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NOT TODAY FUCKER

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Thread replies: 611
Thread images: 145

File: martian defense mechanism.jpg (665KB, 636x1200px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>4060115

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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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)

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

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; supposedly one map left
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone; needs replacement?

=== NEWS ===

[6-17] Build DOSBox launchers added to the OP
http://buildgamedosboxlaunchers.weebly.com/

[6-17] BloodGDX 0.768 released; now supports vanilla voxels and cutscenes, other bugfixes
http://m210.duke4.net/

[6-14] Project MSfiX'd v1.0b released
https://www.mediafire.com/?f4ncdbbd451g5aq
>>https://warosu.org/vr/thread/4056237#p4057752

[6-14] Anon updates his Port of Adia recreation, wants feedback
>>https://warosu.org/vr/thread/4056237#p4057517
https://www.dropbox.com/s/7n6asn9yuxgdis3/PortOfAdia.pk3?dl=0

[6-14] Doom: The Golden Souls 1.4 released
https://forum.zdoom.org/viewtopic.php?f=19&t=35135&start=795#p1003410

[6-14] Doom Hand released; a God Hand-inspired mod
https://forum.zdoom.org/viewtopic.php?f=43&t=56881

[6-12] Nuclear Barrels released
https://forum.zdoom.org/viewtopic.php?f=43&t=56866

[6-10] 'All Clear Message' addon now provides link to an Anon edit
https://forum.zdoom.org/viewtopic.php?f=46&t=56483

[6-9] Rise of the Wool Ball released
https://forum.zdoom.org/viewtopic.php?f=19&t=56668

[6-4] Don't play with Hell Part 1 released by Bifurcator_X
http://www.moddb.com/mods/dont-play-with-hell-part-1

[6-1] Combine_Kegan's Space Hunter released; an NES Metroid-themed gameplay mod
https://forum.zdoom.org/viewtopic.php?f=43&t=56702

[5-31] GZDoom 3.1 released
https://forum.zdoom.org/viewtopic.php?t=56686

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, or want to contribute to the OP, please reply/backlink to the OP or this post.
>>
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I hereby claim this thread in name of the Mancubi
>>
>>4065397
gonna need that modlist boyo
>>
mfw I wanna post progress stuff but I don't want people to know I post on 4chan. (lol anonymous hacker hate machine misogynist scum etc etc)
>>
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There he is. There he goes again
Look everyone he put 4 revenants in a closet behind the player once again! Isn't he just the funniest guy around?? Oh my god.
>>
>>4065640
How about 256 revenenants and 86 archviles in map 29 of Epic2?
>>
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>>4065630
>Gameplay mod
Looks like Complex Doom.
>Soundtrack
Maybe it's that SynthDoom thing or a personal edit of another music mod to use similar tracks.
>Intermission
That's Universal Intermission Screen.
>Soundtrack stops after defeating all enemies
Believe it's his tweak of All Clear Message mod, I think you can get his edit in the link that's on the news post. Not sure if it has that progress bar at the bottom.
>Health bars
Kinda skimmed over the stuff last thread, not sure what the deal is here.

Not sure if he uses other graphical settings and tweaks, but this should be the bulk of what he's using.
>>
>>4065630
He posed his modlist 2 threads ago, it was near the end. Let me see if I can find it.
Stuff changed, tho.
>>
>>4065656
I actually found the health bars from last thread, seems to be an edit to JPhud

https://github.com/coldcite/JPHUD

https://forum.zdoom.org/viewtopic.php?f=46&t=56910

Kill complete with audio cue is at the bottom of:

https://forum.zdoom.org/viewtopic.php?f=46&t=56483

>>4065658
I dug around and found some stuff, I had no idea that was fucking complex doom.


Thanks fellas
>>
>>4065659
Found it~
>>4051552 for his old mod list.
Some stuff looks updated or changed tho, but that should suffice before he posts an updated list.
>>
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>>4065659
>that spacing
Jesus fuck that's what I get for messing with my dedi server all day.

>>4065662
Ah shit, thats awesome man. I wasn't expecting to be spoonfed honestly, and was hoping to tinker with it some myself here.

Thanks a bunch.
>>
>>4065663
np dude, I happened to remember because I was interested myself so it just took some digging in my history, so no problem at all.
>>
>>4065627
THICC
>>
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>>4065624
>>4065608
>>4065605
If you say so, but it's not maybe 100% perfect, it can be a bit hard to see at times, and unlike the enhanced nightvision that GZDoom has it doesn't light the enemies and objects up in fullbright and inverse monochrome, an effect I wish I knew how to replicate with this colormap.
>>
FUcking Christ! The Spirit world sucks, is it normal to feel like you've explored the whole map with no sign of the exit?
>>
>>4065689
After the hall with the scrolling spine texture, you get to a small room with a fleshy pillar in the middle. You have to shoot the symbols on the wall to open the door to the exit.
>>
>>4065689
yes because you have to shoot a fucking wall to reveal the exit.
>>
>>4065695
>>4065689
It's not Sandy's best map.
>>
>>4065695
>>4065693
first off, thank you, second off that is bullshit! that's how you hide secrets, not set up an exit path!
>>
>>4065704
>that is bullshit
that's sandy
>>
>>4065708
It's a bit of a D&D thing, he's an oldschool nerd.

I think he could probably have made a lot of the maps for Hexen a lot better if he had worked for them. Then maybe a few of them worse.
>>
How long until that last damn map for QUMP is finished?
>>
>>4065648
>>4065591
>>4065630
>>4065656
>>4065658
>>4065659
>>4065662
>>4065663
It's pretty much running the same mods, this is the main difference:
https://forum.zdoom.org/viewtopic.php?f=46&t=56910

Also, it's JPHUD and it isn't: changes made to JPHUD won't be pulled to main, the guy from the original mod suggested to change the name of the fork, so I took the mod_friendly branch (the one I'm really interested in) and further expanded it with a killprogress bar, that's what that annoying shit at the bottom is. I have yet to release this "new" version because it's not as polished as I'd like it to be.
So yeah, the monster names/hp values in the center is basically JPHUD health bar, only with the actual health bar set to transparent, and its offset changed so it drops to below the crosshair.

>>4065584
Mod of a mod that some other cool anon from around here made, here's the thing:
http://www.mediafire.com/file/xnhjm2xh1kwlyck/AllClearMessage_HLM_S.pk3
http://www.mediafire.com/file/yl9x6qsso6ttrc5/AllClearMessage_HLM.pk3
The former is just the allclear message with the recordscratch+droning, the latter also has the scoreboard music from HLM 1 (as D_DM2TTL) and 2 (as D_DM2INT), plus some other track from 2 (as D_READ_M).

>>4065661
Fixed, also added Division Ruine because why the fuck not.
Same link should work, if not let me know.

>>4065591
Working on my performance anxiety, promise. Did a test stream the other day, in fact.
Mind that those levels were either way too easy, or I died a couple of times already so I know what's coming up next and I can perform them flashy moves in without that much hesitation.
But that's the main idea really, ultra-short levels you're supposed to go nuts, die and repeat until you pull everything perfect without dying, kinda like in HLM.
Tuning Oblige to generate proper fun maps is where half the thing is, actually.
>>
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>>4065789
Beautiful work, Anon.
I'd love to watch you
>>
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>>4065787
We just don't know.
>>
>>4065673
Flipping the values around makes it more like how actual thermal vision works. Blue for cold, red for hot.

Powerup.Colormap 0.0, 0.0, 1.5, 0.8, 0.0, 0.0
>>
>>4065789
>>4065804
Yeah me too man, looks fun.
>>
>>4065789
Would the version of the all clear mod that cuts into the droning also stop any music playback via ZDoom's playlist support?
>>
>>4065787
Hopefully not toooo long....
>>
>>4065804
>>4065821
You guys should try it yourselves too, I know it can be a hassle setting all that shit up, but it can be worth it once you get everything working smoothly.

I know it's not saturday anymore on most of the world, but I had a few of these lying around, so here's a bonus:
https://s1.webmshare.com/OyL4W.webm (those black skeletons are srs bsns)
https://s1.webmshare.com/QPGJr.webm (died a couple times, lucky quadshot drop)
https://s1.webmshare.com/JGL47.webm (really short map, lucky demon rifle drop)


>>4065918
>ZDoom's playlist support
The addon changes current level music, and after a quick search it seems like this playlist feature takes priority over it.
I will test tomorrow though, I didn't even know this feature existed.
>>
>>4065945
>I will test tomorrow though, I didn't even know this feature existed.

I found it handy for a Eurobeat playlist while using Glaice's edited OBLIGE 6.50 when there weren't a lot of music mods. It also overrides intermission music too.
>>
>>4065947
6.20, I meant. Gotta like the extra themes.
>>
>>4065945
I posted a while back I didn't expect to be handed it so fast and easily. I can see so many people seem to ask often too.

And yeah, I was hoping to do some tinkering with it myself. I just haven't had the motivation to do any of my own work. Seeing stuff in motion definitely helps that though.
>>
>>4065918
so the opening of ancient aliens is a bit broken by playing with D4T it seems
>>
>>4065945
Btw, you mentioned before about your music shuffle being updated on a previous link but I can only find a mediafire, would that be it somehow? The old synthdoom one grates on me a bit from being a bit samey for so long.
>>
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>>4065970
Mediafire link should still work, yeah.

Jimmy's Jukebox has a small caveat that can be annoying for some: you need to start every game with "map jukebox" because that's how it works. You can customize the playlist while in there, but webum is what I usually do. There's also some sort of in-game menu but it's a pain using it.

I recall a small addon mod for that randomizes everything automatically without having to use that map, but I believe it can get repeated tracks in the same playthrough, or some other annoyance that I can't remember.
>>
>>4065995
Yeah I was never a fan of that starter map thing, but I'll definitely give it a go this time around.

Thanks for all the helpful info man.
>>
>>4065964
HELP, AA wont let me use jump
>>
>>4066016
Jumping is disabled in AA.
>>
>>4066016
Enable it in the options if you wanna skip stuff so bad, ya dingus
>>
>>4066020
well that fucks my entire flow
>>
>>4066020
Not if you re-enable it in gameplay options.
>>
>>4066026
>>4066028
I dumb, sorry, I mainly have jumping as a handy "Fuck it" button for if a level is being too coy with its design, and I kinda need it for dealing with D4T monsters at times
>>
Well, personally I just like to jump, but I always aim to 100% out levels so I don't really skip anything. It's more to have freedom of movement than anything.
>>
>>4065995
>>4065997
Doesn't Jimmy have plans to make a version that does not require the map?
>>
>revenants and a cyberdemon in level one
And that's how I learned ancient aliens was badly designed
>>
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sweet unforgiving fuck
>>
>>4065945
The rifle in that second clip is so satisfying in form and function. The report when it fires is heavenly. It's everything the rifle in Doom 3 should have been.
>>
>>4066090
AAAA
>>
>>4065634
just fuckin' post stuff, nigger
>>
>>4065634
nobody cares, post your stuff please
>>
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Looks safe to go in.
>>
>>4066136
Yee haw, is that a gas station? I don't see anything to fill up with gas though
>>
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Impressive new sock's map for his Quake mod Arcane Dimensions finally released.

The Forgotten Sepulchre requires AD 1.5 and a new engine. Offers like 2 hours gameplay.

New Engine Quakespasm / Quakespasm-spike
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip

Map file
http://www.simonoc.com/files/ad/ad_sepulcher.zip

Screenshots
http://www.simonoc.com/files/ad/ad_sepulcher1a.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1b.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg
>>
>>4066136
Ghoul Station?
Man that sucked
>>
>>4066136
that's one ugly looking map
> mspain grade custom textures
> light texture slapped across entire ceiling
> flatness to infinity
i hope you didn't make this one
>>
>>4066140

It appeared to be filled with a variety of strange textures.

>>4066163
>>4066168

Nope.
https://www.doomworld.com/idgames/levels/doom2/s-u/surreal2
It's reeeally not that good, though at the time it was probably quite a novelty doing ambient sounds and new graphics in a pwad.
>>
>>4065634
Post your shit, shitter.

>>4065108
This took me far longer to set up than I should be proud of and required an obscene number of hacked entities because there's no 'random target' entity in stock Quake (and I'm not skilled enough to find a simpler way) making it totally useless for actual maps, but it was fun figuring out.
https://webmshare.com/play/aoGZv

No points for guessing what series I've been playing.

>>4066162
Oh shit, sweet. Hopefully it's 2 hours of actual fun and fighting and not 2 hours of wandering after killing everything in the map like Fucky Slogbottom.
>>
>>4066173
I love these cheeky messages.
Tony Hawk series?
>>
>>4066170
>ambient sounds in 1995
wow
how far we've come
>>
>>4066175
Got it in one! Decided to play through the whole series up to the non-Neversoft games, including playing THAW for the first time since I never played it in my youth.

It's fucking awful, what the fuck Neversoft? How do you come from THUG1/2 and end up making a game this disjointed with so many features either half-assed or entirely missing from the previous games?
>>
>>4066136
W-what is the weapon mod, anon? That shotgun looks sexy as fuck
>>
>>4066232
High noon drifter.
>>
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>>4066162
Shit is huge. Played over 30 minutes but I'm still only at 170 kills out of 490+.

Shitloads of breakable walls and shortcuts. Lots of readables that hint at secrets and even side-missions. So far I also encountered one optional boss fight. Seems like you need a fucking journal for this shit since there's so much to explore and so much stuff to do that it's easy to lose track of your progress or whatever you're up to. However, although it can be easy to get lost when you're looking for secrets and uncovering alternate routes, there seems to be plenty of signs that guide the player along the main route if he just wants to get to the end.

Difficulty seems about average on hard. Those vorelings that shoot poison are definitely annoying though.
>>
>>4066173
This is actually way more charming than I imagined it'd be.
>>
>>4065813
Makes it much harder to see though.
>>
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>>4066235
More verticality. Lots of alcoves to jump or climb into and explore.
>>
>>4066232

High Noon Drifter, something I've been working on to learn ZScript. Almost finished, just gotta put on a couple more touches and graphics.
>>
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>>4066235
>>4066240
>transparent UI
>>
>>4066252
>>4066234
Impressive
>>
>>4066235
>>4066240
is this the new Zelda game?
>>
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For a long time, I was pondering swapping out the Uzi and the dual Uzis for just one centered SMG, but actually using the dual Uzis, I find that they are VERY useful in a pinch, double the firepower is pretty good it turns out, especially in dangerous encounters.

So I'm thinking I'll be keeping the concept of twin SMGs, and they will remain the only directly angled weapons.
>>
>>4066089
And that's how I learned anon was bad at Doom.

>>4066090
How agitating. I like it, but it needs archviles.

>>4066136
Seems legit.
>>
>>4066089
that's why difficulty settings exist you shitlord, the cyberdemon gets replaced in lower difficulties

and it's trapped in the middle, he's basically helping you clean the level from creeps. unless you decide to standstill like an idiot
>>
So, after playing trough Epic2, I gotta say that the mappack definitely had aesthetics going for it, but unfortunately the more lategame you got, the more the gameplay started to suffer and some maps were pretty half-assed with just "I dunno, let's just put shitton of monsters/ambush here and call it a day". But it does win on aesthetics department, for sure.
On subject on Doomzone, I have no frickin' idea what the creator was thinking when making Mercenary class, your 3rd slot weapon (A silenced uzi with burst fire) is barely better than your (silenced) pistol, if the creator had insight to give you burst fire on your pistol, the whole uzi wouldn't be needed, 4th slot weapons are alright, 5th slot weapon is MP5 that is better than uzi on virtue of it being fully automatic, having bigger magazine size and doing a bit more damage 6th slot weapons, Inferno and Striker shotguns, Inferno is plain bad versus anything above hell knight and Striker is really bad if you get surrounded because invidual pellet damage seems to be low and it's more burst damage thing on a single target. 7th slot is LMG, upgrade over assault rifles but nothing spectacular to write home about. 8th slot, Silenced Sniper Rifle, good damage and you don't alert monsters. 9th slot, Grenade launcher, alot of classes get this weapon and the grenade arc means that you usually end up just shooting yourself. 0th slot is "Accelerator Rifle", burst fire weapon with great damage, but you have to charge it up everytime you want to fire it.
Verdict on Mercenary: Gotta change some weapons, buddy.
>>
>>4066341
This.
People get super stubborn about playing in UV and then they find a properly set up map and they go "it's too hard!". They don't even *consider* changing difficulties.

I wonder if there's some sort of psychological phenomenon associated to this kind of thing. Or maybe people are just fags.
>>
Playing Doom64 for the first time and got to Altar of Pain. I had to turn off the music because it was too grating to listen to.

That would've given me nightmares if I played it back in the day.
>>
>>4066372
I've already left, I am no longer posting
>>
>>4066348
There's a simple reason: They think that most maps at the same difficulty level will be similarly hard.

Or, to put it another way, "I've beaten all these levels at UV, so I should be able to beat this one too - but the designer made it bullshit hard!"

>>4066372
wtf are you on about
Doom revitalized gaming
>>
>>4066368
I honestly think the Doom 64/PSX music is kind of awful.
>>
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>testing levels for balance
>discover that GZDoom's lighting engine now makes my earlier levels look like shit

Well, fuck. I guess I have to redo all the lightning in my earlier couple of levels.

The levels look so different in Software, Normal and Dark rendering too, from unplayably dark to moody but good looking. Is there a way to force lighting options (force GZDoom to use the Dark render type when loading certain levels)?
>>
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>>4065789
Updated the first post with the new version man:
https://forum.zdoom.org/viewtopic.php?f=46&t=56483

If you or someone can provide a screenshot of the All Clear Message (I tried to make one out of the webms, but it was too blurry) then I'd like to put that up on the thread too.
>>
>>4066392
It's dark ambient, and good one at that, but the genre is definitely not for everybody.
>>
>>4066394
>always set to Dark sector light rendering
Hurp derp, that was a bad example, GZDoom is set to Dark by default unless the latest update changed that.

Does anyone else play with the sector lighting settings or is that just me? Sector lighting is really important in my levels and I want to make sure I get it just right for the majority of people.
>>
>>4066463
I always set it to Doom.
>>
>>4066348
>>4066387
This shit is why I never play on UV at all unless the wadmaker explicitly recommends it or I'm playing multiplayer
>>
>>4066463
I always set it to bright because I hate not being able to see - even if that's the point of the map I really don't care.
>>
>>4066426
Well I kind of like one or two tracks, but almost all of it sounds the same, there's no melody or theme, just noise.
>>
>>4066089
>not using the cyberdemon to kill everything in the level
>not telefragging him at the end for shit and giggles
come on now, most "bullshit" scenarios in AA are there for a reason, and they're perfectly beatable one way or another if you look around them
>>
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AAliens loop 2 (HD)
>>
>>4066494
If I hate how Skillsaw uses arch-viles, will AA be more bearable for me on HMP or lower?
>>
>>4066490
IMO the whole cyberdemon thing is pretty bullshit, with the alleys and caves directly facing it and having no room to avoid a rocket or three.
>>
Installed ECWolf on Mac, but the application will not open.
>>
>>4066501
Not helping that I think anon is plain it with D4T, so it also does bullshit like flame blades, and forming tight coridoors to trap you in its range of fire all while charging pinkies spawn constantly
>>
Hi, I am currently making a Lawgiver (as known from Judge Dredd). So far it's working out pretty well, although there are still some issues.
And I would like to add a secondary fire function where the judge is shouting stuff with a chance of frightening monsters. I don't really want to work with ACS for that, but I think there is no other choice (I am also too bad at coding to actually being able to do something with zscript).

>>/wsg/1743163
>>
>>4066518
Goddammit I'm a retard

>>>/wsg/1743163
>>
>>4066520
crosslinks are easiest to make by copying the link to the video post (right-click on "No.") and paste the resulting URL into your post here, the board will turn the URL into a crosslink in the correct form, so you won't need to remember the correct number of inequalities and slashes.
>>
>>4066501
there are enemies coming out of those alleys, walk in without killing all of them and any rockets will hit the enemies while you do whatever you need to do in the alleys

the only "bullshit", if anything, is the first button imho, shouldn't be inside an alcove with the zombie teleporting behind you
>>
>>4066520
>>4066518
Nice.
Is there any way you can hide/skip the lower/raise weapon animation or is that a limitation?
>>
>>4066526
I wish to know that, too. The thing is that I have made a new weapon for each mode (as evident in the icons on the right), so I need a new lower/raise state for each one. Of course it would be nice to be able to skip that somehow. On the other hand, I have come to thought that maybe it fits better anyway. Like, you have to lower the weapon, turn the dial, then it shows the new mode, then realign the gun.
>>
>>4066526
Use something like A_Raise(999) and A_Lower(999)
>>
Are there ay good Aliens based wads?
>>
>>4066536
Nice, thanks! I didn't even see that you could change the speed... now I feel dumb.
Do you have a hint on how to solve the issue of raising/lowering when switching to other weapons or when repeating the cycle?
I want the gun to regularly raise and lower when selecting/deselecting, but when I choose the first mode to also use the fast switching.
>>
>>4066550
Well, you could probably hack around it with a custominventory token. When you're swapping modes, give the token, if you have the token, make the raise/lower states instant. Otherwise just do them normally.
>>
>>4066550


Bad advise - >>4066557

Make Several ready states. Raise is instant, but wapon is offsetted in decorate to be low, then instead of a regular Ready make a special ready that has raising animation with offsets, and does not loop, but proceeds to regular ready.

This will make swap instant, while also keeping the animation.
>>
>>4066548
There's a few.

It's dated as fuck by now, but the first TC made for Doom, coming out really only a short time after the release of the game, was kind of cool for the time.

There's also a more recent Colonial Marines one, only a few years old. It was better than the Colonial Marines scam shitfest that Randy pushed out around the same time.
>>
>>4066564
>Produce the same result but the changes should be 3-4 times as complex
What? With what he has right now he could have the effect he wants in literally less than 20 lines of extra code and not have to rewrite entire sections of his weapon.
>>
>>4066569
The thing I propose takees 5 lines of code tho.
>>
>>4066564
I don't think I quite understand. The raise and lower actions are called in the (de)select states, so if I just change the ready states, I would still have the same problem when switching modes. As of now, switching modes IS switching weapons, so that wouldn't to anything.
Or do I have some twist in my mind right now?
>>
>>4066581
He basically wants you to only use A_Raise and A_Lower to change the weapon by having the weapon's offset be super low, then to write a state yourself to raise it.
>>
>>4066336
>it needs archviles

I actually turned on god and got every single revenant killed at a brisk 0.5 FPS

Once they were all dead, 1,111 Pain Elementals spawned, but they spit Archviles instead of Lost Souls
>>
>>4066548
Aliens TC
Aliens Colonial Marines (Hadley's Hope Colony map)
Aliens- The Ultimate Doom (random level generation, working motion tracker)
>>
>>4066584
I still don't get it.
Let's play this through and you tell me where I am wrong:

I select the weapon for the first time
>Select, Ready, (Fire, etc.), Ready
I deselect the weapon
>DeSelect, other weapon
I select the weapon again
>Select, Ready, (Fire, etc.), Ready
I switch modes
>DeSelect, other mode (=other weapon)
The new weapon does not need going through any slow (de)selecting, BUT this is a cycle and if I change mode in the last mode it goes back to first and THERE I would need a new select state, wouldn't I? So if there is no way of telling that thing "the previous weapon was just a mode of yours" I am shit out of luck, right?
I already looked at the "A_SelectWeapon" page and I didn't see a way to specify the state to jump to in the new weapon.
>>
>>4066581
Wouldn't it be simplet to make mode changing a reload and zoom button functions and make it all into different states that change instantly?
You know, Like everyone else does.
>>
>>4066640
IDK what are you trying to achieve, but you are clearly doing it wrong.
>>
>>4066641
Sorry, I don't know how everybody else does. But it sounds like a much easier solution, please tell me more. At first I actually wanted to try jumping states, but I am probably just too dumb to actually pull it off.
>>
>>4066647
>>4066649
Also, forgot to ask, how would I pull off the four different ammo types I am using right now?
>>
>>4066640
I don't think having different firemodes for a weapon actually be separate weapons is a good way to go about that, but I'd rather a proficient modder chime in.
>>
>>4066649
Create dummy items that represent the state weapon is in.

Make Reload and Zoom states.

Reload state checks what state item player has with a set of basic if. If player has State 1, he gets that taken away and receives State +1 (in case of reload, zoom will do the same but in reverse order)

Then redirect weapon to different Ready states depenfing on what item player has.

>>4066652
Different ammo can be handled by giving and removing special ammo items to/from player in the fire loop.
>>
>>4066652
>>4066649
Find a mod that makes the thing you want

Check how it does it.

That's how most people go into modding.
>>
>>4066659
So in the end it would be as complicated as I have done right now, with even more state shenanigans? Maybe one day when I'm a better modder :^)

>>4066662
I actually already stole the incendiary projectile from some flamethrower mod.
>>
>>4066670

That's literally a total of 15 lines of code.

Weapon switching one would be 5-6 lines.
>>
>>4066235
>490+
oh, it's one of THOSE maps.

i'm sure it's fun but by the time i reach the end I'm usually so tired of looking at the same fucking map I never want to touch it again
>>
>Try to take potshots at an enemy
>Enemy has seen in the future and projectile hits you on the face instantly you peek out
>>
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In the original Immoral Conduct, twin Uzis replace the Invulnerabilitsphere, in the full ZDoom port, it's replaced by Painkillers, because the author of the port recognized that sometimes a map actually gives you a sphere because you're about to go through something really painfull, problem is that the Painkillers don't actually do enough, more often than not they only extend your life for a few seconds in these scenarios.
I feel that really, an invulnerabilitysphere is an invulnerabilitysphere, and the map maker often expects that you pick it up to prevent you from being raped.

The graphic is something I think I ripped from an old build of that... uh, that project Eriance used to work on a lot, the one with all the magic weapons (the name escapes me, Demon Eclipse?), I recolored it green like the original powerup, and then colored the eyes a bright red for contrast and because it has that same cool sinister vibe as the original one.

It also glows, hovers and makes noise, while coloring your screen a rich green, to match it's color.
>>
I know that Caleb got his ass kicked from Samsara, but what about Lo Wang?
>>
>>4066520
You're missing the hole/lens in the back of the gun.
>>
whats the best source port for quake 2?
>>
Does module music fuck up in the new GZDoom for anyone else? Playing back music seems really slow and distorted for some reason.
And it's worrying because I fucking love module music and if I'm not gonna be able to use/listen to module music in-game anymore then I'm gonna be sad.
>>
>>4066757
What do you mean? The model is based on the Lawgiver Mk II. As far as I know, it doesn't have a hole/lens in the back.

Also, before someone spergs out: I did not adhere to the actual features of the Lawgiver Mk II. It has Standard, Armor-Piercing, Ricochet, Incendiary, Hi-Ex and Hot Shots.

This one has Standard, Rapid Fire, Hi-Ex, Incendiary and Hot Shots, which the lawgiver in the 2012 movie had (Although it does have Armor Piercing and the "Hot Shot" he uses in the beginning was just an incendiary round).
I chose not to make a ricochet because I didn't know how to properly execute it and also I figured it would be really hard to use in the game. Armor piercing is also not as flashy as explosions and fire and Hot Shot is basically a homing missile.

When I have figured out how to make the judge shout I will post the wad.
>>
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>>4066765
I'm pretty sure the MkIIs still have a little sight on the back for the 'through-barrel' aiming system the Lawgivers are known for, even if it tends to vary a bit by artist (like how the great Ezquerra tends to still draw 'em closer to Mk1s). The Mk2 in the Dredd vs Death game has it as well.
>>
>>4066778
Ahhhh, now something is ringing. I completely suck at spriting, though, but I will see what I can do.
>>
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>>4066778
Okay, I made two lens mockups now. Which one do you like more? I think the left one looks better.
>>
>>4066810
left
>>
>>4066754
the wheel has stopped turning forever, anon, not even Prisoner 849 got her spin
>>
>>4066810
If you want to get REALLY fancy, you could rip Hideous Destructors scope overlay code to make the lens display what's in front.

Although that'd likely be nightmarish to do, that mod seems to run on voodoo space magic.
>>
>>4066832
Haha, no thank you. Right now I am content with just getting something more complex than "rocket shotgun" running.
>>
>>4066759
Yamagi
>>
I'm trying to play temple of the lizardmen 2 in the latest gzdoom, but the game lags to like 1fps in the first map once i go up the lift.
Is there something I'm doing wrong, my pc is pretty strong and it runs other shit fine.
>>
>>4066761
Yes, I have the same problem. The whole game lags when sound is activated.
>>
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A storage crate... unit, box, bunker... whatever.
>>
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Supplies! My favorite!
>>
>>4066912
man that crate is all wrong
>>
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>>4066919
Yeah but it's full of good shit, that's what matters.
>>
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This place looks like King Tut's condo.
>>
>>4066867
Use an older version of gzdoom like 1.8
>>
Okay, my brain is full of fuck today and I don't seem to be able to see the obvious.
I have a script that does stuff with monsters. First I check LOS and if the monster is under the crosshair, the script executes.
Currently I am assigning a TID to the monster in order to do stuff, but with just a number it works on only one monster, naturally.
So I want to assign a new TID each time I call the script for a new monster.

This is my current code.

{
int n=0;
int m=n++;
SetActivatorToTarget(0);
Thing_ChangeTID(0,m);
SetActorProperty(m,APROP_Speed,0.5);
SetActorProperty(m,APROP_DamageMultiplier,0.5);
SetActorProperty(m,APROP_Frightened,TRUE);
}

Shouldn't it count up and each time give a new number? I think I will go to sleep, this sucks.
>>
Best settings on Oblige for nice and quick set of maps?
>>
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So any wads that turn the game into essentially Blood Dragon complete with cyborgs , lazers , synthesizers and wall to wall neon lights?
>>
>>4066993
There was a collaborative effort on something called Cyberpunk Shootdown which faded away.
>>
>>4066984
What version you using? 7.50?

I could copy the setting from mine so you can either import them or take a hint from them.
>>
>>4067010
7.50, aye.
>>
>>4067010
Not that guy but I'd like to see your settings.
>>
>>4067013
>>4067014
Aight, hang on.
>>
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>>4067010
>7.50 doesn't have tiny maps anymore
Why Oblige.
Why do you keep changing the rules every other version.
>>
>>4067018
This is why I can't wait for the author to finally "finish" the project.
>>
>>4067013
>>4067014
>>4067015
Alright, here we go. This turned out to be way more retarded than I first anticipated. This is my entire Oblige 7.50 directory:

https://a.uguu.se/y0txUu1hmUQf_Oblige-7.50_customizedbySpaceman333.pk3

THIS IS NOT AN ACTUAL .PK3 FILE. RENAME THE .PK3 extension to .ZIP, then unzip it. Fucking uguu.se didn't let me upload a zip, those motherfuckers.


Two caveats here:
*I'm using the Universal Intermission Mod oblige addon.
*I've tweaked oblige that spectres are actually explosive barrels. In the config, it says spectres are set to insane, but that actually means explosive barrels are set to insane.

I figured it'd be easier to just share the whole thing.
>>
>>4067026
I've also currently set it to generate 11-map progressive sets, but I've previously had it set to 32 small sized levels.

Also I'm using gameplay mods, so the monster amount setting of Nuts is too hard for vanilla play. I recommend lowering the monster count to Normal or Progressive if you're looking to play vanilla or somewhat balanced/tough mods.
>>
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Space Hunter made we feel like going back and looking at the Super Metroid PLAYPAL I attempted months ago, it seems it's impossible to pull off without an ugly clashing mess when using only the colours that were in the original game. I've now tweaked some ranges to make there be more browns and less purple and less literal headaches while playing, but anyway I tried it with Space Hunter and they really don't fit together, oh well.
>>
are there any texture mods that give a neo 80s or 80s cyberpunk look?

I'm looking for something to go with lithium & synthdoom
>>
>>4067026
>>4067037
Cool, thanks.

>>4067040
Haven't played Space Hunter, but you propably just have to use more brighter colors so they match up with the effects, projectiles etc.
>>
>>4067040
>Equinox

Oh hey, I played that a few days ago. Pretty good map pack.
>>
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Christ Oblige are you fucking serious with these traps?
>>
>>4066980
>int n=0;
Everytime the script is called you reset n to 0. And right after it you have
>m=n++
++ as a postfix operator will set m to n BEFORE icnrementing n, which is in this case 0.

Both n and m will always just be zero, nothing else.
>>
>>4067060
Damn, I'm dumb. Well, thanks, I will try tomorrow when I'm not tired anymore.
>>
>playing Suburbs with a plethora of mods
>get blue key
>game turns into 3d touhou
>at least 20th death now and still can't win past the dakka even with infighting

Why?

Just why?
>>
>>4067084
Also, it's a bad idea to set thing ids to some variable like that. Could break maps easily. The ZDoom wiki for PickActor what you need. See the example with the new_tid, old_tid vars, and the UniqueTID() function.

https://zdoom.org/wiki/PickActor
>>
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>>4067119
I love Suburbs
>>
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This guy probably has the most unrelated projectile ever but I like it
>>
>>4067125
fuck i saw that you had an issue with this in the previous thread
"Open PB pk3 file with 7-zip or Winrar, open STGRENADELAUNCHER.txt with a text editor (I recommend Notepad++) and then search for "Fade_In" it should appear two times, delete both of them (but not the whole line) then finally save it and replace the txt file in the pk3 with the edited file."
this fixes the grenade launcher fucking up.
what is it with brutal mods and leaving simple bugs up and wait untill a brand new version to fix them?
>>
>>4067130
Thanks I'll try that.
>>
>>4067137
sorry im dumb the line is actually "A_FadeIn". i copy pasted a solution from reddit without looking
>>
>>4067128
>Hey Doom Guy, why not go to Revenant's place and play some billiard?
>>
>>4067128
Where did these sprites come from?
>>
>>4067148
They're a revenant Eriance was working on ages ago, and then stopped. Turns out he came back just long enough to finish them. Which works out really well for me because this guy is a perfect fit for GMOTA
>>
>>4067150
Fuck son, they look nice, do you have a resource wad for them?
>>
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>>4067165
I do not, I only have the sprite sheet here, I spent quite a bit of time ripping each frame one by one, renaming, and aligning this skeletal fuck
>>
https://www.dropbox.com/s/thcd91q6ewxuk6r/j-jukebox-v9-synth.pk3?dl=0 Made an edit to that synthwave version of Jimmy's Jukebox that got posted a while back

Changes:
-Renamed Future Club to I Am The Night
-Added Paradise Warfare, Invasion A.D., Obituary, and Division Ruine to the Carpenter Brut selection
-Added a number of tracks from Fixions, including Killing Pool, Black Racers, and Neon Nectar Plague
-Added the actual Future Club track to the Perturbator selection
>>
When the fuck is this bzplasma fat going to stop streaming, he has been at final stream postponed for almost a month
>>
When they're adding Commando in DoomRLA? Sometimes you get tooltips regarding that (nonexistant) class
>>
Anyone have cute doom pics
>>
>>4067170

shut up bzplasma no one cares

(You). now leave
>>
>>4067168
Fuck
>>
>>4067168
why don't you use imagemagick? that's how I prepare my spritesheets.
"convert image.png -crop WIDTHxHEIGHT output.png" will do the trick
>>
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Why do some people play without mouselook? Seems boring.
>>
>>4067169
Neat

>>4067171
Ahahaha anything being added to DRLA? I don't think we'll see an update in our lifetime.
>>
>>4067191
I tried using spricer and it was kinda fickle, it started cutting into other sprites because of how close together each frame is, and it seperated the skull fragments from the death animation. So because I didn't know of any other tools at the time and because I'm an impatient bastard, I did it by hand.
>>
>>4067192
Why do some people play without software? Seems boring.
>>
>>4067192
>>4067196

Why do some people play without a gamepad? Seems boring.
>>
>>4067192
why do some people play without complex insanity's brutality? seems boring.
>>
Why do some people play without filters? Seems boring.
>>
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why post dumb shit on the doom thread instead of playing Doom or making stuff? Seems boring

Now tell the class what you've been playing.
>>
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>>4067169
That's pretty neat.
Uploaded this file to the original link too in case anyone digs the thred back, but only you guys should have it.
>>
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>>4065617

>[6-14] Anon updates his Port of Adia recreation, wants feedback
>>>https://warosu.org/vr/thread/4056237#p4057517
>https://www.dropbox.com/s/7n6asn9yuxgdis3/PortOfAdia.pk3?dl=0

excuse my retardation

how do I open this file on gzdoom FROM CONSOLE?
>>
>>4067221
...from console? You can't.
Why not just drag and drop the file onto the .exe?
>>
>>4067221
"gzdoom -file PortOfAdia.pk3"?
>>
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COWABUNGA
>>
>>4067224

>Why not just drag and drop the file onto the .exe?

I renamed gzdoom to dosbox and I'm launching it from steam, but, this also doesn't work either

>>4067228

nope

ok, I'm going to check what I broke
>>
>>4066824
There's plenty of fan addons for Samsara, but the quality is a bit... contested.

If you really want to be Caleb, you can find a Caleb - but we could have had a better Caleb.
>>
>>4067235
>>4067221
>>4067224
>>4067228
>>4067235

can someone check if that .pk3 works?

I tried it on gzdoom-bin-3-1-0a-x64 and gzdoom-x64-g3.2pre-69-geda55b2
>>
Going to sound like a gigantic moron, here. Does anyone have a version of that awesome "All Clear" mod that is compatible with Project Brutality? I know brutal mods are terrible, I'm sorry. I just want the Hotline Miami clear effects coupled with something that's already gory.
>>
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Holy fucking shit I enabled shadowmaps and it's fucking beautiful. I'm surprised there's not much talk about it.
>>
>>4067272
Where's the option for this?
>>
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Looking for a good classic map pack to play?
Well check out Reverie, a decent 32 map megawad.

https://a.uguu.se/aQl5MgQ0FCpj_REVERIE.wad
>>
>>4067275
gl_light_shadowmap 1
>>
>>4067297
I dunno. Doesn't seem to make much difference. Doesn't throw an error or anything, but it just doesn't do much. Maybe I'm not updated right or missing something.
>>
>>4067314
not sure if it requires a flag in the lights, but does shit like columns casting shadows as in that pic above
>>
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>It's Pinkie/Imp/Soul charges at you while you're using explosives episode
>>
>>4067168
How does Eriance do his magic?
I saw this beautifully made single frame once of a dark brown mancubus with fangs and massive plasma rifle looking guns, and the guy who posted it said he dropped it because it took too much time to make.
I haven't even seen this great thing before, it seems like all the other monsters from Eclipse have been put on 667 and used in 87% of monster mods.
>>
>>4067328
>Imp charging
>stupid meme

Nice post.
>>
>>4067336
>never met a rogue imp
>>
>>4067336
>he doesnt know imps can now charge their fireballs
>>
>>4067265
If you have the mediafire links download again from there, should be fixed now.
>>
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>tfw French president is a fucking Strogg
>>
>>4067331
Speaking of great spritework and "borrowed" assets, does anyone ever wonder where some of the more common sprites come from? like the quad shotgun or the one eye demon with horns
>>
>>4067358
>he doesnt know imps can now throw basketballs

I mean, if we're talking about mods, imps can throw and do anything.
>>
>>4067406
I actually have a NBA imp skin for zandybam
>>
>>4067265
I think the reason the HLM version broke was because PB uses a monster spawner system to randomize enemies. The script in that all clear mod thought no monsters were present, so it didn't boot up.

The mediafire links have been updated and the HLM version should work fine now.
>>
>>4067396
Realm 667?
>>
>>4067436
I thought it was a site for uploading assets from existing mods, not OC
>>
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Term is cute! CUTE!
>>
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>>4067272
>>4067275
>>4067295
>>4067297
>>4067314
>>4067318
It requires strong dynamic light source to function properly.
>>
>>4067453
I've noticed that movable objects and doors don't get counted in the shadows either, unfortunately, which makes the Gantlet awkward if I drop an Immoral Conduct flare in the Pinkie-walls room at the end.
>>
>>4067128
>>4067168
>Skull tone constantly shifts mid-animation between "Revenant Brown", "Possessed Flesh" and "Pale Archvile"
Are you sure Eriance finished it?
>>
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Hey, who was it that was wondering about Radys mod updates a couple threads back? Because the author posted a video of a fun new effect he's toying with for a BFG replacement.

https://toooooasty667.tumblr.com/post/161978175944/
>>
>>4067507
Isn't that the shotgun from the Priss mod? also that's fucking horrifying
>>
>>4067507
never change, japan
never change
>>
>>4067528
Nah it's not quite Japan and more like Tooasty being an edgelord of epic proportions. He's kinda cool tho, talked to him on twitter a few times and he's surprisingly chill.
>>
>>4067453
>It requires strong dynamic light source to function properly.
That's probably the issue.
>>
>>4066240
howd you get it to look that crunchy in 1080p? some new stretch command?
>>
>>4067384
?
>>
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>>4067507
Progress!!!!!!

I didn't like Saya no Uta
>>
>>4065617
i think this is worth adding to the news, even if its a few days old
https://forum.zdoom.org/viewtopic.php?f=46&t=56910
>>
>>4067550
It only casts shadows from areas that are voids in the map too. You won't get them from crates or bridges.
>>
last refuge of anazi is absolute garbage!!!! low ammo from last level, enemies up the ass and this fucking cyberdemon has an anti doomguy radar or some shit
>>
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>tfw no gameplay mod based off nu-wolfenstein
>>
>>4067675
If made it perhaps you would achieve much e-recognition
>>
>>4067678
If (you) made it, I mean
>>
>>4067672
whats tha matter baby? cant play without a safe space?
>>
>>4067493
I noticed that too, but I'm just gonna roll with it.
>>
>>4067579
The Quakespasm build required to run the map and provided in this post >>4066162 includes a new cvar, r_scale, which kind of divides your resolution by an integer and upscales the result.
>>
So the way to make a scary Doom wad is to recreate 3D Monster Maze, right?
>>
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What a cool level. Ancient Aliens has been pretty fun so far.
>>
>>4067727
The scariness of monster maze to me was the choppy animation of a little detailless dinosaur who suddenly get some psycho eyes and giant teeth, I don't know how you'd recreate that
>>
>>4067741
In MSPaint
>>
>>4067735
ok, dude, you're playing the same wad on the same mod, what am I doing wrong? Last Refuge of Anasazi is chewing me up and spitting me out, I get that I need to get the blue key and hit the button and probably more after that but I cant do jack shit without cyberdemon or his possy fucking my shit.

It feels to me right now that the game is expecting you to remember avery specific pattern that a player could never do without a ton of trial and error gameplay.
>>
Are there any looong megawads? I wanna try Lithium and get everything.
>>
>>4067764

Hellcore 2.0.
>>
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Wow it's like I'm really Super Metroid
>>
>Last Refuge of Anasazi
Don't stop moving anon, in doom you are god as long as you don't stop moving (or change direction).
A better option is to lower the difficulty, AA will get much harder and you'll run into more hard walls if you're having this much trouble so early in the wad.
>>
>>4067824
I thought I was on D4T's version of hurt me plenty, also classic doom levels got me used to clearing a room manually and taking a moment to gather my thoughts, pick a weapon and move into the next room
>>
>>4067760
>>4067824
RUN HIDE OR DIE THE SPIDERS NEVER STOP
>>
>>4067834
>tfw I killed them all using a pistol
>>
>>4067837
The D4T pistol?
>>
>>4067838
granted, but point is, there came a point where said spiders did in fact stop
>>
>>4067830
Which is fine, but that map is one big room. You can take a moment to gather your thoughts when everything is dead.
>>
>>4067834
Don't run or hide! Keep on killing until the spiders stop!
>>
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>>4067760
I dunno, playing on normal + more and haven't had that much difficulties dealing with most areas, pretty balanced overall. The grenades you get help a lot too, I've been using the shield the most.
>>
>>4067853
maybe I'm just a scrub, classic doom was a challenge for me, and these maps are super busy and just demand you to think on the fly
>>
How dome D4 inspired mods don't replace the Wolf 3D nazis with the TNO ones?
>>
>>4067857
ITYTD in new wads today equals UV in wads of old.
>>
>>4067871

Zero sprites for 'em.
>>
>Space Hunter does an invisible bullet puff when you shoot for flipping switches that might be blocked by props
I'm surprised you took that into account, nice.
>>
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has anyone attempted recreating the D4 maps in classic doom? if not I guess I just found out how my weekend plans are gonna go.
>>
>>4067901
I think GMOTA did it too, there's a wand item or something that is just for gun switches
>>
>>4067923
I'm pretty sure the current playable version just has the Blazter do that automatically.
>>
https://my.mixtape.moe/yazojj.webm

Now he has sounds for shooting and when his projectiles hit walls
>>
>>4067297
Sorry for being a tard but what sourceport is this? I tried that command in GZDoom 2.4.0.0 and it said that wasnt a command
>>
>>4067934
It's only in 3.x, I think.
>>
>>4067937
Thanks for the reply man
>>
I've seen someone recently, doing dynamic lighting in software. I have tried running GZDoom in software but got no dynamic lighting at all. How do I do it?
>>
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Finally beat it. I thought I was pretty thorough, but not nearly enough apparently.

I don't like most of AD's maps, but this one was great. You'd think such a lengthy map would have lackluster or haphazard encounter design, but it's actually excellent throughout and puts most of the other AD maps to shame. Good use of verticality and constrictive space in encounters, lots of mixups between short range to long range combat, good ammo balance, and those new walking explosive monsters add a unique twist to encounters. The constantly uneven and cluttered map geometry emphasizes skilled and precise movement during both combat and exploration, and all the alternate routes between areas presents a lot of possible ways to encounter enemies. The map has the density of hidden and alternate routes and the interconnectedness of the E2M2 remake while having the multi-story exploration of The Horde of Zendar. Also, this map is a treat for people who like to use the GL because you get it really early on and run into plenty of ammo for it. Strong contender for GOAT Quake map, but its length and complexity makes each playthrough require a lot of investment.
>>
>>4067951
>500 enemies
>FIFTY secrets
>requires its own fucking sourceport with expanded limits
I don't care how good it is, after an hour of staring at the same map I'm about ready to move on, especially after reading the func_msgboard comments on how players who don't like Swampy Bogbottom probably won't like this one much either.
>>
>>4067934
Sorry was busy. It's 3.1 stable.
>>
>>4065617
https://www.youtube.com/watch?v=ApNaH3c9Q2c
New Intermission
>>
>>4067956
I have yet to muster the will to beat Foggy Bogbottom but I enjoyed this one a lot. The map authors of the two maps aren't the same, this one was made by sock and it shows. The difficulty is nowhere near as brutal as Foggy and it doesn't have any stupid fucking around in water. If you liked both the E2M2 remake and Zendar then you'll like this.
>>
>>4067921
I've seen videos from DBThanos featuring remakes of D4 maps, but that's all.
There was also a video of a remake of a MP map, from some guy.
But yeah, i don't think there's too much or even little about it.
>>
>>4067961
>featuring Kaiser and Edward

dis gon b good
>>
>>4067963
The thing is, I didn't even find Foggy that difficult (on Hard, of course), it was just arduous. Most of the other maps in AD I can at least make a quick mental sketch of after playing through once or twice- with Foggy I've got "here's the starting pool, here's the rooftops area, here's- wait, isn't there that underground shit too? How is that connected? Where do the caves connect to the sky? God I've been wandering for two fucking hours and I'm even following the conveniently lit arrow textures and I'm still going in circles."
>>
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so this texture shows up in some older doom1 maps, I assume it's custom textures that are not showing and the texture in particular is a place holder?
>>
>>4067981
I think it's an actual texture, meant to be a sign.
>>
>>4067981
demons have their own crawlspace where they regularly hold regional DnD competition duels and humans such as yourself are not allowed.
>>
>>4067982
>>4067991
Okay thanks. I was worried those 94 maps weren't running properly with all those bat and exe files
>>
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>>4067741
So something a bit like this might work?
>>
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>>4067970
Ok, I beat Foggy Bogbottom so I can properly make a comparison between the maps. I would say that the main difference between Foggy and Sepulcher is that Foggy's progression often depends on the player reaching a level above ground and that Foggy's areas are not distinct enough. Falling/jumping down is a pain in the ass because it just sends you back to where you started, and the openness of the bottom area makes it disorienting to find yourself back to where you came from. Once you get inside the church it's difficult to get lost, but I didn't dare to jump off a window to explore because finding your way back is a pain. I didn't get lost, but I also didn't bother exploring because skirting around the water is just a pain.

In Sepulcher, the main route is always the lowest level. You can get lost exploring the higher levels, but you can just jump down and look for arrows to tell you where you need to go to move on. You start in an open area, then you move underground which eventually leads to a small open area containing an arena, that arena is flanked by two buildings. One of the buildings contains the "crypt" and the other is the "gold key door". The "crypt" is optional and loops back underground and upon looping back, opens a teleporter shortcut to the "gold key door". The "gold key door" is the entrance to the self-contained final area where the progression is also downwards.

I've beaten Foggy and Sepulcher only once each, with my playthrough of Foggy being just moments ago but I can't describe the progression in Foggy. All I can say is that you start in a swamp then eventually wind up in a church. Everything before the church is a blur to me. You mention a rooftops area and caves, and while I recall such segments, they're so brief and occur multiple times that they're not distinct enough to be differentiated against the other pre-church areas in the map. The areas in Sepulcher are more distinct and the progression is easier to follow.
>>
https://my.mixtape.moe/wozonx.webm

More work on the new revenants, they now shoot homing projectiles too.
>>
>>4068012
I agree with your assessment on FB by the sole presence of the word 'pain' at least four times in your review.
>>
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This fucking map. I don't even feel bad enabling crouch.
>>
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>never beat any game in NIGHTMARE
How about you, guys?
>>
>>4068024
D4T weapon sprites look so GOOD
>>
What encourages you to make mods for Doom?
>>
>>4068017
>Blocking the revenant balls
This so cathartic to me after years of dealing with the damn things
>>
>>4068043
It's ridiculously easy. Every other game I tried to mod required knowledge of an actual scripting language like C++ or LUA.
>>
>>4067409
I was talking about something like this:

https://www.youtube.com/watch?v=YQdEJFolgyc
>>
>>4068029
nah, it's just not fun.
>>
>>4068043
Learning about how stuff works was always fun to me.

>>4068046
I found it to be quite limiting and "hacky" coming with a relatively extensive development background, but still really fun in a weird way.
>>
>>4068043
>>4068046
this. it's truly THAT easy.
a couple thousand hours in mspaint and a brief moment in notepad and doom builder and you can make anything you can imagine within the ever shrinking limitations of the engine.
>>
>>4068043
I'm reluctant to make mods, but I do them because theres something that irks me when I play, so I want to fix those issues and enrich my experience.

Ironically by now I've practically understood most of how doom modding works that I might even be able to make something larger. Grumble grumble.
>>
>>4068043
Doom is really cool and fun, and also it's easy.
>>
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Since everybody and their mother suddenly cares about Metroid Dreadnought again, I knocked out a Ketchup compatibility patch for it.

Might be a bit rough around the edges but it should work fine.

https://files.catbox.moe/do8y89.7z
>>
>>4068043
It's fun, quick to see results, and you can scratch an itch with it. Like, if there's something you'd like to play but nobody else has made ever, you can do it in Doom in little time. Besides there's that low-res engine charm where you don't need to put as much effort as in a full 3D engine, and you can have a lot more enemies in a map.

I come from a dev background so zscript allows me to do a lot more complex shit without much difficulty, too, so there are no fucking limits anymore. I'm having a blast having full control of movement and proper variables and methods in actors.
>>
Also of note, because zscript is a thing now we can technically get rid of the "doomguy on ice" feeling zdoom always had. Just reducing speed or increasing friction while not moving or in the air.
I did something of the sort on a mod I'm working into, and it works. I should isolate those parts so it's standalone, although it might break mods with complex movement stuff.
>>
>>4067889
Would be a good project, I'm playing a sprite replacer for D4T that replaces the zombies with proper posessed and the red archvile with a proper summoner, both look really good, sadly it also replaces the mancubi who look less presentable, the sprites are too tall and often shift back to their original when wincing at injuries, and they used the 64 and meta doom mancubi, which are just ugly.

All that said a mod to add TNO nazis, ubersoldat and their robots would be a worthy endevor
>>
>>4068087
I heard there was some model ripping tool for NuDoom, not sure about TNO.
>>
>>4068029
Ultra Violence, or whatever is an equivalent in gameplay mods, is enough for me.
>>
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the shadow map thingy surely looks nice with Lasting Light
>>
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wow my very first webm
>>
>>4068110
Loved that part.

>have to protect barrels from blowing up or archviles spawn
These maps, man.
>>
>>4068110
D4T hands in D4D when?
>>
>>4068063
Yes please! Thank you for sharing this.
>>
>>4068113
It's always something with Skillsaw and Arch-Viles isn't it?
>>
what's the proper way of playing quake? I want to try arcane dimensions

last time I played a quake map it was probably back in the 90s and just loaded it straight from the game
>>
>>4068152
The angled bits make it look like the revenant's chewing gum
>>
>>4068063
Minor fix, bosses weren't doing death animations and left their hitboxes laying aorund..

https://files.catbox.moe/fz8iwa.7z
>>
>>4068183
Appreciated
>>
>>4068152
I'm only now realizing the revenant isn't a literal skeleton, holy shit.
>>
what are your favourite sprites from the doom community? be it gameplay mods, maps, monsters, whatever
>>
>>4068198
He's partially a skelly.
>>
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It's beautiful.
>>
>>4068217
I NEED IT
>>
>>4068198
he has about as much skeleton in him as the one in nudoom has. the original clay model they worked it off of though didn't have a combat vest and had a lot more elements exposed like an actual one. it really looked like large chunks of muscle had been shredded off his body and also his entire ribcage was in plain view.
>>
>>4067592
The Strogg leader is called the Macron
>>
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>>4068063

>dreadnought with better player and enemy sprites + Energy counter from MSR WEN?
>>
>>4068235
spelt with a K but anyway
>>
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>>
Are Pirate Doom and Brutal Doom the only gameplay mods with maps?
>>
>>4068268
Pirate Doom is a partial conversion more than a gameplay mod.
>>
>>4068268
Hunter's Moon as well can be a gameplay mod or a entire Total Conversion.
>>
>>4068017
I have a desire to see this edited into a railgunner or chaingunner, something about the single cannon looks really cool and military
>>
Is Shadow Of The Wool Ball supposed to be played with mouselook off?

I had some problems vertically when aiming, now I try the sequel and I see mouselook is off by default and it doesn't have the aiming problems so I went back to Shadow and disabling mouselook solves the problems there too.

The thread on zdoom forums doesn't say anything about disabling mouselook.
>>
>>4068323
considering you aren't required to look up or down at any point, my guess would be yes.
>>
>>4068323
Shadow emulates Wolfenstein 3D style while Rise emulates Rise of the Triads and you can't enable mouselook in Rise for some reason.
>>
Is there a ghost rider mod for doom? If not why isn't their?
>>
>>4065945
>>4065789
I've always preferred vanilla gameplay or small doses of BD sometimes, but your webms looked so good I just had to try a similar setup. Holy shit, anon, thank you so much. Without you I wouldn't have known how satisfying Complex Doom is. And that synthwave music is the icing on the cake. Thank you.
>>
>>4068043
It's fun to make stuff.
>>
>>4068082

There was a mod on Doomworld that made for less slippery movement but I can't recall where it is or how it worked at the moment.

>>4068120

The D4T stuff has a moratorium on using it for at least a month, so after that I'd imagine.
>>
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>>4068152
Goddamn, why is that sprite so funny?
>>
>>4068460
All he's doing is yelling. That's it.
>>
>>4068152
He looks like an old man, but, like, with less wrinkles.
>>
>>4066487
plebe detected
>>
>>4068423
Enjoy mang. I usually only play vanilla with a few minor addons too, but you know, it's been almost 25 years already.

Just remember to tune it up to your liking, don't forget the magic of it all is messing with Oblige settings, the base should be easy enough to set-up.

I've been thinking about gathering all those extra mods into a Complex Doom "addon" of sorts for ease of use/access/distribution, but not completely convinced because it kinda goes against my idea of personal customization by adding/removing small modular mods.
Also not sure about the tunes because muh copyright's and all that shit.
Is that a problem at all with mods?
>>
>>4068493
There's just nothing that's interesting or leaves any lasting impression on me with the D64 soundtrack.

It's just ambient noise an occasional metal grinding sounds.
>>
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>>
>>4068517
looks like a love scene about to unfold
>>
>>4068517

Man up and face him, dude, he's trying to confess to you.
>>
>>4068517
man that hand sprite is absolutely fucking everywhere
>>
>>4067921
see if you can collab with the D4 boys to get something really good
>>
>>4068517
>s-senpai...c-can...c-can i...
>CAN I SPOOK YOUR BUMHOLE SENPAI?!
>>
>>4068517
Looks like a skeleton breast feeding an alien.
>>
>>4068525
It's one of those hand sprites that don't look good on anything(save for the SSG animation) but that people still use regardless.
>>
>>4068517

The way he's shyly clutching his chin and holding his hands close, that's anime girl as fuck.
One kawaii-ass motherfucker.
>>
>>4068345
>their
*there

and TerminusEst13 mad this

https://www.youtube.com/watch?v=3d2t8ijjldA
>>
>>4068552
> mad this
*made this
boy you sure look dumb no huh
>>
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>>
>>4068517
Hope you're careful around those .jpegs
>>
>>4068574
I've a seen this somewhere before
>>
>>4068514
>nothing that's interesting or leaves any lasting impression on me with the D64 soundtrack

Gonna have to agree with this. I really dig the PSX soundtrack, and am a fan of good dark ambient in general. D64's just feels underwhelming after the PSX ost.
>>
>>4068605
It's the same soundtrack.
>>
>>4067764
armadosia
>>
>>4068598
I've just been in this place before
>>
>>4068608
No, it is not.

https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack
https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack
>>
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>>4068574
>"Note to self: Be on the lookout for a white Bronco!"
>>
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>>4068638
If I didn't know better, I'd say this was a Snatcher reference..
>>
>>4068629
I'm pretty sure I've seen the Doom 64 soundtrack uploaded and described as the Playstation soundtrack.

Unless that's a mistake, and Aubrey Hodges' music all sounds exactly the same.
>>
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ADIOS
>>
>>4068650
Actually I'd like to see a Snatcher remake on the ZDoom engine.

What do you guys think, yay or nay?
>>
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Thank god, a healthkit!
>>
Is Turok still worth playing or is it more a "nostalgia! yeah!" game? Thinking of picking up the remasters on Steam when the summer sale starts.
>>
>>4068708
What he calls "main theme" is pretty much the same for both. The bulk of the soundtrack, the songs for each map, are definitely different.
>>
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>set up machinegun turret to cover me from a window
>window ledge was JUST high enough to block 95% of it's gunfire
Double-dumbass on me.
>>
>>4068739

It's a flawed game, but it's still fun to play through.
>>
>>4068012
Spot-on comparison. And I didn't finish Foggy Bogbottom because I was disoriented after falling etc. Too bad.
>>
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This hall is actually pretty intimidating, knowing all the monsters waiting, with the droning, melancholic dark music.

You can just picture the rough cold texture of the rocky (asphalt?) walls, the dusty wooden floor, creaks echoing loud and far as you walk over it, despite your best efforts to be quiet, the humming from the large ventilation shafts, made out of cool stamped metal with a heavy patina on it, and the harsh fluorescent lights on the teleport lamps.

TNT Evilution really puts me in an exact mood, it feels so immersive to me.
>>
>>4068043
I want to make stuff, I want to make video games one day, so I've been practicing stuff with doom mods.
>>
Which Wolfenstein difficulty is roughly the same as UV, I Am Death Incarnate, or Bring Em On?
>>
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>>4065615
I'm trying to get into Wolfenstein since the new one is coming soon, what's the best way to play 3D or best was for GZDoom?
>>
>>4068739
Turok 2 is better than on N64.

t. played it on N64 back in the days
>>
>>4068789
Death Incarnate. The concept of Nightmare difficulty wouldn't appear in id's games until after Doom's initial release.
>>
>>4068791
The best way to play it is using ECWolf, check the pastebin for the starter pack with Wolf3D + Nocturnal Missions and Spear of Destiny + Lost Episodes
Altogether there's 123 levels of Wolfenstein 3D so, good luck getting through all that shit.
>>
File: Screenshot_Doom_20170619_235043.png (202KB, 800x600px) Image search: [Google]
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Damn kids taggin' the walls.
>>
File: Screenshot_Doom_20170619_235639.png (95KB, 800x600px) Image search: [Google]
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Holy shit that chair looks uncomfortable.
>>
File: Screenshot_Doom_20170619_235737.png (201KB, 800x600px) Image search: [Google]
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Oh sweet, the shipping CEO's office!
Looks like he has the same kind of shitty blocky chair as the the other guys, except larger.
>>
File: Screenshot_Doom_20170619_235745.png (135KB, 800x600px) Image search: [Google]
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I'm gonna see if he has some porn on his work PC!
>>
File: TheUACDidThis.jpg (87KB, 533x800px) Image search: [Google]
TheUACDidThis.jpg
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>>4067250

somebody?
>>
File: Screenshot_Doom_20170619_235753.png (216KB, 800x600px) Image search: [Google]
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Hey, what's that glow from the huge and conspicuous filing cabinet?
>>
File: Screenshot_Doom_20170619_235759.png (183KB, 800x600px) Image search: [Google]
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BINGO!
>>
File: Screenshot_Doom_20170619_192029.png (874KB, 1600x900px) Image search: [Google]
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>>4068818
>>4067250
>>
>>4068826

which port/version are you using?
>>
>>4068829

GZDoom 3.1.0, the stable release.
>>
hey fags learn how to do some sick-ass zscript hud shit

https://docs.google.com/document/d/1WmmsefkkMHMz1EN_3F-Y3_NR94uFr-2xxVJ7VvlJyPA/
>>
>>4068834

the fuck man
>>
>>4068835

Rad as fuck, mate. Thanks.
>>
>>4068835
Neat.
>>
File: 1475157039216.gif (19KB, 75x75px) Image search: [Google]
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>>4068835
Man, ZScript is so much better for everything and even easier if you already knew how to program.
>>
i want to play blood
what is the best way to play it?
do i just get it from gog and then use blood gdx?
>>
I want to do some stuff to the enemy I have under my crosshair right now.
Before, I did it with A_CheckIfTargetInLOS, but it returns the activator TID if there is no enemy, which sucks.
On suggestion of >>4067120 I tried using PickActorand going after the example I made this:

{
int perp = UniqueTID();
PlaySound(0,"law");
if(PickActor(0, GetActorAngle(0), GetActorPitch(0), 256, perp, MF_SOLID|MF_SHOOTABLE,0,PICKAF_FORCETID))
{
if(Random(1,100)>33|(GetActorProperty(perp,APROP_HEALTH)<(GetActorProperty(perp,APROP_SPAWNHEALTH)/3)))
{
Delay (100);
Thing_Deactivate(perp);
Delay(35);
Thing_Activate(perp);
SetActorProperty(perp,APROP_Speed,0.75);
SetActorProperty(perp,APROP_Accuracy,0.5);
SetActorProperty(perp,APROP_Frightened,TRUE);
Thing_ChangeTID(perp,0);
}
else
{
}
}
else
{
}
}


I just want to check if there is some enemy in the crosshair, assign a TID to them and do stuff with it with either 66% probability or if their health is under 30%.
Before I did it with ACS only it kinda worked, but if there was no enemy, I got the effect on myself, which I don't want.
Right now it seems that the script executes, but doesn't work on enemies anymore and I don't know where the mistake is.
>>
>>4068859
can't you check if the target has the ISMONSTER flag

also empty else's are useless
> if (x) {y=1;} else {}
is the same as
> if (x) {y=1;}
>>
So I have this wad called currydoom.wad that mostly changes the blue colored things to be darker or brighter. I like the water effect most and I want to find if the author has done a wad that only does the water. Has anyone here ever heard of this mod? I cannot find info on it anywhere.
>>
File: spasm0004.png (521KB, 1920x1080px) Image search: [Google]
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Second playthrough, a bit more casual than my first. Found a few new secrets but didn't bother to get half of the secrets I already know, didn't go through the crypt, didn't release the boglord which meant that I didn't get the SNG. For whatever reason, the enemy composition in the final arena was also a bit different and had regular shamblers instead of the flame shamblers that I fought in my first playthrough.
>>
>>4068850
n0o
GDX is currently very mediocre like me
Obtain from GOG or freer methods and slap into DOSbox
>>
>>4068880
Somebody help this poor man!. Who will solve the curry doom mystery?!
>>
they say keep dodging in AA, but to fucking where, the demons have perfect killboxes and saturation fire
>>
File: dags.jpg (16KB, 320x233px) Image search: [Google]
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You knew this was coming in some form or another. https://my.mixtape.moe/ttgzyf.webm
>>
>>4068948
Keep at it, my man.
Don't forget to savescum.
>>
>>4068949
But can you pet them?
>>
>>4068949
what is with you and dogs
> what is with you and not dogs

also those shotgunners don't adjust their pitch at all
try this, nicked from vaecrius:
a_facetarget(0, 0)
then use cmf_aimdirection and set the pitch as the actror's pitch+random variance
>>
File: the pain.png (45KB, 500x250px) Image search: [Google]
the pain.png
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The pain of the element.
>>
File: scary shades.png (172KB, 800x600px) Image search: [Google]
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What was this from, that weird crazy house thing?

I found it in my folder, looks spooky and intimidating.
>>
File: tumblr_nd7ciagNqW1ty70x1o4_1280.png (188KB, 1280x960px) Image search: [Google]
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Also this is oddly one of the best toilets I've ever seen for Doom, cyriak really knows how to cleverly use stock textures.
>>
>>4069006
Mayhem Mansion!

I haven't seen that before at all and this screenshot freaks the hell out of me.
>>
>>4069009
Sector toilets are unironically one of my favorite things in Doom mods.
>>
>>4069014
Yeah but it's so detailed, look at the rolls of toilet paper, and the flush cord.
>>
>>4069014
Sector toilets are nice, I also like it when people do desks, cubicles, kitchen counters, couches, TVs, all kinds of furniture and appliances.

The trick is to get them to an appropriate scale, it's easy to make them too big.
>>
Just curious, would there be feasible way to make it so player can only carry X amount of stuff a la Killing Floor? Would be interesting to see a mod where you pick a class and then at the end of each map, before you exit, you can spend credits/dosh/money on guns/ammo/armor before going to next level.
>>
File: B4jumxrCIAA-xJZ.jpg (53KB, 600x375px) Image search: [Google]
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So this was some texture which was never used for Doom, but what the fuck is it? Like, what are these warty lumps?
>>
>>4069045
I think I have read something saying it was a placeholder/early rock texture
>>
>>4069056
Yeah but it doesn't look like rocks or anything, it looks like dried frog skin or almost some sort of microbe or bacteria under a microscope or something.
>>
>>4069045
I have no idea what that is, but looking at it is making me sick, and I'm glad they never used it.
>>
>>4069045
Reminds me of the default texture in UnrealEd. Was just an ugly bubbly texture that had no practical purpose, to highlight untextured surfaces. DromEd uses a bright pink pixel pattern, kinda like Half Life's orange texture.
>>
>>4069045
Also, do you know of a place where all these assets were dumped? Romero posted these on his twitter but I don't think going through multiple uploads is very time efficient.
>>
>>4069060
It makes me think of feces for some reason.
>>
>>4068998
You should draw something other than a pain elemental for once. How about a pinky?
>>
>>4069045
looks kinda like polycystic kidneys
>>
File: pinker.png (11KB, 697x617px) Image search: [Google]
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>>4069079
Naw, I messed up, but I'm gonna stay on top
>>
File: wall65.png (26KB, 320x200px) Image search: [Google]
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>>4069069
This should be a bunch of them, I think.
Also they'd be the actual files, not fuzzy .jpegs of them.

https://www.dropbox.com/s/w0r0l799y6idlhf/doom-textures-png.zip?dl=0
https://www.dropbox.com/s/k6dyibnd9wfahzq/OHMYGODROMEROFUCKINGDIDIT.zip?dl=0
https://www.dropbox.com/s/rpeypxirep3awxq/OHMYGODROMEROFUCKINGDIDIT_walls.zip?dl=0

Quite a lot of interesting stuff in here. Pic related shows an early forerunner to FIREBLU, which was apparently some kind of rock texture.
>>
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>>4069081
>googles
>mfw
Yeah, that does look awfully close to some of those images.
>>
>>4069084
Keep on truckin' drawfriend
>>
>>4069085
The rock picture on the right looks suspiciously like one in the final game
>>
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>>4069084
thanks i wanna be good like hado_fun
>>
File: Mariothink.png (50KB, 173x302px) Image search: [Google]
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>>4068598
>I've a seen this somewhere before
>>
File: Hematite.jpg (47KB, 468x320px) Image search: [Google]
Hematite.jpg
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>>4069045
>>4069060
>>4069081
Pretty sure it's a sample of hematite crystals. The kidney comparison is apt though, the stuff is even called Kidney Ore when it grows like that. Kind of a shame they didn't use it, the bubbly and fleshy look of it would fit great with the Hell aesthetic. Plus hematite literally means blood stone
t. rockhound
>>
>>4068178
get quakespasm
>>
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>A Boy And His Barrel was first posted at the start of September last year
What the fuck, it's been that long already?
>>
>>4069167
>GMOTA has been in development for 4 years
>It's been 4 years since demonsteele started
>DRLA's been around for 4 years
>Meta Doom's first birthday is in a month and a week
>Legendoom has been around for a year

Time flies.
>>
>>4069129
>Super Doom Odyssey
>Doomguy forces his way into everyone's huge guts to become them
>>
Is there like an archive for the older builds of Smooth Doom? The guy that develops BDJ made an addon for Smooth Doom that adds a few elements of BDJ, like keybinded punching and grenades. I remember it used to work fine, but I deleted it and Smooth Doom a while back for some reason, and now after I redownloaded the addon trying to play it with the newest version of Smooth Doom is causing some shit to turn wonky.
>>
>>4068880
>d that mostly changes the blue colored things to be darker or brighter. I like the water effect most and I want to find if the author has done a wad that only does the water. Has anyone here ever heard of this mod? I cannot find info on it anywhere.
We all as a community must solve this case.
>>
If we don't get to the bottom of this soon, we are all done for. The Curry Doom thing is getting out of hand
>>
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To that guy who kept mentioning my bones were still cyan, this one's for you.
>>
>>4069249
Oh so they were meant to be clean bones and not bloody? Is it a reference to something? Kinda weird but at least they don't look buggy anymore, hooray!
>>
>>4069308
Well I wanted them to be bloody but I said fuck it and I've decided to make them completely clean when they fly out of enemies.
>>
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>>
File: AndreisTower6.png (1MB, 1440x900px) Image search: [Google]
AndreisTower6.png
1MB, 1440x900px
Sometimes I pop on mapping streams to look at what people are making and wonder how in the fuck I'm ever going to be able to make maps.
>>
>>4068217
i thought it died.

release date not known yet?
>>
>>4069068
>kinda like Half Life's orange texture.
Valve's checkerboard missing texture pattern comes from Quake 1's own similar missing texture pattern.
>>
File: 755dNEi.png (1MB, 1600x900px) Image search: [Google]
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>>
File: kawaiik_techies_2010.jpg (98KB, 740x348px) Image search: [Google]
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Has this ever been posted here before?
https://androidarts.com/kawaiik/kawaiik.htm
>>
>>4069393
Parts of it, yeah. I usually dig the Androidarts guy's artwork but for Quake 1 in particular his tendency to make everything similarly mechanized and smoothly futuristic is just kind of unfitting and goes directly against the style of the game itself.
>>
>>4068959
I should add this as a "weapon" that heals friendly monsters when that mode is enabled.

>>4068973
Thanks for this! Works quite nicely.
>>
>>4069375
what's this from?
>>
>>4068105
wheres that sprite from anyways? i keep seeing it used in stuff
>>
>>4068804
>recently played through SoD on the harder difficulty
>quicksaves out the ass
Those officers and mutants can go fuck themselves, goddamn two shot motherfucks
>>
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>>
It's hard to tell but those short range arcing spike shots go through other revenants, so squaring up against a pack of these guys in melee is not a good idea unless you get in fast and wail on them with power sword strikes.
I was trying to showcase this but skeletons are uncooperative assholes.
>>
>>4069514
Make the bones they throw the same rusty/beige as they themselves consist of, otherwise it ends up looking weird.
>>
>>4069523
On it.
>>
>>4069484
I thought episode 2 of Wolf3D was a lot more frustrating and unfair than SoD
>>
>>4069506
>sapphire wand
>random waifu with a katana

alright what's going on here? Is this Touhou doom?
>>
>>4069540
looks like it, yeah, and as such it's garbage like everything related to the most autismal fanbase of all
>>
>>4069548
At least until someone makes FurryDoom.
>>
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>>4069523
>>4069528
Is this better?

>>4069548
On the plus side, the Sapphire wand is dope as fuck and I want to see it in more Doom mods.
>>
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>>4069506
>>
>>4069556
It looks like the skellies have a bit more orange to them?
>>
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>>4069569
>>
>>4069552
Guncaster?
>>
>>4069358
Nope. But it's not dead.
>>
>>4069552
Wool Ball exists and so does Guncaster. Neither of them requires autismal dodging or projectiles.
>>
>>4069571
I sampled straight from their legs though
>>
>>4069548
>the most autismal fanbase of all

Isn't there a MGQ fangame for GZDoom in the works?

>>4069573
Not tasteless enough.
>>
>>4069575
Wool Ball doesn't really count as furry.
>>
>>4069465
I'm going to guess its supplice
>>
>>4069582
I can't seem to find a download. Not available yet?
>>
>>4069576
needs a bit more shading on the lower part
>>
>>4068949
Quick question, how do mutators work? As in, can you only enable/disable them at the start of the game, or are they like already existing mod options where you could potentially change them mid-playthrough? If it's the former that sounds actually pretty fucking useful.
>>
>>4069601
Technically, they function like normal mod options, but changing them mid-playthrough might make things a bit fucky, so I put them in the New Game menu.
>>
Bit unrelated, but has anyone tried to rip models from Quake Champions?
Because i wondered if that could mean we'd get BJ for Hunter's Moon.
>>
>>4069347
>2012
What is this?
>>
>>4069514
How are you making the player get launched backwards into the air when hit?
>>
>>4069638
It's some ACS sorcery that Vince made for GMOTA years ago. I'll be honest when I say I have no idea how it works.
>>
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>>4069582
I want to see more thick jungle maps in Doom, I can't really find any.

>>4069639
Ah, well, damn.
>>
>>4069347
experience things, study how other people accomplish their ends, git gud, know what you are trying to accomplish, and dont be afraid to make modified ripoffs of things you like.
>>
>>4069580
By /v/ standards, it's immediately furshit and is an instant 0/5
>>
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>>4069648
/v/ doesn't have standards
>>
>>4069641
the tree barriers reminds me of mario kart on the n64.
>>
>>4068826
turok confused the fuck out of me when i tried to play it some time ago.
>>
say, is there any hard limit on how many weapons can you have made in DECORATE in ZDoom?
i'd like to implement several thousands generated guns with different stats akin to BRLands
>>
>>4069673
no, but have fun scrolling through those several thousand guns
>>
>>4069673
may god have mercy on anyone who idkfa's.
>>
>>4069673
Now this would be reason why, for example, Aeons of Death has limits on weapon slots.
>>
>>4065617
> https://www.youtube.com/watch?v=nTOWTMOa1os
new evolution of the wad episode
>>
>>4069673
Couldn't this be made more efficiently using ZScript?
I mean like, having a hundred "base" weapons, with min/max stat values defined just so their true stats can be generated at spawn/pickup.

>weaponslots
Can't this be modified while in-game in a weapon/player specific basis? maybe through the use of some menu?
>>
>>4068236
When you make it.
>>
>>4068835
>DrawString
Can this only be used inside BaseStatusBar classes or can I use it to draw HUD stuff like good old HudMessage? if not, is there any equivalent to that?
>>
Is there a way to disable Nazrobes from spawning in Space Hunter?
>>
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>>4068835
Gonna hook to >>4065617
>>
computer update
>>
I was wondering - is it possible to freeze (i.e. make them stand still) an actor without deactivating them? I want to have an effect where the monster stands still for some time but can still be damaged.
>>
>>4069908
How about a State that loops for X seconds/ticks? you might be able to apply some kind of effect or whatnot while its duration, too.
I don't know the specifics, also starting with this thing, I'd look for examples around.
>>
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Still at the lenses. Which one is better, left or right? I can't really decide.
>>
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>>4069572
You're doing it wrong, gimme the keyboard.
>>
>>4069947
> max shield and flaming punch ready
exploits ahoy
>>
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ZANDRO 3.0 STABLE SOON
>>
>>4069954
>still no 21:9 support which was added to gzdoom long ago
Feels bad man.
>>
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>>4069954
When is Zandro getting ass-imilated by GZDoom?
>>
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>>
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>people interpret 'the devs for classic doom deserve the money for buying classic doom today and not id' as a bad thing
these people have to be inbred or some shit.
>>
>>>/a/158737437
Eclipse slaughtermap when
>>
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>>4070027
>that post
Nice.
>>
>>4070027
fucks an eclipse
>>
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>>4070039
read berserk
>>
>>4070078
fine
>>
>>4070078

Not an easy thing to say in a community filled with people who refuse to play an "unfinished" project/mapset.

Fuck you Miura.
>>
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>>4070078
can I watch it instead
>>
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1.jpg
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>>4070087
wait didn't berserk finish at the ship?
>>
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>>4070096
Only if you really hate yourself
>>
>>4070096
what the fuck is that shit.
>>
>>4070096
Post the one where Zodd squishes the pigman against the ground looney toones style.
>>
>>4070020
theoretically they should since it's their property and all, but thing is, and not to shock a grandma in the community but nobody or their mother fucking cares about doom being pirated these days. id already made literal dinero shitbytes off Doom '16 and the DLC's.

BFG edition is pathetic, and you're a retard if you buy it anywhere else unless you're willing to gimp yourself playing on a DOS emulator of all options available.
>>
has anyone ever tried to introduce enviromentally aware, dynamic music to Doom? The idea of changing the level music based on the enviroment would be in my opinion great honestly, but I've never seen anyone pull it off. Is it possible?
>>
>>4069931
I like the left one.
>>
>>4070150
This would be great for those wads with the whole game merged into a single wad.
>>
>>4070150
As an addendum, by enviroment I mean something like dividing the game in two states, a spooky and a combat one and changing the music based on how many enemies are around the player
>>
>>4070158
>into a single wad
I meant into a single map.
>>
>>4069964
Never, hopefully
>>
>>4070169
When is Zandro catching up to GZDoom, then.
>>
>>4070237
Never, sadly.
>>
Linux /vr/oomers, what do you use to manage loading WADs?
>>
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>>4070239
>>
Can anybody make a little addon mod for a Guncaster?
The Frostbite spell is too OP, being both shredding and spawning damaging particles it quiclly decimates monsters, however there is no straight-fire Frost spells in the game.
I'd like for it to be redone into faster exploding projectile, not affected by gravity.

Can anybody do this?
>>
>>4070312
Why not you?
>>
>>4070312
>Guncaster
>OP
>Mechsuit
>Powerups
>End-tier weapons and spells
>HP, Mana and regen upgrades
>Literal godmode item on sale on demand
>Corpseblast spell allows infinite money farming
>All this can make the player even more powerful than in Russian Overkill.

lol
>>
>>4070249
command line
>>
>>4070126
I bought Ultimate Doom on GOG because for some reason one of the pirated wads seemed to be faulty and I thought I got a proper one. Turns out it was the source port all along.
Oh well, I can afford it.
>>
>>4070078
>>4070096
>Berserk mod will never exist but the anime will keep getting 20 cents for new seasons
>Mike will always work on dumb H shit nobody cares for instead of Berserk resources nobody cares for
Suffering
>>
>>4070346
Yeah, that's what I'm using now, aliasing commands. I was hoping there was maybe a GUI or TUI option.
>>
>>4070371
>Mike will always work on dumb H shit nobody cares for
are you saying you dont wanna fuck an agitated skeleton?
>>
Trying to figure out decorate, and I have some questions.
For example Wiki lists A_Explode as

A_Explode [(int damage [, int radius [, int flags [, bool alert [, int fulldamageradius [, int nails [, int naildamage [, str pufftype [, str damagetype]]]]]]]])]

How does one define one value without defining the one sthat come prior?
>>
>>4070096
I still wonder how the fuck did they manage to make TV animation look worse than In-game engine cutscenes of the cheapo warriors-knockoff game.
>>
>>4070371
>Mike will always work on dumb H shit nobody cares for

Now, I'm all for getting Mike to work on other stuff, but I think it's really ignorant to claim that nobody cares about hentai stuff.
>>
>>4070390
The appeal of HDoom ran out a long time ago, it's time to move on.
Hell Knight and Baroness is where it's at either way
>>
>>4070417
This guy gets it.
>>
So, why should I choose .pk3 over .wad?
>>
>>4070414
If he wants to do sprite hentai that's fine, he gets commissions for it still

Do people even play HDoom anymore?
>>
>>4070425
n-no, i don't think so, a-anon
>>
>>4070423
Funny, I always wanted to ask the other way around.
>>
>>4070423
easier to organize and maintain
>>
>>4070423
>>4070429
>easier to organize and maintain
"easier" doesn't even begin to describe it. See the ZDWiki page: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
>>
File: red hot keycard.png (509KB, 990x660px) Image search: [Google]
red hot keycard.png
509KB, 990x660px
>>4070417
I still get a kick out of the idea of HDoom and seeing the art and spritework, it's funny to me.
>>
>>4070404
anyone?
>>
I've been playing Inferno on Nightmare, it's the only episode where Nightmare feels like a fair challenge instead of a deathwish
>>
Question: How can I make seeking missile not go through doors?
I have made a seeking missile which just goes through doors and I have no idea why.
>>
>>4070249
I've just been editing the gzdoom.ini to autoload the wads I wanna play, not the best way for sure but it works.
>>
>>4070478
Set a passable decoration in the door to catch the missile
>>
File: Screenshot_Doom_20170620_220341.png (163KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_220341.png
163KB, 800x600px
This blew my mind as a kid.
Nowadays, maybe not quite as impressive.
>>
>>4070486
I found the reason why it went through doors - I set the radius too small. A radius of 1 apparently makes seeking missiles go through doors. When I set it to 2 it was blocked like it should be.
>>
Watching Evolution of the WAD and hearing all these dudes have encyclopedic knowledge of mappers, mapsets, and the eras of Doom mapping is fucking depressing because I have no clue about any of that shit and it feels like I'm late to a party
>>
hdoom would probably pose a bit more interest in my eydick had the monsters looked more like

you know

actual monster girls instead of SOA characters
>>
>>4070504
I wasn't around for a lot of it at the time but I caught up over the years so I get a lot of what they're talking about.
>>
File: vomiting.gif (3MB, 480x270px) Image search: [Google]
vomiting.gif
3MB, 480x270px
>>4070505
>actual monster girls
>>
File: ns5ggdwYIM1r2cxcy_540.jpg (61KB, 540x415px) Image search: [Google]
ns5ggdwYIM1r2cxcy_540.jpg
61KB, 540x415px
>>4070453
>No baroness/hell dame ass
>>
>>4070509
goddamn there really is no such thing as 'quality bait'.
>>
>>4070249

I've been using some java doom launcher thingy, but >>4070375 made me realize that some aliases would be the easiest and quickest way to go about it, given how I tend to know the exact filenames of the wads I wanna play.
>>
>>4070469
You can't do that. Not in any language that I know of. If you think about it, it becomes rather obvious why it's impossible.
>>
How do I increase the enemy aggressiveness (or increase the attack speed (not the frames))
>>
>>4070556
either a custom AI system
or
+missilemore +missileevenmore
>>
>>4070556
+missilemore, +missileevenmore

You could theoretically take it even further by giving the monster extra a_jumps during their see state to go to their attacks. That'd make them REALLY aggressive
>>
1 errors while parsing DECORATE scripts

what did it mean by this?
>>
>>4070527
>>4070482
>>4070346
Any interest in a TUI WAD manager?
>>
>>4070697
Whats a TUI?
>>
File: IMG_20170618_183617.png (106KB, 265x249px) Image search: [Google]
IMG_20170618_183617.png
106KB, 265x249px
>>4070567
>+missilemore
>+missileevenmore

>look it up
>it's real decorate code
>>
File: doom.png (91KB, 914x501px) Image search: [Google]
doom.png
91KB, 914x501px
>>4070697
I just wrote a bash script.
Select an Iwad,pwad load any additional crap etc...
>>
>>4069947
Does project MSFixed support 1360x768 now?
>>
>>4070702
Terminal User Interface.

>>4070707
Mind sharing the script?
>>
File: wargon.gif (3MB, 400x275px) Image search: [Google]
wargon.gif
3MB, 400x275px
>>4070489
>>
>>4070725
>>
File: Screenshot_Doom_20170621_023220.png (1MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20170621_023220.png
1MB, 1920x1080px
Ahh yeah my duuude, I love these types of maps in my ass.
>>
>>4070721
https://pastebin.com/NzZNqf2m

go nuts. I'm not a programmer, but it works well enough.
>>
File: confused manga girl.png (179KB, 463x492px) Image search: [Google]
confused manga girl.png
179KB, 463x492px
>>4070742
>I love these types of maps in my ass
I beg your pardon?
>>
>>4070742
>I love these types of maps in my ass
is it that big?
>>
File: Cool_Reaper_Skeleton.jpg (68KB, 400x400px) Image search: [Google]
Cool_Reaper_Skeleton.jpg
68KB, 400x400px
>>4070751
Many thanks anon. Doing gods work.
>>
>>4070780
np. It was meant for my personal setup so It'll need fixing up a bit. :p
>>
>>4070697
it would be wonderful.
>>
>>4070742
whatmapisthis
>>
>>4070798
ancient aliens
>>
File: Screenshot_Doom_20170620_221920.png (106KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_221920.png
106KB, 800x600px
It's like an office shooting spree except I'm actually the hero!
>>
File: Screenshot_Doom_20170620_222114.png (79KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_222114.png
79KB, 800x600px
Get off, I want to check my mail.
>>
>>4070469

Not in Decorate, you can't.

In ZScript, you can define only the parameters you need.
>>
File: Screenshot_Doom_20170620_222134.png (62KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_222134.png
62KB, 800x600px
Wait, where's the keyboard? Is this a touch screen? I don't wanna have to take off my gloves to use this thing, nevermind then.
>>
>>4070249
Command line when developing mods (to catch possible error output), otherwise Rocket Launcher 2.
>>
File: 1497656558258.jpg (29KB, 680x383px) Image search: [Google]
1497656558258.jpg
29KB, 680x383px
>>4070505
>Actual monsters
>>
>>4070775
kek
>>
>>4070404
You have to define every value until the one you want. A hassle at times, but such is life.
I don't think there's a list of default values, but you can always look into the gzdoom source to see what they are (if you just search for A_Explode on github you should be able to find it easily).
>>
>>4070417
tfw only hell knights do titjobs. I want the baroness to do that too...
>>
>>4070793
Are you okay if I was to redistribute it with changes? And if so, is there a name I can attribute the code too?
>>
>>4070827
too much chest
>>
>>4070824
Base G(Z)Doom only eber uses first two
>>
File: Screenshot_Doom_20170620_222929.png (64KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_222929.png
64KB, 800x600px
I need an oven mitt for this.
>>
>>4070829
Be my guest. I don't need crediting, it's a pretty simple script :p
>>
>>4070837
Stop teasing us with these screenshots and release the mod already.
>>
File: Screenshot_Doom_20170620_225702.png (213KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170620_225702.png
213KB, 800x600px
>>4070846
Far from done m8, I have a lot of work cut out ahead of me.
>>
>>4070846
>>4070864
>>4070837
What's this?
>>
File: Screenshot_Doom_20170621_002104.png (172KB, 800x600px) Image search: [Google]
Screenshot_Doom_20170621_002104.png
172KB, 800x600px
>>4070871
TNT Evilution + a ZDoom port of Immoral Conduct that I'm doing things with.
>>
>>4065615
This is probably a dumb question, but the Quake pastebin mega link doesn't actually have the game, addons and music. Does it? Legit asking because I don't come on /vr/ but I been feeling the itch to get Quake and was thinking about buying it.

Already played a bunch of Doom and WADS for it so was looking for something new. Thinking either Quake or Duke but if that mega is legit then I'll get that here and the buy Duke probably.
>>
>>4069347
What the fuck is THAT?
>>
>>4070940
looks like a map
>>
File: 2272679.jpg (33KB, 595x319px) Image search: [Google]
2272679.jpg
33KB, 595x319px
>>4070968
Why did I ask?
>>
File: machinegun.png (238KB, 413x480px) Image search: [Google]
machinegun.png
238KB, 413x480px
Was this thing originally supposed to be your melee weapon?
>>
New thread.

>>4071080
>>4071080
>>4071080
>>
>>4071065
I could see someone modifying it into a drill weapon, would use.
>>
>>4067507
WANT
Thread posts: 611
Thread images: 145


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