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ORGANIC TECHNOLOGY

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Thread replies: 643
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3556727

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/hzDnLpct

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: [removed due to persistent and potentially harmful broken links]
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
>>
=== NEWS ===

[10-15] Zip of Duke3D files needed for EDuke32 plus addons >>3562192
https://mega.nz/#!PMNmSa4Z!Wf02HdeRo2FPLBrwMrLzukrNxcom0IMLs-2e8bdaoAs

[10-15] PortaDOOM alpha 1 >>3561827
https://mega.nz/#!jtphlA4b!WoCJ1hUuZJi9ZZ17D7UJ1XJ8-D7X65Fk40pnp69-f8Y

[10-14] Johnnydoom (aka BDJ) updated to v20b
http://forum.zdoom.org/viewtopic.php?t=47229

[10-13] Spooky fonts from Pinball Of The Dead >>3557997 >>3558021
https://mega.nz/#!J4UyAY6I!2xa3LhzgpXN73iUbsD2onOhq0gyaoxCfORB1XAj1Ghc
https://mega.nz/#!Q4NV2TBD!hJcuIxRJYEK7yHAG9vqW0GermpKsAGsTwx3ilp2HP2g

[10-13] DUMP 3 released >>3556983
https://www.dropbox.com/s/sc9seej72ikajky/DUMP-3.pk3?dl=1

[10-12] Trailblazer v1.4 released
http://forum.zdoom.org/viewtopic.php?t=47494
https://www.mediafire.com/?f9qegp1j4749wi6

[10-12] Samsara v0.3666 Released
http://forum.zdoom.org/viewtopic.php?p=945777#p945777

[10-11] Anon map release: ASSREAL (2 maps - updated) >>3554464
https://mega.nz/#!chxQ3JzK!pkyXmRCgBHhC5rxfqw8GipPlEE7lOHbtsAVsfwUCi3g

[10-11] Anon map release: spacedadstation (updated) >>3554356
https://www.dropbox.com/s/5frggjl87fobthh/spacedadstation.wad?dl=1

[10-09] Anon map release: Unfinished three maps pasted together >>3550578
http://s000.tinyupload.com/index.php?file_id=29134100888320212439

[10-09] If you wanted the swastika back in E1M4... >>3549912
https://www.mediafire.com/?v1ae44yqfgybvyq

[10-08] New LCA update.
https://zandronum.com/forum/viewtopic.php?p=101493#p101493

[10-08] Anon map release: Shotgun 20 chaingunners >>3548714
http://s000.tinyupload.com/?file_id=00326809611453895724

[10-08] Brutalv20 patch for GZDoom 2.2
http://www.moddb.com/mods/brutal-doom/addons/brutalv20bpk3bloodtxt-patch-gzdoom-22

[10-06] TNT:Evilution full run in Nightmare skill, by Zero-Master
https://youtu.be/Yg9yIsSj-yU

[10-05] Doom With Midi-Converted Sound Effects
https://youtu.be/rs8U9Ns32JY

===

To submit news, reply/backlink to this post.
>>
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you know what time it is
>>
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>>3562448
>>
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>>3562448
so this is the power of doom maps..
>>
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>>3562448
Finally restarting work on my big map that I started sometime in June. Hurray for progress.
>>
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Niggers how do I screenshot in Wolf ECstarter pack?
>>
Anyone else tried shooting a rocket underwater with the Johnny Doom mod? I keep getting constant freezes as soon as I shoot it inside a Zdoom-style pool.
>>
>>3562495
Johnny here, I'll investigate.

Also YAY I made it into the OP!
>>
>>3562463
>>3562468
this doesn't look like stuff you're working on
>>
>>3562535
What is Johnny Doom exactly?

Is it just a brutal replacement?
>>
>>3562491

Print screen?
>>
>>3562495
Recursive loop. WHOOPS. Fixed and reuploaded.

https://www.dropbox.com/s/gswohy1e47v3lmt/JohnnyDoom.pk3?dl=0
>>
>>3562551
It's a little more than that. But at a base level, yes.
>>
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>>3562428

> Doomguy using the mouse with his right hand
>>
>>3562569
The shotgun, super shotgun and plasma gun are all held right-handed.
>>
>>3562569
>anybody using the mouse with their left hand
and i'm a leftie ffs
>>
Also here no rest for the living with sweet ass theatrical music by two steps from hell. Doesn't require johnnydoom but IS HIGHLY RECOMMENDED

https://www.dropbox.com/s/8brzxvgwjxzxias/nerveJ.wad?dl=0
>>
>>3562564
I didn't mean it in a bad way, just wondering what the hook is.
I read the description and didn't quite understand what it changes besides a punch and kick button

I generally like Brutal Doom replacements, even if something like Project Brutality has a lot of clutter in it's weapons.

Seriously, why have the HMG at all
>>
>>3562448

https://a.pomf.cat/wzuqhc.webm

Have a gun that turns people into animals.
Worked on this last week-ish but it's still applicable.
>>
>>3562582
>animals
>not shotguns

0 out of 10
>>
>>3562541
s-sorry, I thought it was screenshot saturday and not mappers' screenshot saturday
>>
>>3562585
you can't pet a shotgun

check and mate
>>
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>>3562569
as a kid, I was convinced that doomguy was holding some kind of frowny face in his hand.
>>
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>first time using oblige

i am weirdly amased
>>
>>3562591
who the fuck says I can't
>>
>>3562597
i do, BITCH
>>
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>>3562572
>>
>>3562571

Doomguy (like Link) is canonically left handed, which is why he punches lefty. The right handed weapons were a sprite mistake that they never fixed.
>>
>>3562601
I WILL GUN YOU DOWN
>>
>>3562604
he can do it either way. his leftie mouse is only a byproduct of using two pcs to make and test doom levels
>>
>>3562604
why does he drink a bottle of BBQ sauce?
>>
>>3562610
you got a source for that?
>>
>>3562610

[citation needed]
>>
>>3562580
Haha I hear ya. There's combos, a points system, vanilla weapons (smoothdoom) or modernized weapons to choose from, fatalities are a more prominent thing. Give it a shot! It's fun man, especially if you like BD replacements
>>
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>Decides to play with keyboard only
>casually choose Ultra-Violence
>as I go mass murdering demons and finish episode 1
>I realize that my arm was on the mouse ever since map 3
GODDAMMIT!
>>
>>3562628
>Combos
Interesting

I will check it out.
>>
>>3562569
Is it like in blood?
the boodoo doll, you squish it and hurts?
>>
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>>3562448
>>
>>3562695
Nice cropping, mate.
>>
>>3562614
because he's a manly man
>>
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>>3562705
yeah my OBS settings must have done that automatically for some reason
>>
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>>3562448
>>
>>3562740

is that 1 fps
>>
>>3562743

Yeah, I'm currently working on a let's play channel for third world countries on dial up.
>>
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>>3562740
beautiful
>>
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So I'm trying to set a switch that quickly opens a nearby door (64x128). Surrounding ceiling is 128. Using "S1 Door Stay Open" it opens but doesn't go all the way up? The sector is 0x0 with door shut.

Anyone know what I'm missing?
>>
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>>3562748
>>
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>>3562753
>>
>>3562751
doors go up to the lowest adjacent ceiling height minus 4

you must have an adjacent ceiling which is lower than 128

check the back of your door tracks maybe
>>
>>3562557
No. That's too much trouble. How to screenshot so it saves it?
>>
>>3562748
why do you care
>>
>>3562793
i believe ecwolf is based on zdoom. right? so there should be a screenshot console command. if so, bind it to something appropriate.
>>
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>>3562773
This explains everything! Thank you anonymous stranger
>>
>>3562795
why do you care about me caring about it?
>>
>>3562814
not him but i don't want to repeat the same conversation we've had a hundred and fifty times already.
>>
>>3562491
>>3562793
http://maniacsvault.net/ecwolf/wiki/Debug_mode

Enable debug mode with shift+alt+backspace then use tab+p to take a screenshot. Screenshots are saved in the %AppData%/ECWolf folder.
>>
https://twitter.com/DuvalMagic/status/787144186017435649
>>
>>>/v/354817349
This was originally from here right? Was randomly browsing /v/ and saw this.
>>
>>3562846

Correct, someone from here made that.
>>
>>3562846
yeah that was a few threads ago. the map, anyway. i don't recognise the recording offhand. i made one, but that's not it.
>>
>>3562838
>anime avatar talking to bitchford

might as well be fred durst talking to frankie palmeri
>>
>>3562865

You're a dumbass.
>>
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>>3562838
>maybe other people dont

This made me laugh harder than I should
>>
>>3562838
pitchford completely missing the point, as usual
>>
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>>3562448
Still working on this. Been working a bit slower that last few days because between hunting for jobs a week ago and starting a job on Monday the last few days have been the closest thing to a vacation that I've had in a while.

Like that Flight of the Concords song says: When you're unemployed, there's no vacation.

Gotta GO2IT...
>>
>>3562838
I hope you get testicular torsion, Randy.
>>
>>3562875
His concern is justified and Randy is a twat, doesn't nullify his faggotry any bit.

>>3562886
Nah, I'm pretty sure he knows what he's doing.
>>
>>3562838
I will never understand why prominent figures talk to literal whos and make fools out of themselves all the time.
>>
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>>3562838
>We're planning a better definitive collection

I called it, he's going to re-release it as paid DLC

Get ass-cancer you money-grubbing fuck
>>
>>3562535
>>3562561
Thanks, m8.
>>
>>3562837

Where is appdata? I can't find it in users.
>>
If I just go through gzdb and don't give no shits about those common conventions, such as using textures for flats and vice versa as long as it looks good, to produce quick, taste-idly laid out levels then it's ok, right?

SHAWN2 makes for a good metal top, and it's not like the others ones look bad or anything. Seems I've got more to worry about than avoiding those zdoom-isms, or w/e they're called, like map layout and monster/item placement.
>>
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Anyone played The Golden Souls?
What did you think?
>>
>>3562940
users/yourPCname/appdata
>>
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Quickly, counter the shitposting with your John Romero pics. The rarer, the better.
>>
>>3562748
He's just generally an asshole. Telling people to kill themselves, not being able to take criticism, racist comments in his mods.
>>
>>3562569
Pretty much all lefties use mouse with right hand.

As left handers, we become somewhat ambidextrous. I use scissors with right hand, shoot right handed (with rifles at least - pistol is still left hand dominant), play guitar right handed (even though guitar is a 2 handed instrument)
>>
>>3563024
daily reminder that there are actual people out there who think he's being ironic about him saying/doing all of this and even look up to him for it.
>>
>>3562753
is this guy for fucking real
>>
>>3562923

If they do another Duke Nukem 3D re-release it will be possible to have four versions of Duke Nukem 3D in your Steam library.
>>
any of you guys know how to use a blueprint as a guide to make maps on gzdoom builder?

I mean like putting the image as background so I can place the linedefs on top.
>>
>>3563021

I have one but it would actually get the thread nuked, so no.
>>
>>3563101
sorry to have asked without googling.
Here is the answer though:
http://forum.zdoom.org/viewtopic.php?f=3&t=37244

In case anyone is reading this through an archive far into the future and the above link does not work, here is the solution:

Choose Edit -> Grid setup. Check "Show background image" and press "Select file" button.
>>
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Who's down for some DUMP 3 coop?
>>
>>3563117
your girlfriend.
>>
>>3563047
what's wrong with that?
>>
Anybody here played Doom RPG? Apparently it was a mobile game. However, I was reading a Doom thread on /v/ a while back and some people there mentioned Doom RPG but made it sound like it was a mod for PC Doom, not mobileshit. Someone said
>DoomRL Arsenal + Doom RPG + Oblige is pretty much DoomRL in Doom
And that got me interested. Is Doom RPG a mod for PC Doom?
>>
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>>3562592
oh god.. thanks now I will never unsee this
>>
>>3563131
there is both a mod for the original Doom and a mobile game called Doom RPG.
>>
>>3563117
I'm down; how do I set it up?
>>
>>3563060
Daily reminder that you can separate art from artist unless you're an autist

Terrible shitty people can make beautiful things.
>>
>>3563140
leave that part to me

just gauging interest before setting a server up
>>
>>3563151

I don't think anyone was arguing that Brutal Doom was bad because of its author's assholery. Just that the author's an asshole.
>>
>>3563151
your comment reminded me of this https://www.youtube.com/watch?v=_nS66IvbvcI
>>
When your default music just isn't doing it for you, what do you usually reach for to listen to?
>>
>>3563154
I don't think anyone but shitposters even talk about brutal doom
>>
>>3563161

IDKFA, though the fact that it only covers DOOM I's music limits me a bit.
>>
>>3562595
What wad is that? Looks pretty cool.
>>
>>3563171
Looks like Project Brutality
>>
>>3563158
>there are people these days that actually act like the guy Larry was arguing with

2016 more like 201666
>>
>>3562614
nigga thats iced tea
>>
>>3563175
>Project Brutality
I had that mod but deleted it because I felt it was too much of a clusterfuck and slowed down on my laptop, might try it again on better hardware.
Anyways, thanks.
>>
>>3563131
Mobile Doom RPG and PC Doom RPG are two different things.
>>
What is the most popular website to play wads and post your own creations?
>>
>>3563208
doomworld I think
>>
>>3563151
Brutal doom isn't good, nor "art" though. Its showy trash that only really appeals to teenage boys
>>
>>3563216

Whether BD is "good" or "art" wasn't their point.
>>
>>3563152
well tell me when you're ready
>>
I want to try Hard Doom coop with a few friends and I haven't really played any multiplayer doom since like early 2000's, what sourceport should I use? Is Z or GZdoom good enough if I want to set up 1 life or limited lives per map?
>>
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>>3563228
the wad doesn't seem to be working properly for some reason... for one thing it starts you off in a map instead of the hub, and when you beat that map and it sends you to the hub all of the "doors" to the various levels are full of fireblu and don't take you anywhere.
>>
What is the Doom equivalent of the Eric Andre Show?
>>
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REEEEEEEEEEEEEE
it worked two days ago.
>>
>>3563242
Your IP address probably changed.
Check it out.
>>
>>3563238
Huh, weird
>>
>>3563240
Terrywads?
>>
>>3563240
"Ey you guys are playing DemonSteele, the worst WAD on /idgames!"
>>
>>3563238
I can't even run Dump 3 in Zandronum.
Thoguh I'm still playing the pre-release version posted here.
>>
>>3563268
>DemonSteele
>BUH BUH BUH
>[anime girl saying iya~]
>>
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>>3563210
Gross what is this yahoo geocities?
>>
>>3562448
>>
>>3563274
try zdoom forums
>>
When you use doomseeker, where does wadseeker download wads to?
>>
>>3563282
%appdata% .doomseeker
>>
>>3563283
thanks
>>
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>>3563238
When I start in the Hubworld it says "8 more levels to go".
Weird.
>>
>>3562468
MOSCOW
MOSCOW
>>
>>3563294
For some reason the map count won't always be accurate. I start the game with 32 maps, finish a level, and now I have 16 maps. Otherwise it works fine.

wat.
>>
>>3563278
That map really didn't like your music.
>>
>>3563151
yeah, it just so happens that my post is but a casual comment to make mention at a certain group of people and am, at no point, criticizing the mod itself.
>>
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are doom's keycards supposed to be based on old phone SIM cards?
>>
>>3563347
>about to say that sim cards didnt exist till smartphones
>decide to look this up just to be safe
>find out sim cards were invented in 1991

you learn something new every day
>>
>>3563351
horat's design is fucking god-tier.
>>
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Realm 667 is down
>>
>>3563359
i think youre forgetting about our lord and savior tito dick DICK DICKMAN BABY HE RAISED PHIL AND LOVES THE LADIES

NUTSHACK MOD WHEN
>>
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>>3563347
>>3563351
Well shit.
>>
>>3563365
>NUTSHACK MOD WHEN

if god exists, then never
>>
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>>3563365
>>
what does (stealth) next to the monsters mean? Are they not alerted by noise?
>>
wtf they are invisible shit? weird.

So do you guys just draw a square and block sound for stealth attacks?
>>
>>3563401
according to my existentialist/atheist beliefs, you're fucked.
>>
>>3563430
/<|
>>
>>3563420
It means they are completely invisible (not fuzzy), spectres included.
https://doomwiki.org/wiki/Stealth_monsters
>>
>>3563437
Hmm how do I get monsties that only attack on sight? I want some surprises around corners
>>
>>3563441
Try this and some of the add-ons.
http://forum.zdoom.org/viewtopic.php?f=19&t=46174
>>
>>3563441
Ambush/Deaf flag depending on which editor you're using.
>>
>>3563417
what you watchin', son?
>>
what are some good temple/dungeon/castle wads?
>>
>>3563443
Thank you!

I'm working on my first map ever, still climbing that steep learning curve but I'm already having a blast. You can prolly guess what this room is for :)
>>
>>3563468
Just so's you know if you block sound with the block sound linedef you need to use 2 lines with blocksound tagged.

Looks like a morgue.
>>
>>3563476
Good to know! I'll be needing that for the next room!
>>
>>3563476
>if you block sound with the block sound linedef you need to use 2 lines with blocksound tagged

well that explains the issue i had with my last map

but why?
>>
>>3563481
It was to prevent monsters from not reacting if they were in an adjacent sector.

So you wouldn't be blasting a shotgun off right next to a monster and have it be TOO deaf.
>>
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>>3563489
oh

that... actually makes a lot of sense

shit
>>
>>3563457
hell ground and bloodstain have decent dungeons and castle levels. unloved is also alright for dungeons
>>
>>3563524
neato, thanks
>>
>>3562740
I'm curious, What wad is that?
>>
>>3563542

Looked like Smooth Doom and the IWAD created from WadSmoosh, to me.
>>
>>3563548
>Wadsmooth
Neato, Thanks
>>
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I made a big mess.

Scythe 2's final map was... man. I was not prepared for that many monsters in the open.
>>
>>3563606
It's a lot of shit, but it's also a strangely easy map. Got nothing on fire & ice.
>>
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All this gore is giving me abysmal FPS, but man its so worth it.
>>
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>Take a break from vanilla gameplay
>But want to play through more megawads
>But also like playing with gameplay mods
>Don't want to touch megawads with said mods
>Don't end up playing anything as a result
>>
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>>3563609
Firing a single MIRV Nuke at the start was responsible for all this. I am really grateful a mod like Russian Overkill exists. I would never have had an experience as cool as this.

>>3563615
I have a similar dilemma.
>Have a highly regarded megawad downloaded and ready to go.
>It probably has surprises that I can ever experience once genuinely.
>If I use this megawad with one mod, I'll never be able to have the same virgin experience as I did the first time around with another mod.

Its hurts. Theres a lot of megawads, but they're not in infinite supply, so I do want to make each experience count. : /
>>
>>3563615

Maybe try some OBLIGE megawads? I hear in the latest version they're actually pretty fun if ugly.
>>
Am I the only one who doesn't play a lot of megawads? In fact I don't think I've ever completed one to be honest. I'm pretty content with the base iwads somehow.
>>
>>3563615
Replay megawads you already finished with mods.
It's fun to compare how much the gameplay changes by playing it yourself.
>>
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>>3563631
That's the thing, I'm autistically going through OBLIGE 7.50 megawads. They are certainly much better but you can still notice caveats and a shitload of Cacodemons. Like holy fuck it loves using Cacodemons.

>>3563635
Guess I better finish off Scythe then, I was stuck on MAP21 which conveniently has a forced pistol start from the previous map.
>>
>>3563628

I could aim, but with this thing, I don't have to.
>>
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Last one. Knee-deep in the dead, for sure.

Next megawad will be DUMP 3.
>>
>>3563634
I seem to prefer just single standalone maps for some reason. Whenever I try a megawad, I always end up playing through the first map or two and then dropping it.
>>
>>3563768
Thats surprising to me.

A megawad presents a long cohesive campaign of maps under a single banner, providing more meaning to play them, where as single maps feel more like a loose demo, not providing as great of a satisfaction than a megawad. Atleasts thats how I feel about it.

What seems to make you prefer standalone maps more?
>>
>>3563814
>>3563768
maybe if the levels were separated and cut into four separate episodes like in the original game.
>>
>>3563641
>OBLIGE
Care to share some settings. Every wad I create inevitably sucks somehow.
>>
>>3563819
...and had a world map or some other "you are here" type of progression image to get a sense of the larger world the megawad is supposed to represent.

Kinda sucks doom2 doesn't have this feature. It was what made doom1 so special. : /
>>
are the links in the quake pastebin harmful too?
>>
>>3563831
Harmful? What do you mean?
The links to Quake in the pastebin with the date attached are fine.
>>
>>3563825
Are you using the recently-released version? its much better than the old one.
>>
>>3563819
You can just stop playing for a while after 8 or 9 nine levels....
>>
>>3563825
I don't deviate far away from the stock settings other than having 'More' monsters. In 7.50 it's not always so generous with health.

Definitely turn down the Cacodemons in monster control to scarce and provided you're building them for GZDoom, look through the level control and enable some more secrets or something. Progressive or Episodic map size is up to you.
>>
>>3563835
>Harmful? What do you mean?
it was reported that visiting the links in the quake info graphic led to a visit from the latvian copyright police, or something. check the end of the previous thread.
>>
Damn, zombiemen in wolf3d are tough
>>
>>3563840
it's not that I'm basing my point on. while having a sense of continuity within a megawad is all fine and dandy, sometimes being able to experience but a fraction of a whole feels more satisfying than plowing through 8 or so maps in a single sitting, and having a clear goal in mind attaining to 'gotta get to that eighth map so I can scratch this episode off the bucket' feels so much nicer than utterly losing yourself in 20 levels or so. it also makes sense from a gameplay standpoint where either a) the difficulty spikes up from the tenth or so map onwards, or b) there's a map that is supposed to serve as a breather for the player, as is the case with MAP08 in Doom 2.

there's also the main reason behind some popular megawads having forced death exits. they're supposed to serve as a finish line of sorts, after all. It just clicks.
>>
>>3563134
we can share the burden - my head still sees the face sometimes while playing.
>>
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>>3563841
Thanks.
>>
>>3563843
the mega-link in the quake pastebin is clean.
what wasn't clean, was the shortened googl link in the quake infograph. it lead to a latvian FBI-style landing page in, well.. latvian.
I guess that it lead to a now busted warez site before.
>>
I'm trying to set up some preset configs for the engines in PortaDOOM but whenever I pass chocolate-doom a config file, it just overwrites it with its defaults.

Anybody any experience with getting choco-doom to read settings from a file, without overwriting it?
>>
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>>3562428
"updated" the infograph for quake, so it can be included next OP

http://imgur.com/a/aLfHb
>>
What's your favorite way to play Doom casually? Like, just going through vanilla maps?

I prefer ZDoom in 1080p with the controls set up in the autoexec in the OP. I like the way ZDoom's software rendering looks.
>>
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>>3563937
and now as .png so it doesn't like like someone smeared vaseline over it. images are hard.

http://imgur.com/a/IhvWJ
>>
>>3563939
Ah, I think I get it now. Just let it overwrite it, change the settings as desired and then load it with that config file -- doom ports don't accept partial config files.
>>
>>3563939
Russian Overkill
Ketchup
Nightvision Addon
Kick Addon

+Any megawad (got hundred of them to go through)

Mouselook, jumping/crouching, bright lighting, no texture filters.
>>
>>3563951
Ohh, is there a mod that's BD's kick as a standalone?

I don't like BD myself but I will concede that stealing Duke's mighty foot is an objective improvement.
>>
>>3563953
Yeah, you can get it at this obscure post in the middle of a thread. Remember to set:
>bind q "pukename kick"
With quotes, in the console while ingame.

http://forum.zdoom.org/viewtopic.php?f=3&t=37949#p723055
>>
>>3563939
With mods like Demonsteele, Dakka or Project Brutality(mods that speed up the game etc)
>>
>>3563939
I never go through the vanilla maps. boring. my favorite way to play doom casually is to play new maps. I dont really do gameplay mods, unless the mapset has modifications included.
>>
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>>3563939
>I like the way ZDoom's software rendering looks.
I like how the software renderer warps flats within the 64x64 grid, the OpenGL renderer distorts the pixels and looks meh.
>>
so, what are you guys currently playing?
JPCP+trailblazer+RLAmonsters+RLME here
>>
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making kind of a Quake clone
>>
>>3564056
Looks cool.
>>
>>3564042
Vanilla Valiant and Dump 3 + Trailblazer
>>
>>3564056
The Jawas did nothing wrong
>>
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>>3564056

You're gonna be making hand-made levels. Right?
>>
>>3564069
Yep
>>
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>>3564079

Good man. You have my support.

I saw you post that on /agdg/ as well, I'll be keeping an eye for you, friend
>>
>>3564080
Thanks bud. There's more incoming soon.
>>
>>3562582
Ninja duck, always.

Dont forget to include Shadow Warrior rabbits. Bet you can't make them breed
>>
>>3564081

Tell me more about your other weapons.
>>
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>>3564056
The art style of the HUD's head rings a bell, but I can't put my finger on it.
>>
What would it look like if you looked completely up or down in software renderer?
>>
>>3564083
Well, let's see, so far there's: Shotgun, Super Shotgun, Grenade Launcher, Rocket Launcher, Pod Launcher (think swarn/drunken missiles), Plasma Gun, Railgun, Sun Staff (like the one from Hexen 2), Lava Gun and an old-school 2-handed sword
>>
>>3564086
Everything just gets warped.
>>
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>>3564089

>two handed sword

now you're talking my language. Just don't make it shit like Quake's axe
>>
>>3564086
aids.
>>
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I can't tell if this was done unironically or not.
>>
>>3564110
Is this a belated April Fools?
>>
>>3564110
That looks like the Return to Castle Wolfenstein level "Dig," in the very beginning.
>>
>>3564115
I just played that exact level two days ago!
>>
>>3564110
It was probably just a test of how much they can put it.
Let's pray there is an options menu where you can turn everything off and turn on software mode
>>
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Thoughts on QZDoom?
>>
>>3564125
Your picture summed up my thoughts.
>>
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https://www.youtube.com/watch?v=aMli33ornEU
>>
>>3564125
That version of GZDoom with True Color or whatever? I don't even know what that is.
>>
>>3564086
https://desuarchive.org/vr/thread/3530575/#3534317
>>
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>>3564140
>>
How can I add an mp3 track to a custom map?
I tried replacing D_RUNNIN with the mp3 but it won't work.
>>
>>3564152
ayy lmao
>>
I'm having a proble with PortaDoom. When I want to launch a wad via Chocolate Doom, the setup window appears but when I want to launch it, the window closes and nothing happens.

I'm in Windows 7 and already placed the original wads in the /iwads file.

Any ideas?
>>
>>3564152
The ZDoom experience!
>>
>>3564167
Check the stdout.txt / stderr.txt files in the ports/chocolate-doom folder. If choco-doom crashed, details should be there.
>>
>>3564173
>stderr.txt
>Error opening response file

I don't know what this means, but thanks anyway
>>
>>3564175
I'm the PortaDOOM author. Just downloading it as you would have and will try to recreate.
>>
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i have played NRFTL countless times and know all the secrets by heart and still have no idea how to get that fucking plasmagun
>>
>>3564187
What mod is that?
>>
>>3564175
>>3564186
Works fine for me; the error relates to not being able to create a temporary file of some kind. Have you moved the folder to somewhere protected, like C: or Program Files?
>>
>>3564189
HUD appears to be NC HUD.
>>
>>3564189
It's the map pack that came in the 360 port of Doom/Doom 2. It was also included in the BFG Edition of Doom 3 so people just ripped the wad out through the PC version and you can play it in your port of choice. It's very good.
>>
>>3564192
>It's the map pack
I'm talking about the HUD.
>>
>>3563992
>Is there a .webm directly comparing this?
>>
>>3564190
I move it to another partition (D:)
>>
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>>3564187
the switch is on the back of the wall on the right of your screenshot.

not sure how it's possible to miss, if the first sentence of your post is actually true.
>>
>>3564153
in what port?

putting an mp3 in a lump named D_RUNNIN worked for me in pr+, provided libmad is compiled in.
>>
>>3564206
GZDoom
I converted the mp3 to ogg and it's working now.
>>
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Any idea what the deal is with these graphical bugs in eDuke32? There's this, and the first cell door in Death Row was flickering really badly too, and a few others.
>>
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>>3564207
>>
>>3564256
reminds me of this
https://www.youtube.com/watch?v=Qj0HzeoRfsM
>>
>>3564204
i swear to god i have tried everything to get that plasmagun
i have investigated and unf'd every single wall in the area and even further away from the area
and yes i know all the secrets by heart but apparently that isnt a secret because i closed the level with 100%
>>
>>3564282
indeed, it's not a secret. probably because they thought it was too obvious, with the switch being right next to it and all.
>>
>>3564256
naughty boy, using the btsx textures
>>
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Is Blood CM the only real way to play Blood with proper mouse support and resolutions?
>>
>>3564336
Or is it just better to play the original in DOS?
>>
>>3564056
looks nice
>>
>>3563070
Duke Nukem 4D: Forever Edition
>>
>>3563161
NowThat'sWhatICallMidi from demonsteele
>>
>>3564056
Boy that's some pixelshit.
>>
What retro FPS games have the most interesting weapons?
>>
>>3564336
>>3564337
DOSbox with bmouse.
>>
Holy sit, Quakespam looks like two times better if you just open the console and tip "gl_texturemode GL_NEAREST_MIPMAP_LINEAR" and "gamma 1.5". These commands should be in the Quake infographic, I dare to say

>>3564336
>>3564337
If you can wait, there is some possibilities taht in 2017 we had a one or two Blood's ports. Also Jace Hall is teasing something related to Blood and I think it's a modern client for Blood.
>>
>>3564082

The Shadow Warrior rabbits would be funny.
If there's a set of other animals/small cute things with rotations, could slip them in pretty easily as well.
>>
>>3564385
Because most other FPSs just have various types of bulletslingers
Retro FPS weapons revolve around the idea of every one of them being very different to others you can get, since they knew it'd be easy to tell the difference
>>
>>3564431

What, not why
>>
>>3564192
No Rest for the Living, right?
>>
>>3564056
breddy fuggin gud m8
>>
>>3562428
>http://pastebin.com/5sKRiJzS

Yo, can you replace my single map "sm_v03" with Tabula Rasa? It incorporates the single level and there's a lot of fixes/enhancements for that particular level.
>>
>>3564385
Blood has the most interesting weapons, hands-down.

Duke takes second place.
>>
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http://forum.zdoom.org/viewtopic.php?f=15&t=53837&p=946694#p946680
>>
Post cool blood webms
>>
>>3564606
I don't know what any of that means haha.
>>
>>3564606
>At that point DECORATE will be officially deprecated.

oh

okay

well, i'm gonna need two guns for this one
>>
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>>3564606
>My current goal is to get ZScript to the point where it supports all the features of DECORATE and then merge it back to master.
>At that point DECORATE will be officially deprecated.
>>
So is doom: ONE any good? Should i play it with brutal doom like the owner said? Or should i maybe try out the new johnny doom with it?
>>
>>3564606
Goddammit you fucking dumb German asshole I hate you.
>>
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>>3564606
>>3564618
>>3564625
>>3564634
Can someone explain what this means? My guess is that it'll make decorate mods unusable, making years of doom modding all for naught, right?
>>
>>3564643
he says he'll make a converter too though.
>>
>>3564643
unusable, doubt it, older deprecated functions are still supported

but basically what it means is that decorate will go the way of dehacked
>>
>>3564643

This is basically more infuriating for modders than users, since Dehacked is still a thing despite being deprecated for almost a decade. But basically what it means is that Graf is making an entirely different language that follows entirely different rules and forms.
If you already know and are familiar with a different language, well, transitioning is going to be a big pain in the ass.
>>
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>>3564606
>At that point DECORATE will be officially deprecated. It may inherit some featurs by using mostly the same backend to process the data but for the most part it will cease to be developed further.

Fuck Graf and fuck anyone who trusts this fucking cunt with the future of the port.

Anyone who defends this is a fucking cocktard.

Let's hope a miracle happens and this retard is no longer in charge of the codebase.

>>3564651
DEHSUPP no longer works in current versions, so of course it'll be phased out completely. You think Graf Zahl cares about compatibility?
>>
it can't be removed else 10+ years of mods will stop working
>>
Hell Revealed or Hell Revealed 2?
>>
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>>3564650
>>3564651
>>3564652
>>3564653
Thanks bois
>>
>>3564662
this really hasn't stopped him before, considering there are mods that are STILL broken with modern gzdoom
>>
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>>3564606
>All function names remain the same, all parameters remain the same, all properties remain the same

THEN WHAT'S THE FUCKING POINT
>>
>>3564652
>This is basically more infuriating for modders than users, since Dehacked is still a thing despite being deprecated for almost a decade.

This.

DECORATE won't disappear, it simply won't be actively supported as modding language anymore for modern modding needs
>>
How would you improve the Quake axe without making it too OP?
>>
>>3564745
Give it an actual hit sound.
>>
>>3564618
>>3564625
>>3564643
>>3564653
Deprecated doesn't mean it's going to be removed, fucknuts. Stop panicking over nothing. It means that it'll no longer be expanded in favour of ZScript - so if you wanna keep DECORATE modding then go ahead, but if you want to use the absolute most bleeding-edge scripting [G]ZDOOM has to offer then ZScript will be the way to go*

tl;dr DECORATE isn't going anywhere and no mods are going to be broken.

*when it's complete
>>
>>3564765
please post an example of zscript
>>
>>3564769
I don't know of any examples. heck is there even any known syntax?
>>
>>3564765
>zscript
DoomScript is a DoomScript. You can't say it's a ZScript.
>>
>>3564773
so they're going to replace it with something that hasn't been written yet. this will end well
>>
>>3564796
who knows. maybe it has been written but hasn't been publicly released? i dunno
>>
so is zscript almost done?
>>
>>3564798
it doesn't look that much different from decorate

https://github.com/rheit/zdoom/commit/6650e2bbfb9ff35e11b95d0caa47e3ac075ce4ed
>>
>>3564124
There is
>>
>>3564125
I don't see the point. It's impressive from a technical standpoint, but otherwise, why?
>>
>>3564843

Old:

-// The player's skull -------------------------------------------------------
-
-ACTOR BloodySkull : PlayerChunk
-{
- Radius 4
- Height 4
- +NOBLOCKMAP
- +DROPOFF
- +LOWGRAVITY
- +CANNOTPUSH
- +SKYEXPLODE
- +NOBLOCKMONST
- +NOSKIN
- States
- {
- Spawn:
- BSKL A 0
- BSKL ABCDE 5 A_CheckFloor("Hit")
- Goto Spawn+1
- Hit:
- BSKL F 16 A_CheckPlayerDone
- Wait
- }
-}

New:

+// The player's skull -------------------------------------------------------
+
+class BloodySkull : PlayerChunk
+{
+ Default
+ {
+ Radius 4;
+ Height 4;
+ Gravity 0.125;
+ +NOBLOCKMAP
+ +DROPOFF
+ +CANNOTPUSH
+ +SKYEXPLODE
+ +NOBLOCKMONST
+ +NOSKIN
+ }
+ States
+ {
+ Spawn:
+ BSKL A 0;
+ BSKL ABCDE 5 A_CheckFloor("Hit");
+ Goto Spawn+1;
+ Hit:
+ BSKL F 16 A_CheckPlayerDone;
+ Wait;
+ }
+}
>>
>>3564861
so it's decorate, but with the variable definitions in its own block and semicolons everywhere

why does graf love semicolons so goddamn much
>>
>>3564861
>Default
WHAT DOES IT MEAN!?
>>
>>3564868
Because he's a pain in the colon, that's why
>>
>>3564852

From the looks of it, it's supposed to basically be GZDoom, but lacking any requirement for OpenGL support or anything. The intention being so that GZDoom can ramp up its requirements without people having to give up the fancy features due to lacking the hardware needed to keep up.
>>
why can't graf just make in-language backwards compatibility
>>
>>3564872
so what backend does it use then? is it just a heavily modified software renderer?
>>
>>3564879

I guess? I only skimmed the thread a little while back.
>>
>>3564879
It's the Software Renderer, but using LLVM instead of C++/SSE.
>>
>>3564421
maybe have a look at the (new/remade?) super Noah's ark 3D ressources?
>>
>>3564627
Doom one is okay but a little buggy. It's one of those standard "I found this mod through a youtube video" type packs. Johnny doom is fun with the grenades but it'll be easy because most of the OG doom monsters are zombies.
>>
>>3564745
Drake and Kinn's maps speeds up the axes swings, which makes it good for knights and wizards, but not strong enough to make the double shotgun pointless.
>>
>>3564056
what is it written in ????
>>
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So, I recently got my brother into Doom, and he wanted me get him some megawads, some gameplay mods, stuff like that. I've told him to check out demonsteele since he likes action games, but other than that I'm drawin a blank.

>tl;dr What are some good mapsets/mods for a newbie Doomer?
>>
>>3565001
Check So You Want To Play Some Fucking Doom in the op.
>>
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>>3565017
Goddamnit, why didn't I think to just fucking send him that. Now I feel retarded
>>
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https://www.youtube.com/watch?v=q6iIwDzZwhg

Is this where Doom peaked?
>>
>>3565027
POKUS 2
>>
>>3565027
Jeez, I remember that vid. The broken grammar is probably the best part of it looking back.
>>
I heard there was a /vr/ skin pack somewhere. Where can I find it?
>>
>>3565050
http://allfearthesentinel.net/wads

Type in "vrskins" in the search box and the link should appear.
>>
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Curious, is there any way to play the original DOOM in a modern engine?
>>
>>3565070
Thanks.
>>
>>3565079
I think there's a mod for GMod that lets you play doom somehow

Unless you were just asking for a sourceport in whic case there's uh PrBoom, Chocolate Doom, Zandronum, GZDoom...
>>
>>3565079
Oh, you.
>>
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>>3565027
>>
>>3565050
>>3565070
I can't seem to get Zdoom or GZdoom to work with it, but Zandronum is fine. Is it only supposed to work with Zandronum, or am I missing something?
>>
>>3565083

>Chocolate Doom, Zandronum, GZDoom

I know about those ports. I've modded doom before. Brutal is my favorite. I'm just looking to play classic DOOM in a really good engine.

I was hoping for DOOM in BFG's engine. But they (id) weren't that smart back then.
>>
>>3565103
>I was hoping for DOOM in BFG's engine.
u wot
>>
>>3565079
OH SHIT


THAI BEER ON TAP?!?!?!? FUCK YEAH!!!
>>
>>3565103

> really good engine
> BFG's engine

The fuck would you want that for? Doom 3's engine is complete shit and can't handle the amount of enemies on screen that Doom 1 and 2 had.
>>
>>3565112
What he >>3565117
was getting at.
>Doom 3

You are right. I think GZDoom has got better rendering.
>>
>>3565117
>can't handle the amount of enemies on screen that Doom 1 and 2 had.
Has anyone tried?
>>
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>>3564610
the only cool webm I saved are speedruns so have this instead
>>
>>3565175

Nigga, some Doom levels have 100s of enemies in the map at any given time.
>>
>>3565102
Was my question stupid, or did I just get overshadowed by >>3565103?
>>
>>3565195

I can't speak for everyone else, but I've never really tried skin packs so I can't exactly help you.
>>
Does Doom have some good fan art?
>>
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>>3565210
yes.
>>
>>3565179
Yeah, but what's Doom 3's feasible limit?
>>
>>3565217

5
>>
>>3565221
I've definitely seen more than 5.
>>
>>3564056
looks fun :]
>>
>>3565195
Zandronum seems to have some extra features that G/ZDoom doesn't that makes skins more versatile and easier to work with. I know it's possible for GZDoom to use skins, but you have to use the proper formatting in the skin file.
>>
>>3565231
Thanks.
>>
There's also the fact that some mods don't allow skins. Might be using Extra animation frames, custom playerclasses, or custom graphics, etc.
>>
>>3565253
Oh no, I was just using plain old vanilla doom 2 for testing.
>>
we have our lovely starter pack, but what would you suggest be a starter pack for individual boards?

i.e., what would be a good pack of mods/maps for someone from /tg/? what would be a good pack of mods/maps for someone from /k/? what would be a good pack of mods/maps for someone from /a/? how about /x/, or /o/, or /co/?
>>
>>3565265
>/tg/
GMOTA
Brotherhood of Ruin

>/k/
Hideous Destructor
DoomRLA

>/a/
Psychic
The Stranger
Demonsteele

>/x/
Unloved
Happy Time Circus
Project Supernatural

>/o/, /co/
FUCK ALL
>>
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Are there any doom level packs that have a Doom 1 style world map during intermissions?

Is it simply impossible to achieve in Doom 2? I find it strange how I've never run across a megawad that had one.
>>
>>3565270
>FUCK ALL

What about Adventures of Square, Lizard Commando and Action Doom 2? They've got a very cartoon/comic look
>>
>>3565265
>>3565270

I'd add HDoom to the list for /x/, if what I heard about them having an obsession with summoning sex demons is correct.
>>
>>3565270
>/co/
>FUCK ALL
Come now, there's always the Batman mod.

On a serious note, SRB2 would probably appeal to them.
>>
>>3565286
>>3565294

I can't believe those slipped my mind.
I'm ashamed.
>>
>xxxmercenaries.wad
fun times.
>>
>>3565293
>I'd add HDoom to the list for /x/
or, you know, /h/.

maybe /d/ since it's demon girls.
>>
>>3565270
/co/ would be all over shadow of the wool ball.
>>
>>3565178
>yakety sax starts playing
>>
>>3565270
>/o/
>nothing

Surely there have been mods with vehicles in them, if not outright racing mods? I wouldn't believe there aren't any given the mod community's size and age.

Hmm. Maybe google has something.

Oh. It does.

https://www.youtube.com/watch?v=FH_wx6CW6YU

Another one. This might be more on the /k/ or even /m/ side, but I found this too:

https://www.doomworld.com/vb/wads-mods/87430-vehicular-combat-demo-tanks-helicopters-and-mechs/
>>
>>3565325

The big trouble with vehicles is trying to figure out how to make movement that doesn't handle like a vehicle without being a broken and clunky piece of shit, which the first fails on the first part of and the second fails on the second part of.

To this date, there has never been a complete vehicle racing mod that actually felt like driving a vehicle.
>>
>>3565331
Yeah, I agree with that. I just ran into another car mod, but it seems janky as fuck.

https://www.youtube.com/watch?v=EzrSW_KMWJk
>>
Blood's harder than Shadow Warrior.
>>
>>3565358
Blood is also better than Shadow Warrior.
>>
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>>3565270
>Forgetting about Batman Doom
>>
Noob here, should I remap the controls to WASD?
>>
>>3565458
Of course. WASD has been around since the Quake days and it makes it easier to move instead of using the arrow keys. WASD was like an epiphany back then.
>>
>>3565458
It's not a bad idea if it's what you're used to. Controlling with the old school controls is a throwback to historical times but only purists will give you shit for that kind of thing.
>>
>>3565325
Doom Kart
>>
>>3565270
>no /m/
MM8BDM at least, if not Demonsteele for the Henson sequence.
>>
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>>
>>3565458

If that is what you're comfortable with, yes. The game always allowed WASD as an option, although it wasn't popularized until later.
>>
>>3565270
>/ck/
Chex Quest 3

>/diy/
Trailblazer
DoomRLA

>/trash/
Guncaster

>/lgbt/
Colorful Hell
>>
>>3565495
I remember that thread. Where do they typically have those lately?
>>
>>3565504
>Colourful Hell
>/lgbt/

sensible_chuckle.gif
>>
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Does anyone remember what indev game these were from? I forgot the name and now I can't find it again.
>>
>>3565545
blood crusher II

rad music too
>>
>>3565504
>/trash/
Guncaster

oh, i get it
for a second i thought you were implying something
>>
>>3565568
No, it's just because the MC is a dragonman.
>>
>>3565573
Inevitably people would want porn of dragonman, making it the next Delga.
google image search is your friend
>>
>>3565286
None of those fit with /co/
They would fit with /i/ and /ic/ more.
>>
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>>
>>3565584
an earnest guffaw
>>
After ages of jumping up and down in (G)ZDoom and testing ACS input scripts and opening up Unreal, I feel like ZDoom has a slight input delay (about 2 tics, with rendering interpolation off), even in the built in function for jumping.
This is really screwing up my Unreal-style dodging code as that slight delay really does make all the difference to whether the player successfully dodges or not.
>>
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>>3565504
>/trash/
>Guncaster

That colored R63 Cyg doodle was an OP pic for one of the generals
>>
>>3565565
That's it, thanks Anon!
>>
>>3565583
Not really.
>>
>>3565358
Nah, its a lot more managable when you get used to its mechanics. Shadow Warrior has no real balance behind its mechanics, and feels very rushed compared to both duke 3d and blood.
>>
>>3565458
most people use wasd these days. Even I do, despite still using space for use, and only using mouse for turning.
>>
>>3565019
I want a cacodemon mouse.
>>
>>3565747
that's a really mice idea. though it's a tad cheesy, admittedly. I just hope it clicks with people and spreads like the bubonic plague.
>>
>>3565772
>Mouse starts hissing at you when you plug it in
>>
>>3565772
delete this
>>
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>>3565747
if people are genuinely interested in this i would consider producing such a thing

my boss is about to come into a half-million dollars and i could almost certainly convince him to front the money for a production run
>>
https://www.youtube.com/watch?v=R1aytPnk47w
please explain
>>
>>3565790

There was a bind that threw dogs.
If you attacked the dogs mid-throw, you could kick them back at you, damaging you instead of enemies.
>>
>>3565772
>>
>>3565802
Why the fuck would we need a bind to throw dogs
>>
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>>3565815
why the fuck would you not need a bind to throw dogs?

you just wait until i finish my doggo throwing simulator
>>
>>3565815

So you can become a pug-ilist.
>>
>>3565820
Fuck off carlos
>>
>>3565827

Damn, ruff reception.
>>
>>3564672
HR1 is more consistently good, and has that 90's charm to it if you're into that. Uses ROTT music giving it a fun atmosphere.

HR2 is decent, but around 50% of its maps either misunderstood what made HR work, or don't resemble HR at all. I also personally feel the music is too "serious" for what the project was supposed to be.
>>
>>3565827

Why do you need to bite his head off, man? Talk about a dog-eat-dog world.
>>
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I'm setting up common controls and configuration between engines in PortaDOOM; what's your preferences / requests?

This is what I would do:
> E or middle-click = use, SPC = jump
> RClick = secondary fire
> Q = kick, R = reload, X = unload (for mods that use it)
> C for crouch-hold.
> Autorun on, SHIFT to walk
> Nearest, linear mipmap
>>
>>3565883
I like those choices.
>>
>>3564056
Some feedback
-Mugshot looks like ass, that thing better be improved
-Weapons could be a little bit more detailed?
-The strafe bobbing should feel more dynamic, right now it looks like by just pressing A/D(fuckyouwasdforlife) will make the weapons jerk like mad
-Improve those particle effects too
-Looks kind of floaty, add some weight to the jump.
>>
>>3564056
> Has a nice Quake I look to it.
> The pixel style really clashes with the low-poly style. Consider doing the face as low-poly too.
> The monsters lose too much thickness when they gib; the gibbing should begin with something that take up more approximately the volume of the enemy. Right now they seem to pop out of existence and get replaced by a few small gibs that don't add up to enough.
> The shotgun looks absolutely beautiful, but the grenade launcher is uninspired.

Looking really good overall, keep up the good work :)
>>
>>3564385
The Turok seroes probably has some super badass variety of weapons in general. Not many games have good bows that aren't lame or very fucking overpowered (looking at you gears of wars) or a stun dart weapon that isn't situational, the shock darts from Turok 2 are olev, just stun bitches and slice and dice them with the war blade.

Oh and this
https://www.youtube.com/watch?v=OEKLa373SIw
>>
>>3565883
Nothing much beyond the standard stuff. What other mods are you including into PortaDoom?
>>
>>3565909
I'm open to suggestions. All the content is just text files and you can very easily add pages and wads.

"What is there out there?" is always a difficult thing to face with the staggering amount of DOOM content. As a newbie to this content I'll be adding in all the cacowards as it provides a straight-forward "what & why" suitable for the diskzine style. From that I'll be able to branch out more broadly.
>>
>>3565883
>Catering controls specifically to Brutal Doom
Lots of gameplay mods have their own bindings, you know.
What about the inventory and zoom keys? Is this meant to work with Strife, Hexen, and Heretic as well?
>>
>>3565735
>Nah
Yah, SW's only difficulty is insta-hitting hitscannrs, your weapons are crazy destructive in that game and the bosses are a joke. Blood can kick your ass even on the default difficulty because Caleb's made of jelly.
>>
>>3565939
I haven't got there yet *shrug*. If it runs on a doom engine I'll include it, but I'm just this guy, you know?
If you want to see stuff in there sooner, consider writing a page for PortaDOOM, it's really simple (a text file) and requires no programming. https://github.com/Kroc/PortaDOOM/blob/master/README.md
>>
>>3565778
>plays death sound when unplugged
>>
Is there a Blood "starter pack" over here?
>>
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https://twitter.com/DuvalMagic/status/787844947856625664
I should stop reading Pitchford's twitter, it's depressing
>>
>>3566003
>Reading Randy's tweets in the first place

For schadenfreude of a broken man I hope.
>>
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pl2-32: initial impression "almost impossible" downgraded to "doable with luck" due to presence of many safe spaces (in cover, guarded by monster blocking lines) and balcony views where you can stand completely still for as long as a hundred seconds and just watch the crowds kill each other. simply learn what triggers the traps and from where the monsters will come. only real problem is the riskiest part is right at the end and requires significant time to reach. dying after 25 minutes nearly at the end leaves me needing a few days to feel like playing it again. thus getting that lucky exit has taken some weeks.

done: 01 02 33 04 05 08 10 03 09 12 14 31 13 06 27 17 07 24 11 26 15 32
todo: 16 18 19 20 21 22 23 25 28 30 29
>>
>>3566012
Term's original post about it on his tumblr made me curious what else the guy had to say about World Tour, but I should have guessed.
>>
>>3565997
get the original blood files, get dosbox. Press U for mouse look. Thats it.
>>
>>3566003
idea: instead of complaining about/to him, work together to make an huge (and great) fan addon for duke 3D and do everything possible to make it incompatible with randy's scam of a port
>>
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>>3566021
Jon St. John also posted something on his Facebook to "promote" World Tour and said that the post "isn't a forum for you gamer pussies to bitch and moan because it's not exactly the game you wanted it to be, so keep your negative comments to yourself, or in the words of Duke, eat shit and die!"

What the hell was he thinking?
>>
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Man, ep3 was really easy compared to the nightmare that was ep2
>>
>>3566087
he fended for forever when that was released as well.

you've gotta understand, being the voice of a character everyone's been pointing fun at as of the last 20 years for the most questionable choices, that's definitely gotta wear you down, even by a little bit.
>>
>>3566097
I dunno. English anime dubs have gotten constant amounts of stick for pretty much decades now, and most of the voice actors who do the rounds of those seem pretty chill.
>>
jon st john's life as a voice actor is certainly interesting.

https://www.youtube.com/watch?v=nXe6pj8tlBo
>>
>>3566108

>that little kid
>DOOK MOOKUM

Jon's a pretty cool guy sometimes
>>
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>>3564056
Demo when? I know you will find one or two volunteers here for some betatesting
>>
>>3566108
>hey look a furry
>let's go fight it
amazing.
>>
>>3566108
Man, i can almost hear him smile and have some good old dorky fun on that vid.
Plus it sounds like he still totally got it, i don't know what the hell gearbox put him trough for world tour, he sounds totally different (read: worse)
>>
>>3565890
>>3565898
>>3566114

This is some good feedback guys, thanks :D
Demo is coming, but there's lots to be done. Check twitter/h0lgr for updates
>>
>>3566108
>hes a superhero
>>
>remembered that some guy around here claimed he can't beat Plutonia MAP09 on UV pistol start
>try it
>blaze through it on my first try
hah, I'm better than at least one person on a chinese cartoon imageboard.
>>
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>>3566108
That's pretty cute
>>
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How come everyone shits on plutonia but seems to be ok with so many megawads turning into slaughtermaps 20 maps in?
>>
>>3566191
That image never fails to make me cringe.
>>
>>3566191
Plutonia has a harder early game compared to most megawads, but its mid-lategame is nowhere near as hard as most megawads either. As such, I'm of the belief that most "Plutonia is hard/annoying" people are continuous players who aren't very good with dealing with tough situations when they're deprived of the RL/PG/BFG or ammo for them.
>>
>>3566108
'huge tracks of land' is my favorite line in anything ever now.

>we're going outside
>...
>right this way
>...
>looking for tiddies
he's an all around amazing dude. the part with the kid holding the figure was endearingly cute.
>>
>>3566214
The text spoils it if anything
>>
>>3566228
https://www.youtube.com/watch?v=GPX-mW4l1rU
>>
>>3565785
While I would want one, I don't think it'd be a best seller.
>>
>>3566191
two false generalizations. not everyone hates plutonia. not everyone is okay with megawad last third slaughter fests.

however, both see complaints, so it's fair to say some people hate plutonia and some people are not okay with monster fest endings.

are you saying there are more of the former, than the latter?

if so i believe this can be explained by there being more players who try plutonia (because it's an IWAD) than who stick around for more after they're done with official content and discover third party megawads with monster-heavy finales.
>>
>>3564128
that's really cool, haven't seen this before. thanks!
>>
>>3566108
>he's a superhero
>>
>>3566191
>How come everyone shits on plutonia
cause there's pits that are easy to fall in but you can't get out of, including ones right before a map's exit so it's extra frustrating.
>>
Has anyone ported/remade the quake 2 campaign for n64 to the pc?
>>
>>3566362
What maps do this?
>>
>>3566375
off the top of my head, I remember map09 having a death pit at the very end.
>>
>>3566373
I answered you two threads ago, you dolt.
http://forum.zdoom.org/viewtopic.php?f=12&t=53046
>>
>>3566389
That wasnt me, but thanks.
>>
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pl2-28: had this one planned out some time ago, knew the next time it came up i would prevail.

note to mappers: please don't begin your level with a 10 second rising/lowering floor, it's annoying for restarts.
>>
>>3566432
Why not just save after it?
>>
>>3566378
yeah that part is annoying. the ledge is quite thin and if you fall off that's it. you also can't track back once you've teleported, so you can't use the invulnerability where you most need it, so it goes to waste.
>>
>>3566446
demo rules. pistol start. maximum kills/secrets. no savegames.
>>
>>3566453
Would like to see demo
>>
>>3565890
>>3566130
Mugshot needs to be improved OR removed. It's not always necessary.
>>
>it's a ''map 07 is Dead Simple #3894812'' megawad
>>
>>3566475
Well, the other sprites other than "perfectly healthy" looks alot better than that one
>>
How to record demos in zdoom?!
>>
>>3566587
zdoom -iwad ... -file ... -warp ... -record filename.lmp
>>
>>3566624
Is this what I type in console? I don't get it. Does it record the menu? Does it just resume after dying and loading?
>>
>>3562753

>this would be enough to afford a descent life

but how can you do that mark, when you're already at the bottom
>>
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>>
>>3564336
I was wondering the same thing, I remember a couple months or more ago somsone was working on some kind of sourceport or a engine from scratch for blood but I haven't seen anything about it since.
Anyone know?
>>
>>3566508
Most mappers just use the trigger that's unique to Dead Simple without making a level out of it.
>>
>>3566028
also probably get bmouse, unless you're one of those WACKY PURISTS

that being said, the gog release of One Unit Whole Blood only has one of the expansion packs - Post Mortem. My understanding is there was one more Blood episode. Where can I git that?
>>
>>3566769
She must be ass at the game.
>>
so what does assigning an action to a thing in udmf do exactly? like how do i trigger it?
>>
>>3566882
If it's an item the special is executed upon collection - if it's a monster the special is executed upon death.
>>
>>3566892
k thanks
>>
Here's a semi-playable demo of a project I'm working on. It's nowhere near done. It's to be played in Zdoom, as the nodes aren't built and the doors are tagless. Please point out any texture glitches. All difficulties under UV are without monsters.
http://s000.tinyupload.com/index.php?file_id=00930748246120025541
>>
>>3565997
There is a "launcher" but it doesn't amount to anything you need.
>>
>>3565285
>when your dragon waifu cheats on you with a human
>>
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I'm probably super late
This is the 2nd time he tweeted about Blood
>>
>>3567015
Digital Devolver's been after the Blood IP for quite some time.

In their word, it's "crazy 'spensive", but they still want it.
>>
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I've added status effects for monsters now, so you can now poison your enemies - there are two ways, the poison throwing knife or the poison flechette. The flechette covers the most ground but builds poison slowly (ettins died quickly because they are particularly weak to poison) while the poison coated throwing knife is good for picking off individual targets and builds poison rapidly.
>>
>>3567034
i wonder what those jews at atari are asking for
>>
>>3567034
Source?

>>3567036
Correct me if im wrong, but Atari isn't the only owner of Blood, which is why it's in such hell
>>
>>3567039
https://twitter.com/devolverdigital/status/410867780443836416
>>
>>3567042
You my bro, man. Because of /v/, I always ask for source.

That fucking sucks, but that was 3 years ago. Devolver went from a big indie publisher (contradiction i know) to THE biggest indie publisher
Someone ask again
>>
>>3567047
>Because of /v/, I always ask for source.
A wise practice.
>>
>>3567072

Is it just me, or has there been more wrong thread posts in here recently?
>>
>>3567015
Digital Devolver is probably the best publisher to get the Blood IP. I know they'll find a good team that'll do the Blood IP justice.
>>
>>3567074
i don't know but i wish they would fix posts not showing up as deleted
>>
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NNNGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!!!!!!!!!!!!!!!!!!!!
>>
>>3566636
Help, how to record in zdoom?!
>>
So are there any Blood weaponsets I can use in GZDoom because I want to fight Nazis from a replacer with old-school weapons

Also any other cool weapon replacers and not just the most popular ones.
>>
i'm trying to make it so picking up a chaingun teleports the player to a different sector via the chaingun itself and it's just not working. i can get it to work with a line so is there just something different about giving actions to things? i can't figure this out
>>
>>3567094
what level? looks like map17, but, sure it isn't
>>
Where can I get some resources for civilians in the Doom style?
>>
>>3562569
I'm left handed, and yet I would NEVER do that
>>
>>3567089
I'm 90% sure that they could find a team of people who would be more than willing to give Blood a game. The Shadow Warrior reboot team did a surprisingly good job, even if the humor fell flat a lot (especially in some of the cringe-inducing references in Shadow Warrior 2, the most fun game I've ever hated). Blood would also go down pretty well today, since Lovecraftian stuff is in the vogue and Blood had a dab or two of that.
>>
Is there any mod that randomizes the level order of a wad?
>>
>>3567126
26

I fucking hate when they don't give enough ammo for UV. It was like that in 25 and now this bullshit where you got only shotgun to kill cyber on THE FUCKING BRIDGE. Idiotic fucking noobs. Also Bedlam was shit as there's some retarded alcove that doesn't always lower apparently. Had to watch some walthrough just to see it lowered when it wasn't for me after doing everything the same. Moronic faggots.
>>
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Anyone knows any tutorial on making Doom Weapons graphics that dont look absolutely disgusting like pic related? Been practicing but I simply cant get on the level of Doom's graphics (And I doubt I ever will), but maybe there was a way to replicate it as close as possible?
>>
>>3567231
gotta learn to use light points and shading, and I'm fairly certain doom's first person GFX were either 3D rendered or rendered from figures and clay models.

think about the shape of the hand, where the light is coming from, where shadows would be cast, what surfaces would face towards and away from the light point

the problem isnt the shape, it's that you just have a flat shaded drawing.
>>
>>3567247
Thanks anon, it's been a long time since I did any sort of pixel art, will try to fix the shading.
>>
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>>3567231
u could just be lazy and use a reference sheet for the hand if you're trying to make it look like doomguy's
>>
>>3567231
Is that the revolver from black ops 1?
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>>3566108
>I've spotted a furry
>Let's go fight it
My sides
>>
>>3567276
It is, I'm just practicing so I googled "First Person Revolver"
>>
>>3567280
Either way, that sprite does look noice. Blops 1 had some great weapons IMO
>>
>>3566108
I will never stop liking how some of the voice actors for old FPSs still hang around and interact with their relatively small fanbase.
>>
>>3567315
I wonder what Gordon Freeman's VA is up to
>>
>>3566108
Fucking A+
>>
>>3567324

Something about a game dungeon, I think.
>>
>>3566853
Oh you.
>>
>>3566636
>>3567098

You don't record ZDoom demos in-game, you do it from Windows' command console.

I recommend you use ZDL for that, it's pretty straightforward. Be reminded that you can't cheat while recording demos and if you open the console, the demo stops. Also don't expect ZDoom demos to play on other sourceport that isn't the one you used to record them.
>>
>>3567428
Why not just use fucking fraps?
>>
>>3567448

If your computer is so toaster that it can't do recording and playing DOOM at the same time?
>>
>>3567449
Why would I want to fuck with some ZDL that has tons of limitations when I can just use fraps? Besides, I got 2006 processor and MB with like 2011 videocard and it still fucking drops to 0 fps when like 7 demons get smashed on smoothdoom.
>>
>>3567448
Fraps is a pile of assholes, use OBS
>>
File: maxresdefault (40).jpg (118KB, 1280x720px) Image search: [Google]
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Is doom the doom of doom?
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>>3567521
It's Doom
>>
>>3567521
Doom is heretic 2 of doom

C: atlixco toilets
>>
>>3567521
it's the Jesse Eisenberg to the Death Star's Cameron Diaz
>>
>>3567220
What mapset is this?
>>
>>3567521
has anyone ever been as far as decided to do look more like?
>>
File: doom ims laugh.png (221KB, 449x401px) Image search: [Google]
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>>3567607
> not recognizing mapset by a deathcam health closeup
>>
>>3567617
... no?
>>
I want a Doom webcomic.
>>
>>3567617
...why would I recognize something I've never played?
>>
>>3567620
>>3567634

Why are you taking the joke seriously?
>>
>>3567641
Because he wants to know what map it is, so he could enjoy it.
>>
File: doom 4 reveal.png (130KB, 640x1272px) Image search: [Google]
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>>3567627
Faraz Pasta's stuff is practically that. He hasn't made one in a good while though.
>>
>>3567521
Doom came -
The Doom Doom game.
Doom Doom Doomed
And sadness it gave.
>>
>>3567641
Thats your idea of a joke?
>>
>>3567643
If that's the case - which I don't think it is - he should've just quit pussying around and asked it straight.
>>
>>3567650

No, because that's not my post.
>>
>>3567651
>what mapset is this?
>he should've just quit pussying around and asked it straight.

You're a dickhead
>>
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>Played DUMP 3's Bouncy Castle level

I was NOT ready for that. Absolutely glorious!
>>
>>3567660
I'll give you another screenshot like tomorrow but that's it.
>>
>>3567670

The screenshot in >>3567094 does not ring a bell to me. Why would another screenshot help?
>>
>>3567667
The first one I played was the black and white Dead Simple arena. Fun stuff.
>>
>>3563028
I know this is an old post, but you know there exist left-handed AR15 rifles, right? You don't have to contend with hot brass spitting at you.
>>
>>3567674
Because in that one you can't see shit and the next is gonna be proper.
>>
>>3567646
>And sadness it gave.
what did he mean by this?
>>
>>3567670
I've got work tomorrow, but sure. I can make a note to check the thread exclusively for you to post it.
>>
>>3567689
> he goes to work
Forget about the screenshot, I don't respect you anymore.
>>
>>3567708
>implying anyone wants your respect
>>
File: Screenshot_Doom_20161018_113955.png (311KB, 1920x1080px) Image search: [Google]
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an attempt at making textures from scratch
>>
Is there any good way to play Gloom Deluxe, or am I stuck with emulation?
>>
>>3567751
>implying they don't

Meet enough jackasses in life and you'll see what I mean.
>>
>>3567047
>indie publisher
An anon on /v/ also said this term in a Shadow Warrior 2 thread and used his own little alternate term called - The term was "boutique publisher"
>>
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>>3563940
Made the file a bit smaller with some autistic compression algorithm.
N-no need to thank me
>>
>>3567789

Simple but pretty good !
>>
>>3567789
Could make a nice bathroom
>>
>>3567789
Ketchup works really well with bright walls.
>>
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for what fucking reason?
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>>3567789
looks like icarus's padded cells
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>>3567220
>Bedlam
>>3567607
>>3567634
>>3567643
>>3567650
>>3567651
>>3567654
>>3567660
>>3567670
>>3567674
>>3567684
>>3567689
>>3567708
>>3567751
\o/ \o/ I GOT IT

It must be map26 of D2TWID. The clue was in the first post. Bedlam is the name of map19.

I didnt recognise d2twid map26 not having played that far, but the screenshot greatly resembles map17 of Doom 2. Appropriate for D2twid.
>>
Anyone know how to beat the "Escape Plan" secret map in Dump 3?

Or atleast exit it without losing all progress?
>>
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I want Jon to do lines from these
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>>3567882
I never even played D2TWID so bedlam didn't ring a bell for me. Thanks for figuring it out.
>>
>>3567882
Gj anon, you won my respect back. Have a boner.
>>
>>3567789

It's simple but it conveys depth pretty well.
>>
>>3567939
DON'T EAT THE SOYLENT BLASKO
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>>3567998
Who's blasko
>>
>>3567094
God damn, so unlucky. i would fucking break my keyboard in a fit of sperg rage if that happened to me.
>>
>>3568023
I saw the health and spider from around the corner and then should've just slowly gotten the health but instead I ran around it in panic like a retard.
>>
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can someone please tell me how am i supposed to exit this map?
i am playing KDiZD the BDJ version that is included in the BDJ download.
everything is fine up until now, reached map 07 (computer station), i reach the exit, press the button and instead the room goes dark trapdoors to the side of the corridor open and cacodemons come out, i dispatched of the cacos and in one of the openings where the trapdoor hiding the caco was there was an opening that goes into a tunnel of flesh and guts that spits me out in this corridor instead, where there is a big ass fucking door with EXIT written on it and an exclamative mark.

too bad that the door doesnt open.
i tried using it, shooting it grenade it, nothing.
and no message telling me 'this door opens elsewhere' or something like that.

i really dont know what the fuck do to at this point.
>>
>>3568075
>>3568075
>>3568075
anyone?
please..
>>
File: Screenshot_Doom_20161018_172919.png (303KB, 1360x768px) Image search: [Google]
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WHAT A BUNCH OF FUCKING BULLSHIT!

Retarded faggot who made it was too much of a cocksucker bitch to actually play this on UV, cause when I got to this shitface I had no fucking ammo and had to teleport back and forth two fucking times to beat the cunt.
>>
File: Screenshot_Doom_20161018_174122.png (244KB, 1360x768px) Image search: [Google]
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And this shit takes 20 (if not more) damage.

TWENTY FUCKING DAMAGE HOW MAD OF A KEK DO YOU NEED TO BE TO MAKE IT TWENTY+ FUCKING DAMAGE?!
>>
Meanwhile, in MENUDEF...
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>>3568158
Uh, wonder why my picture didn't show up. ANYWAYS HERE WE ARE AGAIN
>>
>>3568075
these exclamation marks appear when you have something missing

map 07 has two flags to lower walls when you kill all the mancubi and arachnotrons

so, either for some reason one of these two monsters is missing, or you have another big issue
>>
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Blur only makes the shitstorm of fagrockets worse as some of them still hit you so it's like what's the fucking point.

Just look at how much ammo I have left by the end. Look at the bottom right corner. Fucking atrocious. I got all the secrets too.

According to the stats I only missed 4% of items but it's probably some faggy small kits somewhere in the middle I didn't need at the time and wouldn't bother backtracking to during the final fight.


I ended up using like 4 saves, but this fight is such bullshit I should've used iddqd. Unless you have enough rockets or plazma ones this cuntface reaches your room your ass is raped. It doesn't matter if you evade every rocket since they are gonna get you by splash. Your only hope is to maybe manage to run around him and get to the other side of the bridge, but good fucking luck, cause you're gonna need it.

Also the ledge they want you to teleport to for the rockets is retardedly unfair. I'm sick of repeating this word, but it's fucking bullshit. You get ambushed by mancubus throatfucking your face and a couple of shotgunners raping your colon from both sides. There's literally nothing you can do unless you happen to have enough plazma, since everything else won't kill the mancubus fast enough to get yourself for shotgunners in time.


I dare you to finish this map and kill the cyber (you can run around him and into the final teleporter as if to make him say "wanna be a pussy? Run, I don't even give a fuck") and say it's fair.
It's TWiD2 map 26.
>>
>>3568170
>mancubi and arachnotrons
i have never met either of those
like, not a single one
arch viles yes but no fat demons and no spiders
>>
>>3568201
You're playing doom 1 retard
>>
>>3568202
arch viles are in doom 1?
>>
>>3568153
>>3568156
>>3568179
The cyberdemon is admittedly dickish, but the rest of the map seemed fine to me.
>>
Hey, anyone here can explain to me how to change the texture of Doom's HUD/status bar?

I use GZDoom Builder and Slade. Working with pk3.

I have added the sbarinfo.txt to my slade, and now I have to fill it up, but wikipedia is confusing.

To begin with, how do I define the graphic that I want to use in sbarinfo? What's the exact script/commands to do it?
>>
>>3568216
Yeah I like the map.
>>
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>>3568153
>>3568156
>>3568179
>>
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Re: dickish cyberdemon placement

Switcheroom E4M6. It's E2M6 edited to look like an E4 map. The "fake exit" has a cyberdemon in it.

Look how small the room is - I was not able to avoid the splash damage. Fortunately, it's optional.
>>
>>3568216
Doing it a second time, this time going through the BFG secret, the cyberdemon isnt even that threatening, provided you save the cells for it.
>>
>>3568224
Do you want to make an entire new Status Bar, with a different layout then the original and add extra stats and such?

Or do you just want to use the original Statusbar layout but just change the way it looks?
If the latter one is what you want, then just make add a file named STBAR.png and STARMS.png to the Graphics folder in your .PK3

If you want to do the first one then it's
StatusBar Normal
{
DrawImage "IMAGENAME", X position, Y position. For whatever background image you want to use
DrawNumber 3, HUDFONT_DOOM, untranslated, Name of whatever you want to see the ammount of, X position, Y position. This to draw counters like Health, Ammo, Armour and such.
}
>>
>>3568248
That fight looks like it'd be hell with just the rocket launcher. If the cyberdemon doesn't hit you, you might hit a wall and kill yourself anyway.
>>
>>3568179
>Blur only makes the shitstorm of fagrockets worse as some of them still hit you so it's like what's the fucking point.

Blur spheres are only useful for dealing with hitscanners. I wouldn't use it for projectile enemies, as it only makes it harder to dodge.
>>
>>3568257
Thanks a lot, it worked! (I was curious about both replacing and making a whole new layout)
>>
File: Screenshot_Hexen_20161018_170904.png (906KB, 1920x1080px) Image search: [Google]
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Because I'm a dick and in good Dark Souls like fashion - I've completed the player status effects, there is now Poison, Bleed, Toxic and Curse - for those that aren't familiar with Dark Souls and how the game's status effects work basically exposure to certain environments and attacks inflicts the player with the corresponding ailment.

>Poison
once proc'd deals low damage over time, more of an annoyance if anything
>Toxic
like poison, but more lethal, must be cured quickly otherwise you're going to die. healing will only prolong the inevitable
>Blood loss
Once the bar has filled the player takes a lot of damage (1/3rd of their max health)
>Curse
The worst of the bunch, once the player's curse limit is broken they are killed instantly and their HP is halved until they can break the curse. There are very few cures available, and even then they may be rare.

Now, before people start worrying like "oh shit the madman has gone and fucked everything up by adding the absolute worst feature of Dark Souls into his mod 0/10 would not play" I'm not even sure if I'll use these ailments - I might consider changing them quite a bit or not using some all together. They're in at the moment just because I wanted to see if it'd work, just so you know, nothing is final in this.
>>
>>3568253
But how do you have cells for it? I guess you can save a bit by cautiously taking out cacos with rockets before the cyber, but what else?
>>
>>3568075
Sry bro, I replied to you on the zdoom thread. That exclamation point means a monster actor is missing, probably one that triggers that door. Will fix. I don't re play through kdizd each time I make BDJ changes so this happens. Noclip will set you ((((free))))
>>
>>3568201
Also this technically is doom 1 but I added doom 2 monsters to it, the other poster was assuming map07 = dead simple from doom 2. He obvs didn't look at your pic because that in no way looks anything like dead simple
>>
Also who the hell plays the garbage iwad maps? Learn 2 /idgames/plebs
>>
>>3568161
But how is the SHOTGUN
>>
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>>3568320
I ALREADY TOLD YOU I THINK

IF NOT PARDON MY YELLING
>>
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>>3567790
Emulation is the only way. I use FS-UAE set to an A4000.
>>
>>3568291
Theres quite a decent amount of cells in the level. You can get up to around 240-ish from pistol start
>>
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>try out dump 3
>randomly get points when standing in the rain
>>
>>3568362
what mod?
>>
>>3568349
But you need them for cacos in the end and pain elementals.
>>
>>3567521
doom is the 32x At Doom's Gate of doom
>>
>>3568382
He means the gameplay mod you have piled ontop of it like a fucked up sandwich... which is Never Breaking Orbit by the Hideous Destructor guy.
>>
>>3568330
still the sexiest fucking thing

was the new AR also by doomsdude?
>>
Gee, I only post one webm and nuclear war happens near instantly.
>>
Is there a decorate function for monsters to keep attacking the player even after he dies ?
>>
>>3567682
There's no problem, I shoot right handed. Right hand on the trigger, left hand holding the gun.

gives more stabilty, as your left hand is steadying the gun and doing the aiming. All the right hand has to do is pull the trigger and work the bolt (if any). Pretty easy to condition your right hand to carefully squeeze a trigger, especially after a life of using mouse and scissors right handed. No reason to use a left handed rifle, shooting left handed would feel awkward as fuck anyway, as I'm used to shooting "normally"
>>
>>3568380
And I used about 80 cells for them, yes. The rest can easily destroy the cyber's hp
>>
/doom/'s favourite person posted a video.

https://www.youtube.com/watch?v=VfeyAtN8odg
>>
>>3568475
cool, thanks for the update
>>
File: Screenshot_20161018_030934.png (412KB, 1600x900px) Image search: [Google]
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Butterflies.
>>
>>3568489
keep your anime shit away from doom
>>
>>3568491
doom is already an anime you dingbat dingus
>>
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>>3568491
too late, senpai
>>
What megawads have been released recently? The last one I played was Ancient Aliens.
>>
>>3568531
Sunlust and Urania.

Sunlust is great, but gets really tough later on.

Urania is 100% ''a door opened somewhere'' button hunts.
>>
>>3568489
They look more like hummingbirds to me.
>>
>wizard spending untold hours recreating all his waifus in a videogame

on a scale of 1 to mlp, how many skyrim nude elf mods have you authored
>>
>>3568537
I thought Sunlust was older than Ancient Aliens, as I've had it in my wad folder for some months, but will definitely check Urania out, thanks.
>>
>>3568531
valiant
>>
>>3568548
Oh yeah, it is.
>>
>>3568491
>butterflies
>anime shit
what?

>>3568489
are those the chameleon twist butterflies?
>>
>>3568554

Indeed they are, you have a sharp eye. I was surprised to find full rotations but N64 modelrips make for interesting sprite sheets.
>>
>>3568531
the latest thing in idgames megawads is

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/echelon

no idea if it's any good, but it's by a Master Levels guy.
>>
>>3568554
i assume anon is referring to the mod this is for is iirc an anime inspired mod

why this is an issue now, considering doom has had anime mods since the dehacked era, is unclear
>>
>>3568531
No End in Sight was updated earlier this month.

DUMP 3 just got released within the past week.
>>
>>3562428
Getting into Quake 2, what's the best source port out there? Is it Yamagi or bust or is KMQuake 2 good?
>>
>>3568330
You haven't told me JACK DIDDLY
>>
>>3568575
it's a shitpost, let's not waste time speculating over the meaning behind it.
>>
>>3568589
But what if the poster was really a toilet, and everything we knew about the universe was wrong?
>>
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>>3568598
>>
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>>3568504
>>
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Having trouble getting this monster into gzdoom builder from slade. Anyone know what I'm missing?
>>
>>3568686
Nothing wrong with the code as far as I can see.
Try replacing the Mancubus (Fatso) with it, and see if GZDoomBuilder recognizes it then.
>>
>>3568686
Needs the Monster tag, I think.
>>
>>3568686
>>3568698
Wait yes, What he said is right. It is indeed missing the Monster tag.
>>
>>3568698
Thanks mate!
>>
>>3566378
Yeah, that map is generally inoffensive besides its final room. There is a soul sphere to help with the enemies, but the inescapable pit really can ruin your day. One of the few iwad maps where I do one save in the middle.
>>
anyone have a link to the 2.2 weapon resource wad? the only link i'm finding is from drd
>>
>>3568531
Bloodstain came out this spring, it's my favorite levelset of the year so far.
>>
>>3568771
Bloodstain is decent, but the monster placement feels too random and thoughtless in some levels, which at times can lead to feeling a bit like a crowded monotonous slog on UV (Not in a slaughter way, mind you).
>>
>>3568781
yeah not sure why everyone here sucks bloodstain's dick so hard. it just feels like another hellbound
>>
at least hellbound didn't have badly placed instakill autoshotgunners though
>>
is there any way to make it so a weapon uses less than one ammunition per fire? trying to edit the realm667 flamethrower to use rockets but it consumes them way too fast and i get an error if i set AmmoUse to a decimal
>>
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>>3568259
okay i played it again properly. earlier on i had just noclipped over there to take a picture.

it turns out that across the level there are ~200 cells and a plasma rifle, using which is a lot more safe to fight the thing. i also saved a pair of light goggles for it.
>>
>>3568795
Why go through the trouble of doing that? Just give it it's own ammo pool.

Or just give it a loading state where it takes whatever amount of rockets converts to a full load of fuel for it.
>>
>>3568815
i realized that every doom ammo type has two weapons that use them except for the rocket launcher & thought a grenade launcher would feel too samey. i'm just kind of experimenting for a potential zdoom map wad with a couple custom things in it that still makes sense for vanilla doom

i don't want to use reload states since i'm trying to stay consistent with the vanilla weapons
>>
>>3568820
How about having each shot having a random chance to consume ammo? Law of averages should mean that you will have a consistent ammo depletion rate with a high-RoF weapon like your flamer.
>>
>>3568827
can i use the random tag for booleans?
>>
>>3568841
oh, so i can.

i think i've got this from here. thanks
>>
File: stanky.png (235KB, 696x639px) Image search: [Google]
stanky.png
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Hey dudes, I'm almost done I think with my doom map, I just dont know what to do past this part (pic related)

I want it to curve back around to the red room (after the large room with the switch in the top right opens a gate, unlocking the dead end beneath it) but I dont have any ideas for what to fit into that spot

here's the map DL link, tell me what you think I should do

https://www.dropbox.com/s/yhvaqjpmr3s8jtn/spacedadstation.wad?dl=0
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>>3568856
Pinky den/feeding tunnels filled with gore
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NEW THREAD

>>3568909
>>3568909
>>3568909
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>>3568571
>I was surprised to find full rotations but N64 modelrips make for interesting sprite sheets.
You do know Chameleon Twist 1/2 use sprites for the majority of their enemies, right?
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>>3568989
sprites that are made from models, iirc
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>>3562428
I don't know if this is the right place to ask, but in Doom 2016 can you throw a grenade into a cacodemon's open mouth?
Thread posts: 643
Thread images: 132


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