come up with an idea.
>>
>>3315656
Can the projectiles move through the frozen time?
>>
>>3315660
No, only in real time, meaning he could potentially shoot a few projectiles from different directions.
If it was to be implemented, I imagine it would be a balancing nightmare though, not to mention the code itself.
>>
>>3315204
rite here bb http://forum.zdoom.org/viewtopic.php?f=19&t=51771

I just released a new version for you, too.

Just for you. And the like two and a half other people who still play it.

It has HoloDuke. And Pistol Start. And I made sure to remove the bug where it crashes Zandro on startup. Just for you.
>>
>>3315204
Yeah Kinsie is working on it now
>>
Is there a way to get a default property of an actor in ACS, or do I have to manually store the information myself before changing the property?
>>
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I just took a quick look at the test build for DUMP 3
Like i mentioned earlier MAP14 is missing, as is one other map but i can't remember which one
Since this is an early test build, I didn't make a big deal of it but a lot of the sky textures aren't working
I didn't find my map, Durex Waste Disposal, either, so if there's any problems on my end I need to fix please let me know
Highlights for me:
I tried Jimmy's Mercury Rain earlier and that was particularly fun
The Bouncing Castle was entertaining although i was getting some motion sickness playing it which is rare for me
Sandcastles Sandcastling is visually appealing
Map 72 had great pacing
the Portal level was also pretty good although i get the impression that the monsters were just there for their own sake
for pic related all i can say is "Don't cry for me... I'm already dead"
Map 70 should be tested with Samsara, you'll see why
In general, most of the maps are up to snuff and I really enjoyed watching you guys develop your shit over the course of these threads just as much as i loved making my map
>>
I have this feeling that once BTSX E3, TNT2, TNTR, and FDTWID are done and dusted, I'll no longer be interested in more megawads anymore.
>>
>>3314801
>>3314802
I don't have to vid_restart in Q2Pro. The reason why I have had to use intensity 2 is because the game is so incredibly dark on my screen for some reason.
>>
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>This is the last major component of the quake utilities to be released. To be honest, I have been a little reticent to release this because «most of the actual qc code is basically rather embarassing crap». The time never became available to even give it a good top to bottom going over. I never spent any quality engineering time on my parts, American wrote a lot of qc code, and ««even Romero has a bit of work in there»». It is a mess. If you look through the code and occasionally think "This is stupid!", you are probably right...
>>
How spooky is Tenebrae?
>>
>>3315917
Have you tried using Yamagi Quake 2?
>>
>>3315923
while playing it i was dreading the next jumpscare from a demon in a pitch black sector

but that's all
>>
>>3315923
It's just Doom 3 lighting draped over Quake 1.
>>
>>3315920
>««
>»»

What did Carmack mean by these quotes?
>>
>>3315514
Use alt+tab dude. Works for me
>>
>>3315514
Opening and closing the menu just werks
>>
>>3315932
Emphasis, probably. Like.
>most of qc code is REAL crap
>I mean, even Romero worked on it
>>
Are there any decent Unreal campaigns that go coop? We need a "so you wanna play" image for Unreal gold/ut99
>>
>>3315906
and then another one crops up out of nowhere and it's time to dust off that old sourceport once again
>>
>>3315928
This, but personally I like it a lot. The hard shadows fit the bsp maps and low poly world really nice.
>>
>>3315972
But Romero coded his own games and made a level editor for Doom. It just might be messy, but not like geniune crap.
>>
>>3315671
Thanks beb. You're a doll.
>>
>>3315974
go look up the cacowards then, that's on the image
>>
>>3316014
I'd like it more if the sound design wasn't total shit.
>>
>>3316018
Yeah, the monster screams can get annoying and player death screams thoroughly rape my ears, but other than that I don't really have any problems with its sound.
In the end, it's all personal preference. I just feel like some people shit on it on principle.
>>
>>3315991
I mean, this is Carmack talking about programming. It could be distaste for style, or perhaps Romero had just made inefficient/spaghetti code ( not necessarily out of inability but rather time constraints ).

Or it could be just dislike of the person, but I don't know how well their relationship was at that point. I hear they are not in speaking terms currently.
>>
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Hey guys I'm back!
>>
>>3316047
thanks doc
>>
>>3316047
thanks doc
>>
>>3316047
thanks doc
>>
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>yfw romero was in a goth movie
>>
>>3315210
What kind of skybox? There are several formats you know
>>
>>3315092
I meant the title of the game, not the game itself you donut munching goose sucker, Also Jedi Knight is a bunch of subtitles
>>
>>3316047
thanks doc
>>
>>3315172
2030
>>
>>3316068
Jesus. Multiplayer Reelism never I guess.
>>
yo term
did panic room get cut from dump?
small map with lots computers in the center room and a plasmagun at the start
>>
>>3316073
http://zandronum.com/tracker/roadmap_page.php
by the end of the year, i suppose.
>>
>>3316073
You could always do some portfowarding using a zan 3.0 beta build and invite some chums to play, or you could go to tspg-painkiller and host an old version of reelism that works on zandronum
>>
>>3316102
literally who
>>
arguing about GD is pointless

if you want to play it, go play it and shut up
if you don't want to play it, don't play it but still shut up

you're wasting your own time more than anyone else's
>>
Best megawads?
http://www.strawpoll.me/10426064
>>
>>3316106
where's sunlust?
>>
this is probably a dumb question, but what software do people use to make music for wads?

I want to make some tracks and I want them to sound as "authentic" as possible meaning i'd probably have to use old samples from back then. Is there a sample pack with all the shit used in the games?
>>
>>3316137
There's many programs you can use to make MIDI music. FL Studio is pretty popular for that, from what I've heard.
>>
>>3316137
You would probably want to compose real midi while listening to a vst output.
I found this plugin, you have to make sure the instruments are numbered correctly.
https://github.com/bsutherland/JuceOPLVSTi
>>
>>3316137
Sample packs? Back in the day it was all done with MIDI soundcard, so the most authentic way would be to use something like Anvil Studio or FLStudio so you make your music (a MIDI) and then convert it to a MUS format.

Use Arachno Soundfont to compose it btw, don't use the Microsoft default
>>
>>3315881
you could spawn a new instance of the actor, check the property on it, then delete it right away
>>
YOOOOO
pyroscourge (winter's fury / s.u.p.e.r. natural) lives!

http://forum.zdoom.org/viewtopic.php?f=19&t=52612

> new short mapset akin to winter's fury
> s.u.p.e.r. natural development has not stopped
> winter's fury also slightly rehauled
>>
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>>3315895
>I didn't find my map, Durex Waste Disposal, either,

Your map is (coincidentally enough), map14.
It being missing is kind of, uh, worrying.

I checked it out and it seems to appear fine on my end, which is even more worrying.
I'll see if I can figure out what's up and get it in for the next test build, sorry about that.

>>3315596

Heh heh heh. I had a lot of fun with that.
I also had a lot of fun with SECRET3.
>>
>>3316081

I don't think I got that one, sorry. Can you re-upload it?
>>
>>3316189
what's s.u.p.e.r. natural? I can only seem to find a tv series by a similar name.
>>
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>***WARNING***
***WARNING***
>***WARNING***

If you argue about Brutal Doom after this point you publicly acknowledge that you are a sperg

>***WARNING***
***WARNING***
>***WARNING***
>>
>>3315401
this is actually the most up to date version;

http://jinotra.in:8080/ijon/dakka/src/master/pk3/acs/dakka_commonFuncs.h

it also uses the native sqrt and fixedsqrt, unlike the one that was in samsara
>>
>>3316236
Are you serious?
>>
>>3316240
why yes, as a matter of fact, he is
>>
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>>3316240

As a matter of fact, I am.
>>
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Post your weapon ideas
>>
>>3316236
no
>>
>>3316236
If I publicly acknowledge my sperg nature of being, does that make me arguing about brutal doom?
>>
>>3316047
thanks doc
>>
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>>3316250
>>
>>3316047
thanks doc
>>
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>>3316250
4 powerful piercing bullets with the last doing double damage but really slow fire rate and no manual reload, slow reload after the 4th shot
>>
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Ever notice that mancubus has 6 manboobs?
>>
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>>3316285
improved
>>
>>3316231
http://forum.zdoom.org/viewtopic.php?f=19&t=35879
atmospheric horror mod btw, no shooty-bangs

>>3316208
i mean, i posted it in the thread, but seeing how it got zero replies there, maybe you skimmed over it too
http://forum.zdoom.org/viewtopic.php?f=19&t=52276&p=917965&hilit=d2#p917965
>>
>>3316298
mancubus is my personal creepiest demon
>>
>>3316316
It's like looking in a mirror, isn't it?
>>
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>>3316304
>>
playing samsara for the first time, it's pretty fucking fun desu.

caleb when?
>>
>>3316326

never
>>
>>3316318
roasted like the mancubus does to a doomguy
>>
>>3316047
thanks doc
>>
>>3315339
Chocolate-Heretic is supposed to have all of the vanilla Heretic quirks https://www.chocolate-doom.org/downloads/2.2.1/chocolate-heretic-2.2.1-win32.zip

It can be used to play online too, but if there is a bug in the multiplayer parts of the port, you are going to commit it yourself because fraggle does not give a shit about multiplayer.

or use zandronum.
>>
>>3316370
Or use this repository to install the port, if you use a debian derivative http://debian.drdteam.org/
>>
>>3316314

Your map is map46, I believe. It doesn't have the proper name yet, but it's in.
Sorry about the mix-up.
>>
>>3316185
Good idea, thanks.
>>
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Blah, doing cliffy things like this takes forever.
At least the the architecture of the interiors is easier, since it is kinda boxy intentionally.

>>3316326
Samsara's great. I wish I had some friends to play it with friends.
>>
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>Turns out I can just port Unreal's smooth stair camera code to ACS, and it works perfectly along with my stairgrip script
Now I just need to figure out why Doomguy is going at lightspeed when travelling straight down huge flights of stairs, something to do with Warping to the floor making him gain speed.
>>
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Watching people shitpost is surprisingly inspiring.

Expect an update within the next couple of days.
>>
>>3316445
nice
>>
So who the fuck is GramGreen and why he is claiming to speak for us?
>>
>>3316456
Who?
>>
>>3316456
not a clue

pretty sure he's just someone pretending to be /vr/ to stir up shit

never been on #vr before, only popped in #zandronum, #staff, and #zastaff
>>
>>3316456

Never seen the name before.
>>
>>3316456
literally who
>>
>>3316456
>So who the fuck is GramGreen
Some guy who appears out of literally nowhere to appear very concerned for Zandronum.
Has never been anywhere else on /vr/ before, in none of the threads, in none of the community projects, in none of the chatrooms or chatlogs.
>>
>>3316456
>So who the fuck is GramGreen
a literally who
>>
>>3316473
>>3316456

AAAHHH, that guy who made the zandronum thread that got locked?

Fuck if I know, probably an anon
>>
>>3316482
>probably an anon

Yeah, here's the thing about that.
Every single one of us are anonymous, but we all still have thumbprints, left all over the thread. As we're based around a community of aliases, it's still pretty clear to get an idea of who comes and who's present.

We know Terminus comes here, even when Anonymous he makes mods. We know Kegan comes here, even when Anonymous he posts skeletons. We know Eric comes here, even when Anonymous he talks shit and calls them casuals. We know Linguica occasionally comes here whenever he's not shitting up #doomtwid with political discussion or whatever.

We've done a wide variety of different group projects, group chats, servers to play on, games to jump in, etc. Even when we're all Anonymous, for these we have a name to don, even if only temporarily (nig bick digger) or permanently (Soundwave).
This name has never appeared in it before. Ever.

He's pretending.
>>
>>3315924
Yes, I have tried them all. I actually prefer vanilla 3.20 with the exception I can't change the resolution to a 16:9-format. I use Q2Pro because I also speedrun the game.
>>
>>3316456
>>3316503
>jenova gets booted from zandro
>comes back (by his own admission) after numerous years of posting
>talks about how bad the staff and master server policy is
>EXACTLY AT THE SAME TIME someone claiming to be from /vr/ makes a "concerned" thread about how bad the staff/master server policy is
>repeatedly references that he's from /vr/ and 4chan
>nobody has any fucking clue who he is

I'm not saying it was aliens.
But...it was aliens.
>>
>>3316503
and if someone's talking about linux in nocaps there's really only one person here that could be
>>
>>3316516
Germanic aliens?
>>
>>3316518
I'm so glad you're back with us. :')
>>
>>3316516
>after numerous years of posting
FUCK
>after numerous years of NOT posting
>>
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>>3316516
sephiroth's second return confirmed
>>
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ids habbedig
>>
hey zanstaff while you're checking out the thread i just want to tell you how much i fucking adore torr samaho's nipples

i wanna lick 'em
>>
Hola, Sean
>>
>>3316545
Who doesn't?
>>
>>3316545
I wanna see Sean and Torr holding hands
>>
>>3316545
stay away from mifu's nipples
>>
gramgreen, fuck off
>>
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>>3316551
>>
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i'm willin to play fuck n fuck with u, bob ;)
>>
>>3316548
sup
>>
>>3316560
>>3316552
OH NO

THE GOYIM HAVE DISCOVERED THE SECRET CLUBHOUSE

NOW THEY'RE POSTING

SHUT IT DOWN

SHUT IT DOWN!!!!!
>>
Is there already a good Serious Sam cannon weapon?

The only one I found functions as a rocket launcher with a huge-ass radius, which wasn't really the appeal of SS's cannon.
>>
>>3316563
hmmm

I could try something like that

what are the specifics of how it works? I know it bowls through enemies, but can it only do so much damage that way total, or is the damage it does velocity-based with no upper cap on total damage?

I'm guessing it stops the moment it can't kill someone just by bowling through them.

also does anyone have cannon and cannonball sprites? I can get the sounds easily enough (7zip opens .gro files just fine), but sprites are a bit harder to do
>>
>>3316585
never mind that first point, I'll just use the cannon sprites from retro encounter

its cannonballs are really small, I don't like them
>>
>>3316585
bowls through enemies and bounces off walls
explodes on too big an enemy / when it slows down enough
hold fire to charge to make it go faster / bowl through bigger enemies (i think, for that last part)
>>
>>3316585

You can charge the cannonball. The longer you charge, the further it shoots. The cannonball drops off over time, and eventually hits the ground. When it hits the ground, it starts rolling. After a short time spent rolling, it detonates.

When the cannonball hits weak/mid-tier enemies, it instagibs them. When it hits high-tier enemies, it explodes on impact, doing more damage than any other weapon in the game.

If you really just want to make an improved cannon, you can rip the cannon sprites from this mod:

http://www.moddb.com/mods/serious-sam-meets-doom
>>
>>3316590
Russian Overkill has a weapon that's pretty much teh SS cannon
also has a cannonball sprite there
>>
>>3316503
>We know Eric comes here, even when Anonymous he talks shit and calls them casuals
He's not the only one, every time i see someone call a wad slaughtershit just because it dunks you with 10 hell knights i also call them casuals, in fact i call a casual to anyone that cries about Hellbound.

Captcha: 666
>>
>>3316585
It can hurt an infinite amount of enemies, each by a set amount depending on how long the weapon is charged (and thus momentum)

it loses momentum by the passing of time rather than bounces

After a while it explodes, but I'm not sure if the explosion does much if any damage.
>>
>>3316445
Add brutal doom somewhere, it earned a spot, even if it's a "also Brutal Doom maybe" on the bottom right corner, in dark gray.
>>
>>3316557
Tell bob or whoever who hosts fnf to host good mods instead of yet another round of CTF.

Or better yet, TELL THE FUCKING ZANDROFORUMS PEOPLE TO MAKE A MOD BALANCED AROUND PVP. Seriously, mm8bdm is the only zandronum pvp mod that keeps being updated these days, everything else is complex doom or its dead/outdated/buggy (and before someone says samsara, that shit won't be a thing until zan 3.0 is finished so people can play it in peace, and either way its going to get plagued again by baddons)
>>
>>3316503

Hello I am someone who is often in other boards but not in /vr/ how do I fit in?

I am also a clanfag :^)
>>
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So guys I'm at a bit of impasse here regarding the future of GMOTA, and I'll be straight up honest with you guys:

I ain't happy about a lot of the elements that have wound up bloating it and how much of a mess Blaz is to play. I want to start over and fix shit, get it right. With the exception of the monsters, I'm pretty happy about those.

Term's advised me not to do any drastic changes like that, otherwise I'd wind up upsetting a lot of folks, so I was thinking about finishing up GMOTA as it is right now, then make a sequel/remake mod with a tighter design and a Blaz that's not an absolute mess, and actually the melee fighter I've been wanting him to be.

The problem with -that- though is Term has said the changes I want to do to Blaz aren't enough to warrant something like that, so I feel like my testicles are trapped between a rock and a hard place at this point.

Not only that but Term mentioned I should take note of the criticisms of GMOTA and try to address those, but the biggest ones I can think of is the confusing HUD and power-ups, the fucked up control scheme, and how imbalanced the ranged weapons are.

TL;DR I want to start over on GMOTA or make a sequel/remake and get this shit right that way I can finally put an end to this constant indecision. I've been happy with my other projects but GMOTA's been the one I've never been at peace with.

and for those that're interested, I have a design document for a new Blaz written out.

http://pastebin.com/wwnfcY4q

I've legit been losing sleep over this
>>
>>3316609
Samsara Nordic Saga needs to be a thing.
>>
>>3313535
i did the same thing when I first downloaded it. there was another guy a couple of threads ago that did the same thing. pretty sure its a common issue.
>>
>>3316609

>AeonDM
>DBAB
>Ragectf

I mean what else can you possibly want? More IDL?
>>
>>3316614
>Term's advised me not to do any drastic changes like that, otherwise I'd wind up upsetting a lot of folks
Literally when has that ever stopped you before
>>
>>3316614
>so I was thinking about finishing up GMOTA as it is right now, then make a sequel/remake mod
Are you fucking serious?

I mean, kudos for knowing your limitations, but abandoning all your plans and promises, saying it's done, with saying they'll be in a sequel? That's so Tiy of you.
>>
>>3316606
>>3316596
>>3316595

so momentum-based, bouncefactor of 1, weak explosion (I remember standing by the things as they stopped and exploded and not really feeling it that much), stop the moment it can't kill a dude purely through running through them

I guess the damage it'd be able to do to any single enemy would start at 300 and end somewhere between 700 and 900 (750?), so that it can always bowl over skeletons and so that it always explodes on barons, but not archviles

and if it can't rip through a dude, I guess deal an extra 100 damage (for an even 1000, to oneshot barons) and explode

I'd use A_RadiusGive rather than +RIPPER to deal damage, so that I can actually respond to not killing an enemy in one rip

also the sprites in that moddb one are better (I like the SS3 cannon look better but the retro encounter rips are *bad*), but yeah that implementation's awful
>>
>>3316615
I will cut you.
>>
>>3316620
>anon asks for competitive mods
>lists maps

you're special aren't you
>>
>>3316614
i haven't touched SHOTA in forever, but yeah, as long as you fix crucial bugs and keep an archive of older versions, everything should be fine, no?
>>
>>3316629

Yes, the explosion has a pretty small radius. It's a weapon you "line up" shots with for smaller enemies, or directly aim at larger enemies.
>>
>>3316445
dude i cant wait for v7
>>
>>3316623

Never has before, honestly.

>>3316628

>That's so Tiy of you.

Ouch, well anon I'm so fucking unhappy with GMOTA's development that I want to fix this garbage. But the fixing I want to do is such a departure from what people have been used to for the past 2 years that I might cause issues there.

I'm not about to add more characters and content to the current state of the mod, that'd just make the problem worse.

>>3316635

I can't even think of crucial bugs other than issues with online and desynch, all of the issues I've been having with GMOTA are on a personal level.
>>
>>3316614
no need to make it a sequel, just make a different version. GMOT de-assified
>>
>>3316614
trim the fat, streamline as much stuff as you can, redo some parts but maybe not all
scrapping a project and starting over = high chance of death of said project
>>
>>3316614
I don't really see how these changes couldn't be a GMOTA update.
Shouldn't, yeah, but you've done so many drastic changes and rehauls before this would be another Friday.

It sounds like more what's going on is you're unsatisfied with GMOTA as a Doom mod adhering to Doom limitations and Doom progression and Doom gameplay.
You may want to look into, instead of another rehaul, expanding it.

Make it a TC.
>>
>>3316634

>Mods
>Maps

Same thing.
>>
>>3316652

Like I said, I don't want to scrap it, I'm happy with the subweapon drops, chests, and monsters.

I just hate what Blaz has become, along with those power-up items and the unleasher, it's all such a mish mash.

>>3316654

Well GMOTA as of right now doesn't adhere to Doom progression or gameplay with the random drops and more melee focused combat, and technically isn't it a TC already seeing as it replaces the main character, weapons, monsters and totally changes how Doom is played?
>>
>>3316661
You really are special.
>>
>>3316664

Name one distinctive difference between the two. It's been like this with wads since forever.
>>
>>3316638
okay so at least in serious sam HD, the cannonball definitely loses momentum from bouncing

I went to the first map, gave myself everything, then tried to bounce the cannon between one of the pillars and the wall at max speed, and it could only bounce three times

if it didn't lose speed you'd expect it to bounce like 20-30 times
>>
>>3316669
Mods change the gameplay.
Maps change the maps.

You dumbass.
>>
>>3316662
>technically isn't it a TC already
not
in
the
least
>>
>>3316673

Maps can also change gameplay.
>>
>>3316681
Not in the same way a gameplay mod can.

Not in the least.
>>
>>3316682

>Did not play Jumpmaze
>>
>>3316662
>Well GMOTA as of right now doesn't adhere to Doom progression or gameplay with the random drops and more melee focused combat
And that's causing all of your issues and qualms.
>>
>>3316685
A completely different cry from RageCTF and DBAB.
>>
>It's a Gardevoir makes another tedious map for DUMP episode

>Level starts with a lot of pinkies and only a shotgun/chaingun
>Shitloads of Barons in a wide open area
>Rocket launcher is in a secret in a secret
At least the middle section with the imps and shotgunners was fine.

The beginning and end was horrible though. It was just better to ignore the enemies at the start since the pinkies get stuck on the sides instead of following to the middle and at the end I just gave up and noclipped to the rocket launcher because using a regular shotgun on like 20 barons is boring as shit.

Dude needs to learn how to make fun encounters.
>>
>>3314912
>Belly, tits, and ass
>No thighs
What is the point?
>>
>>3316693

>Implying those wads don't have gameplay changes than vanilla

You didn't play enough doom.

Also for the sake of mods Internal Conflict seems to be popular nowadays.
>>
>>3316678

What classifies a TC then? I ain't making maps for GMOTA any time soon otherwise we'll really be up shit creek without a paddle

>>3316690

I talked with Term about that too, but I feel like trying to make GMOTA adhere to a Doom style of progression with weapons and items would defeat the whole purpose of GMOTA.

I like the subweapons and the focus on two weapons, I feel like adding more weapons to switch between isn't the answer.

I talked with Term about doing a psychic thing where subweapons are permanent, and you switch between them with the use item keys, but that might get a little clunky in the middle of combat.

He's suggested making enemies drop little pickups that would power Blaz up, essentially XP spheres and I'm against that. There was also talk of adding extra moves and shit but that would require either adding some shitty input system like how Demonsteele does it, which I dislike, or intentionally crippling Blaz at the start for the sake of progression. Which I also dislike.

Shit's frustrating.
>>
>>3316694
I'm waiting on the beta version with the hub. That way I'll have the version with all the maps and time to finish Ancient Ayyliens with DWMC. I tested DUMP 2 without the hub and when it got updated the map numbers were gone. That meant I had no idea where to pick up in the newer beta.
>>
>>3314821
Depends how often you played Doom over your friend. You probably know some of the nasty traps that happen in the first episode along with knowing enemy behaviors and he may not and is learning as he goes.
>>
>>3316505
There is an unofficial patch that brings very few modifications on top of vanilla source code. http://www.markshan.com/knightmare/downloads/quake2-3.24-win32.zip
http://www.markshan.com/knightmare/downloads.htm
>>
>>3316702
>What classifies a TC then? I ain't making maps for GMOTA any time soon otherwise we'll really be up shit creek without a paddle

and that's why it's not a TC

maps are half of a TC; if you're missing the map side it's just a partial conversion; if you're missing the mod side it's just a megawad
>>
>>3316705
>when it got updated the map numbers were gone.
That's physically impossible.
>>
>>3316701
I play plenty of Doom, you're just being a nitpicky bitch.
DBAB and RageCTF are not gameplay mods, and no amount of hairsplitting will make it so.
>>
>>3316721
not if you make the map lumps MAPAA, MAPAB, etc :^)
>>
>>3316719

That's just not gonna happen, not for a long time (if ever).

I don't have any experience in making maps and the last time I tried I wound up crossing some lines and breaking shit. I feel like halting progress to learn how to make maps and then make maps for GMOTA wouldn't really be solving my biggest issues I'm having with the mod right now.
>>
>>3316724

Actually Ragectf is a gameplay mod :^) for CTF
>>
>>3316701
scythe 2 is my favorite gameplay mod
>>
>>3316738
plutonia is my favorite gameplay mod
>>
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>>3316731
you could always put out a call to mappers that you're looking for medieval-style maps

i'd make one
>>
>>3316702
>but I feel like trying to make GMOTA adhere to a Doom style of progression with weapons and items would defeat the whole purpose of GMOTA.
To be completely blunt, tough shit.
As a gameplay mod, you will always need to concede to the style of gameplay and progression mappers have done in their maps.
>>
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I picked up 'Nam for 89 cents a few months ago and decided to try it in the eDuke32 Engine. It's fucking glorious. All the problems with the original game are gone and it turns out that this might be the best Vietnam themed game out there.
>>
>>3316746
Say that to Hideous Destructor's face and see what happens
>>
>>3316742

I don't have the heart to ask people to do my work for me.

>>3316746

I disagree with that, there's been plenty of mods that go against that grain and they do fine.


I don't think anyone here that plays GMOTA has issues with the pickups or subweapon systems, it's just the controls and some of Blaz's mechanics that're janky as all hell.
>>
>>3316751
I will happily do so to its face, I ear no backlash from its seven players.
>>
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>>3316760

>I (f)ear no backlash from its seven players.
>>
>>3316613
>clanfag
Bring in the bantz, i want to see those faggots fighting against each other over stupid shit.

Go.
>>
>>3316694

What the heck are you talking about anon, Gardevoir's map was nice.

Demon waves with only shotgun is a nice combination, since it forces you to be conscious of your movement and position instead of just mowing down everything you see.

I know I'll probably sound like I'm him and shilling my own map, but out of the first 7 or so maps his stood out as my favorite.
>>
>>3316756
just scaffin do what ye want lad, it's youer own mod innit?
>>
>>3316734
I agree, when I'm with my friends My favorite gameplay mod is Dwango.
2016 gameplay cacoward for sure!
>>
>>3316756
So why are you here asking for input if you turn down all suggestions
>>
>>3316770

What? I just said I am from a clan. Relax. We're not as toxic as Doomworld.

>>3316775

is this doomkid?
>>
Is there a simple Mod out there were i can use Crash instead of Doom Guy, with feminine grunts and shit
>>
>>3316778

Because I'm still an indecisive shithead over all this and I want to make something both myself and players can be happy with. I'm just being too much of a perfectionist over this, and I'm hoping to get an idea or suggestion out of someone that'll hopefully stick.

Now I know how Marty feels
>>
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Is Odamex and ZDaemon worth trying? I'm so sick of the same 3 or 4 mods being played on Zandronum, so I thought I'd try other multiplayer communities aswell.
>>
>>3316823

Odamex was ded last time I tried it, not sure if that's still the case.
>>
>>3316823
People play vanilla in ZDaemon, but the biggest event there (TNS) is most active on EU servers. If you don't get good ping on there, don't bother. I've never tried Odamex.
>>
>>3316823
Odamex is fucking deeeead
>>
>>3316779
Yeah and i assume you are from a competitive clan, and clans are supposed to be fighting each other. Banter is the best way to motivate everyone to fight against each other, and you guys are too peaceful.
>>
>>3316823

Odamex is almost exclusively used for competitive DOOM. You need to get in their IRC channel to get a match going

Zdaemon is eh. Less people playing multiplayer, and also closed source. Maybe the single closed source sourceport with an audience willing to play in it.
>>
>>3316823
Odamex is only good for CTF, FFA and duels. It also has the best netcode of the three ports but the community is dead (competitive Doom in general is, actually).
>>
these nice chaps are teaching me to play blood properly

https://www.youtube.com/watch?v=1ZpOq1YcUVE
>>
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ezquake doesn't support 144hz?
>>
>>3316869
do us all a favor and stay away from /vr/ or any other community for that matter
>>
have any hyper autists compiled a list of discrepancies introduced between true vanilla and smooth doom?

If so, what would the nature of these discrepancies be?
>>
>>3316915
true vanilla is chunky as shit. if you liked playing doom on a 386sx/16 with 4mb EDORAM then this is what you want. for added realism reduce screenblocks to 3
>>
>>3316250
A semi auto incindiary rifle where the magwell is turned to the side, but, when reloading, it flips forward, and launches the mag with the same effect as a grenade.
>>
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>reading the changelogs for kinsie's samsara updates

>- Added Caleb.
>- Removed Caleb due to inexplicable bugs.
>>
>>3316962
Samsara is in good hands
>>
>>3315643
An enemy that cannot be killed, only given a new host. Depleting its health attaches its soul to you. The soul will detach and respawn the monster at full health at random intervals. Being killed by another monster via infighting will cause the same effect on them. If the soul-sticker dies via environmental hazards like exploding barrels or crushed between objects, his soul will detach without a host, becoming a powerup of some kind.
>>
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gramgreen is jenova, jenova is gramgreen
>>
>>3316991
who is gramgreen and who is jenova
>>
>>3316991
Prove it.
>>
>>3316991
We know.
>>
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>>3316615
Thor is the best class.

>>3316609
Speaking of mm8bdm
>join in a random deathmatch server
>didn't know hotel is an RP map
>there's people cybering playing as Roll

I didn't even know RP servers existed within the realm of Doomseeker.
>>
Is there some mod to easily play quake with shotgun start, or would I have to do the oldschool idclev or whatever it is for quake?
>>
>>3317017
quake just uses the "map" command
>>
>>3317017

Were Quake's maps even made to be played like that?
>>
>>3317013
Playing with /tg/ was the shit back in the skulltag days.
>>
>>3317020
Some of them, but generally no. Hence why dying in Quake just sends you to the start of the level with whatever equipment you had upon entering the map, not restarting you with just a shotgun and no armor.
>>
>>3317013
There used to be many Touhou RPers in mm8bdm (even in non-RP servers) years ago. They were super awkward, but it was funny to listen to their weird stuff.
>>
>>3316772
There is a couple of problems with the pinkies at the start

>Barrels don't always cause a chain reaction
>Fights are completely skippable there
>Pinkies aren't actually very dangerous
Using just the shotgun at the start would have been alright but it becomes a slog. You don't really need to be that away of where you are and it feels like it's just a HP wall.

It just feels like a slog and it was excessively worse with the Barons battle at the end. With that kind of enemy count the Rocket Launcher should not be a secret.

I liked Map 1 out of the four or five I've touched so far. Not that the others were bad.
>>
>>3316832

Yes. I am from a clan, but it isn't as chaotic as it use to be. Most of the clan players are just about the action of playing duels, ctf, and tdm. They don't really want to wax words on forums over nonsense. We're not that bad. It's just a few clans have their hands where they don't belong or some of their members are less scrupulous than others.

They do bantz a lot though. It's never serious. It's only serious when there's history.
>>
>>3317038
>It's just a few clans have their hands where they don't belong
Hmmmmmmmmmmmmmmmmmmm.
>>
>>3317013
>I didn't even know RP servers existed within the realm of Doomseeker.

Now that you know, go forth and stayeth the fucketh awayeth, mah son
>>
>>3314786
Sorry for responding late, but yes, it's v0.7.0.
>>
>>3315297
dude I havent finished up my map, are you still taking submissions?
>>
>>3317126

He extended the deadline by a week and you're 5 days past THAT deadline. Sorry, anon.
>>
>>3317126
I hope you're joking.
>>
File: Captura.png (35KB, 504x563px) Image search: [Google]
Captura.png
35KB, 504x563px
>>3315297
I get this when opening the file
Please send help
>>
>>3317139
>>3317140
Ouch. guess that's what happens when your map is too ambitious.
Well on the bright side, it will probably be finished by the time dump 4 comes!
>>
>>3317151
>zandronum 1.1.1
Nigga what
>>
>>3317151
>ZANDRONUM 1.1.1
>>
>>3317151
1. it's meant for zandronum 3
2. jesus fucking christ 1.1.1 was like three years ago
>>
File: Captura.png (27KB, 505x406px) Image search: [Google]
Captura.png
27KB, 505x406px
>>3317171
>>3317169
>>3317158
ok 2.1.2 is the latest
what now genius?
>>
>>3317179
>ok 2.1.2 is the latest
nope
>>
>>3317179
it's meant for zandronum 3
we just said this
>>
>>3315297
>>3315331
>SECRET3
TERMINUUUUUSSSSSSSSSSS!!!
>>
>>3317179
>2.1.2 is the latest
>>
File: Captura.png (250KB, 644x767px) Image search: [Google]
Captura.png
250KB, 644x767px
>>3317190
>>3317182
well thats what the website says, but thanks Ill download v 3
>>
>>3317179
>"it's meant for zandronum 3"
>WHY DOESN'T IT WORK IN ZANDRONUM 2 HURRRRRRRR

I'd spoonfeed you but you don't'deserve it
>>
>using Chocolate Doom
>set video_driver to directx to fix the framerate bug
>find out that the source port actually has optional mouse acceleration which only began working upon switching to directx

This source port could use a bugfix update
>>
>>3317025
A couple still exist, but they normally crop up in servers that are extremely quiet otherwise, so it's kinda welcome by me.
>>
File: IMG_20141225_200129.jpg (3MB, 3264x2448px) Image search: [Google]
IMG_20141225_200129.jpg
3MB, 3264x2448px
>>3316250
A bit late, but one of these
>>
>>3317063

I wasn't talking A3 Jenova.
>>
File: maxresdefault.jpg (160KB, 1280x720px) Image search: [Google]
maxresdefault.jpg
160KB, 1280x720px
>>3316250
This toaster gun thing.
>>
File: 12ozSprayBot176010_x.jpg (42KB, 600x600px) Image search: [Google]
12ozSprayBot176010_x.jpg
42KB, 600x600px
>>3316250
>>3317223
Literally 1 dmg per spray but guarantees pain state
>>
File: Gundam-Wing-Twin-Buster.jpg (102KB, 1024x768px) Image search: [Google]
Gundam-Wing-Twin-Buster.jpg
102KB, 1024x768px
>>3316250
>>
File: water-pistol.png (6KB, 158x150px) Image search: [Google]
water-pistol.png
6KB, 158x150px
>>3316971
Let's not go crazy here.

>>3317235
I actually made a water pistol thing for DUMP3, but it works a bit differently than what you're saying. I think I might still need to twiddle with it for Zandro support, we'll see once Term recovers enough to do a weapons test build.
>>
>>3317274

Ohhh sheeeeiit, that's the Holy Water Pistol from the mobile RPG!
>>
>>3317225

I wasn't talking A3 either, Slyfox.
>>
>>3317308

What's an A3, Catastrophe?
>>
>>3317312
It's a letter followed by a number, Eric.
>>
>>3317235
or not do damage at all
as altfire: rolled up newspaper that you slap things with and stops monsters for a few seconds

no, bad demon! you do that outside, not indoors!
>>
File: duke0012.png (193KB, 1280x720px) Image search: [Google]
duke0012.png
193KB, 1280x720px
>Enemies pop out of nowhere
>mines everywhere
>airstrikes everywhere
>the only way to survive is to fire blindly into bushes and run around like a madman
>M16 is a piece of shit that will jam at hte wrong time and will get you killed

This game man...this game gets it.
>>
>>3317316
how about a laser pointer that demons become enraptured with, and you can lure them into traps
>>
>>3317338
That's what you get for being no Senator's son
>>
>>3317218
>This source port could use a bugfix update
choco doom 3.0, which uses SDL 2.0, should be coming out pretty soon, which will hopefully make these issues moot.
>>
http://forum.zdoom.org/viewtopic.php?f=7&t=52500 Why is Graf so hostile towards Zandro devs? Did they do something really bad?
>>
>>3317372
Graf is a douchefag, more at 11
>>
>>3317372

Graf is hostile to almost everyone.
>>
What do we use for server hosting with Best Ever gone?
>>
>>3317386
We need something that exceeds the legacy of Best Ever.

We need, The Greatest Ever.
>>
>>3317386
https://allfearthesentinel.net/
>>
>>3317372
Graf is hates everything, man.

IIRC, he hates that Chocolate Doom basically revitalized vanilla mapping.
>>
>>3317386
THE BEST
>>
>>3317386
Do it yourself
>>
Fired up EZQuake and multiplayer is empty, is there something wrong?
>>
>>3317462
I think you're suppose to import a txt file that gives you all the servers available.
>>
>>3317462
Yes, it is missing the master servers. Either download the full package of ezquake 3.0 https://github.com/ezQuake/ezquake-source/releases/tag/v3.0

or create a folder called "ezquake" and copy that "sb" folder inside.
>>
>>3317476
this ezquake folder is, usually, created after the first launch, inside your quake folder.
>>
>>3317476
Did a quick Google, thanks though. nQuake installer didn't work for me because it returned a connection error when it was trying to download files.
>>
>>3317316
>>3317235
>disciplining your cacodemon

>>3317342
Oh fuck, that would rule!

>laser pointer paints whatever area or item as a target and monsters will advance towards and attack the dot
>this is your only offensive weapon and you use it to make monsters kill each other with infighting

Could it be done?
>>
How do I enable mouselook in quakespasm again? Trying to play dopa and can't get vertical aiming.
>>
>>3317497

Should be in the options, but if not just type +mlook in the console.
>>
>>3317507
Thanks anon. "Lookstrafe" was off in menu but it was like stuck on or something.
>>
Got nQuake working. I set my resolution but it's still using 640x480 when windowed.
>>
>>3317338
Fuck yes I've been wanting to play this.

most of the people who whine about it just have no idea what the war in Vietnam was really like.
>>
>>3317520
vid_win_height
vid_win_width

could not find it in the menu, have the commands above.
>>
>>3317483
Holoduke in the latest Samsara works pretty similarly, so it should be pretty doable.
>>
>>3317563
Thanks. What can I do about the brightness and contrast? They take effect on a desktop level, instead of in engine. So my desktop is glowing white like Unreal Engine, plus my live stream was still super dark.
>>
Good WADs for Hideous Destructor? Want an atmospheric, survival-horror sort of experience. It'll be my first time messing with HD, desu.
>>
Why did Doom age better than Quake in both gameplay and graphics?
>>
>>3317607
Wider variety of tools and enemies, Doom's damage output isn't as low and it could fit on more enemies at the time
>>
>>3317607
Because you're wrong.
>>
File: lmyzklQlle1qd1egho1_500.jpg (67KB, 500x325px) Image search: [Google]
lmyzklQlle1qd1egho1_500.jpg
67KB, 500x325px
>>3317187

Heh.
>>
>>3317607
Kind of better gameplay.

I mean, I like Quake, but it's not quite as fun to play as Doom. In my opinion anyway.
>>
>>3317607

Old school sprites age better than blocky 3d monsters, doom has a better palette than Quake's brown mess, killing tons of baddies is fun and doom delivers where Quake cannot due to technical restrictions of the time.

Only aspect where Quake is undisputably better is Deathmatch, I think.
>>
>>3317650
>Only aspect where Quake is undisputably better is Deathmatch, I think.
And level design, which is consistently good throughout without Sandy's Shitpiles taking up too much space and Romero and McGee being able to work their magic with full 3d spaces.
>>
>>3317653

You're right, but it's hard for me to find the levels any fun when all the monster encounters are such a slog.
>>
>>3317656
Go faster. Jumping means there's so many ways to speed through areas, and it's not like you have to kill EVERYTHING.
>>
New thread >>3317718
>>
>>3317607
One thing that didn't age is the soundtrack. In that respect Doom aged FAR worse than Quake.

Doom looks kind of hokey these days with all the bright colors. Cartoonish even. Quake still feels terrifying, and the architecture and level design is still glorious.
>>
>>3317401
I thought he also hated gzdoom being used for not-doomy stuff

are you saying he's impossible to please???????????
>>
File: tu41231.jpg (282KB, 898x973px) Image search: [Google]
tu41231.jpg
282KB, 898x973px
can anon deliver a good sound-mod?

For better button-sounds, elevators, doors, footsteps?
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