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File: poor little doomguy.jpg (146 KB, 380x540)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11079330

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 patriots ~

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

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

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

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

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

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

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

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

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

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/
>>
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=== CURRENT RELEASE ===
Fraggot
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/fraggot

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
Is this even alive?
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

=== NEWS ===
[7-12] Quake 2 Re-Release Boss Speedjam 1 is out
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-boss-speedjam-1

[7-12] Full 4K port of TimeSplitters 2 extracted from Homefront: The Revolution
https://mega.nz/file/XwIHzSDJ#AQaZwBISLXhBheQFWoc6kvKoXpQsr1nw4FAQAXOLo_8

[7-10] Dong Doom showcased, a sourceport running on a fleshlight with a digital display.
https://www.youtube.com/watch?v=rAE175Tiuy0

[7-10] Willard, a mapset for Blood.
https://www.moddb.com/games/blood/addons/willard

[7-2] Black Magwell, a DehExtra gameplay mod.
https://skelegant.itch.io/black-magwell

[7-1] Octane Violence released, a biker-inspired weapon mod.
https://dr-cosmobyte.itch.io/octane-violence

[7-1] AMC Squad bugfix released, fixing a softlock.
https://www.moddb.com/games/the-amc-tc/downloads/amc-squad-45

[6-30] La Tailor Girl 1.90 is now out
https://forum.zdoom.org/viewtopic.php?p=1253156#p1253156

[6-29] Boom2Zoom
Tool that dumps textures & animations from WADs.
https://www.doomworld.com/forum/topic/146156-boom2zoom/

[6-27] Realm667 modding repository backup
https://www.mediafire.com/folder/zwln7ekot95uy

[6-27] All DBPs in one place, from 1 to 66
https://www.mediafire.com/folder/n9j77ptkec5md

[6-22] vkQuake has a new maintainer, 1.31 is released
https://github.com/Novum/vkQuake/releases/tag/1.31.0

[6-22] Quake 2 Torture Jam out
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-torture-jam1

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>11089169
What's a good doom wad for someone who doesn't like doom?
>>
>>
Does anyone know where I could find 'objective updated/changed' sound in Doom 3? It pierces my ears as it is loud high pitched sound.
I've been looking through pak003.pk4/sound/*.sndshd definitions but nothing comes up. It would make sense it's PDA-related but I can't find anything related to that. (pda is the portable device doom guy carries around)
>>
>>11089182
Blow it out your ass.
>>
>>11089195
https://www.doomworld.com/idgames/levels/doom2/a-c/blow-it-out-your-ass
???
>>
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>>11088930
>main gameplay mod I'm using adjusts ammo pickups to be way less extreme
>randomizer mod adds a lot more enemies to most encounters
I've made it to the third part of Alpha Labs and ammo's finally getting happy again, but what the goddamn. I've never before been this low for ammo in Doom 3.
>>
>>11089205
I made a simple mod for doubling the ammo, I can catbox it.
>https://files.catbox.moe/s6732x.rar
Because I'm doing the same as you are... lmao
I have bunch of other stuff too.
>>
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>>11089229
>silly based guys
>gotta /vr/ exactly
>hot cacos gay
>>
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>>11088137
Architexturing.
>>
>>11089238
>Gordon moving a barnacle around
Shouldn't that be Shephard?
>>
>>11089267
Horny, uh, finds a way.
>>
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>>11088137
Kart follower WIP
Still need to shade, see if I can make convincing treads, and then move on to the other, taller one.
>>
>>11089172
AlephOne 1.9 is out, adds dedicated servers so you don't have to fuck about with router config.
https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20240712
>>
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>>11089262
For context, I'm remaking one of the intro cutscene maps of Malice for making a skybox (see: >>11064260 ) and eventually making optional replacements for demo cutscenes with in-game scripted ones that are skippable and work in co-op and whatnot.

Might also make for a decent deathmatch map, but it might be too big. Then again, Malice has parachutes and a helicopter model... hmmm
>>
>>11089229
>sick gap
Any skateboarding mods for doom?
>>
>>11089273
That's fucking hilarious.
>>
>>11089273
Is that the fucking HDest DERP lmao?
>>
>>11089273
Add it as a mod to Hideous Destructor, a GIga-DERP, it fires giant 20mm bullets or shit which pen walls like a fucker, with recoil sending it flying a few feet each time.
>>
>>11089421
If you're standing behind it when it fires, you fucking die.
>>
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>>11089429
Maybe if it was recoilless and vented out the back, like a Bazooka DERP or something, which would be pretty cool, like you loaded it with single rockettes.
That would be pragmatic and sensible though, I want a giant and silly pistol on wheels.
>>
>>11089439
I was actually just thinking that it runs you over. Okay so maybe you don't die exactly, but you would get incapacitated.
>>
>>11089447
>get knocked back by recoiling gigaderp
>fall down chasm like Wile E. Coyote
>incapped from shove and fall damage
>babuin shows up and starts eating you
>>
>https://www.youtube.com/watch?v=M2MshI3Xyyg
Was updating my Doom setup and found this one, not sure if this is Heresy or not. Was already using an older version of voxel doom monsters though...
>>
>>11089489
Nah, it wasn't that great. Seems like some of the textures were swimming or something.
Voxelized monsters are fine in my opinion - Cheello Voxels 2.1 with Bolognese work interestingly enough.
>>
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>>11089169
>>
Knee-Deep in the Dead: 6.5/10
The Shores of Hell: 6/10
Inferno: 5/10
Thy Flesh Consumed: 7/10
Sigil: 7.5/10
Sigil 2: 6.5/10
>>
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>>11089220
Fuck yeah saved, I'll use it if things get too sparse. I've been trying to keep up since the randomizer got posted last thread. It hits way more than it misses, and it's nice having just enough more mobs per encounter.
>>
>>11088553
I played enough team fortress to dream about me playing sniper in some weird blocky map that doesn't actually exist. Outside of that, no funny business, I was clicking people's heads and making sick flick shots.
My dream ended up coming true because I did exactly that the next day.
>>
>>11089519
I've gotten too used to Nashgore Next. It hits just the right spot where blasting one enemy ain't a big show but mow down a crew and the room gets a nice paintjob, and gibbing requiring a rocket launcher or other kind of explosion is something I've grown to appreciate more and more over time, though I still miss gibbing enemies with a berserk pack and Final Doomer's AA trench knife.
>>
>>11089765
Stuff what I use is older, going to try Nashgore Next and test it out..
>>
What is the best way to play Doom 3?
>>
>>11089808
I really enjoy it but that comes from it being just the right level of tame.
>>
>>11089809
Use vanilla and follow pc gaming wiki's advice regarding autoexec.cfg settings.
Avoid retarded mods such as 'sikkmod' and such.
You don't need a sourceport unless you are on linux or something(then it should be Dhewm3 sourceport).
>>
>>11089827
Runs fine with wine/proton.
But dhewm 3 would be best except resurrection of evil just hits a black screen on startup for some reason.
>>
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>play current year Quake map
>poorly written DEEP LORE text logs all over the place
>>
>>11089919
Couldn't you just simply walk past those?
>>
>>11089923
Sometimes, but there are many maps that are simply too cramped, or these things aren't very obvious (like triggering when you walk past a generic computer screen) and you activate them while wall hump-axing for secrets. Either way it often results in enemies getting cheap hits in because there's a bunch of text covering my screen for no reason.
>>
>>11089919
What map? Never seen that.
>>
>>11089940
There are others I've played over the past year or so that I don't remember the name of, but the most recent ones are Immortal Lock by that mentally ill dude and Chuma's Malice Jam map.
There are also examples of this in some of the Quake 2 remastered jams, but the text sticks to the upper third of the screen there so it isn't as bad.
>>
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>>11089172
Marathon 2: Durandal has been re-released on Steam.
https://store.steampowered.com/app/2398490/Classic_Marathon_2/
>>
>>11090007
Nice, just as I finish up 1. I looked at the achievements and it's a shame they didn't add the vidmaster achievement from the xbla version
>>
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Post your favorite gameplay.
>>
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>>11090090
Okay
>>
Reelism is more fun to watch than to play
>>
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I will now keep playing your game
>>
>>11087930
>>11087976
Awful? Fuck no. It's a gorgeous, gorgeous mappack.
>>11088020
I understand that feeling actually, but I'm not tired of it yet. Quake absolutely puts my mind in a more adventurous, dungeoneering zone compared to Doom. Love it.
>>
>find good weapons or monsters mod
>the mod has lots of other shit that has nothing to do with the mod itself, OR
>it changes something that shouldn't, OR
>it includes a myriad of fx, decals or other shit, OR
>it simply doesn't work well
>>
>>11090295
Frustration is the first step towards becoming a modder. Jury rig your own version and make exactly what you want. That's the entire purpose of modding. Don't wait for someone else to get into your head to do the precise thing you want.
>>
What are some Quake maps that use the runic theme? I love the look of that shit but it seems really underused by the community.
>>
>>11089169
Temeraire
>>
>>11090356
Yeah, I've already made some of my own stuff and modified some files. Feel to recommend some monster packs that ONLY ADD monsters? Pandemonia's ones are extremely good, but then there's the "progression" stuff and other sprites being changed; Project Malice also seemed good, but I don't remember why I stopped trying it
>>
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>>11090196
>dungeoneering zone
I used to think Quake wasn't capable of having that until I played some amazing levels I likely won't see anywhere else. Maybe I was just thinking like an asshole because it had no automap.
>>11090403
>Project Malice also seemed good, but I don't remember why I stopped trying it
It apparently doesn't play nice with 4.12. It's a good one though.
>>
Converted Ashes and Doom 64 to make their weapons act exactly as vanilla. What's next? Anyone's got some requests or ideas? Maybe some popular mods with nice sprites?
>>
>>11089919
My adhd forces me to ignore written things anyway so not a big thing.
>>
>>11090408
4.12 doesn't play nice with anything. It's fucking busted and it seems engine development has completely died going by the bug reports that are piling up. I don't know if Graf's on summer vacation or no one wants to step up and announce time of death. As far as I'm concerned 4.11.3 is the last version I'll officially support for any of my stuff. Sucks balls to have to target outdated versions but what else can you do when the engine is six feet under...
>>
>>11090658
Far be it from me to defend Gzdoom's engine, but what exactly is busted? I play with a few mods and all of them seem to be fine. The only one I have in my archived folder that doesn't work properly is Project Malice, as said by anon above. But other than that, what problems are you having?
>>
If you need a very nice SoundFont for Doom or some other games which use midi, here's one
>https://web.archive.org/web/20180603220558if_/http://pub.dotbalm.org/misc/UHD3.7z
It's called FatBoy but too bad these links are dying. Was able to find this from some forum etc. It weighs 300MB...
>>
>>11090669
Mainly a strange "random" black screen bug (UI elements unaffected), that didn't happen in 4.11. What's interesting is that it doesn't affect chasecam, and other people have reported the exact same issue with vanilla Doom, meaning it's not a mod problem. It's virtually unplayable. I'm less concerned about the issue itself and more that there is nobody to fix it or even remotely acknowledge it exists, which is somewhat unusual. I can't target something I am literally unable to play, much less something with an ever-increasing number of problems nobody wants to look at.

What's the PM issue anyway? It only says there's a problem but not what the problem is, or at least I haven't seen any explanation. That's not helpful. With how l33tcode the mod is I wouldn't be surprised if it's something that can be fixed on the mod's side.
>>
>>11090676
>pm
i loaded it up to check and it seems all the sprites have black backgrounds and are not transparent (projectiles).
>black screen
no idea, never happened to me. but yeah, i think it's not a big deal if you stick to the older version. i think the only mod that i have that requires the newer one is corruption cards
>>
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theres such a massive amount of wads and games i get too overwhelmed by what to choose to play
>>
>>11090689
Huh. That's strange. If it was general transparency issues those would manifest with other mods too. Why PM in particular? Damn, I'm not at my PC or I would have investigated this. It makes no sense.

>no idea, never happened to me
It's completely random but also deterministic. As in, if you save before it happening by some chance, you can reliably reproduce it when reloading, and it happens sooner in the save if you use i_timescale. But it's also random because you can't predict when it'll happen. Sometimes it does on MAP01, sometimes on MAP05. The only reason I am not blaming AMD for this one is because of the chasecam thing. That doesn't sound like a driver error, respecially when the HUD and automap remain unaffected. Something with the rendering gets fucked considering the debug numbers from stat renderstats go haywire.
>>
>>11090701
>start playing some old game on my backlog
>cool mod comes out for some other old game
>play that instead
>mod reminds me of another old game I've been meaning to play
>switch to that
>eventually end up with a dozen different things started and nothing completed
Yeah...
>>
anyone plays with corruption cards? latest version seems to have daily decks crashing/bugged
>>
>>11089610
sigil sucks
>>
>>11089610
Mostly accurate.
>>
>>11090701
Brutal Doom + a level generator.
>>
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What is the reason why your gzDoom doesn't look like this?
>>
>>11090829
I have taste
>>
>>11090829
I don't care for it. Pixelfags will never have power over how I play games in private. Also weak bait. Dome yourself and never post again.
>>
Gzfags, what's your favourite upscaler?
I use new BRZ or whatever the fuck its name is, x2 because I'm a poorfag
>>
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i'm trying to play some doom, especially stuff that's considered the best of the best.

right now i only played doom 2 and plutonia experiment.

i think i narrowed it down to what i want to play next to either Doom the Way id Did orAncient Aliens.

both seems to be vanilla monsters + vanilla weapons tho, but maybe that's just the way it is, can't beat the OG.

which one should i play first? unless you got some other recs, preferably from the cacowards
>>
>>11090840
8/10, but just because it's Sunday
>>
>>11089809
Dhewm3 has been perfect for my latest playthrough. EAX works and everything
>>
>>11090847
i'm completely serious.
>>
>>11090835
If you don't play Doom in the exact same way as I play Doom, you aren't really playing Doom.

Stop not being me.
>>
>>11090859
I haven't played Doom in over 15 years anyway since I discovered mods. But at least I'm having fun!
>>
>>11090839
None. They all look like ass. OldBRZx looks mildly decent compared to the older ones but they all smooth things too weirdly. Even Trilinear filtering + maxed out Normalx scaling has a really uncanny vaseline blur on sprites that bothers me too much. Pixel art like Doom's sprites should not have any filtering, at all, ever. It simply does not support the concept. You want filtering when you actually have a lot of pixels to work with, not when you don't.
>>
>>11089284
Wow, they're finally working on the netcode. Infinity deathmatch is very fun but it's always out of sync.
>>
>>11090879
Have you ever considered the fact that "muh pixels" doesn't really work when you're playing at resolutions higher than the intended original ones?
I would play with the neural upscale sprites shit but it irks me to mix custom textures and upscaled ones.
>>
>>11090895
The pixels on your monitor are completely irrelevant. From the end result I can deduce the upscaler works on the original sprite before resolution scaling, which does little more than scale the sprite proportionally to not make it tiny. And following your logic all modern games that use pixel art are designed for ancient displays, which just sounds silly. The upscalers will look weird on low-res sprites regardless of your display resolution.
>>
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>>11090829
Because I use LZDoom on this thing instead with 320x200 resolution, no mouselook, and 35FPS cap. If I want a vanilla look and feel I might as well go all the way instead of trying to cheaply imitate it on am overpowered modern PC.
>>
>>11090920
ZDoom LE I mean not LZDoom, and forgot to mention strict compatibility settings.
>>
>>11090920
I don't have the facilities for a retro desktop at this point in my life.
>>
>>11090914
it is clear you probably think i'm talking about trilinear filtering or some garbage ass bloom settings or whatever. my point was about sprites resolutions. try sprites 2x upscaled: you cannot tell me they look bad or "out of place" on a higher resolution. they still look crispy and chunky and pixelated. when you've done that, come back and tell me your opinion again. i don't want to hear words from your ass, but from your mouth
>>
>>11090931
Cope then, because I play GZDoom on my modern system with widescreen 1440p 144FPS and default settings besides turning off texture filtering.
>>
>>11090920
>If I want a vanilla look and feel
Why are you using the ZDoom family, then? If you have a Win9X shitbox just run proper vanilla or Boom or something.
>>
>>11090937
I don't understand your post.
Why should I "cope"?
I always forget /v/ tier retards post here too. Why don't you go recite your twitter buzzwords somewhere else then.
>>
>>11090939
I just do that in most cases but more recent WADs like JPCP or Ancient Aliens won't work on vanilla or older versions of Boom. ZDoom LE was made in 2019 with the explicit purpose of making newer WADs playable on legacy hardware without having to make modifications to the WAD itself to accommodate older systems.
>>
>>11090941
You're the one asking me why my setup doesn't look like yours and seething about it lol
>>
>>11090379
https://www.quaddicted.com/reviews/?filtered=runic
>>
>>11090701
same, I just cum instead
cry until morning
>>
>>11090987
You learn something new every day.
>>
Is it possible to turn off a specific modifier in reelism, or do I need to dig within the code for that?
>>
Last time I played Doom in 2020. Now I want to get back but PrBoom+ is apparently dead. What do you play with now? Still PrBoom or is there something new?
>>
Zscript monkeys, I ask again. I spoke of code optimization and I got some better data.
Here's an example from the first level of my mod.
>35 enemies on the map take up 0.56~ ms total
Is this okay? They also have like a million userflags on them, determining whether they patrol an area or stand still, what gun they have, all that sort of shit.
The total overhead from NPCs may be slightly higher as there are also some non-hostile NPCs but at most it's like 0.1 ms extra cost I'd wager. Plus, I assume as they stand still barely doing anything 90% of the time they don't impact thinktime as much?
>>
>>11091059
DSDA-Doom is rhe successor to PrBoom.

Woof and Nugget Doom are also great choices.
>>
>>11091067
Wow, with all that context you're providing I totally have any idea what you are talking about!
>>
>>11091072
I wonder why there's been such an explosion of PrBoom/MBF ports lately and I don't know why you'd use anything but Woof.
>>
>>11090673
FatBoy is my favorite. Did the author die?
>>
>>11091109
DSDA-Doom I guess doesn't have the crispy visuals by default and has features speedrunners and other autists might find useful.

Nugget Doom is almost indistinguishable from Woof aside from having slightly more customization options in the menu and being slightly less-optimized. I was able to actually complete the 100k Revenants WAD in Woof even though it had a lot of slowdown at first whereas Nugget Doom shits the bed as soon as you start the battle just like every other port.
>>
>>11091109
>I wonder why there's been such an explosion of PrBoom/MBF ports lately
Someone sees a port and wants to add their own couple of specific features to it. Repeat forever.
>>
>>11091143
>he doesn't play in his own port
ngmi
>>
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>>11090090
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>>11091221
Incredibly novel level design, but not one I would want to ever play.
>>
>>11091221
this shit is bonkerz
>>
>>11091229
same
>>
>>11091229
At first I just wanted to play the map because it's weird but it's actually pretty fun once you know what to do. Being chased constantly makes it very tense, which is good for a short map.
Pic related is map that does something similar. In case you can't tell, there's a herd of barons at the start that will catch up and squish you if you don't deal with everything ahead of you quickly. I'd highly recommend Pocket Slaughter overall, Noye is hit or miss meme maps in comparison.
>>
>>11091221
is that a ripper?
>>
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>>11091278
They're normal rev missiles. I cut out the first 60 seconds of collecting balls due to the 2 minute limit.
>>
>>11091115
I actually pasted the wrong link.
Here's proper FatBoy SoundFont download link
>https://web.archive.org/web/20220124174028/https://dl.fatboy.site/FatBoy-latest.7z
I also hate the fact some midi tracks in Doom 1/2 are too quiet and others too loud and there is no way to normalize the volumes (afaik). Though I haven't researched this.
>>
>>11091297
>>11091221
What is this like Cyberdreams for Revenants?
>>
>>11091334
Boner Dreams
>>
>>11091297
damn, that's a lot of balls
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>>11091297
i'm struggling to tell what is missing textures and what is just fucked up bitrate
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>>11091297
This really makes me want to go hom
>>
I didn't know doom could be used almost as gmod with all these custom maps. Seems like a fucking blast, anyone here tried some of them? Whodunit and Icon of Party look amazing
>>
>>11091352
Kek
>>
Quake is a DOS application. However, it runs fine from the MS-DOS prompt under Win95, so long as the Properties for the MS-DOS prompt are set up so that Quake can run. Quake will NOT run under Windows NT.
>>
>>11091486
I remember I got DOS Quake to run on Win7 almost fine, but you had to kill Explorer/Windows Aero first because it would fuck up all the colors otherwise.
>>
>>11091504
I'm testing Dosbox-Staging with Quake (at 1024x768) and while timedemo demo1.dem shows ~50 fps, but to me it feels like the frame pacing in dosbox is uneven and jittery. Using max cpu cycles etc of course.
If I remember correctly the game never felt this janky even on my pentium but it has been so long it's impossible to say for certain.
>>
what is the best way to pistol start all levels? seems like prboom+ has a pistol start command but wanna know any alternatives
>>
>>11091574
bind said command?
>>
>>11091574
yeah u just type bind w "kill; +sv_pistolstart; +id_neverplaysequential; unbind w; rebind w +forwardnextlife" in console and ur golden
>>
>>11091574
i just kill myself at the start of the level
>>
>>11091640
Based ty
>>
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>>11090987
Beat me to it.
>>
>>11090920
>>11090924
Based
>>
>>11090920
Does it moan when you touch the volume knob? Also, your case and keyboard look dusty and dirty.
>>
Dungeons and Demons is a pretty good fit for Wrath of Cronos. The music on this level is sick, too.
>>
EUfags, how did you use to call stuff in your language when you were a kid?
Doom's pinkies for me were the equivalent of "pigs". Revenants, skeletons. Quakeguy was obviously Quake himself.
>>
>>11091795
Back in the day I only really played the shareware version so I was dealing with the very limited enemy roster but I think I called the pinkie ''mörkö'' which is like a boogeyman in finnish. Also I didn't understand the little plot there was about the game so I thought it was taking place in russia because the nuclear waste and skinheads in dark outfits with shotguns. Not that it's any political commentary on the country but my back then kid brain was like nuclear waste equals chernobyl even though well that isn't technically in russia.

When you think about it's like damn, the OG Doom really didn't have monsters beyond the two zombies, imps and pinkies / spectres.
>>
>>11091795
interesting, i don't recall calling them anything in my head. am i an NPC with no internal monologue?
>>
It's a subjective line for "hard because it's above my skill level" and "hard because it's not designed well" but Heretic doesn't feel very well designed for wand starts on black plague
>>
>>11091891
probably?
I used to call them like that when talking and playing together with my brother (he was watching, I was playing), and also while thinking/having internal monologue, as you say
>>11091890
I had never really thought about the setting, but now that you mention it, I remember being quite confused when I realised I was shooting at soldiers AND demons (why am I shooting soldiers? I'm also a soldier, aren't I?)
>>
>>11091891
I remember being aware of my mind's eye & internal monologue when I was like 4, it fascinated my tiny mind with how I was able to see pictures that didn't actually exist, like I had a little TV screen behind my eyes that I could control. kinda scary to think there's some people without it.
>>
need help organising wads:

- doom 2: vanilla (completely vanilla, some palette change)
- doom 2: overhauls and conversions (they change some weapons and not only graphically, enemies reskins, etc)
- doom 2: restricted (linedefs and sectors, monsters, etc restrictions)
- doom 2: doomer boards projects (just so they don't clog up the vanilla section)

OR should I divide them by "megawads" and "episodes/less than 30 maps"?

how do you organise your shit?
>>
https://www.youtube.com/watch?v=ekFGLfOw3Qg
>>
>>11091896
Doom Launcher with tabs for complevels and etc, number of maps is displayed automatically on gridview
>>
>>11091910
i'd love a black mesa sandbox where you play as a scientist with shit to fuck around with NPC day/night routines, puzzles and side quests.
fuck. make it an RPG black mesa "open" world
>>
>>11088137
I'm late to screenshot Saturday but I've been picking away at Kustam stuff and getting him ready more playtesting after I had flipped the table.
Here I show off the current plasma gun tier upgrade that boosts the range of the stab on the beam saber, but I am not sure if I want to keep that, it may not be good enough especially compared to the rocket launcher tier upgrade that makes the baton's combo finish give out an AOE that slows monsters down.

I also animated the ammo bars, though maybe it's a little much. Speaking of worrying about shit being too much, if you run out of the battery gauge on the right, your subweapon key fires off a short ranged beam to damage enemies and help recharge the battery. Currently this is the only way to recover that particular battery.
>>
>>11091936
gib
>>
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>>11091954
Well besides that shit I showed off there, I'm also getting ready to the tedious task of adding little HUD chirps and flashes when ammo bottoms out, when ammo resets back up to 100%, shit like that. Then playtesting til my eyes fall out again.
I may be overthinking the drain hand thing. Though I think one thing that may help is a little animation/delay if the player lands a shot with the thing that resets the aux battery back up to 100%, just to stop overzealous players from firing off too much.

Once I get all this shit done, I'll start on Samson with placeholder sprites and stuff. I fear how long I may have to wait for proper sprites, I might just take matters into my own hands if it gets looking too bad.
>>
Why would anyone use EUREKA? Genuine question, I'm just concerned about those people
>>
>>11090840
anyone?
>>
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>2005
It's retro. It's s fun.
>>
>>11092025
the only one I've played. veteran saveless 0 deaths all maps. fuck now I want to play it again
>>
>>11092019
Look into Valiant, same guy that made Ancient Aliens.
>>
>get back into Redeem Your Space for Unreal
>planets are generally themed around one species of alien
>the second-to-last planet is Titans
Oh boy, I can't wait to spend five minutes shooting rockets at every enemy and living in mortal fear of one of them clipping me with a rock and turning me into giblets.
Not sure whether I'm dreading that or the (assumed) human planet more, since the human marines were bad enough the one time they show up in RtNP. I strongly suspect the rocket marines will be even bigger shitters than the Eightball Gunners on the Skaarj planet, since the dev loves his tight mazes.
>>
>>11089229
.
>>
>>11091896
I use DoomLauncher and organize wads by compatibility or purpose.
I can't be arsed to organize shit with folders because it takes too long to both do that and then find the wads I want to play after. If I were to organize them by map quantity, that would about double the size of every folder. I recommend just using this launcher and saving yourself the time.
>>
>>11092094
>>Redeem Your Space
>apparently a 63 level mappack
I'm interested so I downloaded it. Webm related was also the first thing that came up when I when looking for videos of it, showing off something called Project Gryphon which lead me to something called RLCoop which I will also check out.
>>
>>11092041
alright, i'll check it out, cheers
>>
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>>11090829
That's not how I remember DooM looking.
>picrel DooM The Way I Remembered
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>>11091896
i use emacs

also i got banned for asking if alf died
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>>11091896
Using DoomLauncher as well, folders are basically useless if you want to actually organize wads. Tags all the way. Don't have comp level tags because I don't care which port I have to use (Nugget or GZDoom, whooping two of them). But I have tags for the stuff I actually care about like "winter", "urban", "maze", "slaughter", "TC", etc. And of course tags for authors and for series.
>>
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>MAP31 and MAP32 take place in Hell
>literally only the Schutzstaffel are there out of the entire NSDAP
>Hitler and the rest mysteriously absent
>SS were largely comprised of Pagans
What did Doom II: Hell on Earth (1994) mean by this?
>>
>>11090829
Because I play on crispydoom as god intended.
>>
Just finished pistol start all of Doom 1, really fucking fun. I will finally check out some WADs! Have not tried even one.
My current candidates are Scythe and Eviternity, Pirate Doom seems cool but I think I don't want a total conversion yet
Hard af to choose, any particular recs for the very first one?
>>
>doom launcher
ok but how the fuck do you load mods with this?
i'm using doom runner and it's working fine, but i'd like to display wads with the titlepic and the number of maps. i tried doom launcher but couldn't understand how to load mods/multiple wads/pk3
>>
>>11092668
Doom 2
>>
>>11092668
Ultimate Doom - lunar catastrophe, solar struggle, ultimate needs more detail. All doom 1 megawads are pure SOVL
>>
>>11092671
I played it already, was just revisiting the first game with pistol start

>>11092674
Will look them up, thanks man

Forgot to add to the listed candidates: Hexen and Heretic
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>>11092670
You double click on the wad, then you add the rest of the mods you want to the list on the right.

When adding the source port, you can chose some mods that will always be loaded with this port (you can edit it later any time for any wad in this window).
Also if you add mods to iwad itself, they will be automatically loaded every time you launch a wad with this iwad. Once again, you can always edit it later before the launch.

There's an option to pull titlepic automatically (if there's one). Otherwise you can add a screenshot to any mod, it pulls all your screenshots automatically by default.
>>
>>11092687
thanks i'll give it a second chance
>>
>>11092679
>I played it already
From pistol start?
>>
>>11092698
Oh, no, played doom 2 regularly. Figured I'd PS 1 and move on to just checking out wads. 2 honestly seems really hard to pistol lol is it?
>>
What happened to vertex relocation?
>>
>>11092228
>>apparently a 63 level mappack
Technically true, but eight of those maps are interplanetary teleport cutscenes and seven are secret maps so it's really only 48.
>>
>>11091915
Man that sounds like a really nice mod/indie game idea. Gonna keep it in the backpocket. Just a day in the life of a Black Mesa scientist. Why even stop there? Have it be several vignettes of a warehouse worker, a scientist, a security guard, a driver, etc. Half-Life Echoes really scratches that itch.
>>
>>11092094
>>11092228
>>11092715
ONLY 48? I didn't even know Unreal's community had this sort of content.
>>
>>11092706
It's finished as far as project lead was concerned. Someone might put another month filling up missing maps, or provide a servicable titlepic with m_doom as those are missing. Besides this, ready to be among the annals of /vr/'s deep long history.
>>
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>>11092715
>Technically true, but eight of those maps are interplanetary teleport cutscenes and seven are secret maps so it's really only 48.
Good to know ahead of time.
Tried out that RLcoop thing and it might be fun for awhile as an "Unreal HD-lite" mod:
>stricter movement but with dodging and sprinting
>movement affects accuracy but there's 4x headshot damage
>leaning, harsher damage, bleeding/burning
I'm about to deal with its weapon limit, though: Either two one handed guns with a 'heavy' (two handed) one, or two heavy weapons. That doesn't sound fun as a solo guy, but I can at least dual wield the one handers.
>>
>>11092742
I didn't know there were even enough Unreal fans to form a community to begin with
>>
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>>11091776
A little bit yeah, just some buzzing.

That just comes with age. I've cleaned it with clorox wipes but if I wanted to go any further than that I'd need to give it the retrobrite treatment or something and I don't feel like doing that right now. Plus the grit, grime, and age gives it character like pic-related I'm not LGR or 8bitguy where I care that much about making my shit look brand new or presentable to an advertiser friendly audience.
>>
>>11092656
Hell is another dimension not the afterlife
>>
>>11092740
nice
>>
>>11091574
Set a key binding for Restart Demo Attempt, this will reset the level with pistol start.
>>
>>11092786
I played it about a year or two ago with the guy who made it because he just released an update, and I remember getting my ass kicked in Terraniux bu Sliths. Very hard mod, but you can pick up brute and krall weapons which is cool.
>>
>>11092656
it's just a video game, henry.
>>
>>11092843
you go to hell in Doom 1 after you die, it's the end of the first episode
>>
>>11093105
Why did Doomguy go to Hell?
>>
>>11093110
cause he put pineapple on his pizzas
>>
>>11093115
Well deserved. What a plonker.
>>
>>11092025
Regenerating health ruined it for me, and most of the military shooter genre afterward.
I'm fine with hitscanners, I'm fine with reloading, I'm fine with aiming down sights. 2 weapon limit is annoying but I can deal with it. Regenerating health? If it's not a limited resource, it removes too much of something that I love about fps games, which is resource management.
>>
>>11093135
2004 should be the rollback Cut-off date at most, not 2007.
>>
>>11090709
Does the rendering fuck up in the latest VKDoom as well?
>>
>>11092656
we just tour a couple levels of wolfenhell, cyberhitler is probably in another section but we don't have time for that we got john romero to kill
the lower ranks probably managed to squeak by to a better afterlife because they were just following orders(tm) while the mutants and officers are probably in the deeper levels
all dogs go to heaven thus the pinkies
>>
>>11092025
schlocky WW2 action movies turned vidya were a great vibe, even if the spectacle of the modern games was unmatched
also the idea of 3 was great, with unsung factions like the canucks or kurwa tankers, should've been spinoffs for future series like MW to break up the unending burgers and SAS
>>
>>11093291
>schlocky
Let's not get revisionist. The early CoD games even up to 4 have a lot of heart.
>>
>>11093295
I use the term with the utmost endearment
>>
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>>11093298
I believe you but then maybe another word is apt. The quotes that criticize war that appear on screen when the player dies, the emphasis on allies as opposed to a one man army as was the standard of FPS, especially CoD's contemporaries like Medal of Honor, the entirety of the beginning of the Russian segment, the bringing to the forefront of adolescent consciousness the sacrifices made by men by the millions, I just don't think the word schlocky belongs anywhere near the early CoDs. We don't have to continue if you're not interested. After all you meant it with endearment.
>>
console FPS = crippled FPS
>>
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I get it, it's more the way those action movies that inspired it (and by extension Cod) stack up to realistic dramas or documentaries with car chases, one man holdouts against panzer battalions, sneaky infiltration missions complete with disguises, and, uh, swastika duvets, and I enjoy that greatly. Don't mean to diminish any serious merit they also have
>>
>>11093382
>implying swastika duvets didn't exist
>>
>>11093143
You don't make the rules here, simple as.

>>11093135
Regen health is fine but the red tint screen and regen being the only thing is really bad combination. It feels like you're not rewarded for smart play etc. I like hybrid systems where health regens to a threshold but beyond that you need to use health items.
>>
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>>11093006
That sounds great, playing coop with the author. Evil feeling gameplay but I'm kind of liking it. I'll also starting looking for some other custom maps to download.
>>
>>11093508
>You don't make the rules here, simple as.
Not entirely true. As the main content providers, it's we who shape the board culture and populate it with thematical topics. It's in your interest whether to heed the
>Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
>All other 90s FPS welcome
footnote, or continue bringing in console and cinematic games unprompted when you have three whole boards to do it instead. Granted, message is not nearly as blatant enough and there is only so much could be done about the generation shift, gaming is not impervious hobby. What actually is free from the rules though, is calling out backhanded dickish attitude, not that I was implying you or anything. Long live Doom.
>>
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>>11093653
>console games unprompted
Some of these are worth discussing, translate well to mouse and keyboard controls, and like Turok actually had a 90s PC port. They can be a part of that 'etc'.
>>
>>11093678
You omitted "cinematic", but it's worth noting that whole trend with zdoom mods when people put major effort into a grand storytelling above anything else. "All wads are canon", "Do what you want with my code, I'm John Carmack -- the quote", "Doom wasn't even marketed as FPS and term itself didn't exist" are all very strong rhetoric to back it too, boundaries are much blurrier than they seem. Game was rigged from the start for us old men, destined to be trampled by the young blood.
>>
>DOOM THREAD / RETRO FPS THREAD

too many words, just call them Doomlikes Thread
>>
>>11092557
I remember installing the 3D models for Doomsday back in 2003 thinking it was the coolest thing ever.
>>
>>11089169
I feel like this thread is about to die but I really need your guy's help. If necessary I will post in the new thread if I have questions. Where can I find a archive or compilation of iwads and pwads that are preconfigured to work with Batocera? Thank you.

More detail:
I am trying to set up Doom in Batocera v39 and it's really easy to use prboom or gzdoom to load iwads. When trying to load pwads/total conversions however it requires a little more work. It's still really easy but I have to create an extra file and put in the name of the pwad I want and put it in the correct directory etc. I can do it but it's going to take forever to do this because I want to have a bunch of pwads so my question is where can I find an archive or compilation that is "ready to go" for Batocera? Someone somewhere must have already done this for the really popular stuff.
>>
>>11093724
What in the fuck is Batocera?
>>
>>11093725
It's an operating system like windows or mac but it's linux based and it's specifically designed to run emulators. It's perfect for small or old computers and theoretically you should get better performance with it since it's not running all that windows bloatware in the background. It doesn't always give you better performance though I think because it doesn't always support your gpu.
>>
>>11093709
I omitted that because it's some weird and vague concept as opposed to a shooter released on a 90s console. There are also people who've enjoyed the Half-Life games exclusively for the way their story is told and I'm not really offended by that. That and HL is included in the OP.
>>
>>11093742
Well then I'd ask myself why nobody else is using it for playing doom
>>
Welcome. Welcome to City 17.

You have chosen, or been chosen, to relocate to one of our finest remaining urban centers. I thought so much of City 17 that I elected to establish my Administration here, in the Citadel so thoughtfully provided by Our Benefactors. I have been proud to call City 17 my home. And so, whether you are here to stay, or passing through on your way to parts unknown, welcome to City 17. I'm Wallace Breen, and this is Jackass.
>>
>>11093724
you mean you need to create shortcuts? it's linux, isn't it? should have a way to script that.
>>
what is the best way to play og doom coop? the not survival mod is a given, but idk if i should have fast monsters? nightmare seems annoying because respawn. what do you think?
>>
>>11093746
>That and HL is included in the OP.
Other than being released in the same decade, I guess what brings it together is the open and particularly lively modding scene. Another oddity is Sam, which opens road for discussion of Painkiller and other contemporaries. Pretty slack definitions of what's allowed here if you can call them so.
>>
>>11093854
Depends on who and what you're playing with. Survival and lives is cool until you play maps that take a literal thirty minutes to complete and someone blunders into an inescapable pit haha good job you get to be bored for half an hour. I understand that survival mod has some methods to help get around that sort of situation though.

Also keep in mind that not all mapsets are coop friendly. Some maps have traps that reasonbly presume that the player in the trap will kill everything and hit the switch to disarm the trap and unlock the doors, and weren't designed with other players in mind. If the guy dies and respawns at start now everyone is locked out forever!

Honestly a lot of difficulty in coop comes in people stealing ammo and health from each other (which is why item respawning is designed to help) along with the fact that you can blunder into a rocket or fireball meant for someone else and die. Or into another player's rocket and get blasted straight into a death pit while they kill themself. Or bodyblocking while navigating narrow cliffs or just the simple task of opening a door without someone else immediately closing it.

For fast monsters / respawn, as far as firepower goes you can wreck enemies twice as fast or more, so really it's never a 'fair' fight. Frankly the whole map/maze designs that might be interesting in SP just tends to get in the way in Coop, so maybe an invasion mode or mod would be preferable.
>>
>>11093964
>Survival and lives is cool until you play maps that take a literal thirty minutes to complete and someone blunders into an inescapable pit haha good job you get to be bored for half an hour.
For me it was Dehydration.

Fuck Dehydration.
>>
Posted in the wrong thread: >>11093892
tl;dr Alkaline is difficult and very good.
>>
Been replaying the iwads whilst not breathing whatsoever during gameplay (I'm allowed to breathe during intermission screens and so on). Really adds a new dimension to the gameplay, it's the ultimate test of your gaming skills and your body... Really shows how well you really know the maps. My doctor's told me to stop but I'm still going to do it, because to be honest doint this is really important for the humen race
>>
>>11094012
Asphyxiation fetish? Interesting.

>>11093653
>console and cinematic games
A bunch of console fps are good. Timesplitters, Goldeneye, Doom 64, psx doom, ps2 port of half life etc are all worthwhile discussion. Granted there isn't as much discussion because there is no mod community for them but it's still the same like Outlaws or Dark Forces.
>>
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>wad uses weird obscure vanilla tricks or bugs that will work only on dos versions or some retarded settings just "because"
>>
>>11094056
>Just because
Anon the whole point of that is doing it as a weird challenge. Sometimes it can be fun to push boundaries, it's how Lilith came into existence and caused Graf nuclear butthurt.
>>
>>11094058
true, push whatever you want, i just deleted your wad and will never play it again though because i don't want to switch ports just for one wad. something to keep in mind while the rest 99% of wads are compatible for literally everything
>>
>>11094063
Well then why are you bitching? Just move on you donut.
>>
>>11094064
Anon... I think you're talking to graf
>>
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My sides
>>
>GZDoom
Not my favorite engine but it gets a lot of use for WADs that depend on its features.
>Woof/Nugget Doom
Probably my favorite way to play normal WADs that aren't dependent on ZDoom features.
>DSDA-Doom
This one werks, an adequate replacement for PrBoom+ though it's not evident what makes this port special to the casual player.
>Crispy Doom
Still a good port even if it's been rendered largely redundant by Nugget and Woof for me.
>Chocolate Doom
I still like this one too, beats DOSbox anyway.
>Zandronum
Good multiplayer GZDoom port but the servers and community are a mixed bag.
>ZDaemon
Adequate vanilla multiplayer client though it has a small community and finding active servers can be a problem.
>Odamex
My favorite multiplayer client... And also the least active of the three sadly.
>Doomsday
Lol people still use this???
>Eternity Engine
This one's pretty cool though that's not evident if you're not playing a WAD that relies heavily on it like Heartland.
>EDGE
Idk why anyone would use this aside from the Duke Nukem mod.
>Doom Legacy
Looks flashy but there's not a lot beyond that to set it apart from other Boom-type ports.
>>
>>11094174
>Heartland
What's so special about it?
>>
>>11094180
It's made by the golden boy. You will not dispute the quality of his wads.
Heartland is really damn good, but I still think he's a faggot and could've done all that in gzdoom instead of some random port no one cares about. And in the end Heartland did nothing to promote it, it's still dead, useless, and no one cares about it
>>
>>11094174
eternity and edge exist to add a few nifty features to doom that other engines were missing, and drag wads down by their mere dependency on them
that's basically it
>>11094195
he could've, but creatives of all stripes get this itch upon seeing some niche canvas to try and make it work, so it was probably a mutual deal (engine gets publicity, saw gets to experiment in a novel engine)
why do you think people have modded MS paint to have layers to make art with it or compose music in mario paint?
>>
>>11094195
What are the cool features of this random engine?
>>
>>11094234
Unique non-customizable HUD, stock rendering engine, multi-threading, it's own DECORATE, bunch of stuff from ZDoom like ACS and UDMF, ehh... some kind of Heretic support, more elegant floor-over-floor implementation probably, that's about it
>>
>>11094275
Also, not sure if it supports that brand new queer MBF21 standard
>>
>>11094195
How would you make the anti-save secret in GZDoom?
>>
>>11091893
E3M3 addendum, the design is absolutely just kinda fuckin bad for wand start and feels untested
>>
>>11094334
I wouldn't because I'm not a "only MY way to play is allowed here!" dickhead
>>
>>11094334
Dunno what Heartland does but StaticEventHandler can detect when a save game is loaded.
>>
>>11094339
Wait until you reach the bonus episodes, it's fucking hell. Funnily enough one of the most difficult levels (E4M1) is the one where you are supposed to wand start and it had so little ammo I had to count every hit.
>>
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If you had to add just one of these to Doom or Quake 1 which would you choose: a flamethrower or a sniper rifle?
>>
>>11094357
I remember beating the game continuously on skill 5 awhile back without too much trouble so I can't imagine E4M1 will be TOO much trouble, but E3M3's problem is that you're fighting dozens of enemies including an ironlich and a bunch of ophidians with just the crystal wand and nowhere near enough ammo to even kill the stragglers after infighting
>>
>>11094364
sniper rifle is too tacticool for either of those. Flamethrower is the most sensible choice.
>>
>>11094375
It has no niche to fill
>>
>>11094364
I'd put it in Quake 1, rebalanced and redesigned as a railgun.
>>
>>11094364
If the sniper rifle was just the pistol but does a lot of damage but is slow, then Doom
Every weapon in Doom is just variations of the shotgun
pistol is a shotgun that shoots 1 pellet at a time
Super shotgun is a double shotgun
Chaingun is a slow release shotgun
Plasma gun is a slow release super shotgun
Rocketlauncher is a proximity delayed 360 spread shotgun
BFG is like 20 shotguns strapped together
>>
>>11094364
Flamethrower for Doom (kind of redundant when plasma cannon does the same thing though, All Hell is Breaking Loose even has a flamethrower that's just a reskinned plasma cannon)
Sniper for Quake (just look at Team Fortress it was one of the first games alongside Outlaws with a good sniper rifle)
>>
>>11094364
What would a flamethrower do that a plasma gun cannot? I don't think damage over time would be particularly valuable.. But I don't think a sniper would be very interesting either.
>>
>>11094364
they're both horrible niche weapons that do not belong in these games.
>>
>>11094364
>sniper rifle
So a rail gun?
>>
>>11094401
Flames could pass through/around multiple enemies to start burning ones behind them. Could maybe also cause them to panic and run around randomly.
>>
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>>11094012
>E3M7
>The Chasm
>The Spirit World
>Most of Plutonia and TNT
RIP anon.
>>
>>11094409
Flames passing through enemies doesn't make sense, and changing enemy behavior overcomplicates the weapon.
>>
>>11094381
well memed, now do the chainsaw
>>
>wad made in 1999 is ten times more fun and engaging than most shit made today
I'm always happy when I find such gems
>>
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Did a new gimmick, thought it looks funny.
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>>11094334
NTA but for the retards in the back, what anti-save secret?
>>
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i forgot: how do i make the walls grab the sky?
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>>11094561
It only works on upper texture between 2 sky ceilings.
>>
>>11094409
that's just the RGA2 Sears Ranger loaded with Dragon's Breath rounds.

Also I do hate the scripted 'run around in a panic on fire' death effect used in it because the enemies dont look any different from normal so at a casual glance you can't tell immediately that they're zero hp
>>
I don't like the expansions. SoA is passable, but DoE is bullshit: the levels are too cramped and you barely have space to move comfortably; chockfull of monsters after every corner and behind every wall: and so labyrinthine and full of button puzzles they feel more like they belong in a dungeon crawler instead of an FPS, to the pint that I actually missed having a map like in Doom. The id levels are still teh best.
>>
>>11094598
SoA is straight up better than vanilla. Don't tell me you got filtered by spike mines.
>>
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I just watched a video about the Black Parade and i want to play it, but since it has been a long time since i finished both Thief games i dont know how to set up Thief and the fan missions for modern system, what should i do to get it running properly on modern system? any patches/lanuchers?
>>
>>11094401
It could shoot 3 projectiles for 2 ammo, bridging the power gap between the PG and the BFG.
>>
>>11094195
Doesn't Heartland make a lot of use out of portals in a way which GzDoom just can't?
>>
>>11094660
I've tried a bit of it recently, not enough to have an opinion on it though. You should only need TFix if you have the Steam/GOG versions.
https://www.pcgamingwiki.com/wiki/Thief:_The_Dark_Project#Mods
Emphasis on step 3 of that procedure - my dumb ass couldn't figure out why it wouldn't load from a folder dedicated for FMs for way too long so I just put the .zip file in C:\Games\Thief FMs\.
>>
>>11094660
Tfix (which gog version already installs)
FMsel is the included launcher for custom content, but Angelloader is the recommended launcher.
Optional if you want EAX support:
https://community.pcgamingwiki.com/files/file/2131-newdark-openal-soft/
>>
>>11094523
How'd you accomplish that?
>>
>>11094717
I check the distance to target and if it's below 320, I make it have frame length 2 and 3 tic. If it's far away, I make it call A_Chase 3 times par tic and also spawn a spectre-like thing every tic that disappears after a bit.
>>
>>11094724
I had a feeling it had to do with distance, but I never thought about making multiple A_Chase calls per tic.
>>
>>11094724
Wouldn't this slow down the game if there were multiple entities employing the same trick?
>>
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>>11094741
Possibly. But this guy is like 6 revenants or 3 turbopinkies at most. Unless there's thousands of him, it won't matter. It's also something I only plan to use on bosses, so there'll be only one.

>>11094732
You can put a lot of A_Chase on a single frame.
>>
>>11094757
Could you do something similar to recreate Doom 64's Lost Souls?
>>
I bought HROT and now I kinda regret it, can't refund it now so I'm gonna force myself to finish it. Wish me luck.
>>
>>11094761
I haven't played Doom 64. I checked it out and they seem to fly really fast in attack mode? Can't really control that, I think. Not in MBF21 anyway.
>>
>>11094767
>and now I kinda regret it
why though?
>>
>>11094776
The weapons are cool but the pacing is kinda shit, I dunno, might be too slow for me.
>>
>>11094773
They attack more often too.
>>
>>11094791
You can always boost their chase to tic ratio and reduce speed proportionately. There's also two flags for monsters that make them more aggressive, and they already have one.
>>
>>11094364
A sniper flamethrower - ie: a railgun that on impact either besides the bullet damage it inflicts burn damage or it explodes into flames like a mix of Blood 2's howitzer and Blood 1's napalm launcher
>>
>>11094378
Damn. Nice.
>>
Do you think in the future I will be able to play UT99 with REAL BOTS? Bots that hammer jump in Rook, or just playing more humanly generally.
Someone must be doing some shit with all this AI craze
>>
>>11094660
The GoG version now comes with all the patches you need preinstalled, just add angelloader.
>>
>>11094841
>flamethrowing railsniper
>giant orange beam that pierces through enemies while setting them on fire
>making contact with geometry makes it explode into a cloud of flames
>leaves behind a pool of napalm afterwards
sounds like a BFG replacement in a Pillowblaster mod
>>
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>>11094773
>>11094791
>>11094804
IIRC they wanted to make the fire animate faster on the Lost Souls in Doom 64, which made them call A_Chase a lot more, so they try to attack a lot more often, and they decided to keep this.
They also have an actual explosive radius when they die, meaning if you try to cockblock a Pain Elemental you will be fucking destroyed (because he also spits two of them at a time), so together both of them are much more vicious and frightful monsters.
>>
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In theory, would it be possible to make a commercial game using your own port forked directly from the Doom source code instead of using gzdoom?
>>
>>11095090
Yes that's literally what Doom being open source is about.
>>
Guys, I'm really worried. What if there's a Revenant around here?
>>
>>11090829
Because I only use Vanilla Essence for the colors.
>>
>>11089205
cool pistol animation
>>
Legion of Bones and Ash is a decent combo, though I was kinda hoping they wouldn't resurrect when gibbed.
>>
>>11095183
How do you cope with the fucking Mancubus? That fuck stresses me the fuck out.
>>
>>11095181
Feels good to shoot, too, making it real easy to chew through mags if I'm not being watchful.
The fatso and that maggot didn't do a whole lot here but this was great fun to see. It hasn't been the smoothest ride but this "random additional enemies" mod is doing a lot for me.
>>
What's the Doom equivalent of B3313?
>>
>>11095183
>>11095190
How does he cope with all the s-s-s-skeletons?
>>
>>11095213
MyHouse.wad
>>
>>11095213
>>11095221
You should also play Yume Nikki. And Yume 2kki. And watch Eraserhead. And also read House of Leaves.
>>
>>11095221
Nah, it doesn't have that "unfinished" feel to it.
>>
>>11095236
So you're specifically looking for a lost beta aesthetic? Beta recreations do exist for Doom, but I don't think the haunted lost old versions of games fad ever caught on in the Doom community.
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>>11095215
>>11095172
>>
>>11095234
And play NaissanceE. And BABBDI. And Manifold Garden. And stare at the prints Piranesi made. And read everything Borges ever wrote.
>>
>>11095372
But did you get imprisoned in Piranesi in Sunless Skies?
>>
>>11095240
Does this count?
https://www.moddb.com/mods/dooming-the-bar-city-17
>>
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>>11095374
Haven't had the chance yet, but the traveller is always returning

Oh and how could I forget Halfquake?
https://www.youtube.com/watch?v=usxdMo-NYPk
>>
>>11094435
To be fair, the critical path for those levels isn't too long. I can hold my breath for around 150 seconds on a good day which should be enough to complete most IWAD material level by level
, I also look at speedruns as a guide beforehand. Maybe this dilute the challange too much to look at the speedruns? Idk, it's not like this is a category on DSDA
>>
>>11095190
I was just testing it out for a bit so I haven't met him yet. I need a fitting shortish wad to play them on.

Met Project Malice's Skulker yet?
>>
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>>11095401
No, because the fatass really got to my nerves and I couldn't keep playing. Killed one, two, maybe three of them, but the way that they start moving MUCH faster when you can't see them trips me up too goddamn much.
(And that's a really cool mechanic btw)

>peek around corner
>see skelefatty with basedface
>fall back into cover to select other weapon
>stomp stomp stomp stomp stomp STOMP STOMP STOMP STOMP STOMP
>look past corner again
>just a few feet from my face now

Maybe I could get used to this, but I need a weapon mod which provides me with some hand grenades or something else I can use around corners for guys like these.
>>
Yeah, it's all fun and games until somebody loses an eye.
>>
>>11095431
I will say if you're playing as Ash then a lot of scary enemies aren't as scary when you have a fully gassed up chainsaw ready for them. Though I did buff mine just a little. He also has dynamite sticks as his SSG replacement.
>>
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>>11095454
It feels very appropriate to play as Ash against hordes of undead. An army of darkness.
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>>11095458
And BYOC has the absolute best version of him in a Doom mod yet. They nailed it.
>>
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Which one is correct here, anons?
I know Doom and System Shock 1 are meant to be stretched vertically from 320x200 to 320x240, and Ultima Underworld looks like it should stay unstretched, but I can't fucking tell with Wolf3D
Give me arguments for the one you deem correct
>>
>>11095483
I can't say with absolute certainty, but I believe that CRT monitors of the early 90s were intended to render pixels taller, or that they had a commonly used mode for doing that, which DOS games tended to use.
This would give you basically the same image but having to draw fewer lines of pixels (pixels are like 20% taller, thus you'd be drawing about 20% less pixels, I guess), ergo saving on performance. As you would then typically draw with this in mind, and because 3D games would have all kinds of scaling and distortion anyway, this wouldn't be noticeable.

I may be partially, or even completely wrong about this, but that's the vague things I can recall from the back of my mind about these things. I welcome anyone who knows better to clarify it.
Also, as much as Doom was very much made around the taller pixels, and very consistently so, Quake seems less consistent about that.
>>
>>11095483
Depends.

Are you a regular consumer? then 4:3.
Are you John Carmack testing his games with the latest largest monitor available? Probably 16:10.

Knowing the id guys, they probably tested the game on both ratios, so you should be too autistic about this.
>>
>>11095490
>should
should *not* dammit.
>>
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>>11089919
Is it poorly written or is it poorly written because you have bad taste?
>>
>>11095387
Half-Quake is one of those things that arrived way too early for how idiosyncratically strange it is. It's perfect streamer bait, but also just a fantastic ride in its own right.
>>
>>11095550
>streamer bait
Back in the day we just called it making cool shit
>>11095538
I like making fun of people's taste too but I doubt quake mods have any interesting writing
>>
>>11095587
Check out Warpspasm's preamble. Very good at setting the tone.
https://louismanning.wixsite.com/ijed/blank-s0m5c
>>
>>11095587
>Back in the day we just called it making cool shit
I used the words streamer bait to emphasize that HQ arrived too early to find a widespread audience. It's near and dear to my heart, I even have rare muddasheep compilation albums from over 12 years ago on some old USB, so trust that I said it in good faith.
>>
Is it safe to download doom 64 from gog games or will it still have to connect to bethesdanet?
>>
>>11095595
dw I wasn't doubting it was in good faith, I was just saying I think it's a sincere project and not a clout chasing one, being before the era of parasocial streamers and all.
>>
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>>11095610
As sincere as it mother fucking gets.
>Three mods made with your mates in the freezing cold of Europe
>Amen introduces abstract imagery, a self-composed soundtrack complete with singing
>Injecting one's own peculiar senses of humor (WHAT THE WERE YOU DOING IN THE TOILET?), thoughts and deep feelings (When you think about it, life doesn't make sense, does it?)
On top of just being a plain fun obstacle course map set.
https://www.youtube.com/watch?v=LddaHwO0Scw
Like you said, LONG before the era of streaming. Just a bunch of dudes getting together to make something they believe in with total sincerity. Sometimes I can't believe shit like this exists. Fuck I think I was in 10th grade when I had the OST on my ipod shuffle, loved it so much. /blogpost
>>
Recommend the most stylish and interesting palettes for Doom
>>
>>11094364
flamethrowers in games are universally garbage. zero-feedback sparkle hoses, both when held by the player and by the enemies. the only decent one I can recall is in Killing Floor 1, and it got worse in the sequel.

sniper rifles/railguns are ok in principle, but you'd want a really harsh ammo cap (3-5 shots) for them not to trivialize singleplayer. it's basically a cheat item unless a good chunk of enemies are long-range snipers.

the actual way to improve both games is to give doom the grenade launcher, give quake the bfg, and remove rocket launchers from both
>>
>>11095678
Rocket launcher is too good in Quake I agree.
>>
>>11095678
The trick to a good flamethrower comes from reactions the enemies themselves make when getting roasted, along with making it a proper napalm like flamethrower rather than just a woosh of short range flames. Also Doom would be worse off without its rocket launcher, you stay away from that.
>>
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>>11095483
Various wall textures wouldn't look right if they were stretched vertically, i.e. circles would become ovals. It's possible nobody told the artists, but then, who's the better authority on the aesthetics specifically? If Adrian said square pixels were intended I'd consider his opinion more important than John's in this regard. It's also possible certain assets were made before they knew how they'd be rendered. I think some doom or even quake textures have artifacts indicating uncertainty too. Which is not a very satisfying answer.
>>
>>11095752
If you see the art by itself, yes, it might look weird.
But if you stretch/modify EVERY asset at the same time, it's not really a big deal. It's the same paradox that goes like "if the whole universe doubled its size, no one would notice"
>>
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Did Phobos not have an OSHA oversight committee? Who okayed this zigzag walkway over toxic goop?
>>
>>11095681
Yup. Flame weapons in Doom mods aren't all that fun to use against enemies that don't have fire death states.
>>
>>11095778
I'm pretty sure it implies a collapsed floor, this is more an issue of finding who okayed such a below code nukage pipe that it could flood an entire room to this state when ruptured
>>
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>>11095678
>flamethrowers in games are universally garbage
The flamethrower in Return To Castle Wolfenstein is quite good because of how you can saturate any point you aim at for just a bit of fuel, and it's very effective on certain enemies.
The flamethrower in Wolfenstein 2009 is powerful in general, and actually has a pretty decent range, being modeled more like a proper jet of jellied napalm mixture.

>and remove rocket launchers from both
From my cold dead hands.
>>
>>11095678
I think the problem with flamethrowers in videogames is that they are just too busted in real life to be balanced in videogames
cod waw had a decent one because it was just an instant death fire hose, the one in Marathon is pretty similar too
>>
>>11095782
I've been trying to cook up effects that're monster mod agnostic in the off chance players either play with vanilla monsters or if a WAD provides custom monsters.
It can also be potentially easier in the long run rather than making art assets and assigning custom death states for everything.
>>
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>>11095678
Something which videogame flamethrowers need to actually depict is the ability to 'bounce' the jet of fuel for reaching around corners. This was one of the aspects which made them useful against fortifications in WW2.

>>11095838
You could balance this somewhat with sniper enemies (or others with long range), actual military flamethrowers have much longer range than a lot of videogames would make you believe, but the maximum range still tops out at 50 to 100 yards or so. This was a real world risk because the guy with the big tank on his back spraying fire is going to be extremely conspicuous and visible from a long distance.

Also enemies who are resistant or immune to flame would work.
>>
Is there some kind of "super iddt" or other console command that shows secret sectors on the map, even if they are checked to not appear?
>>
>>11095904
pretty sure I've seen it used in dsda and gz as a hotkey, so it is in there at least
>>
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>>11095925
Crush him with your fist.
>>
>>11095489
>>11095490
>>11095752
Thanks for all the insight, anons.
After a bit of playing, reading and thinking, 16:10 un-stretched looks to be the correct way to play. Circular textures ingame are indeed a big tell.
Even the old box art shows screenshots with that aspect ratio.
Now I just have to figure out how to run it in 1728x1080. Ecwolf starts acting really messy with that custom resolution, or any custom one for that matter.
>>
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>wad chastises you for using cheats
I was just using iddqd to test something, don't shame me
>>
>>11095950
I'm gonna do that because if you use give all in my mod you break shit.
But besides chastising I will also tell you a thing to summon to give you pretty much everything you need
>>
>>11095952
idkfa with HD is hillarious, you get pinned on the spot by 10,000lbs of materiel
>>
>>11094981
I wonder if these models are still out there somewhere, tucked away inside of a dusty SGI workstation in some forgotten storage unit.
>>
>>11090829
Because i am not a faggot, and i want to play games, not emulate them on DOSBOX when i already have one ready for it with proper PC CRT shadowmask preset for it to run in high res.
Also the only reason Carmack didn't made a 3dfx source port update for Classic Doom was due to time.
>>
>>11089205
What mod are you using to change the pistol behavior?
>>
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>>11096087
Weapons of Mars Destruction. Its a far more modest mod than its name suggests.
>>
>>11096176
Hey thanks
>>
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>>11096219
No prob. There's been a couple anons the last few threads messing about with it, listing their own neat configs. >>11086972 linked to a randomizer mod that's kind of messy but adds more enemies, I've been having too much fun with it. A mod doubling the ammo in case you run low against all those adds also got posted: >>11089220
>>
Any proper guide on how to use the doom level generator? wanted to give it a try but i'm a bozo
>>
>>11095090
Release your engine source code and use all new assets. The actual game content can be paid/proprietary. If you change the engine in any way without releasing source, or if you use OG Doom assets without explicit permission from id/Microsoft, that's when you get sued.
>>
>>11095838
>he one in Marathon is pretty similar too
The one in Marathon is most useful as a jetpack and after playing Marathon I expect any video game flamethrower to also be a jetpack and I'm inevitably disappointed because nobody does this
>>
>>11090840
>right now i only played doom 2 and plutonia experiment.
no Doom 1?
>>
Uh oh I think our host died, thankfully I'm here to make the post.
Wednesday night Whatever, come play some SRB2Kart!
Attention Linux users: if you can't compile, or wont because you're too lazy, there's an .appimage of the custom client now!
Place game files in home/[user]/.srb2kart, including the .kart files extra, extra2, kv, and neptune (you probably need to get these from the .zip of the windows version of the client)

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/Yjs2wA7Y#c_h8g4vWAZkLWxGz-qNw7o8dvNsRgjjAO384JB-sCJE
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: https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.2g
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.)

No changes since last time
>>
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OHHHHHHHHH I'M DECORATIN
>>
>>11096891
now toggle the hitowner flag when the rocket teleports so you can hit yourself
>>
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>>11096891
I think I have a guess on how this works under the hood, and to be honest: That's fucking brilliant.
>>
>>11096983
Do tell, because it's fucking dirty as is. (it always was, I just slapped some particles on it)
>>
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>>11090172
what game?
>>
>>11096997
My hunch here is when the rocket collides with a wall it fires an invisible projectile backwards so it slams into the wall behind it and spawns a new rocket that blows up normally.
>>
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>>11097012
Yeah, that's basically it. Except instead of coding new weapon, I made rocket 1 replace normal rockets. So, cybie is on the fun, too.
Captcha calls it a jewery.
>>
>>11097018
That's fucking hilarious.
Also you could theoretically make a trap with an infinite duration if the rockets never blow up against walls and only actors. This is neat.
>>
>>11097005
looks like TimeSplitters 2
>>
>>11097021
I did make rocket 2, so that doesn't happen and so I could make it explode harder after warp or something.
>>
>>11090934
If you like the specific "style" this gives the sprites, sure, go ahead. It creates random blobs of colour that don't make sense, because the algorithm doesn't know what the context is for a colour dot somewhere. Sure, it's crisp, but it creates garbage, and unlike AI upscalers, it doesn't even have a chance to hallucinate realistic-looking garbage.
>>
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It's not bad.
>>
>>11097224
It's alright. I liked Duke Nukem on the Game Boy Color better as it played better into the strengths of handhelds of that time. More or less a pastiche of Duke Nukem 2 and a bit of the first game.
>>
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>>11096875
Tricks are borked and contaminate the game for everyone.
>>
It happened again. Used to play Quake way too much back in 1996 etc, then got so sick of it that haven't played it in decade now. Installed couple of things and can't stop playing.
All in all I don't understand what makes it so special, because
>brown and boring palette
>only few enemy types which are all more or less bullet sponges
>kind of boring in general, completely opposite of Doom
I guess it's the abstract level design and light vs darkness visuals. I think American McGee made the most interesting levels in that game. Almost every level on episode 3 are made by him.
>>
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>>11097281
always something with this mod huh?
neither of us changed anything from last time so it's weird for it to be acting up now
>>
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>>11097281
eventually noticed the flickering sprites someone mentioned earlier, too

>>11096875
ggs all
>>
>>11097292
Luv me episode 3. Simple as.
>>
Neat!
https://www.youtube.com/watch?v=PeVnRV5xDCQ
I'd never seen the wasteland map in its entirety.
>>
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>>11097445
why so sirius?
>>
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>>11097292
>brown and boring palette
If your monitor is evenly calibrated, set your game contrast to 1.5 and gamma to 1.2
This approximates how the colors would have looked on a lot of CRT monitors and makes the game a lot more vibrant.
>>
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>>11097452
Quake does use a lot of earth tones and muted colors, simply because that lends itself very well to when you're going for dark and dirty medieval gothic style (especially of the occult kind), but it does indeed have quite a lot of color all around, including a level which is mostly blue.

Something I really like about Quake's use of colors is how it'll use the more muted colors over very large parts, but then it'll at times feature large amounts of a much more saturated color or otherwise clear color, which gets framed by everything else.
>>
>>11097476
Strong colors can of course work with gothic horror aesthetics.
>>
>>11097379
https://youtu.be/ASp8TFn_HE8?list=PL8E76CDAB81840AD2
This video shows much better how the map is supposed to function for the game's (cancelled) presentation at E3 2002.
>>
>quake 1 but it has crouching
>and also a vore variant with smaller projectiles, that are super fast along the horizontal axis and a bit slower on the vertical axis, which you can crouch under/crouch jump over to avoid

do you accept
>>
>>11097549
Only if crouching doesn't penalize speed for a full second.
>>
>>11097549
Quake 1 with crouching would inherently mean that the map collision would be less fucked, so I'll take that regardless of the cost.
>>
>>11097549
Sure, I just play quakeworld anyway
>>
>>11097554
if it's pressed and then released instantaneously it won't slow at all
so you'd need pixel perfect timing for dodging without compromising speed but can definitely have both if you're good
but the most reliable way to throw them off would be to crouch down in advance to make the projectile lower, then jump and crouch hold to vault over it
>>
What other liquid textures are there besides LTP and Pand-PBR?
>>
>>11097549
I'm game with that. Don't fucking nerf my SNG or touch my RL though.
>>
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>Me dipping my toe into the bloodpool texture to see if the map author decided to make it painfloor or not
>>
>>11094660
I finished playing it on Sunday, it was pretty damn good, fantastic level design and atmosphere. The conversation that the npcs have are always funny to hear.
I don't know if you guys agree but Thief looks better without texture filtering. The mod looks better without it in my opinion
>>
>>11097495
nah that's too much, it looks like dusk episode 3
>>
>>11097292
I agree mostly what that guy said about palette but for me the Quake 1 'feel' is mostly in the soundscape. From the 'threatening' feeling musica to the plinkplonk of the grenade launcher to the grunting and groaning of enemies and the special effects like when you get a Quad Damage or the Ring of Shadows the soundscape is extremely recognizable in Quake 1. The graphics are fine, the movement is good but the sounds are for me the best thing about quake. I can hear in my head the sound of the elevator, the zombie noises, the cacophony of plinkiplonki when a couple of ogres start shooting grenades or the sword SCHWING when knights aggro on you. And to add to boot there's just that right crispiness in the sounds it doesn't sound too clean. It needs to be a little low fidelity.
>>
>>11097292
>>only few enemy types which are all more or less bullet sponges
It’s got some soft and easy mobs on the roster for easy gibs, but they’re only placed in four/five levels. That’s definitely the opposite of what Doom 2 does: Most of the new added enemies take at the least two blasts from the super shotgun, but the levels are still flooded with zombies and imps.
Fwiw: Quake 1 also doesn’t have any beefcake healthpool like the cyber or spider mastermind.
>>11097549
I accept the crouch, but I only accept being able to jump over the smaller vore projectiles.
I think it’s less funny if you can just crouch them into the ground.
>>
>>11097664
I don't agree.
>>
>>11097292
>bullet sponges
Remember that Shamblers resist half of explosive damage, therefore you should save that ammo for other enemies, instead use nails and lightning on them. Or kite them around cover with the SSG.
>>
>>11097881
Or bait their melee hits like you do a Revenant.
>>
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>>11097621
made me kek
>>
>>11097476
>>11097495
I like how well this highlights Quake's art direction having color, it's just neatly 'desaturated'.
>Strong colors can of course work with gothic horror aesthetics.
I'd keep it as-is for vanilla Quake. Something like those custom colorful Quake maps, or pic related, I'll up the color on my monitor by a bit.
>captcha: vrtppt
>>
I've been enjoying Dungeons & Demons. I'm gonna have to go through this again with Walpurgis at some point.
>>
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>>11097621
>some blood floors are damaging while others on the same map aren't
>>
>>11098085
I'm guilty of this.
>>
>>11097621
>lava floors are damaging
>blood floors are not
duh, just read the environment
>>
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>>11098085
>none of the floors on the map are damage ones
>except for one small specific pool for seemingly no reason
Guess the map.
>>
>>11098126
>damaging lava pool
>one visually indistinct part of the lava pool is stronger hurtfloor than the rest
>>
To the anon asking about flamethrower or sniper rifle, The Ultimate Torment & Torture has a flamethrower in it, go and try it.
>>
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>Too much health to take out in a few seconds without tome
>Stunchance too low to reliably interrupt with claw or hellstaff
>Shits out too many projectiles to dodge/weave between in tight spaces
>Sound cues are extremely quiet and sound like ambient noises
>They're fucking everywhere
>>
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>>11089169
Which wad is this? Anyone?
>>
>>11098182
>Whispers of Satan MAP30
Never do mind

>>11098160
Obituary, Heartland and All Hell Breaks Loose too
>>
>>11098182
Lmao I didn't know what to look for back then, but now that I'm cultured I only just noticed it.
>>
>>11098182
map? looks kino
>>
>>11098297
>>11098190
>>
>>11098307
thanks that's rad
>>
I remember there was some Quake source port with "smart" autosaves. E.g. it takes into account if there are enemies around and stuff.
>>
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Decided to check out in development nugget doom. Cool stuff coming down the pipeline.
>>
>>11098443
Cool stuff. Has the Boom HUD bar stuff been pushed into the main branch? Because I've been using that.
>>
>>11098426
Ironwail
It ain't perfect though.
>>
>>11098443
Wow! These sure are some good, never seen before option in a source-port! Can't wait to test this new stuff out!!
>>
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has DBP come too far?
>>
>>11098592
Weapon mod? looks familiar
>>
>>11098609
That's Genocide Device Echidna.

>>11098592
I was thinking of that combo since I recently played it with Lunatic. Not sure yet.
>>
>>11098592
the way the words are aligned makes it feel like one of our wordcloud shitposts
>>
Anyone played temple of the lizard men?
>>
>test JoeQuake because I like some of its features
>delete the default config.cfg
>cl_forwardspeed and backspeed are both at 400
The real default for both values is 200. cl_sidespeed is 350. Why is this happening? Can't trust anyone these days as it seems.
>>
>>11098931
They're probably set that way due to 'modern' autorun sensibilities in Quake (i.e. hold shift to walk and run by default).
Also the default sv_maxspeed of 320 makes cl_xspeed values higher than that mute anyway.
>>
>>11098957
So complicated. Best Quake client to play with is still the dos version.
>>
>>11098987
lol, if you say so man
>>
For me? It's GLQuake. The Way It's Meant To Be Played™
>>
>>11098957
it's actually the opposite, in modern engines with "cl_alwaysrun 1" you want everything at 200 instead.
in vanilla "always run" means forward/backspeed 400. setting it on by default makes sense, I bet joequake doesn't bind strafe keys to period & comma either.
>>
>>11099024
These speedruns are pretty funny though.
https://www.youtube.com/watch?v=kZxOMi11AxE
>>
>>11099032
It's quite the palette cleanser seeing id1 mapping after playing Alkaline.
>>
I finally met the boogeyman.
>>
>>11098443
Amazing stuff.
>>
>>11099103
Mods?
>>
>>11098443
I'd move pistol start there so it could be properly saved with the save file.
>>
>>11099112
Looks like >>11095183
>>
>>11099112
>>11099197
Yup, on DBP51: Deadly Ritual.
>>
>>11098443
Smelly Nugget Doom is my favourite.
>>
How did they do the ending sequence of Dancing in the Golden Sun? With the entire playable space dropping down?
>>
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>just changed my DW password to random symbols and logged out
>2018 account
>>
>>11099435
hah newfag
>>
>>11099435
who cares tho
>>
>>11099435
Hah dip.
>>11099448
Me.
>>
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I never registered in the first place
>>
>>11099462
Also me.
>>
i still lurk there from time to time but aside but aside from the cool projects the place is quite boring
>>
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My fat wife
>>
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my smelly cat
>>
>>11099418
the music in this map was amazing.
>>
>>11099546
I could scarcely hear it over the wind, the hum of the facility, and all the gunfire. But listening to it outside of the map, wew. Lovely ambient, electronic piece. Sounds like a subdued Killing Floor track.
>>
>>11099470
The cool projects died, at least the group ones. I get the impression a lot of people left when it became obvious 94 protons would never happen, thus causing subsequent things to fall short or outright die also.
Now nobody seems really inclined to host a map jam or other group thing, and I can't really blame them.
>>
>>11099573
Anon he's talking about DW
>>
>>11099470
To be fair, the bar was set very high back in the day when that creep got doxxed for stalking minors on twitter and also making columbine AMVs
>>11099573
"There" referring to doomworld but yeah this place is fuckin lame too
>>
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>>11099575
>>11099578
oh, tism moment
>>
>>11099578
If this place is lame you're just another fag crawling in the pile.
>>
>>11099580
Okay raiden
>>
>>11099582
Lub you anon
>>
>>11099435
Why?
>>
>>11099578
i still miss post hell. it's archived but it's not the same

https://www.youtube.com/watch?v=fo-PGtgh6Z8
>>
>>11099470
I think the "like" system fucked it up a little. threads that should have 10 replies have 20 likes instead.
>>
>>11099589
yeah probably :(
>>
>>11098783
Which part?
>>
>>11099589
>Doomworld has a "like" system to prevent generic positive posts.
>Doesn't have a "dislike" button to prevent generic negative posts.
Wtf are these priorities?
>>
Anyone wished that in Doom they got to play as the guy we see on the cover? Instead we're put in the shoes of some random bloke, I mean I get why (Doomguy is supposed to be You ) but you know, generally if the cover depicts someone they turn up in the game?
>>
>>11099654
Have you ever seen the Mega Man cover art?
Shit was different then
>>
>>11099654
generic guys are more immersive. you forget they're even there. that's the beauty of it.
>>
>>11099714
If nobody gets back to you I can just buy it from Romero and put it up here.
>>
For my fellow based anons.
https://www.youtube.com/watch?v=KCent_2q7ZE
>>
>>11099718
his laugh always cracks me up i can't hate him
>>
>>11099715
Found it already, and to be honest I prefer the midi soundtrack instead... lmao.
>>
>>11090093
Literally ass blasted
>>
i wish i knew how to speak russian, doom power seems like the best place to visit
>>
>>11099840
I harbor similar feelings for the several Serious Sam russian only websites that are still active.
>>
>>11099840
>>11099847
at least from what I've seen (namely AP-PRO), Russian forums don't seem too different from the less, uh, politically correct ones we have
>>
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>>11099964
but man is that homepage old-school in the best way
>>
>>11099654
how isn't that our doomguy? looks like the third person sprite and the only major difference in first person is the gloves are skin colored
>>
>>11099973
Is the weapon supposed to be the beta/alpha rifle? it doesn't look like it
>>
>>11099654
>Anyone wished that in Doom they got to play as the guy we see on the cover?
There’s two guys on there, one running in the back and one up front who looks like he’s about to die to some “cyber barons”. Which guy did you want to be?
>>
>>11099840
Start learning. On forums you don't even need to ''talk'' because you can use translation software and you will pick up words and phares little by little. It's also something I want to train myself on because the best stalker communuties are russian speaking.
>>
>>11100015
If you really need something, you can always just ask in English. Russians in general don't give a fuck about politiks and don't have that "fuck off ESL" culture.
>>
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Not sure how many people would be interested, but MapCenter (the community that has been doing Quake 2 Remaster jams) now supports Quake 1 and is planning a vanilla project soon.
The problem individuals from the other place are absent, so aside from something popping off here that's going to be the best place for anyone looking to get in on some Quake 1 stuff.
>>
>>11100050
The only problem individuals are the people who bring that absolute nonsense here you moron. Otherwise it's nice to know that's occurring.
>>
>>11099634
Any, I guess.
>>
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>It's either my way or.. hell, it's your way
>>
>>11099654
I'VE ONLY NOW NOTICED, LOOK AT THE BOTTOM OF THE PICTURE.
WE ARE SEEING THIS IN FIRST PERSON, THAT'S OUR GUN
>>
>>11100374
this changs everything
>>
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>>11100381
>changs
>>
alternative names to doomguy?
>doom bloke
>dooman
>doomb
>doomdude
>>
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>>11099207
>BYOC Ash and Legion of Bones
Pretty awesome mod combo right there.
>>11093006
>Terraniux
This place is kicking my ass but at least in a fun way. Those flies in Harobed that were one/two shotting me nearly made me quit the mod. I also had to reduce the skill from 666 to 5, it was too much for now.
>>
>>11100395
lil doomfella
>>
>>11100374
oh my god... we have finally become DOOM.
>>
is it possible to map a change of options to a key in gzdoom? I want to be able to toggle trigger lines on the automap
>>
>>11100445
toggle and ;
>>
>>11100459
what?
>>
i need to know what the fuck Walker drew under the map
his fursona?
>>
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>>11100474
see filename
>>
>>11100480
How do you know for sure that's his fursona instead of a doodle of a random OC?
>>
>>11100395
in the doom iwads the doomguy sprites are called PLAY. as far as I'm concerned the name is doom player.
>>
>>11089172
new addon for the unità port
https://slayersclub.bethesda.net/it-IT/article/new-add-on-tetanus

an idgames rerelease will follow, adding all the changes made for the bethesda version
https://www.doomworld.com/forum/topic/133798/
>>
https://www.youtube.com/watch?v=okO6A_e_xYw
>>
>>11100395
Doomster
>>
>>11100395
John Doomer
>>
>>11100395
>>11100725
The cast sequence plainly refers to him as "Our Hero," yet no one ever points this out.
>>
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>>11100916
>>
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i am going to eat this wall texture
i will cut it into 2x2 slates and pick it up and bite into it
it will taste like raspberry-date syrup
it will feel like glass as i crunch into it
as it shatters into a million pieces it will assume the shape and feeling of gravel
at this stage the taste will warp into peanut brittle braised brisket and coalesce with the aforementioned raspberry date jam
it smells like pine trees and the color red when broken apart
the smell is a bit overpowering when eaten, like horseradish, it burns the sinus
a pop, a sizzle, a 64kbps stock audio footstep noise, audible with every bite
i will fully assimilate the wall texture and shit only blood, it is mine now
wall textures, millions of wall textures, that's what i eat
>>
I rely on .bat files to launch my Doom stuff but is there any launcher which is not bloated or retarded? I generally don't like them at all but still wondering. I mean what would you recommend?
>>
>>11101076
what is this, 1997? there are at least 10 launchers for whatever kind of playstyles you like and it takes 1 minute to check a screenshot
>>
>>11101081
I didn't ask your opinion, I asked for recommendations.
If you need to berate me you don't clearly even understand why I am using bat files in the first place.
>>
>>11101081
Autists like you should be banned off the internet. Every single general has one. Zero social sensibility or empathy or whatever.
>>
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>>11101076
I like DoomRunner, it installed without a hitch on my machine and I can have multiple setups. Used to use ZDL but I find this better.
>>
>>11101097
Yeah, I use Doomrunner on my Deck for the rare occasion I feel like playing in bed.
>>
>>11101089
You come in saying you use .bat files and ask if "there are any launcher that isn't bloated or retarded". Did you try them? You must have tried at least a few to make such bold claim. Fucking idiot just download Doom Launcher or Doom Runner, one for vanilla the other for modded runs, they take less than a few minutes to set up.
>>
>>11100374
You are teh demons
>>
>>11100474
>>11100480
>furry
that's a nail in the coffin for me
>>
>>11100386
This dude is so memorable even though he has maybe 40 seconds of time on screen.
>>
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>>11101280
DEMONS GOOD! FURRIES OUT!
>>
>>11101294
this but unironically
>>
>>11101294
Yes
>>
>>11101294
the strides in furry acceptance have been disastrous for the internet race, even if I do religiously check kinokoningen and kyabetsuka's tags
>>
>>11100474
>>11100480
>drawing a furry
>a male one at that
fucking cringe faggot shit
>>
These threads get really dumb once we hit bump limit.
>>
>>11101432
>internet is a race
No, its a massive series of networks.
>>
>>11101490
It's a series of tubes!
>>
>>11101492
Vacuum tubes are obsolete, anon.
>>
>>11101496
Alright, let's call it a big truck then.
>>
new thread whendo
>>
more like Boomer Shooters General /bsg/
>>
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>>11100915
Tetanus is really good. I'm glad to see it recognized.
>>
>>11101564
>bsg
A Battlestar Galactica shooter could be pretty neat actually. Too bad it's yet another sci-fi series with only like 3 actual games, and a gorillion mods by autistic Germans for every RTS in existence.
>>
>>11100415
Yeah, and on Double Death - Hard. It's a lot more dick-flattening than I was prepared for. I don't think I'm gonna do DD again after this. Maybe with something stronger.
>>
I'm also planning a playthrough of Strange Aeons with Ash. That seems fitting. I gave FOILINVUL to a few things so he can deal with the shield guys easier like Corzo and the whip.
>>
>>11101504
Everybody knows it's not a big truck, that's something that you just dump something on.
>>
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>I should finish that sprite
>mouse starts doing this doubleclick shit
>and also the reverse scrolling nonsense
>>
>>11101803
i wonder if pixel artists aren't better off using a tablet too
>>
>>11101807
I prefer a mouse, personally.
>>
>>11101807
Way too used to using the mouse by this point.
>>
>>11101803
Steelseries?
>>
>>11101816
Deathadder V2 Hyperspeed
>>
>>11101803
My mouse started getting fucky, too. I had to open it and put some painter's tape over the buttons to make it more responsive again.
>>
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holy shit, pistol starting all of doom 1 on UV without saves and perfect hatred was fucking pain
>>
>>11101927
E4 grabs your sack and twists it for the first few levels
>>
>>11101932
yep. apparently it gets easier after e4m2 thats why i decided to try it kek. if it was an episode full of perfect hatred tier levels i wouldnt have gone for it
>>
>>11089182
MyHouse.wad
>>
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>>11101803
Fuck it, guess I'll just watch more JoJo while I wait for my new mouse. I could maybe cope (with great frustration) trying to sprite a little bit like this, but drawing or dragging linedefs like this would be torture.
>>
>>11101824
had the same wheel issue with my first v2 outta da box
>>
>>11102009
I've used a lot of Logitechs before, and they could be pretty prone to that shit.
I really want something that is wireless and which takes AA batteries, which the Deathadder V2 gives.
However, the way it's designed is that you get to the battery compartment by lifting off the top plastic, which also makes up the two main buttons which engage the switches, and EVERY single time I change batteries, I have to fidget with this top piece and shift it so that it lines up right, otherwise the two buttons will not always properly reach their switches. Yeah, less parts and all, but from a user end this is really bad design.
I'm getting a Viper V3 Hyperspeed as a replacement, since it just has a compartment on the bottom and leaves the buttons alone.

For just playing Doom and similar games, this doesn't make all that much difference because none of the vanilla weapons are fast enough that the doubleclicking changes anything, but it does affect the scroll wheel.
I also just tried drawing some sectors in UDB but it randomly cuts shit short.
>>
>>11101803
>reverse scrolling
You mean like when you're scrolling down it kinda fucks up and see-saws back and forth and goes up instead? That sucks so bad and I'm motivated to get a new mouse because of that.
>>
>>11101935
>e4m6
i got lied to
>>
>>11102043
Yes, it's obnoxious as fuck, and it's on top of the double clicking.
>>
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Logitech switches wear out and do the double click all the time and it's annoying as fuck, but unless you wanna perform surgery yourself (which they make annoying to do) not much else to do but buy another mouse. I swapped the left click on my mouse only to have the bounce appear on the back button (mouse4?) and THAT is annoying as hell.

Maybe these newfanged optical switches they're making these days will help (we'll see about that, they did annihilate the ball mouse) but I haven't seen the reverse wheel on any mouse except this wireless m320 I have, where it is so hilariously bad.

As much as I hate the switch wearout planned obsolecense thing, I like the basic design of the G203 so much I bought a couple extra. Though now I'm using a cheap wired Roccat Kone I got at the discount store, which is... awkward, to say the least.
>>
>>11101803
I wonder if there are mice in current production where the mousewheel does NOT break after a short time.
>>
>>11102115
I remember saying so-long and goodbye to ball mice over 20 years ago, did not like how they accumulated lint all the time.
I think that if I'll like this new mouse, I will probably look at stockpiling a few spares, just in case.

>>11102119
Why DO they give up the ghost?
>>
>>11102119
My mousewheel wore out so I stuck a three-layer square of plastic wrap on the little axel that goes in the actual scrolly bit and now it works again.
>>
>>11102159
praise the little fixes you can do with bits of paper or plastic and/or sticky tape. I replaced a bit of plastic that broke off this PC case's power button with glue and cardboard and now it has a nice, positive action (if a bit squishy) and more importantly it works.
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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>>11101496
>>11101504
I just thought about this meme for the first time in years yesterday, and then I read this.
What a world.
>>
Is plutonia actually good or it just a meme?
>>
>>11102381
How much do you enjoy chaingunners?
>>
>>11102381
It's rude, but good. I appreciate the shorter maps with brief and punishing encounters.
>>
>>11102381
It's definitely what I enjoy about Doom these days :
Compact, fairly brutal maps that can be no-saved reasonably because they are mostly not overly long meandering horseshit. Very nasty ambushes but overall it feels mostly fair.
>>
>>11102381
There is nothing like that trap from The Pit, so yeah it's a meme
>>
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>>11102381
It's very good, but you're also expected to have a good grasp on Doom 2's gameplay to play it. Going by UV, Plutonia was designed to start out at the level of Doom 2's endgame difficulty and then escalating steadily from there.

The levels are tough but fair, and occasionally there's a pretty mean trap or ambush, but most of the levels aren't very long either, and the monster count is actually mostly restrained, using enemies smartly rather than in sheer numbers.
Looking at HMP, Plutonia's gameplay is still mostly the same, but this difficulty tones down the traps and ambushes a good bit so that they're much more lenient.

It is hard, but you could start out doing it all on HMP, then if you liked it, do a victory lap on UV, and if you can do that, you should be capable of handling many of the popular levelsets over the years. There's harder stuff out there, MUCH harder, but Plutonia's level of challenge is a popular one in the overall community because it's something to bite into for someone who's beat Doom and Doom 2 on UV and consider them easy.
>>
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>>11102407
That's a good point, that ambush is bullshit as fuck and surviving it is more or less luck based, and Plutonia doesn't ever do anything like that which I can recall.
>>
>>11101803
>>11102043
>>11102047
not sure about double clicking, but if you're willing to break out the screwdrivers and follow a teardown video I've fixed the scroll issue by adding a strip of scotch tape to the plastic strip inside the wheel to reinforce it (g403 btw)
>>
>>11102381
Pururutonia is the great grandpappy of all modern gitgud mapping philosophy and visually consistent megawads (if a bit brown though)
when judged as a part of vanilla doom's offerings it's bretty gud, and still fine in a vacuum
>>
Someone bake
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WE'RE GOING DOWN TO HELL
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Fuck it, I'll do it.
>>
>>11102509
>>11102509
>>11102509



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