[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/vr/ - Retro Games



Thread archived.
You cannot reply anymore.



File: go hom.gif (82 KB, 320x200)
82 KB
82 KB GIF
DOOM THREAD / RETRO FPS THREAD - Last thread >>3866059

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
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

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

== /VR/DOOM COMMUNITY ==

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

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

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

[Highway to Hell] Second phase of mapping currently extended to the end of March
https://warosu.org/vr/thread/3852524#p3855512

[Til 4-1] QUMP still going?
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

=== NEWS ===

[3-20] French speedmapping project 3 Heures d'Agonie 3 has been released
https://www.doomworld.com/forum/topic/93359-3-heures-dagonie-3-rc1/

[3-16] Turok 2 EX released
https://www.gog.com/game/turok_2_seeds_of_evil
http://store.steampowered.com/app/405830/

[3-16] Lithium 1.3 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[3-15] Freedoom v0.11.2 released; minor bugfixes
https://github.com/freedoom/freedoom/releases/tag/v0.11.2

[3-15] Dropbox's support of public folders terminated

[3-13] GZDoom map release; UAC Vinur Prime Research Base
https://forum.zdoom.org/viewtopic.php?f=42&t=49163

[3-12] Quake Champions to be F2P; Ranger provided as the default character
https://youtu.be/vq5bFwvQMwA [Embed]

[3-10] Anon Release; a Hexen/Heretic compatibility pack for Final Doomer
https://warosu.org/vr/thread/3847428#p3849380

[3-10] Anon Release; 'Discharge' map pack beta
https://www.doomworld.com/vb/wads-mods/93151-discharge-4-maps-beta-test-feedback/

[3-6] More gdxBlood progress made
https://www.youtube.com/watch?v=WFmMxmoVXJI [Embed]

[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments
https://forum.zdoom.org/viewtopic.php?p=981099#p981099

[3-2] Quake Champions to be playable at PAX East
https://bethesda.net/en/article/1XhLAJzCHSymCkQIKiI6gw/bethesda-is-heading-to-pax-east-2017

[3-1] Nevermore, an add-on for Trailblazer
https://warosu.org/vr/thread/3826106#p3829402
https://drive.google.com/open?id=0B93dAHEWrRc-dFhSTklHUWVaQzQ

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
File: AV.jpg (15 KB, 320x200)
15 KB
15 KB JPG
First for Alien Vendetta, glorious classic mapset
>>
>get burnt out on doom
>stare at ceiling for a while
>I don't really feel like doing anything
>maybe I can play doom?
>open up half-finished megawad I was playing earlier
>I don't really wanna now
>stare at main menu and quit
>have that doomy feeling but don't want to actually play the game
>play doomrl
>browse doomwiki a bit
>get on doomworld, remember shitty new layout
>open doom
>remember I am burnt out
>start to play quake expansions
>beat two levels in a row, die halfway on third
>quit
>tired now
>start thinking of doom
>realize I've spent the last 4 days doing nothing of value but autisticly browsing through computer files and playing a 20+ year old DOS game on and off
I'm going to bed
>>
>>3870467
Doom infographic is dead
>>
>>3870497
It doesn't get better from here.
>>
File: 1469581805874.gif (1.9 MB, 320x200)
1.9 MB
1.9 MB GIF
>>3870467
I wasn't expecting that.
>>
i've set up timidity for gzdoom and am now trying out different soundfonts like weeds3gm
any recommendations for others?
>>
File: DOOM.png (1.63 MB, 1543x6138)
1.63 MB
1.63 MB PNG
>>3870505
Strange. Here it is for now.
>>
Some anon said he would stream and now he's not doing it. Get the pitchforks and torches.
>>
>>3870529
Mystical pls
>>
>>3870530
You've got the wrong guy, guy. :^)
>>
Are there already too many maps out there or would I be contributing something by making yet another mapset?
>>
>>3870550
Make a map for a game that isn't Doom.
>>
>>3870550
Do something unique with it like new weapons or fancy gzdoom effects or something
What is unique about it is your issue
>>
File: 1440059825576.png (582 KB, 660x614)
582 KB
582 KB PNG
>>3870497
you're me right now.

last retro vidya related things I did? quake 2 on yamagi and hideous destructor, one to get me back on track as far as /vr/ in general goes, the other to reignite my love for doom, and I can't help but feel as though I'm deluding myself and deviating from the fact that shooting the monsters in the original game just isn't fun anymore.

what's next for me? I don't know, probably either replay E1 for the umpteenth time with a nonchalant expression on my face, demonsteele, or perhaps I'll get around to trying some of the thousands of popular gameplay mods I never showed any interest in, and probably care for a good two days before getting a new job and drowning the fact that I don't know what to do with my life and NuDoom will never get mod tools.

/blog.
>>
>>3870565
have you played q1 arcane dimensions
>>
nuranger look like buzz light years haha
>>
>>3870571
you fucking what
>captcha: select trains
>Thomas the train is in a picture
>>
>>3870550
Yeah, I have a few ideas myself but mapping seems like it's a bit hard to get into.
>>
>>3870575
>but mapping seems like it's a bit hard to get into.
The skill floor for just making a map is really low but the bar has been set really high for what's considered "good"
>>
File: ranger-iso.png (460 KB, 430x800)
460 KB
460 KB PNG
>>3870573
"to infinity and be quad"
>>
>>3870582

I don't see the resemblance.
>>
>>3870584
Neither do I but I guess I can kind of see where he's coming from?

Not pissed off enough, that's for sure.
>>
>>3870582
They improved his face but now he's got pretty eyes on a face that's been hit with the backside of a frying pan

He's a freaky Jojo.
>>
>>3870587
If you zoom in real close you can see that he's now got a properly frowny face with teeth showing and all, but yeah, now his eyes are way too pretty looking and the whole eye and brow area is kind of lacking in emotion despite the downward-tilted brows.
>>
>>3870590
I still feel kinda meh that Quake Ranger's hud mug wasnt animated like Doomguy and BJ
It was still a fun addition that Q3A brought the faces back
>>
File: 1430505378042.png (84 KB, 466x492)
84 KB
84 KB PNG
>>3870590
>not HUUH Definition
>>
File: HUUH Definition.png (275 KB, 640x640)
275 KB
275 KB PNG
>>3870596
>>
>>3870594
Another victim of rushed development probably, the earliest Quake dev screenshots (i.e. the one with the dragon) don't have any face on the HUD at all. To be fair it would make sense for Ranger to be less animated and attentive than BJ or Doomguy- "pissed off at everything" being his default state and all.

>>3870598
>q3a on darkplaces.png
>>
File: matches.png (308 KB, 1491x176)
308 KB
308 KB PNG
>>
>>
File: faces.png (1.55 MB, 1411x757)
1.55 MB
1.55 MB PNG
>>
File: HPL-Smiling![1].jpg (22 KB, 250x296)
22 KB
22 KB JPG
>>3870605
>one of the results isn't even a full face, just a closeup of someone's eye
All according to plan.
>>
>>3870578
>but the bar has been set really high for what's considered "good"
Eh, I think this is exaggerated. I mean, having the visual quality of BTSX, Ancient Aliens, Sunlust, etc on top of good gameplay probably will garner more attention. But from what I've noticed at least on doomworld (I don't know what zdoom forums people are like), most people are perfectly capable of enjoying a map that looks and plays like the iwads and twid.
>>
File: 20170320.webm (2.89 MB, 1280x720)
2.89 MB
2.89 MB WEBM
Testing can be pretty funny sometimes, especially when you somehow manage to perfectly position an enemy to do this.
>>
>>3870608

The fact that people legitimately enjoy and like playing through the DUMPs despite them having a wide host of newbie issues is really a testament to it.
Making a map "good" isn't as important as making a map that's fun to play.
>>
File: 1Down.jpg (68 KB, 884x800)
68 KB
68 KB JPG
>mfw hear how you can 1v1 babuins in HD
I mean it's hard as fuck to pull off but definitely doable.

I finally got it to happen once out of like, eleven attempts, since Doomguy is basically a fucking retard with cerebral palsy, but I deemed it amusing enough.
>>
I'm gonna miss these things.
>>
File: image.gif (46 KB, 320x229)
46 KB
46 KB GIF
what kind of weapon is this?
>>
>>3870645
Secret Technique of the Phoenix, "Blackbird"!
>>
>>3870645
A chainsaw.

A Death Animation
>>
>>3870645
disco inferno
>>
>>3870571
>>3870582
to basic grammar and beyond
>>
kill some computer
>>
I finally hit my Reelism goal. 1 million points, 108 rounds, 17 bosses, and almost 2 and a half hours before I was blindsided by the Shapeshifter. And all I had to do was pick the easiest map.

>>3870497

>megawad

You want a snack of a Doom wad and you're trying to play a 5 course meal. Play Scythe or Action Doom or something.
>>
>>3870659
Congratulations, you're the smartest person here.
>>
That would be >>3870665, which is why I'm replying to address it.
>>
>>3870665
if you were any closer to the ground and you'd be a fucking watermelon.
>>
>>3870645
looks like a repost, stan

i've seen it before
>>
>>3870645
Not a weapon. In Strife you can get lit on fire, and it shows your arms on fucking fire
>>
>>3870621
d2ino has pretty shit gameplay in a lot of its maps. Easily among the worst dead simple clones I've ever played.
>>
>>3870645
It's like the Fire Wario mode

https://www.youtube.com/watch?v=zClO6l53RYM
>>
>>3870470
GZDoom 2.4.0 and QZDoom 1.3.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=55739
>>
File: skill-boss.png (3 KB, 200x200)
3 KB
3 KB PNG
>>3870664
MOTHER OF GOD

This might justify an update to add a third digit to the round timer or trigger an endless, unwinnable "killscreen" mode after round 99, just to fuck with the few who get that far
>>
>>3870697
mean thing to do to people that played your mod for so long :(
>>
>>3870698
I think it would be nice as an option, especially if it's difficult, but very rewarding in score if you manage to keep surviving.
>>
https://androidarts.com/pixtut/pixelart.htm
>>
>>3870716
I never realized the AndroidArts guy is so old.
>>
In GLOOME or GZDOOM-GPL, would it be possible to disable manual saving?
I think for some genres, the experience would be cheapened if you could save anywhere.
>>
>>3870721
remove save via menudef
>>
Phew, the weapon ultimates is finished: https://www.youtube.com/watch?v=AUlhC0tZn58

I guess people expected BFG10k to be something different, but it does what it should be the "correct thing".
>>
>>3870730
What are weapon ultimates?
>>
>>3870734
Basically a powered shot from the weapon to counter mobs in slaughterfest maps OR that typical retard traps with 10 archviles and 30 chaingunners.
>>
>>3870695
>added a BOUNCE_NotOnShootables flag to address an old design bug in the bouncing system.
I-Is it fixed?
>>
>>3870721
GLOOME has an ACS extension that lets you disable saving, but the project is dead.
>>
>>3870695
>QZDoom
>Shadowmaps for OpenGL
Is there a difference between QZDoom's OpenGL and GZDoom's OpenGL?
>>
>>3870736
Ah, I see. Anyway the effects all look pretty great, but the plain rocket is still my favorite. That trail looks amazingly realistic and volumetric.

Perhaps the dark matter gun projectile should do something fancy like pull monsters into it though rather than just gibbing them?
>>
File: HDbhDy3.jpg (45 KB, 1276x720)
45 KB
45 KB JPG
>>3870740
QZDoom's GL renderer is the same at the core, it just acts as a home for experimental features that aren't quite solid enough to add into GZDoom yet.

In this case, dynamic lights now cast shadows against static level geometry instead of passing through it. It's pretty heavy on the framerate, but it presents some interesting possibilities for level detailing...
>>
Are there any good mods for Hexen/Heretic that are not RPG focused? Seems that modding scene for them is straight up dead.
>>
>>3870757
ELF GETS PISSED is a great ZDoom mapset for Heretic.
>>
>>3870730
Hey Zanieon since you're here I wanted to ask (though the question itself is kinda vague), you've been working with 3D animations in GZDoom for a while now, are they a pain to implement like I hear they are?

Also those smoke/fire effects on the rocket trails are freaking gorgeous.
>>
>>3870754
>It's pretty heavy on the framerate, but it presents some interesting possibilities for level detailing...
so did voxels, and see how that went.
>>
>>3870771
>you've been working with 3D animations in GZDoom for a while now, are they a pain to implement like I hear they are?
Not him, but you animate in your software of choice (likely blender) like you would for anything then export to md3 for use in GZDoom. The pain if any is that GZDoom only supports vertex animation, meaning a collection of static frames instead of being able to control limbs and joints or whatever from within the game.
>>
>>3870754
just play quake you turds
>>
>>3870775
Doom is better, though.
>>
>>3870775
I'm waiting until we have a true 3d map format.
Years from now, if ever.
>>
>>3870778
then why is the big thing trying to make doom act like quake?
>>
>>3870781
Because shoving square pegs into round assholes is a fun and enjoyable hobby.
>>
>>3870778
Cite your reasons.
>>
>>3870774
That's gotta be a fuckload of frame definitions for the dark matter gun.

Thanks though, I just hear a lot that 3d models in GZDoom don't have proper support.
>>
>>3870582
not angry enough, face looks like Beef McLargeHuge from ME3
>>
>>3869916
>and that's where I got the inspiration for it, I'm kinda sad how few people know about that animation.
perhaps if you'd bothered to credit it in the mods documentation...?!?

or maybe you did, but i didn't read it
>>
File: msxtest04.webm (1.08 MB, 1280x720)
1.08 MB
1.08 MB WEBM
Testing out a F.E.A.R style humanoid death effect for the pulse rifle.

>>3870794
>Thanks though, I just hear a lot that 3d models in GZDoom don't have proper support.
Well there's currently no shading and interpolation between frames and angles is a mess.
>>
>>3870821
Angled gun but the shot is coming out straight

Makes it look off center
>>
>>3870825
The gun sprite itself is incorrectly positioned/angled in the original. I could move both the sprite and the beam origin to the right to fix that.
>>
>>3870789
Because it is.
>>
>>3870831
That is a rubbish reason. I'm going to bed now. I expect there to be an interesting debate on the pros and cons of Doom and Quake when I wake up later.

Quake is superior in every way.
>>
>>3870834
I wasn't being serious
>>
What's your favourite dead simple map guys?
I quite liked the one in kamasutra
>>
>>3870721
but why
>>
>>3870821
What's this, someone taking up Project MSX?
>>
bzplasma is quitting doom streaming

nothing of value was lost
>>
>>3870847
Good, he's a dumbass who only knows how to shriek like a banshee when maps don't work with Brutal Doom.
I'm pretty sure this stunt is just begging for donations and he won't actually quit streaming, though.
>>
>>3870841
As I said, it wouldn't fit every genre.
I'd like to make a Metroidvania FPS one day and being able to quicksave would make exploration and bosses too easy.
>>
>>3870847
Who?
>>
>>3870867
brutal doom streamer

shitty player

complains about everything
>>
>>3870847
All I remember is whining and bitching and elitism from that guy the few times I watched him (whined that a because person streams on a low difficulty they don't deserve viewers, and would go back to this same topic over and over and over)
>>
>>3870873
because a*
>>
>>3870747
Heh, the effects which i wanted to be most attractive above all others is the Gore and the Rocket trail, seems i reached the result.

Dark Matter Gun do pull enemies towards the ball, it just doesn't do that in noticeable amount in bigger mobs, like Invul or Berserk Hunters, Cyberdemon/Asmodeus don't even get moved by it.

>>3870771
Well kinda, they are not truly "a pain" but rather requires patience, because let's take the model of the Zanieon NPC there, he have 363 frames now, actually each frame of the model needs to be bound to a sprite frame in the DECORATE trough the MODELDEF, you don't need real sprites for that, only the first frame of the spawn state needs to be a valid sprite the rest can be fictional names just to make the engine understand, but afterall it's just a test of patience in remap all the actor sprite frames to the model's frames (kinda you will stay typing the entire alphabet each 26 frames).
>>
>>3870794
Ah also this, all the weapons is was pretty EZ to me, what take most time is the monsters because i have to sync the frames with their respective attacks, as well all other effects such as footstep sounds and jump checking.

This revamped Dark Matter Gun was easy desu because those rings spins with a constraint i used in Blender so i had to rotate only the inner ring manually and the others will follow the movement in their respective axis.
>>
File: 1435597218938.jpg (31 KB, 469x349)
31 KB
31 KB JPG
SHOTGUNGUYS IN HIDEOUS DESTRUCTOR CAN GO AND RENT A NICE HOUSE BY THE OCEAN
>>
>>3870613
aw, i thought megaspheres would randomly be replaced by revenants that drop a megasphere on death

>>3870628
what am i looking at
>>
>>3870907
and still kill you with two shots all the way from the comfort of their home
>>
>>3870896
>363 frames
Sounds nightmarish to me, all the fragmentation problems when you have to redo frames down the line. Though I guess that can be worked around by changing sprite name per animation, actually.. it sounds like a lot of trial and error, though. And patience as you said.
>typing the entire alphabet each 26 frames
You can use "[, \ or ]" too, but that doesn't matter that much.

>>3870902
Wow, damn. The amount of work you put in really shows.
>>
>>3870842
yes. mostly just playing around and zscriptifying things atm.

>>>/wsg/1599846
>>
>>3870917
How powerful is ZScript compared to ACS as of now?
>>
>>3870907
haven't played that in a while

do berserk packs still fuck your HP over and cause you to be permanently stuck at like, 20 HP and eating medkits and medpacks nonstop?
>>
>>3870918
ZScript is currently more of a Decorate replacement than ACS, and it's immensely powerful. Even without getting into the really complex stuff there's just so many convenient shortcuts and sensible solutions compared to the hoops you have to run through with old decorate.

ACS is what you'd use for scripted level events like doors, lights and such. ZScript does everything else - even menus and soon huds.
>>
>>3870838

the one in scythe 2 was fun, as i recall

the one in 1994tu which uses archviles to use the 666 effect more than once is clever

the one in d2ino, same as above, clever mapping, but it's really annoying to play

the subversion in sf2012, where it starts out as a clone of the original but keeps getting bigger and turns into an almost unplayable chaos

the hermit mancubus map in btsx_e1, almost not a map07

the keep-mancubus-alive map in valiant, even though it's annoying, it's a good idea
>>
>>3870867

Exactly.
>>
>>3870838
I like the speed of doom one
>>
>>3870917
You should make suit modes
>>
>>3870917
what's the actual difference between high mass/high velocity there?

is it just that one is faster rate but does less damage, the other is slower rate, does more damage and penetrates targets?

(in which case i'm not sure high mass is the right way to describe the former, surely you'd be able to fire lower mass shots faster?)
>>
File: image.jpg (4 KB, 300x57)
4 KB
4 KB JPG
>>3870867
https://twitter.com/BZPlasma
Some severe USI here. Good for a laugh/sneer.
>>
>>3870923
At this stage, if Z& is not a factor would it be worth learning ZScript or Decorate?
>>
>>3870939
I'm not really sure simply using the tags is enough to be a dead simple. BTSX map07 and Valiant map07 are nothing like dead simple.
>>
>>3870950
That would slow the gameplay down. I really like how the suit works already.

>>3870960
The original idea was that high mass would cause more damage and high velocity would be rippers, but I went in another direction without bothering to change the name.

Currently "high mass" is basically just a plasma gun while "high velocity" is a rail gun. I think I'm going to put slight AoE damage on the former and make the latter lose a bit of damage by distance. And rename both of them.
>>
>>3870968
ZScript and decorate work and look almost exactly the same (zscript can use all the decorate action functions) until you start doing complex stuff. the difference is basically a bunch of extra { } and ; in logical places. There's a guide for converting decorate to zscript on the wiki.
>>
>>3870968
Oh and if you need some help getting started people here will be happy to help you out.
>>
>>3870965
>This is someone's favorite streamer
We have to do more to protect our children.
>>
>>3870974
Thing to consider: IRL railgun projectiles are so fast they explode on impact, not because they're containing explosives or nothing--they're just really fast.

From Jagjamin's explanation on r/AskScience
>The round itself stays solid, it travels so fast that the air around it is heated until it turns into plasma. As well as that, upon impact, a lot of its momentum is turned to heat, to the point where even hardened alloys reach their auto-ignition point.

Soft targets could get ripped, hard targets explode. Maybe explode on walls only unless you can have it decide if a target is hard based on its size or HP?
>>
>>3870974
>but I went in another direction without bothering to change the name.
fair enough. can understand the oddness then. keep up the good work.
>>
>>3870993
The Gauss Rifle currently does what you're describing
>>
>>3870993
I meant railgun as in game logic, but anyway:
>IRL railgun projectiles are so fast they explode on impact
That depends entirely on how much energy you pump into it though. You can make a railgun with a 9 volt battery that gently pushes a copper coin.

The vast majority of powerful real-life railguns and coilguns (and light gas guns as well) are for scientific use. Like studying hypervelocity impacts on materials to be used in satellites for example, and thus they fire extremely small projectiles at staggering velocities. The navy railgun does not fire its multiple kilogram projectile fast enough to vaporize it.

>Soft targets could get ripped, hard targets explode. Maybe explode on walls only unless you can have it decide if a target is hard based on its size or HP?
That sounds like something the Gauss cannon should do. Something it should really do!
>>
There's a few ways for plasma weapons to work IRL as well, like the electrolaser and pulsed energy projectile.

The electrolaser uses a strong laser to heat the air to plasma to form a path between the gun and the target and uses that plasma to send a huge electric current down to the target. It's basically a wireless taser with mean voltage.

The pulsed energy projectile flashes a laser on the target to create a small amount of exploding plasma that ablates (burns, melts, vaporizes) the surface and activates nerve cells with electromagnetic radiation to add to the pain. This is considered a "non-lethal" weapon, but was originally intended to kill and as far as I can tell it would just require *grunting* More Power. Also, in 2003 it was reported to essentially stunlock animals.
>>
>>3871007
Electrolasers are extremely inefficient and short ranged, and also easy to defend against in a military context. The only practical use I can think of is as a vehicle-mounted less lethal crowd control weapon or possibly as a hard/soft kill active denial system.

Charged particle beams is the closest you'll get to a plasma weapon in real life and they could actually see use in the future. They have some real benefits over lasers in the anti-missile and anti-aircraft role.

"casaba howitzer" nukes could arguably count as a plasma weapon too. They focus a few percent of a nuclear explosion into a fairly tight cone of plasma and radiation.
>>
a few percent of the energy of a nuclear explosion*
>>
File: 3597.png (74 KB, 438x147)
74 KB
74 KB PNG
Wouldn't the difference between a Gauss Rifle and a Railgun be that one explodes on impact and one doesn't?

If the projectiles of the IRL Railgun explode on impact, then why isn't it called a Gauss Rifle?
>>
>>3870909
>what am i looking at
Lithium's rockets being weird and accelerating to sanic speeds after launch. Now they're "fixed" and slow and boring.
>>
>>3871050
Gauss uses coils of electromagnets but rail uses rails of electromagnets. Gauss projectiles have to be magnetic, railgun projectiles or the armature just have to bridge the current between the two rails. There's also some physics stuff about Lorentz Force but I'm dumb as fuck and can't meaningfully explain it beyond the Google definition of the force that is exerted by a magnetic field on a moving electric charge.
>>
File: 1376362290477.gif (940 KB, 1600x1200)
940 KB
940 KB GIF
Whats your favorite Myhouse.wad themed wad?
Have you made your own house as a level?

What if we made a wad together called /vr/ street and each level is a myhouse level from each one of us
good idea?
>>
File: 1404787763990.png (7 KB, 164x264)
7 KB
7 KB PNG
Archvile in HDoom When
>>
Myhouse.wad but it uses portals to create impossible space that you don't immediately notice.

Just have to hide it from the automap somehow.
>>
>>3871062
Is he still developing HDoom or is he only doing his brand new hentai game?
>>
>>3871050
>Wouldn't the difference between a Gauss Rifle and a Railgun be that one explodes on impact and one doesn't?
The difference in practice is that a guass rifle is extremely energy-inefficient, but it doesn't cause as much rail/barrel wear-and-tear as a railgun.

When you fire a railgun, the electromagnetic forces involved try their best to tear the whole thing apart while heating it to very high temperatures, so you have to change the rails after like 5 shots because so much of their mass has exited the barrel as molten metal and plasma. As you can imagine, the muzzle flash of a large railgun with fuck you up royally if you're close.
>>
>>3870909
>aw, i thought megaspheres would randomly be replaced by revenants that drop a megasphere on death
That's a hilarious idea, but no, somehow this was "Revenant just happened to be in exactly the right spot to get stuck when the pillar rose back up"
>>
>>3870613
>>3871073
nicely done, it took me a few attempts to replicate it deliberately.
>>
Figured out how to implement a custom damage system.

Right now the test monster has a DT value and puffs/projectiles have Damage and Penetration. If the DT of the victim is higher than Penetration, Damage is capped to DT.
>>
>>3871118
Are you adding custom monsters to HDoom?

:p
>>
File: 1487703324809.png (58 KB, 680x810)
58 KB
58 KB PNG
>>3871119
>>
bfg edition or original
>>
>>3871118
>DT
Determination?
>>
>>3871136
██████████████
>>
>>3871067
>Is he still developing HDoom
lol.
>>
>>3871140
nani
>>
>>3871139
Damage Threshold, a common RPG term you silly person. "DT" for determination was a reference to that in the game you're thinking about.
>>
>>3871147
Cool!
>>
>>3870834
Quake is superior because multiplayer is more fun.
>>
>>3871147
oh ofc its a reference to that epic game UnrealTournament
>>
>>3871059
The big problem is that they all play the same. You'd need another hook. Some also live in apartments.

This is actually based on mine.
>>
>>3871165
you people can go ASMD for all I care
>>
>>3871183
wow that insult really shockrifle'd me to the core
>>
>>3871175
>Opens Resume.doc
Architecture Visualization
>>
>>3870697

You can't last forever anyways. Eventually, you're going to hit the 4-4-4 jackpot and die.

>>3870754

GZDoom would have to switch to a deferred renderer to make that playable.
>>
>>3871191
you need to redeem yourself
>>
>>3871215
Stop giving that guy so much flak
>>
>>3871218
if we keep this shit up, ill be a prisoner to this for the next 849 days
>>
>>3871232
I wouldn't mind, I'm having a HyperBlast
>>
>>3871235
if youre a slut i bet youd like to get decked 17 times
>>
File: NaliN.jpg (20 KB, 200x386)
20 KB
20 KB JPG
>>3871252
>>3871235
>>3871232
>>3871218
>>3871215
>>3871191
>>3871183

HABULDEEM
>>
Is there a better sourceport like eduke for shadow warrior or am i stuck with the redux?
>>
>>3870497
take a break friend.

it'll be even better when you return
>>
>>3870526
is origwad really the first?
>>
>>3871297
before it there were edits of iwad maps that moved things or changed textures, anything that didn't require a node rebuild.

it's believed to be the first map made not based on an existing map.

https://doomwiki.org/wiki/Origwad
(see trivia section in particular)
>>
>>3871208
> Eventually, you're going to hit the 4-4-4 jackpot and die.
I thought that would have been replaced by something not awful by now.
>>
>>3871270
Batai d'va and say that to my face.
>>
>>3871314
>0:01 is achieved with monsters through the use of wallrunning along two imps.
The madman
>>
>>3871328
heh, love it
>>
>>3871320
Hey! He said Batai d'va!
We gotta follow him!
>>
>>3870689
Doomworld has never released any wad with good gameplay besides hell revealed 2, map01 is a blast. The rest tries too hard to be romero, but it looks like only romero knows how to use those monsters (see his maps released recently).
So if we are going to take into account gameplay as a variable to determine if a wad is good or not, whatever is 10/10 there quickly falls to a mere 5/10.
My point is that you can release a wad that is not as good looking and having it stomping others with new textures and sounds and all that shit.
>>
File: brain.jpg (30 KB, 500x375)
30 KB
30 KB JPG
>>3871414
>>
>>3871414
Why you like Hr2 only? Please explain.
>>
>>3871438
Never said that.
>>
>>3871453
>Doomworld has never released any wad with good gameplay besides hell revealed 2,
>>
>>3871457
There are other forums besides Doomworld, this is one of the things I like http://zdwi.neszone.net/ .
>>
>>3871453
Sorry. Rephrase: what you like of HR2 gameplay that others do not?
>>
does project brutality go well with slaughter-y maps?
>>
>>3870467
As the last thread was talking about servers... could we finally make a server devoted to vanilla content but also featuring maps made during 1994? It would be nice to finally be able to play online with someone else for the first time in more than a decade.
>>
>>3871471
Monster placement seems to have purpose in general (rather than scattered at random like happens in all wads; to name a few: have a mob of imps force you into a trap, fool you into running through a door after an apparent avoidable group of monsters, bully you with shotgunners by placing them at the fucking end of nowhere in an open place), more than one way to reach the end, the final boss actually do feel like a final boss rather than the lame map30 clones.
>>
why
>>
File: BabyRage.png (3 KB, 84x84)
3 KB
3 KB PNG
>>3871516
done BabyRage'd himself into the doomslayer
>>
>>3871497
Did Project Brutality ever decide to ditch fatalities in favor of bringing back green blood? They were toying with the idea when last I checked.
>>
>>3871523
...how are those two mutually exclusive?
>>
>>3871587
green gets translated to the player colour
>>
I was playing Alien Vendetta and this happened. Is there any fix for this?
>>
>>3871613
>savegame is from a different level
what could it mean?
>>
>>3871067
He dropped all other mods for HDoom then put HDoom on Hiatus for the foreseeable future so he can work on Monster Girl Quest Doom
>>
>>3870624
>1v1 babuin
How? I've just been tossing out the DERP and hoping it does the job.
>>
Since you guys seem to play hideous destructor a lot I've decided to give the cancermod a final go with a friend.

What are some Hideous Destructor-Compatible map packs or maps? As in stuff that isn't impossible playing with HD
>>
>>3871806
I tried Hideous Destructor multiple times. I learned the mechanics, I even beat several levels with it but it just isn't fun. Maybe it will work better as intended in co-op.

The system is so broken with you spending so much time behind cover fixing shit that the devs added a sentry so you don't get the shit kicked out of you when you stay in cover too long because you need to stay in cover in order to let meds work.
>>
File: 1489101975534.jpg (18 KB, 600x611)
18 KB
18 KB JPG
>Turok Evolution will never be ported
>Turok Evolution will never be appreciated

why live
>>
>>3871826
It's pretty bad though
>mediocre shoot em segments
>pretty bland weapon roster
>levels arbitrarily lock out certain weapons for the sake of balance
>>
File: i_wish_i_could_rip_this.jpg (462 KB, 1100x717)
462 KB
462 KB JPG
Praise be marrub for the killing floor sound pack. Never tried using a sound loop for automatic fire before but I loved it instantly as soon as I got it working.

>>>/wsg/1600489

Damage system is now fully operational. Pistol takes 1 shot to kill the dudes on the left, 3 for the armored ones to the right. Carbine goes through the armor and kills either in 3 shots (less raw damage than pistol).
>>
>>3871826
I just want enemies that surrender, and fantastic gore. I remember the weapons being fantastic. Perhaps it's nostalgia.
>>
>>3871851
>>3871832
>>
>>3870884
You have my thanks. I wouldn't have known where to start otherwise.
>>
>>3871841
i enjoyed that burst fire
>>
File: axiom2.jpg (328 KB, 1920x1080)
328 KB
328 KB JPG
Looked up other wads made by the guy behind Monster Hunter Ltd which I'm quite obsessed with.

Did not disappoint. Holy fuck the level is beautiful. He has an amazing sense for less-is-more detailing.
>>
>>3871841
That's cool; I like the improvements in sound design that more modders are working on now. I did something in my Duke mod where the player spawns an actor in front when firing which plays the gunfire sound and then disapears; this means high ROF guns have a nice big crescendo rather than the weird stuttering they had before.

https://www.youtube.com/watch?v=khEqx7tBhDE&list=PLjQqnwrSqB6708vhNMT32u0uJxPKKM87T
>>
>>3871923
Well fuck me, those are some sexy fucking gun sounds.
>>
Also your mod looks really cool. How far have you come in development?
>>
just watched some brit with a speech impediment savescum through sunder and get really fucking angry for like three hours straight. what am i doing with my life.
>>
Does Duke have an active modding community?
>>
>>3870721
>GZDOOM-GPL
Just change it in C you idort.

>>3870841
He wants to Dark Souls.
>>
i'm bored to shit, anything anyone wants to watch being streamed?
>>
>>3872012
SUAB on BTSX E2 perhaps?
>>
>>3872018
but i havent played btsx e1 yet ;-;
>>
somebody please steal the blood source code from those greedy jews.
>>
>>3872019
Then do E1
>>
>>3872000
Yes look up DNF 2013
>>
>>3871007
>The electrolaser uses a strong laser to heat the air to plasma to form a path between the gun and the target and uses that plasma to send a huge electric current down to the target. It's basically a wireless taser with mean voltage.

This is more of an IRL Lightning Gun.
>>
>>3870526
Can't find working links to Armageddon Invasion. I need invasion maps, I miss those.
>>
>>3872026
alright cool
http://www.hitbox.tv/thetasigmajimtime
you prefer voice or no voice?
>>
>>3872056
Voice is easier to talk with.
>>
>>3871916
the pixel-mess gun and enemies throw it all off imo
>>
>>3871936
cheers; I like them loud like in the bank scene from Heat (although a few other characters have more classic sounding guns for people who prefer that)
>>
>>3870721
I haven't checked how it works but, while Nocturne in Yellow just removes saving from the main menu, Nido Force also disables quicksaving.
>>
>>3870841
>being a quicksave cuck
>>
File: maxresdefault.jpg (28 KB, 1280x720)
28 KB
28 KB JPG
>>3871139
>>
Any wads with purgatory or the traditional Judeo-Christian hell?

Also, any wads with hell like TNT?
>>
>>3872076
It's a shame there's no support to fake relative loudness by having gunshots and such lowering the volume of anything else being played, drowning it out.
>>
>>3872056
Was too choppy to leave up. Dunno why. My internet speed is usually pretty great...
>>
Are there any other non game ruining mods like smoothdoom or is that pretty much it?
>>
>>3872141
perkristian sound mod. It's fucking amazing. Gives you higher definition samples of most doom sounds from the same libraries id used.
>>
>>3872131
so i just spent an hour talking to myself?
maybe more people will watch next time
>>
>>3872152
There were 3 others watching when I left.
>>
>>3872162
well 2 of them were me, and i never saw a third person. ah well, hope whoever it was found my fumbling around entertaining
suab is hard
>>
Your opinion on the Chasm
>>
Is there an editing mode that is similar to Doombuilder, but for Quake? A doomap -> quake bsp converter would work also.
>>
>>3872168
I'd have watched, but I missed that you posted a link because I'm sleep deprived and my brain doesn't work very well.
>>
>>3872173
I don't know much about Doom mapping. What exactly are you looking for?

> A doomap -> quake bsp converter would work also.
Way more complex than it sounds if not impossible, brush based mapping is a hell of a lot more intricate than Doom maps.
>>
>>3872171
its the doom 3 of doom 2 maps
>>
>>3872173
I don't know the first thing about bsp mapping, but gzdoom builder can export your map as an .obj model file and perhaps you can find a bsp converter for that.
>>
>>3872171
possibly the worst doom 2 map of the bunch. boring music, boring aesthetics, uninspired gimmick.
Literally everything that's wrong with doom 2
>>
>>3872175
i also would have watched but mpv/youtube-dl didn't seem to like the url/site you gave.

% mpv "http://www.hitbox.tv/thetasigmajimtime"
Playing: http://www.hitbox.tv/thetasigmajimtime
[ffmpeg] rtmp: Server error: Playing denyed by notify event handler and callback return code
Failed to open rtmp://edge.live.hitbox.tv/live/thetasigmajimtime.
>>
File: Doom-Builder_104216g.jpg (211 KB, 798x570)
211 KB
211 KB JPG
>>3872181
>>3872184
It is about slicing an initial space and then going into 3d mode to change the height of every slice by aiming at the slice and rolling the mouse wheel. I have no interest in manipulating entities in doom builder itself, I just want to draw dem lines and change heights then convert it if there is no editor that can do that, pic related.
>>
File: screenshot[1].png (801 KB, 900x579)
801 KB
801 KB PNG
>>3872210
Alright yeah you're not gonna find anything like that for Quake simply due to how mapping works. Trenchbroom is the easiest to use editor available and even it usually requires you to flip between the 3d grid views Radiant style if you want to make shit look good.

Not to mention if your map can be made in Doom, it isn't making full use of Quake's 3d capabilities.
>>
>>3872171
i love its look. a massive underground cavern, spartan yet with odd little places dotted all over. a mysterious entrance apparently inaccessible halfway up a wall. a ledge giving an early glimpse of the other side of the main locked door, revealing a second cavern as vast and open as the first. an unlikely low entrance revealing a bfg, if you're willing to explore despite the harmful environment. a series of giant stepping stones. a secret machine room for unfathomable reason built in the centre of the rock. a key hidden in a strange place made entirely out of slime. it's deeply atmospheric and begs to be fully explored.

unfortunately the gameplay with heavy emphasis on running narrow ledges is the height of annoying and that damned red key room with the demons and the flashing lights is headache-inducing.

it could have been one of the greatest maps ever made, but at the same time makes you wonder what the heck they were thinking.
>>
>>3872206
for streams there's something called livestreamer if you don't want to use your browser
>>
File: distressed stephen.jpg (10 KB, 154x176)
10 KB
10 KB JPG
>>3872210
>playing AV
>looking ahead at that

Oh boy what am I in for
>>
File: cute cannibalism.png (106 KB, 578x582)
106 KB
106 KB PNG
Why are demons so cute?
>>
>>3872248
Shambler-kun isn't a demon, because in most religions demons are an inherently sentient being that, while they may differ in appearance, are understandable by man as being spiritual and/or evil. Shamblers are from a dimension where religion exists only in the form of ransacked steeples and twisted murals, and where the creatures within have no given name by mankind because they shouldn't exist in the first place.
>>
>>3872171
I think it was a neat idea, but the catwalk gimmick fell flat on its face.
>>
File: C6RqEWJWcAUzsEf.jpg (63 KB, 500x500)
63 KB
63 KB JPG
Let's say you have a Chaingunner, a Baron of Hell, a Mancubus, an Arachnotron, and an Agitated Skeleton in one room. Who do you kill first and why?
>>
>>3872256
myself
>>
>>3872256
The map designer :^)
>>
>>3872241
essentially a big maze in an ancient egyptian theme, with a final section where you spiral up a mountain. it's fairly straightforward, not as complicated as it may appear; you probably won't be lost for hours looking for a single missed switch. at least, i wasn't.
>>
>>3872256
myself
>>
>>3872256
Describe the room.
>>
>>3872256
Chaingunner, revenant, mancubus, get the arachnotron to shoot at the baron and then clean them up.
>>
>>3872256
depends how they're placed. i'd likely aim for the chaingunner if i can't get one of the others between him and me, he has lowest health (easiest dispatch) but his attacks can't be dodged so potentially he is most dangerous. but he also has highest potential (along with arachnotron) for starting infight.

if it's just a box with no height difference or cover i would probably circle around and wait for them to kill each other then finish off the winner.
>>
>>3872264
Chaingunner is in a turret thing
The Mancubus is in a corner down some stairs and across a pit of acid.
The Revenant is on a slightly raised platform and is shooting homing shit at you. It will probably walk down the stairs and start punching you.
The Baron of Hell is by the door that you came in through.
The Arachnotron is in a monster closet that popped open in one end of the room.

The only cover is some shitty pillar surrounded by barrels.
>>
>>3872210
Why not learn to map directly for Quake? It could be fun.
>>
>>3872210
>>3872220
>>3872274

This discussion is relevant to my interests because Unity's map editors are all shit and I've been tempted to write an importer for UDMF or something.
>>
>>3871414
>Doomworld has never released any wad with good gameplay
>So if we are going to take into account gameplay as a variable to determine if a wad is good or not, whatever is 10/10 there quickly falls to a mere 5/10.

You sure have a hateboner for Doomworld.
>>
>>3870272
>>3870271
https://www.dropbox.com/s/1gm5204snlguz32/sweepandclear.wad?dl=0
>>
>>3872262
It's easy to make a wrong turn and get lost
>>
>>3872292
oops
https://www.dropbox.com/s/dp41sugqpaznw8q/sweepandclear.wad?dl=0
>>
>>3872292
>>3872312
/vr/ map output seems to have totally switched to udmf these days. disappointing.

(not to single you out. last half dozen maps or so i've downloaded from /vr/ have all been udmf.)
>>
>>3872256
chaingunner
hitscan
weakest
nets me ammo

then the revenant
second weakest
homing projectiles

arachnotron
doesn't know when to fucking stop

mancubus
left for this long because of the projectile spread is more prone to cause infighting
also slow as fuck

baron
if you can dodge an imp, you dodge a baron
>>
>>3872272
trick question

you shoot the barrels first
>>
>>3872220
>>3872274
I will give trenchboom a try, last time I tried to map for Quake and related engines it was with worldcraft, creating a room alone was a pain in the butt by comparison (create 6 blocks, align them, add entity slightly above the block or else it will be stuck, finally light_environment or similar THEN get to texturing was really slow when compared to drawing a square and player start, get to texturing (quake and doom texturing works the same way)). Also I would leave Quake specific features to be added using a different editor, doom builder would be used for "layout" only.
>>
>>3872272
I back off into the doorway I came in and take pot shots while the baron infights with things, because fuck it
>>
>>3872360
>creating a room alone was a pain in the butt by comparison (create 6 blocks, align them, add entity slightly above the block or else it will be stuck, finally light_environment or similar THEN get to texturing was really slow when compared to drawing a square and player start
Welp, that's how it still is, Trenchbroom just controls easier. Such is life when working with brushes.

>mfw doomers are so spoiled by their 2.5D game they think making six walls and a light source is hard
bitch wait until you discover leaks
>>
>>3872367
>mfw Quakers are even elitist about the skill floor of their mapping
>>
>>3872256
The baron or the mancubus, because the rest would've died through infighting while i was busy circle strafing.
>>
File: 1478924709075.png (434 KB, 831x649)
434 KB
434 KB PNG
>>3872373
>calling it a "floor" and not a multi-faced brush displacement acting as a stationary platform for player entity interaction
>>
>>3872312
>tristan anderson will be notified.
I know that name from somewhere...
>>
>>3872385
That depends, anon.

you're and idiot if you think it's the DA one
>>
>>3872367
The cherry in Doom editing is in big maps bro, I didn't need to be reminded of the leaks, asshole REEEEEEEEEEEEE.
>>
>>3872373
It's not specific to Quake. Any brush based map will do.
>>
>>3871513
>HR2
>Monster placement seems to have purpose in general

What? HR2 was basically the poster child for mindless monster spam back in the day.
>>
>>3872316
thanks mate.
>>
File: 1483487397948.jpg (145 KB, 1920x1541)
145 KB
145 KB JPG
can someone explain to me how to record demos in prboom+
>>
>>3872360
Worldcraft is fine. You're making me want to bust out Hammer and make Half-Life maps.
>>
>>3872409
Monsters are there to be a threat to you, not to be a fucking imp in an open area waiting to be killed as it happens in Scythe and other highly claimed wads. HR2 is not fucking Sunder or even Drown in Blood either.
>>
>>3872454
Worldcraft and everything descended/rebadged from it is fucking garbage. Radiant or bust.
>>
Was Unloved good? Is the unreal reamke good?
>>
>>3872527
yes, and no. The remake is now a 4 player roguelike co-op shooter with loot and randomly generated stages
>>
>>3872529
Sounds fun
>>
>>3872360
>>3872367
Quake doesn't have subtractive brushes? That sucks.
>>
>>3872535
>Quake
that would be an editor-based feature, not a game based feature
trenchbroom has it but it's kind of finicky, requires making two brushes and telling it to delete where the second one intercepts the first instead of directly deleting it (probably due to the additional calculations that happen when you suddenly go from a single 6-sided shape to five or more of them at once)

aside from that, subtracting automatically cuts up the brushes you're subtracting from and won't always cut them exactly how you want for further modification so it's better to just do it by hand
>>
>>3871457
I recently played Don's Challenge 1 and am planning of playing through a megawad with Immoral Conduct.
Until recently, Cory Whittle's Immoral Conduct website was hosted by Doomworld, so I consider Cory to be a Doomworld guy.

Surely you're not saying that Cory Whittle never released a wad with good gameplay, are you?
>>
File: MASTERNUT.jpg (100 KB, 387x411)
100 KB
100 KB JPG
>>3872467
I love HR2, but christ the surrounded by monsters at spawn shit needs to stop. It makes survival games absolutely horrible unless you're playing solo.
>>
I didn't really feel it at the start, but I'm honestly really enjoying Doom 4 now that I'm getting into the swing of it.
>>
Are there written Doom Builder tutorials? I hate using video tutorials.
>>
>>3872083
>being a checkpoint faggot
>>
File: 1481226142206.jpg (35 KB, 404x404)
35 KB
35 KB JPG
>>3872576
>not doing full game ironmans
>>
>>3870662
>hellputer
damn that's pretty
>>
>Want to play Quake 1 MP/Quakeworld
>barely any decent servers with player in them

Please tell me it's just me and not just Quakeworld being dead. I'm using EZQuake if that matters.
>>
>>3872467
There are some good maps in HR2, but it also has its share of maps that are cramped and congested without always providing the adequate resources to justify it, resulting in boring tedious gameplay thats like pulling teeth.

People like Scythe because even though its easy for 2/3 of it, the level design actually promotes run n gun play, and doesn't try to waste the player's time. Generally more room to have fun.
>>
File: hold up rein.png (372 KB, 500x560)
372 KB
372 KB PNG
>>3872553
I think you're responding to the wrong guy
>>
>>3872623
the game's 20 years old, man
>>
>>3872587
thanks
Thought D2 had the skintek and the like but no.
>>
>>3872587
>>3872713
see >>3872312
>>
>>3872663
my bad.

Speaking of Don's Challenge, The demo of Don's Challenge 2 doesn't seem to work on the latest version of Edge

Could someone download it and see what they can do to get it working?

https://mega.nz/#!NsklBBoI!-K6fP0mTOBPJvK4WLPZAHyzD5K3DdUYc-eqidoArOKI
>>
>having to click each time to fire

No
>>
>>3872762
>having to click each time to fire

Yes.
That's how it worked it the original game.
If you get more lighting bolts, you can fire more of them in succession, if you get a white potion you get rapid fire where you can hold down the button
>>
>>3872762
If you can do that with vanilla Doom's weapons what's the problem?
>>
>>3872445
Prboom-plus.exe %yourshithere% -record demo.lmp
If you want to continue recording from a point in already existing demo you can do this:
Prboom-plus.exe %yourshithere% -recordfromto demo.lmp demo_cont.lmp -skipsec %number of seconds you want to skip in demo.lmp%
and then hit "Join" key when you want to hijack control. Also, it automatically transfers control to you when demo.lmp ends. Also, if you plan to use "-recordfromto" switch, don't use "-warp" with it simultaneously. Read "usage.txt" in prboom+'s folder.
>>
>>3872762
Casual.
>>
>>3872810
yea i checked there but i couldnt find it thanks
where will the demo file end up after it records?
>>
File: 20.000Mad.jpg (133 KB, 418x384)
133 KB
133 KB JPG
After 23984561728634816324817 attempts and ragequitting that fucking captcha by using Steam instead, i finally make an account for me in Doomworld instead of just lurk there as guest.

But seriously the captcha is a fucking hell.
>>
>>3872813
By default it ends up in PrBoom+'s folder. You can specify a folder, however, like this "-record C:\WINDOWS\SYSTEM32\demo.lmp"
>>
>>3872836
thanks
>>
>>3872827

I barely use my Doomworld account as it is, not even for posting projects anymore.
You're not really missing much.
>>
>>3872841
I created it more because at least my single-map releases i can post there as well, but i'm not sure if people will actually care about Hunter's Moon since most people there are not a fond of gameplay mods.
>>
>>3872827
really? kind of glad i registered in 2002, avoided all this nonsense

>>3872841
what are your projects?
>>
>>3872848

On Doomworld, I've posted DemonSteele, DUMP 2 and 3, and Pet the Cacodemon.
>>
>>3872853
heh, i think your last post is when you got losered
funny stuff
>>
if i have a zdf account, is there any reason for me to get a dw account?
>>
>>3872859
Are you interested in mapsets? Get a DW account.
Are you interested in gameplay mods? Get a ZDF account.
>>
>>3872856

I think so, now that you mention it.
Oops.
>>
>>3872861
On DW you can also shitpost.
>>
Btw, has anyone played UAC Vinur Prime Research Base here? I wanna see what you people think about it so i will try not repeat the bad points about it in the future maps.
>>
>>3872873
Does it require ZDoom? Then no.
>>
>>3872873
I actually got completely stuck because I couldn't find a key. I think it was the yellow one.
>>
>>3872117
Yeah sounds are really important; all Duke has is a really awful reverb effect (that actually also affects the music if it's an OGG file making it all but unusable) I think GZDoom is better in that regard; I wish the Eduke devs would focus on sound stuff at some point but I know they got their hands full with other stuff.

GZdoom has some decent reverb effects and such; I'd like to make a map for it some day but I already got a ton of shit to work on.
>>
>>3872882
IIRC zdoom SoundEnvironments are a pain to work with script-wise though.
>>
>>3872878
Yes it does, but it only does because the map is extensively huge and only G/QZDoom can handle maps beyond 32767map units in extension.

>>3872881
Heh get lost in this map is pretty easy, though i tried make some navigation with the holograms, the yellow key is in the Powercore 4 room, you reach there by unlocking it trough a switch in the Waste Disposal.
>>
>>3872856
he got losered? for what?
>>
>>3872885
>the map is extensively huge and only G/QZDoom can handle maps beyond 32767map units in extension.
hmph. and i bet using 64 bit fixed_t (i.e. 48:16 fixed point) would break demo sync six ways from sunday.
>>
File: lol.png (9 KB, 641x153)
9 KB
9 KB PNG
>>3872894
in the cacowards thread
>>
File: 1347659821156.gif (524 KB, 500x620)
524 KB
524 KB GIF
>>3872898
>>
>>3872898
pffffffttttt
>>
>>3872898
Heh. That's funny.
>>
>>3872898
uh wow, isn't he on the cacowards committee?
>>
File: 1375576210272.jpg (54 KB, 286x227)
54 KB
54 KB JPG
>>3872898
>>
>>3872905
yes
>>
File: I8tdug3.png (89 KB, 326x314)
89 KB
89 KB PNG
>>3872898
I never thought i would be able to use this reaction image
>>
>>3872908
so some admin missed this and thought he was just some random shitter, not an in-crowder participating in the usual "denigrate your own work" self-deprecation culture (cf. BTSX release threads where all the team members come out and post "ironically" about how shit it is)
>>
>>3872898
jokes are outlawed in doomworld
>>
>>3872897
many things breaks when a map cross that limit, like monsters from the oppose extreme side you are will be able to hitscan you (melee and regular ranged attack), also collision of walls can break as well interactibles may not respond to player's commands, line activators mainly.

Since G/QZDoom is the only source ports who got the floating point rewrite code for the maps to avoid those issues, this map is bound to be playable only on them, i wish Zandronum could handle it too, but that source port is still considerably behind in development.
>>
File: mod rules.png (183 KB, 425x450)
183 KB
183 KB PNG
>>3872898
>>
>>3872873
The need to find all stray monsters in order to exit on map this huge is retarded.
>>
File: shieldeffect.webm (506 KB, 1920x1080)
506 KB
506 KB WEBM
Damn, this effect actually worked.

An effect like this will spawned every time a shielded enemy is hit by an attack, angled towards the puff or projectile so it seems to dissipate and ripple across the surface.

Kind of a pain drawing the gradient in fucking GIMP though
>>
Why does software rendering loads up my video card to 100%?
>>
>>3872762
I don't know about the mod in question, but I'll agree that I'm not fond of having to mash on my mouse.
>>
>>3873057
models with animated textures?

also holy shit your video compression
>>
>>3873067
I prefer semi-auto, myself.
I like having to click the button to fire. It's weird, but I like it.
>>
File: shield11.png (123 KB, 1024x1024)
123 KB
123 KB PNG
>>3873076
I change the model texture in between each frame definition.

>also holy shit your video compression
I don't know anything about this, I just let Webm for Bakas do its work.
>>
>>3873083
> encoding
> enable high quality mode
> file size limit: 3.0MB, sometime 2.7 because it fucks up
>>
>>3873087
That's just what I did.
>>
>>3873057
>>3873083
also speed the animation up a little and put it on the inside of the sphere too
>>
>>3873083
So you have a separate model definition for each texture?
>>
>>3873091
???
try resizing / lowering the resolution
can't see the whole thing without scrolling
>>
I just finished Doom 2 on UV after having only beaten it on HMP back in the day and was reminded that 90s level design was just atrocious.

Should I even bother replaying Final Doom and Master Levels on UV or should I rather play some awesome wads instead?
>>
File: modeldef example.png (16 KB, 305x537)
16 KB
16 KB PNG
>>3873093
>also speed the animation up a little and put it on the inside of the sphere too
Yeah, I'll do both of those things and have the actor decrease alpha each frame as well.

>>3873095
It looks like this:
>>
>>3873097
Looks right in my browser. Try opening the webm in a new tab.
>>
>>3873105
Ohh, huh.. the wiki page on MODELDEF didn't make it clear that you could do that, nice!
>>
>>3873101
>was reminded that 90s level design was just atrocious
lol.
>should I rather play some awesome wads instead?
sounds like you already know what the answer is.
>>
>>3873113
You can change pretty much anything between the frame definitions.

For example if you have a 3d model npc with his head as a separate texture defined with the SubSkin property, you can even change facial expressions like in Max Payne. I did something like that with a driveable tank, switching out track textures (with different scroll shaders applied) depending on whether it was turning, going forward or reversing.
>>
>>3873101
Master levels are a mixed bag, I'd only recommend playing then for historical purposes
>>
>>3873121
Are you saying you can change textures without interrupting current state frames or am I misinterpreting?
>>
>>3873128
Oh, no you can't do that unfortunately (would be amazing if we could since it'd conveniently allow damage textures like in Kingpin: Life of Crime). But you can define multi-texture models in your modeldef and change only some of them between your predefined frames.

You can also apply offsets and stuff between frames. Used that to make a rolling object in zandronum, with a gajillion states each with a 5 degree difference in roll. SetActorState in ACS and a User_FakeRoll variable made direct control possible.
>>
>>3872721
anyone?
>>
>>3873135
Yeah I was thinking of Quake 2's damage textures when I said that. That's a shame, but I guess it can still be worked around.

MODELDEF does more than I thought it could, huh.
>>
Apparently, QZDoom has been merged into GZDoom.

https://www.doomworld.com/forum/topic/93341-more-source-port-subforums/?do=findComment&comment=1729253
>>
>>3873181
Yeah, the renderer and stuff was. It's mostly grounds for testing new features that may make it into GZDoom; formerly the 32bit software renderer, and now some other stuff like the raycasting shader.
>>
Samsara but with OCs made by the community over the years
>>
>>3873052
Well that counts only for the monsters in the outside but though i agree, when i did that i also forgot that Red Keycard was unused which i could implement it there so all what the player had to do is find it to exit the map.
>>
Metadoom is so cool i feel like shilling it, who wants to shill it with me?
>>
>>3873361
there's come cool stuff
some not so cool stuff
maybe a 7 out of 10
yeah it's good
>>
>>3872873
For some reason it starts lagging horribly if I try yo play it with Final Doomer.
>>
File: 1474779861354.png (25 KB, 340x321)
25 KB
25 KB PNG
>>3873334
How the hell would one go balancing that without it being a clusterfuck? The powerlevels, approach, and progression between characters are all over the place.
>>
>>3873334
how many chars per author?
it'd be mostly a threeway between pillow term and marty (i'm talkin way way older mods too)
>>
>>3873404
Certain mods can lag on this map because of some hackery they do in monsters, i've never player Final Doomer, but this cleary seems a problem with them or the items making checks per tic.

Thers also mods which breaks the map by trying to spawn monsters the wrong wasy by using A_SpawnItemEx or similar, instead of use randomspawners or other native methods to keep TIDs in monsters.
>>
File: 1462328822811[1].jpg (56 KB, 498x490)
56 KB
56 KB JPG
Anyone wanna play some Quakeworld? I can set up a server some time later.
>>
File: untiled.png (16 KB, 697x617)
16 KB
16 KB PNG
>>
>>3873456
Final Doomer is a weapons pack, and not a too complicated one at that.
>>
>>3873480
Still the weapons (or ammo too) in their pickup states (the world actors) are still flooding the engine with something but since you said it is only a weapons mod, it can be anything with the mod doing something wrong and conflicting with the map.
>>
>>3873412
>without it being a clusterfuck

A clusterfuck is half the fun.

Who knows, you'd probably have to tweak each character to fit within the mod.
Black Warrior would probably have to be redone in first person, for example.

>>3873432
Let's say two per author.
>>
>>3873497
> Let's say two per author.
how many per mod?
>>
>>3873508
Let's go with one.
>>
File: hehehe.png (13 KB, 697x617)
13 KB
13 KB PNG
>>
Immoral Conduct + Plutonia

How insane am I
>>
>>3873526
Go for it.

The teargas is your friend.
>>
>>3873334
I always wondered why there hasn't been an attempt at an AMC TC equivalent for Doom.
>>
File: 581SXE3.png (46 KB, 600x240)
46 KB
46 KB PNG
>>
for all you doom 64 lovers like me out there, you're welcome

https://www.dropbox.com/sh/umadvxy27hmnyf4/AACParfSDpMUPdwACGJSvOgYa?dl=0

these are all for doom 64 EX
>>
File: funn caco.png (9 KB, 697x617)
9 KB
9 KB PNG
>>
File: untittled.png (10 KB, 697x617)
10 KB
10 KB PNG
>>
caco?
>>
>play project brutality with any mapset
>get slaughtered within the first few levels cause hitscanners are buffed now
i can kinda see why people hate this now
>>
>>3873497
>A clusterfuck is half the fun.

No, it isn't.
Look at the shitty Samsara addons.
>>
>>3873858
Don't they shoot projectiles you can dodge? Never actually played PB
>>
>>3873858
>Having issues in PB
Enemies are much easier to kill even if you set it to Tier 4 or whatever that toughest difficulty is

For easy mode consider Minigun/Autoshotgun kills, easy to get free +5 HPs
>>
>>3873858
>>3873870
Yeah, they're not hitscan.
>>
>>3873860
Looking at this more from a Co-op angle than a PvP one, but I see your point.
>>
It's the end of the (doom)world as we know it!
>>
>>3873906
It is?
>>
>>3873906
Oh, Doomworld seems unresponsive; is that what you meant?
>>
>>3873860
I'd say the problem is not that these addons ship another bunch of characters, but because they're way too amateurish to stand even with originals, that said Blake Stone, Marine from Corridor 7 and dude from RoTT were probably the better ones.
>>
>>3873858
You're not one of those "people" that whine about hitscan in build engine games as well are you? It is a legitimate complaint when people dump chaingunners in large rooms with no cover since you can't dodge like in Duke3D.
>>
>>3873945
>>3873941
Yes.
>>
>>3873858
well i did think blood went overboard with them, and knew about how they didnt hit you if you jumped all over the place, but it just seemed like more trouble than it was worth. Duke was ok with its hitscanners though
>>
>Russian Overkill plus Ketchup
Yeah, this is going to be my stress relief after a bad day. Fucking everything explodes like a blood balloon and its so satisfying.
>>
File: shieldeffect2.webm (1.13 MB, 1280x720)
1.13 MB
1.13 MB WEBM
Got it working! I'm not usually one to brag, but turned out cool as shit.
>>
>>3874076
looks nice. I assume you're eventually releasing this eventually?
>>
>>3874076
I think you're entitled to brag here, that looks fucking amazing.
>>
>>3874084
I plan to, but it's impossible to finish right now like everything else I'm working on until the zscript hud stuff is implemented in gzdoom. I refuse to torture myself more with ACS HudMessages since they'll soon be obsolete.

Promise I'll upload here even if incomplete at some point.
>>
>>3870467
Can anyone recommend any "green" wads?
like with grass and cool colored(as in not warm) skies.
with some buildings, but not not "tech' more abstract with a slightly surreal (renaissance?) feeling to it.
The only real examples I can think of are Gravity by eternal, and some maps in Hellground also by him.
>>
>>3874132
gravity.wad is probably one of my favorites

oh wait you already mentioned that

shit
>>
>>3874132
Arcadia Demade?
>>
Reelism is super fun, but my shitty machine slows to a crawl when there's too much shit going on. I think its the first time my computer has struggled with a Doom wad, and that's a bit depressing.
>>
>>3874150
GZDoom is rather poorly optimised at least it's not Polymer so it tends to drag with particularly graphic intensive mods.
>>
File: 1490130850.png (510 B, 58x33)
510 B
510 B PNG
>>3874076
>>
>>3874157
is there really any reason to use polymer over polymost? i personally use software mode
>>
>>3874076
it's really HD compared to the pixel size of everything else in the scene, can it be crunched down
>>
>>3874148
I was planning to play that after I played through bioshock again (I first played it in middle school), but the original runs terribly and constantly crashes, while the remaster runs better, the textures don't really load.
>>
>>3874178
I think decreased texture resolution and a dithering filter should work. I want to remake the whole thing in photoshop with layer effects anyway (giving more precise control) so the transition of the energy wave from one hemisphere to the other looks better from the side.

>>3874182
I think you can play it right away without losing out on anything. It's not only a artistic statement or whatever; it actually plays quite well.
>>
Being killed with over 1000hp isn't normal, but on colorfulhell and legendoom it is.
>>
>>3874169
The HRP requires it but other than that I'm not sure.
>>
File: 1484701184553.png (60 KB, 371x471)
60 KB
60 KB PNG
stolen from the console-tan thread in /v/
>>
File: Concept.png (8 KB, 256x256)
8 KB
8 KB PNG
>>3874198
Experiment with animating the textures overlaid on the expanding circle as well. In Photoshop you can make a smart object of the textures and tween the scaling from the animation window, I think.
>>
>>3874224
What's with the gamma?
>>
>>3874227
I don't remember a non-descript catgirl port of Doom. What console is that supposed to be?
>>
File: 1481667727527.png (692 KB, 1280x1217)
692 KB
692 KB PNG
>>3874234
Atari Jaguar
>>
>>3874237
Oh.

I didn't have a childhood.
>>
File: axiom.jpg (333 KB, 1920x1080)
333 KB
333 KB JPG
>>3874228
>Experiment with animating the textures overlaid on the expanding circle as well
You mean like the hexagon patterns you often see on shields in video games? That's a really good idea anon.

>In Photoshop you can make a smart object of the textures and tween the scaling from the animation window, I think.
Yeah, I know. I'm comfortable with layer effects and animations in photoshop. Only reason I'm not using it is that I fucked up when applying the crack and I haven't bothered to clean it out and reinstall yet so I got GIMP just to make the shield texture quickly.

Last time I tried gimp was like a decade ago and I've been told it's improved since - fuck that, it's still awful. No layer effects and the gradient tool is physically painful to use.
>>
>>3874237
her weakness is her dildo that resembles a CD-ROM peripheral, her mind just goes blank and she's basically broken
>>
>>3874245
I was thinking lightning crackles but if you want to go holographic shields that's also cool.

I'm going to try animating and rendering some textures in Blender and see if that's easier. Need some new graphics anyway.
>>
>>3874230
I was fucking around the gamma settings at the time and also my screen brightness is set to 0.
>>
File: myshittuv.png (51 KB, 566x531)
51 KB
51 KB PNG
>>3874249
>I'm going to try animating and rendering some textures in Blender and see if that's easier.
I'd love to see what you come up with.
>>
>>3874245
wanna play that
>>
>>3874257
It's a fucking fantastic map. "Didy" is an extremely good mapper.
>>
>>3874256
I don't think you'll need that many vertices for an unlit texture that flashes for a moment, especially if it faces the shooter. Sure it'll only drop like 20 but it might add up unless it's literally only on the player, which would be annoying from first-person actually.

Is it a double-sided half sphere or is it a full sphere?
>>
>>3874237

Oh, that's clever.
>>
>>3874260
whats it called? where do I get it? im new
>>
>>3874276
>I don't think you'll need that many vertices for an unlit texture that flashes for a moment
You're almost certainly right. I'm completely clueless about 3d modeling.

>Is it a double-sided half sphere or is it a full sphere?
Double full sphere.
>>
>>3874283
>https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/axiom
>>
>>3874289
ty so much
>>
Okay I took the outlines off the projectiles, and I've started working on the plasma beam.

I might keep the outline on the bombs and their explosion.
>>
>>3874304
https://androidarts.com/pixtut/pixelart.htm might inspire you
>>
>>3874249
Update: Blending and curves is weird and I'm done.
>>
>>3874312
For another time, maybe. Right now I'm focusing on taking sprites from the original Metroid mostly for projectiles and items. If I was making my own original work, then I might start studying up.

I can't do much in the way of fancy shading anyway, between wanting to stick with NES limitations as close as I can manage, and being a colorblind fuck.
>>
>>3874323
what is your colorblind opinion of FIREBLU
>>
File: 1470632538968.gif (2.46 MB, 512x512)
2.46 MB
2.46 MB GIF
>>3874332
Fuck that texture.
>>
>>3874332
http://www.color-blindness.com/coblis-color-blindness-simulator/ You can check it out for yourself.

Wonder if he can figure out what color blindness he's got, might help with collabs.
>>
>>3874336
kek
>>
>>3874341

I'm fairly certain Kegan is already well acquainted with what kind of color blindness he has.
>>
>>3874289
>>3874293
okay call me retarded but I have gzdoom; do I need anything else to run this? because its not working like the rest of my iwads. I open gzdoom and I cant see it on the list.
>>
>>3874349
Actually no. I'm still not certain what type I suffer from. Maybe I'm just an idiot and I have issues with color in general. I'm not much of an artist, and it shows.
>>
>>3874319
Thanks a lot for wanting to help out anyway!

>>3874350
> I open gzdoom and I cant see it on the list.
Those are known as IWADS, the offical game files. The map file you have is known as a PWAD, a "patch wad". They're loaded on top of the IWAD, not instead of them.

TL;DR: just drag the file into gzdoom or associated .wad with gzdoom.exe and choose doom 2 when prompted.
>>
>>3874304
I'm gonna make an edit of this to remove all the outlines once you release it
>>
>>3874368
okay I set them to open with gzdoom and then selected doom 2 and bam. Thanks.
>>
>>3874374
at this rate that'll mean removing outlines from the bombs, and their explosion.

Unless you want to remove the outlines from the item pickups too but those look really anemic without them
>>
File: file.png (883 KB, 1008x664)
883 KB
883 KB PNG
What do you normally set these on? I fucked with these a while ago and I dont even remember whats normal anymore
>>
>>3874401
It would be nice to have some "restore defaults" buttons on some of those menus.
>>
File: texoptions.png (24 KB, 793x595)
24 KB
24 KB PNG
>>3874401
Gamma and Brightness should both be 1.0.

Then there's texture options which should be either set like this or have everything turned off.
>>
>>3874380
I mean 100%. I think it'll look better without them desu
>>
>tfw how is Doom Babby formed describes you perfectly
Should I stop playing Doom now?
>>
File: coge.jpg (28 KB, 350x350)
28 KB
28 KB JPG
>>3874450
You shouldn't give a shit what some barneyfag level shitposter thinks about you.
>>
>>3874450
you should start branching out and playing other retro FPS games instead of being a doombabby obviously
>>
>>3874456
it is him you fool
>>
>>3874450
Why do you care what someone on the internet thinks of you?
>>
>>3874474
It aint me
>>
>>3874470
I already played Duke so Ill try playing Blood, maybe Ill feel better then
>>
>>3874450
So what?

If you're worried about "oh no, someone doesn't like me because I play Doom now!", that's pretty sad, dude.
If you're worried if the "doombabbies" nerd has any sort of cred and thus him not liking you has any impact on your life whatsoever, it doesn't. He routinely embarrassed himself once people started asking anything about the games, so.

Lol, him talking about the 3x3 threads was great.
>>
>>3874494
this, desu

just play vidya
play the vidya you like
play vidya you haven't played before
learn about vidya you haven't played and play those too
>>
>>3874494
>>3874478
>>3874456
Its worrying that I match up so well with the strawman of a shitpost. Its like waking up one day and realizing youre wearing a flaming T shirt, cargo pants, and a fedora
>>
File: 1345011418782-2.png (323 KB, 600x600)
323 KB
323 KB PNG
>>3874515

We're 4channers, dude.
If you're posting here, that probably means you're single white dude, a virgin, a NEET (either unemployed or looking) or a student, watches anime, jerks it to hentai, and like shitposting.

We're already strawmen of shitposts, the boogeymen for trolling and terrywads and other such "fun" activity across the communities.
>>
File: 1369788083616.gif (479 KB, 426x267)
479 KB
479 KB GIF
>>3874529
GOD DAMMIT
>>
File: 1377750511008.jpg (91 KB, 1280x720)
91 KB
91 KB JPG
>>3874529
>>
>>3874529
time to go mcfucking kill myself
>>
>>3874529

Fuck.
I didn't want these feels.
>>
File: zQlQm23.png (63 KB, 352x221)
63 KB
63 KB PNG
>>3874529

Not a virgin.
It wasn't worth it.
>>
well this got dark
>>
>>3874529
i am japanese but otherwise accurate
>>
>>3874529
Not single
Wog
Not a virgin
Writing this from work right now
Dropped out of Uni
And I like shitposting and jerking it to anime
>>
>>3874571

https://www.youtube.com/watch?v=UXLgz3wH2n8
>>
>>3874562
JPCP 2 when?
>>
File: chaingun.gif (7 KB, 250x160)
7 KB
7 KB GIF
How are you supposed to carry this thing?
>>
>>3874582
to be honest, jpcp brought me to the community. it has been very fun so far. i hope there is a jpcp 2, i would like to join.
>>
>>3874587
>gif
Waaaaait.
>>
>>3874587
very carefully
>>
>>3874587
With the handle in the back, obviously.
>>
>>3874571
>Wog
as in golliwog? that's a fun word i haven't heard in a while.
>>
File: 1362374300310.jpg (6 KB, 112x125)
6 KB
6 KB JPG
>>3874529
>mfw fully aware of this and embrace it
There are far, far worse things a guy can be.
>>
>>3874529
Im not
>>
Why did they name a gun after a Roahld Dahl book?
>>
>>3874529
>4channers
more like 2010er's
>>
File: Spoiler Image (110 KB, 597x888)
110 KB
110 KB JPG
>>3874654
>>
>>3874132
Lainos has done a lot of stuff like that.

You might need to use PrBoom to run some of the later ones though, they've got a lot of linedefs.
>>
File: bfg.jpg (41 KB, 240x348)
41 KB
41 KB JPG
>>3874654
>>
>>3874663
>a NEET (either unemployed or looking)
Shit man, if only I could make enough to live as a NEET, would beat seeing grey tones upon grey tones all day.
>>
>>3874679
whoops, meant to quote
>>3874529
>>
>>3874240
Few people had that thing in their childhood, I think the Jaguar sold (considerably) less than 200 000 units and had a short life on the market.
>>
>>3874529
While we're at it, how many of us misfits have a waifu?
>>
>>3874076
How are you making it face the source of damage? or is it just spawned by the tracer/puff.
>>
>>3874695
It's spawned by the tracer/puff. They check if the target has a non-zero shield variable amidst the rest of the damage calculations and spawns, scales (to Max(tracer.width, tracer.height) and angles the shield effect if it does.
>>
>>3870582
What's wrong with his leeeeeegs?
>>
>>3874713
a mild case of zaneionitis vulgaris?
sorry man couldn't resist
>>
>>3870582
>>3874713
he wears his pelvis

low
>>
>>3874718
do your wang hang low
do it wobble to and fro
>>
>>3874704
So incompatible with vanilla/modded weapons, darn.
>>
>>3874747
Yeah, you'd need patches.

It would be cleaner if blood actors were scriptified and had access to the puff, projectile or melee attacker that caused them to appear.
>>
>>3872827
Your Evangelion looks kinda weird bro.
>>
>>3872853
Pffft, what a fucking nerd. What are you gonna make next? A mod that involves space pirates?

I bet Caleb isn't even gonna be in it.
>>
>>3874774
>involves space pirates
It should totally be about booty.
>>
>>3874529
>white
Yep
>dude
Yep
>single
Does being a faggot with a long distance relationship boyfriend count?
>virgin
Sort-of. I'd elaborate but it's TMI.
>NEET
It'd be cool to have parents who have some money. But, no. I need to work to survive, like most adults.

Your assessment is inaccurate you fuck :^)

Actually I think modded Doom is a good stress reliever. It fits for people who need to wind down after coming back from work.
>>
>>3874783
I'm a faggot in a long distance relationship.
I also have a regular gay relationship.
They don't know about each other.
Sure would suck if I was your boyfriend.
Hopefully this post doesn't make you paranoid.
>>
what's this custom inventory/menu system stuff graf's talking about in the update?
>>
File: 3bd.gif (39 KB, 540x393)
39 KB
39 KB GIF
>>3874783
Been keeping away from LDR since then I'd be even more unlikely to find a real guy

>>3874785
you're a douche
>>
>>3874783
>>3874785
wow look at these faggots

in a happy relationship with loving partners and enjoying each other's company

how gay is that
>>
>>3874792
Post a link please
>>
>>3874797
https://gzdoom.drdteam.org/
>>
>>3874802
Huh, no idea. I think it could refer to hexen/heretic style inventory scrolling/activation?
>>
>>3874806
well didn't it already have that?
>>
>>3874716
Nah no, it requires dinosaur feet and literal inverse proportion, though what we see here is cleary a typical case of Unreal Tournament 3 "beefy" character, damn, if you pay enough attention 80% of the design of his Pants and Boots are from the Iron Guard in UT3.

>>3874769
I remember EVAs being skinny AF which is not my case from the waist to below, lol.
>>
File: 1486695526183.jpg (70 KB, 600x600)
70 KB
70 KB JPG
>>3874529
>hentai

Pretty spot-on otherwise.
>>
Why is there a separate thread for Unreal anyway
http://terminusest13.tumblr.com/post/158676583396/dream-of-na-pali-by-alexander-brandon
>>
>>3874809
>well didn't it already have that?
By "fully scripted" he means that you can now muck around with how it behaves on a deeper level with zscript. If it's indeed the heretic/hexen hud inventory he's talking about. No idea what else it could be.

>>3874813
In the initial stages of the disease, the lower and upper body of the victim merely dissociate themselves with each other. This is a symptom of Johnny Bravo's Disorder as well, except there the upper body is the victor.
>>
File: 1406254_orig.jpg (99 KB, 638x800)
99 KB
99 KB JPG
>>3874836
There is? What a bunch of weenies. Tell 'em to come in here instead.
>>
>>3874839
>This is a symptom of Johnny Bravo's Disorder as well, except there the upper body is the victor.
You could use Mandy Sellars as example, she fits the subject i think.
>>
>>3874839
ah, thanks
>>
>Start making first map
>Put as much effort I can into it
>Run out of cool ideas an willpower halfway through

W-well at least I finished it
>>
>>3872248
>cannibalism
Fucking wrong. Cannibalism is the same species.

A shambler is clearly not a cacodemon.
>>
>>3874690
Has anyone put his waifu in a doom map?
>>
>>3874841
>>3874836
i mean, they're allowed to?
i don't see the issue.
>>
File: 1465740940938.jpg (18 KB, 300x282)
18 KB
18 KB JPG
>>3874836
>go to Unreal thread
>half their thread or more is just bitching about the 'feel' of id tech/Source, shitting on Quake, and shitting on other anons' favorite UT games
>>
are there any metroidvania-esque wads?
>>
>>3874870
phocas island 2?
>>
>>3874869
Why can't people just have fun
>>
>>3874912
>tfw can't let self have fun
>>
File: 250px-Xenoborg.jpg (17 KB, 250x325)
17 KB
17 KB JPG
>>3874912
I tried having fun once.

The experience turned me into a freak.
>>
>>3874870
zdcmp2 and gateway experiments 5
>>
File: CrashOblivion.jpg (94 KB, 512x512)
94 KB
94 KB JPG
>Tfw people start ask about a Rule 63 of Doomguy but there's an official one.
>>
>>3874939
>expecting filthy secondaries to remember Crash
>>
>>3874939
Crash is not Doomguy, she's an instructor that existed to die to noobs.

She's just a female marine.
>>
File: disappointment.png (108 KB, 400x381)
108 KB
108 KB PNG
>pick up a key/flip a switch/pick up a large powerup
>a bunch of monsters spawn

wow, so original, Carmack would be proud
>>
File: doomgirl 1.png (197 KB, 540x763)
197 KB
197 KB PNG
>>3874943
Crash is nowhere near as good as pic related.
>>
>>3874785
My BF doesn't lurk 4chan or play Doom you cuck
>>
>>3874958
pleb faggot
>>
File: CkDuK2DWgAQtotO.jpg (265 KB, 849x1200)
265 KB
265 KB JPG
>>3874963
>actual player character that gets shit done vs easy cannonfodder in a plotless arena game
>>
File: dopepe.png (5 KB, 344x308)
5 KB
5 KB PNG
>>3874954
Carmack didn't do level design you feeb.
>>
>>3874954
Carmack would be glad if Romero just finished a level for Doom 2.
>>
>>3874948
She may be even the girlfriend of Doomguy as her chats points in Quake 3, but her design cleary is what Doomguy would look like if it was female as well.

What i'm more concerned is about the posers asking about "what doomguy would look like if he was female?" and every time i ask myself "did these guys even looked at Crash to ask that?"
>>
>>3874814
Related to nothing, why are there so many scalies in this thread?

or maybe it's just a few, appearing as many people because anonymity.
>>
File: WTFPC.png (311 KB, 640x720)
311 KB
311 KB PNG
>>3874969
>Implying NuDoom was not plotless as well by being a "Doom 3 with fixed lighting and terror removed and Brutal Doom fatalies added as bonus"
>>
>>3874972
Crash has a Twiggy build, why would big space marine lord of death turn into a 100 lb girl with a shirt that hangs off her tits

Doomgirl would be STRONG
>>
File: P_major_tn[1].jpg (88 KB, 560x800)
88 KB
88 KB JPG
>>3874984
>>Doomgirl would be STRONG
So Doomguy would just be Major instead of Crash?
>>
>>3874983
Doom 3 didn't have arenas and was never really that dark.
>>
>>3874983
What is the character in your pic from?
>>
File: crash clothed.png (6 KB, 576x300)
6 KB
6 KB PNG
>>3874969
>cannonfodder
Crash fucking trained Doomguy. She's put as the first person arena combatants fight so she can go easy on them while gauging their abilities and the overlords can properly judge how strong the combatant is.

Even without that, her design is leagues better simply due to KEEPING THE FUCKING HELMET ON.
>>
File: doomalienmod.png (139 KB, 620x400)
139 KB
139 KB PNG
>>3874983
Thank you. Somebody who agrees with me that NuDoom is just a brupal doop cash-in.

THAT MEANS WE'RE BOTH FAGGOTS!
>>
>>3874994
Almost aesthetically, but the profile is all wrong.
>>
>>3874994
Holy shit, she's paper-thin. What the hell?
>>
>>3875000
>you will never cum in crash's helmet
>>
>>3874969
fuck off fanfic retard
>>
File: P_hunter_tn.jpg (86 KB, 560x800)
86 KB
86 KB JPG
>>3875004
That's just how the Q3A playermodels are. Even Hunter, the stronkest female at 6 and a half feet, almost 200 pounds of scantily clad Amazonian goddess, is carrying one hell of an hourglass.

I mean, if you want thiccer, there's always Lucy.
>>
File: aA47CI0.jpg (225 KB, 1920x1080)
225 KB
225 KB JPG
>tfw playing Demonsteele on my own map
The gods themselves cannot know greater joys.
>>
>>3874996
Sure, still the main lore is the same from Doom 3, what changes between those games is that they replaced the awesome iconic Doctor Malcolm Betruger with that retarded bitch called Olivia Pierce, the rest happens exactly as it happened in Doom 3.

I have to say that i liked the Campaign of NuDoom, it is a good "remaster" of Ultimate Doom, but the fun stops here for me, MP was a disaster since the Open Beta as Steam proved it and SnapMap in the beggining was pretty shit, but with updates it reached a level of the Spore Galactic Missions Editor, which is a nice thing to toy with at least.

>>3875001
I wouldn't say that, but i do hate fiercely about NuDoom is the dehumanization of Doomguy in the game, even the Doomguy from the comics had emotional conflics about fearing the demons when going to kill them, and in all games before NuDoom, Doomguy always had those feelings, look at Doom 3 every new boss he meets he always makes that "O FUCK!" face in the cutscenes but then in NuDoom you have him smashing computers and robots for the sake of testosterone.

>>3874998
That's Veridion from my mod.

>>3875009
>I mean, if you want thiccer, there's always Lucy.
You forgot Sorlag is thiccer than Lucy.
>>
File: 1489067342837.jpg (85 KB, 498x454)
85 KB
85 KB JPG
>>3875000
>Those abs
WouldSmashwithBerserkerPack/10
>>
File: anKDnmB_700b.jpg (75 KB, 544x554)
75 KB
75 KB JPG
>>3875000
>crashed clothed.png
wh... why did you need to specify clothed?
>>
File: crash_by_drcloud.jpg (84 KB, 407x965)
84 KB
84 KB JPG
>>3875005
>not wanting to cum on her taut, cute, muscular midriff

>>3875039
>You forgot Sorlag is thiccer than Lucy.
fucking scalies reee

>>3875052
To differentiate it from the unclothed versions, ya goof.
>>
>zdcmp2
wow, how did i miss this? this is really neat! thanks anon
>>
>>3875064
>>3874938
>>
Holy fuck, Doom mapping is so fun.

I forgot this glory. Could this be spiral power..?
>>
File: Untitled.jpg (195 KB, 640x384)
195 KB
195 KB JPG
I have to say that Crash talks too much and she keeps making me as transport just because she lost her fucking Rocket Launcher and are tired to strafejump.
>>
>>3875039
>That's Veridion from my mod.
He's actually kind of _____hot
>>
>>3875106
Ayy lmao, that's a surprise for me find someone who liked one of the Tamers of The Dark, specially from here.

Ehh... WAIT A SEC, FFFFF-.
>>
>>3875039
I just am really not fond of the detraction from classic doom's artstyle either, but now that you mention it.

I guess I sort of saw NuDoomguy's "dehumanization" as more of a "Oh look, it's THIS shit again" in doomguy's life.
>>
>>3874980
Probably a handful of recurring posters, I'd wager.
>>
>>3875039
>i do hate fiercely about NuDoom is the dehumanization of Doomguy in the game
He's had years of experience dealing with demons at that point, he knows how they work, what they're capable of, and is confident in his own abilities. Did you want him to pull a Metroid Other M with the cyberdemon?
>>
File: u my bro.gif (1.98 MB, 400x188)
1.98 MB
1.98 MB GIF
>>3875039
>NuDoom is the dehumanization of Doomguy

>shows genuine anger and contempt for Hayden's careless attitude about people dying
>REALLY hates Olivia Pierce, the one responsible for some of the worst of the demon bullshit as of late
>webm related

He's more human than before, he's been in hell fucking things up for eons, gets trapped, breaks out of his stone prison butt naked and REALLY mad. The guy's just tired of this bullshit and people thinking they control the warp fuckery that is Hell itself. Just like how in the original Doom he was sent to Mars because he put a superior officer in a body cast because he didn't want to gun down civilians.

Doomguy has and always will be just a very mad, righteous guy.
>>
>>3875169
>Doomguy has and always will be just a very mad, righteous guy.
What does that make Ranger?
>>
i think the issue is that in doom and doom 2 he doesn't do or say shit, he's just you

he ain't you in 4
>>
>>3875171
>he ain't you in 4

yes he is, he's still the player avatar

fuck, he doesn't even have any pain sounds anymore just so the player can self-insert even more
>>
>>3875170
An EXTREMELY pissed off man that fucking hates lovecraftian shit. More than that though I feel he's the embodient of the rage and disappointment built up from not becoming Quake, the hammer wielding warrior he was meant to be.
>>
>>3875175
>Ranger is invisible except for his fucking eyes
How the hell does that even work and why does it make me laugh so?
>>
File: hoh.png (2 KB, 98x100)
2 KB
2 KB PNG
>>3875175
>pissed off
HUUUH?
>>
Alright I'm going to come back to my DUMP3 map and finish the fucker even if nobody else ever plays it. This is just too much fun.
>>
>>3875161
>>3875169
That may be the case but NuDoom begins from nothing with him waking up from a fucking tomb and what we know about is told in the Hell tablets, though even being confident in how to slay demons better than anyone he still has to worry about them in working together to trap him again or do something of the kind to stop him once more, if it happened once, with him now being blindly angry, could happen twice.

Still NuDoom seems to have missing parts to me, it would be like Ultimate Doom but with The Shores of Hell as the only playable episode it's not like Serious Sam 3: BFE which with 12 maps tells the story, yeah i do know that NuDoom doesn't have too much cutscenes but the few it has you can't skip and they are pretty much irrelevant to the story and the irony is that what is relevant are in that Hell Tablets which the player can forgot completely.

>>3875170
Both are Men literally too angry to die.
>>
File: EyeTexture[1].png (111 KB, 680x140)
111 KB
111 KB PNG
>>3875170
A very mad and pissed off guy who doesn't feel things like 'righteousness,' 'honor' or anything else because he's been touched in the head by too much time spent in the slipgates and as such is totally off his rocket.

Doomguy went to literal Hell and back and wound up pissed off at it all but for good reason; Ranger started out pissed off for being woken up at 4 in the morning (quoting the actual Quake manual), found everybody fucking died, jumped through a portal to dimensions that have no right to exist or be explored by mortal minds, and it was all downhill from there. The jury is out on whether Doomguy was simply made of tougher stuff than Ranger, or if all the training in the world can't prevent you from going mad when literally going toe to toe with an Old One (and in true Lovecraft fashion, even when you win, you lose).

>>3875176
That's actually how the Ring of Shadows works in-game, per the manual:
>Renders you almost totally invisible. Only your eyes can be seen. Monsters don't detect you unless you do something stupid, like shoot.
If you grab one in multiplayer, other players will see just your eyeballs floating along. It makes sense, too- if your eyeballs were invisible, they wouldn't reflect light and so you couldn't see anything anyway.
>>
>>3875174
then how's he showing genuine anger and contempt for Hayden's careless attitude about people dying, REALLY hating Olivia Pierce, the one responsible for some of the worst of the demon bullshit as of late, and doing >>3875169 webm related?

he's more human than before, he's been in hell fucking things up for eons, gets trapped, breaks out of his stone prison butt naked and REALLY mad. The guy's just tired of this bullshit and people thinking they control the warp fuckery that is Hell itself. Just like how in the original Doom he was sent to Mars because he put a superior officer in a body cast because he didn't want to gun down civilians.

Doomguy was only a very mad and righteous guy in lore outside of the game before 4, i'm not getting into 3.

none of that is me, it's a character someone else made and is conveying in the game.
>>
>>3875190
I know that bit, but that's still a smidgeon odd and hillarious.

Also falls into DOUBLE NIGGER territory in the lines of "The invisible man's outside!" "HOW THE FUCK DID YOU SEE HIM THEN YOU DUMB CUNT?!"
>>
File: shot00056.jpg (477 KB, 1920x1080)
477 KB
477 KB JPG
>>3875039
Doom 3 guy was a high T beast that didn't know if he was hallucinating or not based on the cutscenes.
>>
>>3875190
>try to make a quick map to demonstrate floating eyeballs
>any item_artifact_x (ring, pentagram or quad damage) fails to show up when the map is compiled no matter what I do

FUCKING WHY. I HATE YOU, QUAKE.
>>
Chainsaw or berserk fists?
>>
newfag here
give me a playing order for all commercial iwads
>>
>>3875205
berserk fists, the chainsaw pull makes it difficult to move and dodge attacks from the non-stunlocked enemy
>>
>>3875202
For all of Doom 3's flaws, I always digged how Doomguy looked there.

And the chainsaw, my god I love that chainsaw.

>>3875205
Classic? Berserk Fist.
Doom 3? Chainsaw, as much as possible.
Doom 4? I'd use the chainsaw all the time if it wasn't for the fuel usage.
>>
>>3875205
I hate the chainsaw. You can never use it without taking damage. It feels mindless. Worst piece of design in the whole game, I firmly believe.

>>3875207
Release order
>>
>>3875207
Ultimate Doom, Doom 2, Doom 64, TNT/Plutonia.
imo
>>
>>3875213
You can chainsaw single enemies safely. IIRC even a cacodemon gets stunned by a chainsaw if you can catch the fucker.
>>
>>3875207
Ultimate Doom
Doom 2
TNT
Plutonia
Master Levels of Doom if you feel like it.
And if you play them, Heretic before Hexen.
>>
>>3875213
You can stunlock mancubuses with it and avoid damage. That doesn't work so well in vanilla though. Only works if you hit them square on the edge of their hitbox iirc (so you're not hitting the corner) and even then, no guarantees...
>>
>>3875210
Doom 3 is a good game it just tries to be like System Shock rather than Doom.
>>
>>3875202
I'm certain he hallucinated part of it, Like that one demon that was a door. (or door that was a demon?) that was entirely out of the ordinary.
>>
>>3875221
It tries to carry the caution that Doom instilled when people played it for the first time in the 90's. When they'd never played anything like it before. Then it needlessly adds SS frosting. I like it though.
>>3875223
That was cool as fuck.
>>
>>3875223
>tfw want to experience the doom story but despise survival horror
>>
>>3875225
It's not survival horror at all the game gives you plenty of ammo and there's lots of action.
>>
>>3875229
also people meme about the darkness but there's really only 3 or 4 sections where you have to fight enemies in the dark and they have glowing eyes or their fireballs illuminate the area so its really not bad
>>
File: doom3shotgun.webm (2.51 MB, 1280x720)
2.51 MB
2.51 MB WEBM
>>3875229
The shotgun is utter garbage and frustrating, though
>>
>>3875221
The hate doom 3 gets is unsubstantiated and really not worth it.

Well, aside from not being able to see a fucking thing.
>>
>>3875234
it has shit range but kills just about everything up close in 1 shot
>>
File: shot00067.jpg (419 KB, 1920x1080)
419 KB
419 KB JPG
>>3875235
it's usually just dim rather than totally dark
i normally wouldn't be posting doom 3 screenies but the thread's already on its way to page 10
>>
>>3875234
i would drop a mod then and there for those bullet puffs alone
>>
>>3875239
It's still DOOM, is it not?
Don't worry. Most of what the retrophiles in here talk about seem to be rather okay/shaky with whatever's posted here. We talk about deus ex sometimes and that's not considered retro
>>
>>3875234
Is that BFG edition? Looks worse than the original game.
>>
>>3875221
I genuinely like Doom 3, don't get me wrong, but it has some flaws.

Except the chainsaw, oooh baby.
>>
>>3875225
Play with a flashlight mod, or play with BFG Edition, it basically streamlines the game into a basic shooter.

>>3875232
Well honestly there's only a few large sections where you're in the absolute dark and can't see worth shit, but there's plenty of dark nooks and crannys where zombies like to hide and silently come lumbering out of.

Not nearly as much a problem with a light on your gun, and especially not a problem if you have the chainsaw, because you could basically just stumble around a space with lots of nooks and crannies with the thing in full rev and they'll just walk into it and die like bitches.
You also feel really powerful with the thing so the zombie mooks don't scare you for shit.

Did I mention how much I love the chainsaw in this game?

>>3875234
Totally agree, while I think the fact that you load two shells at a time for a rather rapid reload is a very nice feature that should be copied more, the spread is inexcusably bad, even by vidya standards.
>>
>>3875262
flashlight mod is for fags
>>
File: Quad_1[1].png (102 KB, 285x307)
102 KB
102 KB PNG
>>3875203
Update: discovered the problem, Trenchbroom has totally fucked up entity bounding boxes for those specific three items and so you have to have them hover a few dozen extra units above the ground.
>>
>>3875271
The one that only attatches it to the machinegun is fair imo.
>>
Is there a way, as a player, adjust the viewmodel FOV for 3D weapons in GZDoom?
Playing any Quake-For-Doom mods with 3d weapon models at 120 fov causes the weapons to be really stretched out.
>>
>>3874865
yeah.
>>
>>3875275
literally why not just play quake
>>
>>3875279
There's so many Doom map sets, anon.
>>
>>3875279
Because it's Doom.
Most people who have DOOM have Quake, but still play DOOM on the basis of it being friggin' DOOM.
>>
Does anyone have that Anon's webm of the GZDoom retroshader with risen3d models and buggy giant revenants?
>>
>>3875281
but quake weapons and enemies aren't made for doom's shitty single-plane maps
>>
File: cupashwall.jpg (45 KB, 342x440)
45 KB
45 KB JPG
>>3873143
Can someone fix Don's challenge for me?
>>
>>3875313
You mean Wolfenstein 3D's?
>>
New thread.

>>3875318
>>3875318
>>3875318
>>
>>3875316
I think using doom texture names as part of a joke is AASHITTY
nah it's pretty hilarious.

Unpopular opinion; I think FireBlu is a great texture (if used sparingly/abstractly/for detail/whatever)
>>
>>3875325
Why do people hate FireBlue anyway? Is it because of Mt Erebus?
>>
>>3874963
>>3875007
have angry sex with a midget
>>
File: 1403775979191.png (421 KB, 1024x509)
421 KB
421 KB PNG
>>3875316
Man, I haven't seen that meme in years
>>
>>3870467

Is Chex what I think it is?




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.