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THE CACO

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Thread replies: 582
Thread images: 134

DOOM THREAD / RETRO FPS THREAD - Last thread >>4076987

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
-Still one map left to be finished
-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 ===

[6-26] Russian Overkill 2.5 released
https://forum.zdoom.org/viewtopic.php?f=43&t=29915&start=1365#p1005931

[6-25] BloodGDX updated to 0.769, improves mouse control
http://m210.duke4.net/index.php/files/viewdownload/9-java/50-bloodgdx

[6-24] Spaceman333 released a Slo-Mo addon
https://forum.zdoom.org/viewtopic.php?f=43&t=57013

[6-24] Anon release; Lawgiver weapon
https://www.dropbox.com/s/f0mph24m8vglyu8/lawgiver.pk3?dl=0

[6-24] TerminusEst's pre-release of High Noon Drifter, a ZScript-driven mod
https://www.dropbox.com/s/in25xkxxr2wxe6t/HighNoonDrifter.pk3?dl=1

[6-20] Anon shares some stuff about ZScript HUDs
https://docs.google.com/document/d/1WmmsefkkMHMz1EN_3F-Y3_NR94uFr-2xxVJ7VvlJyPA/

[6-19] New Intermission and Evolution of the WAD podcasts
https://www.youtube.com/watch?v=ApNaH3c9Q2c
https://www.youtube.com/watch?v=nTOWTMOa1os

[6-19] Top HP Bars; a small plugin that displays monster health bars
https://forum.zdoom.org/viewtopic.php?f=46&t=56910

[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

=== 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.
>>
>>4081694
>image
What the fuck
>>4081689
Horns seem too high and to the right on the arm-swing frame.
>>
>>4081704
>What the fuck

DOOM: Other D
>>
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>>4081704
Yeah, I just noticed, and I tried fixing it and made it worse. I think I need to put this idea down for awhile
>>
>>4081707
the grooviest walk cycle
>>
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Wheres this sprite from? it looks familiar but i cant quite place it?
>>
>>4081734
...Anon...your second sentence is not a question, so why does it have a question mark?

As for your actual question, I'm not sure. It's always called "terminator", though, if that gives you a hint.
>>
>>4081746
sorry i dont put much thought into grammer when posting on a cantonese image board
>>
>>4081748
It was an actual question. I see a lot more people doing that nowadays and I can't help but read them as valley girls that speak every other sentence like a question. Imagine a world where every 5 anons are valley girls. It'll drive you insane.
>>
>>4081748
>not careen aboot grammor
ur pleeb
>>
what is the best sector toilet? which was the first one? Is there a collection of all of them somewhere?
>>
>>4081842
the best i've seen were in cold as hell, that mod had some bitchin' porcelain.
>>
>tfw we are one step closer to a max payne mod for doom
>>
Is there a wad based on a first person Commaner Keen?
Like, levels, weapons, enemies, items, hud and everything else made to be based o CK's theme?
>>
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>>4081878
>tfw one step closer to heaven
>>
>>4081880
not really but sort of
one mappack (forgot witch) has an huge Keen secret level (i've seen it played with duke in samsara, the video has been posted a few times here i think)
and DUMP3 has a neural stunner as a chainsaw-tier replacement
guess we still miss the pogostick
>>
>>4081887
Doom 2 The Way Id Did was the wad with the Commander Keen secret levels.
>>
>>4081734
Vader made it
>>
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what weapon mod is this
>>
>>4081926
D4T: Death Foretold
>>
>>4081931
what
>>
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>they fell for the indie pixelshit meme
Devolver you absolute madmen
>>
What's the most clever secret you've seen in a map lately?
>>
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Doing some physics experiments, monster experiments, and having-a-name experiments. https://my.mixtape.moe/pjpaty.webm
>>
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>>4081694
Recommend me some mapsets that aren't in the ''so you want to play doom'' image, preferably without custom monsters or weapons.
>>
>>4081963
Memento Mori
>>
>>4081963
>>4081968
Memento Mori 2
I at least didnt like the first one much besides the first half or so of the wad.
>>
This guy right here needs a sprite edit for metroid dreadnaught.
>>
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>>4082119
>>
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>>4082119
Huh?
>>
>>4082119
nigger
>>
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>>4082119
What did he mean by this?
>>
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so some niggers on /x/ are paranoid as shit because there's apparently a cacodemon in space travelling at massive speeds on its way to earth.
>>
>>4082119
This isn't cripplecent dot garbage
>>
>>4082170
>/x/
hahahaha
>>
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>>4082194
DUDE NO ITS SUPER CEREAL THIS TIME AROUND
>>
>>4082136
Demon pride, Hell wide.
>>
>>4081968
>>4082018
I should've probably mentioned the ones I've played (that I remember).

Scythe 1/2
Memento Mori 1/2
Community Chest 1-4
Bloodstain
Hellbound
Going Down
Rebirth
Alien Vendetta
DTWID
BTSX 1/2
JPCP
Jenesis
Speed of Doom
Equinox
Plutonia 2
Plutonia Revisited
Urania
Hell Revealed 1/2
Ancient Aliens
Sunlust
Nova 1/2
>>
>>4082180
>>4082136
>>4082135
>>4082130
>>4082128
>>4082123

Wow.
>>
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D4D wont work :(
>>
>>4082226
gottem good am I right?
>>
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>>4082170
>>4082196
>cacodemon
>2 eyes
>>
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>>4082241
>>
>>4082202
valiant
>>
>>4081963
Please tell me this is a real rom hack
>>
>>4081949
i got that joke
>>
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>>4082245
What the fuck are those hideous elbow pipe pistols?
>>
>>4082245
WHAT THE FUCK
>>
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>>4082245
>two guns
>two eyes
>>
>>4082370
>>4082351
It pirate doom, those are flint locks
>>
>>4082398
If they're locks, why aren't they on doors?
>>
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>>4082245
>>
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>>4082423
>>
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Hello my dudes,

Lawgiver anon here. The fact that the old model I use only had five mode indicators and no lens at all really bothered me. Since I tried making the Lawgiver Mk II, that was unacceptable. So I got my hands on a more life-ilke (i.e. as actually shown in the comics) model and sprited that. I am still not very good at spriting, but I find it looks better than the old one. The old one was pudgy and fat. And I know that the palette sucks, but I just can't wrap my head around doing palettes in GIMP.
So, what have I done?
- I completely swapped gun sprites from the old model to the new one.
- I added smoke columns to hi-ex and incendiary
- on that note, hi-ex is a lot more powerful now
- I added armor piercing bullets. Their main feature is that they are rippers and go through several enemies. I know, rippers are not ideal, but I rationalize it by "the longer a projectile goes through an enemy, the more damage it can do". Also, this is a scifi-gun, so shuddup, by grudd!

webm in the link shows the features and also the alt-fire function "Judge shout".
>>>/wsg/1498495773226


https://www.dropbox.com/s/f0mph24m8vglyu8/lawgiver.pk3?dl=0
>>
>>4082457
Goddamit, I ALWAYS fuck up crosslinking...

>>>/wsg/1754112
>>
>>4082457
>>4082459
Looks nice, do you have to use the mouse wheel for the fire mods, or can you still use the number keys?
>>
>>4082457
>>4082459
bretty gud
>>
>>4082257
That one's already in the OP image.
>>
>>4082465
Heh, actually you choose modes with reload/zoom. And it's all in one slot, so you can't choose anything with number keys. In fact, you can't choose other weapons with mousewheel when an alternative mode is selected. That's already in the "issues" list.
>>
>>4082487
Ok, because my mouse wheel proken and i am kind of a poorfag
>>
>>4082494
a basic mouse costs less than ten dollars. are you really so cheap that you cannot replace a thing you physically use X hours a day every day
>>
Is there a way to make the chainsaw now make you 'catch on' towards an enemy when you use it? With Decorate I mean.
>>
>>4082587
> https://zdoom.org/wiki/A_Saw
> sf_nopullin | sf_noturn
>>
Maybe I'm retarded and I'm just missing it, but is there a convenient place I can grab Heretic and Hexen?
>>
>>4082612
The iwads only link in the OP should have it.
>>
>>4082612
http://doomgod.com/wads/iwads/
>>
>>4082604
>unknown identifier
>>
>>4081963
Strange, a couple of weeks ago I had a dream about playing a doomified Super Punch Out. I recall losing against a revenant
>>
>>4082615
the size in chex3 is wrong in case you own the site and want to fix it
>>
>>4082623
you have an old version or you fucked up
>>
>>4082639
I can't get the brand new versions of GZDoom, my PC can't handle the new renderer :(
>>
>>4082641
vid_renderer 0
or shift+double click and select software
>>
>>4082647
But software mode doesn't work with PNGs that I'm using
>>
Does this string look correct?:

SAWG B 1 A_Saw("weapons/sawful2","weapons/sawhit2",(random(1,2)*10),"CHSawPuff",SF_NORANDOM, 64, SF_NOPULLIN, SF_NOTURN)
>>
>>4082613
I'm stupid, thanks.
>>
>>4082650
no
what the fuck
why are you putting flags all over the place

>variable
>comma
>flag1 + flag2 + flag3 (user the pipe operator | )
>comma
>variable
>>
>>4082671
I am not smart.

Where do they go?
>>
>>4082641
>my PC can't handle the new renderer
How? Is it a 10 year old laptop or something?
>>
>>4082680
they go in the spot where flags go, seperated by that vertical line, not commas
>A_Saw("weapons/sawful2","weapons/sawhit2",(random(1,2)*10),"CHSawPuff",SF_NORANDOM | sf_noturn | sf_nopullin, 64)
>>
>>4082689
Maybe like 6 or 7.
>>
>>4082692
I tried that, I guess the old version doesn't recognize those flags. Which version added them?
>>
>>4082697
A devbuild from September 2014.

If your machine can't handle the new renderer, add "-glversion 2" to your command line options.
>>
>>4082703
Wasn't that feature stripped out in new versions?
>>
>>4082697
an alternative would be to have your chainsaw shoot short range bullets with no spread
>>
>>4082704
It was still being suggested as a troubleshooting option by developers as recently as today.
>>
>>4082707
How hacky and janky would that look?

>>4082708
Oh. What about dynamic lights? Didn't Graf break those for no reason?
>>
>>4082710
I'm using devbuilds and lights still look fine. Better, actually, because shadowmaps.
>>
>Romero had taken a liking to instrumental video game soundtracks - available as Japanese imports
what were those ost?
>>
>>4082737
Doom : YOOOOOOO Edition
>>
>>4082729
I mean more that he took away the ability to actually adjust them on your own and they're just ON/OFF now, he said it was for wider compatibility but I think it actually broke numerous existing maps on that point.
>>
>>4082769
I don't see how. Just making them bigger or smaller doesn't make all that much difference, and I can see how it can break lighting design in maps.
>>
>>4082737
Chrono Trigger is one of his favorite games, so I'm sure that was among them.
>>
is there a metal slug music pack?
>>
>>4082245
Why do you remind us of this abomination
>>
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>>4082845
>>
>>4081937
But it's actually fun, a Twin Stick Shooter with FPS design.
Too bad the online and modding scene for it seems to already be dead, all the mods for it were released by play testers before the game came out and no one is online when I check.
>>
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Sparkle sparkle
>>
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>>4082110

>playing WoC 2.0 in Epic 2
>playing wizard
>Dark Lich fires AoE magic missiles and tracking whirlwinds that stunlock me
>mfw launches a barrage of supersanic ghosts and i have to consume health items just to survive
>mfw 8800 HP
>>
>>4082845
hey come on now Pirate Doom wasn't that bad
>>
>>4082908
I got no fuggin clue what you just said.
>>
>>4082919
One of the boss monsters in Wrath of Cronos is this fucking fuck lich that fires attacks that track sanic fast, namely ghosts projectiles that have to be destroyed or they won't stop eating your dick
>>
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>>4082910
Pirate Doom was genuinely pretty fucking good.
>>
Is there a War of the Worlds mod for Doom?
Or any other roughly Victorian-ish mods?
>>
File: IMG_20170626_172631.png (66KB, 720x173px) Image search: [Google]
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hmm
>>
I just found "NRFTL+.wad" on my computer, No Rest for The Living, anyone knows the difference between that and "NERVE.wad"? I don't remember what it is exactly and can't find much online
>>
I'm conducting a little research on the early days of Doom modding and I found an interesting paragraph on the Wiki, from John Carmack's page, with the followings :

>"When the source code to Quake was stolen and circulated among the Quake community underground, a programmer unaffiliated with id Software used it to port Quake to Linux, and subsequently sent the patches to Carmack. Instead of pursuing legal action, at Carmack's behest id Software used the patches as the foundation for a company-sanctioned Linux port. In 2009, Carmack posted to the Doomworld forums to solicit players' input on the mechanics of the upcoming Doom Classic."

Unfortunately, the wiki gives no direct sources to back up those claims, and the external links to the forums and such seem to be broken.

Is there a chance that archives of those threads and stories still exist somewhere?
>>
>>4082994
Can you share the wad?, i haven't been able to find a download for it.
>>
>Wolfenstein E4M10
>Die and lose my chaingun
Oh fucking christ what am I supposed to do now
>>
>>4083030
There's a path you can take to avoid the line of sight of the officers.
>>
>>4083034
that's really clever

moreso when you realize nuwolf makes use of this tactic a lot as well
>>
>>4082971
Really makes you think
>>
>>4082971
f o r e s h a d o w i n g
>>
>>4083023
where to upload without having to register?
>>
>>4083045
mixtape
>>
>>4083045
if you have a google account (everyone and their mother has one in this day and age) you can upload it to drive and share the link here
>>
>>4083049
>>4083023

nerve.wad
https://my.mixtape.moe/hnlabp.WAD

NRFTL+.wad
https://my.mixtape.moe/qzxlgi.wad
>>
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>>4083058
Thanks anon.
>>
>>4082994
I think "NRFTL+.wad" is a conversion of the wad from the XBLA version while NERVE.wad is the official port to the PC version packaged with Doom 3 BFG Edition. There's no reason not to use the latter instead especially since support specifically for it was added by source ports, and you can verify your NERVE.wad's authenticity by comparing its checksum with the one listed in the doomwiki page.
>>
>>4083063
I see that makes sense thanks.
>>
holy crap. Ancient Aliens was an absolute slog, but that last arena, when I beat it, I felt Victorious, and that ending, fucking Genius
>>
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>>4081937
>>4082883
i don't even know what this is
>>
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ZANDRO 3.0 SOON FOR REAL THIS TIME hopefully
>>
>>4082910
It wasn't bad at all.

Say, Term, do you plan to get High Noon Drifter to Pirate Doom levels, or will it stay as purely weapons?
>>
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>[6-24] TerminusEst's pre-release of High Noon Drifter, a ZScript-driven mod
>https://www.dropbox.com/s/in25xkxxr2wxe6t/HighNoonDrifter.pk3?dl=1

hey term
hey term
hey term

whipping things like the bell and breakable trees in hexen causes them to disappear
>>
>>4083169
Not Term, but unless maps use ZScript now, probably not.
>>
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So the (dual) 1911s are gone, and I had the Beretta take it's place as the dedicated pistol.
The new one is a Browning Hi-Power derivative (which may or may not change as well, but it looks better so that's what matters).
Initially I was going to have the thing only shoot as fast as you can click, but you know a game I really fucking love? Duke Nukem 3D.

So I decided, I'd model the behavior a bit on that, you can just hold down fire and it'll fire rapidly, once it empties it goes straight to reload, which is fairly fast itself.
But on the other hand, you also CAN fire it slightly faster if you click really fast.
>>
>>4083168

great, now it'll only be two years behind gzdoom codebase rather than three
>>
>>4083184
what map is that?
>>
>>4083184
since when does Immoral Conduct have that sprite?
>>
>>4083202
MAP01 of TNT Revilution
>>
>>4083184
Will you also improve the full screen hud? It doesn't show ammo in the magazine or anything important.
>>
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>>4082110


I FUCKING SECOND THIS!
>>
>>4083216
It doesn't.

>>4083223
I suppose I'll look to learn how to do HUD stuff at some point.

I was playing with the idea of basically just crowbaring in NC-HUD in there as a default because I think it's a really clean and functional looking HUD.
>>
>>4083176
>TerminusEst's pre-release of High Noon Drifter, a ZScript-driven mod
Didn't notice there was a release for this.
All these gun names are made up, wtf.
>>
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cacodemons are cute!

I want to own a baby cacodemon!
>>
>>4083176

Oops. Hexen support isn't on the table just yet, but that's gonna be a tricky one once I get to it.
I'll have to think about how I can circumvent this. Thanks for letting me know.
>>
>>4083276
I want to FUCK a cacodemon!
>>
>>4083012
>Is there a chance that archives of those threads and stories still exist somewhere?
https://www.doomworld.com/forum/topic/46492-starting-gear/
>>
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>>4083298
Do NOT fuck the cacodemon.
>>
>>4083307
Have you seen their backs?
I stand by my desires and I will FUCK the cacodemon!
>>
>>4083310
NO TOUCH DE CACO
>>
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>>4083310
>>
>>4083310
how do you know that isn't superheated gas or something coming out of there
>>
>>4083276
every single demon in doom is cute.

every single one. as in there's none I would not hug.
>>
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>>4083315
>>
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>>4083316
>>
>>4083323
I think that's a pretty rational explanation.
>>
>>4083323
I think that's a pretty radical explanation.
>>
>>4083323
I think that's a pretty magical explanation.
>>
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>>4083323
>bio functions
>demon holes
>>
>>4083323

I think that's a pretty palpable explanation.
>>
>>4083331
Food goes in, poop comes out.
>>
>>4083336
That means benis can go in, right?
>>
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>>4083338
NO
>>
>>4083298
I want to fuck a Cyberdemon's gigantic ass.
>>
>>4083340
YES
>>
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>>4083345
ABSOLUTELY NOT
>>
>>4083323
somebody post it
>>
We don't need no stinkin' keys.
>>
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Posting a little new addon mod I made. It basically upgrades all the 5 artifacts in the picture with an enhanced version that are roughly three times more powerful than their vanilla counterparts.

https://a.uguu.se/RlNyUuzidUe7_UberArtifacts.pk3

Always felt these items were on the meh side, so I boosted their usefulness.
>>
>>4083354
Neat.
>>
>>4081706
Is there a Metroid .wad? Preferrably with a reason to use the crouch in gZDoom?
>>
>>4083375
metroid: dreadnought
>>
the fact that the other chan consistently falls for low-quality bait is really, really sad
>>
>>4083381
Given how they became even anything more than a footnote, that doesn't really surprise me.
>>
>>4081694
What is hands-down the funnest wad you've ever played? The one that simply blew you away with it's sheer creativity, or weapons, or level design, or the fun secrets and hidden tricks, or maybe because it was exactly what you've always wanted in a wad?
>>
>>4083354
>humorously oversized computer chip
damn it I laughed
>>
>>4083384
i just want another place to discuss doom, that's all
SA rarely talks about doom, doomworld is full of backbiting, zandronum and zdoom is full of autists, badgame hates everything, doomerboards is for whining about doomworld, reddit and moddb only talks about burtl, and facepunch is full of upboating

i just want one other community. just one.
>>
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A completely pointless feature, but a fun one.
Can also be thrown to distract/alert monsters, so I guess there's some gameplay benefit to it.
>>
>>4083389
Russian Overkill
Doom Tribute
DUMP 2 & 3

All of those seperately, not together.
>>
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>>4083356
>infrared goggles
>three times as powerful
>>
>>4083356
>Radsuit & Infrared
>last 3x as long

Just make them deactivatable
>>
>>4083405
/vr/oom is all you need.
>>
>>4083408
Make it so that it flies off when you die.
>>
>>4083414
>>4083423

>Goggles
Check the automap.

>Radsuit
It does a little more than just protect from nukage. Damage reduction and deflection are in.
>>
>>4083389

It's a stereotypical answer, but I keep on going back to Scythe 2 time and time again because it's just about everything I want in one single mapset. Even the weaker levels are really, really fun to go through.
>>
>>4083426
This, you guys are my only friends when it comes into talking about Doom
>>
>>4083389
BTSX, but that's because I'm a newfag.
>>
>>4083408
>Can also be thrown to distract/alert monsters
How does that work? trying to make "distractors" in decorate just makes monsters target the player in my experience.
>>
>>4083429

>Blursphere
99% stealth, high jump, 2x firerate

>Soulsphere
Enemies fear you, 300 hp, boosted speed

>Invul Sphere
2x damage, 2x firerate, 2x speed, highjump and godmode for 3 minutes
>>
having finished AA, can you recommend another mode to play with D4T
>>
>>4083435

It's just a simple A_AlertMonsters with AMF_TARGETEMITTER.
Nothing special, and utility is incredibly limited. But I've found it's neat to toss it around a corner, watch monsters shoot at it, miss and shoot each other, then quietly reload and top off all my weapons while they thin each other out.
>>
>>4083439
>99% stealth
Why doesn't GZDoom have a proper stealth feature/power anyway? Even at full invisibility on a powerup, monsters still have a chance of randomly noticing the player pass by.
>>
>>4083447
Yeah that's the thing, it has to be shootable so they attack it. I'd just like them to walk toward it like a "what was that sound" more than anything.
>>
>>4083389
Going Down was constantly a blast, even it was fuck-all hard.
>>
>>4083389
>tfw used to find any old wad entertaining
>>
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>>4083428

Done and in.
Webm related.

>>4083454

Yeah, it's shootable.
It just stops being shootable on hitting the ground--something I've been wondering if it would be good to change, so that it's shootable all the time.
>>
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>playing DUMP 3
>it's a Holy Water Pistol map
>>
Someone needs to do a graphic patch for High Noon Drifter once it's done to give the big demon nipples.
>>
>>4083510
delete this
I agree
>>
>>4083510
>inexplicably gains an anime face instead of a skull
>>
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>>4083510
>>
>>4083525
What? I'm just saying what we're all thinking!
It'd just be *weird* to have big bare breasts like that with no nipples.

>>4083518
Doesn't have to.
>>
>>4083543
i agree, i just wanted to use an "in spanish" picture
>>
>Leave mod kino to me
>>
>>4083552

Manbou does better kino than me.
Water Spirit is a breathtaking treat to go through.
>>
>>4083559
link?
>>
>>4083564

https://www.doomworld.com/forum/topic/92390-water-spiritwad-now-on-idgames/
If you don't like slaughter, you probably won't like the gameplay. But I don't mind slaughter, and it's a serious visual treat. Beautiful from every angle.
>>
>>4083569
holy shit
fuckin nips are crazy
>>
>>4083569
>those screenshots
Well time to never map again
>>
>>4083569
Reminds me of the "Kill 13 Keens" map from JPCP
>>
Fuck it, I guess I'll be taking the leap and redoing the grenade launcher now.
>>
>>4083595
ganbatte
>>
>>4083592

It's the same author, so.
>>
>>4083472
Hey Term, what's this TAO 3D thing the herb pickup sprite's from? I like it. I kinda want to use it as a decorative object but it's from your mod, so
>>
>>4083625
When I say "I like it" I mean the sprite, I can't find whatever TAO 3D is.
>>
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>>4083625

TAO 3D is a really, really bad Chinese pirate iwad. Kind of like a Chinese Hexen with martial arts, except shit.
There was a wad dump on the forum a little bit ago, and if nothing else it's got pretty decent artwork.
>>
>>4083632
Link it, I wanna see if there's anything I can snatch.
>>
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>>4083635

https://www.dropbox.com/s/lzfbjlyed1d6uol/TAO.WAD?dl=1
Enjoy, mate. Some of the sprites will need editing, but they'd be cool to see in a mod.
>>
>>4083639
Uhh, whatever IWAD this is meant to be used with, the palette's stuffed. The PLAYPAL's not right.
>>
>>4083639
What's with the palette?
>>
>>4083662
>>4083664

>>4083632
> TAO 3D is a really, really bad Chinese pirate iwad
> iwad
>>
>>4083667
Existing/Global palette still gives me distorted colors.
>>
>>4083662
>>4083664
gzdoom does not support the pirate iwads, for obvious reasons
>>
>>4083675
Not Slade either?
>>
>>4083681
i believe not, but i have not checked as i'm not a modder
>>
>start touching the code for the grenade launcher
>suddenly the thing stops working for seemingly no reason at all
>haven't changed any statejumps or checks or frame durations

That didn't take long.
>>
>>4083684
So what does it mean when the weapon exists and can be picked up, but can't be selected?
>>
>>4083689
weaponslot?
>>
>>4083675
The .wad file in the link has Doom's PLAYPAL in it for some reason, yet TAO 3D's own custom COLORMAP is there. Can't really use these sprites without the correct palette.
>>
>>4083689
Either it's missing sprites, or not weapon-slot'd properly.
>>
>>4083691
It has a weapon slot, and it ABSOLUTELY has sprites.
>>
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I'm a fucking braindamaged retard, the sprites aren't indexed between the sprite markers.

I can't believe I did that, moreover that I didn't see it.
>>
>>4083176
whip it good
>>
>>4083728
https://www.youtube.com/watch?v=j_QLzthSkfM
high_noon_drifter_gameplay.mp4
>>
>>4083692

https://www.dropbox.com/s/svoy5vubrszqd7e/Tao.zip?dl=1
Here's a .zip with all of the sprites pulled out, then.
>>
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>>4083732
>>
>>4083734
Hey that works, thanks!
>>
>>4083734
>correct PLAYPAL file stuffed in with the sprite rips
Term, I...
>>
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>>4083748
can we replace the big demon lady with webum?
>>
Can anyone tell me if D4T goes well with DPWH?
>>
https://www.youtube.com/watch?v=WaliHUSPhZc
>Third person and first person
neat
>>
>>4083768

>that footstep sound
jesus christ
>>
bros I just finished Don't Play In Hell. I've never played Doom with such a huge well made map, it was fucking great. Any more wads out there like it?
>>
>>4083780
Ancient aliens is a bit on the slaughter wad side but a visual feast and had a fun irreverent tone
>>
>>4083780
try Towards The Hell
first map is jokewad levels of wackiness with the cutscenes
second map is Doom 3 with more shooting
then it goes full Demons Of Problematique
>>
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>>4083768
>Sephiroth yetis
>>
>>4083768
wasn't this rediscovered around the same time mars3D was? looks like a similar engine
>>
>>4083845
Same devs I think.
>>
https://my.mixtape.moe/fjmhud.webm

BFG alt-fire's working fine.
>>
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>>4083776
>That sound design in general
>>
>>4083901
I'd love a disco ball that played that music and made enemies spasm up and down with no other effect, desu
>>
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Gaaaah, this thing has such messy looking code (and probably looks even messier once I'm done with it). Not because of the porter's work, mind you (even if it looks a bit strange at points), he's done a pretty solid job. Rather it's because it's a solid job.

The ZDoom version accurately depicts the chambers going from empty to full in the reload, just like in the Edge version (you'd barely see it, being a small detail that's on screen for a few tics), and because this is done, there's like 5 duplicate sections for the reload states, and I'm wondering if I should actually gut it and redo it clean or just paste over the new frames on them and call it a day. I mean it's not like I have different frames to put there, nor that the case heads would be visible on this graphic, and it'd save me headache. Fuck the next guy who looks as this code and decides to copy/modify it, right?
>inb4 karma
>>
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Also holy smokes this is GOOD shit:
https://www.youtube.com/watch?v=glRgf2YKYVM
>>
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>>
>>4083985
RIP
>>
>>4083989
I stink.

Which reminds me, I wanted to recolor the gas clouds too.
>>
>>4083140
It's a Serious Sam "spin-off" top-down shooter game; got some Doom "references" in it, down to "Samguy" head and suspiciously similar keycards.
>>
>>4083472
kek, that's awesome.
>>
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retrojam4_textfish is a hell of a map. Juxtaposes confusion and disorientation with a swift kick to the groin.
>>
>>4081878
>pick up key
>ambush
>IT'S PA
>IT'S PAYNE! WH
>IT'S PAY
>IT'S PAYNE! WHACK 'EM!
>IT'S PAYNE! W
>>
>>4083354
WHAT MAGIC IS THIS IN MY QUAKE!?
>>
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While I'm waiting on someone to fix these sprites a little, I can get started on this guy's behavior, and I think I should nerf the shatterbombs a little, earlier I killed this guy with three bombs, that's nuts.
>>
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Here's the recolored gas.
I figured, since the enemies all die their bloody deaths anyway to it, it's probably something really horribly corrosive or a nervegas or something that burns and tears up your lungs and you just throw up lots of blood and gore and shit. The alt-fire even has a (relatively) slick loadup animation.

I don't know if maybe VX or Mustard Gas would do that (Mmm... mustard), but I figured a neon yellowish color would feel suitable for that visually. Let's also say it dissipates or solidifies against surfaces rather quickly or something, which is why you don't immediately die walking where it just was. And also your helmet has a decent filter. You'd probably have to sanitize a place where you blasted this shit though.
>>
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>>4084061
>>
>>4083301
neat stuff, did anything interesting come from that iphone release, like better quality sounds and whatnot?
>>
>>4083301
Thank you anon!

Anything about that "Quake's stolen code" episode?

The doomworld search gives nothing and I don't seem to find any reliable source on that, included Kushner's Masters of Doom or maybe I'm missing something.
>>
>>4083476
No, nooooooo
>>
>>4083592
Noo, noooooo!
>>
https://www.youtube.com/watch?v=FZ_ymbxkAh4
>>
Anyone around that has streamed/tried setting up a Doom Builder stream before? Got a question:
Is there any way aside from full desktop capture to capture the extra dialog boxes and junk Doom Builder pops up?
And I guess the follow-up to that question is: is not seeing the texture/thing selection and tool windows a dealbreaker for anyone who would be interested in watching a mapping stream? Desktop capture is a no-go since I'd be flicking between windows too often.
>>
>>4083389
Valiant. I love Skillsaw's pacing. It rewards going balls to the wall aggressive and charging into rooms, but is still fairly challenging.
>>
Is it normal to see a single frame of the back of Doomguy's head every time you go through one of GZDoom's seamless portals?
>>
What's a good map set/megawad or something good to play with DoomRLarsenal and DRPG? Maybe something with a decent amount of weapon spawns but nothing too overkill.
>>
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endoom is a powerful tool.
>>
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>>
>>4084306
bell is better.
>>
https://my.mixtape.moe/ezsubv.webm
For anyone interested, here's a short video of DRLA's huds and PDA in action.

Huds aren't final, that's one of the terror things on my todo list.

Also be aware that there are new monster spoilers if you watch it.
>>
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>>4084304
>wasting precious screen space on this trash
>instead of superior polly


jk, good stuff anon
>>
>>4084304
>>4084306
Where these cuties came from?
>>
>>4084340
Japanese baseball.
>>
>>4084340
the NPB mascot thread @ /trash/

I shamelessly admit to be a regular like the fag I am
>>
Woah, had no clue this was a thing
>>
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>>4084352

And then I forget the link cause i'm a dumbass.

https://www.youtube.com/watch?v=zJJF61U0eSc
>>
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>>4084330
>Not using AddOptionMenu

NO NO NO. DONT DO THAT. DONT OVERWRITE EXISTING MENUS WHEN YOU CAN JUST ADD YOU OWN.

Look up the slomo bullettime mod, it adds a new menu without needing to overwrite the old one.
>>
>>4084356
What's he doing with the menus?
>>
>tfw attempting to play newgothic 2 map12 with a gameplay mod
>>
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>>4084358
Because that doesn't exist in 2.8.1/2.1.1.
Good to hear your thoughts on the hud and pda.
>>
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>>4084330
But where can I enable the semen meter?
>>
Which is better, Doom Builder or Slade?
>>
>>4084514
You essentially asking whether a saw or a hammer is better.

Slade is for organizing mods.
DoomBuilder is for making maps.
>>
>>4083445
find one yourself anon, you're more than capable

If you liked the general monster encounters, layout and secrets then look up skillsaws other works
If you want quality but from a mapper with different quirks then check the cacowards
If you have no preference at all hit up the random page on id games or load up doom seeker and see what wads are in cycle
>>
>>4084440
I really do like the hud and the pda, they look sleek and useful to me. I would definitely use it and enjoy it.
>>
>>4084541
>>4084440
>>4084330
That looks amazing. I can't wait to try it myself. Great job yholl!
>>
>>4084056
>HEY-YAA!
>>
>>4084330
Wow nice, I can't wait until 2025 to try it out!
>>
>you're in a doom mod, Max.
>>
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>Lost soul
>isn't really lost
>>
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>there was something disturbingly familiar about the readme file before me. the handwriting all computer generated.

>"you're in a Doom mod, Max."
>>
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>the truth was a burning red ACS error message through my loading screen.

>weapon pickups scattered throughout the stages, chock-full with oddly colored creatures representing enemies of demonic nature. my own face plastered at a side of the screen, peering at the sides regularly, at random intervals, as if vigilant of my own surroundings, while real me was busy looking down the barrel of a shoddily coded and sprited Beretta, inexplicably swinging left and right in slow motion, massacred by the presence of a graphic filter. the baby was crying somewhere.
>>
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>I was in a Doom mod.

>funny enough, it was the most horrible thing I could think of.
>>
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Fucking aliens.
>>
>>4084770
What's the BFG replacement in trailblazer?
>>
>>4084781
Nutcracker?
>>
>>4084781
that's final doomer tho
>>
>>4084605
I don't know about that, I've found the dumb little moos fidgeting around at odd places.
>>
>>4084226
Nope, desktop capture is the only real way to go.
>>
>>4084650
>"you're in a Doom thread, Max."
>>
>>4083323
do you think the cacodemons get embarrassed knowing that everyone can see them? ha ha.
>>
>>4084650
>>4084651
>>4084653
I have never been so honored to grant a (you).
>>
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>>4084304
>>4084306
You're a good man
>>
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>>4083510
>>4083298
>>4083342
demons are not for sexual
>>
>>4084520
SLADE can make maps which is probably why they asked.
>>
>>4084935
cute

post more cute demons
>>
>>4084934
Eeh, low quality trolling. Have a (you) but try harder next time.
>>
If I wanted to make a timestop powerup, would it be possible to make it also stop the music while it's in effect?
>>
>>4084981
but responding is a-ok?
>>
>>4085114
PowerTimestopper stops the music by default.
>>
>>4085146
So it does.

Is there a way to apply a sound effect to when a powerup stops?
>>
>>4085147
An A_PlaySound with CHAN_NOPAUSE isn't paused.
>>
>>4085153
Yeah but I mean what action would I use to apply it?
>>
>>4085154

Er, A_PlaySound.
Unless I'm misunderstanding you?
>>
Is there a quick function to check for liquid flats defined in TERRAIN info (bounce projectiles vanish on them already so it's not like the engine doesn't know they exist) without using CheckActorFloorTexture for every single texture?
>>
>>4085156
I mean you can define a sound for when a powerup is picked up and it starts, but I want to define a sound that plays when the powerup wears off.
>>
>Still no way to have a powerup do stuff when it depletes
>Besides running an ACS script that checks for the powerup's endtime so that you can do the stuff
>Also lol i hope you don't change levels in the interim
>>
>>4085164
Oh, I see, I misread. Sorry about that.
As >>4085168 said, currently the only way is to do an ACS script that checks for the powerup's endtime and then plays another sound.
>>
>>4085168
Could you use zscript global variables to handle level changes?
>>
>>4084330
>He actually implemented weapon stats

THE ABSOLUTE MADMAN
>>
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>>
>>4085168
Actually you sort of can. There exists a certain powerup that DOES allow for a ending powerup. See here:

https://zdoom.org/wiki/Classes:PowerProtection

Basically give the player a Custom Inventory item that gives them both the powerup you want, but also a useless version of the protection powerup to handle sound.
>>
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>>
>>4085207
*allow for an ending sound

typo
>>
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Everytime I try to load up this oblige map, it just takes me to doom 2 map 1. Any idea why, pic is the load order in zdl. also, idk if this is important or not but i cant see the oblige1.wad in the folder i put it in, but i could find it and load it up via zdl just fine
>>
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>>4085216
actual load order, idk why i put the oblige map twice but it still did the same thing when removed
>>
>>4085198
did you post in the right topic?
>>
>>4085206
ZA WARUDO
>>
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>>4084961
>>
>>4085246
It even has the stop sound effect too.
>>
>>4085216
>>4085217
Take a look at the console right after start and look up (mwheel up/down) to check if it's loading everything.
>>
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What went so right brehs?
>>
>>4085338
speaking of which

term, if you're around, would you mind considering having the slide assignable to another button
i'm rather old-school in that i like to play with autorun off, using sprint to go from encounter to encounter
sliding every time is annoying
>>
>>4085338
Revolver is the most fun weapon imohho.
The others are useful, but don't have as good a "feel".
>>
>>4085338
I love that staff but it's OP as fuuuuuck.
Term, nerf it a bit, please.
>>
>>4085364
I would like a mode where you've got only the revolver and it upgrades over time.
I don't know how that would work, but it would be fun.
>>
>using JPCP with Metadoom

Wew
>>
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>>
>>4085379
oh no! mancubus farts, my only weakness! how...did..you...know...*dies*
>>
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>>4085406
Funny that you'd say that, I'm having the Mancubus spawn flies when it dies, I've always assumed they were gross and smelly.

Like an overpowering smell of unbelievably aged cheese and old sweat.
I've almost figured the grenade launcher frames out fully, too.
>>
>>4085421
>spawn flies when it dies

fun fact: Raven originally intended Hexen monsters to do this
>>
>>4085374
>for shotgun, the cylinder slides out and ejects the bullets; itsmagiciantgottaexplainshit.png
>for chaingun, drifterguy slaps pic related on
>for rocket launcher, incendiary rounds
>>
>>4085427
I don't know about anybody else but I find it fascinating to learn about all the things developers wanted to feature in their games but couldn't.
>>
>>4085421
https://youtu.be/B53-Xts67wg?t=9m50s
Make sure you can interact with them.
>>
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>>4085326
yeah, it's not even loading it. why the hell is it doing this
>>
>>4085464
the check if the file exists in that path and it's named exactly like that
might sound dumb but it really isn't
>>
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>>4085363

Here you go, anon. You can choose whether Sprint, Crouch, or Strafe activates the slide, now.
For that other anon who was asking about framerate/optimization, I also added separate options to disable casings, smoke, and particles, so it can run smoother now. The partial invisibility effect is considered particles, for some reason.


>>4085365

Yeah, it's pretty stronk. A friend was telling me about how she could just melt through Spiderminds with just a couple blasts.
I'll lower its damage down just a touch.

>>4085374
>>4085437

This would be really cool and really fun to do, but I'm not sure if I'd be able to get it in for the v1 release.
Maybe for v1.1, if I can figure out how the mechanics would work.
>>
Fucking finally made the reload behave.

>>4085462
Interact with what? The buzzing fly? It's just an effect.
>>
>>4085470
God damn term your code is a mess. Why are you still using inventory-as-variables in zscript when you can just use variables?
>>
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Pickup graphic.

I think it looks surprisingly good given my ghetto methods of editing graphics.
>>
>>4085489

Old habits die hard, I'm sad to say, especially when it's late at night and I do it instinctively.
Though learning that I can define and manipulate variables like that was one of the biggest "FUCK YEAR" moments for me, I'll admit, so I'll be doing inventory-as-variables less as I go on!

I was also recently informed as to how override void PostBeginPlay works, and that's another barrel of potential opened up that I'm excited about. Hopefully I can get rid of a couple more bad habits with that.
>>
>>4085470
How are you able to make a screenshot of the menu? I tried hitting PrntScrn but all I get is a black image!

EXPLAIN YOUR MAGIC
>>
https://www.youtube.com/watch?v=epmnPeA4hNo This is actually really fucking neat to play, but it's a lot to get used to.
>>
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>>4085507
Alt+PrntScrn
>>
>>4085507

I used puu.sh, it has an option to capture the current active window. Useful tool.
Been kinda shitty lately, uploading is a crapshoot at best now.
>>
>>4084330
What map is that?
>>
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still unsure with this thing, tweaking.
>>
>>4085338
>What went so right brehs?
Term sat down and just made a very very solid set of weapons with some extra nice touches on top. There's a lot to love here, which is impressive seeing as it was mainly an exercise with ZScript
>>
>>4085490
Looks nice.
>>
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>>4085554
am I looking at 4 different F_SKY in the same room, one of which is FIREBLU?
>>
>>4085470
>Crouch to slide
When I saw sliding existed in the options, this is what I thought the control was in the first place, to be honest.
>>
>>4084330
>base HUD
really gud, i'm just not convinced of the weapon name roll when it's not needed (so basically when the weap name is shorter than the hud space)
>mini HUD
cool
>douk HUD
kickass!
>weapon and monster stats
MUH DICK
>pong
is it multiplayer compatible?
>>
One thing i've noticed with the Slomo mod is that it doesn't play nice with excess blood effects. Go on too much of a slaughter spree with big weapons or rapid fire and it's just about always crashed my game.
>>
looking for good universally compatible map wads, testing out some more gameplay mods
>>
DPWH is crashing on me constantly
>>
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>>4085554
What the fuck am I looking at
>>
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>>4085691
I can't interact with this door without it crashing
>>
>>4085706
don't play it in software mode.
>>
>>4085708
what? Pretend Im stupid and don't know what that is
>>
>>4085697

Looks like fireblu is actually tearing through time & space.
>>
>>4085721
What sourceport are you using, anyway? Most sourceports allow you to play in software or OpenGL mode when you first boot up the sourceport.
>>
>>4085721
In GZDoom, I believe there is a "Rendering Output" in options.
Go in there and make sure OpenGL is selected, and nothing says software mode.
>>
>>4085728
my computer cant into OpenGL, at all, so Im running QZDoom
>>
>>4085730
Ah, well it'll just crash there in software mode, sorry!
>>
>>4085735
so until I get a better PC Im SOL, I suspected this might happen, cant even play meta doom
>>
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>>4085470
>For that other anon who was asking about framerate/optimization, I also added separate options to disable casings, smoke, and particles, so it can run smoother now
You're a real charmer term, my toaster appreciates your work.
>>
>>4085740
How old is your computer?
>>
>>4085490
How much progress is there on the mod as of now? Will there be more recoil effects like the screen jumping up for a brief second or the screen shaking?
>>
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>>4085594
>>4085727
3, but yes. I wanted to expand upon my use of Fireblus as "void trim"

>Looks like fireblu is actually tearing through time & space.

Funny you should mention that. There's an antagonist in "Darske Sendante Abberatis" that does just that.
G'Jralkav the Omnipredicated/Malkaevar Kashnerov/jack daveiys
>>
>>4085746
its an old 2005 modle, a bare bones Dell for office work that was passed to me when my laptop busted
>>
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>>4085765
>>4085697
forgot to tag you too.
>>
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>>4085774
>>
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>>4085760
There's been some, I've actually gotten a lot of good shit done the past 5 days or so, have been unusually productive, I procrastinate horribly otherwise.

>cartoon M16 turned into a centered Colt Commando, has a quick grenade throw as a proof of concept for whenever I get around to making that a quick key instead of a limited alt fire for this weapon
>sawed off given a fast centered pump animation, angled pump shotgun stripped out in it's favor, BFG replacement currently just comes in it's box complete, this'll remain a placeholder as I figure out and steal/edit another graphic to fit
>nashgore
>dual pistols stripped out, with the Beretta turned into the Hi-Power (more or less behaving like the Duke 3D pistol), which does a better job and consolidates the arsenal, also the muzzleflash looks badass
>subgun trooper has an actual subgun instead of the generic doom rifle
>pistol trooper has an actual pistol and new head, looks like shit because it's a hackup of a hackup desu but it's a passable enough placeholder
>zombies now use tweaked PSX zombie sounds, as a result the Mancubus is given his separate active sound
>some color touchups for the Mancubus (redder flashes on his cannons and fireball impacts), also spawns flies when he dies
>Duke Nukem 3D style distant explosion sounds
>painkillers taken out because they really aren't good enough to matter when map authors intend to actually give you an invuln sphere, so now it's basically the original powerup with some touchups
>chronosphere replaces blursphere, because the blursphere does nothing and being able to stop time is actually really useful
>new liteamp goggles, mostly does the same thing but in a quasi thermal vision color overlay
>centered grenade launcher, now holds 6 grenades, explosions have a cool new sprite, grenades reach farther, and the teargas is recolored so I can say it's some kind of deadly nervegas, because fuck setting up a new damagetype and then death animations for fucking everyone
>>
>>4085778
What's left on the to do list related to the mod then?
>>
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>>4085778
Things I am working on

>pain elemental replacement of some sort
>lost soul replacement of some kind
>replacing Uzis with Cobray M11/9s (working on some graphics, think pic related, vaguely), with silencers, they'll have a much higher rate of fire, and be *sort of* quiet, what I want to do is to make it so that enemies beyond 500 or 700 units can't hear it, but that it'll alert enemies within this range, accuracy will be somewhat nerfed to make up for rate of fire
>replacing existing revolver with some kind of Single Action big bore Magnum, like a Ruger Super Blackhawk, it'll either use 2 or 3 units of pistol ammo per loaded chamber to balance it against the large ammo pool, or it'll be an uncommon drop
>replacing the Flak Shotgun with a laser/energy gun that can sort of serve rocket launcher duty with a long range explosion (for Icon Of Sin purposes), as well as do a large room clear (for slaughter and horde purposes), at a higher ammo cost and at a possible danger to yourself
>replace the infantry rifle with a battle rifle that actually looks like something, might be an M14, might be a Garand, I'd really like to make it a centered G3A3 with a bayonet (and animations for the stabbing) but no such graphics exist, I'll think of something or try to cobble together my own graphics somehow, may or may not give it ADS to serve as a quasi sniper/marksmans gun if you want it to
>maybe or maybe not have a Duke Nukem 3D style quick kick (though that'd be like 3 actions bound to new quick keys so that'd be maybe clunky to most people)

There's a bunch more things I have in mind vaguely.
>>
i heard people talk shit about the Quake expansions
i'm playing them right now
doesn't seem bad at all
fresh new stuff
LG with enforcers so you actually get ammo for it
>>
>>4085790
>>replacing the Flak Shotgun with a laser/energy gun that can sort of serve rocket launcher duty with a long range explosion
Maybe an actual proper rocket launcher instead of a laser/energy gun? A rocket launcher would fit more into the theme of Immoral Conduct than an energy/laser weapon.
>>
>>4085814
The level designs aren't very good. They don't have the same level of compact action and interconnectivity as the base game's maps. The expansions forgo those aspects by prioritizing novelties and gimmicks, like the collapsing mine, like the lift that carries you across a lake of acid, or like earthquakes, none of which enhance Quake's gameplay in anyway.

I do like the new scorpion enemy that fires low projectiles that you can evade by jumping over.

And you already get cell ammo from enforcers in the base game, I don't know what you mean.
>>
>>4085825
I thought of that, like one with an airburst function (a lot like Doom 4), where alt-fire can detonate the rockets mid-air and spray shrapnel over a huge area. I seriously can't put to words how useful an airburst weapon actually is, so that's really appealing.
Thing is, there's really no good centered sprites that I can use, I'd *really* want to implement backblast but don't know fuckall about doing that, and it'd really only make sense if it could do one function, fire a rocket that explodes.

The airburst function could probably be used to kill the Icon Of Sin in one single shot, and that's one spent projectile.
I'm thinking with a multifunction energy weapon, the primary fire can sort of work as the standard Doom rocket launcher, and the alt-fire can work as a BFG stand-in, while using the same ammo-pool (at a higher cost). I'm thinking also maybe giving the BFG attack a damagetype that bosses would have *some* damage resistance to.
>>
>>4085835
>earthquakes
Different game, but to this day I still slip into the lava in the Rrajigar mine due to this.
>>
>>4085835
>And you already get cell ammo from enforcers in the base game, I don't know what you mean.
what i mean is that you get a lightning gun and enforcers to fight, and they appear more than just at the first level of the last three episodes, so you can actually use those cells
>>
>>4085842
I don't recall earthquakes happening near lava, unless you mean that little button activated catwalk
>>
Anyone else play this on a phone?
I beat Doom 1 with D4T phone mode and it was pretty fun. I'm debating playing Doom 2 with Brutal Doom (Project Brutality won't boot) or D4T again.
What do you guys use on your phones?
>>
Anyone know where to get the newest version of PB 3.0?
>>
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>>4085881
I mean this spot, it's very easy to just slip off.
>>
requesting the image of the chaingunner on a mountain
>>
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>>4085924
>>
>>4085927
thank you, blessed anon
>>
>>4085296
shamblers are way too cute
i want to see more shamblers eating things
>>
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https://my.mixtape.moe/zqiqnf.webm

BIG DEMONS
BIG SWORDS
I LOVE IT.

He still needs work but this is fun so far.
>>
>>4085963
Did anyone tell you that enemy's prime bara material?
>>
>>4085963
>Mother of cheesy stock explosion sounds
good job
>>
>>4085967
That's placeholder but I'm keeping it because it's too funny
>>
>>4085970
I wasn't being sarcastic either, it got a laugh out of me, haven't heard the sound in a long while.
>>
>>4085970
Dude keep it in, that sound is perfect.
>>
>>4085338
What's that level from? Is it tied to that weapons mod? Sorry for the dumb question, I'm not a regular in these threads.
>>
>>4086003
The only wad I know with that much cyan and purple is ancient aliens
>>
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>>4085790
>replacing Uzis with Cobray M11/9s (working on some graphics, think pic related, vaguely), with silencers
>>
New cannon balls, new short range attack, added knockback to the big cannonballs

and forgot to dodge
>>
>>4086083
Wow, his balls are huge!
>>
>>4086083
Dodge, Dip, Duck, Dive, and Dodge
>>
>>4086083
the dkc2 sounds were a nice touch
>>
when's qump
>>
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>>4086137
"soon"
>>
>>4086137
Not before Map Jam 9 release, I bet
>>
What are some good wads that focus mostly on an organic, fleshy hell?
>>
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new boy
>>
>>4086385
Is this another classic/NuDoom mix, like that Cyberdemon one?
>>
>>4086387

yea, gonna try to do one for all the monsters that have an equivalent. I'll probably have to come up with an original design for a chaingunner, and depending on what I decide on gameplay-wise I might replace the pain elemental with a sort of mini gore nest or come up with a replacement
>>
>>4086397
What mod is this for?
>>
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trying to find/play quake 1/2/3 on mac( os x) cant find a download or even a purchase anywhere. can someone help me out, please?
>>
>>4086403
it's for a mod that makes advantage of a lot of zscript features so I can play around with it
>>
>>4086419
I see, can't wait for the future now.
>>
>>4085497
More than anything, stopping the inventory madness is much, much better performance wise. Access to internal variables is pretty much instant, while manipulating inventory has to deal with the extra overhead of iterating the entire inventory and comparing strings until you find the item you are using as a marker.
Not to mention you'd be making it much easier on yourself. It's much easier to do TNT1 A 0 { return (condition) ? resolveState("X") : resolveState("Y"); } than the typical old system with jumps.

I ended up doing fairly complex weaponry with combo-able altfire melee strikes in just a screenful of text, as opposed to the old spaghetti. Also make sure to use inheritance for weapons that use the same melee attacks and you'd reduce the code count and copypaste by a lot. (and thus the maintenance cost, since you'd only need to edit the parent's states to change it around).
>>
>>4086419
Keep it up anon
>>
>>4086407
I'm pretty sure Quakespasm has a Mac version. You can use that to play Quake 1. You'll still need the game data files which you can download from the pastebin in the OP.
>>
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*blocks your path*
>>
>>4086441
couldnt find quakespasm for mac : /
>>
>>4086468
what is that thing
>>
>>4086490
Judging by how he's playing Shut Up And Bleed, it's fucking trouble, that's what it is.
>>
>>4086490
looks like that "flesh wizard" thingy.
>>
>>4086490
I think that's a cyberdemon replacement. Not sure.
>>
>>4086441
which ones the data files? the top one? i have no idea how to combine these, i try to open quakespasm and it says it cant find the wads
>>
>>4086407
For quake 1...
Quakespasm:
https://sourceforge.net/projects/quakespasm/files/Mac/QuakeSpasm-0.92.1-osx.zip/download
Darkplaces:
https://icculus.org/twilight/darkplaces/files/darkplacesengine20140513.zip
https://icculus.org/twilight/darkplaces/files/darkplacesengineautobuild.zip
TyrQuake:
http://disenchant.net/files/engine/snapshot/
>>
>>4086573
thanksman, downloaded the quakespasm file but it says it cant locate the wad. not sure where to find it, or how to combine em
>>
Is there a way to make doors not scroll the sector wall textures when they move?
>>
What mapset is so good, that you've done multiple playthroughs?
>>
>>4086617
The Scythe wads and Plutonia.
>>
As someone who was new to Doom i finally tried FreeDoom.
Those levels are fucking great.
>>
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here comes the skinny boy walking at a 45 DEGREE ANGLE
>>
>>4086385
fun taunt

>>4086397
>original design for a chaingunner
maybe some kind of corrupt/demonic T-1000
or a robot that locks on you and sends a swarm of mini-missiles your way
>>
>>4086385
What is your mod?
>>
>>4086661
https://www.youtube.com/watch?v=xKAGPzI9sDI
sneaky boy
>>
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>another "REALLY DIFFICULT" map where all the difficulty comes from getting stuck on the level geometry
>>
>>4086661
>>4086385
I like how the only step necessary to make the nudoom demons look more like their classic counterparts is to color them accordingly.
>>
>>4086661
>>4086385
me on my way to steal ur girl
>>
What's the best way to play Wolf3D?
ecwolf doesn't support mouse and GOG version keeps pressing "quit" (I only get exit dialogue, and when I press No it keeps popping up).
>>
>>4086518
>>4086591
there's probably a folder under application support just like with other source ports
>>
>>4086953
maybe the wolf3D TC?
>>
>>4086969
Oh man that sucks. I wanted to play original game, not mod reconstruction of it.
Thanks for advice though.
>>
>>4086953
>>4086969

I was about to recommend the TC too but I don't know how accurate it is.

any experts on the subject?
>>
>>4086953
ECWolf
>>
>>4086976
It doesn't support mouse for some reason.
Playing it on keyboard or Android phone seems clumsy as fuck. I know original Wolf3D supported mouse.
>>
>>4086980
have you looked in the controller submenu? you have to activate it manually
>>
>>4086980
ecwolf supports mouse just not freelook
>>
ok Quake expansions weren't really much else than novelties

but goddamn machinegames' DOPA is DOPE

after this: arcane dimensions and the grandiose monstrosity that is foggy bogbottom
>>
Where can I download D4D? The file is gone on moddb
>>
>>4087069
Play Malice if you haven't already and if it works on the source ports.
>>
>>4087069
DOPA is actually pretty bad, very samely and corridory and boring
>>
>>4087035
MAN YOU'RE A GOD!!! Just had to enable Windowed mouse in options!
Thanks a lot Anon!
>>
>>4086661
Looks like it's backpedalling to me.
>>
>>4085338
What mod is this?
>>
>>4087130
It's not out yet, but it will be soon

It's called High Noon Drifter
>>
WHENN does Brutal Doom v21 released?

all the info I can find is from February
>>
>>4087193
only mark knows, and he hasn't said anything
>>
File: gzdoom 2017-06-28 16-36-58-982.webm (1MB, 1280x720px) Image search: [Google]
gzdoom 2017-06-28 16-36-58-982.webm
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Local weapon pickup is FUCKING PISSED.
>>
>>4087208
that's one angry skull
>>
>>4087208
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
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yeehawmoremods.jpg
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I just got a better SD card. What are some good gameplay mods that take up a lot of space?
>>
>>4087216
if you want pure filesize, there's d4d, aeod, bulletstorm doom, prodoomer, and blade of agony
>>
>>4087216

POSSEST, Eternal Damnation is Doomed, Russian Overkill, XXX's Mercenaries, Classic Rivalry, Hunter's Moon, AEoD, Project MSX, DoomRLA, Johnny Doom.
>>
using Zandronum + Doomseeker.
am I fucking up?
>>
>>4087231
Do you like playing multiplayer?
If so, then no.
>>
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>>4087208
someone calm her down
>>
>>4087234
oh I was wondering if I was like missing out and using the wrong server browser

a lot of times I cant find any good populated servers

>I play late, LATE at night though due to my work schedule
>>
File: GarciaHotspur5.jpg (257KB, 640x360px) Image search: [Google]
GarciaHotspur5.jpg
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>>4087208
>>4087241
Pet the skull lovingly.
She and Johnson will probably make for great skullfuck buddies.
>>
Have any mods managed to create a scrolling compass for the hud?
>>
>>4087208
[muffled rattling and snarling]
>>
>>4081694
>>4087193

Just wanted to make a big shout out over GZDoom finally incorporating Truecolor into the software renderer. That sure fixes and helps Alot of things.

Also can Brutal Doom run on software render under GZdoom?

Ive never gotten the chance to play Brutal because I dont have a gpu.
>>
>>4087069
>>4087076
yeah but unlike arcane dimensions it actually has a progression to it, one map after another with item persistence

and the maps run faster too, some of those a-d maps really bog down, especially the swamp map ironically
>>
>>4087365
What does putting truecolor into the software renderer fix exactly?
>>
>>4087374

palette mismatches
>>
File: maxresdefault.jpg (111KB, 1280x720px) Image search: [Google]
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Can anyone link me to a duke file wich was just a windows exe of something like 32 mb? It had mouse support, various resolutions and the expantions but nothing more fancy than that.
>>
>>4087369
>ironically
I think you mean fittingly
>>
>>4087383
Huh? Having an incorrect PLAYPAL will still have the same errors on textures and sprites, truecolor or not.
>>
>>4087395
why's that?
im not talking about native doom gfx im talking about pngs

I converted all my vanilla gfx to png
>>
>>4087242
>a lot of times I cant find any good populated servers
That's just a product of a lot of people having shit taste, don't worry. Every once in a while you'll see a good server with people in it.
>>
File: coolasfuck.png (55KB, 498x280px) Image search: [Google]
coolasfuck.png
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AD has new models
and the SSG pickup model is filename
motherfucking double barrelled lever action shotgun
>>
>>4087365
It does, yes.
>>
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>>4087421
>double barrelled lever action shotgun
how did this never cross my mind before, ever? i love it
>>
>>4087407
>I converted all my vanilla gfx to png
Oh you're going around palettes anyway, nevermind then.
>>
File: Dats what I'm talkin' about.png (109KB, 250x364px) Image search: [Google]
Dats what I'm talkin' about.png
109KB, 250x364px
>>4087421
>>
File: 150712-trailer26.png (181KB, 412x417px) Image search: [Google]
150712-trailer26.png
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>>4087421
AD?
>>
>>4081694
DOOM REACTION IMAGE THREAD ON /v/:

>>>/v/382162861
>>
What are some doom mods with replayability?
>>
>>4087528
Quick post skele---oh wait OP already did. He's alright.
>>
>>4087475
arcane dimensions
>>
>>4087553
No he didn't?
>>
>>4085920
It's happened to me too. I should play Unreal again...
>>
>>4087579
I recently got it after staring at my desktop and thinking "hey my friend had this as a kid" and oh boy does it pull no punches
>first enemy you encounter can fire missles and goes berserk
>skaarj bastard that sprints and ninja rolls
>ceiling turrets
>mermen
It's quite challenging and fun
>>
>>4087618
One of my favorite FPS games, for sure.
The expansion isn't really worth playing imo though.
>>
>>4087618
>>4087632
Are there any good single player mods for it thought?
>>
>>4087574
there is a skeleton inside every one of us, making every picture you post an image subconsciously posted by a skeleton.
>>
What Doom mod lets me ride a Cacodemon?
>>
>>4087652
We are technically brains piloting a skeleton mech covered in flesh armor.
>>
File: main_bg.png (117KB, 640x480px) Image search: [Google]
main_bg.png
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I've got some of the menu backgrounds cleaned up and a lot of the hud doodads split up into their seperate graphical components. I'm working on the main menu now. I don't wxpect to have anything playable that looks even remotely polished for another week.
>>
>>4087668
You've nailed the mid-90s CGI look.
>>
File: 1481423454724.jpg (121KB, 600x966px) Image search: [Google]
1481423454724.jpg
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>>4085553
Pls reply.
>>
>>4087668
Aww shit it's the Earthsiege 2 main menu
>>
>>4087654
Spacejump had a section where you had to ride a friendly cacodemon.
>>
File: 1464743496640.jpg (83KB, 750x696px) Image search: [Google]
1464743496640.jpg
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Is Rady's Classes compatible with DRL monsters?
>>
would Tei Tanga incident go well with D4T?
>>
>>4087651
A scant few. I don't know of any of the top of my head.

Not a lot of gameplay mods, but some okay levels. I have some somewhere around here.
>>
>>4087208
That actually looks cool and unique.
>>
>>4087651
Problem is a lot of them are made for UT99's OldSkool Amp'd mod instead.
>>
>>4087782
That would be fine too.
>>
>>4087365
>GZDoom finally incorporating Truecolor into the software renderer
About goddamn time, Truecolor is my favorite feature of GZDoom
>>
>>4087736

Radys replaces monsters as well, so I don't believe so.
>>
>>4087421
That's pretty badass, it's a aesthetic that fits Quake to a T, did they make new first person models too?

I love Quake but I always felt the viewmodels of the weapons were really crude and uninteresting to look at, even back in the day (which is why I liked the Deathmatch Classic models a lot).
>>
how do I into playing Duke Nukem 3D? I've never tried it before

Windows 7
>>
>>4087810
eduke32
>>
>>4087810
The original .exe will actually run on Windows 7, but many prefer EDuke32.

You could also pirate Megaton Edition, since it's not commercially available anymore (but overall it's a pretty ok port, comes with the official expansions).
Real shame that Randy pulled that off the market, it's way better than his port and was probably the best way to play Duke Nukem 3D on consoles.
>>
>>4087808
the view models are only slightly touched up, if at all
>>
>>4087815
>$5.99
>need legal copy of game

wat do
>>
File: 1498016629903.jpg (24KB, 288x252px) Image search: [Google]
1498016629903.jpg
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>>4087821
you know what to do
>>
>>4087821
Pirate DN3D because fuck giving Gearbox a dollar.
>>
>>4087821
Pirate Megaton Edition for the base game and all expansions, then take them and run them in EDuke32.

Randy does not deserve your money.
>>
>>4087826
>>4087827
>>4087831

so even if I pirate it, I still have to buy eDuke32?
>>
>>4087845
no
>>
>>4087845
eDuke32 is free. Scroll down the page further, there's big shiny buttons.
>>
>>4087848
>>4087853
ty guys
>>
how do i load megaton in eduke32
>>
>>4087808
The viewmodels are the same, other than the axe. The world pickup models like >>4087421 were added with each update- the original Arcane Dimensions release only had an upgraded pickup model for the Single Nailgun, while as of 1.5 it has new models for all the weapons including the Single Shotgun which never had a worldmodel to begin with (as in vanilla Quake, the player always starts a map with it equipped).
>>
>>4087890
Also I just noticed that the Thunderbolt world model has a standard Quake cell pickup attached to it even though Arcane Dimensions uses a different "wooden car battery" cell model instead. Oops!
>>
>>4087428
I was looking for one a few months ago because I kind of expected them to have already been invented. Was surprised when they weren't.
>>
>>4087890
The Super Nailgun also has an updated view model.
>>
>>4087914
Huh, right you are. I didn't even notice until you just pointed it out because I use the tall mostly-opaque HUD in Quakespasm so it covers the newly rounded rear parts of the barrels.
>>
>>4087208
lacks a bit of horizontal shaking if you ask me
>>
>>4087925
That's because Term fucked up the bobbing but apparently you guys even worship his failures.
>>
>>4081694
Does anyone have a download for Tenebrae for Quake
I can only find one, and its causing Quake to crash
>>
>>4087928
lmao who shit in your cheerios
>>
>>4081696
https://forum.zdoom.org/viewtopic.php?f=43&t=57073&p=1006547

WildWeasel mini-mod, an experiment about removing the shotgun and using bulletgun instead.
Very small, but interesting to play through for a couple maps.
>>
>>4087954
Cool. I've been itching to play a mod that is focused on machineguns.
>>
>>4087954
>Skelegant
I'm surprised the community didn't kick him/her/it out.
>>
>>4087983
Who?
>>
how the fuck do you make an interesting map
>>
https://www.doomworld.com/forum/topic/85756-found-doom-sky-source-files/

Why did this thread die? Has there been any progress finding all the source pics? I can't believe more people arent trying to work on this
>>
>>4088021
Approach its design with a clear purpose of what kind of experience it is supposed to deliver.

Once a purpose of a project is crystal clear, every single design decision you'll face becomes almost obvious as you develop the map and figure out its layout.
>>
>>4088021
use a maze generator, model the maze it spits out then fill it with monsters and just enough ammo to kill them all but little enough that the player will run out if they aren't autistic about making every shot count... and disable automap.
>>
why do so many old FPS games make the player walk through radioactive/toxic slime, lava, or other various damaging floors just to complete the level? fucking annoying
>>
>>4088045
If they're a good game they usually are for secrets only or there's a protection item nearby. Besides, games like Doom weren't made with "avoid damage 100%" in mind, they were made with managing your ammo, health and armor to be considered.
>>
>>4088037
This is good.

>>4088042
This isn't.

>>4088045
Because the level designers were assholes and/or idiots. Don't give the player cool shit only to immediately take it away, and don't shoot them in the dick if they've barely survived the level and are finally at the exit.
>>
Where does one get Thief 1/Gold/2? Assuming that I have literally no money.
>>
>>4088061
Google.
>>
>>4088061
Yeah, I'm sure it's out on the internet somewhere.
http://www.mediafire.com/file/pxh9y1aq6rodiar/ThiefG.zip
>>
>>4088061
http://www.mediafire.com/file/7d32lta9fb119n3/Thief2.zip
>>
>>4088123
That's Gold? Is 1 preferable to Gold in any way? I've heard people say Gold has worse levels.
>>
>>4088142
Same levels, plus a few extra. They're not bad and one of them is the best level in the game.
>>
File: image.jpg (21KB, 237x326px) Image search: [Google]
image.jpg
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STOP using freelook
>>
File: you're a nerd.webm (1MB, 720x360px) Image search: [Google]
you're a nerd.webm
1MB, 720x360px
>>4088160
are you gonna tell me to stop jumping next?
>>
ASDGJJASDGJASF
i keep trying to do strafejumps in doom now after playing quake

how do i implement strafejumping in doom?
like, what are the mathematics and theory behind the whole thing?
>>
>>4088167
>like, what are the mathematics and theory behind the whole thing?

if x = strafe, and y = jump, then x + y = strafejump
>>
>>4088160
For vanilla doom I don't but for things like Demonsteele and his new western mod (or most modern weapon mods for that matter) I feel like freelook just fits.

For High Noon Drifter I'm currently using Epic 2, I turn down movement speed to 50%, and reduce the bobbing because it's headache inducing, using DoomRL arsenal's monsters and that other guys monster expansion, play pale rider and use rolling, crouching, and jumping to gain some advantages in darting around.

It feels really fluid to roll into a corridor to have zombiemen on both sides, unload a few revolver shots into one then 180 and empty the rest of the cylinder.
>>
>>4088160
Varg is a cuck.
>>
>>4088160
https://www.doomworld.com/forum/topic/94308-do-you-prefer-mouselook-or-freelook-for-doom/#comment-1753794
>>
>>4088146
Is there any other differences?
>>
>>4088160
But its SO BORING without it.
>>
>>4088142
The only Gold level almost anyone hates is Thieve's Guild, and thats mostly because its sewer section is a literal maze, and objectives require you to basically go from one far end of it to the other.
>>
>>4088217
Not him, and I can understand why people who are used to modern games would prefer to use mouselook/freelook. But whats so boring about not looking up and down? Especially in a game that technically doesn't need it?
>>
>>4088221
I dunno just like the versatility of mouselook in general. I like looking whats above me and below me even in vanilla, and manually landing shots.
Feels too awkward for me to go back, but I can understand why others might find it enjoyable.
>>
I wonder if it'd be possible to get Epic2 working with Heretic for a mod like
https://forum.zdoom.org/viewtopic.php?f=43&t=57075

Then again it'd probably be more trouble than it's worth given Heretic's built around Doom 1 episodes and design and all.
>>
>>4088312
It'd be easier to just make a Doom compatibility patch for the mod.
>>
File: Trine Volgue WIP.webm (650KB, 720x360px) Image search: [Google]
Trine Volgue WIP.webm
650KB, 720x360px
HA HA. TIME FOR A NEW SUBWEAPON

The gimmick with this new toy will be holding altfire will have you first shooting three arrows fast, then two arrows slower, then finally one big projectile that hits harder.
>>
File: Trine volgue.webm (1MB, 720x360px) Image search: [Google]
Trine volgue.webm
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>>4088320
and I got the gimmick in, still needs some tweaking but this is a fun subweapon too
>>
File: HEADdead.png (4KB, 375x294px) Image search: [Google]
HEADdead.png
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*blocks your path*
>>
>>4088354
> *blocks your sight
>>
File: AAA.png (57KB, 201x233px) Image search: [Google]
AAA.png
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>>4088352
>>
File: Screenshot_Doom_20170629_043604.png (459KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20170629_043604.png
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trying the imps out in-game
>>
>>4088401
they look great, keep up the good work
>>
New thread.

>>4088413
>>4088413
>>4088413
>>
>>4088241
> I like looking whats above me and below me even in vanilla, and
>manually landing shots.
This. This is why I can't go back to no-mouselook.
>>
>>4088352
Cumstaff?
Thread posts: 582
Thread images: 134


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