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DISSONANCE OF LOST SOULS

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Thread replies: 759
Thread images: 200

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DOOM THREAD / RETRO FPS THREAD, USUAL OP IS STILL AFK EDITION - Last thread >>3431563

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://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.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://desuarchive.org/vr/post/3019509
>>
[08-19] Anon Release: Cute looking first map >>3435876
https://mega.nz/#!5I9DFbxY!jJLRdnfnYv4hVKUkmztjwsrt6caF97FHnhCPMO8SbJQ

[08-18] Anon Release: Drum Akimbo Shotguns >>3433687
http://www.mediafire.com/download/mlkl18wylos140p/AkimboDrumShotguns.pk3

[08-18] Anon Release: GZDoom retro shader >>3433446
http://pastebin.com/cUu5c4Zn

[08-17] Quake 2] Mission 64 (Q2 N64 -> PC recreation attempt) >>3432010
http://forum.zdoom.org/viewtopic.php?f=12&t=53046

[08-15] Anon mod: Brutal Basic >>3427361
http://www.mediafire.com/download/g970qa70a0af4na/Brutal_Basic.pk3


[08-13] MetaDoom first very early version released >>3423714
http://forum.zdoom.org/viewtopic.php?f=19&t=53010

[08-10] Anon mod: Revenant Doom >>3418323
https://www.dropbox.com/s/hi7j92ms6ns2jei/RevenantDoom.wad?dl=0

[08-10] Anon mod: Tex 2 Spek >>3418041
https://www.dropbox.com/s/a0spu00qvoxe8g7/TEX2SPEK.pk3?dl=0

[08-04] Urania, new Plutonia megawad
https://www.doomworld.com/idgames/levels/doom2/megawads/urania

[08-04] Anon maps update: Knee Deep Again >>3404968
http://www.mediafire.com/download/u1dec5iwynr6lm9/Knee_Deep_Again.wad

[08-04] THT Threnody (Ty Halderman Tribute project) released
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren

[08-02] Anon maps update: Earth >>3400398
http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

[07-30] Anon map WIP: Moonlit >>3397363
https://www.dropbox.com/s/n0lh8qppkkmq2x7/Moonlit.pk3

[07-29] Anon map: HOUSE.wad >>3393371
https://www.dropbox.com/s/krtymf1c5am9saf/HOUSE.wad

[07-29] Vinesauce Doom Mapping Contest
https://twitter.com/joel_vinesauce/status/759106077120204801

[07-29] Anon mod release: Void Elemental >>3391175
https://www.dropbox.com/s/7lodgca3scj2ivz/Void.pk3

[07-25] Anon map: Foundry >>3384954
https://drive.google.com/file/d/0B1NxOZlEf5aNOEx3YXh1TzEyeWs/view?usp=sharing

[07-22] Anon map: Crunk Refinery >>3379784
http://basedhost.com/tmp/crunkrefinery.zip

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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First for POWER OF THE DRAGON FORCE
>>
>>3436080
>>3436147
so does anybody have any idea what i could be doing wrong?
>>
>>3437005
Try using gzdoom
>>
>>3437000
doug nukem

a 2D side scroller where you must press the doug button to win
>>
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I applied the Retro shader, but I set it to force a 4:3 aspect ratio so the Hud bar covers the whole screen and overall because I like the shittiness of the 4:3 ratio. But since the shader was designed for the 16:9 ratio, I want your guys input. Does this look accurate enough with vanilla or am I gonna have to fuck around with the shader's settings?
(Window resolution is 1280x720)
>>
>>3437023
why the hell is everything stretched /vomits
>>
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>This mod needs a developmental version of GZDoom to work

Thanks, but no thanks. I've had enough trying to set up different versions of GZDoom for each mod that I've downloaded over the past months. And I don't even want to think of combining them with one another because that's definitely going to be a major headache.

I'm sticking with megawads and short episodes for the time being. Hook me up whenever a mod uses a stable release. This means no hate towards modders, but sooner or later something just had to give.
>>
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>>3437027
>why the hell is everything stretched
>>I set it to force a 4:3 aspect ratio
>>
>>3437030
I've never needed different versions for each mod, the latest one always worked for all of them that had said requirement. Though apparently as of late a bunch of old wads have stopped working on them.
>>
>>3437030

My rig can handle the new renderer fine, but I'm kind of burned out on gzdoom mods.
>>
>>3437013
no
besides, i kind of want to know what's causing this just out of curiosity
>>
Someone needs to talk with terminus about letting someone update Dreadnought or even use the assets *cough samsara*

-Zero suit lets you use any doom weaponry, just sprite swap the Doomguy's arms and legs with hers, D4D/Argent code and sprites would be good on this

-Power suit stays the same, but you can fuck in melee now, thus you can use the BFG 9000 as a "strange upgrade for the arm cannon"
>>
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>>3437065
This entire post, why

Also
>you can fuck in melee now
>>
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>>3437065
>Dreadnought
>in samsara

do you even Zandronum
>>
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19th for animeposting.
>>
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you wanna know what's the only objectively shitty thing about MAP32 in plutonia? the way they carefully intended on placing the megaspheres on your way or in front of the switches you're meaning to use, only when you're just a couple points short of full health. By the time I'm done there are like three or four out of the seven or so I'm leaving behind.

seriously, fuck that shit so hard.
>>
The plot to the next Doom game, courtesy of http://www.plot-generator.org.uk/

Galactic Fast Super Shotgun Wars
A Science Fiction Plot
by Engine John

A long, long time ago in a fast, fast galaxy...

After leaving the demonic planet the Moon, a group of agitated boners fly toward a distant speck. The speck gradually resolves into an evil, space station.

Civil war strikes the galaxy, which is ruled by John Romero, a scary ayylmao capable of adultery and even violence.

Terrified, a sunny fatass known as Fluffy flees the Empire, with her protector, Doomguy .

They head for Waste Plant on the planet Mars. When they finally arrive, a fight breaks out. uses his fast Super Shotgun to defend Fluffy.

and Fatass Fluffy decide it's time to leave Mars and steal a teleporter to shoot their way out.

They encounter a tribe of robot demons. is attacked and the fatass is captured by the robot demons and taken back to Waste Plant.

must fight to save Fatass Fluffy but when he accidentally unearths a snooty gun, the entire future of the fast, demonic galaxy is at stake.
>>
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ok i'm assuming this is harmless
the mod advertises zandronum compatability
>>
hey what doom related thing should i doodle
>>
>>3437150
brutal doomguy with a shartgun
>>
>>3437150
social interaction between the soulsphere, megasphere, and godsphere
>>
>>3437150
Mancubus using its flamethrowers to fly
>>
>>3437150
ranger
>>
>>3437148
Yup Looks Like A Zandronum Mod
>>
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>>3437154
didnt realize how small i was drawing, whoops
>>
>>3437165
now draw an HDoom version of those spheres
and john romero
>>
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>>3437165
Oh, nice
>>
>>3437165
Could you draw John romero as a Cyberdemon and Carmack as a spider mastermind? (Maybe Petersen in some corner as a Shambler/Cthulhu looking thing too)
>>
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>>3437191

>Sandy as a shambler wearing magical mormon undergarments

Please
>>
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In Paul Steed's book "Modeling a Character in 3DS Max", he shares the time that he watched Adrian Carmack draw the yellow duck secret texture in Quake 2. He drew the yellow duck, which he had called his "only true friend", with a bullet through its head.

Imagine if your kid did that.

He needed help and all that anyone did was force him out of the company.
>>
>>3437204
but now he owns a 5-star spa resort in Ireland.
>>
>>3437217
I hope he's happy now, or at least not miserable if that's the best he can do.
>>
If I were to make a Waifu mod that would spawn an unkillable actor that would either just follow you around the map or help you kill monsters, what else would you guys want to see in such a mod?
This is all hypothetical, of course
>>
>>3437243
i want it to spam brtal doom taunts for me
>>
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>>3437165
Oh boy more OC
>>
>>3437236
He's as happy as he can get with Romero making him his bitch again.
>>
>>3437304
Does he even like Romero? Did they hang out before this? It seems like he just chose Adrian because everyone else is off doing things.
>>
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>>3437310
We just don't know.
>>
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>>
>>3437338
MODS
>>
>>3437310
I think Romero's posted photos of Doom stuff Adrian has (the clay models etc.) in the past, so I'm pretty sure they're cool.
>>
>DUMP 3: Never Ever
>>
>>3437036
okay, I got a giggle outta that.
>>
>>3437345
Something he had to go to Adrian's house to photograph or old photos of when they were made?

Greg Punchatz has posted recent photos of models and molds.
>>
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>>3437354
The former.

Pic unrelate-KERKLUNK!
>>
>>3437346
Hopefully there'll be a map limit for Dump 4 to help speed things along. Maybe it should reserved for newcomers who haven't participated in a previous dump or something, I dunno.
>>
>>3437362
dump4: maps, weaps & monsters ?
>>
>>3437363
Hell yeah, i'd totally be down to make a custom monster
>>
>>3437346
I could have spent all of this time detailing my DUMP3 map to make it not look like ass, but unfortunately work has murdered my free time

also it'd feel like cheating
>>
So, Map16 supposedly features Sandy Petersen's house and his father's house.

Has he ever released comparisons between whats in the map and reality, like photos or something?
>>
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>>3437036
>>
>>3437434
it gets smaller
>>
>>3437434
When you hit the switch the floor lowers and it goes farther away.
>>
>>3437436
>>3437451
... is that the joke?

now I'm even more confused
>>
>>3437451
No, when you hit the switch, the water drains
>>
>>3437457
well
well
well
>>
So, we know where each of the weapons come from in Doom (shotgun is a tootsietoy dacota, etc.) but what about the rocket launcher?
>>
>>3437494
it was hand drawn iirc according to Romero
>>
>>3437494
>>3437497
https://twitter.com/romero/status/595157352640163840

>it WAS straight pixel art, not based on a toy.

Might have had a reference or something though.
>>
>>3436998
How do I use the retro shader in GZDoom?
>>
>>3437506
if you follow the quote it says how
>>
>>3437506
>>3434306
>>
>>3437509
>>3437512
Ah, didn't think to read the post for some reason.
I'm guessing this won't work in 1.x versions of GZDoom?
>>
>>3437514
needs dev build
>>
Any OC makers up tonight?
I wonder what the demon's school photos were like when they were younger?
>>
>>3437514
dev build only feature

you might wanna try it on a new gzdoom version on a separate folder though, so as to not screw your base gzdoom exe just in case you somehow screw something up
>>
>>3437518
>Cacodemon is that neighborhood dog that everyone pets
>>
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>>3437543
>>
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>>3437091
i just replayed it to check. it seems the only megasphere (of 9) you are absolutely unable to avoid touching is the one on the yellow key, as it and the key are coincident. there are two or three others which are "in the way" but can be avoided via careful movement (the one in front of the yellow door, the one behind the blue door, and the one on the windowledge overlooking the back courtyard most obviously)

conversely it could be argued that if you are leaving with unused megaspheres you could be playing the map more aggressively and still be successful -- try it!

nevertheless, being forced to step gingerly around things that would be wasteful if picked up, has been a problem for centuries in many maps not just this one.
>>
>>3437091
>>3437563
on reflection i guess what most likely happened is you went to the yellow key and its megasphere, then to the yellow door, and found it impossible to get to the yellow door and back out (now with a cyberdemon bearing down) without touching the yellow door's megasphere. whereas i had already picked up the yellow door megasphere -- and used up much of it -- on the way to the yellow key. still, you have a point, the item placement is unnecessarily awkward.
>>
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>>3436108
Please assist
I don't understand why it keeps happening
>>
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>>3437065
>Someone needs to talk with terminus about letting someone update Dreadnought or even use the assets

Like five different people have come to me wanting to update Dreadnought, each time I told them "go wild, just watch the credits and use a different name". None of them ever did anything.
The assets are available for anyone to use from the Github, if you want to fork it and try your hand at it.

Samus in Samsara is a really bad idea, though. I mean, it's a fun pipe dream, but actually implementing her in would be a really bad idea.
>>
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Okay so I'm gonna be asking a lot of people this but I'll start here.

These are gonna be replacing item crashes as utility moves that can be performed with the powered sword, should I make them consume sword energy at one gem a piece like power strikes, or make them a free use attack but you have to hold the secondary attack button down for a moment to wind it up?

sprites shamelessly stolen from Secret of Mana
>>
>>3437469
MY MICHELLEEEEEEEEEEEEEEEEEEE
>>
>>3437714
>Crescent Moon Slash
>Thunder Stinger
Oh baby

And you should make them take a resource based on the power these moves will have.

The stronger it is the harder it should be to reuse it.

Unless you're making it Slaughtermap clearing attacks.

I fucking love Stinger and shooting sword waves out.
>>
>>3437727
well here's another one for you all
the demons was john
>>
>>3437739

crescent moon is essentially gonna be Steel from Psychic. But yeah, I think I'm gonna go with making it consume a gem per attack.
>>
>>3437743
>Steel from psychic
You're breaking my balls here.
>>
>>3437748

Steel but not shit, I'm mainly talking about crescent shaped projectiles that bounce off the walls and floors.

You can get a sword wave for the normal sword if you pick up a SSG though
>>
>>3437749
Steel was alright when overcharged and with the blood upgrade

As long as it's not the dinky bouncy shots it should be fine.

I just love wave slashes
>>
What was that wad that made everything grey and red and gave you a bunch of dark magic weapons? It had a huge ass filesize.
>>
>>3437753
> I just love wave slashes

Me too anon, you know that wave slash you fire off at the end of the sword combo? The scroll that replaces the SSG will give you an ability to hold the attack button, charge up, and slash out a three way spray of those because that's fucking rad.
>>
I'm writing a screenplay sightly influenced by Doom

>Elite soldier comes back to Earth after closing an extra dimensional portal that the government opened on Mars
>Due to the massive amounts of radiation his body starts to decompose as he lives
>He escapes the medical lab and tries to hide from the government
>As the PTSD effects him and his brain rots he starts killing off random people who he thinks are demons/aliens from Mars
>The kills get more and more brutal as he rots
>Demons he hallucinates are clearly inspired by Doom (mainly Imps and Zombies because effects budget is gona be all practical)

Does this basic outline interest any of you? I'm hoping to put together about 1000 dollars or so to do a trailer so I can get funding for a 30 minute short film.
>>
>>3437754
Satanic. Pretty neat mod but the difficulty was ridiculous.

>>3437757
That last wave was pretty great for killing any larger monster since it was a ripper.
>>
>>3437763

Yeah, to balance this out you don't start with it now, you'll have to pick up two chainsaw-tier items to get to that combo level.
>>
>>3437759

I'd watch it.
>>
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UTAH
>>
>>3437790
>mouth breathing
>>
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>>3437616
Seriously why is this happening
I'm not getting any sort of crash log either
>>
>>3437852
try upgrading and downgrading your GZD version
>>
>>3437030

same here to be honest

doom4doom is the absolute last gzdoom mod i will download for a while
>>
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>>3437030
>>3437889
works for me, maybe try running it on a computer
>>
>>3437876
Thanks, that worked
>>
>>3437901
>maybe try running it on a computer

Why yes I do have a personal computer, in fact it's the electronic device where I'm currently posting from, thanks for the suggestion.

I'm simply taking a break from these dev-only GZDoom mods, that's all.
>>
>>3437852
Try turning off filters.
>>
>>3437901
It's the principle of the matter. We shouldn't have to be constantly updating the damned source port just because mod devs are too eager to play with new toys that don't add much to the core gameplay or more visual fluff.
>>
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What are good atmospheric wads for a dark and satanic experience?
>>
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>>3437924
You open the zip and replace the content of your current version. It takes less than a minute.
Ive never played a mod which only works with a certain version. Just get the newest stuff when it is needed.
>>
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No matter how many times you may hear otherwise in the following months, Stealth monsters are not okay. They were never okay, and they have never been tolerated by anybody. It was a fad that died really quickly in ZDoom maps when it was implemented years ago, and once in a blue moon somebody brings one back.

Somebody even made a small mod that "un-stealths" those kind of monsters out of maps that had them way back in the day.
>>
>>3437932
>Stealth monsters are not okay
Opinion.
>>
>>3437940

Good boy, now jump!
>>
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>>3437924
Stable releases are so rare, and the problems I've had with devbuilds so infrequent, that if I were in charge of things I'd completely wax the stable builds system and add an auto-updater like what GZDoom Builder has. But that's just me and I know that's an unpopular opinion.

If an old mod is broken in a devbuild, then unless it's a very special circumstance (like Action Doom 2 abusing the software renderer like a prescription drug and not looking so hot in GL) then it's most likely a bug/regression and you should report it!

>>3437932
I made a quick DECORATE mod a while back that changes Stealth Monsters to use the Spectre effect instead of the dumb fading nonsense. Grab it here: https://dl.dropboxusercontent.com/u/25843724/unstealth.wad

>>3437940
Fact, actually. It's in the bible. Look it up.
>>
>>3437925
Demons of Problematique are pretty good for that.
>>
>>3437932
>when it was implemented years ago

It was implemented over a decade and a half ago.
>>
>>3437958

WHAT HAVE I BECOME
>>
>>3437946
>Fact, actually. It's in the bible. Look it up.
I wanted to believe you, I really did, but I did look it up.

Infrared Scanner. Allows you to see enemy through walls, in dark, invisible demons (in later episodes).

Maybe it just meant semi-transparent like Spectres, or perhaps it meant straight up invisible. If it meant the latter, it's a good thing that the Doom Bible was just a rough draft of the Alpha and that the game evolved beyond its ideas.
>>
>>3437075
>>3437087
>>3437651

i think i understood what that anon said terminus

D4D was a complete blast as Dreadnought was, its great, it works perfectly as a Prime mod for doom as D4D goes to D44M, and with some good megawads like Valiant, BTSX, Scythe and The island

but with the news that the new dev build simply killed that and some other good mods like ActionDoom2

everyone would be looking for an update
>>
>>3437974
Yes, yes, trick Terminus into working on Dreadnought. Then he'll get ideas, dangerous ideas, ideas that suck him back into the gaping maw of Metroid.

And he can get someone to write a cool shader for GZDoom that puts moving scanlines on level geometry for nightvision.
>>
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Mmmmm.
>>
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>>3437982

>because AM2R and FedForce made everyone remember of Dreadnought
>>
>>3437982
>Dangerous ideas

Tubes cvar when
>>
>>3437357
Something bothers me about it not rolling out perpenticular. Those barrels on the sides rotate, right? Could you just have it slide out and up while spinning the barrel?
>>
http://zdoom.org/wiki/A_Saw
Can someone explain this damage formula? Why is the random expression empty? Why is the formula not just "Damage *= random(1, 10)" as it's mod 10 anyway?
>>
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>>3438040

ironically, there are some parts in The Island that it feels that they were made for morph ball

>>3438059

the barrels spin and separate
>>
>>3438065
it looks like it's been quoted from C, where random number functions tend to have no parameters and return numbers between 0 and MAX (whatever MAX might be, maybe 255 or 4294967295). thus (random() % 10) gives a number from 0 to 9, thus ((random() % 10) + 1) gives a number from 1 to 10.
>>
>>3438076
Ah, that would explain the use of the modulus operator, thanks.
>>
suddenly the "cannot execute console commands from scripts" error fixed itself

i will never understand zdoom
>>
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http://zdoom.org/wiki/Classes:Spark

Well this is cool and all but how in the hell am i supposed to use it?
>>
>>3436982
Why is Zandronum so outdated?
>>
>>3438218
have to rewrite all the new g/zdoom stuff to work with zandronum's networking and with zandronum's unique features and with skulltag-era code from carnevil

takes a while
>>
>>3438201
think you just place it in the map and use the first argument in the thing window to control how many sparks there are
>>
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>>3438234
so it's purely environmental? shit, i was hoping to use it in the fire-state of a weapon
>>
Why is the nailgun flipping my screen all around in samsara?
>>
>>3438241
For that you want http://zdoom.org/wiki/A_SpawnParticle
>>
>>3438243
in zandronum online, right?
>>
>>3438248
nice, thanks anon
>>
Now that I have the retro shader I'm no longer hellbent on making things software-only.
>>
>>3438253
Yeah. v.3.0
Got the newer beta just now though. Forgot it was a thing.
>>
>>3438261
yeah it was this http://www.zandronum.com/tracker/view.php?id=2598
>>
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>>3438248
can't even make this work, what the fuck... anyone got an example of decorate using this that actually functions?
>>
>>3438267
Fuh. Really threw me off. Everything elses recoil seemed to be fine...
>>
>>3438280
LegenDoom
http://forum.zdoom.org/viewtopic.php?f=19&t=51035
>>
>>3438284
the nailgun (and I think super nailgun and thunderbolt) use negative numbers so that they can have recoil with 1/100 degree precision, since decorate can't pass fractional numbers to acs

the nailgun uses like -75 (so .75 degrees), while the SNG and LG I think use -150 (1.5 degrees), hence it only cropping up for the nailgun

I haven't looked at it in years, so the numbers might be wrong
>>
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>>3438285
hmm... is SpawnParticle limited to puffs? can't see it used in any actual weapons
>>
>>3438358
No, the weapons spawn an actor that uses A_SpawnParticle for whatever reason. For example, the Chaingun spawns LDGunSmokeSpawner which can be found in the DECORATE lump.
>>
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Trying to get the main keyframes looking good before adding some interpolation and then sprucing up the sprites.
>>
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>>3438387
You say that's a work in progress?
>>
>>3438302
ijon, if your work on samsara and dreadnought has shown one thing, it's that you're not very good at futureproofing
>>
>>3438456
who cares, future us are assholes. they can solve their own fucking problems.
>>
>>3438458
wow rude
>>
i will fist fight my future
>>
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I wonder - do GZDoom shaders have access to a pixel's distance from the camera? That would make it possible for a retro shader to emulate vanilla/ZDoom's "bands" of brightness (like in pic related.)
>>
>>3438467
idk but there's a modified main.fpp or w/e in the blocky-gzdoom.pk3 that does it http://forum.zdoom.org/viewtopic.php?f=4&t=34984

i don't know how to use it.

i'll try to find some shader that uses distance and try to get that working in gzdoom to see if it does in fact have access to distance
>>
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>Trent Reznor will never do the soundtrack to a fantasy quake game ever again.

https://www.youtube.com/watch?v=LaNLZefi-K4
>>
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man, the space pirates in Valiant hits like a Truck and 2 barons, and those fuckers can evade shots
>>
>>3438467
alright it looks like there's a float for depth judging by this section of main.fp

/* z is the depth in view/eye space, positive going into the screen */
float z = pixelpos.w;

can't figure out how to view it with a shader
>>
>>3438456
I'm not entirely sure how a genuine engine bug reflects on my future-proofing

and also how the hell am I supposed to anticipate where zdoom is going to go - I mean fuck, there *still* isn't a completely unique thing ID, you think that issue would've been solved before implementing actor pointers, or true wall portals, or a complete fucking overhaul of the weapon display system

jesus christ, you'd think fundamental issues like "I CAN'T EVEN UNIQUELY IDENTIFY AN ACTOR" would be solved before "LET'S COMPLETELY REDO THE WAY DECORATE STATES WORK". it's not exactly a *new* issue, it's been an issue for goddamn years, but *no*
>>
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>>3438502
man i'm just breaking shit left and right

well, just left
>>
why the fuck does doom 64 EX crash my computer whenever i spent too much time in the menus?
>>
>>3438574
Because you are not killing the d-mans
>>
>>3438564
the TF2 demoman experience
>>
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>>3438584
>>
>>3436998
Re: Retro Shader

http://www80.zippyshare.com/v/lCAn2HuD/file.html

Haha turns out you don't have to modify gzdoom.pk3 at all, you can replace it in another pk3. I thought you couldn't because I tried running a modified gzdoom.pk3 from slade and it gave me some error about modifying core stuff.

Just open the PK3 with a dev build of GZDoom and turn on Lens Distortion from the OpenGL preferences.

Also, of course, Display Options -> OpenGL Options -> Preferences, set Sector Light Mode to Software and turn on Tonemap and set it to Uncharted 2. May have to adjust gamma and contrast. Also turn up the light radius to 2 for extra special lights.

You can adjust the pixelization and posterization levels from lensdistortion.fp in the PK3.
>>
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>>3438610
Cheers m8
>>
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>>3438610
So good
>>
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>>
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Hae-lin or Shihong?
>>
>>3438653
True.
>>
>>3438653
Hae-Lin, I dig short flat tomboys.
>>
>>3438653
Hae-Lin, of course. Did you ever hear her laugh? Or her voice clips at the start of a map?
Term, please let me marry her!
>>
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Was vanilla Doom always -this- dark? I remember being able to see at least a few feet ahead of me even when the lights were low
>>
>>3438665
gotta turn on software sector lighting for the few feet of light feature

why him gun never light up even though the sector a flashin
>>
>>3438665
that room certainly was. there's a reason for the light goggles alcove right by the entrance.
>>
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Has anyone ever ripped the sprites from Space Hulk 93? I think the weapons would translate into Doom really well.
>>
>>3438686

i remember that someone made a mod using the Vengeance of the blood angels sprites of the genestealers, but seeing how Deathwing is coming soon, it would be better wait until its released

>https://www.youtube.com/watch?v=t-qWl5PB8-I
>>
>>3438686
There's Space Hulk: Vengeance of the Blood Angels (1995) http://forum.zdoom.org/viewtopic.php?f=37&t=37544&p=723146#p723146

But for some reason I don't see anything from the 1993 game. They'd probably be too small anyway since they were made for a screen smaller than 320x200.
>>
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>>3438692
*crosses fingers*

pleasedon'tfuckituppleasedon'tfuckituppleasedon'tfuckituppleasedon'tfuckitup

>also

Who are those niggers firing missiles and shit? Tyranids don't fuck with technology, and they damn sure don't team-up with any other factions.
>>
>>3438702

Genestealer cults are BACK, as a lot of old shit that GeeDubs is bringing back right and without stupid shit

>https://www.youtube.com/watch?v=MERJhTprNpw
>>
>>3438665
no. in software doom, a light level of 0 meant that textures were drawn at about 3% the intensity of full brightness, not 0%. this is a problem that plagued GL ports for years (and probably still does).
>>
>>3438610
Nice. Much better than screwing about with GZDoom.pk3
>>
>>3438705
i think the ambient light slider allows you to adjust that

where's a place with light level 0 in doom so i can test it out with gzdoom's software sector lighting and standard
>>
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>>3438704
>librarians
>tech priests
>genestealer cults
>lore
>inter-squad communication and banter

gotta change my pants
>>
>>3438697
Genestealer sprites are good but the weapons look proper shite

Ah well, can't win em all
>>
>>3438686
https://www.mediafire.com/?lm77d0pbvcj1btc
>>
>>3438653
Haelin is cuter, but SSH is way more fun to play.
>>
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>>3438726
you da man, cool guy
>>
>>3438563
>and also how the hell am I supposed to anticipate where zdoom is going to go
just imagine "what would be the most retarded way for this engine to go next"

voila
>>
>>3438610
>>3438624
Now all this needs is the ability to swap shaders on the fly in-game. This would be incredible for mappers.
>>
>>3438793
> you play as a robot
> the lower your health gets, the more your vision pixelates
>>
>>3438825
bad idea for the same reason that covering your screen in red splotches at low health is a bad idea
>>
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How the fuck do I get rid of fire shadows in Quake + Mission Packs
>>
Is DoomRL Arsenal compatible with Zandronum?
>>
>>3438645
Is that some Super Sonic Doom?
>>3438726
Whoa thanks, why isn't there a thread for this in the resources forum, though?
>>
>>3438884
Stop using Darkplaces for a start.
>>
>>3438907
The older stuff kinda is, apparently.
1.0+ does not.
>>
>>3438884

learn how to config darkplaces, now that the port itself is dead due to Lord havok's new work at Google, the development itself is dead
>>
>>3438931
Any way to play 1.0+ multiplayer?
>>
>>3438915
>why isn't there a thread
eventually
>>
>>3438941
sell your soul
>>
>>3438941
I actually played it yesterday, for the first time this year. Super happy I could finally have a working game of it again.
We used a build of ZDoom from December last year, and that worked fine. I would not recommend trying it with anything past the stable builds,
>>
>>3438973
Thanks.
>>
>>3438653
Yes.
>>
>>3438973
You know what other working game I'm super happy to have?


Rayman 3
>>
>>3438973
>ZDoom multiplayer
>working fine
Looks like Hell is going to have a very rough winter this time.
>>
>>3439009
It's always worked fine, it's just that people can't wrap their heads around the setup and the concept of needing everything to be 100% exactly the same on all ends. It's too hard for a layman, and of course only the guy that codes ZDoom's multiplayer and the DoomRL Arsenal creator can use it.
>>
>>3439025
>only the guy that codes ZDoom's multiplayer
he isn't involved in zdoom anymore, that ship has long since sailed
>>
>>3439049
Then who is coding the multiplayer?
>>
>>3439056
at the moment?

nobody
>>
is it possible to select both level geometry and things in gzdoom builder? i want to move a part of the map
>>
>>3439061
I hope that someone will replace Edward, someone who will actually make ZDoom multiplayer great.
>>
>>3439069
BRING

BACK

CARNEVIL

BBC FOR ZDOOM
>>
>>3439078
Not Carnevil! He will turn mp into wrackage!
>>
>>3439067

nevermind. just noticed sector mode will move things, too.


what features do you guys think should make it into a first map? doors? rising stairs?
>>
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>>3439080
>>
>>3439069
>>3439078
I hope ZDoom NEVER gets a proper multiplayer.
With Multiplayer, comes the clans. With the clans, comes drama. The drama creates a never ending cycle of hostility and pettiness within the community.
>>
>>3439093
>With Multiplayer, comes the clans. With the clans, comes drama.
I can't get that BBC fast enough.
>>
>>3439093
what happened to those clan hq maps that were crazy big and had all those weird gimmick rooms?
>>
Who /W3D/ here?
>>
Alright I got all the code I used for the retro shader sourced and credited and some explanations offered for how to edit them for your own settings.

I hope people like it at the ZDoom forums.
>>
>>3439101
Some of them also had porn rooms. I think there was that one pk3 with HQ map and coop maps too.
>>
>>3439093

8-Bit DM, for all its flaws, is good in that clans are not allowed.
Twists the panties of the clanfags something fierce, but hey.
>>
>>3439101
They're a thing of the past. Just a fad from 2006-2010 era of doom multiplayer. I used to see servers hosting SMHQ, FSR HQ and TK HQ all the time in the skulltag days, but they just sort of stopped. Doomcenter pretty much made them all obsolete by doing essentially the same thing but without being tied to clan in-jokes.

>>3439107
I think that was TK HQ. There was a hidden room(in the Clan leader's room, no less) full of furry porn. Shameless bastard even put a picture of himself in real life alongside the porn too.
>>
>>3439105
Hey can I get some help with an attention-grabbing tagline, like

>RetroShader [Less Pixels, More Feeling]

There's a certain aesthetic that fancy threads have and I'd like to approximate it.
>>
>>3439118

>[WIP] RetroShader [Less Pixels, More Feeling]
>>
>>3438935
>learn how to config darkplaces, now that the port itself is dead due to Lord havok's new work at Google, the development itself is dead
Could you explain this?
>>
>>3439121
That's good, that's real good, it's more shit I can slap on and best of all it isn't meaningless.

Stunning work anon, it's already improved.
>>
>>3439127
>Could you explain this?
What the hell is so confusing?

Fix your configuration file and settings. Also, Darkplaces is no longer being updated.
>>
>>3439093
I can't tip my fedora hard enough for this post, I might break my arm from the force of it.
>>
>>3439135
I wasn't the guy you replied to, I just wanted to know what happened with that Lord Havok guy.
>>
Anyone have some cool RetroShader screenshots?

Trying to artificially create situations with create cool lights and special effects is giving me sterile results.
>>
Hey, new to map making and modding, I read a couple tutorials, but I was wondering if I could make a thrown weapon return to the player.

I'm doing a Tron [2.0] map and I want to have the disk in place of the fists.
>>
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>>3437518
this is so dumb but i did it anyway
>>
>>3438653

Lord Blaz
>>
>>3439154

Google hired him, he lost interest in updating DP

the SRC is open to anyone who wants to use it, like the guys who are updating the 1st blood omen on dark places
>>
>>3439220
>like the guys who are updating the 1st blood omen on dark places

Rad
>>
>>3438915
Yes, its Super Sonic Doom
>>
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So guys. How would you make the palyer able to crawl on the ceiling and walls like the alien v predator games?

Any mods that do this? I remember that flying mod for the 64kbit competition, so the freedom of camera is do-able.... but what about sticking to walls?

If I could make this happen it would be perfect for IMPatience
>>
Doom 2 manual says revenants are demon skeletons that they dust off and pack a missile launching body armor on.

where are the guys in charge of doing that?
>>
>>3439239
I'm not sure about walls, but I think sticking to ceilings might be do-able.
>>
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>>3439240

They're other revenants.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=53250&p=934223

I did it, my first Projects post.
>>
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E1M3>E1M4>E1M5>E1M2>E1M1>E1M6>E1M8>E1M9>getting cancer>E1M7
>>
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>>3439252
gratz, anon
>>
>>3439253
e1 > everything
>>
>>3439265
*e2
Sorry
>>
and someone updated /vr/ metroid general with the megawad suggestions for dreadnought that some anon posted here

they love you Terminus


>>3439012
>>
what are some good zdoom based maps not in the SO YOU WANT TO PLAY SOME DOOM image?
>>
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Well after an evening of fucking around with the Space Hulk resources (sourtesy of >>3438697
and >>3438726), I've got the basics of a Space Hulk mod started, senpai.

Check out my amazing broken gibs and shitty weapon animations: http://plays.tv/video/57b7cc002279b18cd5/genestealer-lightning-claw-test
>>
>>3439275
That reminds me: this is probably gonna out me as a dumbass rook who doesn't know his history, but

Who's the Romero's Head replacement in Dreadnought?
>>
>>3439278
Ancien Aliens.

Thinking about it, that one should totally be there
>>
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>>3439260
>>
>>3439312
*Ancient
>>
>>3439291
>http://plays.tv/video/57b7cc002279b18cd5/genestealer-lightning-claw-test


the JEANSTEALERS looks great, but really, i would ask someone to help you out with those weapon sprites

the lightning claws looks something out of heretic

also

>http://forum.zdoom.org/viewtopic.php?f=37&t=37544&start=75
>>
>>3439312
I thought ancient aliens was boom based
>>
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>>3439319

haha i'm using literally 1 frame for the claws and abusing offsets to make them swipe... they definitely need more active and idle animation to avoid that "robot covered in jelly" look, but hell, I've worked on this for a total of... 6 hours or so. Just glad to see it functioning at this point.

Glad you liked the Khakithieves though
>>
>>3439253
M7 is the E1 equivalent of a land whale conveniently sitting between your gf and you at the movie theater during the last couple scenes of the film you came to see.

you just want the fucking thing to go away.
>>
>>3439239
In GZDoom, A_SetRoll in ACS or SetActorRoll in DECORATE should in theory allow that, but have never been able to get it to work correctly.
>>
>>3439252
Can it do posterization without pixelization?
>>
>>3439387
Not yet but I'll try and figure it out.
>>
>>3439391
Great, nice job so far. Also, is your posterization authentic or at least very close? Comparison would be great.
>>
>>3439393
It's just posterization, it doesn't use Doom's palette. I don't think I can get it to load a LUT for that to happen.

>>3433613
>>3433629
>>
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>>3439387
Got it. Let me just clean it up, set the level to something less extreme, and try to document what does what.
>>
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>>3439407
I think I prefer this method of posterization because it has a gamma option. I tried adding it to the lowresposterize shader I had set up but I couldn't figure it out.

Now to see if I can put this in with the low resolution shader.
>>
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If an Archvile targets a player and successfully casts his attack, can players around the targeted player get hurt, like how monsters around another monster who's an Archvile target can receive splash damage from the attack?
>>
>>3439418
I...... think so?

Not really sure
>>
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>>3439412
I probably did it in a really stupid way but it gives me an image. Contrast issue is fixed now with the gamma option. Computer displays have a gamma of 2.2 so I used a gamma of 0.45 before the posterization and I think that's good, maybe a little higher.

>>3439387
I'm going to update RetroShader and hit you up with the link.
>>
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I just thought of something

Has anyone ever attempted to use Doom as a platform for D&D?

Like having one player that acts as GM spawning in items and various monsters, deciding what scenarios (maps) the group plays, etc.

It would be complicated and very limited in terms of D&D but I think it could be very interesting.
>>
>>3439387
http://www65.zippyshare.com/v/rAwB7Z9A/file.html

Delete the contents of lensdistortion.fp and paste in the contents of posterize.fp

If you decide you want the pixelization back, delete the contents of lensdistortion.fp and paste in the contents of lowresposterize.fp

The old non-gamma-adjusted lowres posterization exists under lowresposterizeold.fp

Sorry for the delay, after I got your request working I had to update the other shaders and then I had to reupload it to fix a typo.
>>
>>3439452
Love you, thanks!
>>
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>>3438653
>>3439216
>>
>>3438710
software lighting does not care at all about gl_light_ambient
>>
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>>3439483
>>
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>>3439489

Kurashiki is a treasure
>>
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>>3439492
agreed
>>
>>3439478
>Love you
>>
>>3439497
It's okay to love where no one knows your name
>>
>>3439501
>gender
ftfy
>>
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>>3439313
whoever did this is amazing
>>
>>3439503
>>3439497
Man did you only take issue with "love you" because it might be two dudes
>>
>>3439507
haha what a faggot
>>
>>3439507
>issue
it's jarring as fuck
>>
>>3439513
Maybe we should open ourselves up to love, and to be loved

Aren't you tired of being alone
>>
Patrick please go. We don't want any chocolate.
>>
>>3439432
Making a doom map is essentially preparing a dungeon for a group. All the "DM-ing" is done by the program. You have to prepare everything and plan for your groups shenanigans during the map making process. You could probably do D&D if everyone had mics and could talk from their player like in ArmA (and you could only hear them if you were close enough), then just have a DM who can spawn shit in and talk to everyone over some a communal channel that everyone could hear.
>>
>>3439253
What are you talking about? E1M7 is one of the most memorable maps.

It has lots of windows.
>>
>>3439537
the selling point of e1m7 is that it has a lot of windows so you can look away from it
>>
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>>3439529
>You could probably do D&D if everyone had mics and could talk from their player like in ArmA (and you could only hear them if you were close enough), then just have a DM who can spawn shit in and talk to everyone over some a communal channel that everyone could hear.

Honestly the biggest challenge seems to be introducing creatures from the bestiary as monsters, and allowing for certain abilities. D&D is so free-form that it's extremely versatile and it would be a mad bastard trying to code in all the various class abilities and other madness, let alone spriting and coding Owlbears and Necro-Dragons
>>
>>3439497
What? I love you too. Nigga, I love all of you.
No homo, of course. If you don't want.
>>
>>3439543
yeah have fun adding shit like passwall
>>
>>3439292

Yoshio Sakamoto.
>>
http://www72.zippyshare.com/v/82TyaeHD/file.html

fuckgrfx.pk3

replaces lens distortion, so turn on lens distortion
>>
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I implemented a denoise shader and combined it with >filters

It's so bad...
>>
>>3439564
GZDoom, now on 3DFX!
>>
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>>3439564
that gib looks like a kindergarten painting
>>
>>3439564
We need to make GZDoom look even worse
>>
>>3439564
This reminds me of that Predator bluray
>>
>>3439564
now THIS is vaseline
>>
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Bleach bypass is a little dark.
>>
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Ah, that's better.
>>
>>3439578
doom noir
>>
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It needs time input to animate the streaks but I'm not sure what GZDoom calls it.
>>
>>3439579
Dark'N'Edgy Doom
>>
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Well then
>>
>>3439564
my poor eyesight gained from playing doom, now in doom! great!
>>
>>3439543
Yeah I'd stick to the normal doom bestiary, but try to introduce roleplaying, teamwork, NPCs and puzzles as well as the usual combat and dungeon crawling. You could use Hexen classes pretty easily, and there's a shit ton of custom monsters or monsters from other games you could use. Between Hexen, Heretic and Realm667 and the normal doom demons you'd have plenty of variety
>>
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Wonder if you can enable a shader for the screen when you get a powerup or something.

Not for this shader specifically.

Wonder if shaders will run on textures used as patches in TEXTURES.

Could get a weapon sprite with an LCD screen or something, make a square bitmap the size of the screen, set a shader for it that puts the camera on it with some wacky scifi effect, and then a_overlay the normal gun with the LCD screen cut out on top.
>>
stop

I want to get off this mad ride
>>
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Would you have preferred for the weapons to have stayed as their Alpha counterparts?
>>
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What's this TMNT bullshit

>>3439618
Nope, they all look too similar. Final weapons have more unique forms.
>>
>>3439610
Not right now, but dpJudas (guy doing all this fancy shader bloom etc. shit) explicitly wants to add this via toggling custom GLDEFs-defined shaders in ACS. I can't wait.
>>
>>3439618
could you post the full sprite set for the alpha rifle in this image?
>>
>>3439618
>shotgun isn't perfectly positioned to the center
man, why can't id do anything right?
>>
>>3439621
>Super
>Green
>Super
>Green
>Super
>Green
>Super
>Green
>>
>>3439618
Nihility uses mostly alpha assets. Its pretty cool too!
>>
>>3439621
>Nope, they all look too similar. Final weapons have more unique forms.
I like the machine gun, though. The chaingun looks a bit too powerful for what it actually is.
>>
>>3439653
chaingun a strong!
>>
>>3439618
I like the idea of Doomguy going around with a WW2 rifle bayonetting demons.
>>
>>3439578
>>3439584
They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the trigger. And then it was over.
>>
>>3439621
How about making a mod where you can choose your poison? I'd love my eyes to bleed out.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=53252&p=934261

leileilol made a palette shader that circumvents the lack of LUT access by including the entire 256 colours in as a series of floating points.

I can't get it to run though, just get

Compile Shader 'shaders/glsl/tonemap.fp':
0(1064) : error C7549: OpenGL does not allow C style initializers

I mean that's about what I wanted, for someone to step in and do it right, but it's unusable.

Is this Hell?
>>
>>3439618
Rifle looks a bit too large and powerful for the usual peashooter.

Then again, the zombiemen's rifles aren't much different from your tiny pistol.
>>
>>3439741
I Googled the error and found a small discussion on vec3 arrays with this error, and found a solution.

It locked up my laptop for a few minutes until the screen went black and an error sound rang out in my headphones. I had to do a hard reboot.

This just isn't going to happen until we get LUT functionality, which wouldn't be too hard since it just needs to load an image and then we can load that from the fragment shader.
>>
>>3439765
> which wouldn't be too hard since it just needs to load an image and then we can load that from the fragment shader.

How dare you suggest a simple thing that shouldn't take long to implement and doesn't do anything groundbreaking
[NO]
>>
>>3439618
I always loved that carbine and the rifle with the bayonet.
>>
>doom takes place in and around mars and it's moons
>no war of the worlds wad
>>
>>3439618
The vanilla version is way better than any of those alpha versions.

Including the hand for the shotgun.
>>
>>3439742
>Rifle looks a bit too large and powerful for the usual peashooter.
Well in Quake you have a full shotgun as the starting peashooter. Not much different from that.
>>
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Excuse me, would any of you fine gentlemen know how to disable the fucking terrible and cringe-worthy voice acting?
>>
>>3439857
I would have helped you if you didn't make me cringe with those first few words.
>>
>>3439867
oops
>>
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hey hey, it's screenshot saturday

post your dev stuff, your wips, your bugs, the stuff you're working on
>>
>>3439857
drag the .wad file to your recycling bin. That should do it.

Or you could open the wad in slade and delete all the audio files with the voice acting
>>
>>3439857
Just open the file in Slade and delete the sound files with the VAing.
>>
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>>3439872
Nice, I just took a bunch of screenshots

Working on MAP07 for my 'Earth' Doom64 project. Shits getting detailed
>>
>>3439875
>>3439878
Thanks guys
>>
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>>3439872

A while back I asked folks what kinds of HUDs they liked and thought were cool, and all of the answers were split right down the middle. So I'm gonna split it in two--one stylish helmet HUD, and one strictly utilitarian simple HUD.

The helmet HUD has some...issues.
The health at the bottom-left, keys at the top-right (not shown), yen at the top, and etc are all well and dandy. Got a suggestion to make the helmet's lights reflective of health as well, similar to Doomguy's mug, so that way you can always tell at a glance what your status is.
But boy that weapon/ammo counter on the bottom-right is cluttered as fuck. I hate it. And jamming in the jetboost on the bottom-left is simply fucking awful.

I need to really think about this.
>>
>>3439049
this is news to me. when did he stop?
>>
>>3439173
nice
>>
>>3439326
it is.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens
>Advanced engine needed : Boom compatible
>>
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>>3439872

Fuck one screenshot, have a bunch going by so fast that it appears to be moving.

Here I've added the first scroll the give you sword throwing ability, I show the new HUD in action and how it changes depending on your weapon, and also the hint message doesn't pop up when you pick up extra scrolls.

This is fun
>>
>>3439618
It'd be nice to know what they used for the alpha guns (Shotgun is a tootsietoy dakota etc.)
>>
>>3439930
>have a bunch going by so fast that it appears to be moving.
What is this madness?! Are you a wizard?
>>
>>3439940
no, he's a knight
did you not see the sword?
>>
>>3439942
uh it's called GISHING, *gawd*
>>
>>3439872
> work on sounds and weapon functionality without implementing anything visual
but it's going well
i think
>>
>>3439930
I think Im in love.
>>
>>3439930
What's this wad that you're working on called?
>>
>>3439974

GMOTA (Go Medieval On Their Asses) it's been around for a few years, I'm doing a MASSIVE overhaul to it.

Considering giving it a new name too.
>>
>>3439867
must have hurt, huh?
>>
>>3439975
GMOTAA: go medieval on their asses again?
>>
>>3439979

I want to give it a neat name. Preferably one that people can actually pronounce and remember.

and one if someone were to google it they wouldn't get weird German orgainzations
>>
>>3439418
>>3439423
archvile splash damage affects players just as well as monsters. why would you think it would not?
>>
>>3440025
not him but I thought archvile fire only affected one unit at a time since it's supposed to be a target lock on type attack

for instance I don't recall one ever blowing up a single zombieman and others around it dying from the AoE either but that's just me
>>
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https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
What is this? It's a 14.9gb torrent of i'm not sure what the hell it is. I see all the folders, but I'm not sure. Any help appreciated.
>>
>>3440121
it's the entire /idgames archive, isn't it?
>>
>>3440112
well, there is a special case where a monster damaged by archvile splash will not target the instigator. but it will certainly take damage. unless it's a cyberdemon/spiderdemon which are special-cased not to feel splash damage at all (from any source).

>>3440121
it is a mirror of the contents of the /idgames archive up to some point, last february or so i believe. for those who can use torrents but find recursive wget beyond them.
http://doomwiki.org/wiki/Idgames_archive
>>
>>3440127
The name is idgames but looking through the files i'm completely lost.
>>
>>3439547

the senile asshat who created metroid, and who managed to created the abomination called Other M and federation Force
>>
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>mfw playing Blood 2
>clipping through geometry
>missing enemies
>savestate inconsistencies
>maps just getting fucked with in general
holy shit, did I download a corrupt version of the game or something? there's no way they didn't playtest this shit thoroughly before throwing it out there. this is fucking glitch galore.
>>
>>3440139
Blood 2 was an incredibly rushed game. Incredibly.
>>
>>3440139
The last time I played it properly (as properly as you can with a mediocre and buggy game like blood II) It worked for the most part perfectly fine, but that was back in the XP days. I don't really remember much other than the shit terrible AI and the black hole gun.
>>
>>3440025
Wait how did you get the archvile to target the dummies?
>>
>>3437754
Anyone?
>>
>>3440150
i manufactured a 4-player demo. 13 byte header, 20 seconds of 4 players standing still, end byte 0x80.
>>
>>3440152
It looks like somebody already answered you, what's the problem?
>>
>>3440167
it seems like I accidentally hid another post that it was replying to, so it didn't show up when he replied, it's visible in the archive though, thanks.
>>
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>>3439872
Worked on weapon bar readability (i.e. just copying how Unreal did it, welp) showing which slot you have selected, and the ammo meters are now actually in the game's palette and change colour when below half ammo.
>>
>>3440158
Dang, I thought you had it targeting voodoo dolls somehow...though that would have killed you instantly if it actually was.
>>
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>playing Valiant with Dreadnought mod as suggested on >>3439012
>Play on UV with fast monsters, it can't be bad...
>E1M1, gets its ass kicked a lot by blind pinkies and what the fuck? Space Pirates?
>Reaches E1m5, gets assblasted by a fuckload of flying arachnotrons, revenants and Space pirates being helped by archviles.... the 8 energy tanks are shit
>reaches E1m6, finally got the BFG, gets ambushed a lot by revenant, space pirates and 100% accurate mancubus and cacodemons
>survives the entire affair only to know who is to blame this time

any other megawads besides the ones that anon suggested there, that it works well with Dreadnought?
>>
>>3440185
Are you working on Unreal Doom? That's cool.
>>
>>3440234
It's.. kinda turning out that way, though it wasn't my original intention. I'm trying a gameplay remix of Unreal and Turok together and it just keeps getting more Unreal-y.
>>
>>3439982
i would consider it a side benefit :^)
>>
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>>3439872
I got pretty lazy so I took some days off and haven't done much.
>>3439881
Looking good my fellow Doom 64 mapper. I played the first 3 levels in your project and enjoyed it a lot.
>>
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>Reaches Valiant map07 with Dreadnought
>WHY THERE'S SO MANY FUCKING ARCHVILES AND SPACE PIRATES IN 1 PLACE? this is sunlust level of sadism
>>
>>3440308
I'm not even good enough to beat Hell Revealed 2 with one life per stage yet I did so with Sunlust, why's everyone saying it's so hard?
>>
>>3440189
no, sorry, they're actual players -- i should have set the light level a lot higher
>>
>>3440308
>he killed the mancubus
How do you remember to breathe?
>>
>>3440308
did you let the mancubus die?
>>
>>3438495
>>3440194
>>3440308
Imps are Space Pirates now?
>>
>>3440343
you have both nu Imps and space pirates, and the space pirates hits like a truck, also the faggots can jump and evade shots

in 3 or 4 they can rape you, but then, dreadnought weapons are meh and a SSG could had solved that
>>
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just finished doom64

2/10 not enough skeletons
>>
>>3440373
you were the skeleton
>>
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>get to plutonia map19
>there's a cyberdemon at the end
>he's in too high an alcove so all his rockets hit the ground before reaching you
>>
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>>3440378

John waited Stalvern. flashed more light and air. Base skeleton. He did not see them, but they had to wait a few years ago. He Cernelea Johnson warned listenend not want to be late now. Now it is too late.

John, 14 years, a Space Marine. Time, he was looking for a ship, a young, his father said. "I want to be the father of the ship."

his father, "How to kill the skeleton! '

He believed he had the time. Oldered after year. But now, based on the space station UAC, the skeleton knew.

Radio "Johnson." Cracker "You have to fight with the skeleton!"

For this reason, John Gottes beaten, his plasma rifle and a wall.

"He'll kill us", he said,

"I was cool." Skeleton missile missiles fired. John when he tried to blow up the plasma to deal with it. But then the roof, he can not kill, and they were right.

'No, I did not kill the skeleton, "he said,

radio and said: "No, John, you're the skeleton."

John was a boner.
>>
>>3440391
a
>>
>>3440343
They're the Nazi replacement. Valiant uses modified Nazis so that it can have chaingunners that don't drop their weapon.
>>
>>3440428
>chaingunners that don't drop their weapon.
why?? that's just cruel.
>>
if you want to play Valiant with gameplay mods, use the vaccinated edition
u noobs
>>
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why tho
>>
>>3440438
What are you loading Dreadnought with?
>>
>>3440438
open up the pk3 in 7zip

go to decorate/beams/chromastorm.dec

delete lines 1 and 2

see if it works after that
>>
>>3440438

The recent dev builds have errors when loading Dreadnought.

Try the stable build instead.
>>
>>3440439

Doom II in the latest (i think?) GZDoom dev build

>>3440441

Gonna try this

>>3440442

If the other thing does work will try this.

Thanks.
>>
>>3440428
Oh, so they aren't playing the vaccinated edition, alright.
>>
>>3440446

it works!

>but the damage in dreadnought still tickles unless you have the missile upgrade
>>
>>3440514

It works, yep.
Now that i got this to work, which WAD is best for Metroid Dreadnaught? Im looking for something that can emulates de Metroid feel.
>>
>>3440523
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/swtw
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/stardate
>>
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That's some pretty-ass missile. I love it.
>>
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>>3440527
i can't help but see those funny erasers you put on pencils

never used one that worked well, just kind of broke off and felt awful and tore the paper
>>
>>3440194
Epic (mapset) and Epic 2 (megawad) are pretty good. They both revolve around fighting mercs and monsters in ancient ruins, which is pretty routine for a Metroid game.

Plus, the Space Pirates don't look a smidge out of place in Epic 3
>>
>>3440514
>not using charged wave beam headshots to dish out thousands of damage with an attack with a theoretical maximum of 700
>>
>>3440537
>not frying your CPU with wave beam + missile diffusor
>>
does dpjudas love us enough to give us palette access for shaders in gzdoom

http://forum.zdoom.org/viewtopic.php?f=19&t=53252#p934304

pls love me dpjudas
>>
>>3440537
>a theoretical maximum of 700
i guess this is a typo? or how do you two-shot a monster with 4000 health if your maximum damage is 700.
>>
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>>3440537
>>3440547

>not having Samus finding out D4D BFG 9000 with her quoting: BFG 9000! how he keeps losing his toys?

>>3440523
there's a few more that some anon put out on the metroid general >>3439012

but the autistic /v/ fucks there are bitching about retro vs remake, like a fallout 4 vs NV shitpost thread on /vg/ because of AM2R and Prime

if i find my old XNAlara folder in my portable Storage disk, i'll try to do a status bar sprite pack with her Other M, sarah bryant or SMB model

someone on Zdoom forums is trying already to do his own ultimate doomvisor mod using Prime

>http://forum.zdoom.org/viewtopic.php?f=19&t=49261
>>
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>>3440583
No, it's not a typo. The highest possible damage output that the charged wave beam is supposed to be capable of is somewhere around 700 IIRC, maybe even less. That's assuming every single projectile finds a target to hit. For some reason that I won't pretend to know or understand, if you shoot a monster in the head with a bouncing projectile, it does more damage than it should've been capable of according to the damage values set in DECORATE. Since the charged wave beam is pretty much just a fuckton of bouncing projectiles, if you shoot an enemy with it from above, they get completely annihilated. You can also use this to oneshot Archviles and Barons, but Masterminds and Cyberdemons are the easiest targets since their hitbox is wider. It works with the missile combo too, but it's a bit of a waste since there aren't any enemies with enough health to see its full potential.
>>
When is Arcane Dimensions 1.5 coming out?
>>
>>3440614
>For some reason that I won't pretend to know or understand, if you shoot a monster in the head with a bouncing projectile, it does more damage than it should've been capable of according to the damage values set in DECORATE.
I'm guessing it's related to this stupid bug that still hasn't been fixed.
>http://forum.zdoom.org/viewtopic.php?f=2&t=47853
>>
>>3437338
delet this
>>
When you said I could play as a "loli" in Demonsteele, I thought she would be cuter...
>>
>>3440614
my apologies, i didn't know about any of this, i just saw the video and thought "how can 2*700 be greater than 4000".
>>
>>3440683
We never said any such thing. Only some stupid baka gaijin would call the demonsteele characters loli.
>>
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>>3440713
>Only some stupid baka gaijin would call the demonsteele characters loli.

tbf...
>>
I am a fucking pleb that cant fight the latest version of Touhou Doom.

Help a dumbass out.
>>
>>3440683
>>3440716
you trying real hard to see that, she's like early 20s
>>
>>3440716
Shark Teeth need to be canon.
>>
>>3440727
but it's on official art isn't it? i thought it was canon already
>>
>>3440727
They aren't? I recall terminus saying something about all angels having spikey teeth.
>>
>>3440716
a visage to haunt ones dreams.
>>
>>3440725
What about the other one?
>>
>>3440754
she's goku age
>>
>>3440731
>>3440734
It is canon, it's just a bad drawing.
>>
>>3440761
And that is?
>>
>>3440765
about 30
>>
>>3440765
"Legal"
>>
>>3440765
Unspecified mid-20
>>
>>3440765
Adult
>>
>>3440765

Yes.
>>
>>3440771
>>3440773
>>3440775
>>3440778
Are you talking about the android girl thing? Why does her sprite look like a middle schooler then?
>>
>>3440783
Its a placeholder.
>>
>>3440783
because it's a placeholder you nimrod

http://terminusest13.tumblr.com/tagged/sun-shihong
>>
>>3440783
Placeholder.
>>
>>3440763
>bad drawing
;_;
>>
>>3440804
I wouldn't say it's bad, it's just that the face is weird.
>>
>>3440804
not yours, charcola bb, the other one
>>
>>3440804
i like it it's good i had to take a lot of art courses because i'm in a democrat state so i know what i'm saying
>>
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Let me just squeeze some more colour into RetroShader.
>>
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Give me that authentic CRT colour adjustment.
>>
>>3440816
Just like how it was in 1994
>>
>>3440816
You need ZDaemon gamma and you will get GBA Doom.
>>
>>3440804
Pretty sure he wasn't referring to yours, charcola, but rather the tumblrina artist.
Your vague sketches are better than what tumblr dumps out.

Have terminus make you official artist for Booty pls we require your talent in qt girls
>>
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>>3440821
Just like 1994.
>>
>>3440816
>90's commercial
>>
Vaporwave-style shader when
>>
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>>3440820
this authentic color of mars right there
>>
>>3440829
Looks like when a 256-color program's pallete glitches in windows.
>>
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>>3440816
>>3440821
JUST like 1994.

>>3440831
Maybe when we can use LUTs in shaders and also have access to time for some ghosting.
>>
>>3440836
Needs more eyeraping color combinations.
>>
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I put saturation over 9000 and now I think I'm done, it's time to get serious.
>>
>>3440846

>catacombs 3D
>>
>>3440846
ROTT's Shrooms mode ain't got shit on this
>>
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>>3440846
ayy
>>
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>>3437338
>>3437342
>>3440679
>>
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>>3440861
>>
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Used a palette with a toned down blue and green, then bumped it all up a bit with the shader so that the lights get more saturated without the blues going to shit. Just a little bit, make it a little more colourful. If I could just tint sectors a tad based on their light value that'd be great.
>>
for those asking, how inhumanly tedious and and can be hell revealed 2 + Metroid dreadnought can be

>https://www.youtube.com/watch?v=uXST4jlH-us
>>
>>3440869
But the video also features Hard Doom. So I don't think it's fair to blame HR2 and Dreadnought entirely.
>>
>>3440869
Sounds more like the issue is with Hard Doom, senpai.
>>
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Supposed to be "Predator’s Thermal Vision"
>>
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>>3440864
>>
>>3440910
>chaingunners with the durability of arachnotrons
no

NO
>>
>>3440895
splinter cell therm imaging in doom when?
>>
>>3440910
I'm surprised no one has tried recreating this arachnotron in all these years. I mean, there's the chaingun spider on Relm667, but that one looks different(it wears cool shades).
>>
>>3440946
and they're a bitch in DRLA
almost immune to pain, eats and shits bullets like it's nothing
>>
Why cant i jump in some WADS
reeeeeeeeeee
>>
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What are some wads you're hyped for?
Pic related for me
>>
>>3440986
Maps probably not designed for jumping and may cause sequence skipping

If the wads disabled it intentionally, it's for a reason.
>>
>>3440986
that shit is turned off by some code.
>>
>>3440993
Golden Souls 2
>>
>>3440994
>>3440995

But muh Metroid Dreadnaught
>>
>>3440986
if it's super important to you then you can force it always on under gameplay options

allow jump = on

pretty sure that forces it always on
>>
>>3441000
Shit, it's a thing? Gonna have to go back and actually finish 1 then because I ended up loving it more than I expected.
>>
>>3441009
sv_allowjump 1
>>
any mappack/megawads that has less than 200 enemies per map? i hate how they slows pb down to a crawl & die to the framerate just because "lol see those 20 imps in that room? kill them & your cpu".
>>
>>3440986
some wads are designed with no jumping
>>
>>3440839
reminds me a lot of those overly saturated screenshots in the box art which had shit like hepatitis Doomguy and shit
>>
>>3441015
The whole thing was consistently great if you're a SNES fan, which you probably are since you're on /vr/
>>
>>3441018
20 imps kills a cpu? jeez man, whatever pb is sounds like complete shit code

how can you enjoy a nice 2016 map with something like that
>>
any good map16 remakes? neighborhood from hell doesn't count because it looks/plays nothing like the original
>>
>>3441028

some /v/fags here on /vr/ will say that this mods is a abomination and non retro
>>
>>3441032
since all the good maps are made before 2014, i wouldn't know
>>
What's a good monster replacement wad to go with Dreadnought?
>>
>>3440946
decades ago, with dehacked, i gave arachnotrons mini chainguns. it was a side effect so i could modify their plasma shot into a BFG ball and give it to the cyberdemon.
>>
Why do the guns in hideous destructor sound like garbage?
The chaingun and plasma rifle are such fucking ear-rape.
>>
>>3441018
>>3441032
I don't have that problem, and I have a potato that struggles with d4d on opengl renderer.
>>
>>3441070

Probably something to do with having it be as difficult as possible.
>>
>>3441070
one has never truly experienced earrape until he or she attempts to chainsaw ANYTHING in Doom 64.
>>
>>3441083
Have you tried the rapid fire on the HD chaingun?
>>
If you have a beast of a graphics card then try dpjudas's modified version of leileilol's palette shader.

http://forum.zdoom.org/viewtopic.php?f=19&t=53252&p=934390#p934385

Replaces the tonemapping options.

Uncharted 2 = Doom
Hejll Dawson = Heretic
Reinhard = Strife
Linear = Hexen
>>
>>3441083
or used the dragon's fang in Deus Ex.
>>
>>3441045
trolling? most popular reason i recall being given for dislike of the first golden souls doom mod was that the weapons were extremely weak+underpowered.
>>
>>3441028
Looks more like Mario to me than simply ''SNES''.
>>
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>>3441103
Best I can get is 22fps at the lowest resolution possible.
>>
WAT?

>http://fantendo.wikia.com/wiki/Doomtroid
>>
>>3441190
This is why I don't like this Doom/Metroid fanbase ''friendship'' that people here are trying really hard to pull, the latter has people like this.
>>
>>3441190
it's nothing, looks like the whole wikia is dedicated to making up horseshit
>>
>>3441196
i assure you, the metroid fanbase is not alone in this matter

http://shiga95.tumblr.com/
>>
>>3441209

read more of it

fuck, the autism there is worse than /d/ and love can bloom combined
>>
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>Xaser will never finish Psychic
>>
ewww who let the cringeposters in
>>
>>3441213
>he has a tumblr now

oh no
OH NO
>>
>>3441213
that seems very new. are you the author?
>>
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>>
>>3441226
Do you not know about Shiga?
>>
>>3441190
tldr summary please?
>>
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>>3441213
WHAT IN THE 8FUCKS AM I JUST SEEING?
>>
>>3441196
>the latter has people like this.
If you honestly think the Doom community is autism free, you are sadly, sadly mistaken.
>>
>>3441213
oh boy
>>
>>3441234
It's one of those wikias full of made up, autistic video games mashups. That article is about a supposed Metroid/Doom cross over game. There's nothing interesting about it, it's just your average crossover wankfest.
>>
>>3441234

Fake doom/metroid crossover game gets a wiki page for whatever reason.
>>
>>3441227

so comfy
>>
>>3441243
Doom autism is gut, though.
>>
>>3441234
every fandom ever has it's share of fucktards and we, /vr/ are supposed to believe that this is a new thing that has never happened before
>>
>>3441243
if the doom community was autism free, terrywads would never exist
>>
>>3441253
>Doom autism is gut, though.

Omegalore is good?
>>
>>3441265
I guess he's amusing.
>>
>>3441253
>Omegalore
>Doom Vecetti's creator
>Strikerman
>Good
>>
>>3441259
those are prank wads, you don't need autism for that at all.
>>
>>3441253

There's the endearing autism, like Captain J, who's a real weirdo but likes to contribute things and make stuff.

Then there's the weird autism, like Littletemple and his army of underage beautiful french girls that only exist in his imagination.
>>
>>3441271

If they were "just a prank bro" they probably would have stopped by now. Or not, I don't even get what's so amusing in making shit like that.
>>
>>3441281
>they probably would have stopped by now
uh, no? why? especially since there's youtube channels whole dedicated to playing these.
>>
>>3441281
Same reason shitposters do it: To get attention, which in this era is easy since ignoring them is legitimately lost knowledge.
>>
doom's autism is unique
with most old games, the community degrades into the same fifteen guys bitching that the sequel's netcode isn't biased enough or that people aren't installing enough nearly-unrelated total conversions
with doom, you get grezzo 2
>>
>>3441290
How is that autism?
>>
>>3441287
>since there's youtube channels whole dedicated to playing these.

And then there's Nitroactive, who is the single biggest Terrywad enabler. He may talk shit about them in his """reviews""", but his constant Terrywad reviews serve no purpose other than spreading the cancer, and giving Terry wadders a reason to go on making shit.
>>
>>3441248
>>3441250
oh i see it's fake. still, imagining video game crossovers seems pretty harmless to me. unless there's a bunch of barely-concealed fetish content i missed in my page skim.
>>
>>3441272
Captain J doesn't come off as autistic to me.
>>
>>3441272
>>3441307
yeah he's just korean
>>
> autism autism autism
how long is this going to go on
>>
and all of this Metroid/Doom crossover started when someone pointed out that D44M was the spiritual sequel of metroid prime

Thus the praetor suit looking like Varia/Power Suit, and that the romero said once that they based the Doomguy's look based on Samus in an old interview
>>
>>3441318
Until cringeposting is no longer cool like it was ever and /v/ moves on to other boards after colonizing /vr/.
>>
>>3441232
only vaguely. demonsteele fanboy? thus likely knows about /vr/ thus wouldn't be surprised if having made a website he linked it here to get initial influx of visitors.
>>
>>3441328

hoo boy
okay, so
shiga's the guy that made swan fox, hotline 666, nazi zombies aufersthuesuhfunegun, and a doom/minecraft crossover
can't take criticism, has horrible mspaint art he passes off as anime, and throws a lot of fits

http://shiga95.deviantart.com/

also draws mspaint porn of doom OCs
>>
>>3441325
but /vr/ is just /v/ posters, you thinks its inhabitants came out of nowhere?
>>
>>3441320
>when someone pointed out that D44M was the spiritual sequel of metroid prime
how the flying shit?
>>
I thought metroid autism was confined to /v/, now I have to deal with it here
>>
>>3441386
you must not have been here for weeks seeing as how it's been all over the /doom/ threads, not to mention metroid getting its own /vr/ threads too.
>>
>>3441271
>terrycancer
>not autistic
>>
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>>3441390
its what the wrath of a scorned fanbase can do, atleast quake got its own fanmade episode made by Machine games, and QC will have even a classic mode

Metroid got a good 2nd game remake and Nintendo gave them the flying finger over their faces, and half of the fanbase going auitistic and saying that "AM2R is not retro the shit GB game with bad controls is better"
>>
>>3441391
Anon are you using words you don't know the meaning of again because you saw the cool kids at the 4chins use it too?
>>
>>3441398
Except this Metroid integration was even before Nintendo shut am2r down.
>>
Do i need a source port to play quake 2 or does the game run fine on its own?
>>
>>3441428
the latter.
>>
>>3441428
Source port is not necessary.
>>
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It's been a while since I dumped my folder of cool Doom guy pictures/fanart
>>
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>>
>>
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>>
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>>
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>>
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>>3441461
Will you people ever stop complaining about every little thing?
>>
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>>
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>>
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>>
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>>
ranger could kick doomguy's ass
>>
What's the best key configuration for Demonsteele
>>
>>
>>3441443
It could go a while longer to be honest. It was nicer when it was posts of people talking, and not random unsourced fanart for 16 posts.

>>3441476
Ranger's newest iteration puts him at a definite disadvantage with his tiny tiny eyes. How can he aim at Doomguy?
>>
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almost done
>>
>>3441479
Attack to Scroll wheel
>>
>>3441482
>Ranger's newest iteration puts him at a definite disadvantage with his tiny tiny eyes. How can he aim at Doomguy?
Doomguy's newest iteration puts him at a definite disadvantage with his tiny tiny visor. How can he aim at Ranger?

Not to mention he's no longer got sanic speed on his side.
>>
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/done
>>
Are you just supposed to click so much in Demonsteele? My finger's getting tired at just the third map of Doom 2 already.
>>
>>3441487
Doomguy has big beautiful eyes under that visor.
>>
>>3441492
he is the fucking grand grandson of William joseph blaskowicz
>>
>>3441476

he would if he could
but he can't
>>
>>3441487
>Doomguy's newest iteration
why would you count that snail?
>>
>>3441491
I think that if we were a family sitcom the relatable father character would reply to these sorts of posts with "That's Terminus!" and his wife would put her hands on her hips like oh there he goes again.
>>
>>3441497
what.
>>
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>>3441492
Ranger is used to a dimension where his foes don't even need eyes.

>>3441496
Why would you count nu-Ranger? He doesn't even look pissed off, just mildly disgruntled, even happy.
>>
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>>3441492
And his eyebrows are gray.
>Doom guy has been battling unfathomable horrors for eons
>Hell's influence on him has made him stop aging at some point

How can the Ranger even compete?
>>
>>3441491
>Are you just supposed to click so much in Demonsteele?
yes

>My finger's getting tired at just the third map of Doom 2 already.
man, your finger's a wimp
>>
>>3441493
no, BJ's great grandson is william joseph blaskowicz II, better known as billy blaze
>>
How come Terminus never makes male protagonists in any of his mods?
>>
>>3441502
Good point, he's not used to people knowing where he is.

>>3441503
Is that even canon? I don't recall seeing his face in the models in Doom 4. Not even bringing it up because of the silly discussion, it just bugs me.

>>3441508
boys 4 stupid

girlz rule
>>
>>3441508

Figuratively the first mod he made was for Hexen and he had a dude in it
>>
>>3441503
>unfathomable horrors
I dunno, man, that's kind of Ranger's thing, isn't it?

I mean, not to put down Doomguy's achievements, but we know exactly what he's been fighting, various demons, devils and the denizens of Hell. We don't know WHAT the fuck Ranger was fighting other than tentacle beasts and things that should not be.
>>
>>3441508
Because you're not looking very hard.

>Ranger
>Push
>Nocturne in Yellow
>>
>>3441508
he does, though
>>
>>3441506
Doomguy is WILLIAM JOSEPH BLASKOWICZ III
>>
>>3441515
Push is just Doomguy though
>>
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>>3441510
>he's not used to people knowing where he is.
say that to my face fucker not online and see what happens
>>
>>3441508
Because he's a weeb, and weebs really like cute girls.

t.weeb
>>
>>3441521

Nooooooooo.
>>
>>3441521
kissu my ass
>>
>>3441508
He should make a male Guts rip-off as one of the playable characters in Demonsteele

Make him Mongolian to keep up with the "Asian characters that aren't Japanese in suspiciously anime conditions"
>>
>>3441479
ESDF = movement
space = jump
mouse1 = melee
mouse2 = gun
ctrl = shitpost on 4chan
>>
>>3441536

You know
I actually needed a little laugh like this
Thanks.
>>
>>3441513
Well, hell is a pretty terrible place to be. Just because we have superficial knowledge of what demons are, doesn't make them any less fearsome.
Ranger has fought the ancient lovecraftian horrors in Quake 1, but if we're gonna talk about cannon (lol, cannon in id shooters), then that's the only time he fought them. After that he was captured and sent to the Arena from Quake 3 or something.
Doom 4 drops subtle hints that Doom guy spend the rest of his life doing nothing but fighting demons after Doom 64 presumably. He spent decades, maybe centuries fighting the very incarnation of man's evils.
>>
>>3441513
>We don't know WHAT the fuck Ranger was fighting other than tentacle beasts and things that should not be.
Ranger himself was fighting Shub Niggurath and her young and her various worshippers, alongside two other faggots no one cares about. Due to the whole strange eons bullshit Shub may not even be dead like the IoS is.

HOWEVER. Doomguy gets fucked over in this part, due to Doom 4 implying Hell isn't actually one "place," it's a fucking huge hub leading to all sorts of universes, times, and dimensions. So whereas Ranger would have to keep clipping off bits of Shub, Doomguy's got an infinite number of IoSs to take care of.

And given how the imps have evolved from muscular spike men to lanky, agile monkey-fuckers, who know what else has evolved. Then there's shit like the Titan, which we've only heard about but never seen alive.
>>
>>3441549
>Then there's shit like the Titan, which we've only heard about but never seen alive.

I have a theory that the titans are actually the species the IoS belongs to, like how Arachnotrons/Masterminds and Barons/Knights are part of the same species. IoS was probably a low-tier Titan
>>
>>3441139
You get DKC, "space" (something mario was not doing during that era, also uses a duck tales song), and castlevania
>>
>>3441560
We've seen the skull of one.

And had a quarter of a level inside of it, where there was a defunct IoS you can shoot with a rocket for a secret.

Honestly, they don't seem too similar.
>>
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>>3441459
What would Doomguy's stand be?
>>
>>3441549
>alongside two other faggots no one cares about
Wrack and ?

i don't think wrack even exists, q3a is a mess
>>
>>3441562
Is that it?
>something mario was not doing during that era
Mario Land 2.
>>
>>3441569
I meant eldritch monstrosities, namely Chthon and Vore.

Quake 3 just sort of went "Yeah all that weird shit in Quake? Fuck explaining that, or even continuing that, Ranger's been kidnapped by a bunch of other assholes in the universe and they're all fighting to the death" and made it the Quake/Doom equivalent of Violence Jack.
>>
>>3441508

I tend to mix and match a lot, depending on the subject.
Crimson Skull is a blatant take on Samus, ergo chick. Vikenti is a blatant take on Lovecraftian protagonists and Simon Belmont, ergo dude. Hae-Lin/Shihong are takes on DeviantArt-tier anime OCs, which are 90% of the time women. Etc.

>>3441534

This would be cool.
Swinging around a big fucking weapon that doesn't go fast at, but hits in a massive AoE arc.

Mind, the chances of a third character are already quite small, mostly because Shihong's not exactly polished and there's some issues getting in the way of the complete v1.0 build in the first place.
>>
>>3441575
Why not make it a side-project while Demonsteele's on delay and you don't feel like working on Booty Project? Like a sort of alternate update where you play as Genghis Guts or whatever.
>>
>>3441585
>Why not make it a side-project

Heh. Hehehe.

Hehehehehehe.

Side projects and /vr/ modders don't really get along.
>>
>>3441593
Shh. If we convince him to do it, we could theoretically get a v1 of Demonsteel sooner.
>>
>>3441574
Oh, those.

Why the Vore in particular when it's just another mook?
>>
>>3441597
The first time you encounter it, it's a boss fight. I was sort of just going off of memory of what the three bosses in Quake were that were all fucky eldritch monsters.
>>
>>3441575
Why not give Shihong the Dragonslayer as an ultimate weapon along with that huge green gun.

Gotta give her something to match Iron Maiden somehow
>>
>>3441585

The DUMP series is already supposed to be my side project, which I need to finish the update to now that the hub map was sent to me.
After DUMP 3, though, well, maybe? Or maybe DUMP 4! Hah hah hah hah hah hah hah hah nope
>>
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>>3441605

til Q1 was supposed to have an boss at the end of each episode, but then due to time constrains, it ended up being a pack of vores on each stage
>>
>>3441605
It's weird to think of the Vore as more of a boss than the Shambler. I guess it's because the latter is more iconic.
>>
>>3441407
I love lamp.
No but seriously, they're fucking cancer.
>>
>>3441429
>>3441432
Different guy, but is there a mod for any sourceport which will add muzzleflashes to the guns?
>>
>>3441614

This is a cool idea.
A not-Dragonslayer was originally intended to be the powered mode for the Tiger, but that fell through. Some kind of hefty melee option to balance out the nukegun would be cool.

Integrate the charge options into the primary fire, make the secondary fire the hefty bigsword?
>>
>>3441638
Why not do something like have the nukegun have a melee option in the form of turning the projectile into a lance or huge sword you ram into people? Big hitbox in front of you, but it's more of a line than a giant AoE
>>
>>3441641
>this is my gun
>my gun shoots swords
>>
>>3441641
>gigantic gun that shoots nuclear swords
i'm okay with this
>>
>>3441648
sounds like russian overkill.
>>
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>>3440139
>did I download a corrupt version of the game or something?

That's not possible, because Blood 2 doesn't exist.
>>
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>red key just sitting there in the corner
>can hear an archvile laughing somewhere

seems legit
>>
If we're tlaking giant swords in Demonsteele, if you do end up doing the big-sword-guy the dude's animation for whipping out the big sword shoudl just be him holding up a hilt, yelling some shit, and suddenly going from a shitty hilt with no blade into a big fuck-off sword.
>>
>>3441653
I didn't know snes Doom had mod support.
>>
>>3441638
I didn't mind the powered mode for the Tiger but it felt like it was too inefficient.

A hefty bigsword would also fit with Shihong's melee playstyle considering the Tiger feels like it is about weight and movement rather than Hae-Lin's rapid slashing and overwhelming offense.

I just want cool big swords in general though, love them just like I love shotguns and revolvers
>>
>>3441653
Are you using the newer version of RetroShader? I think I fixed the grey darkness in the later one with a posterizer that uses gamma adjustment.

http://www65.zippyshare.com/v/rAwB7Z9A/file.html
>>
>>3441641
This sounds unusually like it wouldn't have anything to differentiate itself from a normal shot
>>
>>3441664
It'd look cooler. And it'd fit the "Deviantart OC" aesthetic if he made the energy sword look like something straight out of Maplestory
>>
>>3441662
Yeah, I'm still using the old one, probably missed the update. Thanks m8
>>
>>3441653
Someone needs to make a .webm showing the retro shader in action, just as a demonstration.
>>
>>3441668
Not sure if it would look cooler considering the angle we'd see it from but I guess I am also thinking that such a shot would be just like another charge shot or whatever.

Please no Maplestory anything
>>
>>3441671
Actually here's what it's on right now, just some minor tweaks and some extra bullshit shaders.

http://www43.zippyshare.com/v/4oWl40ib/file.html

As always, I tried to explain what the numbers do in the comments.

I should update the thread.
>>
>>3441686
Figure now's a good time to just increment an update number in the threadl, and since eventually the numbers could get hard to remember I've resorted to a 2-word naming convention using a cycling alphabet that is Adjective Animal which might be easier to remember for some people.

Since this is the third update it's a C, Callous Caribou.
>>
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https://twitter.com/burgerbecky/status/675578504352673793

https://www.doomworld.com/vb/doom-general/72927-3do-doom-fmv-pictures/
>>
>>3441714
https://www.youtube.com/watch?v=sYB7-ZgGrfU
>>
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>download Doom Vietnam
>remember anon raving about how good it is
>it's a single map and it's shit

was it all a ruse or do i have the wrong wad?
>>
Seems I should be able to make a simple dithering pattern with an array of four vec3s, or four floats or something for a 1 channel image, and then use it as a repeating texture on a low opacity overlay-ish blending mode before pushing it through posterization.

Not sure if I can find code to cannibalize or figure it out in general.
>>
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>>3441568
Always imagined it'd be something like this
>>
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>>3441409

its a miracle that terminus or the golden souls wasn't shut too

but then nintendo cant do jack and shit to Doom, Bethesda or id
>>
>>3441769
What are the faces on the soulsphere and invincibility sphere supposed to be? I know the megasphere is a mancubus.
>>
>>3441778
probably cause they're just mods rather than standalone releases.
>>
>>3441780
The invulnerability sphere's face is the is the lost soul from the doom beta iirc
>>
>>3441780
Soulsphere is just a human face. Invincibility sphere's face comes from the Beta lost soul sprite
>>
>>3441290
>with most old games, the community degrades into the same fifteen guys bitching that the sequel's netcode isn't biased enough or that people aren't installing enough nearly-unrelated total conversions
UHHH
>>
>>3441785

even that is enough to make them go apeshit
>>
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>>3441795
but there's 50 squintillion of those for their games as well as Nintendo-themed mods for other games, like Dreadnought.
>>
>>3441737
Vietnam mission? yeah its not great. just a single level.

Play NAM on eduke32 if you want the retro vietnam experience
>>
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NO

STOP
>>
>>3441834

>he doesn't want two guns at once
>>
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Did something change in retroshader because in the latest version the pistol looks much more pixellated than in the screenshot in the zdoom thread
>>
Gimme good maps where i can jump
This is for Metroid Dreadnaught and Demonsteele
>>
>>3441839
Yeah, it's actually using 240*(16/9) for X resolution, which is 426.667 instead of 480. 480 was either pulled out of my ass to get a less pixelated but still pixelly look or I mistyped 428.

You can replace both instances of (240*(16/9)) with 480 so it's like the old one if you want, or you can replace 200 and 240 with 400 and 480 to double the pixel count while keeping it based on 320x200 dimensions.
>>
>>3441842
jump maze.
>>
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>>3441738
I did find something that did approximately that and I fucked with it for a good long while until it stopped giving me errors but the dithering didn't show up, not sure why. The issue is somewhere in

float ditherpattern(vec2 position, float brightness) {
int x = int(mod(position.x, 2.0));
int y = int(mod(position.y, 2.0));
int index = x + y * 2;
float limit = 0.0;

if (x < 8) {
if (index == 0) limit = 0.25;
if (index == 1) limit = 0.75;
if (index == 2) limit = 1.00;
if (index == 3) limit = 0.50;
}

return brightness < limit ? 0.0 : 1.0;
}

I got this other shader to work though, but it's less interesting in comparison.
>>
Anyone listened to the 3DO Doom soundtrack?

https://www.youtube.com/watch?v=AjEx292Ph8M
>>
>>3441861
Somehow sounds even more 90s then the PC soundtrack.
>>
So I'm trying to figure out a way, in Dehacked, to make a monster fire in whatever direction it's facing - not toward the player. So mid chase it'll just fire in a random direction.

Is anyone here familiar enough to Dehacked to know if that's possible?
>>
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>>3441868
>Dehacked
>>
what's a setup for co-op doom over lan that supports linux?
>>
https://www.youtube.com/watch?v=z_hRWybd1nI
>>
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>>3441869
That's helpful.
>>
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>>3441859
your image reminded me of this
https://www.youtube.com/watch?v=s15eJ9WMfVg
http://doomwiki.org/wiki/Text_Mode_Doom
>>
>>3441868
Well, in Decorate you just wouldn't include A_FaceTarget before shooting.

Probably something like that in Dehacked but it's been, I don't know, over a decade since I've used it.
>>
>>3441894
facetarget isn't used. That's kinda what I was hoping for, but alas, nay. I was thinking maybe there was some other workaround that I'm not seeing, but if it's not possible I'll figure something else out.
>>
Working on simplifying the main shader in RetroShader so you only have to change a variable once up at the top instead of going into the code chunk and changing it several times.
>>
If I can't figure out how I can get it to skip the pixelation or the posterization with a 1 or 0 int within the next few hours I think I'm just going to update it for the night.

Having multiple shaders for that is silly but it's all I know how to do so far.
>>
RetroShader Update 4: Daring Dingo is now up.

>NO MORE COPY AND PASTING SHADERS<

Quickly enable, disable, and tweak effects with new variables at the top of lensdistortion.fp

http://forum.zdoom.org/viewtopic.php?f=19&t=53250&p=934223

I'm just going to link to the thread instead of uploading it as an attachment and to zippy.

>>3441839
I think that was actually from me fucking something up, and I'm not sure how I did it, but it resolved itself after setting RetroShader up to use variables.
>>
Cleaned up a little more and shoved all my stupid bullshit into a directory with a comforting, yet suspicious, title so that it's quick and easy to locate the important shader.
>>
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>>3439538
>>
>>3441574
What about Armagon and the multicultural baddies from DoE?
>>
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>>3441967
Any work on figuring out how to stop it from averaging colours between pixels? it gives an "antialiasing" effect on edges and makes sprites/textures look blurry up close.
>>
>>3442140
No, not yet. Just got an idea though.
>>
>>3442147
Idea failed.
>>
>>3441653
what map?
>>
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Mad peripheral.
>>
>>3442185

Can't see shit in the middle, though.
>>
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>>3442189
Don't worry about that.
>>
>>3441868
>>3441897
it won't work because P_SpawnMissile (used by every code pointer that makes a monster fire a projectile) always aims the projectile directly at the target

also almost every code pointer that makes a monster fire a projectile calls A_FaceTarget itself as a side effect, so missing out explicit A_FaceTarget calls doesn't do much. the exception being A_BruisAttack which is why you sometimes see barons firing out of their backs if another attacker just happens to strike them at the right time.
>>
>>3440797
>>
>>3442196

>the exception being A_BruisAttack which is why you sometimes see barons firing out of their backs if another attacker just happens to strike them at the right time.

So Baron farts are lethal?
>>
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>>3442205
>>
Oh man this looks way better.
>>
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Trying to tear these vertices apart
>>
>>3442253
What happens if I exit the level without picking up my sword, or it falls into an unreachable area?
>>
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Come on, just break a little more

Just fall apart
>>
>>3442271

there's about a 30 second period of swordlessness and you'll automatically recover it, you'll also start every stage with your sword no matter what

I went full autist and I have an in universe reason as to why his sword just pops back, something regarding having a magic scabbard
>>
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>>3442253
who needs a sword when you can gib fuckers with your fists?
>>
>>3442273

It's always fine to go full autist with things like that, as long as you don't end up raising additional questions.

There's a game I've seen that does the usual "time stops when you're reading your e-mail" trope, and justifies it by saying that you're injected with some serum that heightens your reflexes or something and effectively slows your perception of time, then you're injected with another serum that makes everything normal again after you're done reading.
...However, it didn't explain why this serum isn't used at all for combat purposes.
>>
>>3442261
opening the door to the fireblu dimension
>>
>>3442272
that's doom2, either map15 or map20. i think.
>>
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Not quite right.
>>
>>3442297
what of fuck are you even doing
>>
>>3441637
Seconding this.
>>
Do Quake mappers use Armagon as much as Doom ones use the Cyberdemon?
>>
Is there a way to disable camera sway while walking? GZDoom, original wads.
>>
>>3442459
MOVEBOB and STILLBOB
>>
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what was the first quake map ever?
>>
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>>3436982
and this never gets old
>https://www.youtube.com/watch?v=IFQ_dopXPZE
>>
>>3442624
I'm gonna do an asspull guess and say e1m1.
Either that or hub map.
>>
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>>3442627

>stayin' alive

>he dies at the end of episode 1

This better be on purpose.
>>
>>3442624
If you mean a usermade map, probably a hex edit of one of the QTEST maps to add some of the unfinished monsters.
>>
>>3442636

Didn't Romero say that the Doomguy actually lived through the ambush at the end of E1? I remember reading a tweet or something from him that was quoted in a past thread.
>>
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>>3442385
Trying to break it a little, but it's either hardly busted or mega ruined, I want it slightly toasted.
>>
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It's... beautiful.

Not really what I wanted but beautiful in a fine art sense regardless.
>>
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Oooh yeah.
>>
guys, help
my brain filed for bankruptcy

brainstorm me ideas for guns
whatever your idea is, post it
>>
>>3442689

A gun with a barrel bent to the left, so you can shoot it around corners.
>>
>>3442689
Fruit Flinger
hurls a delicious combination of apples and oranges towards the target.

Tactical Fruit Flinger
same but the fruit is in tins so it hurts more.
>>
>>3442674

Well gameplay wise he did, he survived with like 5 or so hp, but if he survived in story how did he get to hell?
>>
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>>3442689
A fly gun
>>
>>3442707
through a portal. teleporters go through hell.
>>
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>>3442682
I turned it up a little for the video but so far these vertices are jiggling like a DOA tech demo.

All you have do is add one line to main.vp, just one line, it's fantastic.

In gzdoom.pk3, go to shaders/glsl/ and open main.vp, search for "gl_Position = ProjectionMatrix * eyeCoordPos;". Right now it's on line 51. In a new line after it, add

gl_Position.xy = floor(gl_Position.xy/gl_Position.w*(1./0.015))*0.015*gl_Position.w;//The Vertex Jiggler

(Code from http://www.gamedev.net/topic/636769-simulating-ps1-shaky-vertices-with-shaders/?view=findpost&p=5017858)

Set 0.015 lower for less, set it higher for more. Also, this jiggles every vertex which includes menus, HUDs, and HUD messages. Oh well.

Combine it with my RetroShader ( http://forum.zdoom.org/viewtopic.php?f=19&t=53250 ) and PSX Doom.

Wonder if I can replace the multisampling shader with this.
>>
>>3442689

Bolt action rifle that shoots bullets that unfold into swords.
>>
>>3442689
Gravity reverser that makes the victim fly off into space
>>
>>3442719
The real Playstation experience
>>
>>3442689
Notorious BFG: turns whites into n****rs faster than a brazillian plasma rifle
>>
>>3442710
How well does it work?
>>
>>3442689
A missile that drills inside weak enemies and explodes, using their gibs as shrapnel
>>
>>3442689
The Daikatana.

It's actually a gun that doesn't really do anything. When you first whip it out, it apologizes for being disappointing and not meeting expectations.
>>
>>3442689
A sock with a stick of frozen butter in it to replace fists

A turd frozen in a condom as a makeshift knife to replace chainsaw
>>
>>3442410
I've never seen Armagon outside of SOA, so I would say no.
>>
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>>3442753
>>
>>3442747
If you legitimately want one, get a Bug-A-Salt instead. It's a pump-action shotgun that fires salt. Has multiple uses beyond killing flies anyway.
>>
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>>3442740
>>
>>3442747
It's okay, gimmicky as shit though
>>
>>3442760
When will Doomguy make his appearance in TGT?
>>
>>3442757
What, never heard of a weaponized Alaskan Pipeline?
>>
>>3442758

like what?
>>
Right click, Play Speed, Slow Motion (0.5x).

Man that sky bleeding through is really terrible, no idea why I'm getting gaps in geometry if all the vertices started off overlapping since the function does the same thing each time. So weird.
>>
>>3442689
A gun that shoots chainsaws.
>>
>>3442765
Barbecues, dude. Long-range, rapid-fire salting of all your meats.

Oh, and if you have a home invasion, a bunch of salt in your eyes'll hurt like a bitch.
>>
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>>3442764

Jesus christ, anon
>>
>>3442758
I don't, I was just curious.

>>3442689
Make what the anon above suggested.
>>
>>3442770
It's not even an original idea.

imgur f8ruG
>>
>>3442689
a rocket launcher that uses you as the projectile
>>
>>3442689
Headbutts. No weapons are visible, but if oyu hit attack, you shunt forward about one unit - if you hit someone with it, you instantly take a small amount of damage but do enough to one-shot an imp.
>>
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>>3442784

Why the fuck has no one done this yet. Holy shit
>>
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>>3442763
It is only a matter of time.
Carmack already appeared
>>
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>>3442689

Do this
>>
>>3442819
WOW
RUDE
>>
>>3442689

Thumbs up, you give the demons a thumbs up and they stop attacking you, maybe for a short amount of time or something. Or thumbs down and they get depressed and suicide because doomguy-senpai doesn't like them.
>>
>>3442635
didn't romero say something about always making the first map last?
>>
>>3442873
Yep. That way you know what works and what doesn't, and can make sure you put your best possible foot forward.
>>
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>>3442689
In science fiction movies cyborgs often have those finger guns.
>>
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Do you guys know anyone who does sprite edits for commission or request? I've got money and a doozy of an idea.
>>
>>3442935
What's your idea? I've messed with sprites in the past.
>>
>>3442767
lol what the hell, what port is that
>>
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>>3442939
Well, I dunno, it's a pretty elaborate idea and nothing is set in stone yet.

Basically, I'd like to replace the standard human units with demonic grunts. This would be the reference sheet.
>>
>>3442953
You muppet that's a star of david not a pentagram
>>
>>3442953
oy vey dis is like anuddah holocaust
>>
>>3442959
Jews worship the Devil anyway
>>
>>3442959
I know. That was the joke. I still love it.
>>
>>3442719
now you just need to add in affine texture mapping for the texture swimming effect.
>>
>>3442953
>shotgun guy isn't red
This bothers me.
>>
>>3442969
Well, just switch 'em.

Personally, I think the normal enemy should be the red guy, so he'll be the most common.
>>
>>3442969
>>3442971
on UV, doom (e1-e4) has 384 troopers and 656 sergeants. doom2 has 290 troopers 483 sergeants and 273 chaingunners.
>>
>>3442996
Damn, alright then. Red Guy is shotgun, blue guy is Zombieman.
>>
>>3442951
It's regular old GZDoom with some modding. >>3442719

>>3442964
It'll be super cool if I can get that working but, without looking into it at all, it seems unlikely. I'll still look though, just not right now.
>>
When's new thread?
>>
>>3443007
We're done for, anon.

Embrace me in our final moments.
>>
File: Demon Grunt Reference Sheet.png (40KB, 950x998px) Image search: [Google]
Demon Grunt Reference Sheet.png
40KB, 950x998px
>>3442998
>>3442996
Alright, new idea.

What if the Troopers and Shotgunners were both red, but the Troopers were more pale, whereas the shotgunners were darker?
>>
File: Demon Grunt Reference Sheet.png (40KB, 950x998px) Image search: [Google]
Demon Grunt Reference Sheet.png
40KB, 950x998px
>>3443014
Redone version, since the colors were bothering me a lot.
>>
New Thread

>>3443047
>>
>>3442185
>laughing_E1M1.jpeg
>>
>>3442176
Mutiny

https://www.doomworld.com/vb/wads-mods/90203-release-mutiny-rc3-limit-removing/
>>
File: 1467835652455.png (281KB, 535x466px) Image search: [Google]
1467835652455.png
281KB, 535x466px
>>3442767
>mfw no such option in opera
>>
>>3442196
Cool. Exactly what I needed to know. Thx, m8.
Thread posts: 759
Thread images: 200


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