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DOOM THREAD / RETRO FPS THREAD - Last thread: >>10873542

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 ===
[4-21] Quake 2 Combat Jam 1 Released
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1

[4-21] GZDoom 4.12.0 Released
https://forum.zdoom.org/viewtopic.php?p=1251618#p1251618

[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] DoomEXHUMED released
https://forum.zdoom.org/viewtopic.php?t=78976


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
https://www.youtube.com/watch?v=1zl1L0oWVoU
>>
slaughtershit maps are meant to be played coop only right?
>>
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Finalized the basic bitch goon squad
>>
>>10877601
slaughtermaps are to doom what bullethells are to shmups

Both are unappealing to me.
>>
>>10877386
As a coomer extraordinaire, I don't fucking forcibly insert my jerkoff fantasies into reviews of videogame content. That faggot has something seriously fucking wrong with his brain, that's antisocial behavior.

>>10877430
>>10877601
Put a tampon in it.
>>
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Can you really call yourself a Doom fan if you don't like slaugther maps?
Slaughter is Doom's gameplay taken to its logical extreme. It's for those who have mastered it and seek the ultimate challenge.
>>
Berlin School electronic music is a goldmine of potential Doom wad soundtracks.
https://www.youtube.com/watch?v=3OA6VQTbUKw
>>
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Do you nigs ever play UT? Or any multiplayer that isn't poop kart?
>>
>>10877691
Rent a server, host consistently every week, provide a UT zip, people will show up regularly eventually. Consistency is key in all things.
>>
>>10877695
>Rent a server
http://clovr.xyz/
Supposedly empty on friday
>>
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>>10877713
>Supposedly empty on friday
Gotta make posts. This is the very first moment I'm learning clovr has these games hosted with these schedules. You gotta make posts, gotta provide links, show screenshots of anons killing each other; gotta jazz it the fuck up man.
>>
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IF YOU:
>saved at any point other than the start of the level
>played on any difficulty other than UV
>played on any complevel other than the intended one
>played with continuous
>played with mouselook on
>played with jump and crouch on
>played with infinite height off
>used mods (goes without saying..)
>played on GZDoom
>didn't go for 100%

You did NOT by any metric beat the goddamn WAD, brother!
>>
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>>10877726
>>
>>10877726
bbbbbbased
>>
Official thread theme:

https://youtu.be/qG2HwH1JkAI
>>
>>10877737
https://youtu.be/1P5qEbjGFVs?si=7X3fBkUHARMCA1Jj
>>
>>10877713
>>10877719
this. i still play ut99 regularly with my peeps (europe servers). you're all prob gonna get 0wned though so id rather not join, it's not fun to mop the server with noobs heads and then they might leave
>>
>>10877745
Face made me think of gachi, decided to see if gachi Doom exists, and I was rewarded.
https://www.youtube.com/watch?v=Y-iNKIHqVa4
>>
>>10877746
Are there mods to add elements of randomness to UT99? One of the best deathmatch modes ever is in the HL1 mod Syndicate Black Ops, where each round a player spawns with a random weapon up to and including miniature nukes. Supremely fun time.
>>
>>10877760
first of all there should be no randomness in a serious arena fps. secondly, yes, there is an enormous amount of mods. there's a game mode called weapons something. or maybe it's a mutator. but i'm sure i have it somewhere. check medor's or ut99files
>>
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I'm onto the 3rd episode and it's so far more distinct and actually consistent with goals set by DTWID, which on the contrary had gone more in hand with BTSX's style of mapping in my subjective memory.
>>
>>10877768
>first of all there should be no randomness in a serious arena fps
True but I don't imagine games with casual /vr/ players would be too serious, or ever could be too serious.
>check medor's or ut99files
Maybe later, I'm not the host, but I do appreciate being pointed in the right direction if I were to take it up.
>>
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>>10877674
There are good slaughtermaps like Dark Dome or Cyberware 7734 but most of them suck dick.
>>
>>10877780
Whoa never heard of this. I know DTWID but not this. Ty anon.
>>
>>10877784
>http://medor.no-ip.org/
this has almost everything you need. medor's a staple of the community he uploads even a turd if there's ut99 written on it.
for the mod anon was talking about, there are a few, check this one first
https://www.moddb.com/mods/dynamicarena
>>
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Gib Hideous Destructor loadout ideas, PB weapons and Peppergrinder included.

So far all I could come up with is PD-42 for silent takedowns and Auroch for when there's no choice but to go loud when armor and shields get involved, also SOL. Unfortunately I also have to carry like 30 mags with me for PD-42 or make it so they replace all the ZM66 mags.
I'd like to play around with Lisa DMR somehow, not sure what complements it without going over the 1k weight limit.
>>
>>10877793
Stick with the prod.
>>
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>>10877793
loadout20 but railgun instead of boss
>>
>>10877760
Chaos UT99.
>>
>>10877801
There's a railgun!?
>>
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>>10877805
>hd_loadout11=railgunner: 4tn, 4td, 4ta 40, rev, 355 66, med, awg, lad
have fun
>>
>>10877805
The railgun is on REX's right arm.
>>10877792
>>10877802
Many thanks. That moddb map is very cool. I checked out the footage and wow those sounds are so nostalgia inducing. It is kind of a shame the notion of putting a UT99 server up when you have the really good players who might just stomp new ones. Ah well, a bridge crossed when it's time.
>ChaosUT99
https://www.youtube.com/watch?v=KJNzt55v_Co
https://www.youtube.com/watch?v=vq_tMN0L00o
What the fuck. Wild.
>>
>me staring at the level editor screen not knowing what to make

I have an urge to make a map, I don't know why, but no creative ability
>>
>>10877810
If there's a thought to put up a server, I'd check hosting in central Europe. Do NOT install zeroping.
Also, if people have doubts, why not just jump in on an empty server? Give times, screenies, etc. like the other anon said so people get interested
>>
>>10877816
Just make shapes, then connect the shapes later.
>>
is my sourceport fucking with me, or do chaingunners play the shotgun reload sound when they stop firing? i have never noticed this in more than 20 years
>>
>>10877789
A thread ago some anon was proposing a similar mash-up in context of other shooters >>10869608
Haven't heard about it myself, eventhough its sequel is relatively new and I'm favourable of the mappers involved. It fills the gaps of the original by mixing up the slots and accomodating strenghts of layots in tasteful subtle way, I find it fun personally in finding clues during navigation and hunting secrets without spoiling the map names.

Also stumbled upon this while snooping through dbp forums search engine, so might check it out too.
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/ddamn10
https://doomer.boards.net/thread/2336
>>
>>10877829
They play the shotgun sound when they fire, the pumping is part of it, there is no "shotgun reload" sound.
>>
>>10877726
I have set up my launcher with the option to choose levels, so I always start with the secret levels, continue to the final level and then go back in reverse order.
What now?
>>
>>10877829
Always been the case. I think some mapsets fixed this through some fancy dehackery, but I could be wrong and it's some zdoom mod instead.
>>
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>>10877834
>>
>>10877843
It doesn't even need to be fancy, I have a dehacked patch that replaces CPosAttack with PosAttack on the Chaingunners and SS and I've never even had a demo desync because of it.
>>
>>10877852
Actually, if you have uploaded demos using this hack, I'd rather report them. This feels like cheating. There is a reason that sound is being used
>>
>>10877809
>revolver as the sidearm
Why not glock?
>>
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>>10877859
it's cooler
>>
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>>10877859
spinny gun cool
>>
>>10877861
>>10877865
Why not the SAA though...
>>
>>10877865
>Are ya feeling it now Mr. Krabs?
>YOU WANNA KNOW WHAT I'M FEELING????
>>
>>10877861
>game has a revolver
>ammo is displayed for each gun type as a visual magazine with bullets depleting out of it's representation on the hud
>revolver has a apinning cylinder that empties out with shots
Gasming so hard every time a game does this well.
>>
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>>10877859
>>
>>10877691
I've got UT99 installed on my server and I could run it whenever, but you called SRB2K poopy so I DO NOT like you!!!!
>>
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>>10877867
One of the most beautiful gats ever.
>>
>>10877908
Speaking of, what other guns in HDest, modded or not, are based on? Found out about Cobray Terminator a few threads ago through Raycob Exterminator and now I'm curious about more. RAC-10 I think I'll figure out myself though.
>>
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>>10877867
>>10877908
i never figured out its controls
>>
>>10877916
It is a bit involved, yeah.
>altfire to cock the hammer, this is a MUST, it won't shoot without (single action)
>fire to pull the trigger
>unload to open the window into the drum because it doesn't go out like the vanilla revolver's
>cycle with altfire to see which bullets don't have primers in them (white dot in the middle), unload, reload
>fan the gun by holding down fire and mashing altfire
Most of the "complexity" is not forgetting to altfire before firing and coping with just 1 chamber being available for reload instead of the whole drum.
Also hold Use damn
>>
>>10877924
>cycle with altfire to see which bullets don't have primers in them (white dot in the middle)
Honestly, my biggest issue with the gun is that there's no real alternative to this if you have player sprites turned off.
>>
>>10877928
What do you mean? Like, no gun model on screen?
Starting out I just did unload, then altfire-unload in sequence 6 times. It'll unload the empty ones and keep the live ones if you're not mashing Unload. Then reload in the same manner.
>>
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>>10877924
i did hold use, i just opened the window and then threw away the gun cuz i couldn't be assed. also didn't know about primers, thanks. might retool an unused loadout into one that just uses 2 SAAs and give it a crack as a bit of a challenge.
>>
>>10877932
Yeehaw, get'em cowboy.
>>
>>10877931
>What do you mean? Like, no gun model on screen?
Yeah, r_drawplayersprites 0
>>
>>10877935
I'd ask why, but I don't think I'm ready to know. Is it because you don't want manhands on your robot/girl OC? I don't mean this as derogatory, I think it's why Separated Arms exists. Kegan should do Peppergrinder next instead of that MOD NO ONE CARES ABOUT he keeps making!!
>>
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>>10877937
I need to update Separated Arms, and I plan on doing so after I finish GMOTA, which is I mod I care about, so therefore your statement is wrong.
>>
>>10877941
I'm just joshing, no one would say that unironically, you stupid muscular car.
>>
>>10877942
>you stupid muscular car
I still laugh at that. I need to play HD co-op with that guy in the future. If you're not aware he picked up the habit of decking his squadmates because of me.
>>
>>10877945
Watch out there isn't a hell knight.
>>
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GZDoom
More like
Gee I sure wish this had client/server netcode after almost 20 years
>>
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>>10877952
>>
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>>10877954
Get OWNED
>>
>>10877954
that anon isn't talking about vanilla dough
>>
>>10877954
Me on the left.
>>
>>10877937
I just like to turn view sprites off sometimes, whether due to skipping my resprite in a lighter load order, added visibility, or just coping with the fact that I'm a lazy cock when it comes to updating said resprite for addon support.
I suppose I could just have a bind to toggle like cl_righthand in CS, but no other weapon gives me any trouble with them off.
>>
>>10877969
It's because she's special...
>>
Someone posted a Berserk fix for the red tint.
you guys got anything similar for the rad suit?
>>
>>10877674
I'm honestly not sure what is considered a slaughter map and what isn't. Like, if map is pretty normal, but has that one place where like 40 revenants+20 hellkinghts come out of the wall is that a
slaughter already? Or is the number too low? Or does it have to be Fire and Ice throughout to count as slaughter?
Either way, if we take Going Down as an example, I think something like Black Mass and Demolition are very fun levels that utilize large crowd encounters, thanks to good balancing of said encounters, while something like Necropolis is more of a joke level, which you can clear if you want , but you don't actually have to, you can just use invincibility orb and leave on that level for a good reason
>>
>>10877954
I'd rather advice a choco derived port to any newbie unfamiliar with the game, no nonsense with extraneous setup and matters of authenticity. Even the official unity forces on you kiddie weapon wheel with horizontal look assistive crosshair.
>>
>>10877992
I'd advise them to get Crispy first. Most players have 16:9 monitors and would want to play Doom in framerates higher than 35. They can always "downgrade" to closest to vanilla.
>>
>>10878000
As it seems, it also recently gotten its own website https://crispy-doom.org/
>>
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>>10878009
>second to chocolate port for the most old-school vanilla 30-years-back experience possible
>its website can't even load a home page without a 20kb of javascript
It's all so tiresome.
On the other side it doesn't even looks like vanilla port anymore. Since when it got all this stuff? It had a perfect niche of "just original Doom but not 320x200@35fps", e.g. CRISPIER goddamit, maybe I don't remember well, but there was no extra options, no extra settings, never you had to ask yourself "if I turn this option on will it break my vanilla experience?"
And now it just looks like some discount Woof/DSDA for people who couldn't find Woof/DSDA page for some reason.
>>
For me? It's GZDoom + Vanilla Essence because literally who gives a fuck about Crispy holy shit.
>>
>>10878025
>who gives a fuck about Crispy holy shit

People who aren't retarded like you, Anon.
>>
>>10878029
Can't hear you anon I'm playing Doom instead of whatever the fuck you guys are doing talking about Crispy or Prboom or whatever the fuck who cares lmao
>>
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>>10878020
Why the fuck do they have javascript for a webpage that can be done using CSS?
This is the webpage with JS disabled.

That aside compared to GZDoom, the setting are disabled by default and you don't have to spend too much time configuring the visuals to your liking. Most features won't break vanilla experience.
>>
>>10878030
You cared enough to post this and reply to that guy.
>>
>>10878029
I'm with this anon but for the different reason because you don't need Vanilla Experience to make GZDoom almost* vanilla.
>>
>>10878025
NTA but Vanilla Essence + GZDoom + Mods made for GZDoom.
What more needs to be said?
>>
>>10878020
Feature creep of the developer bored with his creation and players asking for more, at least it's all optional.
>maybe I don't remember well, but there was no extra options, no extra settings
Been there for at least three years. It's in maintenance mode since attention mainly switched to Woof since its appearance, if I'm not mistaken.

>>10878036
I would give a benefit to his intelligence and say that he's just baiting. Ignore.
>>
Remember children, you don't need to commit to brand loyalty of any sourceport, you can have all of them.

These aren't the console wars.
>>
>>10878063
Why would I want to play with Crispy, DSDA or Nugget, when I can have everything in GZDoom? Serious question, though. I'm not going to get anal about complevels (which btw work fine) or an abstruse bug that happens once in a lifetime
>>
>>10877793
>I'd like to play around with Lisa DMR somehow, not sure what complements it without going over the 1k weight limit.
it does a lot of damage to flesh and ignores armor, so all you need with it is a good shield breaker, and maybe also something better suited to sustained fire and crowd control
pair it with a thunderbuster or smg and it should do pretty good
>>
>>10878063
Ach, nae laddie! If'n ye dinnae use the same source port as I do, yer nae true Doomguy! NAE TRUE DOOMGUY, LADDIE!
>>
>>10878063
good point
>>
>>10878020
Crispy came before those, and many of Woof's features came straight from Crispy.
>>
>>10878068
Why bother convincing you if you're already going in with a negative attitude toward other options? GZDoom is perfectly fine as baby's first Doom port, and if you don't care about it playing like the vanilla game you don't care. Your opinion likely won't be swayed.
>>
>>10878091
See, this is where you're wrong.
>and if you don't care about it playing like the vanilla game you don't care
I'm playing 99% close to what I would play on DSDA or any other faggot port.
I do not have a negative attitude, it's you who're calling GZDoom a baby's first Doom port, when in actual facts it's the complete opposite. Maybe ten years ago when Brutal Doom was a bit more popular, but nowadays noobs follow other faggots on YouTube so they download "more faithful sourceports", so they can "play the Doom the way it was intended", when they clearly have no idea what they're doing.
You, I fear, are one of them.
>>
>>10878095
>it's you who're calling GZDoom a baby's first Doom port
It is. It's a close approximation to Doom and plays using Doom maps, but it's not quite perfect.
>but nowadays noobs follow other faggots on YouTube so they download "more faithful sourceports", so they can "play the Doom the way it was intended", when they clearly have no idea what they're doing. It's fine to play with GZDoom, do what you want. Like I said, it's perfect for people who don't care about the little things. Personally I can't stand that it always forgets my "don't use freelook" settings.
Whenever I take a look at Twitch, first-time players are using GZDoom or the Bethesda port. Nobody is loading up DSDA or Woof as a newcomer.
>>
>>10878103
>Personally I can't stand that it always forgets my "don't use freelook" settings.
>what are .ini files, loader configs, or even basic menus that can be navigated with a mouse or a keyboard
i dont know what to tell you mate. keep adding fuel to the fire if you want. you will henceforth be ignored
>>
>>10878113
>have to fuck around with external files(that break mods that may require freelook) just to make a doom engine play like doom
Graf, just make "default" not be "on." Or at the very least, remember that I want it to be "off."
>>
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>>10878116
NTA but are you sure you're not doing something weird? If you change stuff in the menu it gets saved, unless you do something weird and overwrite the ini
>>
>>10878103
Especially since DSDA is intended as a speedrunning port, it's adoption for general use is a still pretty recent and secondary thing.
>>
>>10877695
That's too hard for the average /vr/ anon seeing how SNS hasn't come back and even drawing wojaks is too hard apparently
>>
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>>10878118
I change these three "default" options to "off," and they return back to "default" when I close GZDoom. No other engine does this shit.
>>
>>10878123
Aktschually if you read the reply chain clovr is hosting a weekly UT99 server, however I had never heard of it before until tonight because they never advertise it so go figure.
>>10878125
Not that anon, but I never have to do that either. Your GZDoom is fucky.
>>
>>10878125
Well, you're doing something weird anon. This is not supposed to happen at all and it never happened to me. Did you update it? (I never update it because I fear it might break shit)
Try to change the option into the .ini, and see if it gets reset again. If it does, you're loading something else that fucks it up
>>
>>10878120
Yeah, it's pretty much just used by non-speedrunners because it's what decino likes. I get the feeling that Kraf resents non-speedrunners being attracted to his port, after the meltdown he had over people being upset with his removal of ENDOOM a couple years ago.
>>10878129
>>10878130
That's how my GZDoom has been for over a decade now. Other settings save, but never those three.
>>
>>10878125
Happens if it crashes, sometimes if you change stuff then load a save and sometimes just because it can.
>>
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>not having an alias that enables freelook on the fly when you hold RMB down and returns to classic aim when released
>>
I'll just use an engine that doesn't make me jump through hoops to play Doom.
>>
>>10878132
>it's pretty much just used by non-speedrunners because it's what decino likes.
It started being used here before that, probably because of it's closeness to vanilla while still having FEATURES.
>I get the feeling that Kraf resents non-speedrunners being attracted to his port, after the meltdown he had over people being upset with his removal of ENDOOM a couple years ago.
Pretty likely, I don't blame him either, it was a reasonable thing to do for the intended audience of the port.
>>
>>10878147
Did DSDA even do that much when it first released? I know it had rewinding, but I can't think of much else it had over prboom+. I only started using it when Ad Mortem began because it was the only port that supported MBF21 well.
>>
>>10878156
Not really, it was mostly aimed for closeness to vanilla and demo reliability.
>>
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>>10878125
Because you're doing it wrong. If you just stopped hitting the wall over and over and over again, enabling this option every time just for it to be reset yet again. If you asked yourself for a single second and tried to google why is this happening instead of repeating the same mistake over and over again with no success, you would find out that Gameplay Options are not saved in config, at all, I'm sure graf even had some totally leegit reasoning for it it's some retarded bullsiht but it is how it is.

I still have no idea how people who can't handle something as simple (absolutely retarded, but still very basic in its core) as GZDoom setting are able to function in modern world. Like, how hard it is to open MOUSE OPTIONS when you want to set up you MOUSE and find a SINGLE option that LITERALLY tells you MOUSELOOK.
>>
>>10878163
ahahahahahahaha based anon calling out retards
>>
>>10878163
I've tried that setting, and it doesn't enable vertical autoaim so the game is basically unplayable.
>>
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>>10878163
>leaked picture of this anon
>>
>>10878170
That's in player options
>>
>>10878170
did you try using the options search function and inputting autoaim
>>
>>10878086
Probably helps that Woof was started by the same person behind Crispy
>>
why is this general 80% shitpost?
i'll tell you why. we, actual retro fps players, are busy playing.
>>
>>10878170
Vertical autoaim is working regardless of any mouselook settings. I'm 100% sure it's enabled by default and the only way to disable it is to change the corresponding "Autoaim" option manually.
Once again, I'm not defending GZDoom, I'm using Nugget 99% of the times, but please, anon, get your shit together, it will help you in a long run.
>>
so back in the day I downloaded 911.wad off that aol file sharing thing like a week before 911 happened, been trying to find it ever since but it's like it was erased from the internet, anybody know what I'm talking about?
>>
>>10878163
>>10878172
>two options in different menus(one of which doesn't show up unless you have expanded options enabled)
>that are necessary to make the game PLAY LIKE DOOM
This is what I meant about jumping through hoops. Two menus, one that is hidden normally, just to not have the basic inputs of the game function properly.
>>
>>10878178
I spend most of my time lurking or working on my stuff. Though I've been playing Kloinks and Pirate Doom 2 on and off. I don't know if I suck but man I die quick in some fights in Kloinks, though I am playing on the harder difficulty.
Watch the fuck out for those rats.
>>
>>10878180
>>>/x/
>>
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>>10878178
Speaking of playing, the Heretic is finished. It was nice I guess. Overall 7.5/10, but 9/10 on some maps. Sluggish pew-pew weapons are by far the worst part.
>>
>>10878181
If you want to make it look like doom, you gotta turn off trilinear filtering too which is on by default
>>
>>10878182
>I don't know if I suck but man I die quick in some fights in Kloinks
I've noticed at least some enemies have a deceptively high damage output while also seeming quite tanky.

I think it's also just that stuff seems kinda unpredictable, like the one dude that just charges straight at you.
>>
>>10878197
I find that guy pretty easy to bully, just give him a little space and then beat the shit out of him after he bounces off a wall. I find I take more damage than I probably should off the basic cheese goons and the rats.
God damn it's charming though. I also think how the charger pistol works is pretty interesting, really my only beef with the weapons is the revolver uses ricochet sounds for firing, that's a little silly.
>>
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>never have played ashes before afterglow dropped
>find an old "standalone jetfire edition" on the page
wow, didn't know that removed grenade launcher was actually implemented. kinda sad about some of these animations being gone as well tbqh.
>>
I like Serious Sam.
>>
>>10878212
Seriously?
>>
>>10878201
It is fucking adorable and the music is great too.
>I find I take more damage than I probably should off the basic cheese goons and the rats.
The rats get me the most, it's like they're geared to ensure you can't avoid everything from them.
>>
>>10878216
They honestly remind me of Blood's cultists in some ways. At least in terms of lethality and aggression. That and they're all running around in robes causing a ruckus.
>>
>>10878212
Same
>>
>>10878068

The archviles attack slower in GZDoom. It's not the right way to play the game
>>
>>10878212
You aren't a true serious sam fan unless your keyboard's S key is worn to a nub
>>
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>>10878223
>>
>>10878123
I'd host some Quake or Doom on Sunday, but the hard part isn't setting up the server, it's picking the maps.
>>
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>>10878214
As a matter of fact, yes.
>>10878224
I just got a new keyboard but on my old one it was worn out.
>>
>>10878212
Well why didn't you play DM Sam with me when I was hosting it before you stupid headless freak.
>>
>>10878223
Lol WTF it's not true. the only thing you could say is infinite actors, but even then you can easily enable them (if you are able to open the menu, that is!)
>>
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>>10878234
because I didn't see it
>>
>>10877726
what's the point of
>saved at any point other than the start of the level
if you didn't
>played with continuous
>>
>>10878256
That's alright. I should put together a zip anyway of TFE with Dreamycecil's patch + TFE maps + Revolution maps.
>>
>>10878273
Shit meant to say TSE the first time I said TFE.
>>
>>10878163
Speaking of mouse options I kinda also have a question, what's up with mouse forward/backwards movement thing? Because it was set to like 0.5 in my fresh copy of Gzdoom by default and unlike lookstrafe, it doesn't even have a on/off toogle, for some reason, you just have to set speed to zero instead.
Btw, "always mouselook" toogle disappears from mouse options menu when you toogle "Simple options menu", together with "forward/backward" speed slider, so the thing is set to like 0.5 by default and extra hidden with simple options shit, you can still find it with option search, so it's not a big problem, I just don't understand why it's made like that, is mouse movement used by people for Doom often enough to make it default and even hide option to turn it off?
>>
>>10878301
I dunno, ask Graf, it was his stupid idea to hide certain options
>>
>>10878301
If graf wasn't retard, the "Simple/full options" switch would be removed from GZDoom ages ago, alongside with the whole """""""simple""""""" menu idea, and the amount of people complaining about the settings (and therefore about GZDoom itself) would easily drop by ~40%.
Mouse movement is a vanilla thing, virtually no one in this universe uses it nowadays, I have no idea (and neither does graf) why is it enabled by default. You are right, the only way to turn it off is to set it to zero, there's no dedicated switch for it.
>>
>>10877913
The Boss rifle is based on the Canadian Ross rifle and was originally added as a joke for Canadian Veteran's Day. The ZM is inspired by a bit of the G11, a bit of M16 fudd lore, and a bit of the printer ink racket. The bullpup Liberator's brass ejection system is based on the FN F2000's. The pump shotgun is mechanically similar to a SPAS-12 and takes its designation (SPOS-E28) from the shotgunner sprite name. The Vulcanette's multi-mag mechanism is based on the Japanese Type 11 machine gun, which fed from several rifle clips loaded into a hopper. Most of the fictional manufacturers referenced in the manual are spoofs of real ones (Heckler and Koch -> Heckler and Mok, Colt -> Volt, Beretta -> Mouletta, Ruger -> Buger, Franchi -> DiFranco).
In Peppergrinder, the HLAR is based on the Half-Life 1 assault rifle, which in turn is based on an MP5SD with an M203 launcher attached, which is a real configuration used by Malaysian special forces. The Box Cannon was what the Chinese called their Mauser C96 knockoffs. The Yeyuze grenade launcher is based on the China Lake, the name itself belonging to a lake in China. The Baileya Repeater is a Browning Auto-5 with a rifled barrel meant to be used exclusively with slugs. The Sabrewolf was made as a replacement for the unmaintained ZM69, taking the bullpup design of the GM-8 Lynx and throwing in the AN-94 two-shot hyperburst mechanism for flavor.
I don't know as much about Bangers and Mash but a lot of its guns are also based on real guns. The L7A1 Defender is an FAL with a drum mag, though it's a lot more reliable than that would ever actually be. Besides the Exterminator, the Urban Destroyer is also based on the Cobray Streetsweeper. The Arkoudi M5/165c is the American A-180. The Austere M17 is Steyr's entry in the ACR program. The Stinger is a Browning M2 converted to be man-portable, which some crazy fuck actually did once. The G26 is the actual G11. There's plenty more, but I'm out of characters for one post.
>>
>>10878301
Having no distinction between "Mouselook" and "Freelook" in the menus is confusing. I expected the "Mouselook" toggle to just disable the mouse.
>>
itt absolute retards can't figure out simple options in a graphical menu and they pretend to be anon/nerds
its embarrassing
>>
Your menus suck and your engine isn't Doom.
>>
>>10878329
I appreciate this very much, anon. I'm still wrapping my head around single action (just pulling the trigger wasn't always enough?!), this research will be fun.
>>
>>10878228
Dumbass here. What do I need to download? I enjoy any map in any game
>>
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I've finished the first set of levels for Soundscape.

Pic related, it's the secret map.
>>
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>>10876813
Not exactly, but you're right. Many people (and not necessarily just zoomers) would assume that the game is worth their attention after seeing a couple of actual oddballs being excited about it, learning that said title is part of some older franchise, its coming (or returning) from their favorite brand, their favorite content creator or person at social media talked about it... Many scenarios with the same outcome. People desire for the sense of belonging.
>>10876828
>I pay for some special nicheish content and also physical stuff.
Cool. Physical stuff isn't really an option for me and I have generous friends when it comes to games, but in comparison my gaming interests are niche in comparison to what they do.
>>10876829
Obviously I was sleeping, working and wasting time in other ways. Just that when it was gaming time, I played just WRATH.
>>10876834
>Both mappacks had a lot to enjoy and I didn't feel that was a bad thing.
Definitely. Like I said before, they are enjoyable. It's just that I had "too much of a good thing" moments with them.
>>10876847
To be devil's advocate here, commercial (or freeware) re-releases could ensure better preservation in the long run and provide more attention to the vidya in question as >>10876879 already mentioned. While nowadays you most likely can find vast majority of the games not current sold commercially, who the hell knows how things would end up like over the course of next 20-30 years or so.
>>
>>10876986
>it's been well-known that they don't properly replicate the games they remaster
That's the case for... Literally all re-release and remaster. From Super Mario All-Stars to Crash Bandicoot N. Sane Trilogy. It is annoying and not an excuse (I believe that these things should have options for "original experience"), but even the best of them fail to be a perfect replication of an original package. In that case, "slapping the game into a version of DOSBox" is the best way to stay true to games as they were back then.
>>
>>10878387
Why Dire Straits?
>>
>>10878387
that ain't working
>>
>>10878397
It's a reference to Map03. The whole wad is music-themed.
Also, I forgot to post the link.

https://drive.google.com/file/d/1lGxoNUI04ZsJPswgms21OhAY_Rn16A2O/view?usp=drive_link

Works on GZdoom and Zandronum, as long as you use hardware rendering. 7 maps + 1 secret map.
>>
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Random question, what was the firsts wad to popularize the "archvile room with moving wall" type of trap?
>>
>>10878430
big /vr/ lost fans
>>
>>10878430
>need fun doom wads
>gzdoom monsters stop thanks
>found autism
>play maps
>>
>>10878430
"lol rerelease"

Sounds about right.
>>
>>10878430
>experience re-release previous re-releases
Sounds about right.
>>
>>10878430
>Cranking stick porn
I did fix The Stick Figure that one time.
>>
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>>10878430
>>
>>10878430
>pistol slaughter maybe
If that's not a sign from the gods for a map idea, I don't know what is
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>>10878457
>>
>>10878430
>wrong room ass sorry
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>>10878472
He is beyond help.
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>>10878473
I interpreted it as the word cloud asking anon for help.
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>>10878445
Not only that
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>>10877726
You forgot
>turned off lookspring
>turned on always run
>changed keybindings
>used resolution above 320x200
>turned on secret notifications
>>
based.wad
>>
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>>10878407
This was clever as fuck
>>
>>10878462
cacos with chainguns
>>
>>10878592
what about chaingunners in a basked under a caco, riding them around like a hot air balloon?
>>
>>10877852
>>10877857
IIRC I've read somewhere that the PosAttack SFX is shorter than the CPosAttack one, so the chaingunners' rate of fire ends up being higher, as well their damage-per-second
>>
>>10878000
I would say that International Doom has ultimately superseded Crispy
>>
I just finished beating all of Sunlust. Some of the maps at the end had so many enemies but good thing I was playing with Russian Overkill so I could nuke and explode entire rooms at once. That was really really fun. Sometimes though I ended up still dying but I was smart enough to save after killing a hard wave of monsters before the next. What's especially fun was when sometimes I just aimed all the way up and fired my nuke into the sky which then explodes every enemy on screen which works so well for some of the more open maps. The thing that was hard though was trying to find secrets so I gave up because it was taking too long to constantly jump all over the map backwards and forwards and I'd end up with 1 or even 0 on most maps. Which is the next wad I should beat?
>>
Does using -complevel in the cli even do anything in gzdoom?
>>
>>10878678
No. GZDoom doesn't have a "complevel" command.
>>
>>10878678
>>10878695

it has the "-CompatMode" parameter which can be used to pre-set the compatibility options at startup

0=default
1=doom
2=doom (strict)
3=boom
6=boom
5=mbf
7=mbf (strict)
4=zdoom 2.0
>>
>>10878654
you forgot to say you were playing on hmp
>>
>>10878708
6=boom (strict)
>>
>>10878430
>eventually specifically encounters revenants
>>
>>10878717
It truly is an inevitability.
>>
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>>10877932
>>10877934
man, i wasn't built for this shit after all.
>>
turning on -flipweapons fucked with me a lot more than i thought it would. i cant hit shit now for some reason
>>
>>10878620
You're probably referring to chaingunners firing slightly slower than the player's chaingun, but just changing the sound doesn't alter frame timing in any way, that would be retarded.
>>
>>10878743
Should've used GZDoom instead
>>
>>10878726
Even a powerful revolver is still a sidearm, you'll be let down if you expect it to do all the work. It's a gun that should come out when your bigger guns are inoperable or otherwise ill-suited to the current problem. The Aurochs' .451 bullet has comparable shield damage to 7.76 and good enough armor penetration to get through blue armor on a headshot, so it's a decent enough fallback against almost anything, but the nature of the gun (and scarcity of the ammo) means it shouldn't ever be your first option.
>>
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>>10878778
i hoped 2 of them would be enough, but fair point. a frontiersman will probs do good as the main course, thematically fitting and all.
sick moves btw.
>>
>>10878815
Dual revolvers is usually more mental overhead than it's worth in my experience. When you need your sidearm, you don't have time to be thinking about whether you forgot to load one, whether you'll need to pull the hammer or not, and when you'll need to juggle to the other. You need bullets in the thing that forced you to pull your sidearm so you can get your long gun back.
>>
Maps should be played BLIND.
More fun, less time spent "practising", more sense of joy and surprise. This is valid for all single player FPS
>>
>>10878887
>hurr durr just play blindfolded
>>
>>10878887
Games aren't good when I'm not always winning, give me my instant gratification!
>>
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Time to play some Doom!
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>>10878887
Yeah, 'cause nothing brings me more of a sense of joy and surprise than being killed by a trap that you can only avoid if you already know it's there.
>>
>>10878910
>play Doom blindfolded with the automap
I’m really missing that third dimension known as “height”.
>>
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>so you think DOOM is too easy, huh? have you tried cutting your eyes off and then playing?
>>
>>10877916
>>10877924
I don't really understand why the revolver in HDest is so convoluted. It also feels weird to have one with a swing-out cylinder but which is single action only.
>>
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>>10878923
>cutting your eyes off
I knew there were demons lurking in this thread
>>
>>10878223
Why are you a liar?
>>
If you don't play with originally bound keyboard controls only, you aren't playing DOOM properly
>>
>>10878928
The stock revolver is single action/double action and much simpler to operate, those posts are discussing the Aurochs, a mod revolver that's single action only with a loading gate, not a swing-out cylinder.
>>
>>10878919
>unavoidable trap unless you know it
That's called bad design. You cannot say otherwise
>>
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I HATE DEMONS
DEMONS ARE BRATS
DEMONS ARE STUPID
I HATE DEMONS
THEY ASK DUMB QUESTIONS
STUPID STUPID DEMONS
I HATE DEMONS A LOT
DUMB DUMB DEMONS
>>
>>10878430
>mapping especially easy
You hear that? The cloud thinks you mappers are LAYABOUTS.
>>
>>10878887
I just play with saves and pistol starting if I'm just playing the map, continuous if I'm on GZDoom and playing a mod because lol who cares I'm playing some mod made more for the fun of it over balance.
>>
can you stop shitposting about "how to enjoy the game"? lately its been worse than ever
>>
>>10878885
giving it another go, the biggest hurdle seems to have been reloading each chamber separately, instead of quickly unloading and reloading all. this is much more fluid and fun, even while juggling two of them. i'm just not giving up that idea even if it'll bit me in the ass, it's too cool.
>>
>>10878956
Now do Ranger from Quake 1 and Bitterman from Quake 2
>>
>>10877829
How does it take this long for you to notice? I caught this back in the 90s.
>>
>>10878620
No? Absolutely no mechanics in Doom are tied to the length of any sound effect.
>>
>>10877726
I played on Nightmare :^)
>>
>>10879020
BALL CUPPING
MAKE YOU STARE
OF COURSE ALL THIS SHIT ISN'T FAIR
I DON'T CARE
I'M CUMMING EVERYWHERE
OF COURSE ALL THIS SHIT ISN'T FAIR
I DON'T CARE
>>
>>10879018
As long as it works for you. Just like gun safety, the first rule of HD is to have fun.
>>
>>10878928
It’s fun to get used to and I’m glad it’s not secretly trying to kill me.
>neglect to carefully holster revolver
>leg gets blown off
>>10879065
Am I able to go through that mod and limit/disable that gun wobble?
>>
>>10879065
I know I have no idea what is going on, but every time I see HD gameplay videos when someone skilled plays it, it looks like it's easier than unmodded Doom.
Not so long ago some anon posted a map that he thought is impossible to beat with HD, and some other anon played it and posted the playthrough video, and he was almost one-shotting mancubuses and cacos like they were some basic imps or something.
>>
inb4 another debate
Question: how do I make my gzdoom render/video look like mmmh I don't know how to explain (ETL) but like monsters and shit look faded, with different color, when in the distance, and when you get closer to them they look more colored? i think it's something to do with the palette but i'm not sure and i don't want to fuck around too much because i'm dumb. thanks
(vanilla essence is a no go it fucks up everything else)
>>
>>10879032
WHAT THE SHIT IS HE EVEN SINGING?
>>
>>10879119
https://youtube.com/watch?v=jczVn7ZkMzE
Obviously Ranger would be into some 80s dad rock but I thought those lyrics were funny
>>
>>10879092
The gun wobble corresponds to the gun's physical position, and thus where your shots go.
>>10879106
Feast and famine, you kill fast (with the right ordinance), you die fast.
That webm in particular has the player leaning on a shield core (armor bonus) to absorb shrapnel allowing him to grenade more recklessly.
>>
>>10879142
>The gun wobble corresponds to the gun's physical position, and thus where your shots go.
I’m talking about the actual gun position indicated by your flashlight: It goes and wobbles to the right when you move left and vice versa. What you described with the weapon sprites doesn’t feel good and why I’m considering getting back i to with r_drawplayersprites 0 as well.
>>
>>10879153
Ah, I just turn flashlight beams off, though the laser still lags behind, I only really use that in multiplayer.
>>
Were there any notable changes to Eviternity II after release?
I edited my copy of RC1 so I'm not sure if I should update. I didn't really have any issue with bugs and so on.
>>
>>10879163
An awful lot of fixes and some QOL stuff.

Always make patch wads for stuff that might still get updates, it's way better in the long run.
>>
>>10879201
>Always make patch wads
that's a good idea but I'm a lazy goober so it doesn't work out in practice (and I keep losing the fucking things)
thanks
>>
>>10879115
set the tonemap to palette
>>
Speaking of Eviternity 2, hows the difficulty compared to the original? I'm thinking of going HMP for my first run this time, because the original got pretty tough for me by the end.
>>
>>10879092
The gun wobble is pretty integral to the combat, the sprite on screen is synced to the physical position of the gun in the world.
Different guns have different sizes and weights that play into how easy it is for your character to keep it pointed straight, particularly when stunned from wounds, equipping/removing wearables, or zerk comedown. It's a major advantage of the SMG over the ZM, the ZM over the Liberator, and the double barrel shotgun over the pump. Weapons will also bob less when you walk as opposed to jogging, and you'll suffer less recoil too.

>>10879106
I wouldn't say it's strictly easier or harder than vanilla (once you're well-acquainted with the systems), but rather more fair. There's a lot of unfairness about vanilla Doom that people don't really consider as such because of how undertuned the enemies are, HD strives to fix that on both fronts. Most enemies are much more immediately deadly, but they have much more limited awareness, you can flank them to meaningful effect and you can even dodge bullets without cover if you move in the window between a zombie taking aim and firing. Even common ammo and weapons are more powerful than their vanilla equivalents, but enemies have armor and shield mechanics that require a well-balanced loadout to defeat them efficiently. Wounds disrupt your ability to fight and require attention to heal, and that affects enemies as well. You can shoot an enemy without killing it and it'll remain stunned and bleeding for some time, leaving you free to clean up other threats. Some guns inflict more bleeding, some inflict greater stun, some are better for shields and some are better for armor, some are faster to aim where you're looking while others lag behind, there's tons of factors that go into pulling off smooth combat. And then sometimes a marine revives and blasts your ass with a grenade from 50m out before you could even see him, but that's HD, baby. Should've managed your frag and corpses better.
>>
>>10879163
What’d you edit? I’m just curious so I can have at it myself.
>>
>>10878654
Plutonia
>>
>>10879227
I honestly don't remember anymore, it was mostly small tweaks - I remember fucking around with perforator until I was happy, some tweaks to new custom mobs that I felt were needed (like those green crack cacos), stuff like that.
>>10879221
Most of it was reasonable but there were some difficulty spikes that felt a bit random. Sometimes going fast fucked me over and it was tough to recover without restarting the level.
There's also one secret level where I turned on god mode because it's pure ass cancer, you'll know it when you see it.
>>
>>10877989
If your map has more than 200 enemies it's slaughter. Simple as.
>>
>>10879241
nice bait, but i've seen slaughter maps with 90 enemies and maps with 400 enemies which are the antonym of slaughter
>>
>>10879221
>hows the difficulty
I bonked the final boss barely losing any HP at all.
There's six "zones" in the mod, only the second to last felt a bit tough.
>>
>>10879225
>The gun wobble is pretty integral to the combat, the sprite on screen is synced to the physical position of the gun in the world.
Do the bullets originate from the sprite or from that wobbly flashlight? I’ve received conflicting answers and can’t test myself at this moment.
>And then sometimes a marine revives and blasts your ass with a grenade from 50m out before you could even see him, but that's HD, baby. Should've managed your frag and corpses better.
Ugly as Sin still lets me edit this, right?
>>
>>10879249
>maps with 400 enemies which are the antonym of slaughter
Yah I think you can find a few of those from /vr/'s own WADs. I prefer the slaughterMAX definition
>What’s a slaughter map? I dunno, but I know one when I see one! Monster count doesn’t really matter to me. Size doesn’t really matter to me. Anything that’s hard or that might be called a “challenge map” is probably fine.
>>
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>>10879252
>There's six "zones" in the mod
Do you get to go to the Crystal Dome when you're done with them?
>>
>>10879240
I forgot what mod I was trying Eviternity 2 with but the wad didn’t like it, it borked the level progression in map02.
>>
>>10879263
how can you be so obtuse?
it has been stated many times.
slaughter = a fight where you have to to solve a puzzle by:
- circlestrafing
- finding the best route
- making enemies infight
- "crowd management" (lmao)
- spam left click
all of this in a big ass open area.
it's not black and white. it's fuzzy. the same fight can change drastically with even one monster or a different weapon.
what people moan about is the popularity of these fights where getting bored to death is a requirement
>>
>>10879276
>it's not black and white. it's fuzzy.
I'm glad we understand each other then
>>
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This wad fluctuates between "Wow this is awesome" to "Wow this is fucking annoying".
The Japs sure do love their puzzles..
>>
>>10879301
DO YOU LIKE CACO?
>>
>>10879276
>- making enemies infight
That's not a required element either.
>>
>>10879260
>Do the bullets originate from the sprite or from that wobbly flashlight? I’ve received conflicting answers and can’t test myself at this moment.
The sprite is more or less accurate, but the ultimate answer is neither. The light is delayed from the gun position by one tic, which IIRC is necessary so that it can be interpolated and not locked to Doom's 35/sec ticrate. The sprite obviously cannot indicate the angle of the gun, so it isn't completely reliable either but it is certainly usable and learnable to point shoot with reasonable accuracy even under the worst conditions.
>Ugly as Sin still lets me edit this, right?
It can disable frag shards and more recently archvile curses as well, but it doesn't remove healer imps or archviles from the game entirely. The whole revival system is another vanilla mechanic made fairer. Corpses track how much damage has been done to them and can't revive if they're too damaged, unless it's an archvile doing the reviving, and even they can be dissuaded by lighting corpses on fire. Frag is limited in quantity, is visibly created when killing specific enemies (or unloading a recharged battery from the BFG), and generally tries to follow you like a Doom monster would so it's fairly uncommon that an extremely distant enemy gets revived. If you kick the armor off a corpse, they'll stay unarmored when they revive. Tougher enemies don't even need maiming and will always take extra corpse damage when they die so they can't just instantly revive. It's a much more fleshed out mechanic than people give it credit for, a far cry from vanilla Nightmare's random timers.
>>
>>10878407
how do you get to the secret map? What's the door trigger for the train door?
>>
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check 'em
>>
>>10879263
>>10879276

There are as many definitions for 'slaughter' as there are people. For me it crosses the ''I do not enjoy this'' threshold when the obsession to have lots of enemies makes it so that level design stops mattering and so do the enemy placements.

But even tightly curated maps can use slaughter moments or arenas as a part of the progression and that can really work to the strength of a section of a map or a non-slaughter wad can have a very slaughter-like map and work fine.

I personally veer away from too slaughter-heavy maps as in characterized by focus on large open arenas with little to no distinctive features / level design elements but I admit that sometimes a good slaughtery section can really get the blood pumping. It's personal preference and everyone has theirs so.
>>
>>10878748
>>10879028
yeah I dug up that dw post I was referring to and realized that I read it wrong

the guy altered BOTH the sound and the rate of fire, two independent changes bundled in the same dehacked patch
https://www.doomworld.com/forum/post/1920849
>>
>>10878063
Nugget for your first time playing a wad and for challenges such as 100% and pistol start runs.
GZDoom for replaying wads with mods.
I believe this is the ideal way to approach Doom.

Anybody who uses GZDoom for vanilla is deranged. Not even the Doom strict compat settings make it accurate to the original experience.
>>
>>10879334
although this other post seems to suggest otherwise...
https://www.doomworld.com/forum/post/894036
>>
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>>10879345
>>
>>10879345
>Not even the Doom strict compat settings make it accurate to the original experience.
Yeah there's a lot of stuff you can't get to work like vanilla in it, even visual shit like the shadows is at best using the closest shit that ZDoom had going for it.
>>
>>10879345
You wouldn't be able to tell the difference between 2 screenshots from properly configured GZDoom in software mode and some Woof.
You wouldn't be able to notice the difference in monsters behavior in 999 wads out of 1000, most likely in all of them.
>>
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>>10879345
https://www.doomworld.com/forum/topic/74354-stupid-bsp-tricks/ While we're on the subject, here's a really cool thread on vanilla-specific quirks.
>>
>>10879330
>For me it crosses the ''I do not enjoy this'' threshold when the obsession to have lots of enemies makes it so that level design stops mattering and so do the enemy placements.
When actual encounter design stops, it may as well be a nuts wad with pasting in blocks of monsters.

It's also the point where you get normal mappers who have stopped giving a fuck, which is where a lot of people get their first exposure to the idea of a slaughter map, and assume it's all as shit as that.
>>
>>10878430
>bigger dude becomes beat
>super easily pick anons level
>porn damage
>revenants favorite doomguy
>hdest scythe
Please no.
You've heard of truck nuts, now get ready for
>chaingun balls
>Deus High
"Cyberpunk high school" sounds neat.

>>10878778
Those are some tiny Babuins.

>>10879307
>Y
>>
>>10879362
>You wouldn't be able to tell the difference between 2 screenshots from properly configured GZDoom in software mode and some Woof.
Prove it.
>>
>>10879330
>when the obsession to have lots of enemies makes it so that level design stops mattering and so do the enemy placements.
Enemy placements and composition still matter a lot, even if they get larger in volume.
>>
>>10879370
They're babuinitos, even smaller and more chaotic than normal. Killable with just a few kicks, glancing bullets, or even just crashing into them hard enough, but still capable of crawling up your ass and turning you inside out if they get the jump on you.
https://gitlab.com/prettyFist/hd-babuinitos
>>
Would you agree with Doomwiki's definition of a slaughter map?
https://doomwiki.org/wiki/Slaughter_map
>>
>>10879380
weeeeeeeee
>>
>>10878592
>Caco Viles
>>
Real talk though, I see complaints about "BFG spam" or "RL spam" but what's the alternative? Chaingun spam? How about the pistol, SSG, or shitty regular shotgun? Those weapons are just point and shoot while the rocket launcher has added depth with trying not to kill yourself with it and the BFG tracers make the gun inherently interesting.
>>
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what do you think of the lighting settings here? i had to mess around with weapon light strength because when using the chaingun i'd go blind
>>
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>>10879371
GZDoom or not? This one should be easy.
>>
>>10879413
Woof uses a marble texture to fill in the gaps for the widescreen statusbar.
>>
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>>10879430
Perchance. And this one?
>>
>>10879430
That's based on what IWAD you use. Doom 1 uses marble, Doom 2 uses those green stones.
>>
>>10879413
>zoom in on statusbar numbers and letters
Looks like GZD unless you goofed your Woof up somehow.
>>
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can't stop thinking about doom
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Despite telling myself I'd try this through HMP I once again chose UV. I really need to stop choosing UV for my first time through wads. It's not my ability level at all but I just can't help myself. Bad habits, I guess.
Still, I'd be saving every now and then regardless of what I chose.
>>
>>10879441
Yep. As I said, easy, GZDoom can't scale font graphics at all.
>>
>>10879450
i hate when people post without naming what the fuck they're talking about. is it so hard to write the name of the wad in the filename? or post it?
>>
>>10879457
Sorry, I forgot to mention it. Eviternity 2.
>>
>>10879457
Maybe with all the recent Eviternity 2 talk he didn’t feel it needed naming.
>>
>>10879436
You can't just say perchance!
>>
>>10879450
Man, I love that pistol grip on this mod.
>>
>>10878068
MY PORT DEV CAN BEAT UP YOUR PORT DEV
>>
>>10879436
>>10879471
Why does Doomguy crush turts?
>>
>>10879447
>implying there's anything better to think about
>>
>>10879474
Doomguy learned how to properly hold a gun 30 years after the Phobos incident, proud of him.
>>10879478
What if Mario did mushrooms haha
>>
>>10879375
Yes, what I was getting at was the point when it doesn't matter anymore.

I used to have slaughtery fun with Oblige generated maps, but when I play custom wads that a human made I expect a more fine tuned experience. And I'm not saying 'slaughter bad' but there have been very slaughtery sequences in a bunch of good wads that I enjoyed and even basegame Doom 64 arguably, but yeah.

All depends what the person is expecting.
>>
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Turns out Corruption Cards has really weird interactions with mods that change monster tags on map load.
>>
>>10879447
can't stop won't stop dooming
>>
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Lads, how many MIDI files do you have in your collection? I appear to have like 170000 files, but a huge chunk of that is that massive scraped MIDI pack from the Internet Archive (and one of the files in there was apparently a virus, so scan the pack before unzipping it, no clue if that one actually does anything to modern systems).
>>
>>10879485
I never liked that one grip with two thumbs forward like that, never felt quite right to me.
>>
>>10879494
I have that same pack, but man, I've never gotten over my intolerance of Roland/Microsoft default modules. Always reminded me more of getting an ecard from my mom more than video game music.
>>
>>10879508
Get Foobar2000 and then its MIDI plugin module, it lets you pick whatever .sf2 you want for playing up MIDI files (I keep them in a folder). Also you can get a plugin for playing old module music like Screamtracker (.s3m) and what not.
>>
>>10879486
>Yes, what I was getting at was the point when it doesn't matter anymore.
The most recent “doesn’t matter” moments I’ve ran into, and they are still rare, are when I’m given a big weapon and a bunch of the same mob. But I’m not offended by these: It’s fun seeing all those cacos drop in Cryonology.
>>
>>10878472
cloud is here forever
>>
>>10879516
AIMP lets you do the same. There's also a plugin for .sid Commodore 64 music.
>>
>>10879480
>Cake
>QUAKE
>HL Series
>merging with the AI to become a new being
>>
>>10879492
I'm... I'm gonna, I'm DOOOOOOOMING
>>
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Man, this Bungle in the Jungle WAD was a good time but really short.

I felt that the Netronian Chaos enemies are way too spongy at first until i realised that this mod places a bit extra importance on finding and using the correct weapon for the job. A bit later noticed that using weapon zoom makes your guns more effecient.
Reminded me of Call of Doom mod where you have limited weapon slots and are forced to select your loadout with a bit of care. Is where any similar "many weapons but limited slots" mods that are worth looking at?
>>
>>10877523
[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/

(Raze 1.10.0 had released on the 20th, but it's already been superseded.)
>>
When I was a small child I was never sure armor actually did anything in any FPS that featured it. Even in Half-Life 2 where the effect is a whole 80% reduction in damage. I only came to really appreciate armor later when I was able to just look up exactly how it worked on the internet.
>>
>>10879548
>Is where any similar "many weapons but limited slots" mods that are worth looking at?
DRLA
>>
>>10879550
Doom armor :
>haha I don't know what this does but the green tshirt and the helmets look cool!

Quake 2 Armor :
>haha eating armor shards sounds funny

Half Life Armor :
>holy shit I take way less damage!
I think Half Life 1 was where I understood how much of a difference the armor / suit power makes. If you're in zero armor but full health and get shot up by marines you're dead really really fast.
>>
>>10879221
Easier than 1 overall but in the "no 3 annihilators in an open area think fast faggot" way.
>>
>>10877523
>>10879549
Also:
[4-21] GZDoom 4.12.1 released, restores Windows 7 support
https://forum.zdoom.org/viewtopic.php?t=79017
>>
>>10879516
I have VLC which also does that. I honestly can't find a sf2 that I really enjoy, the closest would be either something like Regression FM or owning an actual Yamaha MU80.

And also every time I hear D_RUNNIN on a map, I inject some mod tracker music for sure.
>>
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playing around with vertex relocation on MAP09. not super inspired yet, but it's fun to doodle. maybe I'll come up with something
>>
>>10879225
>Should've managed your frag and corpses better.

I've recently started moving corpses into tiny areas they'd clip into and be unable to move or shoot at me after I read a suggestion in one of the previous threads. The thought genuinely never occurred to me before. Kicking them into pits, sure. But it was either Oddball, chainsaw, or just punching corpses into gibs. Side note: HDest Marines that live would be crazy as shit.

>>10879380
Cute. If I end up using these I wonder if I can edit the lootpool to make them drop the smaller MRE stuff like snacks. I don't think I can get that specific with MRE drops.
>>
Wednesday night Whatever, come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/tn03EQZS#2xjqYcB_ojzpxFMgA77f6i1xQ0sQwDQuAAAg8PE0Vr8
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use (Windows): https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.0b
Or compile it (Linux or anything else): https://github.com/NepDisk/srb2k-neptune
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Re-shidded all over Monster Monarch (lol load order)
The shortcut at the end of 765 Stadium is now closed thanks to an anon on /vm/
11 New Characters: Erdrick, Freya Crescent, Recette and Tear, Vivi Ornitier, Tenshi Hinanawi, Wriggle Nightbug, Baba and Keke, Demo, Grace, Phillip, Wayne
2 Updated/Replaced Characters: Aya Shameimaru, The Noise
>>
>>10879315
opening the exit door
>>
>>10879618
It should work to reference the rations by their individual class names, it'll just be tedious to go through all the ration mods (assuming you use more than base UaS) to find the ones you want.
>>
When using the tonemap palette option, can I make it so that the palette does not get applied to the weapon sprites? Can't seem to find a way
>>
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>>10879561
>DRLA
Already on my to play lits. Not sure what WAD i should try it with.
>>
File deleted.
>>10879538
This reminds me of an idea I had and hopefully I actually did it right this time.

>>10879652
I just use UaS and Seasoning Packet, so that shouldn't be too bad.
>>
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>>10879586
nice
>>
>>10879682
>Not sure what WAD i should try it with.
Most stuff works, if you're running it with DRLAX then one of the maps it's got achievements for might be a goal.
>>
>>10879693
Embarrassing. I thought it was that the sound player didn't work with .ogg so I converted them, but I wasn't separating them with their own [sound=] boxes.
>>
>>10879715
Are you trying to post a video?
>>
>>10879748
No, just a soundpost. I never tried one with multiple sounds before.
>>
whats the doom version where everyone is a monkey
>>
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>>10879780
moonman doom?
>>
>>10878137
Sounds like something out of timesplitters, intredasting.
>>
>>10879672
Tried to register on the zdoom forums but the registration is fucked up and can't. Any help here? fucking hate that forum
>>
>>10879836
just get someone else's login info from bugmenot
>>
>>10879839
dude you brought me back to 2007 with this post
>>
>>10879621
I don't think I can play this week, but I will in the future
>>
>>10879494
less than 10. if i had a hardware synth i'd hoard them though.
>>
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>beat preacher
>the last map was really cool
>its build around the flame tome
>did not expect the romero head at the end
i wish i was aware of how many energy cells they give you im not used to it
>>
>>10877520
I made my first Doom map, how can I share it?
>>
>>10877674
Doom's gameplay is more than just "shoot a lot of shit and watch it die". I'm not for or against slaughtermaps. Never played one time be honest. I can imagine it would scratch an autistic itch of mine to kill everything there is to kill in maps even if I don't have to. But I can also imagine it would be annoyingly frustrating too. I'm just saying, there's a lot more to Doom's gameplay than that. Its like saying defrag is Quake 3's gameplay taken to its logical extreme because movement was really important for high level play. Its just one element of the game taken to its logical extreme.
>>
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>>10880006
i really like those textures
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>>10880039
they are pretty cool
>>
>>10880010
Put it in a .zip file together with a readme and upload it with Catbox, post link here.
>>
>First time modding quake
>Try adding some copper exclusive maps
>Load copper via the modding menu
>load the map via the modding menu
>now copper is unloaded and the map wont work
I am retarded, what i am supposed to do? i am using ironwail if its any help and couldnt find any clear answers via googling
>>
>>10877674
I like slaughter so long as it doesn't take me multiple in-game hours to complete a single map. I feel thats when it becomes a miserable chore over a fun challenge. Slaughtermaps that are within an in-game hour in a non-speedrunning setting are fine by me, less than 30 mins being ideal.
>>
>>10880110
game copper
skill [number]
map [mapname]
>>
>>10880110
>saying 'modding' in reference to just installing mods
Skyrim and its consequences have been a disaster for /vr/ kind.
>>
>>10880119
thank you!
>>10880121
i have only modded morrowind and doom
>>
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Finished Abscission.wad, has anyone else played this yet? I'm kinda sad this style of wads isn't more common. Great ambient ost, top tier work with light and clever use of vanilla textures gives those normal Doom maps a very fresh feel somehow. Early levels play a little bit like an exploration game, because encounters are all relatively low stakes shootouts with zombos and co., meanwhile there's quite a few times when you press switch/pickup keycard and NOTHING happens, instead of game feeding you daily dose of revenants from the nearest wall, the level uses silent teleporter to prepare surprise encounter for you on your way back, after you relax enough.

In second half levels escalate and encounters get more tricky in a more conventional way, with large enemy crowds brought by switches and keys getting brought back in the menu, but it never quite turns into 100% typical Doom wad, only about 70% typical wad at best.

Overall, I am almost uncomfortable with how much I liked it and worried about overpraising it in here now, this is why I would like to see someone's second opinion, because it's just a regular ass Doom wad from technical standpoint, but going through 2023's cacowards, I enjoyed it way more than most of the modded winner stuff from that year.
>>
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>>10880168
>Finished Abscission.wad, has anyone else played this yet?
Simply put, it's my new favorite Doom 2 "remix" and I'm with you about the soundtrack. I could listen to this all day: https://youtu.be/AAgVkmFJuL4?si=0gEMTde9Tq-_thW0
>>
>>10880175
I downloaded the soundtrack a while back but neither the MP3s nor the midi files in the wad itself sound like the youtube uploads. A touch frustrating.
>>
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>>10879621
>V2 came out before 94 protons
>>10879948
We missed you guy I don't know
>>
>Watch videos on how people are supposed to play quake
>looks like a rabbit on 10 doses of caffeine jumping and moving nonstop
i think this game isn't for me
>>
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>>10880203
If you're so stupid as to let other people's methods or opinions sway you like that then sure, it isn't for you.
>>
>>10880203
I don't know what kinda shit you've been watching but that's for advanced players. You can get by with juking monsters like any other FPS game.
>>
>>10880203
You only need to do the pathological bunnyhopping if you want to speedrun or do competitive DM, it's not necessary for the base game. Maybe some custom maps, but I couldn't say for sure.
>>
>>10880185
>v2 came out
No fucking way
>it did
Goddamn. Shit should be in the newspost. Gonna have to try it out later. The vid on their twitter looks like it's got some cool additions, even though I know they were adding some dumb shit as well
I look forward to how even more autistic this is going to make /vm/ about their hate boner for KartKrew
>>
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>>10879621
GGs
>>
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>>10880258
They made addons and multiplayer unlockables
>>
>>10880258
/vm/ is even more of a sewer than usual but I look forward to seeing how they'll un-fuck the game, whether that be by backporting all of the good features to the custom client or just building off of v2.
>Shit should be in the newspost.
Nah, once one of us mentions it pretty much everyone here who cares is in the know. Besides, we're a minority here, don't want to capitalize on too much thread space cause some people have taken a problem with it. We're the jews of /vr/ if you will.
>>10880267
Also this lmao. Dead on arrival.
>>
>>10880267
You know, I was expecting a lot of dumb bullshit, given how they were acting all big for their britches about being big boy developers that wanna be taken seriously with a ""new"" game, and I expected some "UX" integrity bullshit similar to that (I mean, look at how SRB2 is autistic about "cheats" and how much that gets in the way when I wanna test some goddamn characters in different add-ons), but locking multiplayer? That takes the fukken cake.
>>10880275
>how they'll un-fuck the game, whether by backporting or building off of v2
Oh most definitely. They're some spiteful, autistic motherfuckers, but spite and autism is pretty good for getting fixes rolled out. I mean, that's why we're playing on the 1.6 custom builds, after all.
>>
>>10879621
GGs.
>>
>>10880275
>jews of /vr/
Why not the Gypsies, Basques, or Magyars of /vr/.
>>
>>10880267
But don't we use addons during Kart night?
>>
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Okay my brain just registered what "unlockable addons" actually means and god damn. We're on the DOOM ENGINE for fucks sake, I don't think even Bethesda had requirements for downloading addons on their shitty unity port. Fucking IMAGINE if Doom PREVENTED YOU FROM LOADING PWADS until you beat the main game. Like fuck off. It's so funny how some people in this community learned absolutely nothing about why Doom's community thrives like it does despite building upon the same engine.
>>10880291
Either or. Point is, we'd be using the colored people's restrooms.
>>
I like the idea of not adding the normal ration bar to the Babuin pool because not even they will eat them despite also adding used syringes and bottle corks.
>>
>>10880316
I put the ration bar and water on the loot tables for lower ranking zombies, anything that's high enough rank to earn armor and a helmet gets the good stuff.
>>
>>10880267
>addons and multiplayer unlockables
LOL Nice brainlet move, devs.
>>
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>>10879621
ggs
>>10880185
https://youtu.be/JmzuRXLzqKk
>>
>>10880319
I'm using Ted's Larger Lootpools from wayback so mostly everything that drops rations has UaS_RandomConsumable. I like your idea. Debating having a super rare chance for Babuinitos to drop the piano just for comedy.
>>
>>10880342
>Debating having a super rare chance for Babuinitos to drop the piano just for comedy.
Do it.
>>
>>10880345
The only question is how to weigh the other stuff. At the moment the usual garbage is at two stars with the rations at none.
>>
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>>10880267
>Each individual color palette has to be unlocked too
>There's at least 82 to unlock
>>
>>10880430
Man, and I thought Wrath was bad when it locked "skill 3"
>>
>>10880436
It's not uncommon for games to lock the highest difficulty behind a playthrough.
>>
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>>10880430
That sounds like tons of fun...
>>
Saw a very thicc shambler gf on the timeline today. That's it, that is all.
>>
>>10880438
Yeah, but that's somewhat the point. It's a bit of a culture clash trying to set/enforce unlocks and such for games on these engines with a lot of this kind of audience.
>>
>>10880442
Can you post it? Asking for a friend, of course.
>>
>>10880442
Was it the one wearing a NIN shirt?
>>
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>>10880440
>One of the character unlock conditions involves the game crashing
Man that's some Bethesda tier shit. Also
>Doomguy's gone
>So is Kiryu so get fucked if you want to play a character targeted for adults
>Some other sonic ones I don't care about but still wtf
Yeah I think we're done here, time to stay on 1.6 forever. Let this be a reminder for chopblock to get his fucking act together with 94 Protons, because I say with 100% sincerity that I can see the project going the exact same way as this.
>>
>>10880519
>because I say with 100% sincerity that I can see the project going the exact same way as this.
adding unlocks?
>>
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>>10880524
Nah just being bloated to hell with unnecessary STUFF. He already said in a recent thread after months of radio silence that he thinks what he has isn't enough to show for how long the project has taken, which likely means he's adding more feature creep shit behind the scenes, whether that be in the form of more boss fights or some super special finale map that only he knows about. That's exactly what happened with SRB2Kart, V2 was revealed I think 2 years ago now and when /v/ managed to recreate what they had shown in like 2 weeks, they became really secretive with development. Now that V2 is out, there's a whole bunch of mechanics that were added for the sake of adding them and not whether they actually enhanced the experience.
I totally imagine chopblock would try to add unlocks if MBF21 let him btw.
>>
>>10880531
I think it's less feature creep for him and more perfectionism. Which is the enemy of getting shit done. I should know because I've stumbled over perfectionism a few times in the past, might be struggling with it right now, thinking about it.
I do want Chop to finish the damn project so we can all move on from it, I get tired of seeing the vitriol from you guys towards him.
>>
>>10880537
I'm less sympathetic than you are about this. The thing about being a project leader is that you are in a position of authority, and if you can't live up to it people are gonna call you out on it. What's worse is it's not even a personal project, which I can understand taking as much time as you want on, but this is a community project driven by people's submissions. I would feel disrespected if I had a leader stall the project I contributed a map or textures to for personal micro adjustments that he did not disclose before, which just amplifies my criticism of him. Also you should join the kart server more you big fuckin nerd kegan
>>
>>10880543
I'm not saying he's innocent, I just don't believe in kicking a man while he's down. I also don't think it does the threads any good to be at eachother's throats like that. Also I've lost my Kart installation after I had reinstalled Mint, I was worried I had killed my computer, I'm still not sure if things are stable over here or not but at least she boots again without complaints. I'm too balls deep into design hell to focus on much else at the moment, but I'll try and recompile the game later on.
>>
>>10880549
It's more like keeping him in check. Either get it done or accept he's taking on too much for him to handle and step down and then the "torment" will end.
Might wanna hold on to this https://kart.moe/building-srb2-kart-for-linux/
>>
>>10880168
It's a good wad, I enjoyed it a lot, but even a polished and rosey turd will look like gold in a sea of diarrhea.
I'd suggest you check out Doom 1 wads, or D2 remixes. Really wish people toned down the arena fights
>>
>>10880558
He seems like he buttons up more each time, so I'm not sure how much you're helping the whole situation.
>>
>>10880575
Sounds like he needs a therapist instead of doom mods
>>
>>10880578
That's like three fourths of this entire fandom.
>>
>>10880582
Well yeah.
>>
>>10880543
Yeah my sympathy goes out the door when he's basically doing a George Broussard with a community project, it's not just his to be doing that shit with.
>>
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I love playing modern-ish wads on this thing with ZDoom LE using vanilla-friendly settings. Feels like I'm playing them the way God intended.
>>
>>10880575
Then he shouldn't be heading a project and he should step down publicly.
>>10880578
Bingo.
>>
>>10880605
Man.. that takes me back to the good old days
>>
>>10880175
Yeah, I was surprised to read that author made those himself.
>>10880569
>polished and rosey turd will look like gold in a sea of diarrhea.
I take it you thought our winners this year were kinda meh? Welp, I agree somewhat.
>I'd suggest you check out Doom 1 wads, or D2 remixes.
Can you recommend some of the better ones?
>Really wish people toned down the arena fights.
Yeah, not a fan of them either, reminds me of another wad I liked this year, just not as much, Flesharmonic, it starts out somewhat strong, but finale was just three big arena fights in a row, which felt like they ran out of steam a little bit.
Also I wish prologue map from that one was an actual level, author made huge beautiful map for the opening (he built it for like three years straight) and then he barely put anything in there, it's not even a hub, just one very simple puzzle and few secrets and then you'll never see that map again, it felt like such a waste.
>>
>>10880635
>>I'd suggest you check out Doom 1 wads, or D2 remixes.
>Can you recommend some of the better ones?
NTA but you could start with "Stickney Installation" which comes from the same author as Abscission


then you could try the followin series:
- Switcheroom
- "the way ID did"
- "In Name Only"
- "the way we remember it" / "recreated from memory"

I would also recommend checking out "Wonderful Doom"
>>
>>10880605
What a nice B drive, and a Sidewinder Controller too. Lovely setup
>>
>>10874216
Have you raised an issue about this on the github?
>>
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>>10880605
>low radiation
>>
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>>10880010
>>10880081
>>
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>>10880696
>make a github account and start posting
Next you'll tell me to switch to Linux and buy programmer socks.
Ironwail seems to have enough 'issues' open on there anyway, the vast majority of which aren't even commented on by the developer.
>>
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>>10879365
I foolishly attempted creating a linguortal using the tool specifically built for that. It hasn't been updated in 9 years. I am unaware of any -real- maps that use this vanilla portal technology, which seems like a missed opportunity.
>>
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>>10880745
Nothing but contempt for people who complain uselessly about things. Genuinely hope something terrible happens to you.
>>
>>10880605
>Totally Unreal
>Half Life GOTY
>Gunman Chronicles
>Star Wars Jedi Knight II Jedi Outcast
>Tom Clancy's Rainbow Six
>Diablo
>Starcraft
>Original AOE II Age of Kings
>RCT2
>TIE Fighter Collection
>Nascar
Nice collection
>>
>>10880753
I don't totally blame him. Sometimes you report issues and get snubbed. Because I reported some bullshit on Aseprite where my eyedropper cursor's offsets are completely fucked up when it's first drawn on screen, then when I move my mouse it sharply drops down for a frame before snapping back to where my mouse actually is.
Though I assume I'm getting snubbed because I'm on Linux.
>>
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>>10880010
catbox.moe
don't hold out on us anon
>>
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Trying out a different upgrade here, a radial slow effect on hit. I'm also gonna test out heat no longer draining passively if your meditool is full, I want to make overheating something that happens in normal gameplay, seeing as it's pretty strong.
>>
>>10879065
Yo what that Waste shotgun from
>>
>>10880786
https://codeberg.org/Wanzer/HDst_WAN_Industries
>>
>>10880765
gib
>>
>>10880789
This'll make a fine addition to my collection. Love living off the land finding varied, increasingly obscure arms (unless it's a Raycob anything)
>>
>>10880802
At least in the Raycob's case it should only spawn alongside shellboxes IIRC, so unless you find it in a backpack or something, it didn't replace anything good.
>>
What was his fucking problem?
>>
>>10880798
That's about it. I've been burning braincells trying to figure out where the fuck to go from here for Kustam. I'm deciding to make overheat something far more likely that's going to happen during normal gameplay. Hence why it no longer passively drains if you have a full meditool.
I'm gonna add another upgrade that makes the burstfire machinegun you use while overheated will spray out additional small fireballs.
>>
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>>10880807
doing a little trolling
>>
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>>10880802
The real life ones were never master smiths, but the Terminator is particularly awful because it's barest minimum they figured they could get away with selling as a product (and it didn't sell, because fucking LOOK at it). Something about them having an excess of shotgun barrels they didn't quite know what to do with.

Most of what they did was MAC11 clones.
>>
>>10880430
There's actually at least a hundred
>>
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>>10880203
>>10880209
>that's for ADHD players
Fixed.
None of this is required in Quake ever. You can play it slow, you can play it fast, you can spam you spacebar like you have a seizure, you can scroll through your weapons like there's no tomorrow, like the whole world will end in 10 seconds unless you find the WorldEndStopper9000 and it's just not there, or you can do none of that, and it still will be fun, it still will be enjoyable, it still will be a great game, one of the best FPS ever created.
The worst you might stumble upon where you actually forced to do any of that is some spawn-ridden map made by some slipseer nu-mapper and you still have an option to not play like a spastic retard, you still have an option to just uninstall it and play one of the hundreds of good maps instead.
>>
I tried asking this last time but got no response. Can any Anon's here comment on VKDoom? What do you think of it? If you're on a shit pc, did it improve your framerate? I know it cut off a lot of low-spec hardware due to the Vulkan requirement but I want to hear more feedback.
>>
>>10880868
NTA, but I have an additional question, what's its performance like, compared to that of GZDoom's?
What sort of new visual settings does it have, if any, and can you show screenshots of them?
>>
>>10880765
Are you planning release just Kustam update or rolling it all with 4th class update?
>>
>>10880870
Not at home so cannot provide any real screenshots (yet), sorry.
It has proper lightmap support. GZDoom has it too, but it doesn't light up actors for some fukcing reason.
It also has light coronas like the ones in Unreal.
VKDoom is clearly tailored towards more 3D based mods (yet it doesn't have backface culling for some reason but whatever).

As for performance, it SEEMS to be better than GZDoom on my end, even when that is running on Vulkan, but I don't know how much of it is just GZDoom being GZDoom and placebo. But I think it's about 30 FPS improvement. But testing on lower end hardware proved some worrying results, and I don't know if that's just my friend's PCs being shitter or VKDoom prohlems.

And no, it won't run nuts.war or okuplok faster.
>>
>>10880882
Sounds promising, I'll give it a look, thanks mate
>>
>>10880868
It's GZDoom with Graf's autism, it rules
>>
>>10880903
I want proper feedback please.
>>
Is waifu lead still alive?
I hope he releases his files just in case
>>
>>10880879
I'm planning on making the next update the last one. So it'll have the Doomslayer revamps, the Kustam revamps, Samson, and something else I've been planning.
Kustam is coming along well at this point now that I got some leeway, we'll see how well he handles being scrutinized during playtesting.
>>
Came across a freebiue texture pack on itch, some of it might be useful.

https://screamingbrainstudios.itch.io/base-material-pack
>>
>>10880936
>I'm planning on making the next update the last one
And then that's it? No more Doom mods from you?
>>
>>10880940
Not yet. I still need to finish Combined_Arms, and do Roland and Relic.
Then yes, when those are done, I will be done.
>>
I was enjoying episode 4
and then the spawns showed up
>>
>>10878616
I want to see an enemy or boss sprite of this appear randomly in some average .wad. Just randomly in a mix of enemies or end of a map and never explained or seen again.
>>
>>10880961
A tale on par with Hemmingway's babyshoes story
>>
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>>10877520
Are Doom Legacy, and by extension SRB2, still using leaked Quake 1.01 source? Does Quake's GPL status retroactively apply to older versions of the source?
>>
>>10879065
holy motion sickness, batman
>>
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>>10880971
>Does Quake's GPL status retroactively apply to older versions of the source?
no. also since Bethesda owns Quake they are free to release new versions of it under a non-GPL license. they can't rescind GPL on already released code however
>>
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>>10880982
>>
>>10880982
so is Doom Legacy still using illegally leaked source then?
>>
>MAYhem2019 Map14
My enjoyment.
Gone.
>>
>>10876413
That's a real easy fix though, just tear it out the ACS, recompile it and use one of the other ways to pistol start.
>>
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>>10881004
>>
>>10880995
not sure. might be that the console code matches the GPL code 100%, might be that it doesn't
>>
>>10880519
Is the game open source? It would be funny to see a fork that removes their worst ideas. inb4 SRB2Kart
>>
>>10881021
Honestly, I don't think anyone cares about it. Not even Bugthesda lawyers.
>>
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>>10880961
>episode 4 spawns
Worthless enemy, no excuse, how can anyone enjoy this
>spawns with sensible restrained placement
Well, now they’re just cute
>>
>>10881029
I think it being the doom engine requires it to be open source. From the looks of it, fixing DRRR (lmao) seems to be akin to finding a cure for AIDS so it might be deemed not worth it, but /vm/'s got autism and spite backing them up so we might see a detuned DRRR (lol) not so far down the line.
>>
>>10881038
Wait I'm retarded, ZDaemon literally exists.
>>
any proper way to play corruption cards in software renderer?
>>
>>10880626
>>10880672
>>10880713
>>10880756
Thanks frens
>>
>that last level in Kloinks
Cheesus Christ, what a dick flattener.
>>
>>10880802
>>10880839
>>10880789
Wtf just how big is the HDest community that there are weapon addon packs?
>>
>>10881089
Do you recommend Kloinks, anon
>>
>>10881180
It's a magical world out there. I treat it like the biggest, baddest Doom fangame.
>>
>>10881180
It's something along the lines of MM8BDM or Complex Doom, somebody's always doing something with it.
>>
>>10880807
>SPAMMY SPAM!
>>
After playing a few cups of Ring Racers alone, I'm starting to enjoy it, but I still can't excuse that horrible fucking tutorial. Such an absurd hurdle to start the game with.
>>
>>10881021
AFAICT it doesn't. https://www.doomworld.com/forum/topic/50327-doom-legacy-is-illegal/
>>10881031
Perhaps not, but it fucks with me knowing that Doom Legacy used leaked source code at at least one point and that other projects were based on it.
>>
>>10881226
has any of this code made itself into gzdoom?
>>
>>10881223
RIIIIIIIIIING RACERS! REMEMBER THAT ONE?
>>
>>10881207
I was wondering why I never saw similar support for Brutal Doom but I just now found out how much its fans use moddb https://www.moddb.com/mods/brutal-doom/addons
Slightly eye opening.
>>
>>10881250
I just use google and then I find everything everywhere
>>
>>10881250
There's a metric fuckton of edits of BD on ZDoom too, they just don't care to enforce their rules because it's Mark.

Kinda funny how upset some of them like the BDLite developer get if you rock the boat at all.
>>
Could anyone provide any review on these quake mapsets? i just want to avoid the ones
a simple good/bad/ok will suffice
>Dwell
>Alkaine
>Arcane Dimensions
>Rubicon Rumble
>Enyo
>>
>>10881241
It might've been at some point in there but they most certainly got rid of it all now.
>>
>>10881339
These were all good and at worst had moments that were “okay”. Enyo and Dwell are episodic with optional continuous progression, the others are hub based and shotgun start only.
>>
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>>10881250
Wait.

There's mods besides Brutal Doom?
>>
>>10881363
There is brutal doom 64!
>>
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>>10879301
Have the japans made any other notable wads? Is there a sizable doom presence over there?
>>
>>10881358
I was just leery of the 300 mb filesizes, usually that means bloated music files but the maps themselves look pretty
>>
Huh... I just picked up Duke Nukem 3D 20th Anniversary, and it actually is pretty enjoyable. Especially with the Raze source port and the High Resolution Texture Pack.
I just finished playing Postal 2, and Duke actually seems more fun in a whole bunch of ways. Lots of game in Duke. The last time I played DN3D, there were only 3 episodes, so this is cool. So far, it's much more fun than Duke Nukem Forever.
Also, Raze supports X Box controllers!
>>
>>10879301
>That stupid ass commander keen puzzle on the green jumping map full of acid
FUCK YOU
>>
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>>10879301
the moment i got to map11 last year i dropped it and never came back so far
>>
>>10881436
whats wrong with map 11
>>
>>10881451
They hate the cacos.
>>
>>10880807
He really, REALLY likes ass.
>>
>>10879301
they sure can draw
>>
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>>10881029
/vm/'s already on it lol, they just removed hitstun.
>>
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>>10881216
Feast for seafaring norsemen!
>>
>>10881508
I hope she's doing ok these days.
>>
Player, can I fuck your ass? Yes!
>>10881518
I saw her streaming a while back so at least we know she's still alive. Didn't watch for more than 2 minutes tho so I don't have any details to share.
>>
>>10881365
JDCP 2 is in the works.
>>
>>10881517
Rekkr 2?
>>
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>>10881571
Anon was recreating E1M1 (for violent rumble supposedly?) at the time of protons early development, was wondering what happened with that.
>>
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>>10881339
>Arcane Dimensions
Probably one of the best Quake mapsets ever made. Some are obviously better than others, but its well worth playing
>Alkaline
Not quite as good, but still highly recommended. It's a sci fi theme and I'd play this over Quake 2 anyday.
>Rubicon Rumble
This is what Alkaline was based off. 4 maps, all a lot of fun but don't expect the variety and scale of Alkaline
>Dwell
Honestly, pretty overrated. It features annoying enemies like the suicide crystal thing (which you first meet in an enclosed underwater space, great design there!) and serious sam kamakazes for... some reason. Some good maps let down by some ATROCIOUS ones, but the rotary shotgun is fun.

Pic is from Rubicon Rumble
>>
>>10881534
>JDCP
Jack Daniels Cum Puddle?
>>
>>10881583
>>10881517
It's in the Violent Rumble Mega folder and has been for probably a year at this point. You can play it right now.
¯\_(ツ)_/¯
>>
>>10881370
Alkaline and Arcane are big because they also have a lot of assets for a ton of enemies. I’d personally play Rubicon before you tackle Alkaline.
Also check out Violent Rumble, it was put together here on /vr/ and is another fun mix of mostly good maps.
>>
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>Monsters: 0/2111
>>
>>10881745
We’ll play it first and then judge
>>
>>10880745
What do those long-ass socks have to do with programming? Bullshit meme that shouldn't be taken as absolute fact
>>
>>10881805
Doom 2 in City Only map 20
Be my guest.
>>
>>10881825
Nice, I’m only on map03 already.
>>
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I! LIKE! PURPLE!
Only I could procrastinate playing a wad I just started playing by... replaying another wad.
I just felt the need to revisit Violence.wad.
>>
>>10881831
Could be worse, I've had a year long playthrough of Winter's Fury because I play a map and then find about eighty other things to play instead.

Also sometimes you just want to play something relatively chill.
>>
>>10877520
overrated wad
>>
I'm not the biggest Brutal Doom fan normally but I gotta admit it's a top tier gaming experience playing it on a VR headset, I can imagine something like Hideous Destructor would be even more immersive but there are too few buttons on those joysticks to set all controls you need.

>>10881831
Check out Mayhem 2018 Purple too, but you probably already know about it if you like Violence.wad

>>10880605
Comfy setup, I'd love to play Unreal Tournament or Half-Life like that
>>
>>10881250
Some BD edits are really weird, like, yes I absolutely want to play the mage out of Hexen with infinite ammo magic powers but also picks up and runs around with SSGs and stuff.
>>
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Is there a way to fix this in eviternity 2 without resorting hardware renderer?
>>
>>10881848
Midwit statement.
>>
>>10880010
don't forget to attach the dick pick
>>
>>10880961
you will get locked with spawns and you will like it
>>
you are the spawn
>>
>>10880812
i'd give em a footlong
>>
>>10881994
SPLOSH SPORCH SPLAT SPLAT SPLAT
>>
>>10881998
GET EXPLODED GET EXPLODED GET EXPLODED GET EXPLODED
>>
>>10881534
Oh, nice.

>>10881598
No, Japanese Don't Cum (or) Poop. They hold both excretions in until they finish their project. I wonder how long they've been holding it in for JDCP 2. You'd be surprised what holding all your poop and cum in does for creativity.
>>
>>10881998
are you ok, anon?
*blows*
>>
>>10881593
>>Rubicon Rumble
>This is what Alkaline was based off
If only they'd taken the Shoggoth from it as well.
>>
>system shock music
nut
also holy shit those worms, what a spectacle.
>>
>>10882076
>>Alkaline
>This is what Enyo was based off of
I wish they at least included support for the other monsters, I doubt they’ll ever release the source.
>>
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>>10882085
What wad is this? also based HND enjoyer
>>
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Is this a good starting point?
https://quakewiki.org/wiki/Getting_Started_Mapping
I'm not a fan of youtube fags but if there's some good video I wouldn't mind it as well.

Also are these specs
https://www.gamers.org/dEngine/quake/spec/
as good as Doom specs? Because Doom had a really good explanation about all the headers and offsets and data types and such.
>>
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>>10882112
>>
>>10882112
Not him, but it looks like one of the final levels in a Strange Aeons chapter.
>>
>>10882112
strange aeons partial convertion, there's a compatibility patch on HND's page. 2/5ths in, so far the experience is pristine.
>>
>>10882139
I hated chapter 3 because of the endlessly reviving skeletons, but otherwise it was indeed amazing.
>>
>>10882121
>Is this a good starting point?
Looking over it, it seems adequate but not as thorough as Dumptruck's video tutorials. Trenchbroom is pretty intuitive though, so if you have an IQ over 100 you should be able to figure it out. It also has a nice manual you can access by pressing F1 at any time.
>Also are these specs as good as Doom specs?
Maybe. Looking over the 3.4 document on there it seems accurate enough, but I'm hardly an expert.
>>
Strange Aeons is great, if it gets to drag on a little towards the end.

It's really impressive the range of stuff Impie has done over the years.
>>
>>10882121
It's an okay starting point. I recommend dumptruck's tutorial as it's a more in-depth tutorial that also covers a lot of Trenchbroom. Something I don't recommend which both dumptruck and that wiki page do is the Necros compiling GUI. Trenchbroom has a built-in compile setup, which is far superior.
>>
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>>10882142
>reviving skeletons
oh, and i was thinking i just forgot a couple in some corner of the map they kept tracking me down from.
>>
>>10881910
What fucking fork
>>
>>10882175
https://www.moddb.com/mods/schism1
>>
>>10882146
>>10882159
Thanks brothers.
>>
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>>10882178
>they finally fixed the weapon limit abuse
oh cool
>>
>me and two other boomers teaching the youngins about doom earlier today
good times. they didn't even know what a floppy is
>>
>>10881031
Still better be safe than sorry. You never know when id Software, Bethesda or Microsoft will get bothered by that.
>>
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>>10881365
Tried looking up commentated videos for some moonspeak and the guy with his switch console is about to be the only it, everyone else plays nudoom
https://www.youtube.com/watch?v=yjcE802TFQ4
Tatsurd-Cacocaco with his speedruns is another promient hit
>>
>>10882142
You can knock them into pits and destroy them by killing them under doorways and then closing the doors. Take a seat, boneheads.
>>
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>>10880010
>>10880081
>>10880741
>>10880763
>>10881962
Here you go lads, thanks for help and maps are kinda short, shit and secrets are hard to find lol but they are my first.
https://files.catbox.moe/tz5a8u.zip
>>
>>10882330
why would you change my keybindings? wtf
>>
Thoughts on Doomer Boards?
>>
>>10882375
Schizo central
>>
>>10881031
If Romero can get a Cease & Desist from Bethesda for sharing unused Doom assets, then they'll sure as hell will take action this time.
>>
>>10882356
I did? I just changed so you couldn't jump and freelook just like in original doom.
>>
>>10882375
The DBP threads I looked at make the petty bickering that goes on in here seem well thought out and reasonable, also they made that ponyfag even more of our problem by banning him.
>>
>>10882356
Bro it's just standard mapinfo lines he's using, your binds are fine.
>>
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>Cortana presses the keycards for you in Halo: Doom Evolved
Cute
Still following WAD+Mod suggestions from that one anon. Havoc in Creation levels are sweetly short so far.
>>
>>10882384
I thought the project development threads weren't as bad as the rest of the forum.
>>
>>10877831
a Heretic one would be cool to see
not enough love to Heretic mapping
>>
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>>10882330
you should put them in a single .wad and put in the readme that they're MAP01-03. feedback follows.
MAP01:
>SPCDOOR3 in main room is not openable (the secret to the right of it is a bit devious I must admit)
>acute (135°) angles around doors etc looks poop
>the small lift/steel door in the NW room accessible after pushing the button in the middle isn't super obvious
MAP02:
>another unopenable SPCDOOR3. no secret besides. unexpected. could be a funny theme if you kept to it
>hitler secret lol
>better quality overall compared to MAP01
MAP03:
>the stairstep texture behind the door to the balcony with the zombiemen scrolls when the door opens
>hall of mirrors by the shotgun guy in front of the skull button (intentional? remember to check for errors in your editor. SLADE has a button for this)
overall a 3/10 I feel. there is definite improvement across the levels
>New levels : 4
>Map # : 03
huh?
>>10882356
I didn't notice any changes in keybindings
>>
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all i hear here is doom here doom there doom this doom that
but how many people actually play doom here? fucking NOBODY.
quake bros where are we at
>>
>>10882424
>I didn't notice any changes in keybindings
There isn't any, there's not even a keyconf in there, seems like anon's never experienced a wad that turns that shit off.
>>
>>10882424
>New levels : 4
>Map # : 03
I just copied a readme and edited it, I obv missed that part
>you should put them in a single .wad
I know, I was looking how to do that actually but I will do that when I finish more maps
>hitler secret lol
there is one in first map too lmao
Hey thanks man for honest feedback it really helps.
>>
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>>10882429
>quake bros where are we at
Waiting for somebody to host deathmatch or co-op because I'm too much of a lazy shubnigger to do it myself, and Doombros only do kartfagging now.
>>
>>10881184
Absolutely, you just need to brace your anus for the final level.
>>
>>10882435
i couldn't use my arrow keys anymore to move, i had to change them again. using last version of nugget
>>
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>>10882446
happy to help
if you don't mind, some feedback on MAP09 in this would be nice: https://files.catbox.moe/a2e568.wad
it's just me doddling for now. there's a drop that will softlock you because I haven't gotten further yet. the room with the pyramid thingy will probably be shrunk because right now it's too many monsters on UV I feel. might have the rest of them be closets. still haven't decided a theme
>>
>Check Impie's site since Strange Aeons was brought out.
>Notice like a third of his mods were missing.
>He'd made a post about how he cleared stuff out because he's writing books and wanted to distance himself from all the drama.
Fucking hell.
>>
>>10882485
>Wants to distance himself from drama
>Straydog is still there for some reason
Wat. I don't get this guy.
>>
>>10882330
>no dick pick
do you think this is a mother fucking game?
>>
>>10882492
I guess that caused less fuss than the one joke in Dynamite Duchess.
>>
>>10882450
Just keep waiting for people to do things for you and bitch about others, I'm sure it'll work out for you.
>>
>>10882375
They make excellent maps, but like any other forum I'd rather stay away.
>>
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>>10882524
It's not that serious, anon.
>>
>>10882550
Of course it isn't that Serious, it's Quake.
>>
>>10882550
Yeah it obviously isn't if hosting a server is too hard heyooooo
>>
>>10882485
He's a strange person overall.
His writing is not very good, he should focus more on videogame stuff.

>>10882492
>>10882508
Didn't he get banned from ZDF for that stupid fucking .wad because Rachael is a communist and had an autistic tantrum about its subject matter?
This gets funnier when you consider how retarded and loosely grounded in reality Stray Dog is and how it's impossible to take seriously.
>>
>>10882475
Sure here it goes,
Maybe I missed something but map is too flat, I feel like it has potential though. I like the pyramid thing in that room with fat imp. Maybe you can put item on it and use it as a trap? I also like the center of map it feels like you go around in circles and makes you disoriented, that could be a good and a bad thing, depends how you design it further. Of course it is still early but it needs traps, keys, texturing, secrets, decorations, more detail, exit etc... standard stuff. Also I could see cacodemons clipping trough walls you intended as traps so make those rooms bigger. But biggest problem is that I feel everything is in same plane so it is kinda boring. Also the drop that softlocks you could be used as another part of a map that locks you out of some secrets player missed and could contain an exit. I rate it 2.5 stars out of 5 for now lol.
>>
>>10882568
Straydog got him banned from ZDF, Duchess got him banned from DW. Honestly if I were him I'd be more embarrassed by how sophomoric and unsubtle those works are rather than any "controversy"
>>
>>10882497
its a secret in a level, try to find it ;)
>>
>>10882485
>>10882492
At least some of the download links for his de-listed projects are still up. I can confirm Dinomensch and Karnak's Mediafire links still work, although Duchess' link is dead.
>>
>>10882584
>although Duchess' link is dead.
Archive.org from a year or so ago points to different mediafire links that are still up for those.
>>
>>10882571
I didn't bother with texturing yet so yeah, rooms look samey
flatness is typically easy to fix - just shift the height of rooms and add stairs
one way to avoid disorientation is maybe to add more stay open doors? also I'm deliberately making it not acyclic - treeish maps (meaning cycle-free) are a bit boring
the way I'm going about making maps now is try to define main "areas", then figure out what kind of connectedness I want between them. maps with only one way to get back to the start are easier to navigate, but also a bit boring. landmarks are mandatory in the non-boring case, which I plan on adding
>Also the drop that softlocks you could be used as another part of a map that locks you out of some secrets player missed and could contain an exit
I did something similar for MAP07 of vertex relocation initially but some anons didn't like it, hence why I added a way to get back to the start
>>
>>10882589
Oh, nice. As an aside, I wonder where exactly he got the snake woman sprites he used for Karnak from, or if he made them himself.
>>
>>10882571
I went to pee and inspiration struck: make the overall map an urban map, and the initial area the inside of a building
>>
>>10882607
Did you wash your hands?
>>
>>10882608
I washed my hands and also my penis
>>
>>10882612
Very thorough, good job Anon.
>>
>>10882121
You can read this tutorial in full or jump to the particular section you are looking for.
https://trenchbroom.github.io/manual/latest/
>>
>>10882574
My point exactly, Stray Dog is fucking stupid and impossible to take seriously, similar for Dynamite Duchess, but the fags running the forums could not tolerate their ideologies being challenged even slightly, even so unseriously, and they lost their shit.
>>
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>>10882485
Thank god I downloaded everything back then. I even got all the pages archived, shame it's not the latest version before he sperged out. Never ever ever trust these people who make and share their stuff on the internets for free. NEVER.
it's almost 2gb, I can upload somewhere if we need it
>>
>>10881910
>AH AH AH!
>>
>>10882210
Seen this for decades now and I always wonder how he manages to stand upright with all the shit on him. Must weigh a ton.
>>
>>10882394
That's fucking cool. Didn't know this existed. >>10882429
Mapping.
>>
>>10882429
Huh?
>>
>>10882429
What's Doom?
>>
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>>10882797
HUUH!
>>
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>>10882804
I think it's this dude
>>
>>10882450
Hmmm I might have time later to host some Arcane Dimensions-id1-randomizer co-op. Last time I hosted that we did the basic randomizer mode, but there's a few more alterations you can do like the chaos mode where shamblers can replace knights etc. Don't wait up, need to map.
>>
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>[3-14]The Github repos and download links for DeusDoom Weapons and Augmentations were deleted

Anyone has the latest versions of DeusDoom and the rest? What happened to the creator? A meltdown?
>>
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>>10882807
>>10882810
>>10882815
>>10882819
>>10882851
>>10882853
>>10882858
>>10882859
>>10882872
>>10882873
HHHHHHHHHUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUHHHHHHHHHHHHHHHHHHH
>>
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>>10882886
Now I want to see this for the Ranger.
https://www.youtube.com/watch?v=zPiAK_RP8dU
>>
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>>10878430
>Revenants weapon retarded
>Source bullshit
>Projectile experience
>Open found imp
>Assume alkaline issue
>4chan inventory
>>
>>10882883
Nobody really knows, one anon uploaded a year old version of all of the files, probably as good as it'll get until somebody else has newer ones.
>>
>>10882914
>>Revenants weapon retarded
Is learning how to deal with Revenants one of the most important milestones of playing Doom? I remember absolutely hating them when I first started playing custom content.
>>
>>10882959
I'm not great at the game so I fear them more than Archviles. I'm getting better and even lead rocket swarms into other demons these days, but my reaction to seeing a group of them mince out of a closet is still "oh... fuck."
>>
>dev makes door blue
>don't have blue key so i don't try to open it
>walk past it aimlessly over and over
fuck you
>>
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What is this?! A swastika fortress for ants?!
>>
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>>10882959
Learn to swerve for their projectiles, to stay within their melee range if you can, and that they will always try to retaliate with a shot if you pain them.

Always assume that the boner rocket is going to hit you for the maximum 80 damage roll, that'll make you really fear them and try to avoid them, you will not accept taking one and be wary of them, and if you fail, you will be relieved if the roll was lower.
>>
>>10882998
I've since learned how to play the game, I was just wondering if other people had that same kind of epiphany.
>>
>>10883005
Oh, well, yeah, every game needs to be learned.
>>
>>10882969
Not defending the map creator, but that particular texture is different than the one used to mark locked doors.

He definitely should've chose a different texture, though.
>>
>>10883010
I think you misunderstood. My question was if it's a common occurrence for people to dislike fighting Revenants at first.
>>
>>10883005
>>10883016
ive been playing doom casually for about a year now and i still struggle a lot with revenants. someone @'d me with a video about how to deal with them a thread or two ago but i didn't watch it because i "want to learn myself" or whatever, but i think after a year or so of playing it might be time to start watching "how to be good at doom" vids and seeing tricks i need to learn...

>>10883015
that's pretty funny, it was a fun map other than that! if nothing else it taught me to never trust my eyes and just check everything that looks like it could be usable, even if it's a door that looks locked.
>>
>>10883023
>Trick no. 1: Don't die lol
>>
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>>10882450
Depends, what mod and when
>>10882524
picrel
>>
>>10882948
Cool, but didn't see as far as I can go in past threads. Did you save the link?
>>
>>10881654
I liked it anon.
>>
>>10883038
https://desuarchive.org/vr/thread/10782123/#q10783781
>>
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These map center guys are insane, they are releasing unvised maps now. Is this what KEX engine does to your brain?
>>
>>10882993
>Iron Sky reference
heh...
Amazing aesthetic, but everything else about that movie blows ass.
>>
>>10883057
>https://desuarchive.org/vr/thread/10782123/#q10783781
Thanks, I found a source that I think has the lastest, but it's in a group of telegram, so I can't download it, if any anon is interested in trying and uploading to a more traditional server, it'll be most apreciated.

https://t.me/+bI6BLi-NGJNlMDFi
>>
>>10883080
>These map center guys
I've been a little underwhelmed by their map jams. I get that a lot of them are new to mapping, at least for Quake 2, but some quality control wouldn't hurt I think. Nothing anywhere near Quasiotter-tier of course, but they should really learn to separate the wheat from the chaff before it gets that bad.
Haven't even bothered with the Prototype Jam though, because that gimmick is just insulting.
>>
>>10883023
The biggest piece of advice I can give is that baiting Revenant punches is very effective. They're not like the other projectile-throwing enemies that will continue to throw a fireball anyway if you get out of the way of their slash. Just be aware that if you cause a flinch chance they'll retaliate with a missile regardless of distance.
And if you're not plagued with a horde of them, the chaingun is a very effective tool to safely take care of the boneheads. They have a high pain chance so you can effectively stunlock them.
>>
>>10883023
Check out this curriculum:
https://youtu.be/HJcf0aOwmiA?si=xnswmRh4oQHp33jv
https://youtu.be/_0KBAZkPFmI?si=RMRNbB8G9KhFxGEc

This has stuff which even many seasoned veterans had no idea about back when it was new, and which some long time players are pretty surprised by.
Less so for the BFG video, since the famous BFG FAQ was going around way back in the early days, where someone deduced how that weird thing actually works and explained it, but this video does a good job of conveying that knowledge visually.
>>
>>10883246
Thanks for the tips.

>>10883326
I think I'm gonna have to finally check some of this stuff out, thanks.
>>
>>10882816
doomdude?
>>
>>10883354
Doomman?
>>
>>10883361
doomlad innit?
>>
>>10883368
What are you doing, Doombro?
>>
I want a hard WAD that's ten or so levels long around Sunlust difficulty or higher.
What would you guys recommend.
Dante Must Die Mode: Nothing from Ribbiks
>>
>>10881849
Those are two games I enjoy playing a lot of on here and they run like a champ even with the shitty GeForce 4 MX 4000 card. If I had a Voodoo 3 it'd be perfect.
>>
>>10883326
https://youtu.be/HJcf0aOwmiA?si=xnswmRh4oQHp33jv
I fucking love that video so much. Classic internet culture.
>>
Latest GZDoom version broke +ROLLSPRITE actors, I relied heavily on that flag to do pretty much all effects.
>>
>>10883470
Slooooopes
>>
>>10883470
I suggest going and complaining at them.
>>
>idgames random
>FRAGARMOR.WAD
a 1996 wad with a fake mirror. I love shit like this.
>>
>>10883530
SOUL
>>
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>>10883602
It gets even more soulful. It came with a demo file featuring 15 mins of two friends deathmatching on it. I fired up my dos machine, cracked open a beer, and watched two pals from 1996 blast the map up. What a nice little time capsule.
>>
>>10879621
I got the all-in-one repack and for some reason I get a minor error about kmp and balance being off? Am I somehow missing files? (Just trying to set this up for the future)
>>
>>10883606
The Quake mod Travail has deathmatch demos too. I love seeing that shit.
>>
>>10883606
>Quake CD
>Wolf 3D floppy
nice
>>
>>10883609
Nah, ignore it, that's been happening since the 1.6 update but I haven't noticed anything wrong.
>>
Can any ZScriptmonkeys here weigh in on this? How useful is ChatGPT in assisting with writing ZScript? I know it can't write proper ZScript code but is it at least capable of "explaining" existing code?
>>
>>10883681
It's hit or miss honestly, but mostly miss. I DID have success having it code a simple "ooh I needed that" sound cue upon picking up a medkit when under 25 health. Just don't expect it to do all the work for you, you will have to fuck with the code yourself.
>>
>>10883684
I was just thinking how useful it would be to me since I have 0 skill in programming in general. I can already sort of read the code I was left.

Is the code that it "misses" it generates at least "fixable", i.e. possible to make it work without rewriting from scratch?
>>
>>10883690
It is indeed useful, but mostly for ideas on code structure. It constantly pulls from functions that don't exist in zscript and you'll have to tell it "hey retard that isn't a funtion of zscript" and it'll attempt to work around that.

Do yourself a favor and google Zscript for Non Programmers and give it a skim, it'll give you a better idea of what will and won't work. You'll get way more failures than successes with it and you'll need to fuck around till things work.
>>
I just started playing AD, is it all just unconnected maps in a hub?
Why do some of the maps lead into the OC campaign?
>>
>>10883740
>I just started playing AD, is it all just unconnected maps in a hub?
Yes, but there are collectable runes in each map that unlock the final level. Some of them are a bitch to find, and there's a console command to just give yourself all the runes.
>Why do some of the maps lead into the OC campaign?
?
>>
>>10883742
It was one of the lost episodes maps, I'll assume since you're confused it's not the standard
>>
>>10883747
You're referring to the E1M1 remake, right? They just left the exit as E1M2 instead of sending you back to the hub.
>>
I've ran some tests of my mod on GZDoom with "stat vm" and noticed that the UseToPickup library causes the most think time in my mod.
According to https://zdoom.org/wiki/Optimizing_GZDoom_projects
4-5 ms is when you should get concerned
I removed U2P and ran the mod without it. It stays at 1-2 ms most of the time and only goes up to 5 if you alert the whole map and every enemy is trying to look for you (which is understandable)
Yet my framerate is still bad, I struggle to get above 270 FPS (this is equivalent to barely 60 FPS on older hardware)
Is it really just the levels and textures that are causing the slow down for me? I already try to optimize them as much as I can without just gutting everything.
>>
>>10883806
close other applications while playing the videogame and run a virus scan and post the log here
>>
>>10877691
>>10877713
it's up. anyone want to play some ut99 today?
>>
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>>10883864
>tfw work in five hours
>>
>>10883864
european or american time? what patch are you using?
>>
>>10883897
I'll be free after 8 pm gmt. the note on clovr.xyz said to use 469a, so that's what I have installed.
>>
>>10883910
thats like 10pm here. alright. if i manage to find my old disk and install it on time when i come back, sure, otherwise i'll just grab it online again.
keep us updated.
need to play some ASSAULT as well if we're more than 10
>>
>>10883915
cool! I doubt there'll be 10+ people though

>i'll just grab it online again.
I thought the installer was uploaded to mega but I just checked and it's only unreal gold there. >>10877520 megaanon, was it taken down or am I imagining things? I can donate my gog copy in case.
>>
How do you differentiate between a Hell Knight and a Baron of Hell when they are far away or in dark sectors? I guess it's not really a big deal but it's kind of annoying
>>
>>10883978
Shoot them with three rockets, did it die? If not, then congratulations, it's a Baron.
>>
>>10883987
That would mean you have to waste ammo though
>>
>>10883978
The hell knight has a different wake up sound from the baron.
>>
>>10883994
Ammo is meant to be used, and rockets are a good choice for those goat bastards.
What are you, some kinda weirdo that insists on using a shotgun on them at all times?
>>
>>10883997
Baron gets super shotgun, rockets are saved up for hundred million revenants about to get teleported into the room.
>>
Which wake up sound does the thread baker have?
>>
File: WeeW.gif (1.08 MB, 600x609)
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1.08 MB GIF
>>10884008
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>>10882641
Thanks as well.
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>>10884005
What about Doom 1?
>>
>>10884005
>baron (singular) gets super shotgun
If it’s several they’re getting the rockets.
It’s all dependent on what the level is dropping me since I often pistol realstart.
>>
Can anyone who is smarter than me tell me what's up with gzdoom palette or software rendering? Playing DBP haunting hollow or something and the colours are slightly messed up. Is it not taking the new palette? Lighting looks fine in hw and sw, colours are fine in wads that don't change the palette
>>
>>10884005
I read "Baron gets super shotgun" and now I'm imagining a baron enemy that uses the ssg against you.
>>
>>10884238
There was a Doom Eternal comic that had Doomguy grapple onto a Baron, and the gun slipped out of his hand and the Baron took it. I'm having trouble finding it.
>>
>>10884302
>>10884302
>>10884302



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