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THE NOVEL(TY) ADAPTION

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Thread replies: 538
Thread images: 140

File: slipgate.jpg (514KB, 1138x1795px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>4098919

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)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

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

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

== /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
-Two maps still in progress
-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?
-Looking for more unique images to start each thread with

=== NEWS ===

[7-3] Anon makes a joke map while waiting for QUMP
https://mega.nz/#!lQQSSIjC!TtptcHyxmxi0STHHkYm067tbfCm8yBI77CiIsUIC18k

[7-3] ROOTPAIN V2; the sequel nobody wanted
https://www.doomworld.com/forum/topic/94860-rootpain-v2/

[7-2] scalliano's SUPER Shuffle released
https://forum.zdoom.org/viewtopic.php?f=43&t=56220

[7-1] Doom Retro 2.5 released
https://www.doomworld.com/profile/13784-bradharding/?status=1728077&type=status

[6-29] Wildweasel releases No Shotguns For You 2, replacing all shotgun-related entities with automatics
https://forum.zdoom.org/viewtopic.php?f=43&t=57073&p=1006547

[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/

=== 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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>playing Quake 1 for the first time
>every time I think to myself "it sure would suck if a shambler attacked me" that's exactly what happens

I can't tell if this is clever game design or if I'm just the unluckiest anon alive.
>>
Is Heretic playable on highest difficulty on first playthrough? I usually play modern community doom .wads on UV. I also couldn't find information whether the levels were intended for "pistol" starts.
>>
>>4104416
Maybe, but you have to keep your class in mind as well. The difficulty curve is different for each. Fighter tears through early game but then suffers from weak range options by the end. Mage is a squishy shitter at the beginning but becomes a walking nuke by the time he's done. Cleric is right in the middle if you want to feel more consistent.

If it's your first time, I'd just play it safe on the medium skill - but that's me, do what you think is best for you.
>>
>>4104417
Heretic or Hexen?
>>
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"Woahahahooo, what is that? Hell's coatrack? I don't think so!"

>>4104413
>enter the exit area
>there's pillars here
>there's obvious alcoves where enemies are hidden inside
>obviously they're gonna tagteam me with a bunch of arch-viles, like they did in those dark rooms earlier in the map
>it's just a couple of zombies
In one way, I'm relieved because the arch-vile scares the fucking bejeebus out of me, but on the other hand, I was also a bit disappointed, like a "That's it?"

I somehow feel as I'm unimpressed by my rapist's girth and performance.
>>
>>4104419
I got really confused and mixed up the two games, shit man. I'm sorry. I guess Heretic would be just fine on UV.

[spoilers]I'm very tired.[/spoilers]
>>
Note to self: Timestop + Chainsaw = Obliteration
>>
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>>4104437
Also messy.
>>
>>4104438
huh huh huh what an mess
>>
>>4104396
>Anon makes a joke map while waiting for QUMP
This is sensational. Great work!
>>
Copy pasting this here since new thread.
Let's say I'm editing a gun and adding extra frames, even when I add the extra frames in code, the sprites don't show up, what gives?
>>
>>4104495
Make sure the frames are recognized as sprites, you should use markers as "brackets" to group in sound, sprites, etc.

I once accidentally added frames outside these brackets without noticing and was frustrated beyond belief until I saw what I did.
>>
>>4104497
So how do I check they're recognised as sprites? SLADE shows them as 'Graphic', just like all other frames of the gun.
>>
>>4104498
Make markers.

https://zdoom.org/wiki/WAD#Flats.2C_sprites.2C_and_textures

Here, read this.
>>
>>4104503
Boy do I feel stupid now.
Thanks.
>>
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>>4104474
Thanks, buddy!
>>
>>4104507
That's one happy marine! Look at that grinning face.
>>
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>>4104416
It's much tolerable compared to Doom's Nightmare.
>>
>>4104510
More like that's one DOOMed space mari wait shit wrong game
>>
>>4104514
how did you make the marine spin around in space like that?
>>
>>4104514
>TrentReznorSearchingForSpaceBowie.png
>>
>>4104518
Some ridiculous genius found a way to make rotating (nonsolid) entities in stock id1. You can use either any .mdls or .bsp models already precached, or make your own brush props elsewhere in the map (like in webm related) and 'clone' them.

http://www.celephais.net/board/view_thread.php?id=37116&start=330&end=339

There's a few small issues, namely how the lighting on the entity is dictated by its original origin instead of wherever you put the info_notnull (so no casting shadows, either), and you'll often have to re-check the modelindex when adding more entities to the map, but the fact it exists at all is a massive step for map detailing without needing rogue/hipnotic code or any non-vanilla mod pack like Quoth.

>>4104520
>Ground HUUHntrol to Major Rom(ero)
>>
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Debugging can be fun sometimes
>>
>>4104416
Yes. IIRC you can "wand start" every level in the game. There're no hitscan enemies, melee enemies are pretty easy to beat to the punch even when they're fast especially on GZDoom, extra ammo helps a lot and monsters don't respawn.
>>
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>>4103932
Thanks for the input Anon, the imps definitely look less flat now. (my shading sucks though)
>>
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This is a really crunk elevator by the way, there's bars lower pegged to the side of it, so they follow the elevator as it goes down, *but not all the way*, there's steps and stops dividing up the bars so they gradually "detach" from the elevator itself as it goes down.

A very cool visual that's probably really easy to do, just screenshots doesn't do it justice.

>>4104505
Hey, I did the same mistake, and I've been futzing and fidgeting with Decorate and stuff for years.
>>
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Good god this is a tall drop, I guess I'll pretend I'm rappelling down with a rope or something.
>>
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This does call back to textures used in the original TNT, but just next to the standard painted zimmer textures, it looks a bit jarring, like it's the actual photo it is pasted onto a wall like a wallpaper.
>>
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Woop, there we go, time to pitch some problem solvers around that corner.

This level, Devil's Den, has some really good creepy and tight caves, like just the right textures, just the right curves and shapes, just the right lighting.
>>
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I really like how if you squeeze your way into these crevices you can see stacks of skulls.
>>
>>4104549
I don't like the ammo icons in that hud.

They look janky or wierd. Namely the 4th dragondildo thing and the 3rd toddler mouthpiece thing respectively.

Meanwhile the 5th thing is just wtf. 1st thing looks like a buttplug, while the 2nd thing looks like a lame pillow-shaded rectangle.

Needs more color and better silhouttes man.
>>
>>4104546
>just the right lighting

Then why ruin it by throwing down a bunch of flares
>>
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Well of course.

At least they're out of my range.

>>4104591
Yeah, it's one of the aspects that haven't perhaps aged so well with Immoral Conduct, I'm thinking of replacing it with a version of NC-HUD, but I don't know how many people want a feature like that to be integral of a gameplay mod, some prefer their own HUDs
>>
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>>4104592
Because the caves have arch-viles in them and I'm scared, especially with them running around in the dark.
>>
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>>4104524
Well that's pretty damn cool. You should expand it and let us add it to QUMP, or even just let us add it in as a secret or something.
>>
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>>
>>4104603
It's a bit small even for a secret, innit? On the flipside, I doubt I'd be able to make a full map out of it, at least in such short order, plus I wouldn't want to make shit complicated with QUMP supposedly already so close to release (the Google Docs file apparently hasn't been updated in a while- there's a couple complete maps linked but I'm waiting for the whole shebang so I haven't spoiled myself on 'em).
>>
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So here I telefragged an arch-vile, apparently...
>>
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>>4104624
... and I'm stuck in this small room with another arch-vile.

No cover, no escape.
>>
>>4104620
Up to you man, it would be pretty funny as a random secret map. If not, we definitely hope to see you in QUMP 2! Certainly cool to see those effects work in vanilla. I would love to know how you set up the whole "need object", "get object", "use object" type of thing - seems like Quake 2 tech and I'd love to know how to do that kind of thing in Vanilla quake.

So far we have 6 maps done for QUMP and 2 WIP, as well as the starting map. There's some quality stuff in there.
>>
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>>4104627
Remember, you're not stuck in there with him.
He's stuck in there with YOU
>>
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>>4104627
So the chainsaw actually kind of does alright in a pinch like this, assuming you don't mind eating maybe 50-60pts of damage, but otherwise surviving.
>>
>>4104629
I made my waifu proud.
>>
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>Trying to figure out how to mute sounds for slomo.
>Can mute music, but can't mute sounds globally.
>Can only mute sounds one by one, per each source.
>End up muting sounds by literally nuking all sounds channels with a silent sound file 35 times a second.

ZDOOOOOM
>>
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>>4104628
Well shit, in that case go ahead and throw it in if you want, all I ask is that if the map pack has a credits file, it's thrown at the bottom of the list with a name credit. If it needs an actual exit back to the hub/no insta-death Shambler/a readme file with credits/info, I could make a couple quick edits and recompile- is the Google Doc accurate that qump_start is still the name of the hub map?

> I would love to know how you set up the whole "need object", "get object", "use object" type of thing - seems like Quake 2 tech and I'd love to know how to do that kind of thing in Vanilla quake.
A hectic mishmash of a sadly large number of relays and triggers to recreate the effects of having a key without the player actually having a key, basically. Setting up the button itself isn't that hard- the button itself is linked to a spike shooter in a separate box the player can't reach, which in turn shoots a makeshift button (InitTrigger 'entity') that toggles the screen- there's a wall blocking the button that gets removed when the player first touches the trigger over the makeshift key, then touches the trigger spawned immediately after at the dropoff point. There are probably simpler and easier ways to do that with less entities (delayed-spawning the trigger might work, actual buttons and doors are very resistant to delayed spawns and will cause an immediate crash), but it was late, I was tired, and I had to poop.

It's the various deleting and creating brush models that takes up all the work, a whole bunch of trigger_relays that all have to do different things because you can't set a trigger_relay to have both a target and a killtarget in vanilla Quake and all the entities have to have different targetnames because they aren't all always activated at the same time.
>>
> crash TNT lost souls
goddammit kinsie
i can't handle this
>>
>>4104416
Christ, it took me like 10 attempts to kill D'sparil on black plague possesses thee.
>>
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>>4104395
saved this pic

>>4103650
As master chief says to 343... "Thats not going to happen"

However I have had this fantasy of having a 3d game presented as 2d sprite based Without simply rendering the models from some fixed perspective (im thinking of a Fallout 1&2 remake here).

Instead of displaying the actual models, before any given character or object is needed in a map/area all of its frames and rotations are rendered from a high resolution model (and if the area has a real specific need for lighting on it, it would load a different set of shaders for the model when rendering it). All of that is saved in a temp file, and then the game just loads those images and uses them.

Zoom and Resolution of the screen could benefit (though would require a re-hash render of all the frames currently referenced). I doubt it would take longer to perform than the standard video-refresh for changing a renderer in another game (5-15 sec).

Abit more clunky than simply zooming in and out with a mousewheel like we're accustomed to, but older games had features like this which you were thankful for even if in those days it necessitated a trip to the Options screen to do it.

Then again it could also render those sprites at a higher resolution and just resize them based on your zoom level, so you could zoom 50-100% without (however due to resizing artifacts on the edges, depending on how good the blending/antialias algorithm is, people would notice this and screech, autistically)

The temp file for this level of high res sprites in a given map/area could top hundreds of MB but these days thats not a problem.

Something like that could be done for doom or other FPS (though it will require a GPU unless its all prerendered before the area/game starts). And with that you could reasonably have 16 rotations, with perhaps up to 4 transitional above and below rotations each.

> the reason its not going to happen...

Post Processing effects to make it look all spritey...
>>
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>>4104507
Thanks for reminding me...

Does anybody have any sprite versions of the Quake1 Grunt or Enforcer soldiers?
>>
>>4104627
>>4104637
> implying you will take anything less than 83 damage

But dude you've got 400hp between your health and armor. You're good to go. You should only be BTFOd once, at most.
>>
>>4104584
Somebody ought to make this a feature, where there's a hidden crack in the wall right there just wide enough for the player to get through. No texture misalignments or anything, it looks just like that but when you get up close to it you notice you can somehow merge/fit through the skull vein there.

And outside the standard purview of level advancement I would love it if every once in awhile, the level you're in is actually a Hub and has secret levels branched off of it, that well hidden secrets like this lead to. Come back and the level is just like you left it.
>>
>>4104289
>>4104309
> "This will be the sixth time we have done it, and we have become exceedingly efficient at it" - Architect

Someone else will just make another image hosting site to give imgur the finger, which will then within 4 years become subdued as well.
>>
>>4104689
I think a lot of damage (at the least guns) have different calculations in ICD, I don't know if it'd do the same thing.
>>
I downloaded quakespam and everything works fine except I don't have a status bar.
Anyone else get this issue?
>>
>>4104713
Tried scaling the screen? The buttons to the left from your backspace. It's the same as with Doom, if you scale it too big the hud disappears.
>>
>>4104716
thanks a million man
>>
>>4104416
All levels in Heretic are designed for wand starts. However the later in the game, some of the levels are downright nasty for it. Meaning that another weapon may not be in plain sight, and you may have to search for some crystals for the wand before you'll be able to chew through some room to get at it.

In some cases you get the Gauntlets early in a map, though I wouldn't exactly call that better than having the wand/pistol.

>>4104512
This, while they may not give you a weapon sitting right there in front of you, if you're familiar with the map then you probably know where the starter weapon is.

The only thing thats super annoying about nightmare mode on heretic is all the fireballs the gargoyles throw. I know they only do 1d8 damage each but still its a real pain in the ass.

> not sure but I think all the axes the ghost knights throw are blood axes too

>>4104527
Make sure you use your Phoenix ammo as much as you can. In my experience I often have full/stocked ammo on phoenix orbs and im usually using up hellstaff and dragon's claw. The amount of ammo in Heretic is ludicrous.
>>
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>>4104716

Hey how exactly do I get my status bar back up to the proper size? Ive fiddled with the HUD options but nothing seems to change it (back up to 2x pixel ratio).

I play windowed so I cant just do 320x fullscreen.
>>
>>4104739
Also pic related congestion 1024 (map22)... how the fuck are you supposed to get that red key?

I had to enable Jumping to get up there and grab it.
>>
>>4104740
there's supposed to be an invasion ambush after which the key lowers
>>
>>4104752
Thats not what im talking about, I survive the ambush but when the pillar lowered all the way the card was still stuck at the position indicated on the screenshot. You cannot reach it from standing position, it never lowers all the way to the bottom even though the red pillar disappears.

This is a mod, but the keys are not touched at all (graphic replacements only, no code entries)
>>
Any good weapon mods without a super shotgun replacement?
>>
>>4104537
>>4104549
wad?
>>
>>4104780
All of them. You can play Doom 1 wads with all Doom 2 mods.
>>
Been browsing doomworld and noticed there are some people who hate death exits with a passion. Why is that? I could understand finding the explosions and Romero scream that a lot of them do annoying. But I always understood the point behind death exits as meaning the next level starts a new episode, or is designed in a way where carryovers would trivialize its intended challenge.
>>
>>4104792
TNT Revilution.

It's sort of thought up as a sequel to TNT Evilution, though most of the maps don't really feel very TNT at all.
That said, a lot of them are really good on their own merits so there's that.
>>
>>4104803
they usually break compatibility with weapon mods where carrying stuff over is the whole point, i remember seeing some angry code in D4D where only a fraction of the player's inventory would be given back to them after a death exit
>>
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>Fuck this bull honkey, I spent too fucking long being patient and methodical with this level
>Yellow key is over there? k fine I'll just Sanic and grab it
>it worked
>>
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>>4104647
>Overloading all sounds channels end up not working either
>The only last idea I can think of is to iterate through every TID in the game (theres 999 of those) for all 8 sound channels per tic.
>Basically its a performance bottleneck from hell if I'd do that, rendering the mod broken and useless in the process.

FFFUUUUUUUU
>>
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what a fucking mess
>>
>>4104803
>I could understand finding the explosions and Romero scream that a lot of them do annoying.

That's the main reason, to be more precise. There's no warning whatsoever once you step inside an "exit" teleporter that turns out to be what you described.

Valiant did it better, IMO.
>>
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>>4104906
>>
>>4104893
Alternatively, you can go to ZDoom forums and ask there.
>>
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>>4104910
I did, I ended up making a GZDoom feature suggestion. Hopefully it gains some traction to get implemented or maybe some hidden feature will end up getting unearthed in the process.

Heres the new version of the slomo mod with a couple new features and bug fixes:
www
filedropper
com/slomobullettime

If I could just mute all sounds, then this mod would be perfect.
>>
>>4104932
But why mute them, if you're not stopping time?
>>
>>4104909
What mod?
>>
>>4104937
Try the mod and you'll see. You'll get a really cool gameplay feature, but a choppy sound that ruins the mood.
>>
>>4104932
>>4104937
Replace all the sounds with cheesy deep stretched out versions
>>
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>>4104959
The mod wouldn't work outside of slomo or with any other mods then.
>>
where is a good place to download the mod that lets me have the dual uzis from shadow warrior classic?
>>
>>4104970
Make a process for replacing the sounds in bulk and then add patches for whichever more popular mods are requested
>>
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>>4104979
That still wouldn't solve the issue of the Slomo being an on-demand ability that the player can turn on and off.

If I'd replace all the sounds, I'd essentially end up making the normal gameplay sound like shit, while having those sounds getting muted and then played choppily every half second. It wouldn't solve the issue either.
>>
>>4104992
Is there not a way to switch the sounds back and forth?
>>
>>4105000
Not really, no.

Though the issue of the timefreeze power that is responsible making all sounds and music muted while its on would still butcher those modified sounds too.
>>
>>4104952
just a personal roll-your-own kinda thing

its got IMX's black panther as a hell knight replacement, I made it randomly drop bottles when you kill it as a bonus
>>
>>4104952
Also anyone know of any other 1024 expansions?
Ive got Congestion and Claustrophobia.
>>
.pk3 mods are always for ZDoom and family or other engines can use them too?
>>
>>4105017
Claustrophobia 2
Plutinya

Theres also a 2048 mapset, Mayhem 2014
>>
>>4104803
Some people just hate the idea of losing their BFG and backpack.
>>
>>4105031
i think Eternity has PK3 support.
>>
>>4105050
as repayment for this treachery, along with other cheats necessary to move to the next map, an IDFA gets thrown in with it

I never ran into a death finish until I played congestion. I would think they'd do one of those endings similar to arch violence (1-11% health remaining)
>>
>A Commander Keen replacement that is an ass in the ceiling, in which if you shoot, it drops a load of shit that falls to the floor.
Has anyone ever done this?
>>
>>4105065
No. This is your chance to be a pioneer.
>>
>>4105065
ancient aliens did this, and it was a shitty replacement
>>
>>4105065
But why?
>>
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>>4105065
>>
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>>4105065
>>
>>4105070
Fucking kek
>>
>>4105065
haha yeah if you shoot them they go BRAAAP and it's all stinky :)
>>
>>4105070
https://www.youtube.com/watch?v=8X_Ot0k4XJc
>>
>>4104739

Options > Display Options > Scaling Options
>>
Commander Keen is playable with a keyboard layout or a controller is totally the not retarded way to play it?
>>
term, add an option to disable bouncing on grenades

i use them similar to rocket launcher style weapon, but the bouncing makes them difficult in scenarios where i'm aiming around enemies in order to corral them into a one place
>>
I wanna make a total conversion mod for either the Doom or Quake engine to make a King's Field-style action RPG out of it, full game and everything, does anyone have any suggestions as to what engine I should use and why? Also, is it possible I could use a source port to get it on like a PS1 or something?
>>
>>4105176
If you're aiming to make a full game, you would likely use either GZDoom or Dark Places, since those engines are designed not just as source ports but full engines for people to make games with.
Getting it on PS1 is another matter.
>>
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>>4105154
its not there
>>
>>4105190

Sorry, that's what I get for typing without checking.
It's Options > Hud Options > Scaling Options.
>>
>>4105189

can I get proper 3D models in GZDoom and all that? What would the differences be between that and Dark Places?
>>
>>4105203
The main difference you'll find is that Dark Places was build with 3D models in mind while GZDoom kind of hacks them in at best.
>>
>>4105196
thanks, found it there, somehow I kept missing the part that needed to be changed
>>
>>4105203
GZDoom = Doom Engine
Dark Places = Quake Engine
>>
>>4105209

could I get Dark Places to run on a raspberry pi? I don't plan on making it very pretty or anything, and how portable would it be? Maybe I could just go for the Ultima Underworld look and use GZDoom instead
>>
>>4105216

A cursory look says yes.
https://www.raspberrypi.org/forums/viewtopic.php?t=72301
>>
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>>4105169

Here you go, anon.
Another anon was talking about grenade bouncing a little while back, hopefully this suffices.
>>
>>4105216

ughhh but DarkPlaces can't get the software look, maybe I'll just use GZDoom
>>
>>4105254
why not use any of the other quake engine ports that are out there, or even use the original engine itself?
>>
>>4105258

that dude said it'd be harder to make a TMC with them, idk if that's true, I'm considering qbism super8
>>
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>>4105040

Cant seem to download Clau2 ... the akinomori site isnt responding.
>>
>>4105258
dark places explicitly has a gpl license, allowing it to be used as a basis for games
>>
>>4105348
you can use FreeDoom with Gzdoom to create a full conmercial game?
>>
>>4105379
technically you should. another thing is you being able to make it worth selling.
>>
>>4105384
no yeah i totally acknowledge that, i just asked for curiosity about legal terms
>>
>>4105379
yes, you could
gzdoom is now completely gpl 3.0 compatible, you could theoretically bundle up freedoom and gzdoom and sell it

nobody would actually buy it and you'd be made a laughingstock, but it is completely possible
>>
Another devdiary from SGtMarkIV

https://www.youtube.com/watch?v=jaNlb19H1Ic&ab_channel=SGtMarkIV
>>
>>4105570
Why does the girl look a bit like Samus Aran?
>>
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I'm trying to get dialog to work, based on a thread at the zdoom forums, but I can't seem to start a conversation with more than one monster.

Has anyone figured this out? The wiki seems to cover alot without helping get to a "Hello World" point.
>>
>>4105570
literally all he did was nick the sounds and hud face from another wad

wow

w o w

w o w
o
w
>>
>>4105570
>in this dev diary i will showcase a feature i took from another wad

At least he's honest about it.
>>
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>>4105570
Good to see Mark jumping on a bandwagon he hated.
>>
>>4105584

Isn't pretty much 90% of the assets in Brutal Doom nicked from other wads? Why do people praise this shitty glorified goremod so much?
>>
>>4105640
i like it because it's fun

not that there isn't a whole bunch of problems with it, though, and mark's been spinning his wheels so much with it lately.
>>
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>>4105647
>fun
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE STOP HAVING FUN
>>
>>4105647
Honestly, Mark should've been finished with BD over a year ago. Maybe even two years.
Move onto a mapping project, dude. One that's not Burtl.
>>
>>4105640
People think game mods in general don't deserve any form of standards.
>>
>>4105580
>Skeleton Shoppe
>>
Can i configure the Gzdoom to use the hud over the screengame with a 4:3 screen ration like vanilla doom? and play in a square forced 800x600?

How i make the game looks totally vanilla on gzdoom? even when i choose the software renderer over the OpenGl renderer the game has the smooth linear map textures, not the pixelated grainy of old doom
>>
>>4105649
no
>>
>>4105580
Right. First off, since you're using ZSDF, make sure your DIALOGXX lumps are *not* including SCRIPTXX lumps.

so
>include = "SCRIPT01";
should be
>include = "DIALOG00";

Secondly, the conversation block for your Revenant includes an 'ID' parameter. That's not a thing in ZSDF; whether you're assigning conversations to actors, or giving items to the player, you never use ConversationID, only the actual actor name.

Thirdly, you're defining multiple conversations for the same actor in the same map. You can't do that.
>>
>>4105662
Aw. :(
>>
>>4105649
I play Brutal Doom just to make my day even worse.
>>
>>4105654

I think that popular mods that might even benefit the dev financially should have some standards. I'd be okay if BD used stolen content at first, but I'd also like to see him put in the effort and make his own sounds and graphics now that his mod has become more than just a sunday project with five followers.
>>
what are the best optimized quake source ports?
>>
>>4105765
Quakespasm
>>
>>4105661
the original game isnt 4:3 ratio, its 320x200 which is 16:10 ratio.
>>
>>4105684
Will brutal doom run in software mode?
>>
>>4105779

you're a retard, it's 320x200 but it's displayed in 4:3, have you never played Chocolate Doom?

Do you think they had 16:10 monitors in 1993?
>>
>>4105779
yeah i jut found a way to look vanilla with 1152x864 the only resolution who mantains the square screen ratio in my PC.

And i disabled all the opengl stuff, rocket traces, blood and bullet puff in only sprites, no particles effects at all, sector light in software mode, no adjust on sprite clipping, no smooth sprites edges, no texture filter, sprites always faces camera, is looking totally vanilla already, i even disabled the redering interpolantion and monster movement interpolation,no particles

Now the texture format (RGBA8/RGB5_A1/RGBA4/RGBA2/COMPR_RGBA/S3TC_DXT1/S3TC_DXT3/S3TC_DXT5) i need to know the one from those who looks more vanilla, with no translucency and etc.

in the vanilla 93 doom , theres no particle effect or translucency right?
>>
>>4105647
Seems like after Brutal Doom there will be Brutal Heretic and a reboot of Brutal Hexen, because Mark promised that for his Patreon backers.
Seems like he is becoming a slave of his own fanbase.
>>
>>4105796
>>4105816

im not exactly sure how CRTs worked, back then when I was a kid all I know is it displayed just fine on my monitor

then again 640x400 and 640x480 also peacefully coexisted, and it also displayed 640x350 ega mode too, and it would even display 400x300 (my favorite res to run quake 1 back in the day). Most CRT went up to 1280x1024.

And it did this without doing any post-processing on the pixel ratios for the screen. For example 320x200 displayed exactly 200 lines of pixels, it didnt display 240 and just double up on some of the lines every once in awhile.

so maybe you're not familiar with exactly all a CRT could do
>>
>>4105820

http://doom.wikia.com/wiki/Aspect_ratio

you need to give this a read bro, pixels were non-square at the time
>>
>>4105826
I just find the right square resolution for my monitor is 1152x864 now i need to know if there was particles in traces and blood and tranlucency because i need to change the texture format to the one who gets closer to th original in that days. somebody can read >>4105816
and help me set this one?
>>
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>>4105819
Hoo boy.
>>
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>>4104507
>>4104510
>>4104514
>marine
>>
>>4104531
Is this going to be a functional kirby mod?
>>
>>4106006
yes, marine
as in 'space marine', what's the issue?
>>
>>4105819
>Seems like he is becoming a slave of his own fanbase.

I can already see him becoming increasingly bored with those other projects and then lashing out against his backers.
>>
>>4106026
He's a ranger. Different role.

Not everyone's Doomguy.
>>
>>4106167
id themselves call him a slipgate marine, just assume military shit works different in whatever shithole dimension he comes from
>>
>>4106167
According to Quake Champions he's a marine
>>
>>4105312
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/1024cla2
>>
>>4105652
This, so much.

He's a good mapper and I actually want to see what he does when he focuses himself on making a standalone mapset.
>>
>>4106220
as much as I enjoyed Brutal Doom and Still waiting for the next update to have to have endless mags

I'd would Love for him to make more maps though after playing the hell on earth starter pack
>>
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I fucked up.
>>
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>>4106258
>>
>>4106258
cacodemons are adorable
>>
>>4106258
IT'S AN AERIAL RAVE
>>
>>4104662
>is the Google Doc accurate that qump_start is still the name of the hub map?
yep thats right, you can upload your map to the googledoc if you like, with your credits, or join us in the discord (the link is at the top of the google doc)

Cool work on those triggers and relays. inspiring stuff with what you can do with vanilla.
>>
>>4106258
It's over, they got the high ground!
>>
https://m.youtube.com/watch?v=lASzhXSD5us

-
>>
>>4106281
wrong thread?
>>
Is it possible to make a monster infight a monster which otherwise wouldn't be infighting?

Say I have two flavors of arch-vile, all the other monsters are afraid of them, so they won't do shit to them, they're flagged as such, but if a Type A Vile accidentally hits a Type B Vile, can I make it so shit's on?

Would I need ACS for this?
>>
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>>4106269
Alright, sweet. I'll swing by the Discord, make a few changes to make it a bit more of a proper map with an exit to the hub, and upload a new version hopefully sometime today. Sorry for not making a full, actual map, had I known how much was possible in vanilla Quake through map hacks and how fun it is to experiment with them I would have started way earlier!

>Cool work on those triggers and relays. inspiring stuff with what you can do with vanilla.
Pshh, I'm just using basic logic and lots of experimentation combined with a bunch of saved hacks from func_msgboard and Preach's website. The real people who deserve the praise are the ones figuring out how to make QuakeC their bitch without having to compile a single thing.
>>
>>4106337
I have a similar problem, I want a monster to only be able to target a specific species, but I don't know how to get it to ignore other monsters.
>>
>>4106405
>>4106337
Thing_Hate via ACS, I think.
>>
>>4105247
>Epic 2
Oh no
>>
>>4104395
>tfw no DOOM chose-your-own-adventure book
>>
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>>4106262
>>
>>4106460
> cacodemons are actually blushing 24/7
>>
>>4105652
>>4106220
>>4106223
Hell on Earth starter pack is Mark's right? What did you enjoy about it? I see his mapping being praised on here fairly frequently but personally found it quite underwhelming
>>
>if killed by a telefrag, enemies don't activate their target/killtarget fields
fuck
>>
>>4104375
This is a very good read. I wish anyone who wants to make an old school FPS understand hitscanners can indeed be used in a way that contributes to fast paced action.
>>
https://www.youtube.com/watch?v=w1QYD8Dz2FE
This is neat
>>
>>4106453
That seems more like it'd just make them attack each other on sight, not quite the effect I would be looking for, more that the viles should be feared by the other monsters, but fight each other.

Maybe no such function exists in ZDoom

>>4106478
I haven't played that one, but I've played a few of his standalone maps, and his contribution to the /vr/ Speedmap Pack from a few years back, and the last one in particular I felt was a very solid map in terms of gameplay (and also looks, incidentally).
>>
>>4106526
Great insight fren
>>
>>4106526
>>4106534
> low effort shitposting
i guess thread is asleep every time this happens
>>
are there any good mapsets that make use of non euclideon worldspace as a central theme?
>>
>>4106547
>non-Euclidean geometry in a 2D game
>>
>>4106551
https://www.youtube.com/watch?v=AEGPdDaXmAM

Non-euclideon geometry in a 2d game.
>>
>>4106405(me)
>>4106453
A better way to phrase my question; how do I make a friendly monster not target its own species, without getting stuck in an endless A_ClearTarget loop?
>>
>>4106561
And Venezuela isn't real socialism?
>>
>>4106573
...it literally isn't Non-Euclidean?
the Parallel Postulate still applies in that map's geometry.
>>
>>4106579
But it's convincing enough for the engine's capabilities is my point.

Are there any maps that abuse linedef portals, mr. science man?
>>
>>4106570
species automatically don't do damage on each other and therefor don't attack each other. You will have to set the species in decorate, which is pretty easy to do.

https://zdoom.org/wiki/actor_properties

https://zdoom.org/wiki/DECORATE
>>
>>4106592
Does that include a +FRIENDLY [Speciesname] with a normal [Speciesname]? If so, holy crap that was easier than expected.
>>
>>4106598
Aaand nope, FRIENDLY overrides species, fuck. Why isn't there a filter in A_LookEx like there is with other functions like A_RadiusGive?
>>
QUICK!
GIVE ME A RANDOM WAD TO PLAY
>>
>>4106642
stardate 20x6
>>
>>4106643
THANKS DUDE!
>>
>>4106648
gl hf
or should i say
prepr uranus
>>
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>>4106681
>>
>>4106694
Should be a title for a wad.
"URANUS"
>>
>>4106696
Does Uranus have any moons one could build bases on?
>>
>>4106706
Oberon
Ariel
Miranda
Umbriel
Titania
>>
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>>4105570
J U S T
>>
>>4106720
This is why people should make mods that are stylistically incompatible with base Doom. Less chance of Marky Mark getting his fingers on it.
>>
>Quake music won't play
>the CD is clearly accessed and read from as usual, but for some reason the game wont' play the music
>CD music volume in the game settings is at max (adjusting it makes no difference)
>CD audio is not muted in the sound card mixer (the game takes full control of the soundcard anyway and maxes all faders)
>sound effects work fine, just no CD music even though the game reads from the CD
>OS is Win98 (old computer from the late 90s)
>executable is standard DOS quake.exe v1.08 (winquake.exe gives a black screen for some reason, but CD audio surprisingly works here)
>CD audio doesn't work in Win98 "dos mode" either
>but it works fine under DOS 6.22 (but graphics is slower due to no acceleration)
>loading a DOS CD driver and mscdex.exe under Win98 doesn't help

Anyone has an idea what the problem might be?
>>
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"So I says to him, 'It's my Cacodemon, I been tending Cacodemons since I was four years old.'"
"Right, right."
"And I'd know if my Cacodemon was in love with you."
"For God's sake."
"He says to me, 'I know your Cacodemon's in love with me.'"
"So you said how, Revenant?"
"So I says how! And he says, 'Well, she fucks me, don't she?'"
"And that's when you hit him."
"Right across the eyes with a missile. And now the Mastermind says I have to pay the bastard money because he went blind."
"Not fair."
"So I says to him, 'You didn't think he was gonna go blind fucking a Cacodemon with mange?'" "That would have been your fault, too."
"I would have gotten blamed for that, too. But what am I supposed to do when I find my Cacodemon laying on its side in the field, fucked within an inch of its life and a naked Mancubus with blue blood and GUTS all over his peck? Hit him with a missile! Fucking right I hit him with a missile!"
>>
Has anyone here played Shadowcaster? How does it measure up to Wolfenstein or even Doom?
>>
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>>4106767
i'm fucking gonna jerking off so hard right now
>>
>>4106780
it's a really interesting historical novelty, but that's about it
>>
>>4104907
>valiant did it better
yeah but muh prboom compatibility
>>
>>4104907
>Valiant did it better, IMO.

BTSX E2 did it the best. Only sound emitted is the teleporter you entered.
>>
How come the Wolfenstein SS replacements in Space Hunter still have the SS guard sounds?
>>
>>4106848
They're Nazi Wizzrobes.
Nazrobes
>>
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>>4106767
wut?
>>
Is there a way to make the music stop or change when it reaches the end of a track?
>>
>>4106854
Castlevania
>>
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how do I achieve maximum fps on gzdoom?
>>
>>4105663

"id" is a new element added to Conversation Blocks in ZSDF, right?

>https://github.com/rheit/zdoom/blob/master/specs/usdf_zdoom.txt

How else would Doom know which monster says what?
>>
>>4106904
turn off bloom and AO for starters
>>
>>4106904
recompile it to run 120 tics per second
>>
>>4106904

throw a berserk pack over your case
>>
Get ready guys I'm doing something fucking retarded.
>>
>>4106006
>>4106026
>>4106167

> implying Army Rangers is < Marines.

The only downside to Ranger is he doesnt get an ammo expanding backpack. On the other hand he carries max ammo on shells and rockets already at the same cap as doomguy even with a backpack.

And he had the sense to bring an axe to chop up monsters rather than just relying on brass knuckles.
>>
>>4106958 (Me)
I just compiled GZDoom with the tic rate bumped up to 60.

It works and everything including the sound is twice as fast.
>>
>>4105570
Can someone explain something to me

People get mad at Sgt mark for "stealing things" from other modders, but isn't that the entire point of an open source, open modding game such as doom?

You build off of each others stuff.
>>
>>4106975
That's correct, but you still gotta give credit where it's due
>>
>>4106975
from what i've heard people got more pissy about the fact that he never asked to take those things, and never credited them in the first place. This is usually a faggy thing to do, but combine that with the fact that it became the most popular doom mods ever and he didnt include anyone else's hard work in the credits, and people got pretty damn pissed.
I'd be mad too if i made some nice sprites that got included by a super popular doom mod but all the credit solely went to the person who took them.
>>
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>>4106193
Thanks man, not even google came up with that result. And this reminded me to check out the Mayhem 2048 mapset too.

I must say after playing two megawads of 1024 the small-ish size, while being a nifty design challenge, actually is abit too small for it to be altogether fun.

I haven't played the 2048 set just yet but it really seems to me to be the ideal for fun and design challenge. Its small enough to keep you from thinking that you've got to roam around but without making you feel cramped. Forces the player to deal with his issues rather than running from them.

There were alot of maps in the 1024 sets that really made me wish I could jump over some boxes and engage the other hallways where monsters were sniping from. It was abit of a tease.

I really, really like the death mechanic though for punishing players who jumped outside the 1024 barriers. Having the crushing voodoo doll dynamic. Its abit meta but pretty nifty.

Somebody should use something like this in lieu of a standard lava floor, with a safe zone sector that makes that crushing cieling go back up and stop crushing. (like a special radiation zone where you're being disintegrated slowly, and you have to get into a specific body-wash station to get it off of you)
>>
>>4106975
>>4106990

Sgt Mark IV is completely insane, like the joker but without the gunpowder or gasoline.

He is the court jester of the doom community no doubt, a title which he has 100% earned (even his mod trolls the player, with an endless stream of errors yet still somehow works just right).
>>
>>4106756
Get quakespasm, follow the instructions for getting music working. It's incredibly easy.
>>
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i chuckled
>>
>>4107036
>tripfag
also not true
you have 'male', 'female', and 'other'
>>
>>4107036
There are actually Sgt Mk IV mods where you can play as an attack helicopter or tank.
>>
https://im4.ezgif.com/tmp/ezgif-4-8a6786acc8.mp4

I present my masterpiece:
GZDoom with the tic rate turned up to 60!
>>
I never played Doom 64 since emulating it back in the late 90s.

Every time I've wanted to re-play it more recently I get lost with all the remakes and EX versions and homages and reconstructions and unfinished projects and whatnot.

Can someone just tell me which version of D64 should I play ideally?
>>
>>4107036
I think it actually had Other as an option like over 15 years ago.

>>4107040
>tripfag
Check your eyes mate.

>>4107048
That's pretty nice, but you should play it with Fast Monsters on.
>>
>>4107048
Gib
>>
>>4107048
Just like my BURL TUMD memes!
>>
>>4107051
DOOM64 EX.

That's all you need.
>>
>>4107048
Now slap a -fast on it.
>>
>https://vargskelethor.me/winners/wads/
Which of these are worth giving a shot? Played a few at random and they felt very amateur and/or made in a short amount of time.
>>
>>4107058
What do you mean by "gib"?
You want this accelerated version?
>>
>15 spm
>reload is slow as a motherfucker
>expects to score a 30
>>
>>4107112
Yes, please.
>>
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>>4105649
>>
>>4107127
Ok, after I'm done with my school shit I'll figure out how to compile it on windows. Maybe if it works well enough I could try to adapt some of the game logic to suit the new frame rate. The game plays a lot smoother at 60hz.
>>
>>4107048
i didn't know smooth doom went this fast
>>
>>4107048
404 not found?
>>
>>4107190
It was a temporary host. I'll try to find another place to upload it if people still want to see it.
>>
>>4107190
https://my.mixtape.moe/fkccbm.mp4
GZDoom at 60hz my man.
>>
>>4107212
heh.

Should've tried 70, as that would've been exactly double the original tic rate.
>>
>>4107234
I should have made it 120 and played it on a 1080p TV.
>>
>>4104395

http://www.youtube.com/watch?v=94EPSjQH38Y
>>
>>4107036
of course sgt mark iv would use an unfunny edgelord joke
>>
>>4107048
wait you can increase the tic rate???
Is there a way to put it at 120 or 144 and then cut everything's speed relatively so that it all works out?
I need to know
>>
>>4107048
>https://im4.ezgif.com/tmp/ezgif-4-8a6786acc8.mp4
>404
can someone repost it
>>
>>4106985
>>4106990
I thought the credits screen had some stuff.
>>
>>4107279
It's not really that edgy.
>>
>>4107305
see >>4107212
>>
What an neat idea to try out neural networks or neural network evolution in Doom?

I'm trying to think of a project to keep me busy
>>
>>4107262
What Is this, exactly?
Bots?
>>
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>>4104680
Additionally does anyone know where I can find sprites for the SNG? Particularly, good quality ones from a model like pic related?
>>
>>4107304
It's defined in doomdef.h in the sourcecode, it has no other critical dependancies that I can tell right off other than the game logic defined in the zscripts in wadsrc, all of which gets packed up into gzdoom.pk3 that you can extract and edit. There is no way to change the tic rate after the code has been compiled though.
>>
>>4107379
I never said it wasn't, you sensitive person.
>>
>>4107379
oh god, go back to leftypol already
>>
>>4106975
>but isn't that the entire point of an open source, open modding game such as doom?

Mark is now being paid for his work. He is specifically aiming to make this a full-time job. He is stepping above modding and wanting to make games.
This is despite very little of his work actually being his. So, because of this, he is making money off of other people's work, often with very little credit or indication of who made what.

There's a lot to be said for an open-source modding community, people put out their resources to be used, yes. People do not put out their resources to have other people make money off it without their knowledge or consent.
There's a difference between "I'm okay with this being used in someone else's mod" and "I'm okay with this being used to make someone else money and I don't see a single dime".
>>
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Cage is at it again
> https://forum.zdoom.org/viewtopic.php?f=19&t=34856&start=135#p1008057

can't wait to see the sprites from Supplice stolen into literally everywhere

also
> 11 out of 29 new monsters
i have a feeling that supplice is gonna be THE SHIT
>>
>>4107036
>But the gender variable can only accept two values.

There's "Male", "Female", and "Other".
It's had that for almost a fucking decade.
>>
>>4107516
makes sense but I didn't realize he was getting paid.
>>
>>4107523

He's set up a Patreon and is making a pretty monthly penny.
Not enough to make a living yet, but it's climbing.
>>
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>>4107527
>>4107516
Patreon makes me wonder what the fuck I'm doing with my life, sometimes.
This other guy has been doing this for years and has barely anything to show for it, but as long as he shows off a different model every couple of months he can keep on cruising the autism train. He's living the dream.

I wish I had the fucking balls.
>>
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>>4107527
>>4107537
>25,000 a month
>not enough to make a living yet
>>
>>4107542
redamz is not sgt. mark
>>
>>4107542

Anon...
Are you all right?
>>
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>>4107516
>He is specifically aiming to make this a full-time job. He is stepping above modding and wanting to make games.

Prediction: His first original game will be a UE4 asset flip and will be released to little fanfare and much laughing at it's crapitude. He'll get butthurt at negative reviews on Steam and Gamejolt, blaming them on jealousy and certain other common targets of the perpetually butthurt, leading to much mockery from /vr/ and Doomworld. A popular Youtuber or streamer will play the game and laugh at it, leading to more BabyRage from Mark, and he'll ragequit games development. He will then go back to mooching off his lickspittle while the rest of the Doom modding community just goes on its day. A week later, Brutal Doom v21 is released.

>>4107521
Doesn't fit the narrative, so he ignored that.
>>
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>>4107537
>tfw started drawing porn
>slowly, but steadily improving my drawing skills


Can't wait to rake in that sweet cash like the whore I am.
>>
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Does anyone know that mod where you can play as a spygirl or something? Saw a few webms of it here over a year ago
>>
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Any WADs with a similar atmosphere/aesthetic as Unloved?
>>
>>4107553
ganbatte
>>
>>4107556
Lydia was, unfortunately, never truly released or finished.
>>
>>4107557

Strange Aeons comes to mind.
>>
>>4107561

Was it ever more than a few sprites? I loved the feel and never thought it grew beyond player sprites.
>>
>>4107318
>What an neat idea to try out neural networks or neural network evolution in Doom?
>I'm trying to think of a project to keep me busy
train a recurrent neural network to analyze a vanilla .LMP demo file and guess if it is TAS or not
>>
>>4107520

v a p o r w a r e
> none of it is downloadable yet
> its been in the works for 5 years now
>>
>>4107569
I guess when it comes to the project....


I T S A L L I N C A G E S H E A D
>>
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>>4107520
>all those vibrant cyan and mint green colors
UNF
>>
>>4107036
>Other gives you "it" pronouns
Not even an SJW but this kinda bothers me familia.
>>
>>4107567
that's a bit more boring than what I had in mind

I wanted something with monsters running around

Like my previous project but less sucky
>>
>>4107582
Maybe it's thought of as for robots and stuff
>>
>>4107591
I would still call a humanoid robot "they" than "it."
>>
What are some good cramped maps with enemies on every corner and where you have to manage ammo carefully?
>>
>>4107594
but they is plural
>>
>>4107602
It can sort of be used as a singular at times.
>>
>>4107602
"But they is plural, nigga. Shiiieeeeeet."
>>
>>4107601
I really need to release my deathmaze wad if people are looking for cramped spaces and emphasis on ammo management.
>>
>>4107603
as someone whose language only has a unisex word for referring to people, english is dumb and complicated
>>
>>4107603
but "it" is more accurate for singular.
you're being weird, dude.
>>
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>>4107036
>that username up top

I know its a screencap, but of all places, I'd never expect a pyrocynical reference here on 4chan.

also that would actually be fucking hilarious, playing doom as an attack helicopter running around with a shotgun in hand
>>
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HEY GUESS WHAT, ANOTHER WEEK'S PASSED. KNOCK KNOCK, HERE WE GO AGAIN. IT'S SATURDAY, SO YOU KNOW WHAT TO DO.

WHAT'VE YOU BEEN WORKING ON? POST YOUR SPRITES, YOUR MAPS, YOUR CODE.
POST THAT NEAT NEW FEATURE YOU WANTED TO SHOW OFF. MAKE A WEBM OF THAT RAD NEW WEAPON THAT'LL MAKE EVERYONE EXCITED.
>>
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>>4107649
Whoops.
>>
>>4107649
I got distracted while finishing my jokemap for QUMP and started making a bathroom.

Making textures is fucking hard!
>>
>>4107651
it's saturday 5 pm over here
i'm assuming he goes by american time zones
>>
>>4107649
Meh all I did was take this rocket launcher thing that looks like its from Duke3d and make it a 2 shot launcher

It fires 1 above and 1 below in rapid succession, so you can sorta spread it out. The idea is being able to kill a bystander and then keep going to hit the actual group you're intending on. Kinda sorta makes the rockets a little bit like a railgun in that regard.

64 damage + 80-126 blast (and player takes half from explosions in my mod), but its got a radius of 150 that maximizes at the halfway point.

So the tradeoff for having more damage economy from rockets, is they're slightly more dangerous to use. I also made it shoot slower.

Screenshot was already posted, here
>>4104906
>>
>>4107610
I guess people in the 14th century were weird, then.
>>
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>>4107663
the rockets actually are one on top of the other, but I slung them so they fired in an arc (there's about a 4 tic wait between them)
>>
>>4107649
A shottygun.
And palsma rifle.
Then a blue meatball.

No pictures tho.
>>
>>4107667

They were!
>>
Kinsie, if MetaDoom ever gets a level pack or wad, don't just make a secret level to make use of the Wolfenstein/Commadner Keen stuff, there should also be one based on the disco level from the PS1 port.
I also wondered if the level design could take inspiration from Doom The Way id Did
>>
>>4107687
What about Club Wolf?
>>
>>4107610
"It" refers to non-humans. A person is never an it, and it's dehumanizing to call one such. If you get cut off on the highway, you don't say "it cut me off," you say "they cut me off." The response to "it cut me off" is "what cut you off?" The response to "they cut me off" is "who cut you off?"
>>
>>4107691
>Nazi dance club full of dead pre-W3D characters
Sweet.
>>
plutonia is fucking tedious and Doom 2 maps were not that bad
>>
>>4107696
There's lots of good maps in Doom 2, but also there's some kind of bad ones, along a fair few meh ones.

Plutonia is fun if you're set up for that kind of challenge, otherwise it'll be a slog.
>>
5till L1 Complex is one of the most atmospheric wads ever made

post other atmospheric maps
>>
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what was meant by this?
>>
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>>4107649
inspired by lithium
making my own dynamic rain script
>>
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>>4107752
If I didn't know better, I would assume that somebody doesn't want you to go there. I'm not sure though.
>>
>>4106706
yeah, but they'd get all sweaty during summer
>>
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>>4107553
>draw regularly
>have people seldomly butt in to compliment my art
>still haven't found a way into commissions because equal parts nervous/lazy
>realize just now all the money I could have gotten over the years with my work instead of posting it all online or saving it for myself
>don't have a tumblr so people gradually stop caring overtime
>>
Modfags, help. How do I make a custom palette? I swear I did a bunch many years ago, but now I've completely forgotten how it was done.
>>
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>>4107649
Just mapping. E3 is all themed maps. Can you guess the theme?
>>
>>4107809
a bunker of some kind? Also that animation of the tip forming and spiraling down the arrow is dope
>>
>>4107809
Something about this is giving me a Marathon feeling for some reason and I don't know why.
>>
>>4107814
Thanks.
>>4107818
Probably the tight hallways.
>>
>>4107809
hey re tick
>>
>>4107808
This is how I do it:
>search Doom's palette on google
>Copy it an paste on paint
>resize it (ctrl + minus key) to it's minimum possible, so that each color is just one pixel. It should be 16x16 after you do this
>copy this and paste it on Photoshop (or GIMP or whatever)
>edit the colors to your heart's contents
>once you're done, save it as a RAW file
>import the RAW file into Slade
>rename it to PLAYPAL
>?????
>profit
>>
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>>4107830
That's kinda the theme for the whole mod. A lost raven/id-like clone sorta thing.
>>
>>4107838

I did that but instead of Slade I used XWE. It worked, but the colors were in different order as in the original palette. Could you link me to the palette you used as a base? Maybe I'm using a wrong one.
>>
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>>4107839
Whoops. That was the small one...
>>
What would Doom look like if you upscaled all of the textures in waifu2x?
>>
>>4107847
like shit
>>
>>4107808
a really old util you probably cant find anymore will do it, its called Inkworks

Slade is better though. Go in slade, find PLAYPAL in a doom wad. Extract to PNG (there's an option to do this). Edit. Then re-import.

Be sure to rebuild the other palette lump too (I forget offhand what its called).

However in this day and age with sourceports you dont need palettes anymore if you convert all the assets to .png files. You may still want a custom palette though in order to recolor (convert) assets to it as a batch.

You do this by selecting "test palette" for your palette, which puts it on the list for palettes to convert gfx to.
>>
>>4107847
waifu2x?
>>
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>>4107842
This is the original palette, all colors are where they should be
>>
>>4107860

Thanks! That confirmed my issue with the palette I was using. For some reason the palette that I found was rotated, so no wonder the colors came out all garbled. Problems fixed! Back to being an autist.
>>
>>4106995
I personally love those 1024/2048 maps and wish there were more. 1024 can be a bit too small but some mappers can pull it off, and 2048 is generally pretty "right" overall.
>>
>>4107051
Doom 64 EX or Brutal Doom 64
>>
>>4107927
Unironically 1536 (or 1500) would be just about perfect to base an entire mapset off of. Enough of a design challenge, it will make the player have plenty of cramped moments, but they wont suffer from compression sickness.

2048 ive played through a few maps of this map pack (which seems to have strange lag issues on my end, dunno why)... and the levels honestly feel pretty normal. Nothing huge, but you can do most of what you need to in that space.
>>
>>4107594
A robot is a literal object, why wouldn't you use "it"?
>>
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>>4107942
I like robots with personality.
>>
>>4107051
Doom64EX or Doom 64: Retribution/Consolation prize.

Don't play Brutal Doom 64, it's awful.
>>
>>4107847
it's called HQAA resizing
>>
>>4108008
Don't give it attention.
>>
>>4107809
That hit effect sprite seems kinda huge? what's going on there?
>>
>>4108008
He's kinda right. We need more people hosting servers, and I'd love to see more people talking about their playthroughs.
>>
>>4108040
It's not like that is too hard to fix.
>>
Speaking fo talking about playthroughs: BTSX and Space Hunter are a really good mix.
>>
>>4108042
I'd love to see some samsara co-op

>>4108047
It's funny how well they gel with eachother.
>>
>>4108049
In my pc, i don't have Zandronum and my internet is shit, but maybe someday, i'd love some Samsara co-op.
>>
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>>4108036
you're seeing the trail puff effect on the projectile. It's closer than the hit effect.
>>
>>4108052
I'm just an anon, but I'm always game for Samsara bro-ops. I used to play all the time before two computer crashes wiped out all my stuff. Blowing myself up as Dook never gets old.

Playthroughs? I was working on Alien Vendetta. Then SGDQ happened.
>>
I once had an idea of a wad that was entirely based on hitscan, even though i'm not a mapper or anything
>Only enemies are zombiemen, shotgun guy, chaingunners and Arachnotrons who shoot bullets instead of plasma
>Only weapon pick ups are the ones coming from the enemies
>Arachnos come in later levels for the sake of a difficulty curve (am i getting that term right?)
>Levels are simple and small, but should still be fun to explore
>Only health pick ups are extra health bottles, with soulspheres appearing in rare situations except in secret rooms
>Final boss is of course the Spiderdemon
>Theme being mostly city based levels
If anyone wants, feel free to take this idea.
As long as it becomes a reality and is well executed, while still close to the original concept, i'm fine with it.
>>
>>4108058
Oh, fair enough! I wasn't sure if the arrow had a huge collision box or something.
>>
>>4108067
huhuhu what a mess
>>
>>4108008
>poster on /v/ is full of shit
i, for one, am shocked
>>
>>4108047
space hunter works pretty well with sci-fi style maps in general
>>
>>4108090
It fits both theme and gameplay.
>>
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https://www.dropbox.com/s/t84eaksqg5au9gx/HighNoonDrifter-prerelease_final.pk3?dl=1

Here we go, new build of High Noon Drifter.
I've compiled a whole bunch of people's suggestions, critiques, feedback, and etc and finished up the last few patches that need patching.
If you weren't around last time, this is a pretty simple gameplay mod about being a gunslinger. Pretty much 90% a foray into me learning how2zscript.

All that's left is art-related stuff, all of the code stuff and features are done. Aside from if any super-gamebreaking or emergency stuff pops up, and aside from some missing/unfinished sprite-shaped holes, this will pretty much be the release build.

Thanks for all your feedback.
After the sprite holes get slotted in, I'll be pushing the build out to the public. In the meantime, please enjoy.
>>
>>4108109
linking to >>4104396

also, congratulations
>>
Can anyone seed the big doom torrent?
>>
>>4106972
Ranger's also a lot more skilled at swapping weapons.
>>
>>4108201
He literally quickdraws whatever weapon he needs at the moment.

He should've had some ability related to that in QC.
>>
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>>4108213
Teleport is fun though, I like that it's a reference to Shub Niggur
>>
anyone here have a basic bitches' guide to GZDoom modding?
>>
>>4107561
:(((
>>
>>4108109
holy shit these smgs are great
>>
>>4107323
>>4107262
Doom deathmatch competition between different AIs who can only act on visual cues (no AI omniscience)
>>
>Doomseeker got Sonic Robo Blast 2 support

Huh, never expected that. Maybe it's time I finally give it a shot after hearing about it for nearly a decade.
>>
Are there any good mods/wads that aren't very popular?
>>
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>>4108414
>no longer having to fucking restart the game every time i want to change servers
>>
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How do I strip Brutal Wolfenstein so it's just the enemy sprites and gore only?
>>
>>4106456
Why does this not exist?
>>
>>4108673

You suddenly see a demon, do you kill the demon ? Or do you kill the demon ? Flip to paragraph 9 page 76 no matter what because you're going to kill that fucking demon anyway.
>>
>>4108449
thousands, absolutely thousands
>>
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Outside of Arcane Dimensions, what maps/mapsets would you consider the must plays of Quake?
>>
>>4107935
>Wolfenstein themed mapset
>1488
>>
>Don't feel like working on modding due to cat slowly dying while vet not open on weekends
fuck this feeling
>>
>>4108774
hang in there, mate
>>
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This guy is gonna be fun.

https://my.mixtape.moe/xuoycq.webm
>>
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>>4108787
You must have had a lot of fun making that.
>>
>>4108798
I always have fun, and I'm not even done yet, I still need to give him his own projectile attack, a hookshot, a mortar shell attack, and a few other surprises.
>>
>>4108787
>revenants that self-revive
you turbo-nigger
>>
>>4108806
This isn't a revenant.
It's an archvile tier monster

he can revive other monsters.
>>
>>4104680
Try looking in Aeons of Death
>>
>>4108803
If you could replicate that same kind of sound quality of each voice clip, would you get others to voice other kinds of enemies?
>>
>>4108808
YOUR NIGGERY HAS SURPASSED QUANTUM LEVELS
>>
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>>4108812
Possibly. I'm prety happy with most of the sounds for my monsters, though I do need some stuff for the mastermind replacement

>>4108813
>>
>>4108774
iktf

Dog has some neurological thing, which is why his legs have been stiff, eventually, and it really isn't far from now, his hind legs are just not going to work anymore, furthermore it's affecting his breathing too.

It hasn't fully stopped me, but it's just something I can't stop thinking about.
>>
>>4108816
So does this fucko revive indefinitely or can you Julius its ass?
>>
>>4108826
It'll always get back up unless you gib it, or kill it with a fatal draw, or the ice sword.

and don't worry, the power sword attacks always gib, as does the thrown sword, so you'll ALWAYS have a means of gibbing monsters.
>>
>>4108774
what kind of third world country are you living in that doesn't have some kind of 24h emergency vet service?
>>
is there a way to check a sectors ceiling texture without using actors?
can't zscript now do map stuff?

i'm trying to dim outdoor areas of a given map
>>
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>>4107649
Managed to overcome the choppy sound problem with the slomo mod, now am hunting for a looping slomo sound effect.

Speaking of which, if anyone has a looping sound effect for a slomo ambient drone/hum, hook me up.
>>
>>4107649
AH FUCK I FORGOT TO QUOTE YOU WITH THIS >>4108787
>>
>>4108894
check russian overkill
the multi nade launcher
sounds source is wolf 2k9
>>
>>4108903
Welp, that was quick.

I opened up that file and its pretty much exactly what was needed. Thank you anon.
>>
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I'll say Revilution is great at putting you in ambushes where you're fucked and can just barely survive by the skin of your teeth, you have to think and act lightning fast.

Part time frustrating, part time exhilerating.
>>
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>>4108948
Also it has the occasional neat setpieces like these.
>>
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>>4108951
It also has some nice detailing and sector furniture at times, I love this shit.
>>
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>>4108971
This is texture usage that I would expect of Cyriak, and I like that a lot.
>>
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>>4108974
Then we have this level, Blood Garden, which I just got through, it was a WIIILD ride!

The music is fantastic and really pumps you up to fight your hardest through the intense action here.
Many times monsters would get me but it didn't make me mad because it was just SO fun to fight, it was exhilarating, every other encounter was a desperate fight to the death.

I do think it however strongly highlights the deficiency of a proper BFG style weapon in Immoral Conduct, a few of the encounters are basically not winnable without some kind of BFG attack, which the designer intends for you to have.
This is something I intend to get to work on.
>>
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>>4107753
ok so that was pretty shitty and the pic didn't show anything

so i rewrote the whole thing
have a webm

> fog
> desaturation
> light dimming across the entire map
moody and atmospheric~

TODO
> lightning
> wind
> indoor/outdoor sounds for rain/wind/thunder
> dynamic actor wetness?
>>
>>4107935
>>4108751

Not sure where this came from, I do frequent pol, but I tend to sit on the fence. Did save the following image as "aryan engineering" though:

>>4108531
>>
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>>4108787
>>4108806
>>4108808
>>4108813
Okay so basically this is an archvile with a direct fire attack instead of (well, directly putting fire on you).

Ive thought of having Barons with a limited 1 shot revive of other monsters, maybe at random whether they have that 1/day charge expended so you just dont know if he will resurrect something.

I don't figure its an ability that only the archvile should have, other noble demons I would think would have some bit of that magic themselves.

Ive considered making the Boss monsters spawn spectral facsimiles of themselves, like the spider mastermind produce ghostly arachnorb queens. It would be a good ability to give them that they could resurrect monsters (or spawn monsters that Can but it be a one-shot deal then the resurrector dies - sorta think of it as a resurrection missile that seeks out a monster to RES then implodes).

> wake me up
> cant wake up

The idea I had for a cyber replacement was basically commander keen or some dude sitting in meditation and he spawns those floating green cyberdemon things (plural), and each time you kill one of them it hurts him.

> /adhd rant
>>
>>4108996
holy shit thats some badass rain!
>>
>>4108810

Thanks

Its just for my personal mod, im intending on replacing one or more of the zombies with the quake soldiers because (the big sci-fi gun they hold is rather gender-neutral in terms of what I can make shoot out of it)

Im also intending on replacing the pistol/chaingun with nailguns. I think I will probably replace the shotguns too, which is where an enemy replacement comes in handy (possibly a Blaster of some kind).

Meanwhile the plasma rifle may become a minigun.

I replaced the BFG some time ago so that it only shoots its own internal ammunition and you have to pick up another BFG to get ammo for it (and you're encouraged to use it otherwise you only get +2 shots with an additional pickup). It only gives you 5/5 shots kinda similar to the limited ammo for the BFG in doom3.

Right now the setup is a little more complicated than described but thats the overall gist of it.

>>4108826
Thank you for reminding me of this for my own mod, I need to set up a condition where if somebody is gibbed they cant be resurrected by the arch.

Its understandable that the arch can bring a monster back from the dead, but if you blow it to pieces I don't think it should return.

I may just have it spawn some unrelated gib scenery at the end of its animation then make itself goto /stop so there's no monster left there.
>>
New GIF edit based off that one ACC ad
>>
>>4109029
techncially the weapon slot setup is currently:

Pistol = Pistol
Shotgun = Double Barrel Shotgun
SSG = Overpowered Plasma Rifle with internal ammo battery (anti-ambush weapon).
Chaingun = Chaingun
RL = Double Shot Rocket Launcher
Plas = Anti-Tank Rocket Launcher (~400dmg), each cell pickup is one ATRocket.
BFG = BFG with internal ammo battery.

So with the changes I have in mind the Pistol/Chaingun will become nailguns.

The Shotgun will become a Blaster.

The OP Plasma will become a (quake 2 tier) Minigun.
>>
GZDoom60 anon here, I'm gathering the resources to compile a windows build, What operating system are those of you running who want to try this? I need to know because support for XP and Win8 complicate the process incrementally.
>>
>>4109010
>>4109029
speaking of archvile replacements

i've been throwing this idea in my head
> archvile does not resurrect anything
> instead it does a sort of aura drain that destroys corpses (and damages the player, not by much though)
> it gets it's own 'mana' by doing this
> thougher dead drained = more mana
> more mana = summon tougher/ more enemies
maybe it'll spawn a hellknight if he's topped up, but throws a big bunch of imps at you to divert your attention to them when he's low
>>
>>4109046
pretty sure most sane people use win7, with a few lazy fucks using win10
>>
>>4109039
also forgot to say that certain weapons disappear when you get others.

Along with pistol you get a free pump shotgun too because the SSG pickup doesnt use shells and runs out of ammo (and some maps only give you an SSG rather than a normal shotgun pickup). That archvile map from Plutonia in particular ran into that problem.

However if you get the Double Barrel it takes away your pump shotgun. I made it fire each barrel quickly rather than both at once so if you have an odd number of shells left it will just shoot one.

The Chaingun also takes away your pistol because a single tap fires only one (very long range) bullet. The Altfire shoots 4 rapidly without a spinup delay, which is enough to kill one imp or zombie with a burst.

Chainsaw is on Slot 2 so even though the pistol and pump shotgun disappear you can still have a weapon in that slot.

When the internal battery on either the OP Plasma Gun or the BFG runs out, it switches to a fake weapon that takes it away (I ought to make it spit out a junked/fried version of the weapon indicating that its capacitor fried so you dropped the weapon).

>>4109046
I dont have a GPU (my opengl is 1.4) and I run Win 7. If my windows gets fucked I have a WinXP reset on a thumbdrive.

You should always provide backwards compatibility, especially for a retro game like this.

I cant even run Fallout Shelter and its practically a flash game in terms of visuals. And yet I can run UT2004 without a problem. I could beat the shit out of these people for decisions like this.

I hope that answers your question.
>>
hey, hardware question here.
what would be a good cheap tiny computer to run a doom server on. Nothing fancy, just non-gz 16 player stuff.
>>
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>>4109050
That should get rid of those annoying resurrecting enemies like the chaingunners with an archvile backing them up.

Chaingunner dies, Arch destroys the corpse for mana, but when he tries to summon a monster it fails because he's in a confined space (just like pain elemental summoning failed skulls). Or depending on how you did it, may spawn it in a wall.
>>
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That's a hell of a drop, and again, another cool set piece.
>>
And another one, that gels with the sky very nicely.
>>
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And I can't believe I survived this encounter, the timestop pickup saved my bacon for sure.
>>
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>>4109046
>>4109054
>>4109051

Additionally if I may test your meddle - you may assume like many other people that just because time marches on that something that was made in the past ceases to exist. Or perhaps that it is inherently better in all ways.

But this is not true.

For example there are still alot of people who use Adobe Photoshop 7, either because they torrented it or they got it cheap on a disk. Its easy to forget that this program and its predecessors produced the entire graphic design empire of the late 90s and early 00s.

Why would it be all that much more work to provide backwards compatibility for XP anyway... at one time GZ/Zdoom was built for it.

And as far as I can tell most of the effects that GZ runs are dwarfed by games like Doom3 which ran on XP. When you go to use a new API or a new way of channeling your openGL wisdom you DONT have to throw away the previous setup.

And all of the behavior shit, decorate, zscript should be tied up in a different module completely unrelated to the graphics. Thats all behavior code that should be in its own box.

This isnt a supply and demand market... /vr often has connoisseurs because...

>"I played these games when I was a kid, and ive got a shitty computer that I cant replace because im poor right now, so im falling back on my old favorites and all the new content people have made for it"
>>
>>4109058
I've ran a zandronum server on a raspberry pi once, had 4-6 people with no problems. That was on a model 1 B, though, so any of the newer ones will be able to do better.
>>
>>4109084
>>4109046

If I may make a couple suggestions that I haven't seen made, regarding shotgun behavior mostly:

Shot attacks should have the ability to reduce damage the farther the enemy is from the shooter. Im not talking about Wolfattack here.

Also you should be able to pass a flag to the shot attack so that it behaves like the shotgun from duke3d or half life... the enemy absorbs all of the pellets that they are struck by even if it goes over their health.

> it would only have three parameters at most - max damage distance, min damage distance, and damage multiplier
> at max damage distance or closer the total damage caused by the shot/pellet is multiplied by the damage multiplier
> between max/min damage distance it decreases that multiplier to 1.0, so that at the min damage distance it only causes the normal listed amount.

This way you can make shotguns do shit damage at range, even if someone gets hit with multiple pellets (like a cyber). But because the pellets are more packed together up close they "scallop" and cause alot more centralized (penetrating) damage to a target. This is what iD was trying to simulate by giving the SSG 20 pellets instead of 14 despite only firing 2 shells.


Its also very unrealistic for a shotgun to act like some kind of railgun attack and blow through a bunch of guys. Instead its much more likely and enjoyable for it to simply destroy that target with a gib animation (or special xdeath focused on showing them getting a big gaping wound or head blown off).

These suggestions are so obvious and old as the hills im surprised that in the last 15 years nobody has implemented them in Zdoom.
>>
>>4108820
did your dog hit himself on the head really hard?

I got a mini schnauzer and my dumbass father though it was a good idea to let him and his sister run along the neighborhood with my older dog, he fucking ran into a low step headfirst and stopped dry on his feet. dad freaked the fuck out and thought he had died. he's taken long to recover (this was about 8-9 months ago). when my dad first dragged him back in he was basically fucking dragging his feet around like a drunkard. tilting over to the left whenever he walked, fucking heartbreaking.

he's fine nowadays but he's still got the same "stiff legs" issue, he grunts for whatever reason whenever we carry him downstairs (he was attempting to walk down them by himself just like his sis before the accident, the hit probably handicapped him to the point of scaring him off them and has never tried it ever since).

I recall my dad being really regretful about it back then and he was visibly affected, but I don't think I'll ever be capable of forgiving him completely. I'm still somewhat mad at him even though I know it wasn't entirely his fault and it was just the dog being clumsy all by himself.

sorry for derrailing, just wanted to ask.
>>
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>>4109130
Not to my knowledge, I think it's one of those genetic conditions. He's a labrador retriever, if that means anything.

Anyway we're gonna spend the summer spoiling him rotten, because he deserves as such, and no more tall stairs to climb for him.
>>
>>4109110
I'm sorry if it's dissapointing for you but I'm not a programmer, I can't really make anything new and honestly I'm amazed that what I did didn't break anything else. It would be up to graf or someone to do what you want. I'm limited to changing values that already exist in the code. Maybe some day I'll learn how to make magic happen though...
>>
>>4109085
did they fix the compiling problems with rpi and the Zandronum server software?
>>
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>>4108996
moooaarrrr
>>
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>>4108996
Oh baby this is gorgeous
>>
>>4109140
hope all goes fine for you man. Labradors are fucking precious
>>
>>4108996
Looks amazing. But I hope it doesn't slow up the game to the point of being unable to play it on the bigger maps.
>>
>>4109152
I was running Arch Linux , so compiling wasn't too much of an issue other than taking quite a while.
Keep in mind using the AUR doesn't really give the option to build the server without the client without modifying the pkgbuild.
>>
>>4109174
I might just buy a used NUC for cheap to run the server instead. Should be plenty powerful, and it would be nice to have an extra windows machine lying around.
>>
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Why that's a very conveniently sized hole for me to chuck a problem solver into.

>>4109162
It ain't gonna be fine, there's nothing we can do to fix it, all we can do is to make sure he's as happy as he always is. God knows what I'll do without him.
>>
>Struggled to beat Scythe on UV
>had to savescum through Map 30
>about to start Scythe 2
>choosing UV
How bonered am I?
>>
>>4109249
maybe a femur or so
>>
>>4109249
You'll live through 2/3rds of the WAD just fine. The pain begins at Whispering Winds, I think it's map 23. You will die. A lot.
>>
>>4109219
Wad?
>>
>>4109249
play E1-E4 on UV, and then switch to HMP for E5 and E6.

I'd probably also do the secret levels on HMP
>>
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the wiki for DTWID says

>an optional soundtrack by Mr. Freeze.

where is this soundtrack? it's not on idgames or the forum release threads and I don't think it's mentioned on the txt
>>
>>4109282
the official site, which i didn't know existed until someone posted it a couple of threads ago, seems to have a link:

http://dtwid.herokuapp.com/
>>
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>>4109287
holy shit I was reading the site and didn't see the link
>>
>>4109167
it spawns in a radius around the player so it doeasn't fill up the whole map
>>
>>4109294
Cool! I guess it's also compatible with user maps and such too.
>>
>>4107552
>A popular Youtuber or streamer will play the game and laugh at it, leading to more BabyRage from Mark,
>Mark will then use Youtube's ContentID system to fraudulently flag videos critical of his behavior & content
>which will result in some YTer like SidAlpha or Jim Sterling calling him out on his bullshit
>and then Mark will ragequit games development.

ftfy
>>
Tried playing Going Down with Complex Doom slapped on top of it. Holy shit, I don't think I've ever played a wad where I felt so threatened and scared for my life during the level and so relieved when the last monster died. Map08 was the peak of that experience, especially with some archvile alt versions sprinkled in.
It's really damn hard though, there's very nearly zero room for mistake. I had to replay some segments a few times because I was getting murdered very quickly. Hope later maps, like map15 or map32, aren't impossible.
>>
Man, Barrels o' Fun is brutal on pistol start.
>>
>>4109269
TNT Revilution

It's sort of billed as a sequel or followup to TNT Evilution, which honestly, it kind of fails to do in most ways, the theme and atmosphere of TNT Evilution is largely absent and has barely any of that feel.

That said, it is absolutely good on it's own merits, I don't regret playing it at all.
The first 10 or so levels are a little bit dull at parts, but it REALLY ramps up by the middle, very exciting and fun, would absolutely recommend
>>
>>4109030
good shit, anon
>>
>>4109390
>which honestly, it kind of fails to do in most ways, the theme and atmosphere of TNT Evilution is largely absent and has barely any of that feel.

This is kinda the same with Plutonia 2 and Revisited, IMO. The only real similarities they had with OG Plutonia was being hard, and sharing some assets. Level design overall had very different approaches.
>>
>>4109426
Plutonia 2 did some new (fresh) things, but I feel it very closely matched the atmosphere and style of Plutonia, it felt like a continuation of Plutonia, despite being different.

I don't get that feel from Revilution, it's largely a good set of maps, but it very rarely feels much like Evilution.
>>
>>4108109
Is there a real purpose to the hat button or is it purely for fun?
>>
>>4109448
Plutonia 2 more felt like a continuation of the style from Alien Vendetta and Kama Sutra to me. It looked the part, but played nothing like OG Plutonia.
>>
>>4109481
I concur, although it seemed like a continuation, the features of P2 were just so much of an upgrade over Plutonia that it felt like a different mod (yeah 15 years will do that, but at the same time it also broke continuity too).

Plutinya 1024 felt more like Plutonia despite being tiny.
>>
Any of you guys tried BloodGDX? Is it playable?
>>
>>4109487
>Plutinya 1024 felt more like Plutonia despite being tiny.
Most OG Plutonia maps generally were small, so that could be why you think that.

Though I personally see Plutinya as more a continuation of the 1024 projects, as most of its maps play like any other 1024 map. And good lord, why did they use a joe-ilya map as its map01?
>>
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Hey guys did anyone ever create a functional Quake 2 mod for the Quake 3 engine? Pic somewhat related.

Reason I ask is because Q3 is really lightweight on requirements but also dramatically increases visuals over Q2.
>>
>>4109492
It's ok. Still missing some stuff from the original game and graphics suck ass, but gameplay-wise it's almost 100% accurate.
You should give it half a year.
>>
>>4109523
I'll do that. Thanks.
>>
>>4109502
vague memory of a thing 15+ years ago that got c&d'd. no idea of name.
>>
>>4108996
HERE I STAND BENEATH THE WARM AND SOOTHING RAIN
>>
>>4109462

Purely for fun.
One person suggested the player's hat flies off on death. Then I experimented with being able to shoot it. And from there it went crazy.
>>
>>4109572
> a doom mod more hat focused than tf2
>>
>>4107693
or you can directly say "some fuckface"
>>
>>4108782
>>4108820
Cat somehow made it through the night, so she'll be able to be put down. Kidney failure is horrible.
>>
>>4108774
My cat died recently too dude. I don't feel like mapping anymore.
>>
>>4109786
>>4109793
> at least your cat wont be posting anymore
jk, im sorry for the loss, just trying to splash some 4chan humor on the subject
>>
>>4109786
f
>>
>>4109786
RIP
take care of yourself
play some vidya
>>
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>>4109786
>>4109793
good luck in all your future endeavors and please take care of yourself
>>
>>4109786

Fuck, man. Seen too many pets die from painful conditions in this short life of mine. All the strength to you, brother.
>>
how the heck do I get split screen to work in doomsday?
>>
>>4108720
Ceremonial Circles (czg)
Honey (czg)
Fallen from Grace (sock)
Beyond Belief (Matthias Worch)

Skacky's maps from various Map/Retro Jams are also generally great.

Also, you've played the addon maps for AD, I hope. You've probably already played The Forgotten Sepulcher, but sock also released Nyarlathotep's Sand Castle earlier this year.
>>
>>4109852
what kind of pets would a skelly like you have?
>>
>>4109869

Skeleton dogs. But in seriousness, my parents have had five dogs in my lifetime, one of them still with us all healthy, but very antisocial and currently going through fake pregnancy.

One died from bone cancer in his hind leg. One simply got so old it couldn't walk properly and seemed to have all sorts of pains that were hard to diagnose. One was born with bad bones in hind legs (yeah, a recurring theme). One leg was fixed with some implants, but then the other leg just suddenly broke and we decided to put him down that instant. The fourth one was the only one who had a completely happy painless life. Man, I could write so much about him. He was so smart, it was like there was a human behind those eyes.

Like, seriously. Whatever you said to him, he'd understand to some extent. He was expressive and understood human emotions so perfectly. He never protested against anything and was always so damn happy. He was a perfect balance of a laid back family dog, and a playful nutjob who would race the wind in our backyard.

One time my mom was skiing with him in the nearby forest and a horse rode by them. He got so scared he ran away with the tail between his legs. Mom panicked because they were at least 12 km away from home. After an hour of yelling his name with no luck she decided to head home to call dad. This was in the late 90's when my parents didn't even have cellphones yet. When she came home, lo and behold, that damn knucklehead was just sitting there in the yard waiting for her to come home. He freaking ran all that way home from the middle of the forest, from a place he's never been in.

Rest in pieces, Nalle. You were the shit.

(sorry, english isn't my first language)
>>
>>4109917

Turns out I'm not very good at telling stories.
>>
>>4109932

Maybe they didn't find a way to do it, or simply didn't have what it takes to kill their own beloved pet? There's a reason why people don't put their pets down as much as they did in the past.
>>
>>4107318
map generation would be pretty interesting
>>
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>>4108109
>all those screen messages you get when you cheat

Please keep up the good work.

i'm just trying to bugtest your mod you jerk
>>
>>4109340
You're in for a ride man, going down only gets harder
>>
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>map requires straferunning to progress
>>
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>>4109972
>map requires running to progress
>>
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>>4109972

> map requires killing demons to progress
>>
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>>4109987
>map requires you to download it to progress
>>
>>4109857
anyone?
>>
>thread requires shitposts to stay alive
>>
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>>4109972
> map requires you to fire your weapon to progress
>>
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>>4109972
>Map doesn't play itself
>>
>>4110005
>>4109857

Doomsday doesn't have splitscreen, anon.
>>
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>>4109972
>map doesn't give you a double barrel in the first two minutes
instant 1 out of 5 stars
>>
>>4109972
I hate it when a mapper doesn't make it clear whether I should use an exploit that wasn't even intended to be in the original games.
>>
File: if only you knew.jpg (47KB, 502x474px) Image search: [Google]
if only you knew.jpg
47KB, 502x474px
>>4110051
> map doesnt even give you a shotgun in the first two minutes, and you run out of bullets too
>>
>>4110039
gah, I got it mixed up with Doom Legacy. Was wondering why there wasn't any documentation about it.
>>
>>4110057
> mfw it takes an archvile jump to exit the level
> and I just killed the archvile
>>
>>4109374

True doomer speak. Stay #woke
>>
File: PTSDsoul.png (164KB, 213x346px) Image search: [Google]
PTSDsoul.png
164KB, 213x346px
>>4109374
>All those Pain Elementals, and you can't run or Demons block you in
>>
>>4109374

Barrels o' Running Past Everything
>>
>>4109932
Yes let's just crudely drug, leave out in the cold and/or forcibly kill the family pet, what a great idea
>>
File: Screenshot_Doom_20170710_013430.png (166KB, 640x480px) Image search: [Google]
Screenshot_Doom_20170710_013430.png
166KB, 640x480px
Is this meant to represent Doomguy if he had a morph ball form?
Looks kinda neat
>>
>>4110142
the discrepancy between the hand's resolution and the ball disturbs me
>>
>>4110142
Yes. I was half tempted to have the doomguy ball to have a chance to go "HEH HEEENNNHH" when thrown.
>>
>>4110142
Seems like it.
>>
>>4110142
>>
does DRLA 1.05 work fine with gzdoom 2.4.0?
>>
>>4110168
Doom Sentai when
>>
>>4110142

MARS MARINE KYUUUTAMA
>>
File: tumblr_mah68y4yP91qi6eomo1_500.png (212KB, 500x493px) Image search: [Google]
tumblr_mah68y4yP91qi6eomo1_500.png
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Any Doom wads that include Daisy in some way?
>>
File: 1477119024565.jpg (77KB, 800x533px) Image search: [Google]
1477119024565.jpg
77KB, 800x533px
>>4110051
>map gives you the chaingun and plenty of bullets before any of the scatterguns
I don't know why but I find this very comfy.
>>
>>4110263

Action Doom
>>
File: 1498367404988.png (332KB, 521x421px) Image search: [Google]
1498367404988.png
332KB, 521x421px
>>4110274
>calling the shotguns scatterguns
>>
>>4110263
Golden Souls 2
>>
File: 1481452669910.jpg (386KB, 720x1280px) Image search: [Google]
1481452669910.jpg
386KB, 720x1280px
>>4110285
Got a problem? Give me your best shot.
>>
>>4110285
>calling shot-spread kills-em-deads "shotguns"
>>
>>4110296
I bet you call railguns in video games sniper rifles
>>
>>4110298
>calling rooty-tooty-point-and-shooties guns
>>
I want a sprawling, difficult, beautiful challenge like Sunlust.

what should I playu
>>
>>4110338
stardate 20x7
>>
>>4110338

Swim with the Whales comes to mind, it's by the same author.
>>
File: there is only another fist.png (61KB, 345x452px) Image search: [Google]
there is only another fist.png
61KB, 345x452px
I tweaked how this guy moves.
https://my.mixtape.moe/rczmsy.webm
>>
File: IMG_20170710_101834.jpg (941KB, 2560x1920px) Image search: [Google]
IMG_20170710_101834.jpg
941KB, 2560x1920px
I drew this, give me (You) s
>>
>>4110425
now scan and digitize it
>>
>>4110425
good job
>>
>>4110425
that nigga gonna grope a guy
>>
>>4110425

That revenant looks like it could crack open the moon with its jaw.
>>
>>4110425
a truly well-earned (You)
>>
File: RRRRRRRRRRRRRRRRRRRRRRR.gif (42KB, 192x192px) Image search: [Google]
RRRRRRRRRRRRRRRRRRRRRRR.gif
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what are some commands for quakespasm to look as close to source as possible? ive tried
gl_texturemode 1
r_particles 2
r_lerpmove 0
r_lerpmodels 0

its a good start but something isnt quite right. is there anything else?
>>
>>4110525
r_drawflat 1
>>
>>4110517
I think its mouth is closed and what you're seeing is a weird collar thing.
>>
>>4110530
He said he wants it to look like DOSQuake, not like Ex-Quake Pro mode.

>>4110525
That should be about it, honestly; the only way to get it closer would be dithering which isn't supported by QS I think. You could also replace gl_texturemode gl_nearest (which is 1) with gl_nearest_mipmap_nearest or _mipmap_linear, for a bit of far texture blurring like the original game has.

Not sure why you'd want to disable interpolation on moving enemies, though- animation I can understand, but movement makes them considerably harder to hit and also makes them look like total fucking garbage as they teleport around in front of you. Uninterpolated movement is fine on a dingy old CRT playing at 320x200 where the gaps in movement aren't nearly as obvious; they're significantly more noticeable at modern resolutions.
>>
>>4110536
That's 100% what it is. Took me a while to see it like >>4110517 saw it.
>>
>>4110263
Brother In Arms
>>
File: Hmmm.jpg (55KB, 534x443px) Image search: [Google]
Hmmm.jpg
55KB, 534x443px
Does anyone know of a big skeleton hand with rotations? Something I can use as a projectile? Preferably a big open hand
>>
File: bestiary_reiver.png (31KB, 226x140px) Image search: [Google]
bestiary_reiver.png
31KB, 226x140px
>>4110690
All I can think of is the Reiver from Hexen's attack animation.
>4 fingers
>>
File: Lewd Pokemon Blacked.png (211KB, 374x369px) Image search: [Google]
Lewd Pokemon Blacked.png
211KB, 374x369px
Hexen 2 maps/mods.

Tell me about them.
>>
>>4110759
is it just me or does hexen have really nice looking sprites?
>>
File: NANI.png (141KB, 347x382px) Image search: [Google]
NANI.png
141KB, 347x382px
>>4110764
There's Hexen 2 maps?
>>
New thread.

>>4110771
>>4110771
>>4110771
Thread posts: 538
Thread images: 140


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