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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11161849

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/%22doom%20thread%22/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/
>>
=== CURRENT RELEASE ===
Fraggot
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/fraggot

=== WHEN IT'S DONE ===

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

=== NEWS ===
[8-18] Blood: What Lies Beneath Trailer
https://www.youtube.com/watch?v=sx9bL36K7ngv=sx9bL36K7ng

[8-17] Zscript versions of the Legacy of Rust weapons.
https://github.com/jekyllgrim/ZSLoRWeapons

[8-14] Quake 2 Remaster - Back to Base(Q2)ics Jam Announcement
https://www.reddit.com/r/quake/comments/1esd5iu/quake_2_remaster_back_to_baseq2ics_jam/

[8-13] Doom 2 gets another ray tracing mod
https://www.moddb.com/mods/doom-2-ray-traced

[8-13] Xaser and Edward's interview about the new port is out
https://youtu.be/Ks64hePUFqg

[8-11] WadSmoosh ceases development
https://heptapod.host/jp-lebreton/wadsmoosh/-/blob/branch/default/GOODBYE.md

[8-11] DSDA-Doom v0.28.0 is released
https://doomworld.com/forum/topic/146956

[8-10] Don't Be A Bitch 4 announced
https://www.doomworld.com/forum/topic/146945

[8-10] ID24: new specification built on top of MBF21, Docs and the video showcase in the links below.
https://doomworld.com/forum/topic/146943
https://www.youtube.com/watch?v=TCCFdOl_CP0

[8-09]Map Center releases a up to date Quake II Re-Release Mapping tutorial for newbs and /vr/
https://www.youtube.com/watch?v=P2bFcL32lUE

[8-09]Quake Retro Jam 1 is out
https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-1

[8-09]crispy DOOM 7.0 released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-7.0


[8-03] Anon releases Cliffside Combat:
>>11130303

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
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>"Doom the way Croteam would do it" community project.
>Doom 2 IWAD
>Big, open and sunny areas.
>2024/4092 linedefs max for the whole map.
>Boom complevel -9
>No slaughtermaps
>Humor and clever tricks are not only allowed, but expected.
>UMAPINFO and DehExtra enemies with a_BossDeath codepointers so you can actually make doors open only when you killed every monster in the area and some crazy voodoo doll scripts.
>Dehacked 25/50 armor and health pickups.
>We use no other textures, only Patch-tex by Gothic (the only problem is I can't find it with Google, wtf) and maybe some Serious Sam related images + new skies.
>Custom palette which is way less yellowish/brown, more saturated and a bit more light blue/lush green.
>NO CRATES! We will replace crate texture with something else to prevent further confusion. (A secret map where only crates are allowed maybe?)
>We will ask for Serious Sam GBA midi's (or permission to use .mp3 rips) here from this musician: https://soundcloud.com/matt-simmonds-music/serious-sam-gba-2001
>All enemies get their health halved, but damage and speed doubled.
>Archvile can't ressurect anymore, maybe we change his graphics a bit to indicate that it's a different enemy now.
>Enemies can damage each other, but no longer infighting.
>Lost Souls scream like hell and explode when they get too close (we will paint them bright blue).
>Pinkies jump on you when they are about to attack (just like in Knee Deep in KDiZD), maybe pushing you up in air like Archvile attacks do if it's achievable with DeHacked (and we will paint them bright yellow).
>Pain Elementals don't spawn Lost Souls unless killed, but shoot revenant rockets (and we will paint them bright green).
>Weapons switch much faster.
Any other ideas?
>>
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I'm enjoying the Bethesda port, but only for the remixed soundtrack. I know IDKFA is available as a mod to download, but is the recent version made for this port available as a stand alone yet? As good as the midis are, this music is neat.
>>
>>11168601
A few ideas:
Archviles could probably just be omitted. Sam is about corralling enemies around and the Archvile is the antithesis of that.
Most UMAPINFO-compatible ports support MBF21, which would be necessary for changing enemy infighting.
Cannon replacing the BFG. Charging could be done easily for that, max charge can have a ripper projectile.
>>
Why are some people saying "INTO THE TRASH IT GOES " with DSDA-Doom? What happened now?
>>
>>11168601
>Any other ideas?
Original name for starters.
>>
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>>11168601
>no slaughtermaps in a community project all about emulating games where you fight huge hordes of monsters
I get that you don't want people to just spam hell knights and revenants over every square inch of the map but that ruling goes against everything Serious Sam is about. Otherwise you're just left with Tricks and Traps 2: Electric Boogaloo.
>>
>>11168616
The ENDOOM stuff left a sour taste in a lot of people's mouths.
>>
>>11168617
it's a parody name, it's not really supposed to be original
although it's a bit clunkier than "doom the way id did", file it down to "...cro would" maybe
>>
>>11168623
>ENDOOM stuff
What
>>
>>11168623
Is that it? ENDOOM is fun, but it's not worth throwing out a whole sourceport over. Graf is constantly being a giant cock, but I doubt people are refusing to use mods purely because of [NO] chicken.
>>
>>11168637
That was part of it, and now other ports have been coming out that do what DSDA does and more.
I personally don't trust him exclusively hosting precompiled binaries on a google drive.
>>
>>11168637
GZ is, for better or worse, an industry standard, there's simply nothing that takes its place (if there were, yes, people would dump it asap for a myriad petty reasons)
dsda is a decent port with mbf21 support, and now there are more decent ports with mbf21 support, so being an autist who makes retarded decisions will not work as well
>>
>>11168616
PrBoom-based speedshitterport made obsolete by Woof/Nugget (which is not PrBoom-based).
>>
>>11168616
The people working on DSDA-Doom only want it being used for speedruns, they have a hateboner for any other use case.
>>
>>11168658
>GZ is, for better or worse, an industry standard, there's simply nothing that takes its place
I dumped GZdoom for Doom + Doom II.
>>
>>11168601
>Doom the way Croteam would do it
>2024/4092 linedefs max
>no slaughtermaps
>Boom and not MBF21
You just don't get it. Plus, why halve the HP for all the enemies instead of doing it case by case? Same goes for the damage and speed. Also, why the midi constraint?
>>
>Learn a bit of UnrealEd as a teenager
>Make huge areas using cubes or cylinders
>Use triggers to spawn 100 skaarj, pupae, krall, etc
It was like having "Serious Sam at home" but with a few more clever enemies. Fun stuff.
>>
>>11168737
>2024/4092 linedefs max
You may be surprised, but original Sam's maps were big, but actually very, very short on polygons and details. Most of the structures were like 10-20 sides top. Some of them are just nicely painted deformed standard cubes. This limit allows consistency in looks, were most maps are about smart global design with bits of doomcute here and there. When you go full detail - this is not Serious Sam anymore.
>no slaughtermaps
Yes. To your surprise, Serious sam was not just about "throw a thousand of samey enemies at once". It was a thousand, yes, but they were attacking in waves, in different circumstances and sets, and it never dragged longer than for a minute or two. We don't want another Sunlust or Nuts 2.0.
>Boom and not MBF21
Boom complevel-9 for MAPS, and MBF21 for DeHacked. I want the mapping itself to be as close to vanilla as possible.
>>
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>>11168601
>>11168774
>Boom maps
>DehExtra enemies
But I was told days ago you need MBF21 maps to make use of DehExtra enemies.
>>
>>11168692
That’s not true at all. There’s been plenty of casual player focused features, and also stuff for mapmakers. If Kraf really wanted it only used for speedruns he’d make the port require -record to play anything
>>
>>11168795
Technically no, but I can't think of any MBF21 mapping features. Aside from linedefs that block players or land enemies.
>>
>>11168805
Insta-kill floors
>>11168774
You lumping sunlust in with nuts has me seriously questioning your authority here
>>
>>11168821
>Insta-kill floors
Can't you already do that in vanilla with an exploit?
>>
>>11168774
>We don't want another Sunlust or Nuts 2.0.
Jesus fucking Christ I share this general with people like you.
>>
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Have serious sam 2 on my steam library
Should I
>>
>>11168841
ss2 is the only one I played but I couldn't even finish it due to boredom.
>>
>>11168830
You can have instant kill *lines* in vanilla by telefragging a voodoo doll, but AFAIK there's no way to make the player die by touching a *floor*
>>11168821
>You lumping sunlust in with nuts has me seriously questioning your authority here
Also this
>>
>>11168601
>player runspeed slowed to normal speed
>kamikaze pinkies
>faster weapon swapping
ship it
>>
>>11168854
>>player runspeed slowed to normal speed
Technically doable with friction floors.
>>
>>11168841
>>11168848
I like ss2 but it's very long, yes. Worth a shot, maybe using the modifiers they added a few years ago like dual wielding and enemy multipliers, if you want to spice it up a little more.
>>
>>11168841
I hope you like clown vomit.
I cannot play Serious Sam 2 for too long else I start getting a headache.
>>
>>11168848
>>11168872
>>11168879
Any recommendation for first time difficulty?
>>
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It's not screenshot Saturday anymore but I figured I'd share how my map is shaping up.

>final optional area (for real) is in the works
>dehacked stuff got updated again, just gotta make the baron of hell replacement now
>still gotta track down sprites for muh void cyber
>map takes something like 2 or 3 hours to max blind, a little under 1 hour for casual runs
>now has music change if you track down 3 keens to access its good end route

I'm not sure if the anon who wished me luck with my motivation is a regular but thanks. This week was really awful and I remembered you when I was in a low point, got my shit together and started working on this map so I can finish it.

Picrel is the blueprint of the map. You're gonna have to download it to see everything, it's just how huge this thing is. I don't think I'll ever make another map like it.
>>
>>11168934
holy shit i want to play this with a nazrin skin
>>
>>11168883
serious if you're serious
>>
>>11168934
Holy shit, post map stats and remember to join sectors and use ZDBSP.
Also: Why is everything so square?
>>
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>>11168941
Cheesed to meet you anon, you should definitely do it

>>11168934
I joined sectors where possible, but a good chunk of the new stuff is already less reliant on bruteforcing details (such as light gradients). I've already had collision break on me once when I started working on its rainy arena, which was about...two or three months ago? Progress was slow since, the creative mood just wasn't there most of the time.

Re square: I dunno. I've always liked Sunder and a lot of the map is meant to have this vaguely brutalist, manufactured look to it so I just sorta followed squares and harsh angles as my guideline, plus I've since gotten rather concerned about my sidedef count.

This map is kinda kitchen sink-y is what I'm trying to say. I've been adding to it and changing it since October of last year whenever I have time.

Thanks for the tip with ZDBSP, I'll switch over to it. Currently was using the UDMF compress nodes large maps) one because I'm a fuck.
>>
>>11168948
I clicked the wrong number like a retard again, check the above post anon.
>>
>>11168883
It's not a very difficult game, honestly. If you have some experience with Serious Sam games, hard should be fine, or Serious if you're good.
>>
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>>11168854
>>11168863
>player runspeed slowed to normal speed
I just made all projectiles and enemies two times faster. Not a very fun-fun time on small maps, but in huge areas with a lot of space to run - it's actually surprisingly good.
>kamikaze pinkies
Doesn't work well. I just gave them 0 damage SkullAttack to launch them toward the player on full speed for some time. But I did kamikaze Lost Souls and they work much, much better!
>faster weapon swapping
I did it instantanious.
>>
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>>11168958
>I've already had collision break on me once
Remember that you can also only go I think 32k units in each direction from the center, so the center of your map should really be in the center of the editor.
Regarding the ZDSBP - isn't the compress nodes ZDBSP? Or what do you mean?

Also: Damn that thing is almost twice as big as my biggest map
>>
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>>11168934
let me have it
>>
>>11167538
Roger Ramrod
Duke Screwem
Immoral Cumbat
Fuck Quest
>>
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Can't remember any games that use shotgun speed loader
Maybe make it zero penetration high damage on unarmored
Even slug guns have around 100m-something effective range
Armor piercing is kind of shit on shotguns even with wolfram
>>
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>>11168974
Oh, that was purely because of the sidedef count. I was using the default nodebuilder because I didn't know better, but toyed around with other ones. The one I'm currently using is ZDBSP compress nodes UDMF large maps, which I *think* is what I should be using for something so big.

As for it being big, it started life as my first shot at an adventure map and then it just kinda went nuts. Two portions of it were made while I had a high fever and a good chunk of it was made while I was dealing with depression, if or when you play it you'll quickly tell what was made by someone with a cooked brain lol.

Re 32k units: surprisingly enough, the furthest point is still far away from that by dumb luck.

>>11168984
Once it's done, anon. Might even make a special version with no mugshot and player sound changes for your immersion desu
>>
>>11168996
Is this your first map? Do you have any published maps?
If not I would advise you to make a few smaller and faster maps before you release this because you might want to rework the combat encounters a bit.
>>
>>11168996
what textuer pack are you using?
>>
>>11169004
Not my first map by a long shot, I've made something like 10 or so but only published like 4 of them because this one takes a lot of time and I struggle with finishing most of what I start. I've been mapping since like March of last year, used to be a GZ-only fag but went limit-removing/Boom at some point during June.

I haven't done much aside of working on this one just because I don't have more time really.

>>11168996
Man, it's a fucking mix. I can't tell you off the top of my head, but there's some Noir textures, Gray texturepack textures, UAC Ultra textures, CC4 textures and a bunch of assorted textures off of Doomworld. There's even more sources I think.
>>
>>11169013
FUCK I DID IT AGAIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
check the post above
>>
>>11169018
You can also quote multiple posts, friend.
>>
>>11168987
>shotgun speed loader
There was a Hideous Destructor addon for this.
Personally, I'd rather see a game where you can do quad loads.
https://youtu.be/dHE7y0tUSC0
>>
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What real life location is Phobos Anomaly (E1M8) supposed to be? Just the main gate?

I also only noticed now that the names of the levels connecting episodes one and two both end in "Anomaly".
>>
>>11169025
>I'd rather see a game where you can do quad loads.
Doom 3
>>
>>11169039
Almost, it has dual loads, but the animation doesn't reflect it and the Doom 3 shotgun blows ass.
>>
>>11169049
Not even the time I caught food poisoning did my asshole spray as far and wide as Doom 3's shotgun does.
>>
>>11169049
Melee shotty
Pretty much black powder sawed off
>Verification not required
>>
>>11169068
It's much worse, even a hacked off blunderbuss loaded with no wadding wouldn't scatter like it does.
>>
What are the best settings for the KEX port? the mouse movement felt off for me.
>>
>>11169125
Turning off vsync seems to fix the moue issue. The port isn't too bad now I've done that and lowered the mouse sensitivity, but the only reason to play it is for the Doom 2 IDKFA tracks.
>>
>>11169130
Couldn't you load those with other ports?
>>
>>11169134
Yes, even Woof and Nugget supports .ogg and .mp3 for music and sound.
>>
>>11169137
I didn't know they supported mp3, just ogg. But the port includes those files as ogg anyway.
>>
anyone using linux for notblood can you help me figure out this "libflac.so.8" bullshit, I guess notblood is built with an old flac version than the ones that come with (fedora) linux these days as "libflac.so.12"
>>
>>11169147
It *should* be using the latest version as it uses the package libflac-dev. You can try syslinking libflac.so.12 to libflac.so.8 but that's not really a fix.
>>
>>11169049
It doesn't have dual loads, it's just they took the code of Quake 3 two-barreled shotgun and butchered it in SP (it works fine in MP), without fixing the ammo spent.
Yes, Doom 3 shotgun is a descendant of the super shotgun. Let that sink in.
>>
>>11169164
maybe i didn't have libflac-dev, I decided to just try building it myself, and using the prereqs listed for eduke32 building it works, so either it was that, or it built with the FLAC im using already, who knows
>>
>>11169164
Adding to this, github's running image of ubuntu only has libflac8 available for whatever reason, and this means the linux builds are linked with old libraries. I'll look into fixing this shortly.
>>
>>11169196
>>11169164
same error with uhexen2-shanjaq so maybe it's because I didn't build it myself I don't know anymore, I got on linux because A, windows is just getting worse and worse and B, most wine/proton stuff works better for old games than windows these days, but when it comes to sourceports and open source dev stuff I keep running into these types of issues, which you would ASSUME would be easier cus people usually dev shit with linux anyways
>>
>>11169210
The same error is reported with a number of emulators and games (like ScummVM, Ion Fury, DosBox etc). Part of me thinks this is because github ubuntu which automates the build process is not fetching the latest dev library for flac, which a ton of projects use. Building it yourself should fix this, or at least link with dependencies that you have already.
>>
>>11169216
my only issues with building stuff myself is im not knowledgeable on the prerequisite stuff needed to build, so unless they give me the specific install commands like "dnf xxx" im kinda lost as to which specific packages i should be installing from my distro's package mananger
>>
>>11169226
Yeah sorry this is happening, you shouldn't have to be manually compiling to fix a library issue. I thought this was fixed months ago but now I'm seeing the problem is with github's virtual image. Even gzdoom has the same issue https://ubuntuforums.org/showthread.php?t=2487243
>>
>>11169189
Quake 3's shotgun only spends one shell despite visibly having two barrels, and Doom 3's shotgun still loads 2 shells at a time in multiplayer, so I have no idea what you're talking about.
>>
>>11169019
Good call, I was just in a rush to get food. Hungry brain no work good.

>>11169037
I always saw it as that: entrance to the teleporter gate between Phobos and Deimos that got corrupted by hell hard by the time you get there. Most of the base is gone or turned into the weird pentagram room.
>>
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>pretty much only 7% of doom owners have actually played the new port
not sure if thats bad or good for KEXcels. i assume a lot of people just buy doom when its on sale and never look back on it.
>>
>>11169283
It's on GOG too.
>>
>>11169291
but how many people have it on both platforms AND prefer gog?
>>
>>11169283
I would think that everyone that who owns a Steam copy from the last 15 years would be categorized into achievements, but I don't know for sure.
But if it is, I would assume that's a decent turn out.
>>
>>11169294
Yeah, everyone who launched the Ultimate Doom through DOSBox or Unity versions at least once would be lumped into this category
>>
>>11168584
Blood :what lies beneath looks pretty interesting, I'm curious to see the new enemy that appears in the trailer.
>>
>>11169283
the KEK port is probably the worst way to play Doom. lots of broken features, ugly UI and dogshit default Midis/Remastered music. the only reason i'll play it is because of the achievements and maybe MP. but after that, i'll stick with Nugget. I don't care about the ID24 shit anyway.
>>
>>11169283
the quake 2 remaster cheevos all have really low rates too, think about how long these games have been on steam for and how often they've gone on sale for a buck over those years
probably millions of accounts bought these games at some point and don't even get logged into anymore
>>
>>11169283
They very much replaced the original Doom release on Steam for this new port. The Steam release was like 17 years ago so.There's probably a ton of people who haven't even logged back in more than a decade.
>>
>>11169283
I only played a bit to get some achievements for my profile. I got the "Only thing they fear is you" achievement
>>
Going Down + DoomRL Monsters + Combined Arms is hard as fuck.
I hate this Arti dude's SSG so much, man
>>
>>11169249
Right, my bad, it's actually based on Q2 SSG.
>>
>>11169318
>Hating the Sharp Shooter
Dude, what? It turns any room it's been fired in into a blender at a push of alt-fire.
>>
>>11169318
What's wrong with it? Just that it's not hitscan? pound for pound it's a little more damaging than the original SSG without the caltrops
And not sure how far you are but Going Down is a very hard wad, I was stuck on levels for weeks the first time. Be loosey goosey with rockets and cells because you get plenty most of the time. Could just be that some pack of hell knights where you're supposed to hold down the rocket launcher for 30 seconds straight you're trying to whittle down with SSG and getting overwhelmed
>>
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I don't know who suggested Red Spiral 93 + SDO Enemies but thank you. I've been playing Eternal Doom with that + PSX OST and a flashlight mod since yesterday and I've been having quite a fucking blast.
I wish there were more weapon mods that made you weaker instead of retardly OP, it's one of the reason I liked Demonsteele so much (How I wish there was a remake/update for demonsteele, 10 years anniversary soon...)
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Doubling the Archvile speed was a bad idea.
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Doom should have had an arcade release.
I have tested Doom on an arcade stick and it plays just fine.
Using a standard SF2 kick harness there are more than enough buttons to play the game.
Assuming each cabinet is single player only you have 23 keys at your disposal.

If the cabinet is two player you still have
>fire
>use
>strafe left
>strafe right
>run
>change weapon up
Per player. Weapon down can be controlled via holding the use button while pressing weapon up. The map function wouldn't be available in VS mode, but could be accessed via the start button in single player mode on a versus cabinet.

But it would be my preference for each cabinet to be single player only with the ability to link to other cabinets for death matches. This way each player gets the full screen and has these additional keys
>180 degree turn
>weapon down button
>dedicated map button
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>>11169354
Extra notes on gameplay

>each level has a time limit, keys give you a little more time, take too long and it's game over
>enemy difficulty around ultra violence, but slightly less health and ammo pick-ups
>cheap arcade-style choke points designed to kill the first-time player occur much earlier in the game
>heavy hitter enemies occur earlier on in the game to give the arcade experience more pizzaz
>password provided on death if you can find the password item in the level (it's not always in the same place)
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>>11169283
This is oddly common for games. There's an incredible amount of people who will get a game, only play it a little bit, and then forget about it, which is why when you look at metrics for achievements/trophies, like 80% to 90% will have beat the first level or done the first quest of a game, but then it sharply drops off after that point.

I'm completely mystified by this phenomenon, but it's real. Many no doubt won't play the game at all.
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Also once you use a password it secretly gets much harder to find the password orb in subsequent levels (it disappears if you don't find it in time)
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>>11169360
>cheap arcade-style choke points designed to kill the first-time player occur much earlier in the game
just put it on nightmare (or at least give monsters their nightmare reaction times) and most players won't get past e1m3 or map04 if it's Doom 2
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>>11169370
A good idea, should have been obvious to me. But I still think the timer should be counting down as well, with the keys adding more time.
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>>11169379
Time limit is good, you could also do Gauntlet-style health drain, the arcade tournament version of Quake does this, but only when you're not shooting, so you can switch to the axe and keep swinging to avoid it.
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Where can I post a NSFW mod that I just made?

I know this board is not it, but /aco/ isn't ready for the level of autism I'm on. I guess I could shove it up on basedmods but that site is full of retarded nazi shit.
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Okay I did a test run of a Serious Sam Doom wad. Need to tune down the incoming damage.
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>>11169470
Sam attacks are mostly dodgeable, but deal heavy damage.
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>>11169470
I think if you really want to emulate sam then you have to slow the player down. Sam combat doesn't work well if you can just outrun everything.
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Just for fun I mocked up a Doom arcade control panel for the two player version.
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>>11169415
Zip it up, put it on Catbox and then link it here.
You can probably put it on Pixiv too
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>>11169601
Personally, I'd build it around something a bit more specialized than your typical ball-top stick.
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>>11169607
That would be more soulful perhaps, echoing PC players who played the game with similar joysticks.

But for an operator it would be better to use s standard 8-way joystick that can be easily and cheaply replaced. Assuming Doom would be a smash hit and have heavy playtime and very rough players.
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I spent so much time in this general and I still have no idea what dehacked, decorate, zscript, mbf21 or any of that stuff means. That's because I am here for Quake not Doom, but it still feels like imposter syndrome at times.
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>>11169601
What if it was a trackball like the Quake cabinet?
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>>11169628
It would certainly work, but as with >>11169621
from a commercial standpoint you'd rather have joysticks. Also don't think two trackballs would work well on a two player cabinet, the 2nd player would not have much elbow room.
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>>11169415
>>>/aco/weg was the first thing to come to mind but i haven't visited in many years so idk what the culture's like over there
regardless and in any case gib catbox
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>>11169626
I was gonna say someone needs to host a Quake server to keep the game in focus, but I just realized that Clovr hosts Quake DM every Sunday and Quake 2 DM every Thursday. We could easily make an event out of these, the servers are already there, all that's needed is someone to make a fancy post every week like on Wednesdays. Surely that could bring up Quake to be more than a side gig here.
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If you really want a Serious Sam feel to your Doom map give Hell Knights a chaingun, put lots of them in sniper positions and then fill the space between the player and them with arachnotrons. Or you can also use revenants as snipers but make their rockets destructible. Making pinkies charge like in the new dooms and doubling their health would also be very Samish.
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>>11169668
Reminds me of when 2016 first came out and people were saying it felt like a Serious Sam game, which I suppose wasn't too far off the mark in retrospect
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>>11169601
I might would swap the action and run buttons.
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>>11169415
>I know this board is not it
We had the Slooter dev posting all his WIPs here.
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>>11169674
It does. Even got glory kills from SS3.
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>>11169668
>Or you can also use revenants as snipers but make their rockets destructible.
I just made all projectiles, except for plasma and mancubus fireballs, destructible. It's a very interesting thing to watch. Especially when plasma rifle just obliterates all three Cyberdemons rockets.
>>11169581
You can't slow down the player with regular means. So doubling the speed of everything else is the only option.
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Does anyone else feel modern Doom mapsets like Sigil have more slime trails than ever before?
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>>11169848
I imagine it to be a byproduct of more complex and dense use of linedefs, like all of those cracks in sigil
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>>11169803
>You can't slow down the player with regular means.
Then use irregular means.
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>>11169803
>You can't slow down the player with regular means
What's stopping you from making a custom player class with a reduced speed? You're gonna need to fiddle with the weapons anyway to get them feeling more up to the task of dealing with Serious Sam combat.
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>>11169601
Delete map function. This an arcade game you ain't got time for no maps.
Start changes weapons. Gotta be quick in the heat of battle.
Delete run and weapon buttons.
Run and action are now on one button.
Neo Geo layout.
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Looking for some actual boomer shooters (no twin stick movement, basic controls, etc.) Anymore like this or Battle Frenzy/Bloodshot? (I'll settle for a good mech sim shooter as well)
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Is LoR ported to be playable in GZdoom yet? I have no interest in giving bethesda money.
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>>11168616
>INTO THE TRASH IT GOES
/pol/ newfags
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>>11169886
This is a mind play of "What if Croteam made Doom community project", not "What if Croteam made Serious Sam in GZDoom". If I wanted the latter I just went to play the original game.
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>>11169848
slime trails appear when lines are placed at weird angles, if you line stuff up to the grid like in picrel they wont show up
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The night dive dev in charge of their online net code got mad at me when I told him every game he worked on the online's been shit.

He also told me that server region options are "pointless" and that players with 500 ping "don't affect your gameplay"
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>>11169948
>server region options are "pointless"
*raise a smoothie toast*
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>>11169803
Just make every sector a friction sector, duh
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>>11169926
You do know that Doom + Doom 2 can be pirated and then played, no?
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>>11169926
It was already playable in MBF21, I played it in Woof, apparently only missing out on intermission maps and animated skies.
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>>11169948
Is that port's MP asynchronous? If it is, then yeah, regions are pointless. But most ports are not.
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>>11169415
Where did you go?
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>>11169283
>>11169364
Not sure if steam counts achievement percentage only for players who actually booted the game at least once. If it means that 7% of ALL doom owners got it then it's a big number, otherwise just an ok one.
Dooms were also sold in a bundle with nudoom so a lot of people bought it for that and never played the first ones.
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>>11169283
Monster infighting is for the weak!
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>>11169948
Surely you can go in depth on a technical level why he is wrong.
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>>11169926

https://gog-games.to/game/doom_1993_doom_ii

Protip: the official hashes for the GoG files are available on the interwebs for you to use to confirm downloads are legit. Wow!
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anyone watched https://www.youtube.com/watch?v=s1B5PMumGL4 ?
I cringed so hard that I closed the tab 20 seconds in. Does it eventually get interesting like that guy's videos about doom ai sourcecode, or does he talk about how gargoyles can't hit you when you're crouching for 30 minutes?
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>>11170140
do people really need tutorials to find monster vulnerabilities nowadays? :(
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>>11170148
y can't metroid crawl?
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>>11170148
Crouching during combat is unnatural. You strafe and jump like a man.
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>>11168948
>remember to join sectors
I'm a GZDoom mapper, does this matter for GZDoom too?
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>>11170167
Never mapped in GZD, only UDMF, and it matters everywhere.
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>>11170173
Okay then. Why and how (as in, how do I decide what sectors to join) should I join sectors? I just want to understand this thing instead of just randomly clicking shit in hopes it works.
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>>11170065
I don't know the first thing about net code but anyone like you trying to tell me that someone with 500 ping will be playable has to be kidding.

Players from fucking India and Japan stuttering all over the map and jerking around and appearing 40 feet from where they were a second ago. Totally playable bro. But I can't autistically detail the technical specifications to what exactly is happening so I guess it's not real then, huh?
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>>11169283
I didn't get a single achievement after beating the two episodes but it was done in "modern" cooperative so maybe that's the reason.
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>>11169948
ND is so overrated and needs to be critiqued more.
The same motherfuckers on this board will dunk on Beamdog but praise ND.
If Quake 3 gets a remaster by them it will have the shittiest net code out there unless stuff changes.
>>
thoughts on LibreQuake?
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>>11170270
Nightdive gets away with it more because they go for casual audiences and people who ought to know better but don't pay attention to shit.
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Recommend me UDMF maps without the mandatory jumping/crouching/mouselook and egregious feature usage, similar to conventional doom and whichever comes to mind first
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>>11169626
Dehacked is like romhacking, you can replace sprites and sounds but you can't change the actual code. You can make the order the code is called in different though. Same goes to animation frames.

Decorate lets you do whatever but you need a ZDoom-based port and those are rather resource intensive - think Darkplaces but less visually impressive. Weapons that reload, have altfires and as many animation frames as you like. You can add entirely new monsters, powerups, items and generally make more complex AI.

Zscript is Decorate but cleaner, less hack-reliant and considerably more advanced. It also only works on GZDoom or LZDoom (potato GZ) if it uses older code. It lets you do very complex things like rain effects that are only displayed in a radius around the player, complex monster AI that checks for the player's last known position and lose interest if the player is hiding in corners, in-game menus out the ass, lets you change the depth of a gun during animation to imply recoil better, etc. You can do literally anything you want with Zscript and then some, it's pretty impressive but also pushed by snobs in an attempt to get rid of Decorate - typical forum drama bullshit, ignore this.

MBF21/Decohack is basically a compromise between Dehacked and Decorate that runs on ports other than Z/GZ. It lets you write code in text form instead of editing a states table and then outputs a dehacked version of it that non-ZDoom ports can understand. It runs on ports which are closer to vanilla, shall we say, such as DSDA-Doom. It offers some new code, something like 70k frames to work with and lets you add new monsters and items, as well as change the guns up quite significantly even if you're stuck with the stock 9 slots. The biggest draw is customizing the game without relying on a specific, finicky port with some gay devs. Instead it relies on other ports also made by gay devs, but they're actually optimized.

Hope this helps.
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>>11170270
>If Quake 3 gets a remaster by them it will have the shittiest net code out there unless stuff changes.
still better than QC
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>>11169626
Hey man it says right up there at the top: "DOOM THREAD / RETRO FPS THREAD". Quakebros should be just as welcomed here as Doombros. I've seen a few Thiefbros pop up in here too, they're cool in my book, for a bunch of Taffers.
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>>11170307
Good post.
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>>11170307
It did help, thank you. I certainly wasn't expecting any of them to be
>this is the same thing but different.
I also had no idea there was a potato version of gzdoom, that's a neat idea.
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>>11168645
>exclusively hosting precompiled binaries on a google drive
No longer the case
https://github.com/kraflab/dsda-doom/issues/500
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>>11169626
>dehacked
Vanilla Doom is hardcoded as fuck, so DeHacked is hacking the game to change things, mainly by moving around and altering the existing frames on weapons, monsters, items, and decorations. It's also used for editing small things, like level names in the automap, text intermission screens, and level PAR times, in fact that's the most common use.

You can make some VERY cool shit if you're creative about it (Batman Doom is the shining crown jewel of DeHacked work), but fundamentally you cannot create a new entity or new frames or anything like that, something has to taken and turned into something else somehow.

>decorate
A more proper scripting language, it's trivially easy to read and write directly (unlike DeHacked, where you need a utility for creating it somehow), which can do an absolute shitload of different things. The sky isn't the limit, but you're gonna be able to get high enough that you're gonna need an oxygen tank.

>zscript
A full scripting language which can do everything Decorate can do, and much, MUCH more. You'll reach escape velocity with this one if you know how.

>mbf21
A level format, essentially the existing Boom format but bugfixed and upgraded. MBF21 also provides an upgraded form of DeHacked, with new code pointers and where you can create all new entities with all new frames and assets. Relatively speaking it's very flexible and powerful, but like DeHacked, it's building on old gross hacks and you can't directly read or write MBF21's DeHacked lumps, and because it's obnoxious to implement and maintain new DeHacked stuff, some sourceport devs really want to move away from building further on DeHacked, thus some suggestions for a new coding language or wider adoption of a simplified type of Decorate.
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>>11170179
Joined sectors will share their properties (flats, heights, etc.) and noise propagation. For example if you have two platforms in a room that don't have any different specials or anything; just two separated sectors, then you can join them into one.
Or if you have some kind of ornamental spikes protruding from the ceiling into an arena or something. Like six, eight or even more all around the perimeter. Any of those is their own sector and they are solely there for decoration. Join them to immensely reduce the sector count.
On this map I posted the stats of >>11168974 you can see that I have almost 3k sectors - and that's already joined. Without any joined sectors (sectors get unjoined in UDB when moving the linedefs), I have about 4.5k, so about 50% MORE.

Of course all of this won't matter if you have a small map with like only a few hundred sectors at most, but for bigger maps it certainly makes a difference.
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>>11170312
Naturally. While this is mainly /doom/, I love Quake and Duke, and I love my Quakebros and Dukebros.
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>>11170307
>MBF21/Decohack is basically a compromise between Dehacked and Decorate that runs on ports other than Z/GZ.
Please be more precise: MBF21 is a standard/mapping format, like Boom or UDMF.
Decohack is the program that translates your decorate code into dehacked.
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>>11170057
considering how many games' "congrats you booted it up" cheevos have sub 80% stats at best it has to count all owners, I know it counts all base game owners for dlc achievements instead of filtering it to dlc owners, and it definitely doesn't check if you played the game before or after cheevos were patched in
shit needs an overhaul, or it would if any of this mattered I guess
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>>11170307
>Dehacked is like romhacking
That's actually a very good comparison.

>>11170373
Yeah, DecoHack is a program where you write Decorate-like code, which the program then translates/"compiles" for you into a lump of DeHacked tables and all that garbled nonsense, and it can be anything from original, classic 1993 era DeHacked, or expanded forms like DSDeHacked and MBF21's DeHacked.

So, DecoHack would in that sense remain a valuable tool for truly oldschool modding, even if DSDeHacked and MBF21's DeHacked got replaced with a real scripting language.
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>>11170057
I think that a lot of the time, it's that classic Doom is available for really cheap, is sometimes in bundles like that, and it also has this big reputation as one of the great PC classics, so it gets thoughtlessly grabbed by people who think "Sure, why not." even if they then sometimes don't bother playing it.

I want to get back to the cheap price too, Doom is a game which has incredible value for the money you've spent on it. You bought it for it's full $49.99 price via mail order back in 1993/1994, and people are still making absolutely sick content for it to this day.
You buy it now for a few dollars, and you're getting a 30 year back catalog this content, which is still growing. This is even represented on the console end now, where until recently you would get all the expansions and a number of good curated level sets, and now the new version (which is free if you bought the previous one) has opened up the floodgates like fuck.
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>>11170316
Thanks anon.

>>11170320
Yeah, a lot of Doom modding is very iterative. The more vanilla side of things goes something like this:

>vanilla
>limit-removing
>boom
>mbf
>mbf21

These are more mapping standards, but Boom and up have some more code to work with. MBF introduces helper dogs which are friendly NPCs, as well as letting monsters count as friendly or letting monsters use a random jump to decide which attack to use - see Valiant's arachnotrons, they have a 50% chance to turn into flying monsters on death.

The ZDoom side of things is simpler, but also more version-sensitive. A newer exe might not have the same functionality as an older exe. Anyway:

>decorate
>zscript
>acs, but this one is more for handling events and some map stuff iirc

Also LZDoom is pretty cool. It has render distance culling that might look jarring, but it does help with performance. It also splitscreen co-op.

Grain of salt and all. I don't know these things that well myself.

>>11170373
I would but everyone else must also do it, anon. They're not the same thing but they do get used interchangeably a lot.

>>11170402
It gets the point across faster too and is effectively the same thing, I think. I never did romhacking but it sure sounds similar to dehacked stuff.
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>>11170454
>These are more mapping standards
eternity gang wwa?
got like TWO whole .wads
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>>11170367
So, if I make, say, a design on the floor using sectors, I need to join all those sectors, right?
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>>11170475
I would make stuff for Eternity if I wasn't like one of 10 people who kinda fuck with that port
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>>11170270
>needs to be critiqued more
Do it then. Don't wait for others.
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>>11170270
Nightdive has a better track record than Beamdog. For the fuckups Nightdive have under their belt, they also have good ports like with Doom 64, and they have not crowbarred in shitty Tumblr snowflake OC's into games like Beamdog has.
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>>11170509
>Fresh Supply last updated five years ago, still with bugs, most notably with the spraycan
Still kind of upset
>>”it’ll happen now that Atari owns them”
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>open door
>proning imp jumps out instantly
epic scares, happened like 4 times so far
well this would scare the shit out of me at age 13 and it did, now its just annoying
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>>11170530
That's Doom 3's biggest weak point IMO. A nice game I like overall, but it trips over itself trying to jumpscare you all the time, and it loses its edge quickly, you get mostly numb to them after an hour or so.
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>>11170530
All the “scaresl just translate into ways of shoving enemies into encounters, as opposed to warping them in all the time.
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>>11169364
This might be the lowest one I've seen. Usually I'll see at least 90% for achievements that are "do basic thing", but 60% for things like "finish the first level" or "actually play the game for a bit".
Although as others and the original reply brings up; Doom is an old classic so many people presumably buy it for the sake of having it, and then never touch it. I bet tons of people who own this game aren't even aware of the KEX port.
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>>11170530
Running back* right after a door opens tends to work for me half of the time.
*as in the movement you do that uses stamina
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>>11170536
>>11170541
i just got into one of those scenes where it turns red and shit starts flying across the room
im on 165 fps so i swaer there was extra chaos, it did kinda spook me

but now i'll expect more
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>>11170542
hell, I wonder how many people are fully aware they should use a source port, but abloobloo piracy bad so they buy steam doom exclusively for the legal .wads to jam in GZ or something
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and the darkness is pretty damn atmospheric
reason I didn't play bfg edition, half this games' scares are designed around the darkness
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>>11170530
It helps keep the shotgun relevant because its a melee weapon.
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wait so hell energy to power stuff isn't a thing in doom 3? Or was it not a thing in classic doom either and 2016 made it up?
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>>11170568
its not so bad when you start using ti as such
but yeah still TONS of situations where the insane spread makes me not 1hit a grunt from almost-melee
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>>11170551
What are you playing it through? Looks like the BFG hud for whatever it is.
>>11170569
That’s all from 2016 onward, yeah.
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>>11170505
Yeah I want to back and finish my eternity map but it's kind of just a personal fuckabout since nobody's gonna play it anyway, what momentum Eternity had after Heartland was killed by MBF21 despite it not doing everything Eternity does.
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>>11170575
doom 3 + dhwem3 with highfps patch thingy + enhanced edition mod

someone recommended the enhanced edition for a vanilla+ playthrough, I was tryinna bolt redux onto it but nah, too much, only using dhwem3 with highfps and enhanced ed from moddb (also redux doesn't support RoE)
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>>11168774
>We don't want another Sunlust or Nuts 2.0.
Sunlust has a lot less actual slaughtermaps than some people give it credit for. It does have a small handful of them, but It's mostly a combat puzzle wad.
Using Nuts as an example of slaughter is like using Scary Movie as an example of a horror movie. Just, no.
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>>11170575
>That’s all from 2016 onward
its kinda cool though, gives them a reason to poke around with hell bullshit, in doom 3 its just kruger ends up corrupted because he wants to become a powerful demon himself?
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>>11170481
Only those that are "identical".
Like if you had concentric circles or something like that you could join those circles. If you join two adjacent sectors obviously they will become one. Or was that merge? Has been some time.... But basically one of them will actually fuse two sectors while the other will only "connect" them.
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>>11170580
Nice, might look into these myself.
>>11170584
The only reason hell ever came into the picture for both 3 and classic is because they were messing with teleportation. There’s some text in Hideous Destructor readmes citing the “green energy” from the BFG and teleportation as some energy they could exploit. It’s not a bad idea in general.
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>>11170581
You can tell someone is a scrub when they dismiss Sunlust as "just slaughtershit"
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>>11170584
og doom, I think, was that human portal tech ran off hell portal principles, allowing demons to swooce on in
nu timeline is hell juice because germany still won't open a nuclear plant with a smattering of artifact hunting expeditions
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>>11170593
If UAC was based in Germany that would be hilarious.
>Germans would rather try to generate electricity by opening a gateway to hell than build nuclear power
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>>11170527
>Fresh Supply last updated five years ago
Not Nightdive's fault. Atari tells them what to do with it.
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Here's an illustration for joined sectors.
Basically this map is mirrored in the middle.
Therefore I can join all mirrored sectors, thus effectively halving the sector count.
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>>11170593
>>11170601
im like 90% sure all of that is because granny merkel saw fukushima on TV, got a little scawed... and the german state worships her so they listened to all her policies against nuclear power and now the largest european economy doesn't use nuclear couz mutti was scared by the TV, but lets not bring politics into it.... (I already did)
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i admit though it is fucking unsettling at least how dark this game is without the flashlight its unplayable in a lot of sections, and it uses it for jumpscares well, its spookier than the avg FPS
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>>11170505
>>11170578
Just do it, you two. If it's good, people will play.
MBF21 can't do Build style maps and Eternity is a geniunely cool port, quite possibly the best looking one among software rendering ports.
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>>11170630
Bro, play AVP.
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>>11170580
I had to get rid of dhewm3 because it kept resetting my custom armorprotection values no matter what I did. Feelsbad
>>11170568
That shotgun does way too much damage
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ALSO THESE FUCKING AMBUSH SEGMENTS

>>11170634
avp2 is one of my childhood games, fuckin awesome game n the different feel between the 3 campaigns is amazing, there's only a few games where each campaign plays totally differently, never got into 2000 or 2010 tho
>>
>>11170632
I might still. It's not that I hate GZ because le chicken man bad, it's more that its luster definitely has worn away for me and I also am a big proponent of people being open to other ports.

Biggest hurdle for me is definitely making sure it's not just relying on standard Doom gameplay. Nothing against it but we can do better, and shiny new guns a la Heartland would definitely up the interest.
>>
>>11170568
>strafe jumping
Based.
A simple trick to make Doom 3 play like it's supposed to.
>>
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https://youtu.be/fx4sCdDcRaw
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>>11170672
Nice Quake map
>>
is there a mappack based on TNT Evilution that makes some of the stinky maps less stinky? like making habitat a little less eye-wateringly ugly, or using a monster that isnt a zombie for once
>>
>>11170690
There's a couple.

>TNT Revilution
>TNT Devilution (still in beta iirc)
>TNT Overcharged (no clue if it's good or not)

There's probably more I'm missing but Revilution is good stuff, I don't think there's a 1:1 remake of TNT yet
>>
>>11170672
/vr/ Unreal map pack when?
Surely, mapping for Unreal is way easier than it is for Quake, Shadow Warrior and Sam...
>>
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>>11170706
Are there any 1:1 remakes of any of the iwads except for KDIZD remaking KDITD, and KDIKDIZD demaking KDIZD?
>>
>>11170636
One-shotting revenants, not one-shotting archviles, that seems to check out right?
>>11170672
>Serpent Canyon
>”just a short boatride this level, that’s all it is?”
>didn’t realize it was a prelude to THE Unreal Level
Amazing.
>>
>>11170735
There's those doom but something isn't right WADs where they're remade from memory
>>
>>11170715
>/vr/ Unreal map pack when?
Why would you want another dead project?
>>
>>11170747
>doom but something isn't right WADs
It's still fucking depressing that a youtuber just renamed an entire fucking series of wads for them.
>>
>>11170762
why is that something to care so much about to be depressed by
>>
>>11170762
Oh right, it's "the way we remember it"
Sorry, I was going from memory
>>
>>11170726
Doom clones is such a silly name because the competing first person shooters which stood out and got attention at all in the 90s, varyingly put their own spin on things.
For more shit and not very original games, I can't think of any which aped Doom more than superficially, Gloom on the Amiga so obviously wants to be Doom, really badly, but the gameplay and level design is completely braindead and less exciting than Wolfenstein 3D.
Other uninventive first person shooters (until at least the mid 90s), struggled to rise appreciably above Wolf3D's level.

Rise Of The Triad was based on Wolf3D, but they really put their elbow into making it much more distinct and different.
Zero Tolerance is a true corridor shooter much like Wolf3D, but it was stuck on Sega Genesis and the devs made damn sure to squeeze in as much detail and variety as they could think of inside that envelope.

Heretic is almost the closest, as it's straight up based on Doom, bordering on a TC, but Raven did make some pretty significant departures all over the place (including the engine), and it's an ambitious game in its own right.
>>
>>11170735
Yeah, quite a few. Just gonna belt some off for Doom 2, but for Doom 1 I only really know of Doom the Way id Did and Stickney installation.

Anyway, for Doom 2:

>Maps of Chaos, though they're just bigger stock maps with more monsters
>Doom 2 Redux
>Machete arguably, though it also reinterprets some of Scythe 1/2
>Abscission, good if you like creepy shit in Doom
>The Ultimate Doom 2
>Doom 2 in Name Only (kinda shit)
>Doom 2 in Name Only Russian variation, only 8 maps and the last one is awful
>Doom 2 the Way id Did
>Doom 2 in Song Only, no clue if it's good
>Doom 2 in Spain Only
>Doom 2 as We Remember It, per the other anon's comment

For Plutonia, not really. Could give the Plutonia Revisited Community Project a look, as well as Plutinya (1024 Plutonia maps).
>>
>>11170781
>Abscission
Then you can name Lunar Catastrophe for Doom 1 as well.
>>
>>11170773
It was also a time where most "Doom clones" were companies trying to distinguish their game from Doom in any way possible, like yeah you got bottom of the barrel shite like Nerves of Steel but you also got stuff like Descent or Dark Forces.
>>
is stuff like eviternity on KEX yet? I like the port and I wanna use it for total conversions like that
>>
>>11170790
I actually never heard of that one. Anyway, added to my list.
>>
>>11170065
Having played with people with ping in excess of 100, I can tell you that it's fucking obnoxious and not fun.
>>
>>11170812
Eviternity? Yeah its on there. Some Boom and MBF things don't work right in KEX, so keep that in mind. https://mods.bethesda.net/en/doom_doomii/details/574db90b-ae8b-4e31-b473-b15b9a162c94/Eviternity__Official_
>>
>>11170818
>Each map is loosely based around the aesthetics and level progression of its Doom II counterpart, although layout and monster placement are otherwise distinct.
Lunar Catastrophe is basically like that, but for Ultimate Doom.
Also overall really damn good wad. Really refreshing to play something resembling classic Doom where you don't have to hear constant scream once you got to the second half.
>>
>>11170735
>>11170781
>Switcheroom
>Shallow World
>Dorian's Doom
>Hellscape
>>
>>11170530
The 666 locker scare was funny
>>
>>11170842
>>11170530
im just past alpha labs 3 now, enough for today, it does have a scary atmosphere, that part where the lights suddenly go out and the dude I'm escorting is killed, it spooked me, the sound design is like 70% of what makes it scary tho, doom 3 wo headphones would lose a lot of it
>>
>>11170781
>For Plutonia, not really.
Cydonia
>>
>>11170735
Doom 2 - Re-Build-t
I really fucking wish it wasn't unfinished though. Still awesome, especially with NTMAI.
>>
>>11170605
Alright, I’m blame the publisher and not the devs. It’s less relevant ‘who’ is responsible, just fix it.
>>11170849
Imagine how many moments across games and movies that become ruined without any music or good sound design.
>>
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Trying to find a cool aesthetic for my bigmapTM's final FINAL arena. It's nothing too complicated, I just kinda wanna give the player the feeling of destroying some huge threat to the world or something.

I'm not a fan of capeshit but I like Blame! too much not to finish a moody, downbeat experience with a glimmer of hope.
>>
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>>11169283
Like others mentioned before, this statistic looks so oddly because original DOOM was available on Steam since 2007. So achievement completion would be low, similarly to Quake and Quake 2.
>>11169948
>He also told me that server region options are "pointless" and that players with 500 ping "don't affect your gameplay"
What a bunch of fucking bullshit. LMAO
Can you post a screenshot of a reply? Just to be sure he's actually that clueless.
>>11170270
>ND is so overrated and needs to be critiqued more.
It will happen once it becomes trendy. You can lean into them going for other projects instead of sticking with SiN or spending too much time on System Shock 2 re-release.
Also >>11170509. Make good arguments with a solid point and eventually people will pick up on it as times goes on. I, for one, would be happy to see all "boomer shooter" companies and community getting scorched earth treatment. There's something rotten deep within, but I can't quiet point out what.
>The same motherfuckers on this board will dunk on Beamdog but praise ND.
Still surprised that Planescape Torment got incredibly lucky. I kind of wanted to play first two Baldur's Gates, but their Enhanced Editions seem to be a rather mixed bag.
>If Quake 3 gets a remaster by them it will have the shittiest net code out there unless stuff changes.
And it will be glorious.
>>11170307
>Dehacked is like romhacking
Actually never thought of it this way. Nice comparison.
>>11170527
>>11170605
Nu-Atari is apparently picking up good rep, surprisingly enough. Still concerned about Digital Eclipse being under their roof.
>>
>>11169946
On this topic, do you guys have any suggestions for fixing pixel-thin slime trails? I noticed a few on my map and I kinda feel obligated to fix them.

Also gonna ask how you guys deal with twitchy sectors, but by now I think this is just an issue I'm facing for not planning my map correctly which is pretty sad desu. Busted my ass on it, but I'm not sure it can be physically much more involved despite being at roughly 50k sidedefs, which sucks because I want its final area to look and play like a minimap too - just like 3 or 4 of its secrets.
>>
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>>11168585
[08-18] Brand new, exclusive DBP01-02 remake re-release by Doomer Boards™
https://doomer.boards.net/thread/3675/official-dbp01-dbp02-rerelease
>Available for free to anyone who posts a referal code "NIGGER" in the thread
>forum subscribers also get a limited +DBP03 edition. Get it while it's hot!
>>
>>11171035
Just downloaded it without having to do any of that gay shit lol
>>
>>11171092
You dirty pirate, you!
>>
>>11171092
You're such a cheat and steal, mister
>>
>>11171035
I don't need a reason to say nigger. Also I already have all DBPs. Though only played the first one. Really liked it, one day I will get to the rest.
>>
Is anyone with bethesda account able to share here DBP uploads from 07 to 32, from kex port? Uploader's nickname is glenzinhoDBK or something, was wondering if there are any changes compared to idgames. Thanks.
>>
>>11171032
>On this topic, do you guys have any suggestions for fixing pixel-thin slime trails?
Exactly as that anon you replied to described. Obviously it's not always possible to just put a vertex somewhere, but where you can and where it doesn't matter you can just break the linedefs up into smaller ones and align them properly. Remember that only UDMF allows for fractions of a map unit, so the shortest possible linedefs for Doom and Boom/MBF21 are 1U.
>>
>>11170715
The problem with SW and Sam is that on /vr/, no one cares about them enough to map for them. Unreal has even less of an audience here because it's just janky quake so it's pretty much guaranteed to go the same route as those projects. Know your audience before starting a project. If you tried to host a Halo CE project on Doomworld you'd probably get similar results, they're just not the right demographic
>>
>>11171183
It's also just that the barrier to entry for pretty much all of those is a lot higher than it is with mapping for Doom.
>>
>>11171191
Sam anon did try to counteract this by writing mapping tutorials, which is a pretty badass move, I respect him a lot for that. But even then, Sam just doesn't have much of a following here. I wonder how that nigga's doing now
>>
>>11171156
Thing is I think most of my unusual vertices are already lined up. Well, doesn't hurt to check I guess.
>>
>>11171221
No, not vertices. I mean linedefs crossing the grid weirdly, and breaking them up into smaller ones so you can align the new vertices to the grid.
>>
>>11171227
I'll still take a look, but even some 90° ones have them. Maybe it's something to do with being at 256 brightness? I don't really care, I just wanna fix my map for god's sake
>>
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>>11170715
>/vr/ Unreal map pack when?
There’s still a few projects that have yet to be finished so there’s that. More importantly is the interest, and it’s not with Unreal.
>>
>>11171243
>Maybe it's something to do with being at 256 brightness?
Nah, I don't think so.
What nodebuilder are you using?
>>
>>11170715
>easier than it is for Quake
Not even close. Quake has extremely easy to use modernized editors with plenty of tutorials, yet we barely got anyone mapping for it here.
>>
>>11171268
ZDBSP Compress Nodes UDMF Large Maps. Changed to it after reaching the default nodebuilder's seg limit.
>>
>>11171269
Nigga Trenchbroom is not even close to being as user-friendly as (Ultimate) Doombuilder, despite making huge strides.
And the Doom community is way larger and manages to pull in way more young blood. Quake is a bunch of boomers who hate everything that is not as perfect as them (read the HUH reviews) and wasn't it even kinda killed by some drama shit?

Personally, I just don't care much for Quake, even though I feel more comfortable in the 3D space.
>>
>>11171292
>Nigga Trenchbroom is not even close to being as user-friendly as (Ultimate) Doombuilder, despite making huge strides.
I don’t think he was comparing it to Doom but things like Unreal.
>>
>>11171309
Ah shit I should read properly next time.
I wouldn't even know how to map for Unreal anything. GTKRadiant?
>>
>>11171292
It wasn't killed by it but there's definitely a lot more of that specific brand of communities enjoying their falloff rate because it makes it more exclusive for the ones that hang on till the end.
>>
>>11168584
>https://rentry.org/vrbin
>When can I play with /vr/?
>Friday Night Firefights (pvp), Sunday Night Shitshows (coop), and Wednesday Night Wankshows (SRB2Kart )
dayum that's old, is the maintainer still around?
>>
>>11170530
>REEEE-
>*boom* *chk-chk*
>>
>>11171416
It's more like
>*PUFF* *Clink-tink*
>>
>>11171313
>I wouldn't even know how to map for Unreal anything. GTKRadiant?
They all ship with their own editors.
>>
>>11171313
>Ah shit I should read properly next time.
Shit happens.
>>11171416
got em!
>>
is the legacy of rust any good? can't find the wad to try myself
>>
>>11171485
not that you could if you did, it isn't supported by any source port yet.
>>
>>11171485
>pirate gog version
>fuck
>dump
>>
>>11171491
Stop spreading this lie. It's playable from start to finish in MBF21 ports.
>>
>>11171496
is it? with new enemies, weapons, new ammo types? That's cool, I missed the news.
>>
>>11171505
All the gameplay stuff is MBF21, it's just cosmetic shit and some other junk that's ID24.
>>
>>11171505
In Legacy of Rust itself the weapons replace the Plasma and BFG, it's only when using LoR resources in your own wads with id24 that they have their own slots.
>>
>>11171510
>>11171512
Disregard my post then, I suck huge black cocks.
>>
>>11171517
American moment
>>
>>11171519
that's how I remembered the meme went. according to KYM it was just "i suck cocks" apparently. well, talk about a freudian slip
>>
>>11171524
yeah man I hate when I freudian dicks I mean freudian cocks I mean freudian slip. yeah. hate it.
>>
>>11170292
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/whatevil
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/decade
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dwcl-cl
>>
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So what DOES id24 allow you to do over mbf?
>>
>>11171572
It's got some animated sky texture stuff, some intermission and hud stuff, some per sector translation stuff, a bunch of other things and fuck knows what else since it's not even a completed standard yet.
>>
>>11170580
Where do you find the highfps patch? Could you upload it to catbox?
>>
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>>11171546
>https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dwcl-cl
There's a little room for improvement... also, thanks
>>
>>11171572
https://www.youtube.com/watch?v=TCCFdOl_CP0
>>
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>usually play on ports with freelook, manually disabling autoaim
>new doom stuff releases
>play by normal Doom rules for many days
>go back to usual freelook port
>forget I don't have autoaim enabled here
>miss shots from enemies above/below me
Well, this is funny.
>>
>>11171640
>from enemies above/below me
I mean I'm shooting them, sorry, ESL moment.
>>
>>11171640
I spent so much time playing doom, I have completely unlearned to play vertically. Played some newer games recently, couldn't get any headshots/shots around shield. Shielded guy from Black Labyrinth just turned into impassable obstacle.
>>
>>11170745
No, it's obviously modded. A revenant should survive a shotgun blast. It's the RoE supershotgun that kills them in one hit.
>>
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i lov pumpkin guy
>>
>>11171661
You can one-shot a Revenant if enough pellets hit its head.
>>
>>11171661
>No, it’s obviously modded.
If enough shotgun pellets also hit the head, they can drop from 272 health. Anything less and they’ll survive.
>>
>>11171670
>>11171676
That didn't look like a headshot to me but maybe I need to get my eyes checked.
>>
>>11171492
well, I did that and is it just be or does the movement feel somewhat floaty? and there must be some mouse acceleration even after turning it off in the settings
>>
>>11171687
Turn of vsync.
The controls will feel floaty beyond that because Doomguy is running faster than SR40. I think it's capped to SR50 because of console.
>>
>>11171705
oh yeah that's much better
>>
>>11171668
is there a pwad that adds cut sprites back to the game? shit like mirrored imps and stuff. maybe even shotgun shells if the modder is feeling it
>>
>>11171710
non-mirrored imps*
>>
>>11171710
Not yet, but the Minor Sprite Fixing mod probably will at some point. There was some confusion over if unused sprites were allowed to be used in mods but I think those got cleared up.
>>
>>11171745
>There was some confusion over if unused sprites were allowed to be used in mods but I think those got cleared up.
Hmmm, I understand where this is coming from. We wouldn't know if these assets are meant to be treated as an iwad or not, essentially.
However that still sounds fucked up. Tons of pwads and dehacked patches contain iwad content and idsoft hasn't cared ever basically. Serves as a reminder that we are at corporate mercy.
>>
There are many egypt themed Doom maps. What are some maps themed around other ancient civilizations?
>>
>>11170574
The regular shotgun's spread is 22 iirc. Which actually ends up being a slightly larger spread than the SSG, though it's a circle rather than an ellipse so they are a tad different.

Last time I played 3 I edited the spread down to 16, which is still quite large but it means you don't have to literally be inside the demon's asshole for all the pellets to hit. I upped the projectile speed on the plasmagun too, but I don't remember what the values were.
>>
>>11171763
Rekkr
>>
>>11171763
Mayan Reynolds
>>
>>11171763
Brotherhood of Ruin
Legend of the Hidden Tech
Shrine of the Silver Cyberprimate

At least one of these will tickle your fancy
>>
>>11171572
A bunch of nice visual effects, for one, but what it also does, much more significantly, is allow you to define all new weapons and ammo types, as well as defining your own HUD, which would accommodate things like that.

As said though, ID24, and this entire new port and episodes thing, was rushed out the door before it was finished because Bethesda wanted to show it off at Quakecon. So it's not finished and it will probably do some more things. Eventually.
>>
>>11171640
It's funny, I'm so used to both freelook and classic play with vertical autoaim that I can seamlessly swap between one and the other, they both feel entirely natural to me.
I prefer the feel of full freelook, but I really am quite comfortable with how it's classically done (without the mouse movement, naturally).
>>
how tf do i toggle mini hud on the kek port
>>
>>11171893
I dunno if it's possible. I made screen size 11 in display settings and that was good enough for me.
>>
Is Heretic deathmatch a thing? If this exists, what sourceport is most popular for this kind of thing? Are there any Heretic servers that are up 24/7 and have map rotations?
>>
>>11171926
Zandronum?
>>
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>>11170038
>>11169764
>>11169605
Alright here it is:
basically it's my attempt to make an all female Splinter Cell/Hitman hybrid. You can pick up and put down bodies. Next I'm going to replace finding keycards with stealing female enemies unforms hitman style, won't be that hard actually.

Not sure if DOOM is the right engine for this, but Unreal feels a bit too heavy handed, not sure if Godot can handle it. Doom has a functional combat engine and is easy to modify so that's what I'm doing for now. making an actual stealth engine in Zscript is going to suck though.
https://files.catbox.moe/ml25cr.pk3
>>
>>11171972
>Splinter Cell
Needs an Amon Tobin soundtrack or else I'll riot
>>
>>11171972
Fucking hell maybe learn how to make maps for Doom first, especially how to FUCKING ALIGN TEXTURES REEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>11171823
>bethesda rushing things out the door to meet some self imposed meme deadline
gee where have I heard this one fucking before
>>
>>11172036
Molyneux, or most post 2004-2006 EA shenanigans
>>
>>11171035
looking back on DBP, which do you all like better, the straightforward map packs with just a fun texture theme, or the pseudo-TCs that change the enemies or weapons but mostly keep things vanilla?
>>
>>11172036
I don't want to defend bethesda, but rushing games out to meet the deadline is something that's been happening on game business since 80s.
>>
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>>11168584
Doom 1, Doom 2, Heretic, Hexen, Hacx, Duke Nukem 3D, Blood 1997, Shadow Warrior, Quake 1, Quake 2, Serious Sam, Redneck Rampage, Unreal Gold, Red Faction 1, UT 99, Doom 3, Thief 2, or Deus Ex but the main goal is to find ancient artifacts, search ancient burial sites and temple complexes as well as collecting OOParts in order to locate the Continent of Lemuria (or if not, Atlantis).
>>
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If I make a map targeted towards the last base zdoom version, would that make it demo compatible since zdoom demos will never break in new zdoom versions?
>>
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What is the consensus on LoR?
>>
>>11172092
Maybe. I noticed with srb2kart lua mods that some scripts will make demos go out of sync, namely with random generation. I imagine more complex decorate/acs/zscript mods would probably do the same. in your case of making maps, it should be fine and if a mod causes desyncs, then that's on the mod.
>>11172076
Moron
>>
>>11172103
I liked it. Maps, new monsters and weapons are fun. Mindweavers seem to get bad rep, but I think it's a good monster as it really forces player to move and seek shelter. E1m6 could use some tweaking with ammo, but it'll probably get fixed in a patch.
>>
>>11172103
It's pretty good, though a little inconsistent in theming. Ammo can be a little scarce at times.
E2M6, the one map made by a current id employee, almost felt like a nu-doom map to me.
>>
>>11172103
E2 goes to absolute shit after they give you the Calamity Blade. Just boring walls of enemies and nothing but fuel ammo so you can't use anything else even if you wanted to. Xaser is a man of many talents but combat design is clearly not one of his strengths.
>>
>>11172132
>combat design is clearly not one of his strengths.
Which is weird because I think his weapons and gameplay tweaks he's made are awesome, it's more he kinda sucks at setpieces and combat direction.
>>
>>11172103
I don't know. Has a consensus even been reached yet?
>>11172132
I'm on E2M5 right now and I barely have any fuel? I've been using the other weapons and the flamer from time to time only.
>>
>>11171926
Uhh, I kinda remember seeing Heretic deathmatch servers around 15 years ago on ZDaemon, but I wouldn't know if they are still a thing.
I'm sure there are Heretic deathmatch nights from time to time though.
>>
>>11170517
The thing is about ND is that they do one post release update MAYBE two if you're lucky then the games considered finished, will never be updated again and they move onto the next project.

There's major bugs and minor bugs in pretty much every release of theirs and they won't fix them because they're just simply not going back to spend the time on older stuff. For example there's a game breaking bug in Forsaken they've known about for like over 5 years and they just simply don't care. They're more than happy to take your money for the game though.
>>
>>11170605
You realize Atari was bought by some rich Jew and then that rich Jew has literally bought Nightdive? The "Atari wont let us update the game" is a lie and a cope. They just simply don't want to as they've moved on.
>>
>>11172036
A dev said it was done in 3 months which seems pretty decent.
>>
>>11172170
That's true.
>>
>>11172173
That doesn't mean anything. Activion and id are both owned by Microsoft now and they're still fighting over games like Heretic 2 and Wolfenstein.
>>
>>11172203
They do?
I thought it's just not a priority for anything.
>>
>>11171763
Avactor
>>
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>>11170580
>enhanced edition mod
I like the fonts and some of the HUD elements it has so I'm taking and using those. I see there's an optional ammo rebalance add-on for it, are you trying that out as well?
>>
https://youtube.com/watch?v=4SpitK1I-m0
>>
>>11171763
Deadly Ritual.
>>
>>11171789
Right, I guess Rekkr counts.
>>11171795
>>11171810
>>11172587
>>11172676
Interesting. Mesoamerican themes are quite common as well.
>>
>>11172732
Yeah, those are the ones that exist most prominently in the public conscious. I'd love to see more representation of Babylonian, Greco-Roman, Nabatean and even n̶̯̬͉̒͆͛̌̿̽̄̓͐̀̐̔͝ͅş̴̢̻̻͍̝̟͆͑̀̽̓̑̉̚͝n̴̻̬͎̹̮̝͎͛̓̔͂̈͆͋̈̕͝ǔ̶̱̰̈́͑k̴͙̉͂̊̚p̷̹̰͇̠̝̥̭̩̔̌̀̉̈́̂͐̂̓͝͝͝m̴̢̛̯̟̪̱̘̘͇͖͍͊̔̑̑̀͐͋̉̍͗̕͘o̸̻̩͍̙͍̯̱͐̆̏̌̾̌̕͘͠s̵͓̗͉̮̎͗̔͂̓̊͛͠m̴̛̩͖̪̙͋̎͛̋̓̿͌̒̈́̕ civilizations in Doom, but some of those are a bit more obscure.
I'll throw Greenwar 2 in the list of recommendations too if you're craving more Mesoamerican, though that is a deathmatch WAD.
>>
Doom was America's Street Fighter II.
I won't elaborate.
>>
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Is the Sigil II sky texture supposed to have multiple visible seams in it or is the Doom + Doom II kex engine port just being funky?
>>
>>11172802
It uses a nonstandard sky resolution.
>>
>>11172824
I guess Romero only tested on GZDoom, huh?
>>
>>11172137
Have you reached the yellow key? That's where they give you the Blade and a shit-ton of dudes to practice on. It basically forces you to learn that it goes through crowds.
>>
>>11172904
I see, I haven't reached that part yet. I found the Blade in an earlier secret so I thought you were talking about that.
>>
>>11172103
I think Xaser's maps are overhated. I genuinely enjoyed all of them, with the sole exception of Brink, which felt like a rushjob.
>>
>>11172934
I honestly didn't know who he is and I don't know what is in LOR that is supposed to make me hate him.
At least in terms of monster fights because I found every last one intuitive and easy to follow, barring the tyrant fight at the end because I honestly never had to deal with anything like that before, and even then it wasn't that bad.
>>
>>11173007
E1M6 is a bit of a fucked up combat puzzle and there's a later level in Episode 2 that's just mowing down waves of enemies just using the Calamity Blade, it's kinda boring.
That being said, I don't think anyone should hate Xaser, and I'm not even sure if that's what anyone here is trying to get across.

The dude is like of the OGs of gameplay modding, having made Psychic and Zen Dynamics in the earlier days.
>>
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>>11173030
Sick. I'll hold onto this.
You got a name I can credit this to? I try to keep authors listed in my resources folder. If you'd rather remain Anonymous, that's fine too.
>>
>>11170781
>Doom 2 in Name Only Russian variation, only 8 maps and the last one is awful
It got up to map 14 with additional maps that never got added to the full wad. Map 13 is particularly fantastic. It's a great, challenging, atmospheric, visually impressive set of levels and I'm sad the project never got completed.
>>
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>>11173036
Revae.
Might do the firey sprites, but also might not. Also I missed some pixels in frame 2.
>>
>>11173045
I had a hunch it was you, you mad bastard. Feels like I'm always learning from your handiwork.
>>
>>11173047
It's just us two here. Sorry you had to find out this way.
>>
>>11170901
>just fix it
They probably would if they could.
>>11172173
>They just simply don't want to as they've moved on
It's also quite possible, contrary to my point above. If someone can prove that they don't care and just do what they do for cashgrabs, then we have a good argument to critique Nightdive like anon wanted.
>>
>>11173064
I'm here in silence watching you both
>>
>>
Is Fakefactory Remaster for HL2 compatible with SMOD? I suppose I'll just find out, but if anyone knows please reply while I download it.
>>11173105
Give ME the GEP gun.
>>
>>11173105
Stick with the prod. A nonlethal takedown is always the most silent way to direct the cattle. Remember that we're farmers.
>>
>>11173109
>>11173121
people meme EVERY word from this fucking game, lmao
>>
>>11173154
Do you have a single fact to back that up?
>>
>>11173156
>>11173156
Number One: that's terror.

Number Two: THAT's terror.
>>
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>>11173105
>>
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>>11173121
>>11173156
>>11173160
>>
Is Plutonia actually good or is it just a meme?
>>
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>>11170140
>calls cultists "one-eyed"
>nobody comments on it
>cultists are obviously not one-eyed

for what reason
>>
>>11172170
>game breaking bug in Forsaken
What is it?
>>
>>11170140
He doesn't look at source code and uses the fresh supply remaster.
>>
>>11173191
He was calling it a penis.
>>
>>11173189
Plutonia helped set the foundation towards combat focused challenging gameplay that more modern pwads lean into and expand upon. As such, it holds up quite well, especially for 95-96 era.
>>
>>11173249
I can't think of a better 90's wad desu
>>
>>11173189
Play it yourself and form your own opinion
>>
>>11173256
>just spend hours playing something instead of researching if it's worth your time
>>
>>11173189
Both. There's a reason why people joke about the chaingunners.
>>
>>11169848
>>11169946
Slime trails can rarely appear on perfectly straight 90 degree linedefs and perfect 45 degree diagonal ones, but they virtually only show up on "non-standard" angles. GzDoom doesn't render in the same way at all, so slimetrails won't show there.

>>11173189
Yes, mostly short and punchy maps with clever and fun challenge.

>>11173259
Play a few levels and see. If you haven't got a solid grasp on Doom 2's UV and how the monsters actually behave, then you will probably not have a good time, so maybe consider it on HMP.
It's worth mentioning that Plutonia does also kind of coach you in gameplay at times, where you find yourself in situations where you'll be forced to pay attention and think a little bit to figure them out.

One of my favorite examples is Map05, Ghost Town, where you'll quickly come across rows of Chaingunners shooting at you if you try to leave the starting area via its two hallways. They are outside of your auto-aim range so you can't direct shots down at them, buy you are within theirs, so they can shoot you.
So you're stuck or forced to rush out and take lots of damage, right? No, you were given a Rocketlauncher and a pile of rockets, so what you do is shoot rockets at the walls above the Chaingunners and that'll obliterate them good. Explosions have infinite vertical range in Doom.
>>
>>11173259
looking up online to see if it's any good would be a good idea if taste was an empirically measurable factor.
>>
>>11170615
It's much older, anti-nuclear hysteria goes back far, partially trying to associate nuclear power with nuclear bombs (which is vaguely like saying a minibus is just like a flamethrower), but a lot hinges on Chernobyl.

>>11171032
You can sometimes fix slimetrails by putting vertices on the offending linedef so as to split it up in multiples. It may take more than one, and it'll make the originally intended surface look subtly less even and clean, which may or may not be a problem to you depending on what it's supposed to depict and how important the smoothness is for you.

Slimetrails are more common when a bunch of "off angle" linedefs are grouped tightly together.
>>
https://www.youtube.com/watch?v=XnSKD_87URY

There's developers that lose source codes to entire games, and then there's id Software that preserves random unused shit from 30 years ago.
>>
>>11173386
They didn't. But Romero did and after he started posting stuff on Twitter, Bethesda gave a Cease & Desist then they actually sent SWAT to his house to retrieve it. He wasn't allowed to speak of this or he'd be sued.
>>
>>11173184
Old men are the future.
>>
>>11173069
>They probably would if they could.
It’s been five years so I’m not holding much breath. It’s spilt milk at this point, and they mercifully included the original files so I can play it through less buggy ports.
>>
>>11173184
you're an old man you just don't know it yet
>>
>>11173047
I know that feel bro.
Almost everything I know about (vanilla) DeHackEd, I learned from REKKR.
>>
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>>11173045
Cool face
>>
Can someone point me to a game or wad that would be most aptly described as Diablo I with guns, down to having one fuckhuge dungeon and a town to backtrack to?
>>
>>11172036
As if Nightdive never rushed anything. And also >>11172170.
>>11172203
Assuming they're doing anything with those to begin with.
>>11173064
>It's just us two here
I knew I didn't actually exist.
>>
>>11173486
Closest I can think of is Abysm
>>
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>>11173491
>I knew I didn't actually exist.
We're all figments of Kegan's deranged imagination.
>>
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Any word on fixes for the new port?
>>
>>11173386
So, what's the status of these "rejected" assets? Can the spritesheets be used in other wads? Are they in the resource pack somewhere?
>>
>>11173515
Half of them were already on Realm667, the other half are probably fine so long as you don't post stuff with them on the usual forums since they're back to being sore about that kind of shit.
>>
I've decided to play the back half of Bloody Steel with Deathstrider since I haven't played in forever and I wanted to Immolate the fuckers surrounding map06's spawn point.
>>
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Why couldn't they have put some of the sprite fixes in? The black pixels in the lava are more obvious now :/
>>
>>11173259
God forbid you put some time into a game you are interested in and formulate your own tastes.
>>
>>11173535
some people have to know if something is shit in advance
because when they find out that a well-known thing is shit only a third of the way through they can't drop it anymore out of peer pressure and pride
>>
>>11173525
I'm gonna sound like Graf here but good lord almighty that's an ancient version, lmao.
>>
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>>11173525
>Deathstrider
I’ve been feeling the pull but I’m caught between wanting to play it through three things: Hellbound, Lost Civilization, or just playing EDay through it again. I’m leaning towards Lost Civ.
>>
how do you make doors in Eureka? I tried it since it because ultimate doom builder was too hard for me, but the lack of an automatic door making button is bugging me. everytime i make a door, something like picrel happens. can someone analyze my wad and tell me what im doing wrong? https://litter.catbox.moe/vtu0m2.wad
>>
>>11172103
what's LOR?
>>
>>11173559
From now on I'm going to tell them The Long Trek Back Home is an amazing wad to play and it only gets better the further in you get.
>>
>>11173582
legacy of rust, the episode bundled with new kex doom engine
>>
>>11171932
>>11172152
Thanks, I installed Zandronum and found some Heretic servers, mostly co-op though, also "survival" and I have no idea what that is, gonna give it a try.
>>
>>11173607
Survival is just co-op with lives, so it's not completely braindead.
>>
>>11171972
this got potential. i would prefer if the sprites were all 3D renders like on the title screen instead of AI slop, would be hotter. do you have an inflation fetish? i need to know if i gotta get my hopes up for an inflation mod.
>>
What's the best DBP? Just played sanguine holyland and it was pretty good
>>
>>11173567
from what I remember of playing it, the way vanilla drops are treated in deathstrider, map 2 of lost civ doesn't have a lot of ammo or mana compared to the enemy count so you pretty much have to speedrun it. The difficulty should even out from there though
>>
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>>11173591
Legacy of Crust
>>
>>11173627
Probably Auger Zenith, which has only got one objectively shit map.
>>
>>11173638
was it joe's?
>>
>>
is there a full decorate version of A_FirePlasma? zdoom wiki only has the zscript version.
>>
>>11173703
Yep.
>>
>>11173706
That's because it's the actual function as described by ZScript.
In Decorate you can only call the function, which is the actual code pointer for the attack in the actual Doom source.
Alternatively you can try and check how Zandro is doing it.
>>
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>>11173709
why can't this man be stopped
>>
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Post Doom/clone monsters who are literally (you)
>>
One thing I do really like about thief and so far thief 2 is that many tracks in the soundtrack sound like they'd fit right at home in a horror game. It pairs well with thief being such a darkly lit game, even though garret is almost always in control.
Just did the police station in thief 2 and that in particular comes to mind.
>>
>>11173638
>>11173703
The long corridor one where you literally where a shopping center?
>>
>>11173580
You have impassable flag set on the door linedefs, so you can't walk through the door even when it's open.
Also the other side's line (Linedef 8) is facing inwards, so you can only activate the door from the front, and while standing inside it. Mouseover the line and hit W to flip it.
Your door sector's (Sector 2) ceiling height is set to same as the rest of the room. If you want the door start closed, you need to lower the ceiling height until it touches the floor: the way the door open action works is that it raises the door until its ceiling height is 4 units less than the lowest neighbouring ceiling.
If you want to make a switch that controls a door, you want to use the switch line actions, for example: 63 SR Open door. You set the tag on your door sector and then set the same tag on the switch's linedef.

You could always open up the original maps in the editor to see how the doors are done in them and imitate that.
>>
>>11173740
That's the one, meat mincer or something.
>>
>>11173718
Homeboys
>>
Okay, maybe not, this map is only playable when the monsters aren't moving. If it's like this the whole time I'm stopping here because I had to console kill them.

>>11173563
Yup, I'm the guy who doesn't wanna update yet. I'm still on 4.10.

>>11173567
EDay is great with Project Malice. I haven't played those other two.
>>
>>11173801
Whoops.
>>
How do less musically inclined anons decide on music for their maps? Not just for Doom in particular, but anything you've made a map for?
>>
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>>11173607
>>11173613
Played a bit survival co-op server with Complex Doom and that is such a nice mod.
They have multiple high quality ranked monster variants. I wonder why people don't rip them off for use in mapsets, I don't remember seeing any of those elsewhere.
>>
>>11173858
You should give RGA a try. It's basically putting in low quality models of CoD guns and mechanics in the Doom but the unique enemy roster they have for that is nuts and altogether it works out really well actually
>mfw sniping BFG shooting archviles from across the map with an M200 Intervention
>>
>>11173858
>They have multiple high quality ranked monster variants. I wonder why people don't rip them off for use in mapsets
It was a trend for a while around 2014/15 or so, people kind of got bored of it.
>>
>>11173627
Augur Zenith. Even its worst map is tolerable, doesn’t stick around long, and has a good jam.
>>11173630
Deathstrider’s ammo gets bought from merchants that like to follow you around, and money comes from melee kills or secrets with money pick-ups. There is a mod that changes it back to ‘traditional’ ammo progression.
>>11173801
PM was a huge improvement to both EDay and Unloved, and I think I have you to thank for the latter in particular.
>>
>>11173523
I wonder what direction the community will go in when a mapper/modder releases something that uses theses new iD vault assets
will the new standard requirement that you also need to run the new id24 version as a IWAD
>>
Finished JPCP. Since I was tired of using the vanilla weapons I used the FinalDoomer pack for the WAD, and they are quite overpowered.

Still, can't go everywhere BFGing since that'd be too trivial. So a map like Hellport still remains a challenge. The type to instantly put down 10+ revenants in your way. And also starts ore or less spawning 2 archviles in every big encounter just be a prick.

I know what they were going for with Hazmat Hazama, but despite being impressive in a way it still felt like a mess, pretty much a more polished SArais map.

The final map is alright. Probably more frustrating in a pistol start. For the final maps i could just free aim at the hole to hit Romero's head, but usually just follow the intended way as a courtesy.
>>
Temple of the lizard men 4 is probably the first one I can say is actually good in the series.
>>
>>11173105
A GEP gun takedown is the most silent way to eliminate the cyberdemon
>>
>>11173878
Tokens also give a fixed percentage of the total loot worth. Artifacts give a larger percentage without touching the actual loot. You can really make bank on more populated maps if you go for the secrets, unlike before. Balance feels a lot better since those changes.
>>
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>>11173567
I'll never say no to a Lost Civ run regardless of mod but Christ am I tired of maps 03 and 07.

03 is really good but it just keeps on fucking going for well too long, and for most gameplay mods that go like butter to the bread that Lost Civ is just blazing through it feels wrong.
07 is the one map I genuinely dislike. Annoying as shit to navigate while easy to go through and just being a pain in the arse for the most part. I do love the arena with the archviles though. I think I just dislike it because it's sandwiched between Lost City and Castle which are two of my favorite maps in Lost Civ. Anyone else get this habit of disliking perfectly fine maps for being victims to this crap?
>>
>>11173858
A lot of them were stupid overpowered and heavily disrupted the balance of the game. Complex Doom gained a bit of notoriety for that reason, especially with addons that just kept adding even more stupidly powerful demons like some sonic fan character wankfest
>>11173894
>*deletes ur mod*
>>
>>11173858
>>11173939
I meant, it would make sense to use those monsters just for aesthetics, as replacements for standard monsters, to use in stylized mapsets like what DBP does and similar.
But I decided to check this and found the fire guy at realm667, and acid guy is probably the same sprite set with remapped colors, so they're available after all.
>>
>>11173947
In that case, I think people just don't like messing with recognizable enemy sprites too much. I can imagine someone running into the acid green guy and thinking "wait is that a knight or a baron or is it something else."
>>
>>11173801
Wait, hang on, did that seem ancient because of the mugshot? I think Solomon used that one in the really old ones.

>>11173878
Aye, that was me. I actually have yet to even play that combo, myself. At this point I'd need to either download an older version of PM just for that or update the patch, because they changed how the scientist zombies are spawned. Also finished that Red Spiral run of Strange Aeons, so now there's a patch for that, and playing PM on it, and another patch for playing with both Red Spiral and PM.
>>
Forgot to mention:
>>11173801
>I haven't played those other two.
Project Malice goes real well with Hellbound. With Lost Civ there’s a big tonal clash so I’ll use Babel monsters instead.
>>11173910
The tokens fucking rule. No clue how I forgot about those, I need to play it again this week. I think the crossbow was perfected last I played, too, my precious.
>>
>>11173893
If you ever want an excuse to replay BTSX Ep2 and have a need to cut loose, it goes stupidly well with the JPCP weapon pack. also the Ofuba Caster with old Nashgore is a treat to use.
>>
>>11173891
Supposedly Doomworld's already deleted stuff that uses those assets, I can't imagine the ZDoom shitshow will come down less hard on it.
>>
>>11173857
What do you mean "musically inclined"? Like you have not studied music theory or you just don't listen to music, ever?
If you have no idea what to do, just take something from another game or some movie soundtrack. Having a shootout to Robocop's "Rock Shop" is never a bad idea.
>>
>>11173953
>Wait, hang on, did that seem ancient because of the mugshot? I think Solomon used that one in the really old ones.
The mana bars still being blocks (pre-Arcanum rework), spells being visible on the side (same), the old weapon displays (they were simplified to allow variable mag sizes; see RpgItemRarity addon in the respective folder). Armors also don't show up on the invbar anymore (more control given to the inv menu). I'd say this version is about ten months old, maybe longer. It's practically a completely different mod now in comparison.
>>
>>11173939
>>*deletes ur mod*
?
>>
>>11174002
TLM4 got deleted by graf zahl for being designed for zdoom & zandronum instead of gzdoom. IIRC graf doesn't have the power to modify people's threads anymore because of autistic behavior like this
>>
>>11174013
wow, what a faggot move
>>
What was the name of that wad that made the gzdoom dev shit his pants in anger because it did everything it could to not run on gzdoom
>>
>>11174013
You got it slightly wrong, what the mod dev was doing was telling people it was intended for GzDoom 2.5 or so and providing that with the mod.

This hurt Graf's ego since GzDoom 3.0 was out and everybody should push to make their mods work on that, never mind that it later turned out to be riddled with an arbitrary console access exploit that could be used to kill hard drives.
>>
>>11174017
lillith.pk3?
>>
>>11173868
>You should give RGA a try.
Can you give me something I can google search a bit easier?
>>
>>11174017
Lilith,pk3, it would hard crash on GzDoom several maps in no matter what the developer did so the first map was one that wouldn't allow progress to the real first map in GzDoom, a Rachel-instigated Graf took that personally instead of the highly specific matter of practicality that it ought to be and went batshit.

Term also gave it a Cacoward and that made Graf disappear for a long while and nearly quit the port entirely.
>>
>>11174026
Real Guns Advanced
But really since you're already on Zandronum you can just type RGA into the search bar and get a bunch of servers back
Just join one and try it out
>>
>>11171972
you can make em fart???
>>
>>11171972
Oh god, you went for the ugly generic blow up doll look.
That looks like shit, make attractive women but do not go for that awful CG artstyle you see every fucking western porn comic on sadpanda using.
>>
issa desk of Cheez-its.
>>
>>11171972
Anon who likes ryona here.
Why do all ryona mods end up looking like this. The artstyles clash, it looks goofy, everyone is fat for some reason, this chick has a giant hand and I don't know why, and the chicks in the toilet look constipated but I guess that's why they're in the toilet in the first place.
They're all very polite and don't shoot you unless you shoot them specifically or approach them (guess HR gave them all a gun in case anon approaches them for a date to save on the meetings). I'd probably dig this if you went for a pixel art style or something but I dunno, it's not for me.
>>
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>>11171972
i found the farting but im sure the imp and demons are placeholders
>>
>>11174247
Update.
I tried IDKFA to see what that you do and now I am holdings some woman's ass that I CANNOT let go of. The office is now very unhappy over this obvious sexual harassment and the fact that the secretary took a rocket to the vagina (hey, the autoaim did that not me) and is currently sleeping it off.
>>
>>11173703
No, it's the Afraid of Monsters reference one.
>>
>>11174267
>Afraid of Monsters
Did anyone ever play the sven co-op server where David would join the server and start fucking with people? That was wild
>>
>>11174247
>That pic
I'd tell everyone to give her a big hand for her efforts but the artist beat me to it.
>>
It was actually only that one map that sucked. But I didn't like this enough to ever play it again.

>>11173995
Ahh, yeah. It's been about that long.
>>
>>11174264
You have the bind one of the keys on the option menu to let go, i too was stuck until you press whatever key you had it set to drop the body
>>
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>>11174247
>1366x768
It's nice to see I'm not the only one stuck with this rare, yet shitty and cursed resolution.
>>
>>11173109
>Is Fakefactory Remaster for HL2 compatible with SMOD? I suppose I'll just find out, but if anyone knows please reply while I download it.
This did not work unfortunately. Instant crash to desktop. Dang.
>>
>>11174247
>Ryona
Nowadays when I hear or read about that word, I almost always think of shotabeing near it.
>>
>>11174358
That's great man.
>>
>>11174390
Really?
>>
>>11174404
Wow your post has the word "really" in it which reminds me of my BDSM fetish, just thought I'd let you know.
>>
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>>11174409
Are you going to be moving this stuff over to ID24 so you don't need to replace weapons?
>>
Just kiss already
>>
>>11174421
Probably not. At least not until open source variant is stable.
I also do want to replace weapons in this particular case.

I am hoping to use a few monsters as a pack for community project, once I clear out my backlog, hopefully before new standards are ready.
>>
>>
>>11174427
looks more like something from CS 1.5-1.6, Team Fortress Classic, or CS:S.
>>
>>11171972
Blog?
>>
>>11174445
it would need to be smeared with vaseline first
>>
>>11174427
Nice pencil
>>
>>
>>11171972
based
>>
>>11174247
>>11174337
>I'm not the only one stuck with this rare, yet shitty and cursed resolution.
I've been free of it for more than a year now, but I'm still part of the club in my heart. Godspeed, anons.
>>
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>>11173953
>Aye, that was me. I actually have yet to even play that combo, myself.
Funny. Well, it's quite great and I can't thank you enough. At the very least, I've plugged into the pk3 a better looping version of Alone in the Town if you want it.
>another patch for playing with both Red Spiral and PM.
Did you post something for that a few threads back? If so I think I missed it. Looks fun for the upcoming spooky months.
>>
My "Doom The Way Croteam Would Make It Community Project" idea keeps leading me to some weird places. I decided to make some copyright free textures and use them for a level which I can share with anons as "proof of concept".
The only problem is an Archvile - I took away his ability to ressurect, but I can't think of any attack that would suit him. His blast is blasting, but he obstructs the player vision and can attack from a really big distance which is gonna be a problem since we going full Serious Sam level design.
Any good ideas I can recreate with MBF21 DeHackEd?
>>
>>11174580
I would just make is shoot a massive charged fireball that does the stock damage, but it leaves a trail of fire that you can’t go over until it dies out in X seconds.
>>
>>11174580
What about fire walls?
>>
>>11173474
You have All Hell is Breaking Loose and Batman Doom to thank then.
>>
>>11174567
Is that one of the songs? I'll take it.
>Did you post something for that a few threads back?
I didn't post any links yet, no.

https://files.catbox.moe/nn9b8m.zip

Of course the Project Malice patch can be played with anything. But for load order I think it was Red Spiral, SA93Patch, Project Malice, then SAPM, then SAPMRS last.
>>
>>11174510
Is it going to ape the gameplay too? Zandronum compatible? GoldenEye Dm in Doom? No oddjob
>>
Whatever happened to the Get Out of Middle East or whatever it was called anon?
It was a Dehacked based mod iirc, and he had a bunch of units already - saber dudes, regular ak terrorists, suicide bombers or something like that, drone spawners replacing the pain elementals and I think some huge attack helicopter for the cyberdemon.
>>
>>11174580
Have him do the Doom 3 archvile attacks where he shoots forward a wide trail of fire, or where he spawns a pool of it that lingers for a bit. I’m not sure how feasible it would be to recreate these, but the large damage radius would fit open spaces better.
>>
replaying ultimate doom cause of the remaster jesus fuck i forgot how tough e4 is. might actually drop it to HMP just for fun.
>>
>>11174604
Groovy.

https://files.catbox.moe/gqzzrp.zip

The better-looped song is D_ALONE.
>>
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>>11168584
Any wads with Bosch-like designs?
>>
>>11174648
It gets easier after the second map.
>>
>>11174293
what the hell is this?
>>
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>>11174715
Seems to be >>11173525
>>
>>11174736
Thanks I'm going to try it out.
>>
>>11174641
Stuff like that usually never gets completed since the edgy novelty wears off.
>>
>>11174881
Similarly, people's edgy teenager phases also wear off
>>
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>>11174881
Maybe I'm assuming too much good will, but it seemed too naive to be edgy. I liked this funny looking camel he posted.
>>
>>
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>>11174910
>>
he said, fire bitch.
>>
favorite doom moment
>>
What a fucking dick.
>>
>>11173615
>>11174203
>>11174247
Alright I fucked up badly in the OP. The Mod itself is not done. I just got the body carrying script and was pretty stoked about it. The AI slop is programmer art. The textures are because I did these on SLADE before I learned how to use Doombuilder. The final product will not have any AI shit and will be all DAZ 3D sprites with full rotations, but yes it will be fat women most of whom are latina because that's what I'm into

>>11174264
Noted. will fix
>>
>>11173615
Nope, my interests are even more autistic. I want to replace all the characters in the old james bond movies and stealth games I grew up on with fat women. No one else is going to do it so I guess it's on me. Not sure if GZDoom is going to be the final engine I use but its the method I've made the most progress with.
>>
Prisoner 849 butt
>>
>>11174972
Did you die?
>>
I beat E1M7, and I apparently need a better gun to beat E1M8. I'm not going to backtrack and get the better gun, so maybe I'm done with Doom for now.
>>
>>11175057
>female 1 849
I was always more into female 2.
>>
>>11175067
E1M8 gives you 80 shells and 550 bullets along with their respective weapons
>>
>>11175067
You won't get any better than rockets in E1, and those are a terrible idea in a dim room full of specters. You'll find some goodies in those two rooms before the long hall, all that you'd need to kill two Barons.
>>
>>
>>11175081
>>11175084
I will try it again tomorrow. Every other level took me at most two tries to beat. I suppose I'll give it an hour at most.
>>
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>>11168584
VRNN 8/18/2024 - Vidyascape
>Roombowl
https://rumble.com/v5bhz0d-vrnn-8182024-vidyascape-a-review.html
>Archive
https://16-mega-byte.neocities.org/
>Archive.org audio cache
https://archive.org/details/VRNN_Audio_Podcast_Archive
>Archive.org
https://archive.org/details/@sixteenmb
>>
Everybody gangster until the robots start stacking up.
>>
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>>11175094
You made it that far, you're golden.
>>
James Bond goes to church
>>
>>11175067
>>11175081
>>11175084
What a bunch of casuals. You're supposed to grab the RL from E1M3, shred through the rest of the episode using shitty/chaingun and hoard rockets for the barons at the end. You want about 30. Just kill the pinkies in the open barrel room, grab the goodies and then head straight up the elevator towards the boss room. As soon as you go up, turn directly to the right or left, blast the spectres to create some free room and then unload on the barons and raining spectres and run to the finish. 30 rockets will clear the level and take you to E2 in ezpz style.
>>
>>11175263
Pistol start
>>
>>11175320
That's a punishment for being bad enough to die in E1. Might as well ask about shotgun-only runs.
>>
>>11175125
Where can I get the robots
>>
>>11175409
They will come to you.
>>
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>>11175409
>>11175472
>>
>>11169283
I tried it, said "nice" and went back to gzdoom
>>
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yeah, it's dooming time
>>
>>11169283
I mean, it's nice if you're unable to use sourceports for some reason. But most people into Doom know how to do that. The audience for this is pretty much just console owners and the kids who thought Doom Eternal was the most epickest thing ever and will get bored of classic Doom after five minutes of no glory kills.

Okay, I was being facetious on the last one, but my point still stands that next to nobody gives a shit about this port.
>>
>>11175482
Kek
>>
>>
>>11175542
I don't know what combination of mods this is, but it's so fucking ugly.
>>
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Think Romero wishes he settled for this?
>>
>>11175546
it's kitsch
>>
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glad i wasn't the only one to notice this but
JILL VALENTINE IN DUKE NUKEM 3D?????
>>
>>11175562
w-why is the strong man handing money to the lady
>>
>>11175521
>doom found footage
>no dark doom
>no flashlight++
missed chance
>>
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>>11175550
Tried asking him in person?
>>
>>11175562
doubtful, Jill didn't get blue top look until RE3 in '99, and duke3d is '96.
also no beret.
>>
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>>
>>11175579
still fax
>>
>>11175579
Didn't think of selling Boom or even a single of any subsequent works, so whatever wrong they did is long since lost importance. I don't suppose anyone claimed being an "id employee" back then too.
>>
>>11175562
It's just generic.
>>
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In the morning I realize I was heavily overthinking the whole setup.

I should probably give projectiles an offset to make their trajectory more interesting. A spiral shape perhaps. Or launching a wall of 3.
>>
>>11174656
Strange, I can upload to catbox, but not download from it.
>>
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Are you supposed to be able to step on this?
Its the soulsphere secret
>>
>>11175521
The Blair Imp Project
>>
>>11175693
I think there was a way to go up there from somewhere far below with a lift. Or maybe not, don't quote me on that.
>>
https://www.youtube.com/watch?v=ld42crcW2QU
Another Golden Souls preview, I'm developing this map at a good pace despite the skin-melting hot summer.

I posted this earlier in the kex engine doom thread, my apologies for that, I can't read!
>>
>>11175742
There's a switch and a teleporter but I bypassed it earlier
>>
>>11175727
Should call it the basic bitch project.
>>
>>11175613
Do bounce projectiles not bounce off the floor?
>>
>>11175857
They should, but iirc all bounce behaviors need their own flags. Provided we're talking about decorate/zscript.
>>
>>11175861
Looking at the video again, it seems to be just a single bounce before exploding. It looked like they'd detonate as soon as they hit the floor or ceiling.
>>
>>11175764
Pretty cruel of you to tease the console peasants with something they will never get to play.
>>
>>11175764
The little snowboard things are a nice touch,
>>
I just remembered that webm that started with the regular pistol hand, which then moved and it turned out to sit on a pair of legs.
Is that an actual 3rd person view?
I remember something like that being possible in GZD, but I just might be misremembering things.
>>
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>>11176050
It's technically possible in Nugget now because it has a chasecam.
>>
>>11175579
Plutonia doesn't worth the money indeed.
Nor does Doom II, if we are being honest.
>>
>>11176062
got the skin wad?
>>
>>11175040
eh, i respect the dedication as a fellow (slightly less autistic) fat latinas enjoyer. do keep us posted in the next thread.
>>
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Finally dubbed this thing. What took me so long?

>>>/wsg/5656388
>>
>>11168601
funny you post that the day after i hear about the cancelled Croteam Doom 4 project.
>>
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>Looking through my Doom folder
>Find a couple of unsorted wads
>RIGHT.wad
>The fuck was this?
>Date is 1995
>Okay
>Load it up
>Barely passable 90's map
Did I download this during one of those "play the first random Doomworld map you come across" posts? Honestly can't remember.
>>
>>
Is there a command line argument to control freelook on startup for GZDoom?
Setting up a new launcher and thought it would be handy to essentially have GZDoom (Classic) and GZDoom (Modern) presets I can flip between on startup depending on what kind of mods I'm loading, and unless I'm somehow totally fucking up formatting, it doesn't seem to recognize the "freelook true" parameter in the launcher's command line arguments setup?

Maybe I'm mega rarted but I'd imagine you could totally put anything like this in a command line argument, right?
>>
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>>11176380
If nothing else you can just use the -config one to point to separate inis, you can even set those up to point to different save directories to keep it all separated.
>>
>>11176389
Damn, I didn't even know you could do that, thanks for the tip.
That actually sounds way better than setting up a spaghetti mess of command line arguments anyways.
>>
>>11176395
Only issue is the launch thing doesn't seem to like spaces in folder/file names but aside from that it works pretty well for having separate setups.
>>
Hey look, September's coming up. Are you kids ready for Ad Mortem phase 4?
>>
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>no fanart of this twink getting his butthole ravaged by doomguy
>>
>>11176248
>>11176293
>>11176457
post the wads
>>
>>11176457
be the change you want to see in the world.
>>
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>>11176463
i will, doom fans be slackin' even Kurashiki bitch san gave up and only plays GACHA AND FOR HONOR
>>
>>11176380
I think you can generally use any command with a - or + prefix in the command line.
So +freelook 1 would enable that on startup, atleast when using Win+R.

I actually set up my own presets like the ones you mentioned, by launching with a cfg file with all the commands in it and using -exec modern.cfg and -exec normal.cfg for the launch options.
>>
>>11176472
>Kurashiki
I think she went through some personal shit so it's understandable.
>>
>>11176457
This is just Ethan CtrlAltDel with black hair dude.
>>
>>11176485
Typical woman problems.
>>
>>11176490
all guys with curtain hairstyles are ethan? EVEN LEO DICAPRIO??
>>
Added /Vertex Relocation/ and Fraggot to doomwiki's /vr/ projects template. If the waifu wad can be on there while in a perpetual beta, then I'm sure vertex can be on there just fine too. The project lead said beta 2 was basically an official release unless some major bugs came up too.
>>
>>11176490
didn’t ask
>>
>>11176528
didn't care
plus youre a demon
>>
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>>11176472
>Popular anime protagonists are very frequently lasses.
deep insight here
>>
>>11176472
>Korean character
>In Japan, red is considered a heroic color

>French character
>He does la siesta because its a national tradition of Spain,
>>
my homies
>>
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>Check out Foursite, since I remember games "journos" freaking out over this giant Doom map wow never been done before
>It's pretty easy
>Get to this room
Jesus fucking Christ. The switches and verticality never ended, plus Lost Souls kept going too high and biting me from the stratosphere. I think you're meant to turn infinitely tall actors off on this map for this fight alone. I ended up savescumming the end of the fight because it went on for too long.
Then again, a map that takes over an hour to beat you'd have to be an idiot not to mid level save in the first place.
>>
>>11176583
robots are bad ass
>>
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>>11176595
BAD ASS
>>
>>11176601
remember when serious sam 4 was gonna be called planet badass? I hope somebody got fired for that blunder
>>
>>11176595
for real, i love this goofy robot like you wouldn't believe. he's got a flamethrower and shoots missiles. deadliest combination, all he needs is missiles that explode fire on impact
>>
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straight up turned those boys into barbecue
>>
>>11175865
Yeah, there's a homing projectile sent backwards from collision, it's not actually bouncing.

I forgot about this flag to be honest, it might make sense to make them bounce of the floor.
>>
>>11176602
It was going to take place on Uranus?
>>
>>11175521
I use a VCR shader for scummvm games.
>>
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hey punks
>>
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>>11176672
That's rude. You're a rude Caco. You're the kind of Caco that likes to float miles above the player and bite his infinitely tall hitbox when he can't see what you're doing or where you are. That's very rude.
>>
>>11175562
>>11175578
So it means that Jill is dressed like a hooker?
>>
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>>11176672
Nice feet
>>
>>11176492
Typical man response.
>>
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>>11176672
Hi, loser.
>>
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>>11176672
>bodiless astral dreadnaught
Lmao
>>
>>11176708
>There's no place like home there's no place like home there's no place like home there's no place like home.
>>
oh no please don't tell me cacos have feet, i only noticed pain elementals have arms until I beat doom 2
>>
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>>11176765
>Horrifying monster in the source material its stolen from
>Becomes basically an adorable flying doggo as a flying head
Why is this?
>>
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>>11176782
kek nice detail
>>
>>11176782
Every Doom enemy is dumb and cute and easily angered at each other.
>>
>>11176601
is that Shandy Milford?
>>
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>>11176802
>>
Infighting would be more fun if it made enemies racist, so they start attacking every monster of the same type.
>>
>>11176827
they should insult each-other in italian
>>
So Quaddicted is being maintained for months and Slipseer is Slipseer and appears to be bringing up virus alerts if I try to open it anyway (likely to be more drama conjured up by those fucking morons).
So where can I go for finding and downloading Quake maps? I'm in a Quake mood and I've finished the retro jam.
>>
>>11176830
No, in Spain only.
>>
>>11176839
spain à l'émental
>>
>>11176802
>pain elemental lore
>suffering, pain, more suffering, pain only lessens when causing pain, PAIN
>pain elemental
>arms do funni air waddle hehehe boom
>>
>>11176868
https://youtube.com/watch?v=29bBXa6yASo
>>
>>11176868
>lore: DEMONS, HELL
>game: all terrified of heights, most can’t keep up with a walking Doomguy, dumber than mazerats
>>
>>11175635
>Strange, I can upload to catbox, but not download from it.
Dang. I can try a litterbox link later?
>>
Wednesday night Whatever, come play some SRB2Kart!
SERVER UPDATED TO NEPTUNE 2.3, DON'T FORGET TO UPDATE YOUR CLIENT!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/N3kwhCDL#lRuLVeECG3pB_gJWhUZo1Zhp7agcBPYjhlR3ZJKf5n4
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/Neptune2.3
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

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

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

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

Recent changes:
Updated server to Neptune 2.3
Updated the repack with 2.3 and the current modlist
>>
>>11176894
I have the same problem with Litterbox, unfortunately.
>>
>>11175025
This girl's neck makes me think of the Copy That meme guy from the GameStop ad for obvious reasons…
>>
>>11176923
Um...Mediafire...? https://www.mediafire.com/file/5ymz1h4n0o91y5a/unlovedsongfix.zip/file
>>
>>11176552
>TFW people were asking "what if Zelda was a girl?" since the very begining
Time really *is* a flat circle afterall
>>
>>11176940
That just the artist not being aware Link is a guy
>>
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have a quad damage
>>
>>11176935
Yup, that'll work. Thanks.
>>
>>11175635
Try opening or F5'ing catbox main page, then opening file link.
>>
>>11176961
Oh shit. Thanks for that.

>>11176935
I'm seeing some extras for other songs too. Were those changed?
>>
>>11176973
>Were those changed?
oh whoops, I don't think so. I think I just left those out of the UnlovedStuff.wad as I was trying to figure out which song was which.
>>
it's going down..
>>
>>11177036
I'LL BE YOUR NUMBER ONE WITH A BULLET
>>
>MBF DeHackEd a flame trail for new Archvile attack
>It works only in GZDoom
Why do I even bother?
>>
>>11176834
I think you can still find submissions on the Quaddicted forums, even if the main map list isn't being updated.
Also check moddb as stuff occasionally gets uploaded there.
>>
>>11168585
https://github.com/shawns-valve/halflife
Goldsrc SDK got updated with HL 25th anniversary stuff
>>
>>11176951
Would you trust receiving a Quad from a succubus?
>>
>>11177057
I did an attack like that for my own wad.
https://pastebin.com/YDpAuCQv
>>
>>11177081
If it wasn't Purgbro or a strogg I wouldn't
>>
>>11177057
>>11177089
By the way, making a fireball that flies through the air is probably better than something moving along the ground. Because missiles can't climb stairs.
>>
PS1 DOOM FINAL DOOM port when?
>>
Why do people shill psx doom so much? Sure, it's way better than all the other console ports at the time, but it still sucks.
>>
>>11177164
It's still the only official way to play Doom 1 maps with Doom 2 enemies mixed in.
>>
>>11177096
I wanted to make Archvile spawn custom enemy which would chase the player and leave fire trails behind which hurted the player if he got close, but there is no way to assign a target to enemy automatically which meant that if you didn't saw the enemy it wouldn't move an inch.
>>
>>11177164
https://en.wikipedia.org/wiki/PSX_(digital_video_recorder)
>>11177186
>Few doom 2 enemies
>Music
>Colored lights
>Sound
>Slightly different levels
>Speed
It is weirdly different experience
Maybe a bit doom 3 like
>>
>>11177164
It's interesting, but then again, I like playing different versions of the same game in general.
With PSX Doom, Final Doom remix is probably my favourite oddity as a mix of Master Levels, Evilution and Plutonia as a single campaign.
>>
>>11177206
MBF21 supports tracking projectiles, you don't need an enemy for that.
>>
>made a DeHackEd file
>GZDoom runs it as intended
>Both Woof and DSDA occasionally crash for no reason and sometimes not
Okay, I'm done with the "muh vanilla" meme. You can get the looks and feels of the vanilla game well enough by tweaking the GZDoom options. Pushing for total source-port compatability is just not worth the trouble.
>>
>>11177258
>for no reason
I've never had either of those ports crash without giving a reason. Sounds like user error.
>>
>>11177263
Maybe. But I don't have enough time to spend it fighting against the machine.
>>
>>11177265
It tells you the exact line of what broke, all it takes is the ability to read.
>>
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>>11168584
Would there be anything left if we separated doom from the rest of retro FPSs?
Because there always appears to be multiple DOOM threads while other retro FPS games get sidelined
Well it is impossible to talk about 90s FPS games without doom but still
>>
>>11177081
>>11177093
>>
>>11177267
>Signal 11 0x0000
Very fucking helpful. Even Google has no idea.
>>
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>>11177289
thanks
>>
What's the best introductory thinking-man's-survival-mod for Doom? In the vein of Hideous Destructor but lighter.
>>
If Hideous Destructor has mods with a hunger mechanic and having to eat rations to survive then naturally there needs to be a mod for taking a dump, right? And you have to be careful to not let your waste come in contact to open wounds or anything because then they'll get infected. Get on it HDestfags, I thought you cared about realism
>>
>>11177304
I don't think most HDest players play it for the realism, but more about the deeper nuances and granular weapon controls.

Less realism, more reality.
>>
>>11177309
Then I doubt they'll have problems with the reality of eating an entire grand piano causing one to shit splinters
>>
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>>11177312
>he knows about the piano
That thing always gets a laugh out of us when we find it in the field.
>>
>>11177315
I'm at least partially in the know about hdest stuff because the rabbit enthusiast tells me about it on the kart server
>>
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>>11177284
i think the name alone might make some people click
>>
I don't want to make the new thread.
>>
>>11177304
I think modeling infections (at least in any detail) would be too obnoxious for this kind of game, Doom levels are as a rule never sterile, and often they are varying kinds of unsanitary, so it'd end up being a matter of time until you get an infection, regardless of if you have modeled pooping mechanics or not.

Like, are you also lugging around wound alcohol and antibiotics? Are there demon germs? Do antibiotics work on those? Do you have to be mindful of accidentally creating multiresistential demon cooties?

>>11177309
HDest has lots or realism going for it as a Doom mod though, and that has an appeal for how it blends that kind of tacticool realism with Doom concepts and elements, creating unique gameplay and challenge.
>>
>>11177284
There's threads about other FPS relatively often.
>>
>>11177267
I'm a JizzyDoom apologist but that isn't necessarily true at all, there are countless instances where you won't get any error messages at all, or where you'll get some indechiperable address/value which only the devs are realistically able to understand.
>>
>>11177312
>entire

Does zerking let you eat rations faster yet?
>>
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>>11176916
take it easy
>>
>>11177293
I have a faint memory of something like Signal 11 POSSIBLY meaning that you managed to cause some sort of memory overflow and made the game engage in undefined behaviors, making it stroke out and crash. All kinds of different things could cause that, even little slipups and typos somewhere, depending on context, and it's not necessarily the same with every sourceport.

I guess try double checking that everything is truly done right, but I think your best bet is simply to go and ask on their GitHub or something, if anything they may be able to spot if you did something wrong somewhere.
>>
>>11177346
idk man i didn't think it through beyond poopoo stinky memes. going by the webms posted here you guys would probably throw turds at each other like a bunch of monkeys and I think that idea alone justifies its existence
>>11177373
sandwich
>>
>>11177293
What are you trying to do with dehacked specifically? It'll usually only give a signal 11 error for a few reasons in my experience.
Remember: anything using the lost soul attack needs to have the FLOAT bit enabled and noone knows why.
>>
>>11177346
also if you take a dump while zerked it will rocket out of your ass at a perfect 90 degree angle and immediately KO small enemies on impact due to the excessive force
>>
>>11177418
>>11177379
>>11177346
>>11177312
>>11177309
>>11177304
If we really want realism then we have to add in coughing and sneezing mechanics. Imagine if you're aiming at a target and you got your sights lined up about to pull the shot then ACHOO. Next time either fight to hold in the sneeze or stop aiming and stifle the sneeze as much as you can and reaim again. Same with coughing fits.
>>
>>11177458
Unbeknownst to the demons, you are also a carrier for a rare mutated cold equivalent to super-tuberculosis, immobilizing the entire room of demons instantly as they succumb to their newly contracted illness.
>>
We should make 94p but for vanilla/limit removing ports.
>>
>>11177471
That is what Repugnus intended to do in 2021 before he disappeared so I say go for it.



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