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DOOM THREAD / RETRO FPS THREAD - Last thread: >>10858826

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

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

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

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

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

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

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

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

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

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/
>>
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=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[4-17] CS1.6 is now playable in your browser
https://game.play-cs.com

[4-17] Doom 2 MAP01 beaten in 4.97 seconds
https://youtu.be/Qm9aT2p7KxI

[4-16] CleanDoom, a modern launcher for Doom released
https://github.com/popcar2/CleanDoom

[4-16] Descent 3 source code released
https://github.com/kevinbentley/Descent3

[4-15] Nashgore NEXT, the better Nashgore is out now
https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10

[4-15] Anon finishes his MBF21 project called Terror Signal
https://www.doomworld.com/forum/topic/144575

[4-14] Pvt. Stone got an update
https://skelegant.itch.io/pvt-stone/devlog/714208/update-to-version-8-damage-overhaul-new-hud

[4-14] First version of MALICE REFINED is now available
https://www.moddb.com/mods/malice-refined

[4-13] DBP65: Sanguine Holy Land is out now!
https://doomer.boards.net/thread/3531

[4-12] TurokDooM, a GZDoom TC by anon sees a demo release
https://www.doomworld.com/forum/topic/144505

[4-12] RoTT Ludicrous Ed. v1.1 is out, includes map editor
https://store.steampowered.com/news/app/1421490/view/4204747292702032960

[4-11] Showtime!!!, Doom mod by the author of Angelic Aviary
https://cherubcorps.itch.io/showtime

[4-10] Roland SC-55 series emulator v0.2.0 released
https://github.com/nukeykt/Nuked-SC55/releases

[4-9] Pirate Doom 2 public beta released
https://www.doomworld.com/forum/topic/143805

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
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iDGames Roulette Time!
Go to the iDGames archive, click on Random (or here)
https://www.doomworld.com/idgames/?random
Play it, take a screenshot or two, link it, and report back! Probably you'll run into some junk, but who knows, people have stumbled into some pretty nice stuff before!

>If it's an old editing utility or some program, reroll!
>If it's an asset like a texture pack or something, reroll!
>If it's a DM map without singleplayer, reroll!
>If it's a map for a game which isn't Doom, like Heretic or Hexen, you can reroll it if you want, but feel free to play it and report back if you like those games!

If some famous megawad you know comes up, you can skip that too, but generally you don't need to play more than one level of whatever you find, or until it feels like way too much of a drag to complete the level.
>>
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I wonder if this ever got translated.
>>
>>10865783
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dreammaps

"Maps That Came From a Dream"

Three small maps that the author states were based on those they saw in a dream, and it makes use of custom music and textures. Each level ends with a death exit that forces you to pistol start the next map.

The first map was alright, just an outdoor area and an indoor area. The indoor area (pictured) gets filled with a bunch of Arachnotrons, Arch-Viles, and one Cyberdemon when you hit the switch on the far side of the room. You can easily beat this level by speeding past all the enemies.
>>
>>10865851
The second level is easily the weakest of the bunch. The stairwell you see that rounds a corner leads to a Cyberdemon and ~9 Revenants. If you fire your weapon, the main room gets flooded with enemies and turns into a mini-slaughter arena.
>>
>>10865857
The third and final map is slightly better than the second but is arguably the simplest. Just a chapel filled with enemies and an exit teleport behind it. The chapel is easy enough to clear out since you're given a rocket launcher and the door acts as both a choke point and a piece of cover, but if you're not careful enough, a charging Lost Soul will cause you to blow yourself up (as had happened to me).

As an aside, a mapping oversight allows you to hit the exit switch without needing to pick up the key.

Overall, the maps were short and sweet, but for the most part weren't anything to write home about.
>>
>>10865787
Polish, Czech, Croatian, or Slovak?
>>
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playing dbps with the aesthetics of other dbps
>>
>>10865932
>kills: no
Excuse me?
>>
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just got to perfect hatred for the first time on uv
I want off the ride
>>
>>10865908
GZDoom these days be like
>>
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>>10865952
>>
Any good outdoor wads?
deserts, tundras, forests, i see a big lack of forests and Jungles in DOOM WADS
>>
>>10865940
Thy flesh consumed is surprisingly brutal when you get too used to the SSG
>>
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Why some wads have the title cut off, while others don't?
Playing on gz 16:9. everything else is completely fine
>>
>>10865952
Maybe you need more than 8gb od RAM.
>>
>>10865979
Probably resolution scaling, you should be able to find that in options.
>>
>>10865992
>Resolution scale
>Normal
>1.0
>>
>>10865908
I really wonder what the exact mechanic of the Medusa Effect is? Pretty sure they patched it out, but it's gotta be some kind of recursion or something which eats up processing time. On computers back in the day the slowdown was so hard that most people thought it was a hard lockup, but you could actually wrest away, and that .webm is presumably recorded from DosBox on a modern PC, hence why frames are still counting in seconds.
>>
>>10865978
I'm not even used to the ssg, this is my first time playing through any of the original doom games
I'm just a shitter
>>
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Just got to play this now because of shitty PC. Despite the braindead levels, the combat on this is great, it's the most fun I've had with a FPS in years.
Finished the game and I'm having a blast on The Ancient Gods, despite prefering the hell atmosphere much more.

Is there any mapping for this? Can I download some great mods and maps?
>>
>>10866000
Yeah, but play around with the slider and see what you get.
>>
>>10866005
Not retro.
>>
>>10866006
I just tried all possible positions, nothing changes except the text. Some other wads show the same behaviour (only the title text is fucked up, the rest is fine)
>>
>>10865901
None of the above, it's Hungarian.
>>
>>10865960
Like clockwork.
>>
>>10865940
>>10866004
Oh, in that case you might as well save Thy Flesh Consumed until you've done Doom 2 on UV.

Thy Flesh Consumed represents a pretty stout escalation in challenge from the previous episodes, and that's becaus3 it was created after Doom 2.
They did that so they could add it onto the first game when turning it into The Ultimate Doom, the retail version of Doom (which was originally just the free shareware episode, and then you ordered the full 'registered' game by mail). It was so you could have both Doom and Doom 2 next to each other on a store shelf, and you could just grab them both to get the full experience, but it was more than just the original release of Doom.
If you already bought Doom by mail you could get a free patch from iD Software which updated registered Doom to Ultimate Doom.

However, as tough as E4 is, it only really rolls that hard for the first few levels, it eaeses up as it goes.
>>
am i the only one who enjoys doom and is not a fucking nerd
>>
>>10866035
The same can be said of the unprompted bitching about muh GzDoom performance. You complain like a woman.
>>
Dicking around in mods I'd downloaded and forgotten about in a folder before playing and I found Demon Slayer 1887.

Look at that motherfucker's mustache, that is one powerful and distinctive dude right there.
>>
>>10866037
>and that's becaus3 it was created after Doom 2.
that makes sense, I knew people said e4 was the hardest but I didn't know this part
well then, guess I'll get on to Doom 2 and revisit perfect hatred in the future
>>
>>10866043
I wasn't the anon going on about GZDoom, but go on.
>>
>>10865978
No SSG or anything better until you’re done with e4m2, really. The e4m1 launcher helps but is tricky to use in the first few levels. The rest of the episode is smoother sailing.
>>
>>10866005
you are not allowed to have fun with this game
>>
>>10866051
Doom was original a mail order-only game. The Ultimate Doom was a version made for retail shelves, and they included a new episode to entice people to buy it.
>>
>thy flesh consumed with ssg and doom 2 monsters
>>
>>10865960
So this counts as spam now, right?
>>
player pain sounds suddenly stopped working. i don't hear jackshit anymore. what did i do? using ad mortem guns, custom wads, other little mods
>>
>use deployable wall in Hideous Destructor
>suddenly what felt unplayable before is bearable now, but something is lost
Shit's cursed technology. Not touching anything else from that item pack.
>>
>>10866149
Based barricade enjoyer.
>>
>>10866149
Over time you become accustomed to the pain.
>>
>>10865783
https://www.doomworld.com/idgames/levels/doom2/g-i/gehenna

NICE! I'll have to play this later but I love playing old user maps from the 90s. I spend the session wondering where the mapper is now and if they're doing okay.
>>
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What keyboard setup do you guys use for Hideous Destructor?
>>
>>10866149
I remember finding out that the mod had its own little sub-mod community making crazy shit that I hadn't seen implemented anywhere else. 50 caliber shotgun rifles, dynamo plasma pistols, someone even recreated a mech from Brigador with an in-depth customization/control setup. All the mods I downloaded completely shat upon balance but I didn't care, mowing down barons and pain elementals was catharsis. And, the lethality of HD was already so extreme that death was still as easy as ever to achieve.
>>
>>10866206
it's complicated
(structure on the right is mouse binds)
>>
>>10864238
i play it with
>mk_champions
>legendoom lite
>cards of corruption
>trailblazer
>>
>>10866149
>Shit's cursed technology. Not touching anything else from that item pack.
I only recommend using the Ace mods in case you want to play more challenging mapsets. There's nothing wrong with using those addons if what you're seeking is an easier/more fun time, or if you just want to raise the bar of what mapsets are possible to finish. The items can be fairly powerful and that's every bit intended, though some change the gameplay rather than outright make it easier, and usually there is a counter-balancing drawback like with Arcanum.
>>
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>>10866206
It doesn't matter. You'll use just about whole keyboard, so get to binding and sort it out later.
Keypad is an asset.
>>10866230
>actually using IEDs
>having a fucking FIX VULCANETTE bind
I kneel
>sector lighting toggle
Why? Sounds cheaty without context.
>activate blursphere
Is that a vanilla bind?!
>derp+herp hack
How? Just bind both to a key separated by semicolon and it work with whatever interface you bring up?
>>
>>10866238
ch works with cards of corruption? holy shot brb
>>
>>10866258
>Why? Sounds cheaty without context.
i don't use it anymore but what it did was switch the lighting to software sector lighting+palette tonemapping, allowing for vanilla-style visibility in total darkness
>Is that a vanilla bind?!
not in the control menu, but anything that's a usable inventory item can be bound to a key as "use [item name]"
if it's an item that activates instantly rather than bringing up an interface, you can even use these binds while incapped
>How? Just bind both to a key separated by semicolon and it work with whatever interface you bring up?
yeah. no need for them to be bound separately because you can only have one controller selected at any given time.
>>
>>10866273
I hate translucent projectiles so much it's doom.
>>
>>10866273
Get them brightmaps on if you haven't yet, imps' eyes glowing in the dark is a sight to behold.
>>
>>10866330
oh I do, and I normally have dynamic lights on too. i turned it all off for that webm to better demonstrate the difference the light mode toggle made
>>
>>10866330
Can confirm. Aggressive brightmaps is the only thing I'm missing in Nugget.
>>
>>10866334
Hell yeah Eric
>>
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>>10866206
I have drop weapon on T too
I feel it adds to the realism when I panic reload and drop my gun accidentally
>>
>>10866341
How do they differ from Nugget's?
>>
>>10866382
Completely different implementation. GZDoom is much much more flexible.
In GZDoom you can make any specific pixel of any single sprite graphic, as bright as you want, and you can even use "colored" brightness. Each lump has its own brightmap.
In Nugget/Woof you can only specify brightness for colors, not directly for pixels, so all pixels of this color will be bright, and on top of that you can't even apply birghtmaps to specific frames, they are always applied to all frames of the thing.
>>
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I hope this doesn't result in some shitty and weird exploits, but I have a simple system in place that lets you cancel any charge attack now by holding both fire buttons.
>>
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>>10866421
It seems to let you hold the heat meter in place indefinitely
>>
>>10866434
You can do that by just kicking the air even before I added this. Currently I have it so any attacks will halt heat drain intentionally.
>>
>>10866423
>BFG moose used stuff
It sure did.
>>
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>>10866423
>q2 least fun
>>
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>>10865979
>Bloodstain
>>
>Blue Shit for Half Life
>latest expansion
>no new weapons or aliens
>really fkin short expansion
At least it's got the comfy ''going to work'' section at the start, otherwise it would've been pretty irredeemable
>>
>>10866504
>latest expansion
Wrong, it came out after Opposing Forces but before Decay.
>>
>>10866504
I thought it was neat at least.
>>
>>10866504
Yeah Blue Shift is always underwhelming when I replay it, especially if I do it right after Opposing Force. Doesn't help that I think there were fan campaigns from the time that were unironically longer than it too.
>>
This dudes looking for an old duke map, anyone know about it?
>>10864395
>>
>>10866507
Decay is a bit of a special case innit since it's the ps2 version of HL and the new parts are the co-op bit right?

>>10866534
Yeah and Echoes is imo far better than BS.

>>10866512
It's worth playing and as I said the 'coming to work' section in it is comfy.
>>
>>10865908
that's a cool creepypasta-ARG, anon. Excited to see where it goes
>>
>>10866504
It's a bit better if you can play it on the Dreamcast where it was meant for.
>>
>>10866550
>This dudes looking for an old duke map, anyone know about it?
Only that I remember trying it out during a field trip. I wish I could help more beyond that. It’s nice someone else remembers it.
Cool field trip, too, it was a weird museum. The weirdest was watching a recorded brain surgery, then having to eat pizza for lunch.
>>
>>10866230
>Derp 555
>Derp 556
WTF
>>
>>10866504
Play Decay then.
>>
>>10866587
Those are console commands to control the little robots on treads.
>>
>>10866587
DERP 555 attaches the DERP to a wall.
DERP 556 makes DERP "use" that wall.
Good to press switches and open doors remotely.
>>
>>10866230
>needing to win so bad you bind it twice
>>
>>10866104
based
>>
>>10866136
I'd love something with Thy Flesh Consumed's visual design, but which has the Doom 2 stuff and keeps things tough all the way, and it's only like 9 or 10 maps.
E4M1 is one of my favorite iD maps.
>>
>>10865737

Hello Everyone I hope I'm doing this right. I was told I should post in the Retro FPS Thread

I'm hoping that 4Chan might be the key

I'm trying to track down the original developer of a Multiplayer Map developed for Duke 3D around 1996. The map was designed for ROTO Studio in Dublin Ohio as an exhibit for COSI Toledo and featured custom sprites.

One of the exhibits at COSI was a submarine containing a fish tank and a set of 4 desks built into the walls which contained 4 computers.

COSI contracted ROTO Studio in Ohio to create both the exhibit and the software for it. The Duke Nukem 3D conversion remained in place until the COSI Toledo location closed in the mid 2000s.

The original Duke Nukem 3D game was not suitable for children, nor did it really fit the theme of the exhibit, so the decision was made to create a custom Multiplayer map. ROTO ended up contracting the work out to a Duke Modder who was found based off of his contact details being placed within his custom work which he was releasing on the early internet.

The maps premise was finding the source of polution in a lake. Maybe the modder released a version of the map to the public?

The level started off with a cutscene and then you began in a ship in a lake
There was also a small cabin to explore, which led to a water purification plant, etc. Your PC was changed from duke to a diver in a purple wetsuit.

COSI Lost the mod a long time ago, as did ROTO. I've been looking for it ever since.

Possible Leads that I'm trying to Contact:

Enric Alvarez

Aaron Barber

Mike Beaulieu

Robert Carter

Patrick Clemons

Dale Clowers

Brady Cox

Bud Drakir

Mike Ells

Matt Harris

Jeff Heath

Maximilian Hertlein

Demian Holmberg

Greg Hoyer

William Reid Morris III

Ryan Isenberg

Daniel Johnson

Tyler Matthews

John Mooney

Chris Muir

Neil Munday

David J. Nolder

Preston Packard

Shane Paluski

Brian C. Sasso

Jim Semkiw

Kevin Sipes

Stelth

Robert Travis

Andrew Emmons

Any Ideas?

Cheers
Alex
>>
>>10866230
I think I need to get some peripheral if I want to play this, I don't want to spider my fingers at unnatural angles for all these quick binds, not at my age.

Or it'd be cool if someone made a mod for HDest where you press a button, and you get a prompt window with icons/buttons for all the various binds which aren't directly used in combat (much), so you can sort through them visually when there's a lull.
Maybe it'd also show what the current bind is for each action, if any, and maybe let you quickly pick a button or swap binds, so you can adjust or replace certain ones as you need.
>>
>>10866675
I still don't have any leads, but I still find this interesting. Someone actually recognized what you're looking for >>10866581 not sure if he has any better leads, but maybe you could brainstorm a little together?
>>
>>10866680
I would assume that a customizable radial menu mod already exists just because it seems kind of obvious.
>>
>>10866138
if someone posted over 34000 times in one month, yes.
>>
>>10866687
Never mind I did a quick google search and found nothing what the fuck
>>
>>10866138
>>10866693
It generally only gets posted as a reply when the same GzDoom horse is beaten, so it'd be a reaction to tiresome repetition.
>>
>>10866680
>>10866687
there is a mod to that end
https://github.com/dastrukar/hdest-toolbar
also really most of the binds right of the TGB column aren't things that need to be hit that frequently
regular gameplay (my regular, anyway) looks more like this
>>
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Setting global sunlight to a very low value makes most of the map's exterior dark enough without the contrast-killing minlight setting, and gives more room for landmarks to glow while making the texture set look eerie. On the other hand, having actual visibility for gameplay is important too, solves the problem of needing to place light entities everywhere, and the dramatic shadows on higher sunlight levels could probably look even more striking if I put more effort into geometry/texturing/hand-placed lighting. Decisions, decisions. How I hate them.
>>
>>10865938
[NO]
>>
>>10866483
>>10866423
>blood best
>>
>>10866423
>Cyberdemon download
You wouldn't download a cyberdemon
>>
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TurokDoom anon here, just released an update. Check thread at DW.
>>
If GZDoom is so good, then why isn't there a GZDoom 2?
>>
>>10866909
>GZDoom
more like GZDumb lmao
>>
>>10866909
anon, we're on the cusp of gzdoom 5
>>
I'm thinking about updating GZDoom today for HDest(I'm actually still on 4.8.2a, heh) and Deathstrider. Did anything fucky happen to saves or inis again since 4.10? I think I remember seeing he did something to the lighting.
>>
>>10866909
>not GGZZDoom
>>
>>10866967
i don't remember exactly when it happened but saves are kept in a dedicated savegames folder now instead of the filter folders just being dumped in the same spot as the ini
>>
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What are your less than ideal Doom habits?
For me it's using the SSG for absolutely everything, including single weak enemies such as imps or zombiemen.
>>
>>10866984
Punching pinky demons.
Even with a non berserk fist.
>>
Ultra violence for DOOM chapter 3 filtered me. SO hard, lol
>>
>>10866991
Isn't punching pinkies with berserk the best way to deal with them? I fucking hate the chainsaw so much
>>
>>10866979
Oh, that happened already. I needed to individually test all my saves with each iwad so I could put them in the right places when I updated to play Deathstrider the first time. God, that sucked.
>>
>>10866998
Yeah, I don't trust the chainsaw. Punching a pinky with an unpowered fist is very funny though.
>>
>>10866998
Chainsaw is finicky to use because of how it makes you latch on, and vanilla Doom's somewhat iffy hit detection.
If you can get a bunch of Pinkies to a chokepoint somewhere so they have to go at you 1 on 1, then the Chainsaw can very reliably deal with all of them. If you've got a Pain Elemental in melee, you can block their spawns with your hitbox and then they're completely helpless, the Chainsaw works fantastic here (outside of Doom 64).
>>
>>10866829
Cool.
>>
Is there any reason to use the SC-55 emulator for retro fps music when I already use SCVA? Is it more accurate?
>>
>>10866984
Honestly, that sounds like the mapper's fault for placing too many shotgun shells.
They should place more rockets instead.
>>
Would anyone be interested in an extremely cut down version of MBF21 Smooth Doom? I only kept the bullet casings.
https://files.catbox.moe/np6e51.wad
>>
>>10867127
>SCVA
I don't ever switch modes with it and just stick to SC-8820 because others sound bad to my ear, but then the emulator felt fine the time I've tried it. Could be a lapse of judgement or there is some merit to it, I'll keep SCVA in either case because that's the one I got used to.
>>
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>>10857246
For the anon who suggested a "fleshy wall with eyes" texture. This one took a while but I'm pretty happy with how it came out, it's probably the creepiest thing I've ever drawn. It should be animated from left to right, about 8 tics per frame. The bottom left is a comparable flat. I also included the separate layers, so someone can play around with the animation or colors if so inclined. Thanks for the idea.
>>
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>>10867205
I accidentally removed the transparency on the 2nd layer. That's pretty important. Here's a fix.
>>
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>>10867205
Here's a gif too.
>>
>>10867212
noice
>>
Anyway I could get the Duke 3D expansions? I can't find any way to get them legitimately.
>>
>>10867227
Check the MEGA links in the OP
>>
>>10867212
>>10867205
Dude whaaat that's sick.
>>
>>10866768
Man that looks gorgeous.
>>
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>>10866768
Looking good, I've seen you posting your map now and then.

I'm torn between keeping the map relatively evenly lit because anon worked hard on the terrain but I also really enjoy the skybox I was able to create which necessitates a certain level of darkness.
>>
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>>10865737
B.L.U.D.D - Blood Launcher Under DOS or DOSBox Public Beta v0.9 release - ISO link: https://www.mediafire.com/file/a515wdow68f66aa/bluddiso-v0.9-BETA.zip/file

Project I started years back that used to only work in DOSBox, kinda stopped working on it once we started getting GDX, nBlood, etc. Felt like playing actual DOS version since every port has its oddities compared to original... wanna get a DOS/98 PC soon so made sense to rework it to not use DOSBox specific commands.

It has Blood+Cryptic+Death Wish (with Speedy's soundtrack) all in main menu, a submenu to load custom mods/maps, a launcher settings menu to toggle BMOUSE/autoaim/etc, and if you're using DOSBox, server/client multiplayer menus, and a BLOOD.CFG with more modern WASD control scheme.

This download has 4 full versions of Blood to play with, because fuck "Atari." Included are versions 1.0, 1.11 with and without Plasma, and One Unit. It does not currently have a reinstall/replace option in menus but if you extract it into an empty directory and start the launcher, it'll ask which version you wanna restore.

If you extract it into a Steam/GOG install, you should be able to just start game normally - I didn't think to check audio settings in default dosboxBlood.conf versus the custom BLOOD.CFG, so you may need to flip the first IRQ from 5 to 7 or vice versa if sound doesn't work/game won't start.

I have tested it in DOSBox Staging and Windows 98 through VM/PCem, and everything in it rn seems to behave more or less as intended in both.

It's in an ISO for easy testing on my end; literally just copy all the crap into your Blood folder, and run BLUDD.BAT inside DOSBox. Includes DOSBox Staging for Windows users, you can run "dosbox.bat" to start it.

Only main thing left to actually code proper is support for launching multiplayer games of custom mods/WADs.
>>
>>10867271
also video of it running:
https://www.youtube.com/watch?v=qYo87j_Mlts
>>
>>10866768
The courtyard definitely looks better in the top image set.
>>
>>10867267
>>10866768
>there's more than one anon making a Violent Rumble map
HUH
>>
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>>10867278
Castle anon is gonna finish before me since I have a few in the pipe. I hope terrain/detail anon can help me with one more map later on, but that's counting my chickens. Back to the grind.
>>
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>>10865960
>>
>>10865908
Creepypasta...
>>
>>10867271
>BMOUSE
Have you tried using sMouse?
https://www.gog.com/forum/blood_series/a_replacement_for_bmouse
>>
>>10867317
ooh neat never heard of that looking into it now - if you try out launcher, you could probably get it to use it instead if you just delete BMOUSE and rename SMOUSE to SMOUSE.EXE (as long as command would be "bmouse launch blood.exe -whatever -etc" it should work).
>>
>>10867227
if you really want a legal copy:
>https://www.zoom-platform.com/product/duke-nukem-3d-atomic-edition
and yes it's a legit business partner of 3D Realms
>>
>>10867205
>>10867208
>>10867212
That is fucking awesome!
>>
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>>10867330
as long as no money goes to dandy bitchturd
>>
>>10867365
eh no idea about that
>>
>>10867365
Worse, now it goes to Take-Two
>>
>>10867370
lol reminds me of buying a Quest 2 and being like "eh at least ig some of this goes to Carmack" and then learned he'd been out of the company for a while
>>
>>10867375
He even said why. Said he didn't like how nothing would get done.
>>
>>10867376
>>10867376
>>10867376
I'd believe him, just didn't really look into it - just kinda vaguely remembered he'd worked with them. The Quest 2 was a 100% impulse buy, didn't really look into it much, just had more money than I should be trusted with and felt like playing Virtual Boy games.

Yes I bought a Quest 2 primarily to play VB games.
>>
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is there an archive of files from brutalrepository anywhere at all?
>>
I've been learning to make doom maps. So far I've made a wad containing my first 3 maps and counting. Enjoy.

>https://drive.google.com/file/d/1UOF8l33Buco-vdBjVcoiIEnRJSPPGOi_/view?usp=drive_link
>>
>>10866984
Whippimg out the pistol to take screenshots of me shooting zombiemen and sergeants with a pistol. If I'm playing with vanilla graphics / weapons I sometimes like using the shotgun over ssg even in situations where ssg would be better since the ssg does not look / feel as good to me.
>>
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>>10867413
when poorfags speak
>>
>>10867417
Come back when GZDoom will be capable of backface culling.
>>
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>>10867418
i'm sorry anon i can't be seen talking to poorfags i'll be in my private jet
>>
>>10867317
dude smouse is so much better just immediately and obviously thanks for the heads up

anybody who plays their build games in DOS/DOSBox definitely has to try smouse I'm genuinely shocked at how fluid that mouse movement was to be running BLOOD.EXE natively jfc
>>
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This is a fun idea.
>>
>>10867383
I'm opening it up right now. Maybe next time give at least some info (ports, etc)
>>
>>10867463
You know what? You seem alright. Post whatever you like.
>>
>>10867490
gib
>>
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>>10867506
The going has been slow with Kustam's revamps. Currently hung up on figuring out cool upgrades for him that are useful but not totally fucked. I need to figure out what weapon slot the blue casings upgrade should be on.

Been mulling over some other upgrades too, like maybe some sorta special interaction when clubbing stunned enemies, though I'll be damned if I can figure out something right now, and maybe some kinda cool opening attack when you overheat, like a blast of fire before you go into the purging state. Maybe an additional effect when shooting enemies too, though again I'm currently drawing blanks. Whatever upgrades I figure out have got to be just interesting little tweaks to his moveset.
>>
>>10867497
Oh, I built it for use in Zandronum. I would've done GZdoom, but I wanted to get used to Zandronum for when I eventually make coop levels.

The theme is "bad music video CGI"
>>
>>10867516
I just played it, reached the big room with Archvile and all the other enemies and then died. Well, what can I say, it's something more than a lot of people here have ever done... Continue practising. Also, I wouldn' fuck around with scripts and other formats. If I were you, and you said you're learning, I'd just use Boom or even Vanilla format first
>>
>>10867523
The rightmost TV on Money For Nothing should help with that. Also, it's a bit late for not fucking around with scripts.
>>
>>10867462
Np. If you also want to try out, here's my fork of Blood. https://github.com/clipmove/DOSBlood
It may not be what you're going for if you're trying to present preserved copies of all Blood versions.
>>
How much do you want to get paid to fork Final Doomer and make it slightly more balanced and fix some other stuff that irks me?
>>
>>10867529
>https://github.com/clipmove/DOSBlood
You behind notBlood too? I recognize first bit of that from making Arch PKGBUILDs to compile notBlood into a pacman package. That source port is super underrated, it's definitely my favorite of the ones I've tried. I'll have to check out DOSBlood too.
>>
>>10867534
Fork it yourself.
>>
>>10867534
What irks you about it?
>>
>>10867534
Anon when you're first to the negotiating table you put up less money than you're actually willing to part with that way if the person you're negotiating with says no, you raise the money.
>>10867538
See? You said no dollar amount, so why would anyone answer you in the affirmative.
>>
>>10867529
oh my god looking at the features list, this is definitely gonna be included as an option to use in the launcher, fuck yeah dude
>>
>>10867536
Yes, NotBlood is also my port. DOSBlood exists to satisfy a niche group of purists who want to use DOS but also want various fixes from modern ports (like the save difficulty bug). It still retains demo/network support with 1.21 DOS binaries.
>>
>>10867538
No, you fork yourself
>>10867539
Damage is slightly higher than vanilla. HUDs change and replace any custom wad's HUD. Weapons don't auto-switch if out of ammo. BFGs replacements are sometimes laggy/there's too much shit going on the screen. The problem is not only the damage, but also the accuracy of the weapons, they're all very accurate
>>
>>10867545
I'd probably fit into that group, at least halfway. I'm not against any of the modern ports entirely, but eh... had the game as a kid in XP era, probably got an average of 20 FPS on my first playthrough. Sometimes I use notBlood, sometimes DOSBox, or BuildGDX if I'm on something I have trouble getting others working because Java. lol
>>
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>>10867547
FORK BROUSSARD
>>
IDEA
a wad made for corruption cards where later levels are not necessarily harder.
or: a wad made of a compilation of e1m1s/maps1
>>
>>10867562
that e1m1 idea would be epic in samsara
>>
>>10867562
i was thinking of an e1m1 jam where each mapper makes seven rooms (or however many rooms e1m1 is made of) in a horseshoe shape. mite b cool.
>>
>>10867569
my thought was like... raise difficulty of each one and find a good place to include a mandatory boss encounter at end of each level, maybe just slightly alter progression - Doom E1M1 could have you end in the (relatively) large outside area and take on a cyberdemon or w/e before you can get to exit.
>>
>>10867576
>raise difficulty of each one
Of each room? Of each map sequentially?
>>
How come lately I've seen an insurgence of Romero hate? I understand why and I understand where these people come from, but I don't think he deserves *that* much hate. Rather, all the people praising him for no reason should be the ones needing a slap.
>>
>>10867579
like... not slaughtermaps necessarily, but yeah, have each map be its own little mini representation of its source game as a whole... pretty sure there's a Samsara mod that adds monsters of the other games alongside player characters
>>
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>>10866687
Kinda not that obvious, to me it always looked like the complexity is the main appealing point of HD. And this soul-draining ungodly clunkiness that you have to master to do all the neat things is one of the biggest parts of its complexity, like it's one of the biggest parts of the fun, like doing thing in an inconvenient way makes it kinda more tacticool or something. So it's not that surprising people actually willingly prefer the way it is.
>>
>>10867568
Samsara in E1M1 Only
First level is Doom's E1M1, untouched
Second Level is E1M1 but it's made in the style of Duke Nukem 3D
Third level is in the style of Shadow Warrior, and so on and so forth.
>>
>>10867585
>>10867590
oh neither of these are what i was thinking at all never mind.
>>
>>10867591
what were you thinking? I'm interested
>>
>>10867547
I don't think the HUD issue can be easily addressed, seeing as Final Doomer uses lots of custom ammo types, you'd need a custom HUD to keep track of that stuff. Unless you were to go back, strip out all of the custom ammo types and assign vanilla ammo to every weapon in the mod, as well as rebalance them accordingly.
>>
>>10867597
couldn't you display the ammo in the arms conditionally? if player is plutguy, use these ammo, otherwise this, etc.
>>
>>10867604
>>10867597
I'd be fine even if we had like each class as a separate wad
>>
>>10867607
I wouldn't mind some of those games like In Pursuit of Greed to be ported to doom/gzdoom
>>
>>10867604
I'm not sure if you can adjust standard statusbar stuff without going fully into it. I am admittedly pretty clueless when it comes to editing the vanilla statusbar. I've always made custom HUDs for everything I've made.
>>
Is there any mod where you can loot corpses insead of have enemies drop weapons/ammo? I was thinking of attempting something like that (with a proximity auto-loot option if you don't want to waste time checking every corpse manually)
>>
>>10867618
I remember seeing a horror themed mod that would let you loot corpses
>>
ive been watching some doom gameplay videos and while occasionally i see people with texture filtering on (it looks ugly, but i have nothing against it), sometimes i see people playing with "smoother graphics". are they using some filters or some upscalers?
>>
>>10867654
Fuck I don't remember what it is but I know what you're talking about. It's a relatively recent thing.
>>
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>>10867654
>>10867680
>>
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It would be difficult coordinate, but I'd like to see the "Switcheroom" concept be used in other games.
>>
>>10867654
There's been a built-in pixel smoother in GZDoom for like 5 years now. It works kind of like ass doe.
>>
Since somebody mentioned Final Doomer, what are some other megawads that would be good with their own weapons? I was thinking maybe Eviternity and Sunlust, for starters.
>>
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>>10867205
>>10867208
>>10867212
Nicely done.
>>10867581
>Rather, all the people praising him for no reason should be the ones needing a slap.
That's true for all developers, not just Romero. Don't give one person too much credit and don't fall for brand nostalgia bait.
>>
>>10865737
Is there a mod for another early 3D game (like Quake 2) that tries to re-create the enemies, weapons and levels of Blood 2? The Quake 2 engine would be perfect for that.
>>
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>>10867776
at least their names are not part of the title
>>
IT'S THAT TIME OF THE WEEK AGAIN MOTHERFUCKERS: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
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>>10867784
>
>>
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>>10867784
Leave the man alone, he did well despite the hard life, and he's finally free from all that bullshit.
>>
>>10867783
Why not Quake 1?
>>
>>10867806
Was his sister ever found?
>>
>>10867815
I guess because the Quake 1 corpses can't be dismembered, whereas Quake 2 has that just like Blood 2, but otherwise Quake 1 will be fine too. Has there been anything this over the years (i.e. a total conversion for another game that turns it into Blood 2)?
>>
>>10867783
Nobody gives enough of a shit about Blood 2 to do all that work.
>>
>>10867798
i completely forgot his name was on there. i bet he would like to forget too
>>
>>10867862
Would a Blood 2 TC for Blood 1 heal the past?
>>
>>10867776
>>10867784
>>10867798

The Id Software team was completely fine with Romero being 'the rockstar' and being in the limelight since he was the only one who really wanted to do that. The issue the team had with Romero was when he got really wild in interviews and overpromising things in relation to Quake and everything else.

Now some fucking idpol sjws who have never created anything they could be proud of trying to shit on him because ''omg he got credit'', fucking lame and pathetic.
>>
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>youtuber has more than 1k views average on his videos
i hate all nudoomers and nuquakers
>>
>>10867770
Going Down? Starts off with normal weapons and gets more demonic as it goes.
>>
>>10867212
next /vr/ project should use this
>>
>>10868046
We already got 3 unfinished ones (plus 3 non-doom others in stasis)
>>
>>10867784
to be fair, if it was just "alice", it'd be both too unspecific and probably copyright risky
"american mcgee" is also a unique name
>>
>>10868050
Probably shouldn't hold much hope of 94 Protons being released by cockblock.
>>
>>10868075

By the time it's released there'll only be 94 Protons in the entire universe
>>
>>10868050
Wtf happened? 2022 is where we got shit DONE, now everything feels cursed.
>>
Is there a mod where you can have isabelle as a companion?
>>
>>10868097
The year is 20XX. The primary component of the universe is now piss. All life forms are now piss-based. Sentient piss blobs gracefully float through the air like jellyfish. The camera pans to the ruins of Sweden, slowly lowering into a tomb 300 feet deep in liquid piss. There is a lone piss-soaked plaque at the center that reads - "Here lies Chopblock. Rest in piss"
>>
>>10868103
Burnout.
>>10868104
Yes, enjoy your blowjobs.
>>
E1M1 but the floor is 20 damage nukage
>>
>>10868104
>>10868116
Lmao
https://archive.is/tVNBM
https://archive.is/tYYZ7
https://archive.is/kgxmq
https://archive.is/9xca8
>>
>>10868116
>Burnout
Don't start what you can't finish
>>
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>>10868132
that is not what I wanted or expecting. thanks though.
>>
I don't like caco clouds
>>
>>10867902
I would prefer if Blood 2 didn't exist at all.
>>
>>10868146
Like a blowjob?
>>
Idea for a Doom challenge: You must be firing a weapon (no fist or chainsaw) 100% of time when not switching weapons, and you are only allowed to switch when you run out of ammo for your current weapon.
>>
Me n the boys
>>
>>10868132
Funny as fuck seeing some of them act like they have some moral high ground.
>>
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>>10867212
Very nice, it's like improved version of this texture from wad I am playing right now, this one was pretty good already, but the one you made looks even better, I think.
>>
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>>10867787
FTE engine + Quake 2 map format + custom color palette seems to work pretty well. Combining radiosity lights with the old surface point lighting makes for a nice effect.
Lightstyles don't seem to be working though, but that's probably something dumb and simple. Also I can't seem to use palettized rendering and glow maps at the same time, which is annoying since I've ditched fullbrights.
>>
>>10867590
yesss this exactly

Samsara: E1M1 Strikes Back
>>
>>10865738
>[4-17] CS1.6 is now playable in your browser
>https://game.play-cs.com
this is old news
>>
>>10866223
>All the mods I downloaded completely shat upon balance
Oh, you're one of THOSE
>>
>https://zdoom.org/wiki/GAMEINFO
>STEAMAPPID = "<id>"
>Set to a Steam App ID to appear as that game in Discord's rich presence system. Only useful for standalone games.
Man I'd be so fucking tempted to include this lump in wads not meant for GZDoom so it shows as a shit hentai game if it's run in it.
>>
>>10868405
Based chaos bringer
>>
>>10868349
This is sounding awesome
>>
>>
>me in 2030 still waiting for selaco to drop watching the devs get sidetracked by another minor flavor mechanic that's going to be overlooked by 99% of hypothetical players
>>
>>10868448
i don't mind, honestly. those little details are the essence of soul.
>>
>>10868448
Sidetracked by adding dumb shit to the game is one thing, but that guy seems to spend half his time sucking off e-celebs and getting into retarded internet fights.
>>
>>10868448
>thinks selaco is going to be a good game
this might be news for you: but the game is shit
>>
Your TOP mods that are not partial conversions and can be played together with other shit?
Doom and Quake, mainly
>>
>>10868478
>played together with other shit?
>Quake
Anon...
>>
>>10868481
i don't care about quake at all, i just didn't want quakebros to feel left out. i remember reading about the Keep Mod, wasn't it a compilation of every possible shit in quake? how's that going?
>>
>>10868486
First time I hear about it but I assume it's dead because why would anyone want some vasyan solyanka 999-in-1 in his Quake?
>>
>>10868493
i think it was supposed to be a resource pack for modders. so instead of making map200030320320 with copper, you would just use theKeep and use custom monsters, enemies, etc. however you wanted without worrying about anything else.
if i remember correctly its the same dude who worked on mjolnir
>>
>>10868486
Quake mods aren't modular at all. All the code is compiled into one file that can't mingle with others. Best you can do is play completely vanilla maps with different mods.
>Keep Mod, wasn't it a compilation of every possible shit in quake? how's that going?
That's tied to the Mjolnir project which had an initial release but seems to be going slow now. I think one of the developers posts here occasionally though so maybe he'll answer.
>>
>>10868497
Still sounds dumb, you would end up with gorillion of unused resources then.
>>
>>10867946
decino and BMD are all you need
>>
What's the minimum setup that I'd need to run something like cosmogenesis in gzdoom at 60 fps with no drops?
>>
>>10868561
bmd used to be good, to be honest. but i'm talking about 15 years ago or something
>>
>>10868561
>decino
I never saw the appeal in watching a dude wandering around looking for secrets like he's lost his keys for half an hour straight.
>>
>>10868637
It's simple, people watch him, so that means it's fun, so that means more people watch him, etc.
It's the same principle in all areas of life. Some people are more resilient to it, others are fully absorbed into it. The fact that we are talking about it here means that there's a small chance you have already realised this by yourself a long time ago, so no further discussion about the subject is needed
>>
>>10868637
He used to do runs of maps he was familiar with. Those videos were more interesting because it was just a chill guy who is good at the game.
>>
>>10868653
>>10868637
what's the point of looking for secrets? are these people so autistic they must get that "sweet 100%"?
it's the same shit as the morons who tell other people to play on ultra-violence and i dislike this attitude.
>>
>>10868658
Yes, people are so autistic they want to see everything a map has.
>>
>>10868663
very funny. to each their own.
i like to kill daemons with my guns. while i do enjoy aesthetics and visuals just as much as everybody else, i prefer playing in a big ass cube while using my shotgun if the encounters are fun
>>
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>cyberdemon facing away, being attacked from multiple angles in the opposite direction
>rocket comes flying out of his ass and gibs me
>>
>>10868637
he does videos on how things work in doom and analysis
>>
would anyone happen to have the file from this post?
https://zandronum.com/forum/viewtopic.php?f=53&t=5858&sid=a45b63eb3955f706c5bb44535306d944
dropbox link is dead and i already searched on all the wad hosting sites i know of to no avail
>>
>>10868704
https://cdn.discordapp.com/attachments/727328864489046110/1231335042802909276/Utsuho_Reiuji.pk3?ex=6625719f&is=6624201f&hm=7b5a7e673d9ca488f73a79b1706d221efb81c8d8f88632a3ad4c6aadefccaac3&
Also I don't know why discord links are fucking massive now but it's really annoying
>>
>>10868712
probably related to the fact discord file links are now temporary
eitherway, thanks a lot
>>
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i need to get back into mapping. i need a hobby to keep me occupied so i don't just lay around and feel the wrath of a thousand suns towards women all day.
>>
>>10867962
That could work. Going Down is such a strange WAD that I'm having trouble visualizing what the weapons would be, but I'm sure somebody more creative could figure it out.
>>
>>10868637
I watch his analysis videos.
>>
>>10867607
mugendoom
>>
>>10868658
mastering the levels is fun
it also gives you an edge in pistol start runs

for me that's the ultimate challenge, and decino vids help me to slowly become better at it. i mean how the fuck do you pull that off with wads like italo doom. man's a vidya god.
>>
>>10868789
8/10
>>
>>10868702
Ain't that some shit?
>>
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After a bit of break finally completed Into the Storm+ Combined Arms(Past Linked)+Malefactors combo with a pistol start. I appreciate that Kegan introduces pistol start option in GZdoom settings.
Some maps were a bit of pain in the ass due to the fact that they clearly weren't designed with this weapon/enemy set in mind. Damned martians. But the overall experience was fairly fun.

I like basic sword but the upgrade for it wasn't common sadly. Boomerang is invaluable against lone tough enemies. Candle is good enough and bombs proved to be of great help during the last map when it started throwing a lot of martians in a cramped arena
Bow feels good, the blue fire arrow is alright as SSG replacement. Explosive arrow feels weaker compared to your regular rocket launcher.
All chaingun sword altfires are very useful, meat and summons especially.
Wand is alright as a plasma replacer, didn't find it's altfires that terribly useful expect the second one.
Tactical pistol as BFG weapon was fun to use.
>>
>>10868803
why did you rate my post?
>>
Well that was messy. I love how using Bassillisa makes you the same height as a Cyberdemon and lets you slap them around with her claws. It feels like a pilotable mech beating down on a kaiju.
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>>10868831
SEYMOUR, THE MAP IS ON FIRE!
>>
>>10867770
>Sunlust
>Final Doomer weaponsets for insane slaughterwads
Now this is podracing
>>
>>10867784
>>10867798
Yeah, not exactly a fan of this "[Insert Developer's Name]'s Game" type of title.
>>10867806
While I totally agree with you, I'm glad the anons brought up both of those examples. American definitely deserved a break, but at the same time excusing Alice's title while laughing at Daikatana's would've been hypocritical.
>>10867930
>The Id Software team was completely fine with Romero being 'the rockstar' and being in the limelight since he was the only one who really wanted to do that.
Just because someone might've been okay with something doesn't make that thing right. And such behavior has negative effect for everyone involved with...
>when he got really wild in interviews and overpromising things in relation to Quake and everything else.
...being merely a tip of the iceberg. Not talking about Romero's past thing in particularly, but the current realities as I don't think audience suffered much outside of ending up paying for Daikatana or being a bit disappointed in Quake. Still a great example of problem's aspect.
>>10868056
Good point. Then again, there probably were better alternatives out there.
>>10868342
>nice effect.
It is nice indeed. Great job.
>>
>>10868847
I love that mod so much. Currently using it with corruption cards for Pirate Doom and it's a blast.
>>
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>>10868852
No Anon, it's just the Northern Lights.
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>>10868854
I really don't agree with the line of thinking that videogame directors should become irrelevant nonentities. I think we need more Rockstar attitude auteur developers like Kojima, Kamiya and Itagaki, people with strong visions more than ever really to help break the bland monotony of videogame industry.

>just because someone might've been okay with it doesn't make it right

This is genuinely fucking stupid thing to continue being upset about. Woooww the guy who was THE Doom guy together with Carmack was made the face of the company!? Everyone whose opinion actually mattered on the subject either was fine with it or if not, kept silent about it.
>>
>>10868498
A lot of progress has been made since Mjolnir's first release. Plenty of new maps, items, and surprises are nearing ready, with a few new enemies and further maps on the horizon
>>
>>10868847
>It feels like a pilotable mech beating down on a kaiju.
Not inappropriate since he does that in Booster and it's called Big Steppy.
>>
>>10868847
I like High Noon Drifter, just wish it didn't have all the modern jank like alt fires and such
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>>10868892
Though, it's the invulnerability sphere replacement.
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>>10867787
After two weeks of executive disfunction, I started blocking out another map. It's not much to look at right now, but it will be eventually.
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>>10868831
I'm still gonna nerf those damned Martians and how they spawn cubes. I've also been considering giving the boomerang a very slight nerf in the form of it not instantly resetting after you catch it, though I'm on the fence on that one. I've had some people complain it's too strong, but it's your life blood when pistol starting. I'll also look into the bomb arrows because I swear they're essentially just vanilla rockets.
I've wondered about what to do with the somaria blocks you can summon with the magic rod, though I personally think the fire and lightning magic are still quite good. Glad you've been enjoying yourself Anon, Past Linked is a particularly special project to me.
>>
>>10868897
>not liking altfires
ISHYGDDT
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>>10869016
He might be referring to the fact the altfires aren't on M2 but instead on other buttons.
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>>10865901
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>>10868897
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>Raycob Exterminator
What the FUCK is this weapon? Is it a joke weapon? Am I not understanding something?
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>>10867787
Updated the Knife and Warblade with new mesh, animations and secondary attacks. I'll include them in a mod update next weekend.
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>>10865938
in crispy doom
Options > Crispiness > Navigational > Level Stats Format: Boolean
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>>10869074
It is a joke weapon, but it's also real, look up the Cobray Terminator.
Load a .50 OMG in it with alt reload, it's funny.
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>>10869079
That's pretty cool.
>>
>>10869069
Dump 3 sure had some cool maps.
>>
>>10869081
Oh lord, a gun for everyone out there, huh.
>>
>>10868856
I used that combo as well. Whatever you do, don't pick the card that swaps the max HP of two monster classes or map 16 becomes a nightmare.
>>
Why don't delete Ultimate Doom or add 2 enemies in 1, id?
No one wants to play a game with less features.
>>
>>10869105
??? a lot of UD wads are some of the best I've ever played what kind of drugs are you on
otherwise just look for classic styled/vanilla doom2 wads.
you can't put doom 2 enemies to 1 without adding the super shotgun.
>>
>>10869107
>you can't put doom 2 enemies to 1 without adding the super shotgun.
Sure you can.
>>
>>10869113
and you can also wipe your ass with your hand, doesn't mean you should
>>
>>10869107
>>10869113
Even if you add the SSG to Doom 1 you're still adding mobs to maps that the encounter design wasn't set up for, so you're either doing some shit like randomspawners or going through every single fucking map on every difficulty and reworking the encounters to fit uncanny fellows and other shit.
>>
>>10869115
Doom 1 will be better with 2 improvements making the original version obsolete.
Or just delete it already.
>>
>>10869115
Most of the new enemies are fine with just a regular shotgun.
>chaingunners just have barely more health than an imp
>revenants & pain elementals have the same health and pain chance as a caco, but now with the benefit of more common chainguns
The only potential "problems" are the Mancubus, Hell Knight, and Archvile. And rockets work just as good against those as the SSG does.
>>10869118
Playstation Doom has some Doom 2 enemies sprinkled into the original maps. I don't know to what extent because I've never played it for more than a couple of maps.
>>
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>>10868997
>I've also been considering giving the boomerang a very slight nerf in the form of it not instantly resetting after you catch it, though I'm on the fence on that one.
Boomerang shouldn't be nerfed too harshly methinks as it's indeed the life blood when pistol starting. That fire boomerang upgrade is really op tho.
>I've wondered about what to do with the somaria blocks you can summon with the magic rod
Never saw it hit anything after shooting the box and it requires a bit too much set up compared to all the other tools Past Linked has at his disposal. Definitely should be changed somewhat but i am not sure what to suggest.

Anyway, loving your mods. Keep doing the good work.
>>
>>10869119
This is probably the dumbest take I've ever heard. If every game got deleted for having less content than their sequel, which is damn near every single one because extra content is how sequels are sold, then about 90% of games would be deleted.
>>
>>10868897
I think they're neat. Overloading the SSG and being able to twirl the revolver are cool.
I've never used the alternate BFG quickdraw thing so no idea what that's like though.
>>
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>level soft-locks with minimal line skipping that can be done on accident
Thanks.
>>
best wolf3D wads besides SoD?
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>>10869069
Going Sideways?
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>>10869125
I'm fine with the fire boomerang being absurd, it goes away after you beat a level and chainsaws are uncommon. Also if you weren't aware you can kick Somaria blocks by pressing the use key on them, which can do pretty significant impact damage to monsters, really they're more there as a defensive option to block doors and can be used as cover. I should make it so all the blocks shoot back at monsters that shoot them though, cus the fire ones do that.
>>
>>10869194
>noclip
>nextmap
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>>10869229
vanilla mappacks only or do you want TCs too?
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>>10869257
I want more rooty tooty Nazi shooty
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>>10869229
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>>10869248
Oh and I've been wondering if there's a way I can make the sword upgrade a little more common. Sword upgrades are tied to berserk packs and USUALLY WADs are pretty generous with them, though with the pistol starter script in play you're gonna be left with the wooden sword at the start every time.
Could always just add a option in the customizer menu for Past Linked specifically to upgrade your sword.
>>
>>10869136
Correct.
Games like Doom 1, Sonic 1, Final Fantasy 1, DKC 1, Mega Man 1, Street Fighter 1 should be deleted.
>>
>>10869275
I made a simple mod that adds Doom 2 monsters to Doom 1. It's a bit random, and makes the game harder in some places, but fairly balanced all things considered.
I think it would be more interesting to make a mod that does a find/replace on each level by item placement number (or whatever it's called) to do a more curated and balanced Doom 2 -> Doom 1 enhancement. Might be hard to find places for Mancubuses and Arachnotrons due to their size though. Might be able to do something fun with the secret levels too, as you could find/replace textures and maybe implement some fun monster variants. Heretic monsters or some such.
>>
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>>10869248
>>10869270
>Also if you weren't aware you can kick Somaria blocks by pressing the use key on them, which can do pretty significant impact damage to monsters, really they're more there as a defensive option to block doors and can be used as cover.
Didn't know that.
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>>10865737
That's inaccurate, Sandy.
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>>10869310
Yeah, I mentioned that in the help screen for Past Linked. Though buffing the blocks to all do retaliation shots would help I think.
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>>10866534
Opposing Force is one of the best FPS expansion campaigns, lots of new weapons and enemies with levels around the same quality as the original.
>>
>>10866005
Nigga there ain't even maps for Doom 3 and you're asking for Doom 5.
>>
>>10869325
Now i remembered that i did see the help screen, just completely forgot about the pressing use on block part.
Cute drawings.
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>>10869338
NTA, but there are actual maps for Doom 3 though, dipshit. Its just less popular. Fuck, there's some major sourceports that run well.
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>>10869275
We should get rid of Doom 2 as well, and Doom 3, both don't have as much combat as the newer games.

Quake's gonna have to go as well.
>>
>>10869275
>>10869374
STFU ya stupid cunt https://youtu.be/2dbR2JZmlWo
>>
>Alkaline 1.0 is about 170MB
>1.2 is 300MB+
uh? also i am unsure from where i got this 1.2 version from, the moddb page is dead
>>
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>>10867787
I edited the mod I started yesterday >>10867145
to make blood splatters change into these little pools when they come to rest, and now I'm replaying TNT with it. It's not much, but I think it's cool to see the aftermath of a fight.
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>>10869325
nice reference on the block, made me smile
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>>10869397
And of course, its color-coded.
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>>10869401
That was all Skelegant, same with this, which got a laugh out of me. I just made some crude sketches to lay out a foundation.
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>>10869389
>Anon's brain audibly overheating when confronted with basic human concepts such as irony or mockery
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>>10869406
Might as well post the GOOD ART sketches I made.
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>>10869359
I love all those popular maps you listed, furthering my point.
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For anons that use GZDoom with gameplay mods, have any of you come across broken lifts?
There will be times when I reach a trigger, pillars or floors that are supposed to raise or come down won't move at all. The mods are what cause this but I'm not sure why that's the case. I didn't experience this in older versions of GZDoom. Bit annoying to noclip every once in a while.
>>
>>10867708
do you mean like a retexture of old maps? what do you mean by "switcheroom"
>>
>Blood 2
I'd just prefer they had time to finish the damned thing and then maybe we could've seen a Blood 3 that wasn't from such a shit era of 3D.
>>
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>>10867787
Doing more pastel to Doom texture, really thrilled with how this one turned out! There's something about the trim that looks like metal or something with paint slowly peeling off, it actually does feel kinda like an original Doom texture. The only issue is that I'm completely out of ideas for new textures to pastel up.
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>>10869552
no? what kinds of mods/maps even cause this issue?
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>>10869580
"Switcheroom" was a project done in the DOOM community for both original DOOM games. The idea is that you shuffle around the map order and change their aesthetics and enemies to match the slot they've been moved to.

For example, the screenshot that I had posted was from the first Switcheroom, and it's of Hangar (E1M1) being transplanted into Episode 3. It's been redone using Hell textures and contains Cacodemons.

Another example is in Switcherroom 2, where the final map (Icon of Sin) was moved into the first map slot and was redone as a techbase map filled zombies and imps.

What I was saying is that I'd be interested in seeing that concept explored in other games.
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>>10869608
I see, that's a cool idea. Is it strict? As in, the only textures/enemies you can use are from the map you're supplanting or is it just use whatever from the appropriate episode?
Regardless, it would be cool to see this done to quake
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>>10869608
Shit, I ought to play those because that is a really fucking cool concept.
>>
>>10869620
Well, one thing to consider is that the difficulty of the level still needs to match whatever map it replaced, that way the difficulty still scales properly, so the enemy usage would need to be similar, and the textures would also have to match to keep the same level of progression or theme.

I do agree that it'd be nice to see this done with Quake. Imagine Slipgate Complex (E1M1) being redone as an episode 2 castle level, for example.
>>
>>10869608
>Megalyth, TraversD, Jaws in Space, Gothic, Cannonball
I'm not fond of the contemporary doomworld projects where every newbie owes to claim a slot like on a black friday frenzy, but these are familiar old-timers with a considerable mapping baggage in hands. Weird that I till yet haven't took a notice of switcheroom, and a concept sounds interesting too.
>>
>>10869643
>the concept*
damn articles
>>
>>10869607
I play with Treasure Tech and High Noon Drifter. As for maps I have seen it happen in Going Down, Pirate Doom, and Monster Hunter Ltd.
I was recording an example but it seems like reloading a save before activating whatever is the trigger fixes the issue. Weird.
>>
>>10869705
sure is. i've had my fair share of unexplained repeating freezes and such, but never something being fixed by a reload.
>>
So I am playing Undying. Has anyone here finished it while paying attention to the story? I have this theory that Patrick is the undying king simply because he was a time travelling horror for those monks where he got the scythe from. How far off the mark am I?
>>
>>10867902
Blood Death Wish is the real sequel
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>>10869737
how much longer until the 4th ep? last i heard he was basically remaking the third one..
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>>10869740
He's not only remaking the third episode I'm pretty sure he remaked all episodes. And I think he was working on the last level of episode 3. Bloatoid has a twitter account where he posts all news
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>>10867892
I bet there are few more things related to Daikatana which he would like to forget about.
Still, it was one of the funninest and unique game commericals I can think of, I'm kinda glad it was a thing.
>>
>>10869229
Castle Totenkopf SDL
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>>10869229
Spear Resurrection and End of Destiny
>>
Give me HDest loadout ideas, Peppergrinder and PBpack arms included. I'm getting bored of the usual ZM66+SMG+whatever I find on the ground. No Liberator!
>>
John Romero here. I'm the guy that made Doom. If you can think of a Doom, I made it. Yup, even Doom 3 and Doom 64, though I'd never admit the former. Except here. Some people call me John Doom, but I think that meme is stupid. The best part of owning a gas station is that you get to huff petrol for free and nobody looks twice at you "restocking" the Listerine. My favorite color is hellpink (sometimes known as fleshred). Cacodemons reproduce the same way I do, and I reproduce a lot. Those holes? I'm a freak of nature, man. The world doesn't need any more Johns, but the world needs more of me. I just spent all of the money I got from Si6il II merch on a losing horse race ticket. I'm going to beat that horse to death. I am the best at deathmatch, no horse can compare.

Anyway, I'm cancelling my Doom 2 megwad to make 6I6IL III because I don't know where to put Archviles.
>>
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>>10869856
>>
>>10869856
is this real?
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>>10869950
this is real
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>>10869965
real is this
>>
I remember an anon posting his website (well not his website, it was like a pastebin) with favourite wads, total conversions, etc. post it again PLEASE, thanks.
>>
>>10869856
>petrol
limey detected
>>
>>10869997
But he also said gas station
>>
>>10869856
not even real. seriously
>>
>>10869892
>this is what people regard as "rockstar" and "cool"
>>
>>10870034
Yes, myself included, unapologetically so.
>>
>>10870034
Yes. Romero and Carmack is a cool dude who made massive contributions to the genre I enjoy playing and he is still actively engaged with the games. Don't be such an annoyimg cynical faggot that has to try and take everything down like that.
>>
I was wondering if I saw the monsters drinking when idle in Pirate Doom 2, with a quick use of NOTARGET, turns out I was right, lol
>>
>>10870117
Wrong. What did Romero actually do? He's a fraud and a charlatain. People remember E1 because it's filled with cannon fodder and easy layouts that even a retard could navigate. Other than that, he did absolutely nothing. The question remains: was he essential to the ID team during the development of Doom, Doom II and Quake? Absolutely not. In fact, one could argue that the absence of Romero might have improved the overall quality of the product
>>
>>10870182
..and what have you made?
>>
>>10870182
>E1 bad!
Holy contrarianism!

Yeah he was slacking during Quake and in a major way that hurt the company but that's all in the past. Who knows, maybe the alternate universe Quake would've never come out and / or sank the company in a DukeNukemForever-esque manner.

A lot of things could've gone better if Romero was controlling his ego and was actually working the same way Carmack and others did but it's all useless to dwell on in retrospect.

>>10870197
This. Okay, yeah, Romero is a person with flaws. But at the end of the day he and Carmack both were really instrumental in laying down the foundation of Doom.
>>
>>10870182
Well, he coded a lot of the non-rendering features, like linedef triggers and sector behaviors like raising/lowering, light strobing, etc. Not sure on whether he also did monster behavior and stuff like that. He also determined much of the weapon and enemy stats/balance. Arguably I think he was probably the driving force behind much of the over-the-top feel of Doom as well along with Adrian Carmack; I mean, the guy made sound effects with his mouth while playing before they actually had sounds in - that’s based and autismo. And of course he designed E1, which was important as it was the shareware episode after all, and thus their bread and butter. For Quake, I believe he retained much of the same role, general and level design, support programming, etc. Even with Sandy Petersen driving a lot of the Lovecraftian design elements, Romero was still the one that headed the redesign of Quake to make it more in line with Doom style gameplay, which is what the other guys wanted, having tossed out the design he wanted originally. Romero was full of himself, yes. Honestly, most game designers are. But you can’t discount the work and passion he put into the games. Hell, how many game designers decided “I’m gonna make a map pack for that game I helped make 26 years ago”? The only one I can think of is Romero.
>>
>>10870182
Okay Tom.
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>>10870238
Even with character flaws and giving into a bit narcissism what ended up burning him and causing the final split of Id was him slacking at work given that program Carmack installed on his pc.
>>
>>10870251
is it true that carmack installed a second keylogger because he thought his first one was broken/buggy? (reportedly, the first program he installed gave him 0 hours and 0 minutes of work after a full week of work)
>>
>>10870251
That always sounded kind of like bullshit to me though - I think Carmack just made up his mind that he didn’t want Romero around anymore. And rather than try to really work with him or salvage things he decided to be a narc bitch. Everyone has flaws and Romero it sounds like was slacking, but it also doesn’t sound like Carmack ever tried to have an actual come-to-Jesus friend moment with him, and if I was Romero and discovered he did that I’d leave too.
>>
>>10870182
>the beginning of the game is easier than the rest of it
You don't say.
>>
>>
Do any of you fuckers have SIGIL II with the THORR soundtrack as WADs?
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>>10870152
There's so many nice touches in it like that.
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>>10870267
No, Jimmy's music is objectively better so nobody gives a fuck about the paid one.
>>
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>>10870271
the first thing that leapt out at me was how excellent the new sword is. Fantastic sprites and animations at play here.
>>
>>10869735
>How far off the mark am I?
Pretty far. It's actually a pretty straightforward story.
>>
Am I the only one here who prefers wads that aren't 30 maps long?
The only ones I have in my collection that are more than 12-14 maps are those with a "short maps" theme.
I tried playing famous megawads but I hate how, at some point or another, there's always a few maps that drag on forever and you have to keep circlestrafing for hours while shooting shit and avoid projectiles. BORING. I believe you guys call this "slaughter map", right?
>>
>>10870285
Yup, and they're a plague
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>>10868658
It's fun. Discovering stuff is fun.
What is not fun is being a UV maxer who has to 100% a map the very first time around and then complains about dumb shit.
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>>10870285
No, there's a fairly significant amount of people who'd rather get 10-15 or so maps that are consistently good than 32 maps where it's pretty clear the mapper is tired of shit towards the end.
>>
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>>10870285
>gotten all keys
>found all secrets
>been at this shit for the better part of an hour
>am only halfway done
>>
>>10870285
>I tried playing famous megawads but I hate how, at some point or another, there's always a few maps that drag on forever and you have to keep circlestrafing for hours while shooting shit and avoid projectiles. BORING. I believe you guys call this "slaughter map", right?
If it’s like Alien Vendetta, yeah it can drag on too long for me. Some of the more recent “famous” megawads that I’ve enjoyed - Valiant, Ancient Aliens, BTSX, Going Down, Eviternity - didn’t reach that same threshold of intolerance or tedium.
>>
>>10870316
all of those wads you mention turn into maps filled with almost thousands of monsters at some point or another.
>>
>>10870285
I mean, 30 maps is like a whole game. Just save in the middle of playthrough and/or memorize the map you're on if you want to stop.
>>
>>10870285
Slaughtermaps can be amazing if designed around tight encounters that don't drag too much with cleanup. There's just a lot of low effort slop and meme maps that give it a bad rep.
>>
>>10870318
And it was fun. It never feel as tedious as when I went through something like AV’s Demonic Hordes.
>>
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>>10865738
GZDoom 4.12.0 Released
https://forum.zdoom.org/viewtopic.php?p=1251618#p1251618
Be sure to report any personnel casualties (broken mods) to the appropriate authorities!
>>
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>>10870336
FUUUUUUUUUUUUUUUUCK
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>>10870336
>Win7 support dying
The future is now, old man.
>>
>>10870336
I'm still using 4.1.3
It feels like there's no point in upgrading, it's always more useless shit that breaks all my favourite mods unless I want to play a newer one.
>>
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>>10870353
It's for the dumbest shit too, it's for their launcher that nobody even uses.
>>
>>10870285
No, I rarely finish a megawad. Usually by map 15 I'm either tired of the gimmick or the setting unless it's a particularly good one. If I really like a megawad I'll even attempt to pistol start it.
Eviternity is the last one I can remember enjoying enough to play all 30 maps for.
>>
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>>10870358
If a mod breaks, and nobody upgrades GZDoom and reports it as broken, it doesn't get fixed, and it stays broken.
Please support older mods.
This has been a GZDoom PSA.
>>
>>10870380
Most mods are way beyond their reasonably expected limit of being kept going by the developer.

Shit's compounded by pretty much the entire team being pretty fucking hostile about legacy support, they think they're doing a perfect job and shit on any mod dev who doesn't immediately race to make their shit work on the new build, even when it's not feasible from their end.

Shit's just easiest to keep a bunch of old versions around for old mods, and it really drives some of those fucks up the wall so that's a bonus.
>>
>>10870336
>DSDA compatibility fixes
Since when DSDA become a thing you need compatibility fixes for?
>>
>>10870330
dumping 500 imps and 60 revenants and 5 archviles and giving you a BFG is just peak kino design doe wdym bad rep ur just bad at the game
>>
>>10870396
GZDoom's a joke to DSDA so it's probably not about demo fixes, odds are it's for the Dehacked stuff.
>>
>>10870330
It's the age old thing where it's basically impossible to explain the difference between even half decent slaughter design and nuts.wad to people who think it's all low effort and are entirely dismissive of it.
>>
>>10870403
>already running out of shit to break to justify breaking more things so they are starting to fuck with DeHacked
Everyone already jokes that the doom community is dead but it's always nice to see it reaching new lows. Holy christ almighty I hate it.
>>
>>10870330
Serious reply, I keep hearing "you just don't like slaughters because you only play bad ones, they can be good' but no one ever bothered to post examples of these good slaughters. Because I really wouldn't mind to finally be able to enjoy slaughter maps because they are literally unavoidable nowadays, but so far it's all the same shit to me.
of course I'm not expecting any examples from "you don't like them because you're just bad" shitposters
>>
>>10870410
For example Cryonology clock room, is this supposed to be a good slaughter or bad slaughter or just a normal slaughter?
>>
>>10870389
I'd rather old mods work with the most recent versions of GZDoom.
If you get an error trying to run the mod, you can screenshot it and make a thread, they'll often give you a fix of some kind
>>
the only good slaughter is when you can skip having to kill everything and just rush to the exit like any reasonable human being would
>>
How do I get good at this fucking game man. All the modern map sets body me. Some one help me out, what's a fast path to becoming a doomgod.
>>
>>10870389
They fixed the Romero head being gigantic after 20-ish years because someone here complained about it.
>>
>>10870418
Is a “slaughter” just an “encounter”? Whatever it is, I enjoy occasionally dealing with a caco/lost soul clous as long as I have the tools to manage it.
>>
>>10870285
Yeah I used to think ''more equals better!'' But I prefer something in the range of what you're saying, 10-12 maps. Now, if someone has that creative drive for 32 maps and divides it into Doom 1 style episodes that build off each other in a thematic way but are functionally separate and each start from scratch, that's really really nice.
>>
>>10870457
Scythe 2 was really ahead of its time
>>
>>10870448
I hope these help
https://www.youtube.com/watch?v=HJcf0aOwmiA
https://www.youtube.com/watch?v=_0KBAZkPFmI
https://www.youtube.com/playlist?list=PLSlteBVp77ESshTuuz3d0FepXGxmIpeI8
Congrats on leaving Nijisanji, and on your reincarnation btw
>>
>>10870449
That was because Marisa still lurked here and reported it while having not been booted out yet.

Skips a lot of the stupid fighting shit when a team member reports it.
>>
>>10870451
At it's core it's just large scale encounters that usually involve having to deal with navigating hugeass crowds and taking stuff out in an ammo efficient way.
>>
>>10870448
This might interest you.
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
>>
>>10870353
I hate it
I still have an old windows 7 thinkpad I use to run old games, I don't want to retire it
I love that OS
>>
>>10870336
>>10870353
>>10870370
>Win7 support dying because a bunch of shit they fucked with for literally no reason other than to fuck with shit is breaking Win7 support
Now I know why the revenants have been skeletonized and are always screaming, they're GZDoom users.
>>
>>10870405
fucking retard we have asked to post these mmmmhh "GOOD SLAUGHTERS" and its always the same: no one posts shit. GIVE WAD AND MAP.
your words r worthless
>>
>>10869980
>I remember an anon posting his website
You meant this? https://rentry.org/doomstuff
>>
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>>10868880
>I really don't agree with the line of thinking that videogame directors should become irrelevant nonentities.
That's not what I said and you know that unless you're that stupid. I guess it's easier to put it this way for you than to say "how dares he suggests that all developers should get equal amount of recognition as opposed to 1-3 people getting way more than they possibly deserved" because that would sound dumb...
>This is genuinely fucking stupid thing to continue being upset about.
LOL
>Woooww the guy who was THE Doom guy
LMAO even.
>>10870197
Do people still genuinely use this degenerate "did YOU made it" phrase to deflect criticism of their favorite thing or person or that's just a shitpost?
>>10870238
>Hell, how many game designers decided “I’m gonna make a map pack for that game I helped make 26 years ago”? The only one I can think of is Romero.
Yeah. Because other game designers work on new games or moved to something different altogether. I guess it's commendable that he put in slightly more effort than to simple sit on his ass and farm engagement on Internet from impressionable crowd with rose-tinted glasses by talking about good old days.
>>
>>10870523
>Do people still genuinely use this degenerate "did YOU made it" phrase to deflect criticism of their favorite thing or person or that's just a shitpost?
It still gets used unironically, somebody's always gonna act like you need to be a chef to identify the turd on the plate they served you.
>>
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I don't mind the occasional slaughter. That one map in Scythe was really neat.
>>
>>10870484
Can we have something like this that gets updated every so often when a new megawad comes out?
>>
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Trying out Project MSX with Remain 3 WAD and i am not sure.
Autoshotgun and rifle feel surprisingly weak even compared to the basic pistol and i am constantly find myself out of ammo. The not-auto-shotgun is very powerful on the other hand but takes too long to reload and there is practically never any ammo for it.

Also trying out the new Nashgore mod, looks pretty good methinks.
>>
>>10870551
Treat your auto shotgun more like a pistol, and your assault rifle is best on weaker targets. The pistol itself is a potent hand cannon.
Also super punch things more often.
>>
>>10870543
Everyone warned me about “Fire and Ice” but it was more fun than I suspected. Maybe the lowered expectations helped out with that.
>>
>>10870553
>Also super punch things more often.
This, also same with the grenades, charge them fuckers and throw them into crowds.
>>
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>>10870553
Already punching things due to how limited the ammo feels
>>10870556
Wait, you can charge grenades?
>>
>>10870559
first charge just throws it much further
second charge onward makes it explode on impact (and it gets more powerful the more you charge it)
>>
>>10870559
>Wait, you can charge grenades?
Yeah dude. It's fucking hilarious. You turn them into nukes with a high charge. Also super punching the ground is a good strat in a pinch because you can vaporize things around you with it.
>>
>>10870559
>Wait, you can charge grenades?
Yep, they become more powerful and their arc turns into something like a rocket.
>>
>>10870263
Finally doom can run doom too!
>>10870316
I played Ancient Aliens recently, I think what really helps to keep things fresh is how it changes level style every 10 levels, so it's like three separate ten level wads rather than one thirty level megawad, I liked everything except for two maps, Floating Arena and Egyptian Metaphysics, EM almost made me feel like quitting.
>>
>>10870508
How hard is it really to find good slaughter? when Scythe, the BTSX series, Going Down, Valiant, Ancient Aliens are constantly being thrown around here, with brilliant examples of slaughterfests in them.

I guess I'll throw Kama Sutra and Resurgence in here as more slaughterfest-focused great mapsets.
>>
>>10870605
>schyte, valiant, aa, btsx
OK, do you have more other than wads made 100 years ago that are the exception and not the rule?
>>
>>10870554
I'm shit at Doom but even I survived it first time on pistol start. Map 30 on the other hand...
>>
>>10870609
>I'll just be moving them goalposts now.
lol
>>
>>10870605
>Valiant
The Final Countdown map it reuses from Lunatic is fun if on the lower end of being demanding.
>>
Do people actually Cosmogenesis
>>
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>>10865738
EYYYYYYYYY Faggots
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1
Quake 2 Combat Jam 1 is out!
>>
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>>10870630
have at ye
>>
>>10870641
That rock texture sure looks familiar.
>>
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You are in ID's office. Something seems different.
You are back in time!
You explain to the team how DOOM is going to change the world as they know it. Then Carmack takes you into his office and asks you: "Did we fail at anything?"
You ponder your answer.

A) "Yes! Get rid of randomised damage!"
B) "Don't hardcode monsters or weapons, make them into the .wad itself."
C) "John, you must install the keylogger on Romero's computer as soon as possible."
D) Other (specify)
>>
>>10869395
there is a 1.2b on slipseer
>>
Huh, Nobody Told Me About id lists Ad Mortem as one of the wads it's got special support for.

https://cantsleep.cc/ntmai
>>
>>10870523
>>10870535
>>10870197 (me)
Okay, I should reword this.
Tell/Show me how you'd improve his levels
>>
>>10870662
E1 is fine, nothing has to be touched.
I think what people are talking about are the usual idiots praising him for things he didn't do, and I think we can all agree on that.
>>
>>10870663
Oh.
Yeah, give proper credit to the proper people, John Romero didn't do everything.
That I can agree with.
>>
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>>10870561
>>10870563
>>10870567
Alrigtht, switched my tactics a bit and i am no longer experiencing ammo issues.
I think i managed to git good.
>>
>>10870659
Interesting. What does it do?
>>
>>10870686
From a cursory look at it, checks the map hash and does some monsters and decorations with compatibility for their stuff if it's the final release of it.
>>
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>>10870630
>nu-brain traps
just fucking kill me m8
>>
>>10870630
The Remaster was god tier enough for reworked AI and muzzle flashes but single handedly reviving the Q2 mapping scene is going to be its legacy. BASED. Mapping for Q2 was fucking DEAD before.
>>
>>10870697
I meant, what does it do for Ad Mortem?
>>
>>10868869
It seems like a minor thing, but has there been particularly outstanding backgrounds/skies in any custom wads?
>>
>>10870775
I've seen a few pretty neat ruined cityscape ones but fucked if I can put a name to a wad right now.
>>
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>>10870701
>getting filtered by this bitch
>getting better gradually
>not having much fun with it
I'm either having a bad day with Q2 or she's wearing out her welcome. That one fight with her in the Q2 64 jam just wore me out.
>think there's a destructible secret underneath her platform that will help the fight
>it's a harder version of the map
That's cool but dang.
>>
>>10870796
She's harder than the Makron
>>
>>10870546
It'd be hard to get a consensus but it still might he worth giving a try, especially since taste in wads is somewhat different here.
>>
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>>10870804
In GZ she's easy because they give you a lot of space to move around. Ditch all that open space, limit the health pickups, and she's a real pain.
>>
How pissed off do you reckon the GZDoom devs would be if someone made a fork of it and tried to improve it?
>>
>>10870891
there's a bunch of forks like QZDoom already.
>>
>>10870609
10x10, anything by LunchLunch post-2048, Combat Shock 2, Speed of Doom, the Wormwood pentalogy, Finely Crafted Fetish Film, the later maps of Sunlust, Frog and Toad, Hardfest, Microslaughter Community Project, Plutonia 2, Crumpets 2. These are not exclusively slaughterwads, but they all have examples of excellent slaughter maps in them.
I'm also gonna list Scythe, BTSX, Going Down, Valiant, Ancient Aliens, Kama Sutra, and Resurgence again because they still count. Now go acquire taste.
>>
>>10870891
Who cares? Even if it bothered them, what are they going to do about it?
>>
>>10870897
>but they all have examples of excellent slaughter maps in them.
lol.
lmao even
>>
>>10870948
Epic dismissive internet man #402340 weighing in
>>
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>>10865783
>>10866196
>Gehenna
Okay, I got around to playing it and frankly it can eat my ass
>Windows everywhere with distant chaingunners chipping health
>Huge open areas with nothing in them
>It all looks the same in an attempt to be symmetrical so you don't know if you've been to places before
>I can't be fucked to play past the first map
I've found better through random maps. Even if it is from the 90s.
>>
>>10870982
Oh, one cool thing is secret areas have Wolfenstein nazis in them for some reason.
>>
>>10870990
>secret areas have Wolfenstein nazis in them for some reason.
Lunchlunch went back in time to releae that wad.
>>
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>>10870605
>>10870897
NTA, I only played Scythe and BTSX1 from this list.
Scythe had like 2 slaughtermaps. I liked the Fear because it was really fast despite big hordes, just like the rest of Scythe. Fire and Ice was Dehydration-tier exhausting and tiresome despite being really tense.
BTSX didn't had much either, only last 3 maps I think. That one MAP24 encounter was holyfuckingshitwhatthefuck, and both secrets maps. But it's okay because they're secret maps. The rest of the wad didn't felt like a slaughter a all, challenging maybe, but not slaughtershit for sure, because the levels were big and complex enough, and it rarely dumped dozens(hundreds) of monsters to create challenge without a second thought, so it was nice to play.
>>
>>10871027
That's why I said
>These are not exclusively slaughterwads, but they all have examples of excellent slaughter maps in them.
The dudes who talk the most shit about slaughter tend to think that en entire wad is a slaughterwad because it has a few slaughter maps in them. Sunlust isn't a slaughterwad either contrary to popular belief. If we went by the (asinine) line of logic that a few slaughter maps at the end makes an entire WAD a slaughterwad then we would have to class fucking Plutonia 1 or most of the /vr/ anthology as slaughterwads too which is just nonsensical.
I'd recommend playing Going Down next for sheer creativity alone, it still fucks with the player a lot but the biggest "fuck you" encounters are like punchlines to a well setup joke.
>>
>>10871053
>I'd recommend playing Going Down
Should be required to play this before posting around here, Cyriak really knows his shit.
>>
i will quote what another anon said above
>dumping 500 imps and 60 revenants and 5 archviles and giving you a BFG is just peak kino design doe wdym bad rep ur just bad at the game
>>
>>10871070
Please let me be included in this discussion guys, I totally have interacted with the topic at hand and have very relevant things to say that are not made up!
>>
>>10871070
>60 revenants
That's not a very big number for doom fan map.
>>
>>10871064
I like how Going Down masks itself as a typical Doom affair but in an office building for the first few maps before suddenly hitting you in the face with the real crazy shit lol. And then it just keeps going.
>>
>New update crashes GZDoom on startup when I run my DSDA project
>No warning or anything, it just closes the application

Does GZDoom store logs anywhere on the computer? Can't figure out what to do from here
>>
>>10870360
wtf lol i was confused at first
>>
>>10871116
See? That's fucking ridiculous.
>>
>Try BTSX again
>Am bored to tears within a few maps
I don't get the appeal of this mapset. I've tried pistol starting, saves, no saves, it's just fucking dull.
>>
>>10871128
Blame Dario Casali.
>>
>>10871136
It's best enjoyed in small parts desu, the biggest drawback is how every map looks the same, good thing E3's rectifying that, which should be released at least before 94 Protons.
>>10871128
No it isn't.
>>
>>10871136
whenever you find a wad boring, spice it up with one/two of the following:
- corruption cards
- final doomer
- indestructible
- map order shuffled
- high noon drifter
- etc.
>>
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For me? It's Fava Beans.
>>
>>10871145
I know, but most gameplay mods feel like cheating because they make you at least a little OP compared to what the mapper intended. I don't mind doing it sometimes, but every now and then if does feel like bullshit.
>>
>>10871136
>>10871141
Episode 1 is ok for the most part but 2 just seems all over the place but at the same time pretty samey.
>>
>>10871153
I play Indestructible and Corruption Cards, it's my favourite way of playing. No saves, 3 starting lives, 100% kills means you get an extra life at the start of the next map. I play on HMP because not only do I suck, but the cards ramp up the difficulty (based on what one chooses, of course)
playing blind this way is really fun, at least for me. i treat it as an arcade game: go as far as i can until i lose all my hearts.
>>
>>10871153
I used to play with gameplay mods almost routinely but some higher-level or experimental WADs are so tightly balanced around the original game that it feels like any minor change is gonna make the whole thing fall apart. I just save them for second playthroughs, but I rarely replay WADs anymore so I've basically quit wholesale lol.
>>
>>10871153
Depends on the mod really, stuff like Genocide Device Echidna seems to just be there to sleepwalk through anything.
>>10871160
This, some mods follow Doom's balance and weapon progression a lot more closely than others, like I'd say the Artificer and Blastmaster 2 sets in Combined_Arms are relatively Doomish.
>>
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>>10871136
>BTSX1
Nice techbase aesthetics, nice fights, and I like most of the music. Nothing amazing, just neat.
>>10871160
Some WADs I've started with gameplay mods only to restart as vanilla shortly into them.
>>
>>10871181
When you start playing some of the super tight stuff like Stardate 20X7, even those mods tend to feel like I'm just shitting all over a meticulously designed encounter. I haven't played corruption cards but I imagine any sort of mutator is gonna turn those types of WADs into absolute nightmares lol. I'd say Sunlust is the upper limit where the game still has "wiggle room" for gameplay mods (I've actually used it to playtest a certain gameplay mod in the past) and anything higher than that is where it basically becomes vanilla or bust.
>>
>>10871216
Corruption Cards is extremely well made, works with literally anything, and you can choose how much you want to fuck up the run itself. Give it a try. You can use it as a "vanilla enhancer"; or you can go Hardcore/Chaos and have permanent cards every level.
Highly recommended to anyone imho
>>
>>10870891
Not as much as you seethe about them.
>>
>>10871243
Nah, I'm just making an informed opinion based on what others have said about them.
>>
>>10871216
These days I don't get caught up with chasing playing stuff perfectly as intended, all the source ports handle shit slightly differently anyway before you even factor in versions and other shit, let alone mods.

So long as it runs fine and there's at least a decent level of challenge to have fun with then that's enough for me. Other people can do the bickering over being faithful to iwads and pwads and over pistol starting or tall monsters.
>>
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>Decide to give quake a try after getting burnt out of DOOM
>Hey the maps arent so bad looking
>Hey the modded maps look so fucking good compared to doom modded maps
I see
>>
>>10871324
I'm not *super* anal about it either, but I'm just saying some WADs have gameplay mods either turn it into a power fantasy simulator or make it completely unplayable, and I'm not particularly interested in either. Most WADs however don't feel like either of those, in which case I'll give 'em a go.
>>
For me its corruption cards and Champions to add some difficulty

pity neither works in zandrorum
>>
>>10871356
what is champions about? give me a review and if i like your post i will try it
>>
>>10871356
>pity neither works in zandrorum
There's a version of Corruption Cards for Zandronum, it's much older but it works.
>>
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>>10871362
adds random buffs to a random amount of enemies,i wouldn't recommend it with a enemy mod unless you are masochist,or hell combine both corruption cards and champions if you are really that desperate for a challenge

https://forum.zdoom.org/viewtopic.php?t=60456

>>10871370
my autism wont let me use an older version of a mod, the total conversion wad i am currently playing already is kicking my ass in Doom 1 ultra violence
>>
>>10871382
>my autism wont let me use an older version of a mod
Sucks to be you, old versions of mods are often cool, different and interesting in their own right.
>>
>>10871408
people like to say "my autism doesn't let me do that" and I'm just like, yeah? go tell your autism to fuck itself.
>>
>>10869074
>>10869081
From the context I'm guessing Peppergrinder has a new gun?

>>10868997
I don't know if my comment about Nyarlathotep being easily bullyable with the boomerang seemed like a complaint when I was going through this, but it totally wasn't.

>>10869180
It's kinda like Dead-Eye in Red Dead. You get three meters that you have to build up with kills, how much meter you get depends on the health of the enemy. Time slows for a bit and you can target up to eight enemies, at any time you can press Fire to trigger the quick draw or alt fire to cancel it. If time runs out and you haven't targeted anything, it's cancelled, but if you have, it'll trigger. Corzo will automatically shoot everything you've targeted and they WILL die if they're a Baron or lesser.
>>
>>10871420
no, the exterminator is from bangers and mash, another big weapon pack
https://github.com/Potetobloke/PB_HDAddon_Bangers-And-Mash
>>
>>10871414
It's a very strange thing to be caught up on when you're modding a game that came out over thirty years ago.
>>
>>10865738
This one is called "stop this wads updated in 1994"
https://www.doomworld.com/idgames/levels/doom2/s-u/stopthis
.....is this a wolfenstein 3D level? I haven't played the original wolfenstein 3D yet so I'm wondering if it is.
>>
>>10871501
it's just a wolf3d-textured shitpost
>>
Seems like the Zombies Ate My Neighbors TC just got a new demo after years of fucking nothing.
https://www.youtube.com/watch?v=ljdJXulhw1I
>>
>>10870285
I don't binge a megawad in a couple days so I don't get this feeling. Plus I enjoy a variety of styles of gameplay, including slaughter.
>>
>>10871408
>>10871414
>>10871495
you know what? that sounds about right,might as well keep the zandrorum version around in case i wanna play it someday
>>
>>10871589
see anon, once you become aware of a problem you can start correcting it, it's one of the perks of being human
>>
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Project MSX + Remain 3 is complete.
Project MSX took a bit of getting used to but it was a good time once it clicked.
Remain 3 is a pretty good WAD safe for a few times it wasn't very clear where am i suppose to be going.
>>
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Protip: Nobody will say your map looks boring if they can't see your map
>>
>>10870650
C. I would tell Carmack that John Romero is a treasure as long as his ego is kept in check and they ensure that IdSoft will remain a fun place to work but also ensuring they also actually do work instead of just deathmatching all day.
>>
>>10870891
you talk as if sourceport developers having their heads stuck up their asses was an issue exclusive to gzdoom
>>
>>10870650
D: "Hey you know that infinitely tall monsters crap? Maybe don't do that."
>>
>>10870535
Yup. I see it now.
>>10870650
>You explain to the team how DOOM is going to change the world as they know it.
D) No, I don't. I am not going to mess with time anymore than I already did by getting there in the first place.
>>10870663
>I think we can all agree on that.
Yup.
>>
>>10870659
Wow, very nice, weird the author/authors didn't post in AM thread about it, we'd probably announce it here if they did
>>
>>10871693
>D) No, I don't.
FOOL! You are going to create the classic artist paradox. DOOM was made possible due to the time travellers from the future telling ID what to fix.
>>
>>10866042
If you play old games then you're a nerd, sorry to break it to you. If you weren't a nerd for games, you wouldn't be so into a game that you can play it for 30 years. You'd play the latest stuff here and there, if at all.
>>
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>>10867787
>>
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>>10867787
>>
>>10871982
So glad we went almost a whole year of radio silence to get 4 different shots of a corridor.
>>10871987
Scratch that, 7 different shots of a corridor and 1 more shot that appears to transition straight from shot 7.
Can't wait for the project lead to ignore all posts calling him out for his bullshit like usual.
>>
>>10871982
>>10871987

Looks really good. Looking forward towards it.
>>
>>10871070
>>10871128
>>10871137
Stop being such a bitch.
>>
>>10871070
Why are you quoting my shitpost like if it was a real response
>>
>>10871982
>>10871987
>screenshot saturday
>posts on a sunday
>>
>>10870408
What is it they are doing with DeHacked?
>>
>>10870396
I had some issues with titlepics on it. In software renderer, anything that goes off screen causes glitchiness that doesn't happen in Nugget or Woof.
>>
Parias crushing me between his pecs
>>
>>10870410
>>10870508
>>10870609
>>10870948
Maybe Doom just isn't for you.
>>
>>10872153
That's hot.
>>
>>10872157
Careful anon, he might hit you with another canned meme response to dismiss everything you say! Actually, I'll do it for him
>(You): You seriously think slaughter maps are bad???
>Anon: *in relatively deep voice* Yes.
>>
>>10871982
>>10871987
I still believe
>>
>>10871994
That's only half true, I posted screenshots around Christmas.
But seriously though, I am poor at communicating and I don't take criticism well in all ways, I'll at least try to occasionally post some screenshots of updates at times.

Also, if LunchLunch is here, your second submission is brutally ball busting, is it ok if I move it to a secret slot? I think it's significantly harder enough than all the other levels that it would be too much of a roadblock, and we could use a secret level

>>10872040
>>10872179
thx

>>10872063
It's still Saturday in my time zone.
>>
>>10870373
I feel like episodic division somewhat helps with this, because it means you can cut a big mapset into parts and have firm points to start and end.
You can also forcibly reset the difficulty curve, and then do different difficulty curves for each episode.
>>
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>>10872203
So what're you being so vague for? Are you trying to do something like this thread? https://www.doomworld.com/forum/topic/107105
Cause picrel addresses it perfectly lmao
>>
>>10870468
No, that was me, I just went to the bug report board on their forum and made a thread, and Chickenman pretty soon replied "What the fuck, I thought we already fixed all of these?"

>>10872221
I guess he's right about that, but I've gotta show some kind of progress somehow.
>>
>>10872225
>but I've gotta show some kind of progress somehow.
That's literally what's being advocated for, he's outright saying that being vague as shit about your projects like you've been doing for the past few months does not work for people like you AND YOU STILL MISINTERPRET IT SOMEHOW good grief I hope this is just a result of an ESL-ism somehow
>>
>>10872249
Oh, you mean the vagueness. Honestly because I'm insecure about the progress I have and I feel like it's not enough to show for all of the time it's taken.
>>
>>10872225
>>10872249
Like how is this even possible, I'm actually amazed right now. You posted a "but" as if to disagree with what he said but you proceeded to agree with him and it's argghhhh ouch psychic damage ow my head.
>>10872290
And what's your solution to that? Is it to add more shit without telling anyone to "make up" for all of the time and silence? (I think I know the answer.) Just finish what you have and ship it, you're digging your hole even deeper in an infinite fucking causality loop this way and the thing is never gonna come out. It's feature creep, we've been over this.
>>
cool screens whats the project? show other weapons as well? rc1?
>>
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Mushroom kino.
a forest inside a giant tree °O°
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>>10872327
What mapset is this?
>>
>>10870891
Wow, I bet that has never happened before, you should do that, they'll be out of their mind!
>>
>>10870182
Is your ass hurt about the old Dai-Katana ads, or are you upset about him being a leftard? You seem so fucking desperate to tear him down.
>>
I'm trying to continue my ashes afterglow playthrough after a little hiatus but now whenever I try to load up the game that worked fine before, I keep constantly getting this error

"Could not create command buffer: out of host memory"

I checked my own computer and nothing's changed, and the memory is just fine. I also tried googling it and got literally no results. Anyone have any idea what this is? It was working so well just a couple weeks ago.
>>
>>10872529
I googled it and this seems related.
https://forum.zdoom.org/viewtopic.php?t=72640

Try different renderer?
>>
>>10872505
Will do, Graf.
>>
>>10870891
Do I think GZDoom devs would be mad if somebody else SUCCESSFULLY superseded GZDoom? Yes, absolutely.
Do I think /vr/ users are capable of doing such a thing? No.
>>
Oh, I need to ask. I read that Vulkan is the new default renderer. Are OpenGL and GL ES still options in the newest GZDoom?
>>
>>10872545
I was also looking at that but I'm playing the standalone ashes and everything is bundled inside and I guess using vulkan by default. I can to see if I can get into the gzdoom it's using and change it and wonder if that'll fix anything but I think ashes is supposed to use vulkan?
>>
>>10872564
yes
going vulkan-only is the eventual plan but who knows when that'll actually happen
>>
>>10872575
Oh good, thank you.
>>
>>10870650
C, but also
>D) "You didn't make shotgun into auto shotgun."
>>
>>10872557
>only graf would point out that this has been done a lot of times

>>10872560
This, essentially.
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https://www.youtube.com/watch?v=zCz_chdHSVA
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>>10872502
https://www.moddb.com/mods/blood-fleshed-out
>>
>>10872595
>DJ BJ
>>
>>10871752
Same can be said about games like soccer, except it's much older than Doom
>>
>>10872595
been getting into djing. wonder if i can sneak in some bobby prince when i go live someday.
>>
>>10872327
>>10872610
Wtffffffff? Never heard of this. Looks purdy as hell. Definitely going on the backlog.
>>
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Well before the thread dies I may as well post this other upgrade I'm spitballing. So every time you load a new round in you get a small time stackable speed boost, and seeing as your legs are moving faster, that includes your kicks.
>>
>>10872758
That definitely seems like an interesting idea. I'm not a game designer by any stretch of the imagination, so there's probably some nuance I'm not considering, but I was gonna suggest that kicking could cut down the length of the speed boost.

That way the player could choose whether to make full use of the speed boost or spend it to get in extra kicks.
>>
>>10872780
I could theoretically do that with some slight reshuffling on how the power up works. Though there's enough nuance and weirdness to track as is with the heat gauge and how you can convert heat into ammo.
In fact I'm still worried Kustam may still be too complicated.

I'm still gonna write that idea down, cus it might be worth considering.
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>>10871328
Based Quake-pill-taker. Gonna springboard off your post into something I've been thinking about lately.

For me, Quake is pure and natural escapism. It is so easy for me to get lost in the id1 campaign, the mission packs, and the oodles of custom content (pic related is I think map 1 of A Roman Wilderness Of Pain). These dark halls, oppressive castles, bases on other worlds in other dimensions, exploring and killing everything in sight, but the war never really ends does it? Always another slipgate. I think it takes a certain kind of person to enjoy Quake. I was reading the readme for arwop the other day, and among those credited and thanked, Tronyn thanks
>And all ye lost souls who continue to explore Quake's dark realms...
On the face of it that's obviously just a "thank you so much for tu playing my game", but I think it's nice to know other people "get" Quake if that makes sense. People both new and seasoned seeing what else minds can conjure up within that universe. Hell, Arwop was released in 2009 mind you, and this mother fucker Tronyn is still making Quake maps today, right now, for Mjolnir. I don't really have a point here, I just think it's nice that if you get Quake, you really get it. Total digress, but it makes me wish Bloodborne was on PC since the chalice dungeons remind me a lot of Quake custom content.
>>
>>10872758
Mmmmm I think that's too silly. Why not make it so loading five shells gives the player the speed boost, and one super kick that depletes the speed boost? Maybe even make it a roundhouse kick like how in GMOTA 1.4.1 you have that move for Blaz where if you hold the mouse with melee he does a spin double punch, but now it's a roundhouse kick. That webm is an order of magnitude of silly that I wouldn't enjoy, repeated kicks while running around.
>>
So I just realized something about Pirate Doom 2.
I was really missing the added GZDoom effects from the first Pirate Doom. However, it turns out that you can pretty much re-add them just fine by loading it alongside the original. Just load Pirate Doom 2 before Pirate Doom 1, and select "Other Maps" at the start. And it seems to work ok. Not sure how much it changes the experience though.
>>
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>>10872795
I'd rather keep things simple. Not to mention weird use cases where you have to reload from empty all the way to full would be nightmarish to track for both me and the player. Also removing the speed boost on a super kick could potentially not be available at all times because you don't ALWAYS have enough heat for a charged kick. I also don't want to give any radial melee damage options for Kustam.
Also I'm surprised that's the tipping point for you when pic related is canon and Kustam can always do it
>>
>>10872813
I should have been clearer, the roundhouse kick wouldn't be radial, just the animation. It would only hit the target in front of you. It's your show man and I suppose there's a reason I always stick to Blaz more than the other two.
>Not to mention weird use cases where you have to reload from empty all the way to full would be nightmarish to track for both me and the player
Dayum shame but I understand.
>Also I'm surprised that's the tipping point for you when pic related is canon and Kustam can always do it
Richard Simmons is canonically a flamer, as long as I don't see it it's fine.
>>
>>10872818
and setting all this shit aside, I'm currently just spitballing upgrades. I feel a speedboost alone is too plain. I like the idea of getting some kinda temporary buff from reloading.
Something else I'm currently toying with is loaded baton attacks inflicting a small fear AOE on hit.
>>
>>10872758
>>10872813
When this baby hits 88 kicks per minute, you're going to see some serious shit.
>>
>>10872913
We'll see if I keep this. I'm having a bitch of a time figuring out passive upgrades for Kustam at this point. Though I'm gonna try making the SSG tier upgrade shoot extra projectiles when firing the pistol as your heat climbs up, up to an additional 3 shots.
>>
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>CLICK CLICKCLICKCLICKCLICK UGH
>CLICK CLICKCLICKCLICKCLICK UGH
>WOUND SUCCESSFULLY SEALED
>ah, yes, indeed it is
>i believe it is time for some tea, gentlemen
>i am sure the demonic horde around the corner can wait, they are fine people after all
>>
Did Doom 3 BFG edition buff the power of the shotgun or am I just on copium?
>>
>>10872927
>I'm sure they can wait until I finish this piano.
>>
>>10872932
No, you just get more ammo and you're probably naturally getting closer to enemies since you don't have to worry about switching to and from the flashlight.
>>
Anybody ever try this for Quake multiplayer? Seems like it's meant to be the new go-to for netquake.
https://qssm.quakeone.com/
>>
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>>10872595
>>
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>>10869606
I always liked this one. You could try doing a variant of technology and pipes in a similar way. The marbface textures were also based of sketches, as I recall.
>>
>>10872801
just as the developer intended
>>
>>10870468
Still, we're the one who found it, not ZDF or DW
>>
Do any of you fuckers have the Shreds WAD for SIGIL II?
>>
>>10873124
Yea fucker, here you go
https://www.dropbox.com/scl/fi/gwkfveggvx27xinn2kb09/SIGIL_II_MP3_V1_0.WAD?rlkey=3dqkdwx8q80swnoezvrw93cox&st=7dv09nls&dl=0
>>
>lots of work to do, many things left unfinished and unattended
>play doom wads instead
at this point i might just embrace the fact that im a spawn of procrastination and simply live with it, im too old for this shit
>>
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Thoughts on the new GZDoom UI? Should other sourceports start to update?
>>
>>10873168
Who the fuck uses the official launcher?
>>
>>10872927
Heavily modded HDest is the closest we'll ever be to an actual ARMA Doom and I love every second of it.
Just a shame that since it's GZ exclusive, co-op is a bitch to set up.
>>10873169
Me.
I am a caveman who drag&drops.
I fear ZDL.
>>
>>10873170
there are at least 4 other launchers that use drag and drop, where you can combine wads, pwads, iwads, asswads, pk3, zip, etc.
never had a problem with doom runner
>>
>>10873168
I sincerely hate it from the bottom of my heart. I say this not as a player but as a modder. It forces me to wait and when you have to do that 60 times in the span of an hour (e.g. doing UI stuff) it drives you up the fucking wall. But the worst crime is that -norun no longer functions and the game just closes so I can't painlessly check out any warnings or non-critical errors. This was the worst anti-everyone change they could have pulled off and I'm starting to feel how this is going to be that last push I need to abandon this engine and its completely fucking pants-on-head retarded developer mentality. It's like someone took the worst of FOSS and combined it with borderline corporate software development.
>>
>>10873168
I use ZDL.
>>10873175
Take a lasson from me kids, use ZDL or you'll end up like this guy.
>>
>>10873170
Anon. ZDL supports drag and drop. Though nowadays I use DoomRunner.

>>10873175
You should get into the habit of just launching your mod through SLADE as you test bullshit, or use a launcher like ZDL/DoomRunner.
>>
>>10873178
>just launching your mod through SLADE as you test bullshit
You have clearly never made a single mod in your life. Slade is an active hazard to your mod files and you should only ever use it to set offsets or optimize PNGs, and maybe compile non-map ACS scripts if there are those.
>>
>>10873176
>>10873178
I use my own launcher, for the record, not GZDoom's. The problem is that they also changed the entire startup process so this is completely unavoidable, regardless of what you use. And there is no option to change any of this.
>>
>>10873168
It's shit and they fucked Windows 7 support for it, for some reason.
>>10873170
>I fear ZDL.
ZDL is drag and drop city, ZDL 3-1.1 even has drag and drop for the source ports.
>>
>>10873168
Does it actually run better now? Have they dropped the retarded "compile Zscript at runtime"?Or is it still shit?
>>
>>10873168
Wait, is this launcher not optional or what?
>>
Question: why should we update?
If I don't update my gzDoom, what am I missing?
>>
>>10873180
Please tell us you do it all in notepad or some assbackwards Linux text editor.
>>
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>tfw QuaddictedTool is pretty great but it won't detect anything you've installed with Quake Injector so I'll likely never use it.
>>10873181
>The problem is that they also changed the entire startup process so this is completely unavoidable, regardless of what you use.
I just ran ZDL right now with +sv_cheats 1, +norun and both functioned perfectly.
>>
>>10873186
>gzdoomfag never heard of zdoom action highlighters for visual studio
Of course you retards don't know shit. That's why you defend this dog shit port.
>>
>>10873185
Some cvar search function, some support for DSDA's expanded Dehacked and MBF21 stuff, probably some zscript crap but half the time you can kick that back to earlier versions by editing one line in the wad anyway.

Nothing super important, certainly not if you have other ports for when you don't need GZDoom.
>>
>>10873191
I only use GZDoom. Sometimes I play MBF21 wads; other times I load up some little mods, but nothing big. Should I be concerned?
>>
>>10873181
>they also changed the entire startup process so this is completely unavoidable, regardless of what you use.
Liar. I have just downloaded the latest SVN version (4.13 build 6) and launched it through ZDL with my previous options unchanged, and I have seen no differences in boot speed. I get a little orange bar for a second or maybe two and then the title screen pops up.
>>
>>10873187
That command is with a minus, not a plus, unless they changed it recently. When I used it yesterday it launched the game and then autoclosed it without leaving the console open. Might be a bug. I'll report it in a bit just in case.
>>
>>10873193
Probably not. None of the new ZScript functions are ever documented anyway, nobody is making TCs for GZdoom either, so it's unlikely you'll ever need to update.
>>
>>10873193
Not really, at worst all you'll ever have to do is have a separate folder for a newer version of the port.

As much as they'd like to, they can't stop you keeping old versions of stuff.
>>
>>10873180
10 years of experience under my belt and several projects, Anon. I extensively use SLADE for its TEXTURES editor. I actually use a third party program for PNG optimization nowadays as the optimizers for SLADE don't work on Linux.
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>>10873195
>That command is with a minus, not a plus, unless they changed it recently.
Minus and pluses have always been used for different things I've never been sure of.
>When I used it yesterday
ZDL?
>>
>>10873198
>nobody is making TCs for GZdoom
Apart from Batandy and the Ashes dude, most TC developers have figured it's better to make a standalone game and maybe even go commercial and make a living off it.
>>
>>10873207
No, people are definitely still doing TCs.
https://forum.zdoom.org/viewtopic.php?t=78976
https://forum.zdoom.org/viewtopic.php?t=78853
Didn't take me long to find these at all.
>>
>>10873207
And most of them supply their own version of GZDoom that is usually stripped of all the useless shit. So basically you're unlikely to run into issues if you just play smaller scale mods, no need to update.
>>
>>10873208
>>10865738
Also DoomEXHUMED should be in the newspost
https://forum.zdoom.org/viewtopic.php?t=78976
>>
>>10873194
The boot speed is mostly the same, but that's not my argument. It's obscuring everything that's relevant to a modder that is annoying. That minor extra wait time stacks up by the way and becomes annoying as well. Sure I can just scroll up in the in-game console but that's even more wasted time.
>>
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>>10873208
>KLOINKS
Holy shit this looks AWESOME
>>
>>10873213
I think you're bitching just to bitch. That's a bad habit dude, but I'm not your dad so do what you want.
>>10873214
Yep. But nah nobody makes TCs for GZDoom anymore right
>>
>>10873215
Apparently. All I know is I'm thankful you posted that, Anon. I'm gonna download it and play through it after Pirate Doom 2.
>>
>>10873208
wtf bros this goes against the narrative
>>
I just miss seeing whats going on during loading
>>
>>10873175
Now I'm curious, what've you been working on, Anon?
>>
>>10873209
That is a bonus, even if it's just them supplying a gzdoom_portable.ini with it with sane default values.

Same goes for being able to stick to a specific version, like some people did when the sprite scaling got fucked with.
>>
>>10873175
>and I'm starting to feel how this is going to be that last push I need to abandon this engine and its completely fucking pants-on-head retarded developer mentality. It's like someone took the worst of FOSS and combined it with borderline corporate software development.
Shit's really strange, I'd never encountered a software dev team so hostile towards the primary uses and users of their software.

Shit's not even just Graf or Rachael, though they sure have set the tone for the rest of them to follow.
>>
>>10873228
>Rachael
God I hate that fag in particular. How the fuck does Graf even tolerate bitches like that?
>>
>>10873215
It's clear I can't explain to you why this is frustrating in a way that you'd understand so I am going to assume you've never done extensive modding for this engine, otherwise you might get where I'm coming from through experience. I'm bitching because this is one of those changes that serve no practical purpose while at the same time fucks me and other modders over in admittedly rather mild but nevertheless annoying ways. And the only question on my mind is "fucking WHY did they have to do this?"

>>10873220
Deathstrider. Had to do some minor UI stuff yesterday which always involves restarting a lot and that extra minor wait time where the game has to boot up stacks up, and my programmer brain goes "this process should be made faster, not slower". Also when doing bigger refactors that -norun parameter was an absolute godsend but now that useful tool has been lined up against the wall and shot for ??? reasons, assuming it's NOT a bug. About to hit submit on the bug report and find out. One of the few times I'm hoping to end up being wrong.
>>
>>10873229
She dug herself in deep and gaslit him into thinking he needs her, when in reality she's been using him as an excuse to make a play for more control over shit.

Similar shit happened with Skulltag.
>>
>>10873231
>And the only question on my mind is "fucking WHY did they have to do this?"
Seems like it's them going "it looks more professional!" again.
>>
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>>10873231
Ah, you know I've been meaning to ask: Do you construct your HUD using Zscript or SBARINFO? I'm certainly no stranger to having to do small changes, save, and load that shit up and then squint to make sure all my bullshit is lined up. You'd think after all these years someone would make a visual SBARINFO editor. I've seriously considered putting a bounty on this, not just for my sake, but for others too.

As for your booting problems, you really should just make a testing configuration for DoomRunner to make that shit easier, it's what I do.
>>
>>10873236
Surely after the Marisa shit, Graf would finally realise he shouldn't associate with fags like that, right?
>>
>>10873240
It's all ZScript. I would have been institutionalized long ago had I attempted to do it in SBARINFO. And like I said, I use my own launcher with a testing configuration. Too bad this isn't something I could solve with a launcher or anything else, otherwise I would have done it by now instead of bitching like a faggot lol.
>>
>>10873245
Really after all of the nonsense I've had to deal with grappling with this damned engine, I'm ready to be done with it. Have you considered moving on in the future as well?
>>
>>10873247
I think pretty much everyone who was made a TC that uses every GZDoom feature eventually decides to move on. It's an inevitability, considering how many of them are half-baked.
>>
>>10873247
Yeah, I got one foot out the door already. Moving to Godot full speed, but I don't want to leave Deathstrider in the cold so I wanna get some final endgame content in before I can call it properly finished and move on. Though I'll never really outright abandon the mod. I'd have to die for that to happen.
>>
>>10873249
I haven't made a TC myself, and admittedly I've further crippled my own work with focusing on Zandronum compatibility. I still get mad every time I'm reminded I don't even have access to anonymous functions.
Still, I plan on moving onto Godot most likely after I finish my work. Which I'm sure will be like throwing off the training weights whenever I get around to that. I've seen how it easy it is to set up HUD and UI stuff there and leaves me longing bad.

>>10873251
Good man. That's my same plan here.
>>
>>10873251
>>10873253
Third anon here, I plan to make a game in GZDoom and I was thinking of using an older version of the engine to make it usable on older systems, would that be reasonable? Is there anything stopping me other than graf getting mad about it?
>>
>>10873253
>I haven't made a TC myself, and admittedly I've further crippled my own work with focusing on Zandronum compatibility. I still get mad every time I'm reminded I don't even have access to anonymous functions.
While I'm not a coder, my programmer doesn't seem to be having a very good time with code either, but mapping for GZDoom is a literal trainwreck. UDB is glitchy as shit, and if you're not careful your map can get easily fucked. Also add to the fact that there is no way to properly optimize your maps, outside of one-sided wall hacks and guesswork. Not even shit like area portals (like in Source or Unreal 2). Don't be like me and don't try to use GZDoom for anything than a simple gun mod. It's not worth it. I can assure you the Selaco devs are struggling with GZDoom real hard behind closed doors too.
>>
>>10873258
You may want to check if it's legal for selling with which audio library it uses. I don't remember which first version has it (or if LZDoom is legal for use as well for that matter), you might want to check that.

If it's free then do whatever.
>>
>>10873258
I don't think anything does, other than maybe some older ports being more compatible with older systems. I missed this mini apocalypse completely, since I rarely update gzdoom.
>>
>>10873258
>>10873261
It's legal for GZDoom 3.0 and onwards, though don't use 3.0 itself, as it's got that arbitrary console access exploit that can wipe hard drives and shit.
>>
>>10873261
>>10873262
>>10873263
Gotcha, thanks dudes, I was thinking something in the 3.x range would be optimal
>Selling
I don't plan to sell it for money so that should probably save me some legal trouble, but I'll do my homework regardless because yeah.
>>
>>10873175
This is what got me to stop using DSDA. It takes so fucking long to start up compared to other ports. The update that fucked the HUDs and added a console ruined that port.
>>
>>10873265
>3.x range
Don't bother, honestly. If you're gonna go back that far, you might as well just use a better engine altogether. Not only are you gonna have ancient unfixable bugs, your ZScript is gonna be far more retarded compared to the advanced special ed. ZScript we have now. Since you are doing this for fun and not money, it'd be a far better choice to pick latest Godot with GDScript as you won't have any pressure to succeed and can take your sweet time learning the tools. If a "game" means a TC, you'd be doing all the resources from scratch anyway or frankenspriting new ones. No better combination of opportunities to leave GZDoom behind without a single regret.
>>
>>10873283
>Godot
I'd rather use LOVE2D or Raylib at that point
>>
>>10873287
It still beats using GZDoom, trust me.
>>
Any wads with a HUB system?
I've got "the Alfonzone" whatever that is (still gotta play it). Anything else? I know there's like the compilation of famous wads but I don't care about that
>>
>>10873298
Dump 2 and 3
>>
>>10873287
You do you. Just pick the right tools for the job and you won't have a bad time. I personally like Godot because it has a good chance of becoming the Blender of the game engines. With 4.0 they nuked a lot of old shitty code that was only bogging things down and focused on QoL/performance. This is something GZDoom will never do because the entire userbase actively stops it from ever happening. Not to say the devs aren't high on their own farts. No one's innocent. Kinda wish there was a way out of this pit, but there isn't. GZDoom is fucked. It's only a matter of time. Short time, from the looks of it. They can't even merge a PR without that backfiring spectacularly thanks to no QA.
>>
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>>10873170
real niggas set up shortcut files
>>
>>10873304
Is it really that important? people have been saying this for years now. i just play on an older versions with my favourite mods.
>what if the mods get updated?
well, that means the engine is working and then i will update it as well.
>what if only one of the mods you use get updated?
i dont have time to check all this shit anyway
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>>10873298
Godless Night is an alright one, it's Castlevania inspired.
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>>10873308
That's what a rational person would do, yes.
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>>10873308
It's nowhere near as important as people treat it as being, but a lot just have one version of the port and whenever an update comes they immediately overwrite it with the new one.
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>>10873182
>It's shit and they fucked Windows 7 support for it, for some reason.
they've literally already fixed that for you fags
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>>10873304
>This is something GZDoom will never do because the entire userbase actively stops it from ever happening
Which is funny x2 because graf still manages to break old mods every other day. Worst of both worlds.

On a side note, wouldn't it still be easier to use a source port of some other old FPS (like Quake) instead of doing everything from scratch in something like Godot or Unity or whatever?
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>>10873298
Not a Doom wad, but I remember Hexen having a great hub system.
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>>10873328
Hexen's real problem was what it communicated to the player, or what it didn't

It probably needed a popup for every map change to say what the map you were entering was called to ram it home to them what the shit The Seven Portals was.
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>>10873327
>wouldn't it still be easier to use a source port of some other old FPS (like Quake) instead of doing everything from scratch in something like Godot or Unity or whatever?
It's easier to start out, but harder to move forward. You have shit like pathfinding, basic menus, saving already done for you, but as you go further, you run into more roadblocks. And because it's a MODDING community, not a dev one, you're less likely to find someone who'd be willing to collab with you because they're busy with their own stuff/are not willing to commit to a project of such scale.
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>>10873327
>wouldn't it still be easier to use a source port of some other old FPS (like Quake)
Same shit, different diaper. I don't play Quake but from lurking around here I've noticed Quake has the same problem of "which one of these 139 source ports do I use" along with devs and/or trannies occasionally going full shizo and ruining everyone's fun. Not to say the other engines don't have those two but they're big enough that you can isolate yourself from the retardation and the insanity is usually kept under control by having functional failsafes in place or simply not allowing that to happen in the first place. Failsafes that don't boil down to forking something out of spite and then doing fuck all with it. Pick your surrounding autism carefully. It may save your life.
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>>10873346
>>10873345
You're forgetting one big point. Using a Doom or Quake engine lets you have a MAP EDITOR set up and ready to go. That is HUGE if you're making a game where maps are the most important thing (and eventually, you want to release a map editor anyway, like based Prodeus devs).
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>>10873358
For someone like me who can't code it's not much of an improvement. I can work around not having a built-in map editor. But I can't do shit even with a map editor if I cannot write code. And finding programmers to work with in the Doom community is nigh impossible these days, I'm afraid to imagine what it's like in the Quake scene.
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>>10873370
Isn't QuakeC relatively simple?
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>>10873386
Don't know anything about it but I don't think it would be very helpful for me given I struggle with even some really basic ACS stuff.
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>>10873391
Knowing ACS is not a metric. ACS is absolute dogshit. It's the type of thing you're better off not knowing if you value your sanity. It was never designed to do 99% of what people are using it for, often relying on ungodly hacks that seem like black magic even to their authors. So don't put yourself down. Pick up a scripting language that doesn't share the same evolution path as PHP and try again. You'll find newbie programming is much simpler than you might have thought, but it also helps if the tool's handle isn't made out of rusty barbed wire.
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Farewell cruel thread.

https://www.youtube.com/watch?v=E-yQhjGHxPY
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>>10873479
Except I'm not using it in "the not intended way". I'm using it for very basic map logic set-up and even that is filtering me. If I were to start code, I'd barely reach Yanderedev levels. I'd rather have someone who actually knows his shit doing it rather than writing barely functional unoptimized code myself.
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JizzyDoom
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File: 1689419033618014.gif (536 KB, 381x512)
536 KB
536 KB GIF
WE'RE GOIN' DOWN
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>>10873518
RIP that building.

https://www.youtube.com/watch?v=TWIPt_CQsZo



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