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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12833556

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/GENERAL GUIDE
https://rentry.org/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/folder/etMkxKwK#947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom+thread"/type/op/

OUR WADS/MODS
https://rentry.org/vrdepot

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://wadsup.xyz/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
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=== CURRENT PROJECTS ===
666 Minutes of /vr/
Game : Doom 2 | Format : Vanilla (Limit-removing)
Resources & Rules : >>12687710
Repo: https://gitgud.io/GreenAnon/btsx-project/

An Eternity of /vr/
Game : Doom 2 | Format : Eternity
https://www.doomworld.com/idgames/?id=22025

=== NEWS ===
[09-26] Pvt. Stone updated to v16
https://skelegant.itch.io/pvt-stone/devlog/1672645/update-to-v16-new-level-50-bmg-flare-pistols

[09-20] The Ending Quest for Heretic has been released
https://timeofdoom.proboards.com/thread/230

[09-15] Dawn of the Machine now available on GOG & Epic

[09-14] Nuked-SC55 relicensed as GPL2
https://github.com/nukeykt/Nuked-SC55/blob/master/LICENSE

[09-12] DOOM-CE updated, fully supports UzDoom 5.0
https://www.moddb.com/mods/doom-ce/news/doom-ce-400-released

[09-11] Quake II PSX Jam 2 released
https://www.moddb.com/mods/quake-2-re-release-psx-jam-2

[09-10] 666 Minutes Of /vr/ RC2.1
https://www.doomworld.com/forum/topic/160124

[09-09] New Dawn released, MBF21 weapon mod focused on powerful & fun weapons.
https://r3voke.itch.io/new-dawn

[09-09] Nugget Doom 6.0.1 released
https://github.com/MrAlaux/Nugget-Doom/releases

[09-08] Woof! 16.0.0 released
https://github.com/fabiangreffrath/woof/releases

[09-08] Anno Doomini released
https://www.doomworld.com/forum/topic/160089

[09-04] Property Damage released, mini-mod of destructible props + extra goodies by Pillowblaster
https://www.youtube.com/watch?v=En0F2eofDyI

[09-03] Dawn of the Machine's source code added to Quake rerelease's Github
https://github.com/id-Software/quake-rerelease-qc

[08-30] Divine Twilight Chapter 2 updated, bug fixes, map changes, full OST
https://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2-11

[08-28] UZDoom 5.0.0 released
https://github.com/UZDoom/UZDoom/releases/tag/5.0.0

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Max demo of Episode 1 of DOOM (-cl 3)
Reply to this post with a demo & your time.

Records:
https://dsdarchive.com/wads/doom?category=UV+Max&level=Episode+1

Example demo in 46:09:
https://files.catbox.moe/ps47fq.lmp

Anon >>12835651 was asking if you can beat E1 in less than 10 quicksaves, but can you beat it with no quicksaves at all?

Previous challenge winner:
Bauhaus.wad MAP01 in 2:48 >>12835412

>>12842305
>>
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>>
>>
>>12842409
>keep it shut the out door
>>
>>12842409
>>12842415
IMAGINE BEING AT COMPUTERS
>>
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>what the hell is Pvt Ston-HOLY SHIT ARE THOSE CANNONS UAC STANDARD ISSUE
>>
>>12842441
The way the HUD face works is kinda genius, honestly. I think the Doom Comic Mod was the first to do it and Skelegant just fucking ran with the concept. It's pretty cool to see your HUD face dynamically change depending on your currently equipped weapon and armor.
>>
>>12842432
Nice, what WAD is that? I like bright and colorful WADs
>>
I been enjoying a few WADs myself
>>
>>12842449
I been reading those Doom books, part 3 and 4. It really goes off on sone weird sci fi plot but it's cool, pretty entertaining to read
>>
>>12842441
I love breasts.
>>
>>12842450
>>
>>12842451
I love colors
>>
>>12842460
>>
>>12842462
>>
>>12842467
>>
>>12842469
>>
>>12842471
Last one. I really liked the low lighting and the rural building look here
>>
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heh.
>>
>>12842479
is freedoom better than delta touch?
>>
Doom 2 in city only is so bad it makes me think making wads should require a license that can be revoked.
>>
>>12842486
It's free, but Delta touch is much better, I heard
>>
>>12842307
whats the current project idea?
>>
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>>12842506
And who do you think will control the whole license industry?
>>
>>12842653
People wanted to do something for October, something spooky. Which maybe also gets continued and then has a Christmas part.
>>
>>12842675
Us.
>>
>>12842675
Somebody will beg for Nightdive to do it, fuckers are already throwing money about at Doomworld and the Doom Wiki and shit.
>>
>>
>>12842794
Nice one. WAD name?
>>
>>12842805
it's his wip it's not done yet i hear
>>
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>>
>>12842810
>impossible challenge
>quake bad
>demons mad
>offensive reboot
>damn many berserk
>nightdive talking tekwar
>competitive completely compatible
>muh gray secret john
>shitty list faggot engine
>including singleplayer killed deathmatch audience forever
>>
I got mega spooked.
>>
This mod does not handle monster arenas well. I had to make the ZScript enemy item spawner drop everything the boss version does so I could actually get some damn power bombs.

>get to map 10
>900+ enemies

Oh fuck me.

>>12842805
Tempest Enterprise.

>>12842806
The mod is just a minor edit of Metroid: Demon Hunter. It'll always be WIP, technically.
>>
>>12842840
Err, map 12, actually.
>>
>>12842794
thanks doc
>>
i'm reading the zscript source code of the game and talking to gemini trying to figure out how to make the mods i want

i'm not sure decorate can accomplish some of the things i want to do

unlike other games i've modded in the past doom is a pleasure to work with everything is extremely well documented, there are a lot of tutorials out there and the bigger problem is just shaking the rust off of not doing any computer programming for a few years

https://youtu.be/3fGHaVn5rGo

other programming guys, what's your mundane detail that you always seem to fuck up. mine is sign errors

anyway, here's a list of things i'm trying to figure out how to program

>remove RNG damage but make way higher than the average
>enemies strafe like crazy
>projectile monsters try to lead their shots instead of aim directly at you
>demons lunge like the ones in quake
>CPMA style weapons (fixed spreads with more projectiles)
>enemies drop fixed items based on the monster index to increase health, ammo, and add ssg to doom 1
>1/4 shotgun guys have a super shotgun. 1/4 chaingun guys have a plasma rifle, again not random
>stronger pickups (you can pick up green armor and not lose blue status, health packs heal more to compensate for the higher difficulty)
>reduced infighting (tighter monster factions like halo)
>obviously need to learn how to make an options menu

i was thinking about increasing the rate of fire on all the weapons but it's too much work having to redo all the animations and sound effects so i am going to increase the damage instead

basically my overall goal is to make vanilla content so brutal i can't beat without savescumming

this is going to be an on off project as i have such a huge backlog of wads i want to play. some of the stuff is done but it's really hard and i need to find the sweet spot. i don't intend to mess with the weapon or monster balance too much unlike other mods, i just want to make the weapons more consistent and the enemies feel smarter
>>
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>>12842318
https://files.catbox.moe/ujf2do.lmp
36:04
Facerockets are the real monsters
Also I got stuck on something invisible here for a bit, not sure what that was
>>
>>12842318
that's a really cool challenge dude

i already did a uv max of episode 1 within the past year and i've been trying to do a uv max of episode 2 lately
>>
>>12842441
Samus is preparing herself for ravenous
>>
>>12842506
your mom vehemently sucks veiny nigger cock
>>
>>12842432
I came. Sauce?
>>
>>12842451
Me too, brother, me too.
>>
>>12842947
>Also I got stuck on something invisible here for a bit, not sure what that was
https://doomwiki.org/wiki/E1M6:_Central_Processing_(Doom)#:~:text=When%20the%20large%20ambush
>>
>>12842307
[9-26] Release candidate for UT99 v469f
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469f-rc5

Notable improvements include
>Massive performance boost
>Lower mouse latency
>Faster server download speeds without HTTP redirect
>New tools for UED, including the improved ability to load maps from other UE1 games
>>
>>12842318
You skipped the hangar.
>>
>>12842506
Haven't played it but I assume the problem is magnum opus syndrome which is why I haven't played it
>>
>>12843389
Right, sorry. Here you go.
>>
>>12843449
Drink more water, Anon.
>>
>>12842653
>>12842682
I can scrape some assets together on a mildly short notice if people don't mind some lack of originality. Don't have time to lead anything though.
>>
>>12842947
Are you talking about the invisible pinkies? Are you having a laugh at my expense, anon?
>>
>>12843449
That's not even the map.
>>
>>12843514
>Are you talking about the invisible pinkies?
Are you talking about the spectres?
>>
hypothetically speaking, what if I replaced my work laptop's notification settings to play the revenant sound when I get a teams message
>>
>>12843569
I was going to admonish you but after looking it up I decided not to. Yes. I was talking about spectres
>>
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>>12843514
No it's what I'm running against after the last spectre is dead at around 0:44 in the above webm.
Probably what >>12843252 said, since it disappears once the doors reopen
Actually, looking at the demo I think it's also what caused the face-rocket, since there's no spectres in my face when that happened.
>>
>>12843589
Lol I never realized how massive the rockets are compared to doom guy and his launcher.
>>
This E1M6 room is the only dangerous fight in E1. A proto-fuckbox
>>
>>12843609
the last boss room was tough on nightmare i had to watch a demo to figure out how to beat it
>>
>>12843595
They use the same sprites as cyberdemon rockets.
>>
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Aside from extremely autistic people literally porting them to the Wii, is there any way to play Doom and Quake with Wii-like motion controls?
I'm too prone to motion sickness and have too little space for full on VR, but I used to like the feel of playing shooters on my friend's Wii when I'd visit him after school. There's something nice about being able to point right at an enemy to shoot them without the whole screen turning.
>>
>>12843586
I'm glad we had this talk.
>>
so is there even going to be any appeal to a mod that takes doom gameplay and makes it as hard as nightmare xaero with a quad damage

i'm making this mod for myself but i'm wondering if i should make it fucking work or try to polish it as much as possible if it would have any appeal

i just don't like slaughter maps but i do like fast and nightmare speed monsters so i want to make a mod that makes them even faster and dangerous

the one thing i'm currently stuck on is i'm trying to figure out how to write code for projectile monsters to instead of aim directly at the player triangulate the shot based on their speed so you need to weave instead of just run diagnonally but it's not working

everything else on my todolist is not too hard it's just a matter of typing it up. still trying to decide if i should use smooth doom as a base or just use default graphics. might be simpler to write the code first figure out all the new monster routines then port it to smooth doom later

any feedback would be appreciated
>>
>>12843582
That would be too spooky.
>>
>>12843412
I was having fun until the third map in: The combination of my “mod sandwich” and all those imps teleporting in tanked and froze the framerate, and the level was already chugging pretty hard by then.
>>
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will mbf25 make it possible to have quad in doom?
>>
>>12844208
the damage in this game is so damn high is that even necessary
>>
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>>12844210
>is that even necessary
Quad Chaingun gibbing a bunch of zombiemen sounds kinda sick.
>>
>>12844208
Last I checked, it was planned.
>>
>>12844219
Also kind of neat to have some temporary “high killing power” without having to give the player the craziest weapons.
>>
>>12844261
Wasn't the plan at one point to do all of the skulltag relics?
>>
>>12844273
That was the original idea, but I think there is the possibility for user-defined powerups.
>Custom powerup definition: Allow defining of custom, mod-specific powerups. Challenges would include how to define the exact effect they have on the player while also not bloating the spec.
https://github.com/doom-cross-port-collab/mbf2y/blob/d32be94c1565e8a55f3480738dec309c93e71ab5/minimal-spec.md
>>
>>12844208
Sounds like a GZDoom mod from 2006
>>
>>12844208
Since it's intended to have the beginnings of Decorate support going, it should be possible to make a LOT of things like that. Defining your own powerups is definitely in the cards, and something like a Quad Damage would be an easy and simple one to implement.

>>12844353
Skulltag (aka Zandronum) basically had a Quad Damage back then, the Doom Sphere. Just a red powerup sphere which gave you quadruple damage for a limited amount of time.
It also had other neat powerups, like the Turbo Sphere (made you move very fast), and Chrono Sphere (stopped time).
>>
>>12844210
For the base gameplay, it wouldn't strictly be necessary, though I imagine that Quad Damage could really help smooth over what some people don't like about slaughter gameplay. Maybe provide them more liberally on easy skills, imagine splatting an entire platoon of Imps with a Quaded SSG. You also don't strictly have to make a 4x damage powerup, you could do 3x or 2x and it would still be really useful.

You could also use it if you wanted to do extra strong monsters and stuff.

>>12844273
Really? Even that far? Christ, something like the Spread Rune would be pretty insane for its own reasons, and could stack with a Quad Damage.
>>
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Currently losing my mind with trying to add casings to Phobos Delta. A friend kicked over some code and assets for that and doing it to the pistol and SMGs are fine, but the shotguns both use some spaghetti code that are going to be a pain in the fucking ass to figure out. I might ditch casings if I can't do it.
That said, I thought the current plasma rifle was a bit too junky to fit in with the rest of the weapons so I got something new for it. Sure, it's a prototype, but one that was nearing production and wasn't cobbled together by crackheads in the backyard shed.
>>
>>12842506
>>12843412
Yeah, it's worth playing it for map02 alone which is really fucking good, but I warped through the next 7 of so maps after slogging through half of map03 and they all sucked dick
>>
>>12844427
Are you doing it DeHacked? Effects like spent casings and gunsmoke cause problems in DeHacked because you can't really make them stop doing certain things no matter what.
>>
>>12844427
>but the shotguns both use some spaghetti code that are going to be a pain in the fucking ass to figure out.
Last time I messed with that stuff I went and had a look at the one Yholl uses in Legendoom and I think DRLA.
>>
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I'm late to Screenshot Saturday, but I want to post this anyway. Took me a bit how to best draw this damn gun when it's only a fucking 13x5 sprite in game.

I think this'll work. Next step will be to model it and turn it into a sprite.
>>
>>12844468
screetshot saturday was kinda tame this week

i was hoping i could get some feedback on my ideas but i guess until i have a playable wad no one's interested

i want to beat several wads on uv -fast before i start fully committing to the project but i've been a little busy lately
>>
>>12844468
I like it, are you gonna model this for doom? Does it open each time you fire or is it like Samus when she changes to missile/super missile?
>>
>>12844475
Yeah, this will be for this mod here. The barrel will only open up for the missile attacks, otherwise it'll stay one solid chunk for the beam weapons.
>>
>>12844427
What does the pickup sprite look like?
>>
TNT is giving me a hard time
should i stop playing my first playthrough on UV -fast or should i start mid level saving
i'm not sure which one makes me a bigger pussy
>>
I've got until 2:20pm tomorrow to decide if I want to upgrade my old 4.4ghz intel i5 2500k to a steam machine just to get more frames playing in Nugget/Uzdoom/Gzdoom and playing in Duke3D maps and I'm dead serious. I could probably play at 144fps forever with the steam machine instead of being happy at 70fps. I mean, Helion always gets me a gorillan frames for second anyway... It'll probably be the worst $1000 Ive ever spent.
>>
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i am so bad at this game

https://files.catbox.moe/l9pkmg.mp4

should have been playing yakety sax while i recorded it

i really need to work on my berserk pack skills, i don't use it much
>>
>>12844636
Ditch the -fast on blind playthroughs.
>>
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>>12844682
https://files.catbox.moe/0gn2fp.mp4

i feel like vegeta when he came out of the gravity chamber

this is a hell of a lot easier

feel less bad about myself now
>>
GGs
>>
>>12844468
I think of a xenomorph with bird legs.
Pretty cool.
>>
>>12844473
>i was hoping i could get some feedback on my ideas but i guess until i have a playable wad no one's interested

There's not really much that can be said about something in theory without having it in your hands, unfortunately.
>>
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Am I wrong for thinking this plays basically like a Duke Nukem or general build game more or less but in true 3D? I mean maybe not the stealth stuff but that shits optional like 90 percent of the time. It kind of feels like "The real Duke Nukem forever" compared to what we got.
>>
>>12844928
Yeah, I like the design of the Helskar Blades. They're like Space Pirates but probably not as evil and stupid.
>>
>>12844636
Your first mistake was playing TNT
>>
>>12842913
>basically my overall goal is to make vanilla content so brutal i can't beat without savescumming
Based.
>>
Before I went to sleep earlier I re-randomized the damage of all projectiles on a 1d3 scale, with a 2 being roughly what the damage was before. I always thought the damage in Dreadnought was too low. Feels kinda okay now.
>>
>>12844994
No, you're not.
>>
Although chewing through hordes with this mod isn't really all that fun.

This map supposedly has a 6 minute countdown and self destruct but I think I took longer than that and nothing happened. I even went back to kill some that I missed.
>>
>>12844636
Just do mid level saving. IMO, TNT for the most part isn't tough enough that doing it all saveless and pistol start is any kind of bragging rights.
There's also certain rough parts which I don't think are necessary to suffer more than once.
If you're UV pistol starting, then MAP29 will be a fucking migraine for you because you're not carrying over a cell weapon from a prior map.
>>
Poor bastard. This was an interesting experiment but I don't think I'm gonna play this mod again. I miss guns. If I was gonna play Tempest Enterprise again I think I'd go for Echidna, Typhon, or Stone.
>>
>>12844490
Neat!
>>
>>12845128
yeah i'm no pistol start chad unless the map is pretty easy i prefer to play on UV -fast or nightmare if i hate myself and i want to die, so i asked for a few recommendations on wads meant for that and TNT/Plutonia obviously came up

i had to restart TNT because when i reached the third map my health was way too low to the point where it was probably worse than a pistol start and the second map was giving me some problems with the pain elemental having no chaingun ammo to deal with it

when you're just any% pistol starting you don't need to stop and think hmm maybe i should save my ammo for something else. i'm not going to try and uv max my first playthrough

i think i'm just going to do a regular uv run with out-of-combat saving while i learn the monster placement (no save scumming while under attack) then do plutonia and sigil

i might be able to handle uv -fast sigil (i got to the third map and dropped it but i want to try again) but ammo is so tight
>>
Neat. Turns out the acid rain mod needs 4.11 so that's a no go.
>>
>>12845197
>using a four year old version of GzDoom
I wouldn't want to run anything new with that, at least two more arbitrary access vulnerabilities were found since then.
>>
>>12845215
I really think that, unless you get your sourceport updates from that sketchy fake website, those are a nothingburger.
>>
>>12845219
ai hackers are insane man

they even found vulns in old versions of age of empires and old ass linux code that needed to get patched super bad
>>
>>12845219
>unless you get your sourceport updates
What does sourceport updates have to do with the currently used sourceport being potentially abusable? You mean unless you get every single mod from a certified trusted source.
>>
>>12845224
certainly don't download anything from doomer boards

occassional reminder my isp blocks them as a malware site
>>
That's useful
"freeze" mode for vanilla
https://www.doomworld.com/idgames/utils/exe_edit/patches/view
>>
>>12845232
Literally never been a problem.
>>
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Whoops.

What do we do? Edit that out of the wad or forget about idgames?
>>
Perhaps it's only anon's spritefix stuff? If so it's trivial to remove
>>
>>12845257
Those would be modified id resources, not unmodified ones. Would be nice if they'd specify what it was.
>>
>>12845258
someone probably included textures by accident (i haven't played the wad yet was waiting for a final release)
>>
>>12845258
well two numbers changed i wouldn't count that as unmodified

What was the reason for fixing offsets in our wad? If that's what spritefix wad does then people would just load that on top
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>>12845254
Does list which ones?
>>
>>
>>12845258
It'd depend on which frames. MOST of what spritefixes does is adjust offsets on existing frames without editing them at all, the next is adding cut sprite rotations, and then the rest is small fixes and consistency tweaks.

Modified assets were alwats fine for iDGames, unmodified ones are what they don't want.

>>12845260
Mostly just tism on my part, but since BTSX requires repalleted frames to be present anyway, I just did that.
(Someone somewhere claimed BTSX includes those fixes already, but this is not true).
>>
>>12845264
cool hud

only thing i don't like about is no weapon bar but i like the cutout gives you a better fov
>>
wait i'm a fucking retard
>>
This build should be without fixes sprites
https://gitgud.io/-/project/49137/uploads/f99e153b9f7a9cc2d900bd25d01cedd3/666minvr-large-numerals-2.zip
can someone double check?
>>
>>12845268
It should outright tell you which, I'm 99% sure of this.
>>
File: nugg0131.png (1.15 MB, 1917x1080)
1.15 MB PNG
>Spooky month soon
I love Halloween. Playing some fun maps on the night with appropriate theming is my yearly tradition.
Quake Halloween jams are also really fucking good, maybe this year I'll play a little Ad Mortem too but it does feel a little beyond my skill level half the time.
>>
>>12845145
Mid level saves are perfectly fine unless you're recording a demo or want bragging rights. Just don't save mid fight since that is scummy.
>>
>>12845267
The weapon bar is integrated with the ammo counter
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>>12845267
Don't really need a weapon bar for this mod, you only have four weapons.
>>
>>12845285
i only took one save on my UV fast run ep 4 and that was after the opening fight in e4m2 i just got sick of doing it after the 10th time. every other level i had not too much of a problem after i discovered where the secrets are

i try not to save unless i'm very high health and if i get chunked i play it out until i find health or i'm dead, and because i do this, sometimes i need to replay a level cause i'm too low to get anywhere in the next one (we're talking like 30 hp or less and no blue armor)
>>
>>12844636
Being deeply concerned about what other people think of how you do your first playthrough of a wad makes you the biggest pussy of all.
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>>12845301
it's not about what other people think of me i feel bad about myself it makes me feel old that i can't clear this

i used to play on nightmare when i was a young adult and i just can't do it now (but i'm realizing no one plays on nightmare really)

i don't play starcraft anymore for the same reason, my apm is like 60 instead of 200
>>
>>12845267
The only thing I'm kinda iffy on is it's kinda nuts having the full functionality of this particular weapon if you get it from a plasma rifle.
>>
>>12845306
I need to tweak/nerf that damn gun. I'll probably do it after I finish up the Zexion mod.
New plan is to make a constant beam laser gun at all times, but as you hold fire the damage goes up as the range goes down until you get to the fucked up mega laser it currently has, with the difference being I'll make it force you to stop firing it after a bit.
>>
>>12845314
i'm not familiar with your mod but i feel like the other way around (UT99 plasma rilfe) might work better unless it's your primary long range weapon

it's going to feel miserable trying to snipe something then you can't finish it because you fell out of range

another thing you can do to nerf is make it a hose like the warsow lightning gun (forget what it was called, anyone else play that based game with the alt fire ammo packs and god tier movement?)
>>
>>12845273
I can check, but typically they should provide you with a readout of which entries in the .wad are the offending ones specifically, and seemingly it's just two, so that would be very quick to fix.

It's been a long time since I submitted anything there, so I don't recall it 100%, but I'm sure of that part. Check your e-mail.
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>>12845316
Put your name back on.
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>>12845318
no

the janitor stopped banning me after i dropped the name and half the time you don't know who i am
>>
like why do i even piss you off i have deep autistic knowledge of the history of these games and before my nerves got shot i was a 40% lg acc player

i'm trying to get back into doom which i didn't play since skulltag was a thing and i have a lot of content i didn't know about to get caught up on. most of my custom doom wad content was impossible shit we would generate in oblige and play 4 player coop in, treating the game like some kinda roguelite where we just played until it became impossible

wish there was more quake talk but i don't even think rapha is playing anymore. i found a youtube channel with quake vods but it failed and the uploader gave up

once i can afford more hardware i want to make maps but the style of maps i want to make you're going to want to put them early in the wad cause they're going to be for new players
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>>12845325
You always format your text the same way and talk about the same things.
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>>12845334
i stopped posting screenshots for months and no one realized i was here and didn't get flamed at all until recently

you just hate me cause i'm a phone faggot and/or i like zdoom mods please get over yourself i stopped attention whoring and assimilated the best i could given how bad my autism is
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>>12845337
nta, but while I have no idea who you are your posts lack grammar/capitalization, are whiny and you reddit space constantly. I can see why people don't like you.
>>
>>12845343
redditors idolized my old website and copied my writing style and many of the global reddit rules were based on my website, sorry they ruined it for me but you're a fag if you complain about reddit spacing
>>
>>12845343
This is pretty much it for me.
>writes poorly and spaces between every single sentence
>always posts about the same things
>posts a LOT

Personally, all I ask for is less repetition, and better writing and post formatting.
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File: 1423839567121.jpg (19 KB, 329x241)
19 KB JPG
>>12845348
I can do that. I have a worthless English degree. I just don't type that way unless I'm writing a formal letter or court paperwork or something actually more important than a 4chan thread. If that's what I need to do stop pissing some of you off that's not a problem, but I automatically double tap space since before reddit existed and when I wrote HTML i just used a
<p>
tag like that for the double space. I tend to just fire and forget on this site but if it's unironically pissing people off I guess I can start revising and editing my posts.

I can also tell you I'm NOT the only lowercase reddit spacer in this thread.
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>>12845348
Regarding that, my keyboard is terrible and I'm going to see if I can afford a proper mech keyboard this month after I go to the Walton Mart. Prices in the US are crazy and I'm not sure how much the stuff I need is going to be but if I have enough left over I found a good budget model that doesn't have awful flat keycaps and is wired so it won't lag like ass. Yes, I'm going to be a phone fag with a wired keyboard when I post on 4chan.
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>>12845306
Well, okay, and the Buran reloading. It's weird when you're done with a fight and almost have 40 stacks, so you have to shoot nothing if you want to reload and have it ready for the next fight.

>>12845314
That sounds good too. Also as it is now, if you charge it just enough to activate the mega laser but release before it starts firing, you can delete weaker enemies for the low low price of 2 cells. Pretty handy for lost souls and miscreants, actually.
>>
File: Morita mk3 SAW.png (769 KB, 974x892)
769 KB PNG
>>12844435
It's Decorate, but it's only complicated because both of the shotguns have alternate ammo types and their code is pretty goddamn hard for me to wrap my head around.
I actually attended not one but two programming courses when I was a teen and I failed both, so it's safe to say I absolutely suck at coding.

>>12844441
I'm not sure it'll help much but I'll take a look.

>>12844634
Didn't make one yet, but it's roughly based on the Morita SAW from the CGI Starship Troopers movies. They're pretty shit but this particular gun makes me hard as steel for some reason.
>>
Really good first map.

>>12845424
Kinda looks like a Gauss rifle.
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>>12845424
Sorry to prod at it, but are you still working on Atonement? Subsonic Whisper having an OICW on steroids as its BFG kinda reminded me of the Assault Rifle + Grenade Launcher weapon you were working on for that mod.



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