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THE UNIVERSAL SOLUTION

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Thread replies: 686
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3978864

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
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: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.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/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== CURRENT EVENTS ===

QUMP
-Mapping deadline reached; awaiting release?
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

SPEEDMAPPING SUNDAY
-One anon was considering hosting speedmapping sessions every Sunday; low turnout last session however
->>https://warosu.org/vr/thread/3972060#p3977047

=== NEWS ===

[5-11] Source code for Amiga FPS Gloom has been released
https://github.com/earok/GloomAmiga


[5-10] Anon release; a mod with a tackle feature
https://www.dropbox.com/s/txsp7xx7wxcvln6/nighttrain.pk3?dl=1

[5-8] BloodGDX nearly finished
https://www.youtube.com/watch?v=MXp94HQKKOg

[5-8] Evolution of the WAD Episode 4
https://youtu.be/AwkCJQZlf8M

[5-3] Intermission E2M3
https://www.youtube.com/watch?v=Zf1Aq6mw68g

[5-2] GZDoom 3.0.1 released; bugfixes
https://forum.zdoom.org/viewtopic.php?f=1&t=56219

[5-1] Calico, a new Jaguar Doom sourceport
https://www.doomworld.com/forum/topic/93946-calico-10-beta/

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged
https://forum.zdoom.org/viewtopic.php?f=1&t=56132

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom
http://aviacreations.com/wraith/

[4-28] Evolution of the WAD Episode 3
https://www.youtube.com/watch?v=Wxl90i97nns

[4-24] New gameplay mod; osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

[4-23] Adventures of Square updated to 1.4
http://adventuresofsquare.com/news.php

[4-21] REKKR Soundtrack released
https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y

[4-17] Latest episodes of Evolution of the WAD
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
So, which is better D4D or Death Foretold?
>>
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endoom screens are kinda fun to make.
>>
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bully
>>
>>3984448
>>3985304
>>
>>3985349
Depends on what you want.
D4D is more accurate, and has an upgrade-store you use credits from kills and secrets to buy weapon upgrades, suit upgrades, crates and other stuff.
D4T rebalances Doom 4 content, and makes it more fast paced so it better fits Doom. Instead of buying upgrades, you find them from random enemy drops. It's missing some weapons D4D has, but will updated on the 13th of this month to have all of them and I think one more. That update also includes the multiplayer enemies as actual enemies, rather than just Demon Rune transformations that both mods have.
D4T can also be played on Zandronum or D-Touch.
>>
>>3985363
Oh, and D4T is light on options, while D4D has tons of options. Even has an option for a similar drop mode to D4T apparently. Don't think it has anything for the other D4T features though.
>>
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>doing first playthrough of DOOM
>mfw just finished Halls of the Damned with 96% kills and 60% of the secrets
>>
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I'm a huge idiot and write posts before getting to the bottom of the thread and realizing a new thread has been made. So!

>>3984303
A source port will likely take a very long time, since it would have to be heavily rewritten in something more platform independent - the game, as far as I can tell, was written in a bastardly combination of 68000 assembly and Blitz Basic.

I've put a non-zero amount of thought into a GZDoom remake... it probably won't happen, but I've been converting the assets from the source DPaint files, for a rainy day...

Yes, there is a Blake Stone source port - it's relatively feature-light, compared to, say, ECWolf, but it runs the game at higher resolutions with nicer controls, and that's all you need for now, really - http://bibendovsky.github.io/bstone/

>>3984378
Just getting something resembling Doom if you squint a bit running on an Amiga was a herculean feat, even as DOS PCs started venturing into Quake territory.

Ahoy has a pretty good video on the topic: https://www.youtube.com/watch?v=Tv6aJRGpz_A

>>3984865
I had a look at his Doomworld posts - looks like he contributed a map to Ultimate Doom In Name Only relatively recently.
>>
Does anyone know whatever happened to that Bombshell prequel using the build engine? Did it get canceled after how hard the actual game bombed?
>>
>>3985516
Still in development. Probably gonna be a bit bigger than was originally planned, since it's no longer a good idea for it to be a cute promotional toy for a game that bombed that hard.
>>
>>3985524
That's good to know I was actually really looking forward to it unlike the shitstain of a game it's supposed to promote.
>>
>>3985352
I wish more people made them.

This is for Rekkr, yes?
>>
So how is QUMP getting along anyway
>>
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I'm nearly ready to start playtesting this mod proper, I just have a few more extra things to tweak, but have something related to something fun I've done, just for these assholes
>>
>>3985379
Congratulations.
XABUNGURU
>>
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>>3985631
Neat.
>>
I reworked this magical sealed door stuff. Don't mind the same fuckin' skull on every texture, I'll get around to doing something about it.

>>3985631
No skeletons?
>>
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>>3985686
forgot webm
>>
>>3985689
holy shit that looks awesome.
>>
>>3985596
Still guys mapping, hope to release by the end of the month...
>>
>>3985314
>this is my problem solver
>>
Any good melee focused wads with OP weapons?
I want to feel OP.
>>
>>3985719
>I want to feel OP.

>>3985314
>starts sweating nervously
>>
>>3985691
and yet...
>multiple archviles, no cover
...annoying as fuck
>>
>>3985721
You know what I meant.
Just point me to a wad with cool swords and spears.
>>
first for fuck everyone
>>
>>3985464
>write posts before getting to the bottom of the thread and realizing a new thread has been made
Heh the number of times I've done this. I expect most of us have experienced it.
>>
>>3985719

DemonSteele
>>
>>3985730
Gmota has some cool sword axe and fist. Youre not that incredibly overpowered though.
>>
>>3985741
This is really cool
I like it.
>>
>>3985741
WHOOPS
>>
>>3985728
There is cover, but the viles are really just placeholders. The existing WoC monsterpack is a mess and I don't know much DECORATE to make my own. Yet.
>>
>playing single map
>decide to keep autoaim turned on for once so i can play it the way it was meant to be playedâ„¢
>halfway through the level get killed by my own rocket due to autoaim
well i'm never doing that again
>>
Side note, but does anyone have the top 100 wads zip from the pastebin? Or at least a list of what was in it?
Both links are down.
>>
>>3985764
The slow switch time, long fire delay and sporadic ammo make the RL such a cumbersome and niche weapon to use. I don't understand how Doom's weapons are considered balanced.
>>
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W.I.P
>>
>>3985761
Fair enough. Keep up good work.
>>
>>3985765
Presumably you can get this from Doomworld/10years?
>>
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>Flying robot spiders
THIS WASN'T IN THE CONTRACT
>>
>>3985772
what mod is this for?
>>
>>3985765
>>3985782
I mean everything linked from https://www.doomworld.com/10years/bestwads/
>>
>>3985770
i agree, but community wads really make them shine imo
>>
>>3985785
WeebDoom.
you play as a weeb who gets anime powers.
>>
>>3985784
please change your sector light settings
>>
>>3985314
>Click
Holy god that was one of the most depressing movies I've ever seen in my life. That trailer out-right LIED to you when it told you it was a comedy.
>>
>>3985782
>>3985787
Oh, yeah.
I guess that would make sense.
I thought the one in the pastebin was compiled by /vr/.

If I did recompile the top 100 into a single download, would anyone be interested?
>>
>>3985791
Isn't it spelled "DemonSteele?"
>>
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>>3985814
kek
>>
>>3985590
Might be. If I don't come up with anything better
>>
Slime-San (very recent platformer) has a terrible Doom clone as a mini-game

But the song sounds kind of familiar, anyone know if it's from something?

https://www.youtube.com/watch?v=y5iXKED_qHM
>>
>>3985772
>>3985825
Have you tried any of these animations in the actual engine? I can't imagine that they look anything but shit with all the motion blur layered on top.
>>
>>3985916
Some of the riffs sound like Big Blue from F-Zero.
>>
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>>3985916
Is that the shotgun sprite from brutal doom?
>>
is there a linux frontend for gzdoom?
>>
>>3985314
Not exactly breaking news (found this board just now), but I've updated my NotS wad to version Alpha 1^2, aka 1x1, around a week ago. Grab it here:

https://forum.zdoom.org/viewtopic.php?f=43&t=51404

For those of you who don't know what NotS is, it's essentially a CV gameplay mod with lots of customization, through you may have to get on CVARINFO first (was designed to be used by players and modders alike).
PS. Was meant to upload an image but won't because reasons. Sorry about that.
>>
>>3985919
yeah you are right about the motion blur. i will remove it.
>>
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So, I beat Gone Homo.
What do I do now?
>>
>>3986034
Make maps.
>>
>>3986038
I actually am thinking about doing that.
I've only got a few ideas rattling around at the moment though. I still need to learn how to actually make a map.
>>
>>3985990
yes it's called bash/zsh
>>
>>3986034
well, what else have you played? just that one meme mod? you could move on to /pol/.wad i guess. or seinfeld's apartment.wad. or dorner's last stand. or moon man. or the columbine simulator. there's quite a lot of shitty meme mods these days... :(
>>
>>3986071
I did /pol/.wad + Moon Man.

Mostly though I've just been playing Fractal Doom + Run For It on various maps.
>>
>>3986071
dashcon.wad remember that? lol
>>
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I wish I knew that PSXDoom updated sooner, this launcher's pretty neat.
>>
I know what I must do today


I will be Running from Evil like DooM man does.
https://www.youtube.com/watch?v=Qrmxvwg3x5s
>>
>all those faux retro FPS popping up on Steam

does anyone even buy and play all that shit? Not a single one looks consistent.
>>
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And here's a quick picture of me running from Evil as I do the task today to save me from salvation
>>
>>3985689
Fucking amazing/10.

>>3985719
DemonSteele and GMOTA are the only really melee-focused mods.
>>
>>3986154
I don't.
I have like 4 gigs of Doom wads that I haven't even completed yet.
>>
>>3985784
>OATSE
This will always make me giggle.
>>
>>3985946

Yes. If there's one thing we've learned, it's that people can rip off shit from the Doom community freely and nobody at large cares.
>>
>>3986157
Where's the Evil?
>>
Kinsie, how's MetaDoom?
>>
>>3986163
the evil is inside my mind


the negativity that affects all.
>>
>>3986161
Yeah man!!!
>>
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>>3986163
>>
>>3986183
why does your right leg have two knees?
>>
>>3986185
where
>>
>>3986183
That's pretty scary evil, dude.

You have my blessing to run as fast as you can.
>>
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>>3986183
>>
Why is shadow warrior not as fun as Blood or Duke 3d?
>>
>>3986203
HIT SCAN SCUM
>>
>>3986203
The maps don't flow as well and the enemies are a little too spongy.
>>
>>3986203
It is. It just has different playstyle and balance.

The thing is, the stakes are much higher. You can kill much more quickly, but you can do just as quick. So it's all about tight reflexes.
>>
Since the consolation version of D64:R has modding tools for certain mods to use it, how long until HDoom has its own version of the mother demon?
>>
>>3986183
>>3986198
noice
>>
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why is this game's level design so good?
did they hire veteran community mappers or something?
>>
>>3986237
Less power from the N64 lead to more creative level design. I only wish the guns had actual animations.
>>
>>3986237
romero personally fucked every single one of the team members, gifting them with his seed which they would then use to generate levels
>>
>adjusting brightness in gzdoom affects your whole system
>even when it's in windowed mode
Really? Is this shovelware made for Windows98 or something, there's really no better way to fucking do it?
>>
>>3986257
>falling for the gzdoom meme
>>
>>3986257
No it doesn't. What the fuck is wrong with your computer?
>>
>kinda bored, want to play some more doom stuff
>taking a look around the forums for something interesting
>oh hey this looks alright, I'll give it a try
>first level really nice if not a little difficult
>second level spawns an archvile at the level exit among a horde of other assorted monsters like hell knights
>ehhh
Call me a casul all you would like, but I really just want something to blow through and kill some time. Golden Souls 2 can't come fast enough.
>>
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I don't remember Nightmare Pinkies, but then it's been a long while. These fuckers can take a rocket to the face and keep trucking, jesus.
>>
>>3986292
They brought them back in Doom 4.

They're a bit meaner than regular Pinkies.
>>
>>3986307
I know there's Spectres, but I damn well don't remember fighting a single Nightmare Pinky in D4.
>>
>>3986308
I guess they were technically spectres, but they made me think of Nightmare demons.
>>
>>3986258
Well, what do you recommend then?
>>
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>>3986257
Did you try setting this to off?
If that option isn't there, update.
>>
New Deathwish update for Blood coming in October
>2 new secret levels and health rebalancing

http://bloatoid.blogspot.com/2017/05/death-wish-14-out-this-october.html
>>
>>3986471
thats a long ways away
do blood levels really take that long to make?
>>
>>3986198
lol
>>
>>3986492
Good ones do.
>>
Is there a WAD for Doom64 or should I just play it via Mupen64Plus?
>>
>>3985772
>>3985825
>>3985791
I fully support this mod idea. Godspeed.
>>
>>3986535
Use the rom with Doom64 EX.
>>
>>3986535
Doom64 EX is an accurate sourceport.
Or you could use this, if you don't care too much for accuracy.
https://forum.zdoom.org/viewtopic.php?f=19&t=55039
>>
Whats a good HUD to use with Reelism/DoomRL and the Brutal Doom/Project Brutality mods?

It has to be compatible with regular ZDoom or Zandro.
>>
>>3986405

yeah thats nice but WHERES MY JOTARO KUJO MOD GOD DAMNIT
>>
>>3986589
Of all the characters you could have chosen, you choose the one who just punches things?
>>
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>>3986593
YOU DONT UNDERSTAND


HE CAN PUNCH R E A L L Y FUCKING FAST
>>
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Is Plutonia Experiment considered hard or do I just suck. In particular the chaingunners
>>
>>3986605
>that hud
plutonia was made for veterans so yes its pretty hard
>>
>>3986605
That's TNT mate
If you just uploaded the wrong picture, it's definitely considering tricky.
>>
>>3986605
Plutonia is harder than the other Doom iwads, yes.
>>
>>3986605
As the others said, it's harder.
TNT is somewhere around Doom 2 tier, with some inventiveness and assfucks

Plutonia was made for people who thought the original game was too easy, and wanted a greater challenge, it's still considered to be a decent challenge by today's standards.
>>
>>3986626
Note that this has also given the idea to use them as puzzle pieces in the hell area.
>>
Has anyone else poked through that Ultimate Blood posted some months back? I might have a question regarding it.
>>
>>3986626
Define it's Mass as 10000 or something
>>
>>3986034

wanna know how i know you cheated your fucking way out of that room?
>>
>>3986678
It'll still be pushed a tad by fire. The best I've found for something similar is to surround it with blockmonster lines. But that's for vanilla.
>>
>>3986647
are you talking about that dos bundle with all the fan maps?
>>
>>3986715
Yes. What the fuck is up with the standalone user levels? I browsed through the first 6 maps and they were all strange. They weren't even actual levels, just big rooms with ammo everywhere. It feels like a bunch of test maps for the game itself.
>>
>>3986716
not sure, thought that too
some of them have enemies and seem somewhat like real levels, others are empty and have the layouts of deathmatch maps, but I don't know about the big room ones
feels like the guy who threw it together downloaded a bunch of maps for a big list like quaddicted, but didn't check to see what they really were
>>
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>doing first playthough of DOOM
>E3M2 is a hand
That's really cool, one of my favorite levels so far. There were multiple points where I had no ammo and had to panic rush past a Cacodemon to grab some shotgun shells and health. Really well designed, got 100% everything on it.
>>
Thoughts on the Malice Q1 conversion from '97? Does it play nice with Quakespasm?
>>
>>3986707
Then set mass 10000000
>>
I fixed it with a specific flag; now what I need is to tweak a similar object.

Spawn:
deim a 10 A_SentinelBob
deim a 5
}

I require approximately half the intensity and speed of the standard Floatbob, to give Deimos the "FLOAT" in Floating above hell.

Having a hard time tweaking and smoothing it; so any aid doing so would be appreciated.
>>
>>3986748
Never even heard of it before this. Any more info? Links?
>>
>>3986775
>>3986707
>>3986678
>>
>>3986748
It works on Quakespasm but I couldn't stomach it for more than 4 or 5 levels. Level design is a mess of switch hunts in confusing and dimly lit corridors.
>>
>>3986784
https://youtu.be/2cUMNh1pBR4
https://en.m.wikipedia.org/wiki/Malice_(1997_video_game)>
>>
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anyone has that shambler pepe? I should have saved it...
>>
I can't for the life of me remember where to get the PC version of Doom 64. I remember it being an extract and play type deal like any other WAD. Any one got a link?
>>
>>3985784
What wad
>>
>>3986840
Oh also does anyone have that old image of recommended WADs?
>>
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>>3986853
>>
>>3986858
Oh hell, even has the Doom 64 info. Thanks anon!
>>
what is his endgame?
>>
>>3986858
>not recommending my personal favorite, Golden Souls
How dare you not represent my very specific opinion!


I actually liked Doom 3 in terms of "spooyness", is Legacy of Suffering actually better?
>>
>>3986872
putting caleb in brutal doom
>>
>>3986872

Same as everyone else, I suppose.
I like making stuff and I like playing stuff.
>>
>>3986872
Getting condused with Kinsie on his Tumblr
>>
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>>3986836
Be careful, the Shambler has been designated as an icon of hate speech used by alt-brown Shub supremacist groups.
>>
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>>3986887
thanks I will be careful
>>
>>3986887
Ah yes because I needed a reminder on how fucking stupid society is.

>ITS HATE SPEECH!!!!11

no it isnt lmao
>>
>>3986858
>not one of the versions with the "historical WADs" section that makes the thin-skinned butthurt
>>
>>3986765
caps at 9999 i think
>>
>>3986880
JUST DRAW HANDS MAN
>>
>>3986872
never finishing anything
>>
>>3986919
Elaborate?
>>
Wasn't there a WAD based on the Alien flicks?

I could never get an Alien Trilogy ISO working right. Loved that game as a kid.
>>
>>3986872
>>3986878
>>>/v/376669083
>>
>>3986980
Ah nevermind, found the WAD I was thinking. Aliens TC which seems like it's pretty well known. How is it?
>>
So, uh, I just downloaded Alien Vendetta, and it came with an .exe

Is there any way to just run it in GZDoom?
>>
>>3986724
"A hand with a booger on the end," said John Romero in his Devs Play.
>>
>>3987028

There should be a .wad.
If there's an .exe, obviously, don't fucking trust it.
>>
Anybody else listen to the Quake 1 soundtrack regularly? I just love it but it sucks that Trent thinks so lowly about it
>>
>>3987043
I got it off the id archive, so I'm pretty sure it's clean, but yeah.
Also I'm using a mac, so it's useless to me anyways

The .txt file included makes it sound like the .exe handles most of the scripting.
>>
>>3987038
Thanks for mentioning that, now I'm going to go watch all of those.
>>
>>3986939
Wrong, it caps at 0x7FFFFFFF which for the engine means a mass equivalent of a building, a.k.a immovably.

At this point is better you use the +DONTTHRUST flag which makes the engine exclude the actor from being affected by any thrusting function like A_Explode, A_Blast or A_RadiusThrust.
>>
Does there exist a wad that adds a filter to make the game look like it's in VHS quality?
>>
>>3987101
It's internally impossible for GZDoom to do that, only ReShade is able to do it.
>>
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>>3986163
here
>>
>>3987105
Really? You can't just slap a .glsl shader on it?
>>
>>3987109
The GLSL input GZDoom has is extremely limited, InsanityBringer once tried to make cube mapping to work on it and failed to do so, and afaik dpJudas had to change many things internally to add AO, CA and Bloom.
>>
>>3986872
Wishing he could be as handsome as me.
>>
>>3987116
Huh.

So what all does GZDoom bring to the able then?
It sure isn't performance.
I mean, I guess I has dynamic and colored lights.
>>
>>3987130
*Table, not able
>>
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>>3987109
You CAN do that in retroarch's prboom core.
>>
>>3987130
The current GLSL support the GLDEFS lump have is very limited because it is meant to program custom shaders for textures mainly, sure you can do some tricks with it like what kodi have shown here few times but you can't go far with it.

If you really want anything of great value, you have to hook from the internal code which only dpJudas managed to make all the recent stuff you see work properly.
>>
So, has there ever been a Dilbert 3 wad?

If not, I think I'm gonna have to make that a thing.
>>
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>this dude made a doom map based on a payday map with binding of isaac music as the map music
what a madman
>>
>>3987175
nips are fuckin' crazy
i love it
>>
How different is mapping for Blood compared to Mapping for Duke 3D?
>>
>>3987097
This.

see now >>3986775

map coming along
>>
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>>3987106
>>
>>3987175
I find more interesting that part of the other secret map uses almost the same layout as the first Blood map.

Specifically, the ZBlood version.
>>
>>3987097
i have no dontthrust flag in vanilla.
>>
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>map has sniper hitscanners
>author gives you no way to reach their dropped ammo
>>
Gimme a run down Quake 2 source ports. Is Yamagi the most faithful to the original graphically?
>>
>>3986492
>>3986516
The guy who makes Death Wish is working on his own game, which understandably takes priority. Also, you know, Halloween.

>>3987175
Tooooasty is a glorious westaboo, if his username hadn't tipped you off.

>>3987319
Quake 2 Unofficial Patch is very vanilla, only really fixing bugs and adding OGG music, so the graphics are the same as usual.
http://www.markshan.com/knightmare/downloads.htm

Yamagi kept breaking mouse input every time I alt-tabbed out.
>>
how do i get cryptic passage to run? for some reason bmouse only works if i run blood through settings, and that just opens up regular blood, not cryptic passage. god i hate mucking around with dosbox
>>
>>3987346
use the blood dosbox launcher
>>
>>3987348
>>3987346
http://buildgamedosboxlaunchers.weebly.com/blood-dosbox-launcher.html
>>
>>3987053
>it sucks that Trent thinks so lowly about it

What makes you think that? It says on the NIN website that they're working to re-release it. Also, if you ask me, the track "She's Gone Away" from the latest EP is very reminiscent of his style in the Quake soundtrack. An instrumental version of that track would fit right in with Quake.
>>
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>>3985352
ANSI art is just cool in general
>>
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>>3985314
UPDATE to the Marathon Skins pack.

Typos in SNDINFO are great, especially after everything was tested and confirmed working. I didn't want to just throw out a hotfix without making it worthwhile, so I converted as many sounds to .ogg as possible without making them turn out terrible. It's under 10MB now!


Short Changelog:
• Fixed Syphon Tick landing sound.

• Converted many sounds to .ogg, shaving off 4MB. It's better than nothing.

• Made non-purple components of M1 Enforcer's gun remain blue.

• Fixed in 1.0, but forgot to note it: Dive sounds restored, now that Zandro doesn't play them on respawns.


Download:
http://allfearthesentinel.net/download?file=marathonskins-v1.0.7.pk3

Zandro Thread:
https://zandronum.com/forum/viewtopic.php?f=53&t=5897&p=80510#p80510
>>
>>3987397
good shit, thanks

hey pres, you got the mac build of 3.0.1 yet?
>>
>>3987396
That's pretty dope. I'm not sure if I'm going to stick with the axe one or not. It's the best I have so far. Depends on if I feel like spending an hour or two on another.
>>
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>>3987053
>tfw too lazy to download and place the sound files in the right folder until halfway through the second expansion for quake 1
>>
>>3986878
more like
>Never putting Prisoner 849 in Samsara
>>
>>3987405
Of Zandronum? I did, but haven't done much testing with it yet.
>>
>>3987416
not before the requiem avenging angel guy
>>
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While we're releasing things, have nearly all the assets from that Amiga Gloom game, now with proper transparency and shit: https://forum.zdoom.org/viewtopic.php?f=37&t=47115

The monsters don't have a lot of frames, but they're pretty damn cool looking so maybe that will be alleviated in the future?!?
>>
>>3987421
of gzdoom, i meant
>>
>>3987465
Oh. Welp, I have both now. Thanks for the heads up.
>>
>>3987412
what expansions you have in mind
>>
So guys, I feel kinda dumb.

Took the link from the pastebin to play Quake for the first time in my life. Got quakespasm too. Now how do I play dis shit? I seem to find no WADs or anything.

Help a newfag out pls
>>
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>>3985314
Template if you fags want to make ones themed after other retro FPS
>>
>>3987527
Put the id1 folder in the same folder where the Quakespasm .exe is then run .exe
>>
>>3987537
You're a saint. Thank you!
>>
>>3987101

There's a simple overlay mod that someone made, it adds those VHS flickering "lines", I don't know if it is of any help for you.

Hell, i don't even know if it still works with the newest versions of GZDoom
>>
>>3987539
No problem.

Here are some console commands to improve the visuals of the game:
gl_texturemode 3
gl_texture_anisotropy 16
r_particles 2
>>
>>3987527

It's me again. Is it just my feeling or do you have to play this fast, in order not to get fucked in the anus? Doom played *different*
>>
>>3987564
Quake's encounters are more focused in fighting in cramped space and enemy projectiles are faster than in Doom. It certainly requires much more skilled and quick movement if you choose to fight enemies up close, but I don't think the player is necessarily being pushed to fight that way, at least not most of the time. I think you can comfortably fight slowly and safely most of the time by just retreating to previously cleared rooms.

If you do want to fight enemies up close and clear levels faster, something that will be really helpful is memorizing enemies' melee attack animations. The melee attacks of enemies in Quake are mostly like the pinky's or revenant's from Doom — they aren't instantaneous and they can be baited. When fighting ogres in a tight room where dodging his grenades might be difficult, you might want to bait him to use his chainsaw instead.
>>
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hey anons, need some bit of help with zscript here.

i have some function inside some actor that tries to access PlayerInfo player, but for some reason the "player" is always null, which results in access violation crash when i try to use something like "player.ReadyWeapon"
what do?
>>
>>3987302
in vanilla the thrust calculation is

thrust = damage*(FRACUNIT>>3)*100/target->info->mass;

simplifying this is 12.5*damage/mass (in fixed_t units). you want mass to be large enough that it is always < 1 (so it gets rounded down to 0).

choosing a likely maximum damage of 2000* gives 25000 / mass. so just set mass to anything > 25000, say 30000, and the thing should never move.

...

or just forget all that and note that vanilla has the mass of the Romero head as 10000000 :)

________
* this maximum is reasonable, the largest single possible damage in the vanilla game is 800 from a direct BFG ball strike -- the bfg obv can do more than that but it's spread across multiple damages.
>>
>>3987584
i think i figured it out
shoudl have used "players[0]." instead of "player."
>>
>>3987584
i guess player is null unless the actor itself is player.

(actors in vanilla have a player pointer that is null for nonplayers)

you probably need some other way to access the global players[consoleplayer].mo actor pointer.
>>
>>3987607
yea that explains things
Isnt "mo" a playerpawn? Also it seems that players[0] or players[consoleplayer] works just fine ( or at the very least it compiles and doesnt crash on runtime which is already a good result... )
>>
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>>3986171
working on props forever, the next version will never come out. im so sorry
>>
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>>3975883
Hey MSfiXed guy, are you there?

Any news on that sweet grappling hook?
>>
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>playing through the THPS games for the first time in years
>enter idkfa
Oh man, I'd forgotten about this.
>>
>>3987660
And yet you remembered to input the cheatcode
>>
>>3987664
It was on the list of cheats to enter I found when I went to GameFAQs to see which various secret characters were in the game (Darth Maul, Wolverine, Doomguy, and a fuckton of others) and which ones I'd hallucinated in a horrifying fever dream of comic book crossovers.
>>
>>3987636
I thought you said you weren't doing the Cyber Man
>>
why the fuck can't you make silent teleporters in quake
>>
i can zscript now
https://my.mixtape.moe/napbkq.webm
>>
>>3986912
what.
>>
That's a few more pickups down. Also slain monsters now have a chance of dropping health bonuses and missiles
>>
>>3987757
>le epic agitating skeltal outro
>>
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>>3987760
>>
>>3985719
I could upload a custom version of JohnnyDoom, but it only works on Oblige maps with less than 200 monsters.

You get a chainsaw that works like a sword, capable of chopping a cacodemon in half with one swing. Punching and kicking that allow you to do brutal fatalities and make people explode. Also a knife that will instantly slice most weak enemies half.
>>
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>>3987760
I've reached the point where not seeing it in his webms makes me genuinely uncomfortable.
>>
>>3986325
Praise jesus! Finally! thank you anon, I've been waiting for this feature to be added. Should fix the annoying issue if gzdoom ever freezes and I need to kill the process via task manager, that the rest of the system wont remain super bright without having to restart the whole pc.
>>
>>3987771
it's basically equivalent to namefagging.
>>
>>3987793
Posting consectutive progress on the same mod is namefagging then too.
>>
>>3987793
You are getting way too upset at silly skeleton webms
>>
>>3986912
Blame reddit and by extension /pol/ for hijacking pepe.
>>
>>3987739
cool stuff
Are you doing something with this or is it just a zscript practice thing?
>>
>>3987748
Did you miss the last election and how a meme was singled out and declared to be hatespeech?

Like Hillary Clinton talked about it and shit, it was REALLY stupid and everyone was very perplexed and amused by it, especially when the general media tried to push that narrative and all, causing a Streisand Effect.
>>
>>3986848
DemonSteele+Colourful hell.
Don't use them together.5 hits and you are dead+ hitscanning is not fun
>>
>>3987807
> not silently releaseing wholesale mods that have no bugs what so ever to avoid posting anything related to the same mod twice

i dunno man, his logic seems pretty sound to me
>>
Is the Quake 1 shambler's electric attack hit-scan or just hard as hell to strafe dodge?
>>
I should probably use a different pickup sound for the bigger armors, but I'm not sure what to use, I want to stay within NES Metroid sounds if possible, and if that doesn't work, at least an NES sound effect.

https://my.mixtape.moe/qvfbzv.webm
>>
>>3987557
Why do people use texturemode 3 (Which I'm assuming is GL_NEAREST_MIPMAP_LINEAR)
instead of GL_NEAREST_MIPMAP_NEAREST? I haven't been able to tell the difference between the two.
>>
>>3987894
I bet someone random will be making a sound effect replacement patch for this mod after its released.
>>
>>3987908
I mean if they want to, who the fuck am I to stop them? But pairing modern sounds with a bunch of old NES sprites seems jank as hell.
>>
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>>3987916
Its still doom though? The dooms own world textures, dooms own monsters, main gun + photorealistic hand holding it is all a far cry from 8 bit nes style.
>>
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>>3986243

>you will never do a menage a trois with romero and carmack
>>
>>3987896
Nearest does hard transitions between mipmap levels while Linear is smoother.
>>
>>3987849
just really wanted myself a dynamic crosshair
>>
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you are in a bar and this guy appears and electrocutes your gf's ass

what do you do?
>>
>>3987952
Stand between him and a vore and let them fight it out, kill the survivor.
>>
>>3987952
Make like a tree and huh out of there.
>>
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>>3987952
Hook him up with somebody his type.
>>
>>3987952
>HUH
>quad damage
>axe
>HUH HUH HUH
>>
>>3987952
>you take out your rocket launcher
>"HAH! Faggot, I'm resistant to explosives!"
>your gf cucks you by riding the guy's lightning rod
>you cry to yourself as your tiny rocket launcher slumps flaccidly
>>
>>3987952
I take out a box of matches and light it.
>>
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>>
Has anyone thought of making a proper sprite for the Guardian of Hell and the Maladict?
>>
>>3987952
Shake his claw. Girls are icky.
>>
>>3987937
Hey, i made a crosshair like that as well. It uses A_Overlays (zbars wasnt a thing yet) and uses both recoil and movement as accuracy modifiers. What equation do you use for shrinking it back?
>>
>play deathkings of the dark cidatel with wrath of cronos
>do the first secret level first so I won't forget about it
>it had the weapon piece that gets replaced by the ultimate weapon in woc
>I was leveling the mage's mana conversion skill to try it out and now I have bloodscourge with basically unlimited ammo after playing two levels
Somehow I managed to find the exact sequence of events that will break the game by accident
>>
>>3987952
>this post for doom gets made into a map because doom is fun and easy to mod for
>this post for quake gets nothing because quake is a shit game that nobody plays or cares about
>>
>>3988040
WoC can get real damn unbalanced quite fast. I had the idea to lock down leveling entirely and have some fancy skill point giver and mana/health limit increasing spots in the map I'm making, but well... I haven't found any ACS source.
>>
>>3987507
scourge of armagon and dissolution of eternity
>>
>>3984957 here
So I've been trying out DoomRLA with ZDoom netplay and while it does run, it's unfortunately too laggy to play with my friends comfortably
Are there any similar wads that run on Zandronum for some coop action? I like Complex Doom but I feel there's not enough weapon variety to keep it fresh for a whole campaign, and I like more class-based stuff or at least being able to make your own build
>>
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>>3987529
Thanks m8.
>>
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>>3988104
>Dubs will never return
>>
>>3988117
Not on this board maybe, but elsewhere. There will always be dubs.
>>
>>3987879
Hitscan. If you're not behind cover it will always hit, and it will always do 30 damage on any difficulty but Nightmare (10 damage, 3 hits).

>>3987935
Some people even use no mipmapping at all. I don't. It's nice.
>>
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>>3988117
>you will never play Dubs CTF with /vint/ ever again
>>
>>3988046
http://negke.quaddicted.com/files/soapbler.zip

literally years old, info_notnull hacks at work
>>
>>3985314
>blender now has an addon for creating Quake 1 models

I know what I'll be doing tonight.
>>
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>tfw
>>3988156
Source/link?
>>
>>3988156
>I know what I'll be doing tonight.
Getting frustrated at Blender?

Also, didn't they have one for years?
>>
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>>3988156
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl

Tested and working.
>>
>>3988162
>Getting frustrated at Blender
You better believe it, I still can't reconcile GMAX's controls with it.

And if they did, I hadn't seen it.
>>
>>3988206
neat

>non centered viewmodels
NOT NEAT
>>
>>3988216
you could make dual wielding
>>
>>3988220
but why though
>>
>>3988225
> trying to find reasons to not have two guns instead of one
>>
>>3988216
It was actually an accident. I was just dragging around the model to make sure it would actually export correctly, and I wound up getting it at a usable angle that looked intentional.
>>
http://paulsemel.com/vintage-interview-nine-inch-nails-trent-reznor-2000/

Wasn't aware Reznor is also the "voice" of Ranger till now.
>>
>>3988161
>these motherfuckers made doom.jpg
>>
>>3988259
A while back, one of the Quake Live devs was digging through the Id archives, and found an audio file that was just Trent making the player sounds for like fifteen minutes straight. It was apparently quite weird beyond the obvious reasons, because apparently you sort of tune it out and it fades out of your conscious mind... but then you hear a sound that was actually used in the game and you snap back to attention.
>>
Huh. Apparently pressing escape causes revenant missiles to stop tracking.
>>
>>3988259
>On the PC, that’s the main focus. I think consoles are pretty bad for first-person games, I’ve never seen one that was worthwhile. I don’t know if that’s a frame rate thing, or the controls, but the ports of first-person stuff always seems really shitty.

I know this is an old interview, but fucking preach it.
Although I think Splatoon's gyro controls are great, still not as good as a Mouse though
>>
>>3988272
yes
there is a long technical explanation for this re gametics and tracking only happening when gametic == 0 mod 4 (or something) so if you enter the menus for an odd number of tics it will put the thing out of sync
>>
>>3988265
Wait, was Robin Williams a fan of Doom?
>>
>>3988281
Duh, just like how he named his daughter after a character from Zelda, he named his son after a character from Quake

I'm kidding, I don't know why he's in that picture either. All I know is Williams loves Zelda and played a lot of Battlefield 2
>>
>>3988281
Doomguy's hairy arms are a photo of Robin's. Didn't you know?
>>
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>>3988259
Now you know!
>>
>>3988039
i have two actors, one that expands it when player shoots, and one that shrinks it until it reaches certain coordinates. Since i couldnt figure out how to read some variable inside an actor from statusbar class, i had to use inventory items instead.

States
{
Spawn:
TNT1 A 1 {
int topcoc = ((Screen.GetHeight()/2 - players[0].mo.CountInv("TopCoord"))^2)/15;
if (players[0].mo.CountInv("TopCoord") < Screen.GetHeight()/2 - 20 )
{
players[0].mo.A_GiveInventory("TopCoord", topcoc );
players[0].mo.A_TakeInventory("BotCoord", topcoc );
players[0].mo.A_GiveInventory("LeftCoord", topcoc );
players[0].mo.A_TakeInventory("RightCoord", topcoc );
}
}
TNT1 A 0;
loop;
}
}
>>
>>3988286
i thought that was made up bullshit and they were adrian carmack's or someone's
>>
>>3988275
Well now that I know this I feel like I won't help but abuse it.
>>
>>3988259
That's actually a neat read. Thanks for linking it.
>>
>>3988309
yes, doomguy's arms are kevin cloud's.
>>
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HUH
>>
>>3988314
it won't work in ports.
>>
>>3988259
>But ID has always had the best engines to base games on, I strongly believe that. It just takes playing other first-person shooters to see how much they suck, how they’re not responsive.
>I also thought it was smart how they did Quake III the way they did. I think they focused on what they do best: make an engine that’s two years ahead of what everyone else is doing.

It's always weird to read famous people discussing video games and actually knowing what they're talking about instead of bullshitting it, like this and that video the other day of Joe Rogan going beyond the common story about paying for a T1 line to play Quake to actually talk about shit like playing with clans and the argument of graphical quality vs visibility vs framerate.
>>
>>3988328
>that topology
That's one thing I don't miss from early 3D games.
>>
>>3988339
It's about as good as it could be at that polycount. They don't have a lot to work with to put in proper edge loops for deformation, short of just redesigning the concept to work better at lowpoly.
>>
>>3988338
He apparently started getting hooked on games, and had to take a step back from it to keep it from interfering with life goals.
>>
>>3988338
This is fun too.
https://youtu.be/j_wBHI0weZw

Also Vin Diesel revealing his power level.
https://youtu.be/71AzW9_p4Jg
On a side note, I can't fucking stand Jimmy Kimmel.
>>
Didn't Vin play D&D with other celebrities on youtube or something?
>>
>>3988285
>I was just about to post a pic of robins sons to ask which one was named after something from quake and what it was
>then I read the second line of text

Although, I do remember Robin mentioning that he played Quake when it was new and he was all "BOOM BLAM PKAOW" when describing it.

https://www.youtube.com/watch?v=VCzJcmTnMO0
>>
>>3988271
I'd give my left nut to have that audio file.
>>
>>3988476
more like your left nHUHt
>>
>>3988462
Vin is pretty great indeed.
https://youtu.be/yLEMb_RIZ3o
>>
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So, it has come to my attention that Arcane Dimensions is a thing that exists, and is also good. How do I play it? I know I need a sourceport, I don't want anything too fancy, is Quakespasm the thing to use? What about music? Does AD use its own soundtrack or should I have the OST somewhere and hook it up with the source port? I don't have original Quake files currently, but I know a guy who knows a guy...
>>
>>3988532
AD is very good. Mostly.

Quakespasm is generally your go-to port for singleplayer Quake stuff, there's no shenanigans with seventeen different mapping standards and twenty-three different renderers like there is with Doom. It's easy to set up so long as you can drag'n'drop files and follow readmes.

It uses the original Quake soundtrack, which you should already have anyway and if not both a ripped version and Quake's gamefiles can be found easily online if they aren't already in the OP.
>>
>>3987053
I love it. I'm not sure it fits the gameplay well, it feels is too oppressive and foreboding for the game where you jump around and shoot rockets at monsters.
>>
>>3987053
Why is it the greatest piece of music to ever fit a videogame?
>>
>>3988489
top huh
>>
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Quake Champs is pretty good.

Dare I say, it's really fun.
>>
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The first episode of Doom Damnation is kind of lukewarm, some interesting ideas, but mostly plain looking and not too inventive. I also found shotgunner who should have been at one floor height, but wasn't, I clip through the wall to see where he is and find him like 12 feet above their proper spot, at the floor level of a corridor above and behind his alcove, stuck inside the wall.

Touching his proper spot, he sees me and starts breathing towards me, but is stuck. There are three other alcoves like this, two have proper placements, one more has the glitched placements like this one, with a zombie stuck up in a wall somehow.

Is this a fuckup with the BSP tree or what?
>>
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>>3988576
>Kill Monsters
>Killed 2 monsters
These two dudes is otherwise the only thing actually wrong with the map though.
>>
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>>3988580
Episode 2 ramps up a lot though, much meaner monster placements (think trying to do the occasional Plutonia tier fuckery except with the smaller Doom 1 bestiary), and just cooler levels and music, like it was made by a completely different guy (maybe it was).

I like a lot of the inventive traps and setups, like E2M1 has only 4 monsters, and it's really dark, they're near the start, behind a locked door, and once you hit a series of switches down a long hallway, the door opens and these four Barons see you and start moving in from the distance, god help you, because you don't have enough direct firepower to make this any easy at all.

I took one with a cluster of barrels, two others I had to kite with a shotgun and machinegun, while the fourth one I took with an invulnerability and berserk powerup.
Oh yeah, there's another one stashed in a room where you need to get a key, so have fun with him. I opted to just Berserk him until he died at the cost of my armor.

E2M2 has a lot of neat traps as well.
>>
>>3988532
Get Quakespasm or another source port (See Quake pastebin), get the Quake resources (Also in pastebin), then check Quaddicted for their Quake injector. You can also follow the instructions to manually install the mods (AD needs a mod named Quoth and then you put AD maps in the Quoth folder), but really the injector will load up and do all that for you so you can just click maps hosted on the database and directly launch them with no config needed.
>>
>>3988614
Shit, I saw the Q1 image but missed the pasta. Thanks.
>>
>>3988614
>(AD needs a mod named Quoth and then you put AD maps in the Quoth folder)
Do not do this. Arcane Dimensions, while using a couple Quoth entities, uses its own codebase and is entirely self-contained in the AD download.
>>
>>3988621
Oh is it? I remember being told to use the Quoth mod or else certain enemies and things wouldn't spawn correctly.

Also, anyone know if any original Quake engine supports a changelevel2 entity similar to Quake 2 and GoldSRC? It's specifically a trigger that loads a map the player has been to and retains the enemies killed and items picked up upon load. I was hoping to use it for a series of interconnected Quake maps that would require the player to traverse back and forth between various parts of a large area split into several .bsp files, but if a player already "completed" a map by obtaining specific items there, I didn't want them to respawn.

If that's not a thing, what I might do is just create something similar to runes which have lines of code that allow certain objects to appear or not appear if the player has collected them. That might be good enough, simply disable the ability to aquire, say, a set of armor twice.
>>
>>3988630
>I remember being told to use the Quoth mod or else certain enemies and things wouldn't spawn correctly.
Whoever told you that is a douche and I wonder if they actually managed to play through AD that way because all sorts of shit would be broken.

>any original Quake engine supports a changelevel2 entity similar to Quake 2 and GoldSRC?
I don't think so, no. Quake isn't set up for much beyond what the game explicitly needed- a byproduct of its rushed development, probably- and so far as I know the only way to set flags between levels is with runes, and that only affects the placement of func_walls in the way of boss/episodegates. That could MAYBE be repurposed to use for other entities by using info_notnull and/or adding fields to other entities, but that level of map-hacking is way beyond my knowledge (although it might be worth asking over at func_msgboard, and reposting any useful info here), but then there's still the matter of spawning the player in a different location than the designated info_player_start if you intend for them to start at the end of an interconnected map and go backwards.
>>
>>3988338
I remember liking Unreal Engine games more than Quake 3 engine games for some reson, while also realising that they looked inferior.
>>
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I keep on making single rooms instead of maps.

How the hell can I break through this autism and make an actual map?
>>
>ha ha time to learn DECORATE
ha ha fuck this time to kill myself
>>
>>3988716
connect the rooms.
>>
>>3988716
make a door somewhere in the room
have it lead to another room
badda bing
baddo boom
Or just make a shitton of single-room .wads and compile them into a levelpack, it'd be like the captain toad levels of DOOM
>>
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>>3988716
Make a room very very big
>>
>>3988723
Decorate isn't really THAT hard.

It has certain logic to it, it's easy to figure out some of the basics by just copying a basic ZDoom actor and using it as a base, play around with it, see what changes when you do this or that.
Of course you should also read a tutorial.

Now, of course it can get complex, but that's if you're doing complex things.
>>
Hey guys, Quake Newfag again.

How to crosshair on Quakespasm? I keep shooting next to the buttons.
>>
>>3985689
what is this sorcery, i mean gameplay mod?
>>
>>3988750
Open console, type "crosshair 1."
>>
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"Runic Division" for lack of a better name; is nearing completion.

Hope you're not a Serpent Lover.
>>
>>3988723
wait until you want to learn zscript
>haha how do i do anything at all
>haha what is this documentation, a list of functions without any explanation of syntax and usage
>>
>>3988734
And put chaingunners and Archies everywhere
>>
>>3988754
Thanks again for the help. I try to be less of a fag, but this is the first 3D oldschool shooter for me. Star Trek Elite Force was already a bit newer.
>>
>>3988782
>Star Trek Elite Force was already a bit newer.
It's also a pretty great game. It's weird how much fun I had in the Virtual Voyager expansion.

Wish there were an episodic game like that, where every week during a season you'd play through a star trek story. Some would revolve around you, some around others, but you'd always play a part... Ah well.
>>
>>3988767
Pretty much this, you have to be in the mood to learn something. It comes in spurts for most people, usually triggered by solving or discovering something.
>>
>>3988752
Pretty sure its Wrath of Chronos. Includes a leveling up system with stats, skills, different types of magic, element attacks, new weapons and classes, its pretty fun.
>>
So wait, there's no level progression in AD? You just pick a map, play it and get dumped back at the intro level?
>>
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>>3988762
>serpent loving
Filthy.
>>
>>3988726
>>3988729
>>3988772
Thanks for the advice anons.

I'd settle for Mancubi myself.
>>
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>>3988909
I also hope you don't mind a little cleanup du-

what the-?
uh oh.
>>
>>3988873
There's also four runes to find to open a secret level, but yeah, no progression. Not that you'll miss it much, some of the maps in AD are literally the size of Quake's entire first episode.
>>
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>>3988914
>>
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>>3988936
>>
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>>3985314
I have a question somewhat unrelated to /vr/ doom (I think)

Why exactly are the versions of Doom 1/2 packaged with Doom 3 BFG edition censored further? I know how they were censored and what caused it, but why exactly do businesses and organizations still to this day get away with attempting to censor or alter for political reasons a game from 1993? What is the motivation to do this?
>>
>>3988943
Nazis are edited out because they want to sell the game in Germany, and in Germany, Nazi imagery outside of a documentary context is considered obscene.

The medkits are edited out because the Red Cross owns the symbol, and apparently the Canadian Red Cross thought it was really important that the use of the red cross on health items in videogames ceased.

So in short, further censorship happened because FUCKING KRAUTS and FUCKING LEAFS.
>>
>>3988943
>for political reasons

nothing political except that in Germany sporting the Nazi Swastika is illegal

nothing is stopping any germans from obtaining the original IWADs for personal use, though.

it's the same (unspoken) reason why we haven't seen Hitler back in a Wolfenstein game ever since the 90s. Who knows if this is bound to change in The New Colossus, tho
>>
>>3988949
Well that's what I already know, I guess I'm more asking why developers simply abide by the terrible opinions of clearly idiot run organizations such as the latter in your post. To agree to any of that seems pointless and generally dumb, I don't quite understand why developers are so insistent on bowing down.
>>
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>>3988938
>>
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>trigger_relay
>trigger_relay
>trigger_relay
>trigger_relay

>mfw
>>
so turns out the environments in TNO are destructible because of the shit quality cement they use on buildings gets mold infestation.
>>
What kind of computer do I need to reliably run DemonSteele at 60fps? For reference I can BARELY run Morrowind at max settings at 60fps, with dips into the mid 50s in the biggest cities.
>>
>>3988958
Because the Red Cross owns the red cross symbol and if you use it without their permission they can fucking sue you and win.

And because Germany is a big part of the European market and they want to sell games to them, this was the same reason the GBA ports of Doom had all the gore turned green.
>>
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>>3988970
>>
>>3989056
I can't even tell what this is supposed to be.
>>
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>>3989051
Another secret demonic painting. G'jodde-shoth the insatiable always had an eye for art.

No he fucking didn't he has no eyes!
>>
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>>3989060
You're not supposed to.
heed the wise mancubus
>>
>>3989067

It must be a strange eye because I have no goddamn clue what the fuck that's supposed to be.
>>
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>>3989069
Tweaked the trashmonster room a little; not sure what to put there; might just stack fleshpillars.
>>
>>3989070
The Wise Mancubus States: "Don't go looking at furry images, kid. How do you think I was born?

the rooms are more of a keen 1-3 callback in a way
>>
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>>3989074
First room of Hell.
>>
>>3989040

Nazis, when will they ever learn?
>>
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>>3989082
Archvile and barons will be inactive until other mooks are dead.
>>
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>>3989089
Lava Serpent habitat.
Please do not fuck the serpent from exhumed.
>>
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>>3989092
'Puzzle' room.
>>
I killed the Icon of Sin, but I died as it died because maybe I jumped into the explosion. Now Doomguy has to crawl back to Earth as a corpse.
>>
>>3989095

Not the first time.
>>
What is generally considered to be the worst map of all? Talking about Doom 1, 2 and Final Doom
>>
>>3989089
> barons
i see two hellknights
>>
>>3989106
chasm or catacombs
>>
>>3989095
he'll be back with a pistol and good as new
>>
>>3989106

E2M6/E4M6
MAP13/MAP24

I have no strong feelings about Final Doom one way or the other
>>
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>play Duke 3D or Blood
>take between 10-20 minutes on levels
>feel like a retard because of how much searching I have to do to find keys and stuff
>>
>>3989095
doesn't the level end still trigger even after the player is dead?
>>
>>3989114
Duke 3D is magic
I can get stuck on a level for so long, and they're not even particilarly big levels. I play most retro FPS fine, but what the fuck Duke 3D
>>
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>>3989107
Guess I'm a Serpent Lover then.

Also the name of this secret.
>>
>>3989114
Shadow Warrior is the worst in this aspect.
>>
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>>3989084
>>3989040
legit spoiler: my favorite part about it is that it's literally a jewish plot
>>
>>3989106
while not a bad map by any means, I always considered E1M7 to be a boring slog. it completely bogs down the flow of the episode at the very end, when E1M6 was just about the right length, in comes it and forces you to trek back and forth keycard doors that are at literal opposite ends of the map, AND open the exit door via a switch, to top it off.

I always skip it whenever I do a long-play.
>>
>>3989146
this was one of the most nonsensical things about TNO for me, that Nazis were so imperialistic that they stole jewish documentation about super concrete/metals and put them into work without second-guessing it whatsoever.
>>
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>>3989120
Anybody understand what it means when it says an actor would require use of an acs-set-actor-state for a monster? I know it needs the acs script; but not how to set it up.

Trite is the enemy, go look on r667.
>>
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>>3989180
>>
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>>3989181
>>
>>3989171
I wouldn't put it past them, it was a pretty crazy little imperium. Also it's Wolfenstein, a series predicated a solitary person storming a military bunker and fighting a 1940's socialist dictator donned in robotic armor with gatling canons, (and a couple of other places with some other ostensibly important Nazis) what more do you want?
>>
>>3989182
>>3989181
VERY cool!

Have you thought about animating the skinface texture too? Maybe make them blink and look left and right and stuff?
>>
>>3989115
It does.
>>
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test

no acs used
>>
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>>3989213
I actually have 2-3 diffrent ones. I have one for either WARP (one red for warp2) and also DRDoctor's Faces with teeth- linked together in a quick 3 tic animation to make it look like it's laughing

There's also the Shadowcastertex faces.
>>
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>>3989314
Why don't you listen to Mancubus?
>>
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>>3989213
And thanks.

This entry hall is bugging me; not sure what to do with it; thinking about putting light bands where these blue lines are.

What do you think?
>>
>>3986875
it's a pretty fun serious sam style mod, but not really that spooky. also some of the arenas can feel a little cramped
>>
>>3989418
>Legacy of Suffering plays like Serious Sam
Really? huh.. I thought it was meant to be like Doom 3. Sounds awful.
>>
>>3989474
Legacy of Suffering is based on Painkiller and the mod's soundtrack IS Painkiller's soundtrack, LoganMTM loves Painkiller and based 90% of his mod's gameplay in PK, that's why every minimal progression you do in the maps locks you in the area and you are obligated to kill everyone to resume your progress.
>>
>>3988872
>Wrath of Chronos
oh damn, it only works on gzdoom 2.2
>>
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>>3989337
In place
>>
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>>3989182
ye gods the size of these things.
>>
Does anybody here know the twitch usernames of A Boy and His Barrel devs? The one I'm looking for has a username that looks like "MikeBTSX", but not exactly that of course.
>>
>>3989616
Looks like missing textures to me.
>>
>>3989652
https://www.twitch.tv/jimmybtsx
>>
>>3989654
Thanks.
>>
https://my.mixtape.moe/vsvjii.webm rip (don't worry players are immune)
>>
>>3989653
Those are lights, anon.
>>
>>3989669
>two eye sockets
>>
>>3989669
It looks too fuckin small, and it feels like there's no physical depth to it, desu
>>
>>3989723
>no physical depth
You mean like it's orthographic?
>>
>>3989728
Kinda? i dunno it just looks kinda flat, but maybe it's just me, i'm not a sprite expert
>>
>>3989669
Please sprite over it so it looks flush with the other sprites, even if it's a hacky frankensprite. This really is just a pet peeve.
>>
>>3989669
Why is that fat guy wearing an oculus rift?
>>
>>3988909
What is that monster and where is it from?

Looks interesting
>>
>>3989669
Perspective at which model was snapped looks a bit wrong, also too smol.
>>
>>3989723
Yeah, looks like he's a little small in comparison to the Doom 64 sprite. I'll scale him up a little.

>>3989735
I'd like to tweak it a bit more visually, but I'm not a very good artist. For now, though, this will do.
>>
Holy crap, is every single Quake level just OGRES OGRES OGRES. Jesus does it get tedious.
>>
>>3988161
>tfw robin williams is dead
this pic made me sad
>>
>>3989875
They're fun and involving to fight. Their varied chainsaw swings and all the different ways their grenades can bounce around and wind up hitting you depending on the level geometry makes them less predictable than most FPS enemies.
>>
>>3989669
Does this happen in NuDoom?
Either way, still cool
>>
>>3989875
Pretty much this. The average Quake experience is the sound of grenades bouncing everywhere and something else running right for you.

I still like it, but I prefer Doom's variety of monsters and weapons.
>>
>>3989796
Lava serpent on realm 667.

It's from Exhumed/Powerslave, I think.
>>
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>>
>>3988762
it seems to be giving me the finger
>>
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I cheated heavily here and ripped some sounds from AbadoX for the former humans and mastermind, but it's still NES so close enough.

https://my.mixtape.moe/hassmf.webm
>>
>>3988949
it's an organization quite rightly protecting its own trademark lest it become (even more) generic.

although i agree those pill symbols look stupid, they should have instead colored the cross green, or something.
>>
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>>3990008
>>
>>3988975
Ah I see you've found a picture of the inside of my anus.
>>
>>3989669
when is the water/slime/lava/liquids mod coming out and why isnt it out yet? Some bugs or?
>>
>>3990018
It's pretty poorly programmed (even by my standards) and can cause unplayable framerates on huge maps. I don't want to give it a "proper" release until I redress that, because I care, dammit!

If you wanna play around with it in it's current state, grab the current Github state: https://github.com/TheKins/FancyWorld/archive/master.zip
and run _zip.bat to quickly generate a PK3 (or a PK7 if you're nasty)
>>
>>3990012
What about the skeletons?
>>
>>3990025
well revenants still shoot their normal fireballs, so I haven't edited their sounds or projectiles, and I didn't spawn any here cus the video got cut short but I died anyway.
>>
>>3989106
Doom: none although Fortress of Mystery was a letdown (youd think it'd some huge labyrithn full of secrets, and it's two rooms)

Doom2: the first half of Nirvana, by far. Bloodfalls is also pretty dull.

TNT: lots of fairly bad maps here. Habitat, although you can thankfully skip most of it. Baron's den. Quarry. Long drawn out tunnel mazes.

Plutonia: There are no significantly bad maps in Plutonia, although one or two are ear-steamingly frustrating.
>>
>>3989120
rotate the flats on the picture frames to align with the vertical parts above/below. they look shit.
>>
>>3989880
he's better off that way. being alive these days is rubbish.
>>
So, I'm not even touching Plutonia because I'm aware it's above my skill level for the time being, but how is TNT? I've tried the first two maps and they're alright I guess.
The remixed music wad I downloaded for it is nice though.
>>
>>3990056
TNT is a step up in difficulty, but not on the same level as Plutonia.
>>
How come MetaDoom v4 still doesn't have any new weapons yet?
>>
Doom on a PSP Go is comfy!
>>
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>>3990141
Because I haven't added any yet.
>>
>>3990171
Ok, i'll try to not be that guy
>>
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>>3990171
jesus christ
>>
>>3986071
I'm doing MOON + chex quest 2 right now. Kind of works since the first several levels try to simulate an urban environment
>>
>>3986840
Not sure how people on this board feel about brutal doom, but there s a brutal doom 64 now that's pretty decent. Not quite as fleshed out as doom 1+2, but there are still headshots and the abikity to fire just one shell from the ssg
>>
>>3986840
You could either get Doom 64 EX, which is the most accurate port, or Doom 64 Retribution, which is an alright port for GZDoom
>>
>>3990187
>Not sure how people on this board feel about brutal doom
It's best not to bring it up.
>>
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>>3986840
Doom 64 EX has incredible accuracy. Retribution is the best GZDoom port, Kinsie has a 'Consolation Project' version that's more mod-friendly.

>>3990187
>BD64
>decent
>>
>>3990196
It isn't some modified N64 rom/emulation shit though is it? It's a total recreation?
>>
>>3990203
It's totally different from what i understand, to the point it even has a different first level and new enemies.
Also, the light hurts you or something.
>>
>>3990203
Doom 64 EX needs a ROM because it rips all of the map data from the ROM of Doom 64.
>>
>>3990171
but do you at least have any ideas?
>>
>>3990209
There's a couple I want to add, but there's a lot of weapons already and some of them don't work quite as well as I'd like (BFG is especially bad), so at this exact moment I'd rather fix and improve the existing stuff.
>>
>>3990204
You're talking about doom vs doom 64. doom 64 ex is supposed to be 1:1 with doom 64.
>>
>>3990217
I thought he was talking about BD64
>>
Quake II 64 port/conversion/recreation fucking WHEN
https://www.youtube.com/watch?v=aZF1S4WL3Uw
>>
>>3990101
I'm giving it a go now.
Wormhole was a cool map actually. It took me a while to realize the fireblu gate in that hidden area was teleporting me to an identical copy of the map, but I liked the "alternate world" thing the map tries to pull off.
>>
>>3990216
I also assume some work similar but with few diferences, such as how the Static Rifle is kinda like the Gauss Cannon.
At least something like the Artifact or the Dark Claw from Tom Hall's Doom bible could offer something new.
Also, what's the issue with the BFG?
>>
Things that make you drop a map, I'll start
>mandatory damage
>>
>>3990237
>slippery fingers
>>
>>3990237
The map is scalding hot to the touch
>>
>>3990237
The map has a spider hiding underneath it and you don't notice until you pick it up and it crawls onto your hand.
>>
>>3990237
The map has the directions to "drop this map immediately" written on it and you've just noticed them.
>>
>>3990237
Well, I was browsing Wad Archive and found a Fallout 1 themed megawad, so I was hit the download button and loaded it up.

I wasn't very impressed with the first map, as it was pretty much a slaughter map and there were no custom textures or anything, but when the second map loaded I was standing face to face with a big old computer screen that said "MADE WITH SLIDGE"

Insta-delete.
>>
>>3990237
>using barons
>ever
>>
>>3990262
>complaining about barons
>when zombiemen exist
>>
>>3990220
MaxEd was working on one at one point, but it required an obscure source port, only had two levels rebuilt, and was by MaxEd.

>>3990229
>At least something like the Artifact or the Dark Claw from Tom Hall's Doom bible could offer something new.
The Artifact is planned, but as a Time Freeze-inducing inventory item. Sort of a smart bomb type deal. Problem is, Time Freeze kills all sound while it's active, and I don't know how to fix that properly.

I keep forgetting about the Dark Claw...

>Also, what's the issue with the BFG?
It works OKAY in single-player, but in multiplayer (which I at least pretend to pay lip-service to despite its current ACK-y state) it kind of falls apart - the ball doesn't shoot beams at enemy players and the points earned by the beams are rewarded to Player 1, regardless of who fired the ball. Also, the blast's kinda underwhelming, don't you think?
>>
>>3990267
Isn't there another "time stopping" method besides Time Freeze?
Like programming some feature into the enemies that makes them frozen?
Maybe i don't really know how this works.

Also, D. Claw had something to do with forming a cloud of suffering ro whatever
>"Demon weapon that casts a dark cloud of tortured essence. Silent but deadly. The Dark Claw feeds on human souls. Killing possessed humans or hellslaves allows the weapon to feed"

You could make it where if the player misses, he loses health or something.
>>
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Hey guys, for someone who wants to pick up Doom 64, is the original game worth it? Or would playing one of the source ports be the better option?
>>
>>3990262
They can be good when used proper.
>>
>>3990247
did you try using gloves?
>>
>>3990274
Doom 64 Ex is great, accurate and a lot easier to see in than the original game on real hardware.
>>
>>3990267
Maybe to make the BFG better (at least in SP), you maybe add a little bit of more damage and add that loud BEEWWWNG sound it does in D3 when it hits something.
>>
>>3990275
Unfortunately they very rarely are

>>3990263
Zombiemen are fine, they are quick to eliminate and often fun to do so but Barons are too regularly used as doors with health and just pull the pacing to a stop
>>
>>3990274
Just download Doom 64 EX and you're set.
>>
https://www.youtube.com/watch?v=yOBhaQAyER4
>>
Anyone here using ecwolf 1.3.3 64-bit?
Why doesn't my mouse work with the damn thing?
It's so infuriating.
>>
I've never made a Quake 2 map before, but I'd like to try my hand at recreating levels from QII 64 with the OST and with Yamagi compatability in mind. Should I be using TrenchBroom? Anything I need to know before getting started? Any good tutorials for using that program?
>>
>>3990274
I own a actual cart, but I still mostly play on Doom 64 EX, because the controls are a little awkward, and my controller pak isn't the most reliable.
Also, Doom 64 is dark as fuck, even with the brightness setting all the way up.
>>
So I finally finished Shadow Warrior classic. It was kinda meh desu
>>
>>3990056
IMO tnt isn't much harder than doom2 until at least map7, and map7 is more annoying than actually difficult (IOW it's easy (but tedious) when you know what to do)
>>
>>3990171
lol. another victim of the 0.l bug?
>>
Anybody have a link to the most recent version of Demon Eclipse? I have an ancient version with a broken bloodbane (doesn't remove ammo on shootan?) and may try to do some touch-ups on the gun.
>>
>>3990382
this was in the doomrla topic, i believe
>>
>>3990387
It was.

I do love that 0.l bug, though.
>>
>>3990405
which i still don't understand

either you are so clueless you never figured out the difference between 1 and L
or someone wrote that to take the piss and you never bother to check anything, making you lazy and talentless hack
>>
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aaaaa holy shit wrath of chronos is amazing
i wish i could play it with modern gzdoom versions though

like for example, one of the 663 errors ( all of them are "Integer expected for parameter 2" ) what is a problem with this:

FX13 I 2 Bright A_Explode(60+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,13,TARGET,0)), 128, 0)


"WOC_MONSTERSCALE" is the name of the script, so i tried doing ACS_NamedExecuteWithResult("WOC_MONSTERSCALE",...) but it gave the same error

the acs script:

Script WOC_MONSTERSCALE (int val, int whose)
{
int input;
If(Checklevelaverage()!=0)
{
if(whose == TARGET)
SetActivatorToTarget(0);
input = ((val * CheckInventory("Level")));
SetResultValue(input/4-(val/4));
}
}


maybe its the lack of "" around WOC_MONSTERSCALE?
>>
>>3990405
It's less of a bug and more of a fuck up.
>>
>>3990412
oh im an idiot, its the ACS script that wants an "integer for parameter 2", and it gets "TARGET" instead...
>>
>>3990267
>>3990271
Maybe i'm not getting this but, if Time Freeze is intended to freeze the game itself, what about only freezing the enemies and their projectiles?
Couldn't you take some code from Duke Nukem's freezer in Samsara?
>>
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>>3990171
>My social reputation depends on this.
>>
>>3990412
Wouldn't mind giving it a shot again I suppose.
>>
>>3990417
>>3990412
yeap, so the error is that TARGET is now AAPTR_TARGET, replacing it fixes the error, so im gonna try to replace all the instances and see if it works
>>
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aaand its working!
i think...
>>
Quajeinjector is extracting the maps in /Quake. How can I extract the maps in another folder? I can't see any option to do this in the menu
>>
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oh it even shows nice stats window for classes which it didnt do in 2.2
>>
>>3990343
Pls respond. I also just learned that the composer is non other than Aubrey Hodges, the same guy who did Doom 64s soundtrack and an assortment of other 5th gen games. However, he was credited for Quake 2 64 under a pseudonym untill a few years ago when he published the abum on band camp.
https://aubreyhodges.bandcamp.com/album/quake-2-nintendo-64-official-soundtrack
>>
>>3990465
Not familiar with Quake mapping or any of its techniques, but this soundtrack is fuckin' awesome.
Thanks, anon.
>>
I still don't know, all this time later, if anyone else on the planet got as far as the Icon of Sin in Brutal Doom's "realism" difficulty mode.
>>
>>3990493
brutal doom is too tiring to play for that long
>>
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>>3990384

DECORATE warning in "mapat.wad\DECORATE:96", line 85. Unable to find "Ammo" class to inherit from, while parsing "BloodAmmo:5105".
DECORATE warning in "mapat.wad\DECORATE:96", line 160. Unable to find "Weapon" class to inherit from, while parsing "GoreWyrm:5119".
why am i sumb
dumb*
also furthermore when i mean the bloodbane is broke; i mean it doesnt take ammo
Truncation of floating point constant 1.500000
Script warning, "mapat.wad:FSERPENT" line 143:
Truncation of floating point constant 1.500000
Script warning, "mapat.wad:DECORATE" line 3080:
Unknown class name 'BF' of type 'Actor'
Class BloodAmmo referenced but not defined

Execution could not continue.

1 errors during actor postprocessing
that too
ammo regen also doesn't function as it should
other possible desires:
tweak/edit the bloodbane visuals and fix it's issue.
make the gorewyrm 'fear' the player and wander like a monster; despite being a weapon
the gorewyrm and bloodbane fix is primary for now though granted

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/de-pkg trying to rip from here
>>
>>3990516
>mapat.wad
what the heck is that, i dont see it in the archive
>>
>>3990516
ah, do you want to rip just the gun from the mod? In that case, BloodAmmo ( and BloodSphere ) is defined in DE-ITEMS.wad
>>
>>3990335
Bump. This isn't supposed to be happening supposedly.
>>
>>3990547
I did rip it from that
>>3990543
What do you mean?

Can somebody disect why this isn't taking ammo on fire? It and some of the other DE guns regenerate ammo slowly. See linked post.
>>
>>3990580
ACTOR BloodBane : Weapon 5104
{
Inventory.PickupSound "misc/haha"
Inventory.PickupMessage "You got the blood bane!"
Obituary "%o drained all of %k's blood."
Weapon.AmmoType "BloodAmmo"
Weapon.AmmoGive 10
Weapon.SelectionOrder 250
Weapon.AmmoUse 1
Weapon.sisterweapon BloodBane2
Damagetype "Normal"
+AMMO_OPTIONAL
AttackSound "weapons/globfi"
SpawnID 159
States
{
Spawn:
WORB A -1 Bright
Loop
Ready:
ORBG ABCB 3 A_WeaponReady
ORBG A 0 A_JumpIfNoAmmo(1)
Goto Ready
ORBG D 1 A_Playsound("weapons/slimey")
ORBG DEFG 3
ORBG H 5 Bright A_GiveInventory("BloodAmmo",1)
ORBG GFED 3
Goto Ready
Deselect:
ORBG A 1 A_Lower
Loop
Select:
ORBG A 1 A_Raise
Loop
Fire:
ORBG I 0 A_JumpIfNoAmmo(8)
ORBG I 8 Bright
ORBG J 10 Bright A_FireBullets(7,6,10,5,"BloodFX",2560)
ORBG IABCB 3 Bright
Goto Ready
ORBG I 0
Goto Ready+6
}
}

ACTOR BloodBane2 : BloodBane
{
Weapon.AmmoUse 2
Weapon.sisterweapon BloodBane
AttackSound "weapons/blodf2"
Damagetype "Normal"
+POWERED_UP
States
{
Fire:
ORBG I 0 A_JumpIfNoAmmo(8)
ORBG I 8 Bright
ORBG J 10 Bright A_FireBullets(6,0,3,45,"BloodFX2",2560)
ORBG IABCB 3 Bright
Goto Ready
ORBG I 0
Goto Ready+6
}
}
>>
are there any SP maps that use GothicDM resources/music?
>>
Is skulltag actually good for playing single player wads? I can't seem to get anything to work.
>>
>>3990581

goddamn, /vr/ needs code tag support
>>
>>3990453
Try playing through it, see if anything else crops up, then upload an update/patch somewhere.
>>
>>3990605

>skulltag
Okay, first, go get Zandronum.

>singleplayer
...Why not use GZDoom?
>>
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>>3990609
>>3990581
>>3990547
>>3990543
>>3990516

Put in the bloodbane too; but it's broken currently.
>>
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>>3990612
>...Why not use GZDoom?
Because I am noob and an infographic told me skulltag worked with everything.

Now I know better.
I just shat bricks from this random survival horror wad I found.
>>
>>3990647
The infographic must be incredibly, incredibly old. Skulltag hasn't been around for almost half a decade.
>>
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>>3990647
>>3990652
try this infographic
>>
>>3990581

>uses numbers instead of explicit flag names

Christ, that is old code.

At a guess, I'd say FBF_USEAMMO hasn't been set in the A_FireBullets call.
>>
>>3990659

That one's out of date, too; ZDoom is no longer in development.

And it's missing a bunch of mods. Just off the top of my head:

-Trailblazer
-Guncaster
-D4D
-D4T
-Metadoom
-FinalDoomer
-Lithium
>>
>>3990670
We need a new one.
>>
>>3990670
yeah that's cool and shit but how about mapsets
>>
>>3990610
it works, but looking at the code more closely, i think it would have worked even if replaced TARGET with any unique integer
>>
>>3990684

You could always look through the Cacowards.

Japanese Community Project, Mutiny, and Back to Saturn X Ep 1 & 2 are good recent ones, though.
>>
>>3990684
>>3990702
What about Ancient Aliens?
Isn't that from last year?
>>
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YEEAAH!
>>
>>3990704

Yeah. Though that might qualify more as a TC since it adds new monsters.

Also Sunlust from '15.
>>
>>3990670
i'd add a section for addons that are compatible with most other addons like doom sprite fixes, duke-3d shadows, damnums, legendoom lite. and maybe a blood mod or two. CustomDoom would qualify for this too.
>>
>>3990731
Don't forget this
http://www.perkristian.net/game_doom-sfx.shtml
and this
https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/
>>
>>3990684
What about one for general purpose modding/some useful things for aspiring modders; ae: making a new monster, new weapon, new prop, or new map; with a bunch of neat tips and tricks

Slopes, 3d floors, all sorts of neat stuff.

>>3990661
It's 2008 code, so yes.

Just stick the useammo on the firebullets?
>>
>>3990746
>>3990516

Didn't seem to work.
>>
>>3990746
>Just stick the useammo on the firebullets?

I'm not sure what 2560 is, translated into flag names. But you should start with FBF_USEAMMO, and then go from there. It may also have FBF_NORANDOM and maybe FBF_NOFLASH as well. The weapon code's too old to have been using the flags that set pointers to the puff so it wouldn't have those.

https://zdoom.org/wiki/A_FireBullets
>>
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>>3990704
Man I just started this.

Kek, was not expecting this bit. Already 10/10.
>>
>>3990609
i don't think it'd see much (legit) use outside of this thread
>>
>>3990714
what? he escaped, carrying 500lb of pure gold, by himself? *sigh* get my mecha suit.
>>
>>3990772
post the shooting star version ftw. memes lol
>>
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>>3990758
I got it to work by just telling it to takeinventory.

As you can see; they're clearly defined; but it says it's not.
>>
>>3990772
you're in for a ride
>>
>>3990778
how about a doom board then
i mean, stuff like metadoom, brutal doom, doom 4 doom, various modern mapsets, gzdoom in general, can hardly be considered "retro"
>>
>>3990791
I'd grill for a /doom/
>>
>>3990793
a general on /vg/ would be more likely...
>>
>>3990791
The zdoom forums and shit don't even get enough activity to fill a board and make it active

It can't even sustain itself on /vg/ and these threads take days to hit the limit
>>
>>3990795
But that would further the D44M and Brutal Doom shitposting.
>>
>>3990746
>What about one for general purpose modding/some useful things for aspiring modders

Literally no way to condense all of this information into one single graphic.
>>
>>3990795
>>3990789
A bug however; holding the weapon's fire button down will force it's shooting animation to lock in the remove-ammo-frame without taking ammo; it should automatically pass this frame and go to the 'give ammo' frame.
>>
>>3990791
there is one on the other site that calls this site "half" chan, but it's dead. i mean totally dead. this is a site where their version of /vr/ is still on its first /doom/ thread. it hasn't reached bump limit, even after this long. so imagine how slow the actual /doom/ board is. sorry balrog, for all your jew hating and moot cuck calling you backed the wrong horse.
>>
>>3990795
/doom/'s activity level is comparable to that of /rpgmg/, which barely stays alive as it is.
/vg/ would eat us alive.
>>
>>3990789
>As you can see; they're clearly defined; but it says it's not.

Is the ammo defined after the weapon, or in a separate lump read after the lump containing the weapon?
>>
>>3990812

>Literally no way to condense all of this information into one single graphic.

Putting links to the ZDoom Wiki and GunLabs would be the best way to accomplish that. Unfortunately, GunLabs is kinda out of date; it suggests using zero-tic frames to call lots of functions on the next tic, when you really should be using anonymous functions for that.
>>
>>3990819
Defined after; should I move it to the top?
>>
>>3990815
not that balrog isn't a fag, but he stopped backing 8ch and jumped to endch once it was shown that the new admins were datamining people just like they cried gookmoot was doing

sage for off-topic
>>
>>3990465
Trenchbroom works for Q2, and it's pretty easy to get going. I made an infographic on setting it up a thread or two ago, if you want to search the archive.

I've never made maps directly for Q2, but it looks fairly similar to Q1 and HL.
>>
>>3990824

An infographic full of links sounds like generally a very bad idea.
You can't click links in an infographic like you can with a post, so it's best to minimize their presence.
>>
>>3990827
thanks for the correction. i know it's irrelevant rubbish but that doesn't excuse my being wrong and out of date about it.

not bothering with sage because too lazy and thread is after 500 posts anyway. :P
>>
>>3990702

Out of those, only Mutiny isn't already on there.

>>3990670

That would overshadow all of the maps incredibly quickly. It's better to suggest an overall balance of stuff, rather than overflooding people with the sheer amount of gameplay mods. For that, we've already got Icaruslives doing gameplay mod overviews.
>>
>>3990815
>but it's dead. i mean totally dead.

For anyone who wants an idea of just how dead, their doom thread has <300 posts in it, the last post was three months ago, and the thread was started THREE YEARS AGO
>>
>>3990659
Just tried out Nido Force
That was pretty fun for a pretty short amount of time
>>
>>3990836
>>3990834
further update: it seems the /doom/ board has disappeared completely, following some kind of recent site hack they must have Deleted Fucking Everything and not got round to restoring nonpopular boards yet i assume.
>>
>>3990839
probably for the better, since there was only one german poster shitting it up the whole time
>>
>>3990839

>following some kind of recent site hack they must have Deleted Fucking Everything and not got round to restoring nonpopular boards yet i assume.

Yeah, their /leftypol/ was fucking furious; it's the 4th most popular board there in terms of traffic, but after the recent hack, about 25 other boards got restored first, including /pol/, /v/, and /newsplus/ which is basically a board dedicated to reposting Goldwater articles.
>>
>>3990852
I'm honestly surprised the site is even going.

Someone on /g/ said that their tech board was actually really good, but I never got around to checking it out, and then there was accusations of the site creator turning it in to a honeypot just like 4chan. I always enjoy good tech boards because I feel like I learn something new every time I visit one (Mostly because my tech knowledge is usually out of date).
>>
>>3990772
>>3990786
>>>/wsg/1686279

Dug it up. Pretty sure the maker is from /doom/.
>>
>>3990826
>>3990819

Only problem left is figuring out what layer the sprite is on; and forcing it to play the sound during reload.
>>
>>3990865

https://www.youtube.com/watch?v=h8ytMuzfrMo
He is.
>>
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>>3990870
Okay.

How would I find out the layer of a weapon sprite? I need to make this thing float above the player's hands.
>>
So taking a break from first time of Quake and trying out Ancient Aliens. I'm genuinely interested!
>>
>>3990672
>>3990731
>>3990746
If no one else has already started, I'm willing to make a new image.

Reply to me with recommendations for additions if you want.
I'll also make a quick start .zip with everything included.
>>
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>be newfag
>finish doom 1 and 2
>try to do the /doom/core essentials chart in the OP in order
>start with scythe1
>mfw
>>
>>3990891
Script Error: "MAPINFO" line 1: Bad Syntax

What do? Or won't this play in ZDoom?
>>
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>>3990902

I'm working on v8 and have been prodding at it for the past week-ish.
It's just been slower than usual because I lost the source file, so redoing all of the stuff since then is a pain in the ass, especially with how big the damn thing is getting.
>>
This years-old Marathon mod I found is pretty neat with how it recreates the enemies and all, but the fact that dual-wielding / anything with an altfire is essentially non-functional drives me nuts. Sure, I could play Security Officer with Samsara, but the whole package of the interface, enemies and so forth is so cool but it's basically unplayable after a point.
>>
>>3990910

When in doubt, update GZDoom.
>>
>>3990902
>>3990919
add >>3990670 >>3990702 >>3990704
>>
>>3990925
>add a whole bunch of random nonsense gameplay mods
>add only one additional mapset
typical zdoomers
>>
>>3990919
Ok, I'll let you get that then

Any interest in a single download for all the recommended wads/mods then?
>>
>>3990919
Add some stuff for basic mapping; mayhaps the slopes and 3d floors.

Okay; most of what I want is curently working; The bloodbane's script has part of it that prevents it from refiring without ammo; something that the Gorewyrm lacks; suffice to say; it shouldn't be able to fire when it has no ammo (but still regenerate this ammo and fire when it has done so)
>>
How would one tell a weapon not to switch to another weapon when empty; ae: in the case of weapons that passively generate ammo and needs to be apparent to the player.
>>
>>3990905
get a load of map 28
protip: hold down left click with the bfg in hand
>>
>>3990927
hear hear
>>
>>3990945
by not using all the pre-baked functions with their default flags that try to make weapons mimic vanilla weapon behaviour

use a_takeinventory to take ammo instead of built-in ammo consumption of whatever function you are using (bullet of projectile attack)
have an 'empty' state that the weapon jumps to when you don't have enough ammo
>>
>>3990945

+WEAPON.AMMO_OPTIONAL is what you're looking for.

https://zdoom.org/wiki/Actor_flags
>>
>>3990934

I probably won't.
An instructional for modding Doom should probably be best as an entirely separate series. As (repeatedly) mentioned before, there's not an easy way to condense all of that information--and even by condensing the information, you're doing it a disservice by not actually teaching it.
>>
>>3990927
make a mapset for it then
fag
>>
>>3990934
why are you so adamant about learning slopes/3d floors
>>
>>3990927

not every weapon mod is AEOD anon
>>
>>3990934
>basic mapping
>slopes and 3d floors
Sigh.
>>
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>>3990959
>>3990958

But anons...

Code is basically fucking greek-latin to me.
>>
>>3990828
I went back like 5 threads CTRL-Fing "trench" and I didn't find the infograph. Would you mind posting it again?
>>
>>3990934
Chubz DB tutorials are still good for 3d/sloped floors. The sector/line tags haven't changed at all.
>>
>>3990971
>GZDB can edit Decorate now

Oh.
Okay.
Neat.
>>
>>3990971
put the flag that >>3990959 suggested right under
> damagetype "normal"
and see if that works
>>
>>3990971
>Code is basically fucking greek-latin to me.

Then you should really check out some DECORATE tutorials like GunLabs, made by wildweasel, modder & moderator of the ZDoom forums:

http://gunlabs.blogspot.com/2011/01/tutorials.html

Also, the ZDoom Wiki is in-fucking-valuable. Everybody, not just modding noobs, should have this open, or at least close at hand.

https://zdoom.org/wiki/Main_Page
>>
>>3990990
can verify the utility of the zdoom wiki
favorite it
even if you think you know all about acs and decorate
fucking favorite it
>>
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>>3990972
I had to find it myself, it was two threads back. I wrote it at work one day was I was bored and sick of working on my map.
>>
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>>3990975
Yes; I've seen them; however a quick visual guide to them would be spot on; speaking of:
>>
>>3990990
It hasn't been all that gratuitously helpful; I wouldn't of asked if I didn't think /doom/ would of been a better place to inquire

>>3990984
I had "+ammo_optional" there earlier and it kept firing without ammo. I'll see if this changes any.
>>
>>3990965
It's basic map geometry...

>>3990962
Already have. I just need to put it into more work.

>>3990959
>>3990984
did not work.
>>
>>3991018
>It's basic map geometry
SIGH
>>
>>3991018
>It's basic map geometry...
it is not
>>
>>3991018
Not in Doom it isn't
>>
>>3991018
>It's basic map geometry

Even assuming that there was ever a "so you want to map for fucking doom" image of some sort, it would probably be far far far far far far far far better to teach about actual methods of assembling geometry and sectors together, what the different map formats entail, and how to put together doors and lifts and switches, rather than ZDoom-only techniques that only make something look pretty.
The biggest pitfall of ZDoom maps is when they focus on ZDoom technology rather than actually making an interesting and fun map, and teaching about 3D floors and slopes first is a very fast track on the way to that.
>>
>>3990990
Some faggot moderators of ZDoom Wiki edited half of the stuff relevant to the older mods (that are still working and compatible) to read "DEPRECATED" instead of actual explanation of how shit worked that was written there before ZScript transition, and history is not helpful in that regard for some reason.

Aforementioned functions still work in new versions, but now you have no way to get info on how they actually work and how to use them for yourself properly.
>>
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>>3991024
>>3991023
>it's not basic
hilarious.
>>
>>3991035
yes, congratulations, you have managed to use an exclusive feature for an advanced source port instead of basic mapping techniques
>>
>>3991035
It's a feature for an advanced source port, so no, it's not basic.
Try doing that shit in PRBoom+. I'll wait.
>>
>>3991035
It's a basic 'GZDoom" mapping feature.

It is not a basic "Doom" mapping feature because "Doom" does not support it.
>>
>>3991032
https://zdoom.org/wiki/A_FireCustomMissile
This still has plenty of information on how the function works.
What page are you looking at?
>>
>>3991039
I call it 'basic' because it's NOT hard to set up.

In comparison to whatever the fuck it is I'm supposed to be doing here >>3990971 >>3990945

The bloodbane inherantly does this already; the problem is fucking both weapons royally in the process of trying to do it.

And the engine being too stupid to realize it is infact defined; so I guess players will be forced to load it with GZDBuilder's test map.
>>
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>>3991001
Thank you!
>>
>>3991035
>genuinely thinks 3D floors is basic
typical zdoomers
>>
>>3991053

So basic only applies based on your own personal metric of difficulty?
Never write any guide, please.
>>
>>3991054
Hopefully it helps, anon. If you need more advise, I'll attempt to answer any questions in the thread, but I don't always catch every post.
>>
>>3991053
>In comparison to whatever the fuck it is I'm supposed to be doing here
Decorate is also not a basic feature as very few source ports support custom weapons defined through it.
>>
>>3991032

What? What pages are you looking at? Shit like A_ExtChase? Stuff like that is marked deprecated because there's a better way to do it now.
>>
>>3991061
I mean, it shouldn't be too hard for the average man; but for a blithering retard; I have no idea what I'm missing here.

I wouldn't of asked if I hadn't already consulted the wikis. ONCE AGAIN they weren't helpful.
>>
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>>3991070
>>
>>3991058
what's the name of that personality disorder where you can't accept information that isn't an echo of your own thoughts and opinions? when you can't distinguish between your own views/opinions, and demonstrable fact? "what i think is correct, despite evidence to the contrary"? because he has a really bad case of it.

no it's not autism, you people say everything is autism. i'm a total sperg, but i can still accept information i don't like it or agree with it.
>>
>>3991073
Brain damage of some degree. Usually this is also a vicious ouroboros cycle because the fucker genuinely wants to remedy the problem but their brain can't properly process the information.
>>
>>3991072
Ultimately I just need somebody to point out the thing that's extremely obvious that I'm missing.

Even with MSPaint lines.
>>
>>3991081
I wouldn't be trying to push this so hard if it wasn't crucial to the map. The bloodbane and gorewyrm were selected specifically because of their similarity to the weapons they effectively 'replace' in this situation: Bane for Shotgun, Wyrm for SSG.
>>
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https://www.youtube.com/watch?v=IuYwBHas8bU

(Not me, obviously. I'm retarded, but I'm not "5 Year Old Shilling On 4chan" retarded)
>>
>>3991081
>>3991072
>>3991070
>>3991084
Two things.
+AMMO_OPTIONAL belongs in the actor state, yes, that's good. That means the actor does not require ammo to function, which is good for making it...well, still functioning. Which is what A_JumpIfNoAmmo checks for, if the actor is without ammo.

You realize you can name states with jump clauses, right? Rather than A_JumpIfNoAmmo(8), you can just do A_JumpIfNoAmmo("Ready") and you can go to the Ready state instantly.

Likewise, you can add additional states. Underneath the A_JumpIfNoAmmo(1) goto Ready, you can add something like, say, Ready2: and have it as a different state.
>>
>>3991031
>The biggest pitfall of ZDoom maps is when they focus on ZDoom technology rather than actually making an interesting and fun map
Holy shit this. ZDoom maps would have a better reputation if people mapped like normal with using some "extended normal" features with restraint like taking jumping and fixed actor height into account, and taking advantage of being able to add additional monster types or weapons or powerups. Stuff like 3D geometry and scripted events are pretty unnecessary for a doom map and will just probably mud it up.
>>
>>3991092
I'll try these and let you know.

These 'prevent switching without ammo' are very crucial to letting the player know about it's passive capability.
>>
>>3991091
>this child fucking around gets more views than I do
I understand why
but it still saddens me
>>
was i in a delirious, sleep deprived state, or was there a hl1/hl2/css texture pack for doom somewhere?

i need some consistent textures for a contemporary setting
pls no duke3d
>>
>>3991114
well you go on 4chan so it's most likely the delirious, sleep deprived state thing
>>
DUDE TRIAL AND ERROR MAP DESIGN LMAO!
>>
I want to make a map.
1. Are custom textures something supported by more vanilla source ports like Boom or no?
2. Is there a nice big database or something I can find custom textures from?
>>
>>3991128

I'm not 100% familiar on Boom mapping, but there are several notable mappacks for Boom-compat that make use of custom textures.
The most common method is simply to replace the existing textures to include in new stuff.
>>
>>3991125
DUDE LETS MAKE THE FLOOR FALL AWAY INTO INESCAPABLE LAVA LMAO
I'm breaking my no-save scum rule, fuck this honestly. This whole expansion has been pretty underwhelming and way more key/switch/trap centric than the base game.
>>
>>3991107
>>3991092
Still got nothing.
>>
>>3991134
>>3991125
On my 14th death, I went into an autistic rocket launcher fueled rage and wound up finding a secret, so all's well that ends well I guess.
>>
>>3991141
hold up
is there a clear light path you need to follow that you completely ignored?
>>
>>3991138

That's how it's done and is how I'm doing it in my own mod, AMMO_OPTIONAL to make a weapon function without ammo, and A_JumpIfNoAmmo to jump to a new state.
You're fucking something up, m8, and without seeing the actual mod there's not a whole lot we can do.
>>
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>>3991150
kill me
>>
>>3991101
i agree

good zdoom maps:

- thunderpeak
- zen dynamics, except that bloody worthless knife fight
- er... someone help me out here, i'm out of ideas already
>>
>>3989953
Yeah I surely love slow fireballs.
>>
>>3991152
Here's the source wad; you should be able to extract the weapons from there and edit the code.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/de-pkg

There is a more recent version of Demon Eclipse, though.

you'll need to summon the gun as it isn't availible in the maps.
>>
>>3991154
maybe you should stop getting so mad at video games anon
>>
>>3991168
Note that the Bloodbane is broken in this version and doesn't take ammo; something I fixed and tweaked the spawn of it slightly for consistency.
>>
>>3991161
>slow fireballs and hitscan attacks
or
>constant grenades and stuff running at the screen

Don't act like Quake is any better in the enemy attacks department.
>>
>>3991157
winter's fury?

falls under same catergory as zen dynamics, in the sense that it's mostly it's own self contained quasi TC
i.e. not very mod friendly
>>
>>3991161
but you got different things throwing different fireballs

meanwhile you only have one kind of thing tossing one kind of grenade at you
>>
>>3990772
I take it back.
This wad is rage inducing. Why am I fighting 10 revenants and a cyber demon with only twenty shotgun shells and five rockets? Not even playing on hard difficulty.
>>
>>3991157
I didn't like Thunderpeak that much because it had a really bad custom monster choice, fuck those guys that drop grenades when they die.

>>3991175
It doesn't have to be a semi-TC or mod unfriendly, even wads using jumping and custom monsters well to expand on the vanilla gameplay conservatively would be enough.
>>
>>3991180
well duh, if you can't handle that with what you have, you are clearly a literal baby at the game

out manuever and out smart them and find more guns and ammo
did the first map not teach you that you aren't supposed to directly fight the cyberdemon unless you have atleast a plasma gun and a good stack of cells?
>>
>>3990919
Please, add a section for mods like these:
>>3990731
>>3990740
https://forum.zdoom.org/viewtopic.php?f=46&t=37960
https://forum.zdoom.org/viewtopic.php?f=46&t=53873
>>
>>3991186
Jokes on you, the exit was open anyway!
>>
>>3991172
>>3991179
Every enemy is a more unique experience in Quake, and even the projectiles they use are each one of a different kind, with their own strategy to deal with.

Sure, overall monster variety is rather underwhelming compared to Doom, but to say Quake is repetitive in enemy strategies is just being plain dishonest just for the sake of avoiding any criticism towards Doom.
>>
>>3991125
>>3991134
>>3991141
Yeah, bullshit traps are what always make me break the no save scum rule.
>>
>>3991172
Looks better to me. You're forgetting the small fast projectiles, also.
>>
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tHINGS ARE GETTING VERY SPOOKY
>>
>>3989296
>Score
!!!

Please fuckin God tell me you're doing a new Scoredoom
>>
hey my computer is too potato tier to run GZDoom, can regular Zdoom run D4D or D4T etc.?
>>
>>3986858
does anyone have a different link to modern doomfare?

I'd like to try it with the marine1 wad
>>
>>3991342
Pretty sure it's MetaDoom anon
>>
>>3991347
>computer can't run GZDoom
How old is your machine? Even my shit laptop can do it.
>>
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>>3991354
Son of a bitch. Back to mourning Scoredoom
>>
>>3991373
my thing seems incapable of installing new Drivers, it was handed to me, its an old ass bare bones Inspiron 530
>>
I don't like these Master Levels. They're full of tricks.
>>
>>3991393
Sounds like you're not a master.
>>
>>3990323
It's such a shame that Brutal Doom's gore looks so much fun, but there's no way to use it without the rest of BD, and Ketchup doesn't get updates.
>>
>>3990356
Play the crummy expansion packs. They suck.
>>
>>3991374
Honestly a neat thing that GZDoom should have is an option to count score, and allowing you to define score on a decorate actor (if any).

It could have a lot of uses beyond just counting score, but [NO!]
>>
whens new thread
>>
>>3990027
>tfw I always liked Habitat
The tunnels are cool plus it reminds me of that one Aeon Flux episode.
>>
The look on doomguy's face says it all. I think I'm done with this with this wad for now.
>>
>>3990931
https://forum.zdoom.org/viewtopic.php?t=54628

This thing is kinda what you're talking about, but it's designed to basically be an all-in-one program to play Doom, every cacoward map, and other shit.
>>
>>3991154
I bet you didn't even try shooting the face of the Jesus mural
>>
>>3990027
>Fortress of Mystery
I always liked the little lore it added on Cacodemon and Baron hostilities.
>>
>>3991191
>>3990731
>>3990740

This is an incredible idea, thank you.
Adding now.
>>
>>3990931
one that compliments the list would be fit, a sort of all-in-one starter pack deal
>>
>>3991446
pussy, i did it ( on UV ), so you can do it too
>>
>>3991404
Ketchup is great and I always use it whenever possible, but Cacos and Hellknights having red blood just doesn't look right.
>>
>>3991489
>>3991489
Fuck nigger you must have a sixth sense for the location of homing fireballs.
>>
hail satan , i am actually the demons
>>
>>3985314
bumping for 666
>>
>>3991472
Huds are also a good idea
>>
What are some good tutorials for modern GzDoom builder? I want to make some maps really bad but everytime I try I suck pure shit and can't make a simple room without breaking the the game. Every tutorial I've looked at so far is either tries to explain the entire gzdoom system as fast as the humanly can and everything flies over my head or they don't talk about stuff I have questions to, or they spend 4 tutorials very carefully explaining how to unpack the gzdoom builder .zip and click the .exe.
>>
>>3991598
Thank you, I'm not the only one it seems.

This is why we need tutors for doom modding.
>>
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what is his endgame?
>>
Just got back to doom after 10 years.
Already finished it using Project Brutallity 10 minutes ago.

I'm going to stack up the best wads you guys throw at me because i'm gonna have no internet for 30 days.

Any recomendations?
>>
>>3991473
That's the plan.
>>
Dukewooze fixed my stupid worm.


The missing-but-clearly-there actors cannot be fixed; so the map is mandatorily requiring to be ran through GZDB
>>
New thread.

>>3991729
>>3991729
>>3991729
>>
>>3991692
Bloodstain
DDamn.wad
Double Impact
Back To Saturn X Ep1 & Ep2
Nihility.wad (starts at Ep2 slot in Doom 1)
Alpha Accident
Strange Aeons
Hellbound
UAC Ultra
Jenesis
Suspended In Dusk
>>
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>>3990247
>>3990249
>>3990250
Listen here, you little shits.
>>
>>3987603
>so just set mass to anything > 25000, say 30000, and the thing should never move.
But I know that to not be true. I have the mass set at 999999 on this object and it still budges slightly. And anything over ~10000ish doesn't seem to make a difference.
>>
>>3991631
>>3991598
given the attitudes of some people towards learning, doom modding tutors would be a job with a very high suicide rate
>>
>>3986545
>>3986549
>>3990190
>>3990196
>>3990281
>>3990303
>>3990347
shame doom 64 ex mapping is "Dead"
>>
>>3991514
nigga just clear one of the rooms with mancubus first, then go in it and shoot from there
>>
>>3991884
then like i said, set it to ten million, as id themselves did with the boss brain :) if it still moves after you do that, then, well i don't know what to say, you're fucked.
>>
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Turns out even just debugging (a_spawnparticle) for the grappling hook is a task and a half. Slowly figuring things out though.
>>
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Almost works now! Just a little bit of tinkering with the angles left. And adding air control/friction back.
>>
uhhhhhhh am i supposed to die from map05 to map06 while playing scythe?
>>
>>3992654
it uses death exits to fake episode transitions
Thread posts: 686
Thread images: 133


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