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File: 92586949.png (204 KB, 1440x900)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11313790

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

FAQ/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/
SB2R Kart Link removed til a new thing comes out per hoster himself >>11311817

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

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/
>>
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=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V5 : https://files.catbox.moe/j0p4fc.wad

=== CURRENT RELEASE ===
Fore/vr/ Alone
http://clovr.xyz/wadsup/doku.php?id=fore_vr_alone

=== NEWS ===
[10-12] Retro Jam 2 for Quake 1 released, /vr/ regulars among participants
https://moddb.com/members/map-center/addons

[10-12] New GZDoom and Eternity versions dropped
https://github.com/ZDoom/gzdoom/releases
https://github.com/team-eternity/eternity/releases

[10-10] Doom 64 Unseen Evil released, adds missing enemies and 64-ifies Doom 1 and 2 levels
https://pyspy.neocities.org/d64ue

[10-10] Potetobloke reuploaded a ton of addons for Shut Up 'n Bleed
https://forum.zdoom.org/viewtopic.php?t=60347

[10-9] Tetanus DX released with free to use texture set
https://doomworld.com/forum/topic/148612

[10-6] International Doom v8.0 released
https://github.com/JNechaevsky/international-doom/releases

[10-5] Duake (Doom weapon in Quake) released
https://moddb.com/mods/duake

[10-5] DBP68: Outposts of the Wasteland is out now!
https://doomworld.com/forum/topic/148525

[10-5] Quake 2 PSX mod released for KEX Quake 2
https://moddb.com/mods/quake-ii-psx

[10-3] Dark Forces' Heart of the Matter released
https://df-21.net/downloads/levels/hotm

[10-3] Update 1 for the Nightdive port is out
https://store.steampowered.com/news/app/2280/view/4675389307867623088

[10-1] Blood: What Lies Beneath has been released
https://moddb.com/mods/blood-what-lies-beneath

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>11324480
Thanks for filling up Anon
>>
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>>11324491
Why, threads wouldn't be the same without each one of you, you silly devils. That's a given service, keep up with posting.
>>
>>11324491
>Samus and Gordon
Yeah no
>>
>>11324565
Why not?
>>
>>11324592
Not the same genre
>>
>>11324593
Maybe not for Samus since she’s only “first person” on the Gamecube and DS, but Gordon’s only ever been in first person shooters.
>>
>>11324601
Not the same kind of fps
>>
>>11324608
Maybe if it had slow movement, a weapon limit, and no interesting enemy/weapon variety. It’s not like this is strictly “Doom clone general”.
>>
>>11324601
>but Gordon’s only ever been in first person shooters.
Why do you have to say exactly the wrong things, Anon?
https://www.youtube.com/watch?v=XE9s8Uai3vc
>>
>>11324646
Man i remember this shit.
possibly the best "Duke II" clone
>>
>>11324608
Who cares, retro is retro
>>
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>>11324483
>/Vertex Relocation/
FDAs recorded up to MAP08, if these are of any use. First map was done by the project lead, I believe? Would've been nice if it went through some visual revision and detailing. It's pretty bland looking otherwise, with flat walls and right angles mostly. The best looking room is the one leading up to exit I think, and ironically the brightest compared to the library and office rooms with ugly repeatable ceiling lights. Following maps submitted are good point of reference. Have to mention the building's front too, Alien Vendetta's MAP03 opening is not as grand but much better detailed. There's pretty much no lighting variation on MAP03, but layout is decent with varying corridors and rooms. Its starting area could use some kind of redesign too, the first room is a bland shoebox and the presence of sound blocking lines is puzzling.
https://litter.catbox.moe/fwn5wy.zip
>>
>>11324646
>Why do you have to say exactly the wrong things, Anon?
Lmao.
>>
>>11323694
Not AI. Photo referenced. I have a bunch of pictures I took of surfaces that I thought might make good textures is all.
>>
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>>11324480
>Not the lasting encounters of the reaping kind
Guess "the third" works too, as in the third entry
>>
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>>11323564
>>11324783
Pretty cool texture. It will be tricky to use on uneven walls, but it will probably be good at divisble by 128. Here, have 2 variants in doom palette.

I too enjoy making textures out of photographs, but so far I think I only had one true success. My hands are always unsteady when holding the phone.
>>
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>>11324802
My only successful photo-based texture, for reference.
>>
>>11324802
You can fix alignment with the perspective tool in gimp or Photoshop or whatever.
I have a bunch of pictures to go through on my phone/wherever but what I have so far is here
http://clovr.xyz/wadsup/doku.php?id=tutorials:raw_texture_ref:random1
>>
>>11324808
Looks p good tho.
>>
>>11324838
you can also do a high pass thing to even out the light level across the texture, but I forget how. but you need to keep the DC component. so a notch filter I guess, cutting out the first harmonic
>>
>>11324839
Yeah, like I said this was my one true success. I did try various tools, but didn't have much success with alignment.
>>
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>>11324849
here's one way: https:// old . reddit . com/r/GIMP/comments/11p11be/what_tools_can_i_use_to_even_out_the_lighting_in/
>wavelet decompose
>average residual layer by pixelizing it
>hide the lowest frequency layer
example related. I removed the 7th decomposition. should tile better. pixelized 256x128 because it's two different textures
>>
>>11324483
repost from 2 threads ago since project lead didn't update the map version in the pastebin
V


new version of map32 for /vertex relocation/ : https://files.catbox.moe/spug1v.wad
fixed the sunken windows, fixed a bleeding window, and gave the outhouse an interior.
>>
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Yikes! This is getting out of hand. I'll just use this gun's alt fire and...
>>
>>11324849
Photoshop has a simple high pass filter built in, and it's one of the only things I miss in gimp.
>>
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>>11324885
not the most impressive shitter, but a shitter nonetheless
>>
>>11324927
Whoever used that last needs to see a doctor, or a priest, possibly both.
>>
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>>11324921
>high pass filter built in
?
>>
>>11324894
Reminds me of when I used the alt fire of the BFG during the final expansion level of Heretic on one of the earlier versions of Guncaster where it just made everything fucking explode everywhere, first time using it there's just these giant beams of lights going BOOM all over the place and I was like "OH GOD WHAT IS HAPPENING" and then a bunch of dead maulotaurs everywhere
>>
>>11324894
https://www.youtube.com/watch?v=UPuWdr6lyfU
>>
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anyone have any tips for detailing rocky/outside areas?
I'm trying to draw some map ideas for a mountain themed wad I plan to make but I can't think of how to make it look nice.
Picrel is my current doodle, this map is meant to be like the hilly plain leading into the mountain. Coloured areas are secrets
Also I worry about making the layout in general but the only way I think I'll learn is by making garbage and having it criticised
>>
>>11324986
I can't really read this map, but here's some general ideas. Make sure individual landmasses are convex-shaped, in other words lower elevation shouldn't bite into the higher one that end before the edge. Add differently colored sectors inside the shapes to make them look grassy. Add brooks and waterfalls, that always works.
>>
>>11324608
>>11324565
fag
>>
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>>11325007
I tried colouring the map to make it a bit clearer. The rectangular-ish piece below the funnel at the top is meant to be an overhang/arch as the mountain entrance. The idea I have for the map is the player to fight in the upper left and right grassy areas which will raise the brown steps leading into the entrance.
>>
Is there a guide somewhere where I can learn how to do ACS?
>>
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Played around a bit with recoloring earlier, if anyone wants to use these for something.
>>
>>11324986
Make a normal geometric area, then split the linedefs a few times and drag the vertices around, don't try to convey "rockiness" in your sketch phase, since it will just make the design unreadable.
>>
>>11324986
Rock clusters in corners, rocky overpasses, have a "hard" rock texture that sits higher than your sandy rock textures to break up the ground, vary the ground height a lot.
>>11324939
What version?
>>
>>11325186
Should be there at least since 2.8, the current one is 2.10
>>
>>11325205
Well hell. Missed it I guess. Would've made some projects a little easier.
>>
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>>
>>11325259
>removed wrong feedback, retarded statement
Looks like someone can't take criticism.
>>
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>>11325078
I CANT UNSEE
MAKE IT STOP
>>
>>11325259
>school experience terminal
This is a very cursed cloud
>>
question
i'm playing pirate doom but most of the time the textures for interactable buttons show up as fully black.

i don't know much about modding or troubleshooting doom stuff, i just plopped down the wad.

anyone has an idea what might be the cause?
>>
>>11325275
You can't obey everything others want because ones can contradict others. Or even contradict what you want yourself.
>>
>he fell for the map "flow" meme
if you don't like exploring
if you don't like key hunting
if you don't like mazes
if you don't like having several open paths
can you really say you like Doom?
>>
Alien Vendetta is still the best wad. It feels like a journey. High IQ doomers will know what I mean and will also agree.
>>
>>11325298
might be an incompatible sourceport?
What port are you using to play it anon
>>
>>11325312
>if you don't like mazes
Stop short of mazes.
>>
is gordon using his helmet during gameplay?
>>
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>>11325474
theoretical physics
more like theoretical helmets
>>
>>11325474
Probably. You only get a HUD when you put on the suit.
>>
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>>11324867
this one was a stone
>>
>>11324867
>>11325504
Did you test what these look like in game
I thought I made a good one but it loos pretty bad when I actually tried it
>>
>>11325346
Many others wads feel like a journey and are much better than AVendetta. Going Down and Valiant being the most prominent examples. I'm sorry, oldhead..
>>
>>11325516
No, just kinda fucking around atm.
>>
>>11325312
I don't like mazes. I am very bad at navigating them.
>>
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people were already making "retro" wads in 2002
https://doomwiki.org/wiki/CH_Retro_Episode
>>
>>11325312
>He can't conceive of a map that has good flow but also features exploration and multiple paths
Maybe it's time to hang up that old Ultimate Doom Builder
>>
For me? It's Quake.
>>
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>>11325771
could you please explain the appeal of Quake to someone who frequently plays Doom? It never clicks with me every time I give it another chance.
>>
>>11325312
x3 for 'fuck mazes'
Ruined Secret of Evermore
Ruined like every horror-tagged Doom mod ever
>>
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>>11325259
>>
what's the best E1 map and why is it E1M7
>>
>>11325259
>terminal barons
>animation shitpost required
>whole big idea
>hell last ass
>basic dumb spooky
>>
>>11325312
Depends on what you mean by maze. To me, Hunted is a maze.
>>
>>11325951
>>hell last ass
>>
The plasma in Osiris TC has a violent ear rape quality to it which I kinda dig.
>>
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Which sourceports are working on this?
>>
>>11326156
>The intermission screens and animated skies only work in source ports that are ID24-compliant. All other features work in MBF21-compliant source ports.
so only KEX for 100% minor compatibility I guess. otherwise should be playable in anything that supports MBF21, so DSDA-Doom, Woof, GZDoom, etc.
>>
>>11326167
GZD has the intermission screens now, but not the animated skies or status bar (or fuel/plasma coexistence in the DM maps).
>>
The Wheel of Pain is a pretty cool weapon, and I like being able to siphon off ammo from blood barrels.
>>
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>>11325776
My experience and love of Quake comes from the fact that it's forever tied to the original campaign where you're exploring dark halls and castles with a very moody soundtrack in the background. The gunmetal textures, the gross enemies, the ogres with chainsaws which remind me of House of the Dead enemies, these are all things which would have been just as enjoyable with a bitching rock soundtrack, even a dark techno soundtrack. But NIN got there first with such dour sounds, something that's always attracted me to works.
>>
>>11326268
I think you mean The* House of the Dead, friend dude
>>
>>11326270
Got me there.
>>
>>11325776
It was the same way for me until I powered through E1. And even then, once I became more accustomed to strategic usage of power ups (Red Armor, my beloved...), it sorta "clicked" for me, and I was able to enjoy the more exploratory nature of the game. Movement tech like slope- and rocket-jumping just furthered that, for me.
IMHO TBQH senpai, Quake's commercial campaigns just (mostly) have great elements that encourage experimentation and discovery, to a degree that the Doom IWADs necessarily lack. Though I do still see the cracks, the bright spots shine like gold. Wabi-sabi, nigga.
>>
im so fucking pissed
>laptop decides to kill itself ~a month ago
>don't have the money to replace it
>fiending for DOOM like a fucking crackhead
>decide to shell out some cash ($4) for delta touch on phone
>one of the main selling points of it is that i occasionally play coop with a buddy and d-touch supports zandronum
>start shitty no mod test server on tspg after acquiring the new_new_colours.pk3 those faggots force me to have
>four times in a row, zandronum says it cant locate the file despite it being in the secondary data folder
>cant try to put it in the primary root folder bc android private policy removed the ability to see it entirely
>money wasted
>day ruined
>>
>>11325593
Oh honey, you know you can use the map?
>>
>>11325365
gzdoom
>>
>>11325474
in addition to the HUD thing, he navigates radioactive spills.
the in-game model doesn't show it, but logically in-universe he does
>>
>>11326321
Map don't help much for a goldfish memory that can't recall the location of locked doors, and colorblind eyes don't serve well in spotting marked lines on the map. So the best I can do is just see where I have and haven't been.
>>
>>11326349
Use your map markers to mark shit like doors.
>>
>>11326327
You're probably running it in a way, way later version than it was made for, odds are something got fucked about in the meantime.
>>
>>11326331
>logically in-universe
It's contradictory because hes not wearing the helmet in water since he has to hold his breath but he had to have been wearing it in Xen.
>>
>>11326367
>since he has to hold his breath
does he?
the hud shows the oxygen level too, i always thought it as the HEV suit reserve, not your literal lung capacity, although for gameplay purposes it lasts for a few seconds instead of minutes/hours
>>
>>11326360
There's a version that can be played on newer versions on ModDB but it has an issue where a lot of the music is quieter than it should be.
>>
>>11326349
Most ports allow you to change the colors of the map lines to eliminate the overlap you get from whatever form of colorblind you're fucked with.
>>
>>11326359
That I should do more often. You have any idea if you can make the markers bigger? When I've tried that in the past they're always so teeny tiny on the map.

>>11326382
I've poked around with the settings before, admittedly not very hard because I'm not sure what'd be the best choice of colors, though this is something I'll have to sort out myself. I'll give it another try later on.
>>
>>11326349
If you're using jizzyDoom then this might still work.
https://forum.zdoom.org/viewtopic.php?t=61643
>>
>>11326156
The original MBF could fake burning skies by just transferring an imitation of it, though people didn't start doing it until recent years.
>>
>>11326226
GzD could abstract the ammo thing by just doing the same thing on its own end, which I suspect will be a pretty likely argument by old Chickenhead as to why he won't bother implementing ID24's approach to this on his end. Maybe someone would bake a compat patch for it, but who the fuck plays DM with GzD's sorry multiplayer?
>>
>>11324480
wen rev tries 2 get me
https://i.4cdn.org/wsg/1729240835846615.webm
>>
>>11326437
A mod's already Zscriptified the entire of id24's stuff so it's not even really needed.
>but who the fuck plays DM with GzD's sorry multiplayer?
Only Hideous Destructor fans.
>>
>>11325474
>>11325503
Does his model have it on when you see him in Opposing Force as he's boutta jump into the portal to xen?

Not like it matters you can imagine whatever.
>>
>>11326483
Right, but that's co-op, and because the only option to play anything of its kind in multiplayer.
>>
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>>11326512
No, his model in OF has sunglasses.
>>
>>11326530
>gordon freeman's onlyfans
>he only wears sunglasses
oh my..
>>
how hard is it to make custom enemies with their own behaviors in GZDoom? same question for weapons
just wondering if I need to actually lrn2code. making the sprites and stuff is easy enough as a 3Dfag
>>
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>>11326608
Depends on how complex you want the behaviors to be, and what code language you use. DECORATE is the old way but still pretty powerful and easy to use. Zscript is the new hotness and it CAN be simple if you just stick to basic functions, though getting into fancy stuff will demand more.

Here's an example of some old DECORATE shit I bashed together years ago, to give you an idea on some of this shit, the See state up there with CRMD is the monster's sprite name, and the AABBCCDD are his walking frames, and A_chase is the basic command to make monsters walk towards their target.



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