[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: 1731171211950439.jpg (40 KB, 600x305)
40 KB
40 KB JPG
DOOM THREAD / RETRO FPS THREAD - Last thread: >>11383925

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/"doom thread"/type/op/

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

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
File: 1731580863710890.png (2 KB, 497x255)
2 KB
2 KB PNG
=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V6 : https://files.catbox.moe/nvx5lr.wad

=== NEWS ===
[11-16] Skyscraper 2.0 for Quake 2 Remastered released
https://www.moddb.com/games/quake-2/addons/skyscraper-20-for-quake-2

[11-16] Map Center's Quake II PSX Jam is out
https://www.moddb.com/downloads/quake-2-re-release-psx-jam-1

[11-15] Half-Life 2 is 20 years old
https://www.half-life.com/en/halflife2/20th

[11-12] Classic Unreal games went freeware
https://oldunreal.com/downloads/unreal/full-game-installers/
https://oldunreal.com/downloads/unrealtournament/full-game-installers/

[11-12] Pvt. Stone v10.5 update, adds hard mode
https://skelegant.itch.io/pvt-stone/devlog/823707

[11-11] Kraflab quits development of DSDA source port
https://desu-usergeneratedcontent.xyz/vr/image/1731/33/1731332586741.png

[11-10] Ironwail v0.8.0 released
https://github.com/andrei-drexler/ironwail/releases/

[11-6] Going Down: Turbo released
https://doomworld.com/forum/topic/149336

[11-5] You Have My Support released
https://doomworld.com/forum/topic/149316

[11-2] Yangshuo Invasion released
https://doomworld.com/forum/topic/149122

[11-2] Pina Colada 2 released
https://www.doomworld.com/forum/topic/149139

[11-1] Nightmare Logic IV released
https://dr-cosmobyte.itch.io/nightmare-logic-iv

[11-1] Realm of Chaos 2 released
https://doomworld.com/forum/topic/125506

[11-1] DMP2024: Quantity Over Quality released
https://doomer.boards.net/post/65420/thread

[10-31] Anon posts his collection of maps
https://doomworld.com/forum/topic/148815

[10-31] Necromantic Thirst released
https://doomworld.com/forum/topic/149103


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
File: pinkieambush.png (317 KB, 720x460)
317 KB
317 KB PNG
>>
File: u4qboXh.png (274 KB, 1917x1080)
274 KB
274 KB PNG
>Woof is getting the Unity/KEX weapon selection sprites
Neat. Always liked how they looked.
>>
>>11393993
What's that map?
>>
>>11393943
MAP31 - Rip and tear
>>
>>11394000
https://www.doomworld.com/forum/topic/135241-frozen-heart-32-map-mbf-megawadfinal/
>>
Why is nobody talking about last SNS?
>>
>>11394076
here lemme start
doomware's lame
>>
>>11394085
It's not that bad but it's what Fridays are for
>>
>>11394092
no, fridays are for uhhhhh
what do we do on fridays again
>>
>>11393943
Fpbp
>>
File: Spoiler Image (2.09 MB, 520x293)
2.09 MB
2.09 MB GIF
>>11394092
>>11394094
dance
>>
File: 1508281007384.jpg (21 KB, 500x336)
21 KB
21 KB JPG
>MONSTERS: 66/66
>SECRETS: 5/6
>00:30:11
>>
File: 1617080156284.jpg (18 KB, 344x342)
18 KB
18 KB JPG
>Me using chatgpt to generate zscripts for me because even after years of fucking around with it, my small brain can't cook up my own code
>>
Is adding a super secret that isn't part of the secret count looked down upon? Not just Doom, but any old fps game.
>>
>>11394292
As in easter eggs or just weird extra hidden stuff? Elaborate more
>>
>>11394076
Why what happen
>>
>>11394292
I only fault secrets for being "too secret" if they're necessary to beat the level, but I also don't obsess over 100%
The way I see it, even if you do UV-Max runs, if it's not counted as a secret anyway, then you have no reason to complain no matter how cryptic or well-hidden it is.
>>
File: 58c013b4f0098.jpg (42 KB, 690x560)
42 KB
42 KB JPG
I managed to fix HL2, mostly, Steam Input seems to still give me bullshit with ladders, but it's yet to be a problem.
When looking at skins and that, this one looked nice, and it does ingame, except her eyes are weird and twitchy pretty often. Wish there was a fix for that.
>>
>>11394339
FULLY
>>
File: 166_66303.jpg (269 KB, 1280x860)
269 KB
269 KB JPG
>>11394340
Oh, this is that model? Lol, that's great, even though you can't even see it. If they were gonna go through that effort though they could have made her titties a bit bigger.
Also, listening to the commentary track when you first meet her, I hear something about Alyx not being designed to be a sex object, which was very funny to me as I was standing there and shamelessly ogling her now enhanced chest and cleavage.
>>
>>11394292
Just don't put items or monsters in it and nobody will care
>>
>>11394339
>skins
The best thing the HL2 Workshop does is allow easy toggling of skins. I can have my gooner thicc Combine Assassin Alyx and swap her out for Beta Alyx with two clicks.
>>
>>11394005
Man that guy does not like mbf21
>>
>>11394364
man just jerk it to porn like a normal person
>>
>>11394447
lol, shut up faggot
>>
>>11394451
there's just something really laughable about using janky porn mods to rub one out
>>
For some reason looking at zombies crashes the new HL2 update for me.
>>
File: vkquake0085.png (3.92 MB, 2560x1440)
3.92 MB
3.92 MB PNG
Any Quake maps in the spirit of "Arcane Monstrosity" of AD? I have a thing for abstract magitech stuff. I'm talking more about the general vibe rather than layout, I know this kind of floating platforming is very much a Q3 and UT thing, but they did it almost exclusively in techbase/futurist style. But in this map we have a mix of gothic, mystic and tech.
>>
>>11394461
>to rub one out
Are you stupid or something? You don't jerk off to the eye candy while you're playing, it's there to be looked at.
>>
>>11394517
that doesn't make it any less laughable
>>
throw this in ur doom autoload while ur at it heyooooo
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/doomuc
>>
File: 1682148150137120.jpg (104 KB, 1024x768)
104 KB
104 KB JPG
Has Perfect Dark got the worst final level ever? What a fuck load of SHIT.

Also, Perfect Agent difficulty. Each hit does 20% damage. No health pickups or shields. You have to beat a level in 5 hits of health. Who the fuck thought this was a good idea.


Imagine doom with no health or armour pickups. Fuck YOU
>>
>>11394564
Don't get hit.
>>
>>11394564
Once they introduce the aliens the games quality takes a nose dive.
>>
Posting the skeleton mod gameplay video since the anon working on it doesn't like linking to his own channel.

https://www.youtube.com/watch?v=JvjAlg-D84Y
>>
>>11394651
>that mastermind one-shot
Woof already fixed that.
>>
>>11394651
>rippers OP

Is NOBOSSRIP an option? Also I figured the firing sound for that gun would've been more punchy. Something more like the regular shotgun, actually.
>>
>>11394685
Nah, their damage was just too strong. The centered one had 10 damage and the others were between 7 and 5, plus they had different speeds so the slower ones took longer to pass through monsters. They're all dealing 3 damage and have 35 speed now, you can still kill masterminds in like 7 or 8 shots but you have to get close first and land all 7 nails.

>>11394651
Much obliged, anon. I kinda forgot to put it up myself because this week's been quite busy, but I'm also kinda on the fence about breaking anonimity sometimes.

>>11394712
See my first comment, the damage/speed wasn't quite right. I don't think Decohack has NOBOSSRIP, one option a friend suggested was making the projectiles have 0 radius/height and then making them explode constantly while flying but that felt way too convoluted. It'd also make the gun useless on bosses.

Re:sound, I'm not too satisfied with it either but it's kind of a placeholder anyway. Nailguns need that PING to feel good, you know the one.
>>
>>11394564
It's far more lethal than Goldeneye for sure, with no moments of intangibility between hits taken. That being said, given the speedrun cheat unlocks, straferunning against the clock usually isn't that difficult and such runs are typically short. It's still surprising on what Jo can actually get away with than if you were being more methodical.

Final boss is otherwise not too hard to lockdown somewhat. Nonetheless, not too remarkable of an ending.
>>
>>11394724
Ripper projectiles do damage on every frame they're inside an enemy's hitbox.
>>
>>11394724
Regarding the explosion thing, does decohack allow for +FORCERADIUSDMG? Alternatively you could have the projectiles do no damage but constantly spawn short lived projectiles that act as the damaging actor, that's what I do for my ripper-style projectiles nowadays, has the added benefit of having audio and visual feedback while the projectile tears through your target.
>>
>>11394724
I think you can do custom radius interactions, LOR does with its fire.
>>
>>11394736
It does, the BFG's projectile used to do that until I realize how OP it was. I'll certainly consider it.

>>11394741
Yeah, but there the flames just explode a few times when they hit something right? Not sure if that's quite what you meant.
>>
>>11394461
I don't. Are you stupid? I just enjoy the novelty of the eyecandy when she shows up, doesn't exactly take me away from the game, I've got exploring and shooting to do.
I swear, so many people (zoomers?) have weird ideas and expectations about sex appeal these days, like you can't just have it because it's nice.
>>
>>11394779
I meant that can be used as a way to make bosses get hit by radius damage.
>>
File: fireandice_1024x1024.jpg (262 KB, 705x1024)
262 KB
262 KB JPG
>>11394517
See? My man gets me, he UNDERSTANDS the beauty and enjoyment in things like Franz Frazetta's artworks.

>>11394524
You think a fully dressed woman with a cleavage is a "porn mod," who's actually laughable here? Are games like Duke Nukem 3D, Daggerfall, or Diablo "porn games" because they have a little bit of ass and titties in there?
>>
>>11394782
Ah, absolutely. You just give the FORCERADIUSDMG flag to the projectile and it'll do that, as the other anon said. If it shares the same splashgroup as the player it also won't deal any self-damage.
>>
>>11394791
Yeah, then just have the projectile deal a very small radius attack every X amount of frames, so it won't be as stupid as the current ripper projectile.
>>
>>11394503
God, Arcane Dimensions is so fucking beautiful, every level, even many of the test levels, are grand works of art.
>>
>>11394503
Nothing like that in terms of gothic/mystic/tech simultaneously.
>>
>>11394826
Damn, we need more magitech in retroshooters.
I recommend secret level in https://www.doomworld.com/forum/topic/143531-condemned-zdoom-heretic-episode-now-on-idgames/ (e1m8 "the infernal machine") as another nice example.
>>
File: dtwid07.png (132 KB, 640x480)
132 KB
132 KB PNG
i'm playing through both of 'the way ID did' wad's for the first time atm. Both are fun despite the quality varying wildly between levels. Is there any other wad's that try a similar thing worth playing?
>>
>>11394856
Doom 2 in Spain Only
>>
>>11394856
Into Sandy's Cities was pretty enjoyable.
>>
>>11394856
For Doom 1:
>Doom the Way Id Did
>Ultimate Return to Hadron
>Stickney Installation
>Solar Struggle I guess
>Forsaken Compound

For Doom 2:
>Doom the Way Id Did 2
>Abscission
>Ultimate Doom 2 if you like huge maps
>Revolution!
>Kuchitsu
>Machete
>>
>>11394790
>Are games like Duke Nukem 3D, Daggerfall, or Diablo "porn games" because they have a little bit of ass and titties
what do you mean? there's no ass or titties in duke nukem 3d
>>
>>11394920
>there's no ass or titties in duke nukem 3d
Huh?
>>
File: Daina_gyate.png (552 KB, 2600x2484)
552 KB
552 KB PNG
is LTG a porn mod
>>
>>11394958
Daina is best waifu
>>
File: stripper.gif (53 KB, 512x307)
53 KB
53 KB GIF
>>11394920
Duke Nukem 3D? No T&A? THIS game?
>>
>>11394958
Pinup. Sexy is a core theme, but there's no graphic nudity or sex.
>>
>>11395025
Don't you mean cheesecake?
>>
>>11395030
Pinups can be clothed, like bikini babes.
>>
>>11394958
It got me hard but it's not porn.
>>
File: 1691353347647437.jpg (17 KB, 437x239)
17 KB
17 KB JPG
>>11395035
But bikini babes are different than pinups, but bikini babes CAN be pinups. You know what forget it.
>>
>>11394958
Nah it's not, even though it's got references to LA Blue Girl.
>>
>>11393935
I love the Gun of Big Fucking
>>
>>11394340
MODELED
>>
>>11394958
It's a softcore porn mod.
>>
Corpse sandbags.
>>
>>11395113
Nice. Also I love those brown Plutonia bricks.
>>
>>11394920
>he has to play with parental controls on
>>
>>11394863
>>11394880
>>11394914

wow more than expected, should keep me busy for a while. Thanks anons!
>>
>>11394856
Doom 2 in Name Only and Ultimate Doom in Name Only
>>
Would Doom have had the same impact if everything about it was the same but the title? Like what if it was called "Phobos" or something poetic?
>>
>>11395138
It's a beautiful day here in San Frangellico
>>
>>11395162
Probably would have only made a minor difference, the substance of the game, in the technological, artistic, and gameplay aspects, would all be the same, as would the widespread free/inexpensive distribution of a generous demo, so I think it would have caught fire anyway.
Doom is however a great game title and product brand name, concise, thematic, easily memorable and understandable, much like with Quake and Blood.

Single word/name titles like those aren't always the best or even necessarily good, but landing a perfect one like this can do a lot for branding.
>>
>>11395186
As an example of the opposite, one of the working titles for Half-Life was Quiver. Not a terrible name, and it plays on its Quake heritage, but that's also almost a problem given how it sounds similar.

Something Gaben emphasized to his team about half-way through development was something along the lines of:
>"We can wrap it up here, and have a pretty respectable, but ultimately unremarkable Quake clone, or we can keep pushing forward and eventually end up with something truly special."
Moving away from the name Quiver I think helps reflect that. Half-Life is a very good brand name, distinct and recognizable, quick to abbreviate, and plays well into the game's themes of secret super science and sci-fi, as well as working as kind of a double-entendre on the player character's potential life expectancy.
>>
File: 1731803039341511.jpg (50 KB, 584x575)
50 KB
50 KB JPG
>>11395197
>>11395186
Man. I'm terrible with naming things. Can't even name my band. Reading this made me feel inadequate.
>>
>>11394920
Based retard for outing himself, I knew there was something off about a guy complaining about a cleavage mod.
>>
I didn't see it in the news post but Beetle released Hell Frontier as a single wad like a week ago.
>>
Ok, how the fuck do you do conveyor belts in Boom. I tried looking up a tutorial on DW and put down the 253 linedef action.

The tutorial stated it wouldn’t make textures scroll, yet not only did the textures scroll, but the entire map was on a conveyor belt.
>>
>>11395218
The line has to have the same tag as the sector.
>>
>>11395186
>>11395197
Half-Life also had a good demo, in a sort of way. There was a limited circle demo which was meant for testing, kind of a closed thing, but which was leaked, and initially Valve were all livid about that. Then, however, they saw how much sheer HYPE there was about the game, people were RAVING about how amazing the game was and how they couldn't wait to play the full and finished thing.
>>
File: 0000.jpg (120 KB, 1062x956)
120 KB
120 KB JPG
>>11394503
>>11394819
How did they managed to do it? I wasn't following Quake modding scene at all back then not like there's anything good to follow most of the times, was it a heavily curated community project, a single man project that got too big, closed community project, were there any requirements for the maps, anything?
Share what you know please, here's a happy Romero in return.
why is Krita so hard, CS5.1 was much easier
>>
>>11395238
>why is Krita so hard, CS5.1 was much easier
Anything different will be hard for a little while.
>>
>hey, how do I climb out of the airboat?
>use key isn't working
>uh, why isn't it working?
>was there a separate bind for this I forgot?
>no, none in options, Use is still bound to the face button and that should be it
>mfw as soon as I resume the game, Gordon steps out of the airboat and into the radioactive (+caustic?) waste ahead of him and quickly dies as he can't get out
>with a bit of fidgeting I realize that pressing ESC is what makes you step out of the airboat
>for some reason
There's clearly shit left I have to try to figure out with Steam Input.
>>
>>11395253
Might have had a modifier button toggled.
>>
>>11395279
It might. I get erratic shit sometimes with ladders, which seems to stop if I click the analog (for crouch toggle).
I don't have these issues with games like Counter-Strike Source, where I configured it ages ago and it works just like before.
>>
>>11395201
"The Inadequates" could be a good band name. Depends on genre.
>>
>>11395284
I think I fixed it now.

>>11395293
I agree.
>>
I got "doom1+2" from gog (nightdive pack) and d64 but I'd prefer to run them in gzdoom
does d64 run in gzdoom? I tried and it crashes
the nightdive pack's wads work, but I'd like to keep the remixed soundtrack instead of the midi originals, can it work in gzdoom?
>>
File: 1721722947078587.jpg (89 KB, 705x924)
89 KB
89 KB JPG
>>11395238
>>
>>11393935
The whole "There was once a time when more computers had Doom than Windows" thing, is it really THAT big of an achievement? Considering Windows didn't even came out until two years after Doom's release. Is it just something people say to impress clueless zoomers who don't know better?
>>
>>11395325
Anon windows 95 is not the first windows.
>>
>>11395343
Oh wow, you're right. I guess it really is something impressive then.
>>
>>11395325
Windows has been around since the mid 80s with it being Windows 3 or 3.1 being the dominant version around when Doom came out.

One of the developers was some dude called Gabe Newell.
>>
>>11395217
It's about month ago. It's been on news post, but it's already on archives since there has been lots of news and releases after that.

But yes, it's a good wad and I hope that it gets a cacoward or a runner-up at least.
>>
File: 1504555328990.png (915 KB, 820x701)
915 KB
915 KB PNG
>>11395381
>Gabe Newell
>Windows 3
No one buys this bullshit.
>>
>>11394856
The Nostalgia series should count, I think
>>
>>11395314
>does d64 run in gzdoom
Not on the regular GZDoom, but there's fork called called DZDoom, which also runs Playstation Doom.
>>
>>11394856
Every wad by Nicholas Monti. There's more than 20 of them. Mostly episodes and few megawads.
>>
>>11394958
it's a waifu mod which technically would fall under the umbrella but it's got more in common with the catalog of skimpy outfit mods (like pic related) you see for modern RPGs like skyrim, fallout 4 or cyberpunk than something like H-DOOM.

on that note nobody has the balls to make a LTG compatibility patch to H-DOOM
>>
>>11395410
Bill Gates cursed him to be unable to count to 3 for abandoning him. That's what he gets for working at Microsoft
>>
>>11395425
Is that supposed to be that Pariah game or whatever. I remember it was hyped back in the day as being on of if not the first Unreal 3 engine games.
>>
>>11394856
Beta Labs 1 and 2 does this but with Ahlpa theming
>>
File: Word cloud.png (420 KB, 1150x1150)
420 KB
420 KB PNG
>>
>>11395605
The cloud SPEAKS to you.
>>
>>11395571
It's (modded) Fallout 4. One of the companions
>>
>>11395571
In the pic? That's just a FO4 coomer mod. I don't remember a ton about Pariah other than liking the map maker on OG Xbox when I was a teen. Was it Xbox exclusive or was there a PC port?
>>
>>11395605
> trenchbroom asscheeks
>>
What's the best way to play Outlaws today? The Force Engine doesn't support it yet and I'm not sure if Night Dive are planning to remaster it in the near future.
>>
>>11394920
t. Only played the N64 port
>>
>>11395627
It was on PC and bombed afaik
>>
>>11395659
After googling it a bit, there seems to some abandonware type sites that host a "download" for the game. Archive.org has it as well. Not sure if I'll pull the trigger, but I might download it and just give it a go for nostalgia's sake.
>>
File: nostzero1.png (464 KB, 1366x768)
464 KB
464 KB PNG
Do you consider doom mapping as a form of art?
>>
>>11395727
Sure.
>>
>>11395697
make sure you virus check that shit, abandonia, myabandonware and oldgames are usually good safe but not always
>>
>>11395727
Nah, for me it's like building legos. I have an idea and then build that; and as with legos, building is more fun than actually playing, at least for me, so I my combat encounters are always lacking.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/YuMk0axa#BToWq2RowJxx-P6IWUlRIZFhYR_KxjxU7SEI9LVysHo
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/Neptune2.4.1
Get the mods: https://macgu.fun/repo/srb2kart/ (or just download them in-game, it should be a lot faster now)
Connect to macgu.fun (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
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.)
>>
>>11394958
yes, it's intended to make pp go hard.
>>
>>11395727
Any visual medium can be used to create art.
>>
File: 64caf8c7dd6c2.jpg (235 KB, 1025x536)
235 KB
235 KB JPG
>>
File: 004.png (3 KB, 120x80)
3 KB
3 KB PNG
playing around with unpacking and repacking WOLF3D resources, including optimizing sprites and deduplicating/overlapping chunk data in the .WL6 files whenever possible (poor man's Lempel-Ziv). pretty fun. this is motivated partly by the complete lack of freely licensed tools for W3D
my efforts so far have managed to shrink VSWAP.WL6 from 1.47 MiB to 1.31 MiB
>>
>>11395648
The GOG release should work fine.
>>
File: 1731265999887835.gif (3.5 MB, 454x310)
3.5 MB
3.5 MB GIF
>>11394958
"no."
>>
>>11395889
>building is more fun than actually playing, at least for me
This. There are some great maps out there, but a project has to have some special something to keep me in for a whole campaign
>>
File: Spoiler Image (492 KB, 1365x1080)
492 KB
492 KB JPG
I'm telling you guys, these HL2 Coomer mods are getting out of hand!
>>
File: kleiner-hl2[1].jpg (18 KB, 304x304)
18 KB
18 KB JPG
>>11396197
would
>>
>>11396197
now picture the Gonarch
>>
>>11396216
That thing would just be the same as before.
>>
>>11395238
>was it a heavily curated community project
Yes.
> a single man project that got too big
Sorta. Sock, the head honcho, was already a professional in video games. He just liked Quake enough to make Arcane Dimensions. His involvement in the Quake mapping community before AD was enough for him to tell people
>Hey, I'm making a modkit like Quoth. Do you want to map for it?
And that's AD.
>>
>>11396197
That's fucking funny.
>>
I like Going Down's Vivisection almost as much as NRFTL's.
>>
File: GTAB.gif (2.57 MB, 498x281)
2.57 MB
2.57 MB GIF
>>11394958
No, but my mods are gonna ban you for being a corny ass spook. GTAB.

Pls don't ban me mods. It's a dumb joke.
>>
>>11395648
Try DREAMM
>>
>>11396197
Genuinely expected Greg Coomer's face.
>>
File: 1610859051021.png (405 KB, 855x470)
405 KB
405 KB PNG
>>11395984
ggs
>>
File: 1727191266783286.jpg (47 KB, 512x512)
47 KB
47 KB JPG
>>11395984
ggs
thought it was just me at first but it seemed like we were all hitting walls more than usual
>>
>>11396667
Too much weird substances I'd say.
>>
File: Spoiler Image (830 KB, 1366x768)
830 KB
830 KB PNG
Couldn't contain my autism. Went and made the HellDame from HDoom as a follower mod for ZDoom. Her range and melee attacks are beyond the threshold monsters can't help but GIB instantly from her.
>>
>>11396671
You went and made a HellKnight Waifu companion?
Nice.
>>
>>11396671
>Her range and melee attacks are beyond the threshold monsters can't help but GIB instantly from her.
jesus, what a momma's boy.
>>
File: me_when_combi.png (625 KB, 1020x688)
625 KB
625 KB PNG
>>11395984
GGs
>>11396667
not enough drink
>>
>>11396672
>>11396673
Let me know what you think https://gofile.io/d/4jr7Dx
>>
>>11396197
This Nigga look like fried chicken.
>>
File: greatJob.png (127 KB, 574x574)
127 KB
127 KB PNG
>>11396197
>>
is there a decent mapping tutorial that ISNT made by a furry?
>>
>>11396942
What do you mean, are any of them made by furry's? Cos I can't think of one
>>
>>11396197
>They're waiting for you Gordon
>>
>>11396942
There is the one I have been wanting to write for a few years, but never got around to it.
Then again, what do you want to know?
How to use the tools? They have built-in helps, you don't need tutorials for that.
How to make a good map? Follow Romero's basics and steal from better mappers.
>>
>>11394920
Did you play the censored ports?
>>11395203
Don't think it's the same guy
Still, a little bit of tits don't make it porn, even if a bit awkward, btw what do you(and other anons) think of heavy metal fakk2? I dig the frazetta style and I'm wondering if it's also worth giving a try from the gameplay perspective
>>
>>11395727
Yes
That's why I find Dean of Doom a bit pointless
Can you imagine giving van Gogh or other painter a grade from 1 to 5? Rating art sounds stupid
>>
>>11396987
I don't see the problem in rating art.
>>
>>11395727
Yes.
>>
>>11396981
I played the demo a long time ago and thought it was neat for the time but Deux Ex, Red Alert 2 and Diablo 2 all came out at around the same time so I didn't really go any further with it. Also I was a young teenager and didn't think I could buy it the store anyway. I still have the Gathering of Developers disk it came on.
>>11396987
People do rate art by financial value but I guess that doesn't apply to doom wads
>>
>>11396995
>>11396987
>>11396990
The problem in rating anything at all is you cannot encapsulate or describe a product or work's idiosyncrasies, imperfections, perfections, subtle perfections, subtle details, etc. in a single numerical rating. Couple this with the fact that many people are stupid, and there is no reason to trust a numerical rating in any instance. Ever.

So what >>11396987 should do is just write reviews on things he feels deserve to be played.
>>
>>11396981
>I'm wondering if it's also worth giving a try from the gameplay perspective
It has that Q3 engine platformer issue where you can get stuck on convex corners if you hug the wall too closely. If you're used to Ritual's usual combination of great style and fairly ordinary gameplay it'll probably be a fun time.
>>
>>11397038
>The problem in rating anything at all is you cannot encapsulate or describe a product or work's idiosyncrasies, imperfections, perfections, subtle perfections, subtle details, etc. in a single numerical rating.
It's just an abstraction for perceived quality, and it's generally an addendum which follows an in-depth discussion of merit anyway. I think most people have discussed something and said, "it's a lot like this, but imo executed better," and then described the relative difference with a rating.
>>
File: file.png (5 KB, 611x33)
5 KB
5 KB PNG
>>11397068
>and it's generally an addendum which follows an in-depth discussion of merit anyway
You fucking wish.
>>
>>11396216
>>11396227
Gonarch, except it now has TWO big balls, instead of only one.
>>
Is Cherry Doom still getting updates?
>>
>>11397210
Slowly, there was a commit last week.
>>
so how many anons in here know WOLF3D has an entire typesetting engine built in just for the help screens and end-of-episode screens?

^P
^G16,16,5
^C7eCONGRATULATIONS!
^C00
The absolute incarnation of evil, Adolf Hitler, lies at your feet in a pool of his own blood. His wrinkled, crimson- splattered visage still strains, a jagged- toothed rictus trying to cry out. Insane even in death. Your lips pinched in bitter victory, you kick his head off his remains and spit on his corpse.

Sieg heil . . . huh. Sieg hell.
^P
^c7eBUT THE ADVENTURE IS JUST BEGINNING!
^c00
And if you like Wolfenstein, you'll love the prequel trilogy of "Nocturnal Missions!" Thirty more action-packed, super- challenging levels! B.J. battles the Nazis as they plan large-scale chemical warfare. Fight Otto Giftmacher, Gretel Grosse, and General Fettgesicht!
^E
>>
>>11396671
>>11396816
Cute, can't wait to try it out myself.
>>11396673
I don't know if it can be applied to melee, but I think the NOEXTREMEDEATH actor flag can be applied to her attacks to prevent them from gibbing if you really want to; that'll at least make them consistent with the projectiles of vanilla Hell Nobles. Then again, I don't know shit about Doom modding and I just grabbed this from the ZDoom Wiki by CTRL + F'ing "gib".
>>
>>11397268
That last line reminds me of how weird the "chronological" order of the Wolf3D games and chapters are because killing Hitler meant they could only make prequels.
>Spear of Destiny
>SoD: Return to Danger
>SoD: Ultimate Challenge
>Wolfenstein 3D Nocturnal Missions (chapters 4-6)
>Wolfenstein 3D (chapters 1-3)
>>
>>11397364
they probably only intended 3 episodes when they were starting
>>
File: 1709232707081041.png (608 KB, 968x768)
608 KB
608 KB PNG
>>11395201
I'm naming your band
>the Larry Flintstones
You're welcome
>>
>>11395325
Do you think windows 95 is the first windows?
>>
>>11397038
I give your post a 2 minus
>>
>>11395410
>He attended Harvard University in the early 1980s but dropped out to join Microsoft, where he helped create the first versions of the Windows operating system. In 1996, he and another employee, Mike Harrington, left Microsoft to found Valve...
Now he's working on Linux.
>>
>>11397475
He just saw everything from the inside and knows it can't be redeemed. It's easier to unfuck Linux gaming compatibility than to stop Windows from going the path they chose.
>>
>>11396981
>wondering if it's also worth giving a try from the gameplay perspective
The gameplay mechanics are solid enough once you get used to the controls. It's basically a faster-paced, less janky Tomb Raider in most regards.
The problem is you spend half the game fighting extremely annoying little bug enemies that are impossible to hit in melee without taking damage yourself.
It's still fun enough for at least one playthrough despite that, but it's not the kind of thing you'll really want to come back to any time soon.
>>
File: 66f61e14d3903.jpg (576 KB, 1920x1080)
576 KB
576 KB JPG
>>
>>11397636
>YO LIL DONNIE
>>
File: invasion-statusbar.png (15 KB, 1440x173)
15 KB
15 KB PNG
What's the deal with this statusbar? It's in every other 90s wad and it doesn't even look any better than the standard one.
>>
>>11397669
It's shiny, that's cool.
>>
>>11397678
Its glint turns into blue bitcrushed pixels, it's very amateurish and crappy looking. At least they didn't try making it golden.
>>
>>11397665
>not GORDIE
baka...
>>
>>11397698
Everything was amateurish and crappy in the 90s. Temper your expectations my dude.
>>
File: image.png (2 KB, 157x105)
2 KB
2 KB PNG
>>11397669
Can't see shit, captain.
>>
File: breenposting.png (165 KB, 1585x324)
165 KB
165 KB PNG
>>11397636
>>11397665
>>
>>11394259
I hate this shit especially when it turns out the secret was some gay shit like a couple stimpaks in a tiny closet somewhere.
Do people ever do the shit that was in Thy Flesh Consumed with each stair sector being a secret in that shawn green map?
>>
>>11397789
I played Slaughter Until Death recently and it had one with the total of 16 steps, but it was from 94 and you couldn't see the precise numbers unless you were using Boom anyway.
>>
>>11397789
Those are mistakes, Shawn tagged the sector as secret and then split it up into stairs, making every stair step its own secret sector.
It's a basic rookie mistake, hell, I do it myself every once in a while, but I try to be conscious in checking for stuff like that.
>>
>>11397798
>>11397797
I can appreciate it being a rookie map error, it's still a bit annoying but I won't hate on mappers who haven't done it either in a while or ever.
Still hate stimpak-closet tier secrets though. However I don't mind secrets that are shortcuts or alternate routes to places.
>>
>>11397736
You need to see the actual numbers? By the time you're getting to fan content, you should know which colored square corresponds to which weapon.
>>
The man with 5 kids, everybody.
>>
>>11397736
You can pretty safely count to 7 without the illuminated numbers, broseph. And if you can't, welp, better hurry up and grab them.
>>
>>11397813
Let alone being aware of what weapons you currently have on you.
>>
>>11397814
>I'm glad you're taking an interest in the opposite sex, Sandy, but this is inaccurate. Girls don't have cooties. I checked.
>>
>>11397836
He has 5 kids though. He braved the possibility of dying of Cooties 5 times in a row and you're laughing at him? Have some damn respect, motherfucker.
>>
>>11397813
>>11397823
>>11397835
I don't need these numbers at all and I have arms lump removed in nughud. Just talking about how it as well might not be here because grey numbers are virtually unreadable.
>>
>>11397842
And my point was "you really don't need to see the numbers when you DON'T have the weapon."
>>
>>11397851
Your point is retarded and is making excuses for a bad UI choice
>>
>>11397851
You're right, I don't, and it doesn't even matter if I have the weapons or not.
It's just a bad UI design. If it's there, then it should be usable.
>>
>>11397861
I disagree. The purpose of that section of the hud is to, at a glance, identify which weapons you are carrying. Something the ammo counter does not do. And the difference between the gold and the gray numbers is distinct, and clear. Meaning it serves the only purpose it needs.
>>
>>11397814
Anyone got a screencap of that one anon asking how Sandy has 5 kids and the other anon replying to that with something along the lines of "he hit that good mormon pussy 5 times" or something? Shit was hilarious
>>
>>11397835
Sometimes I'll forget if I've gotten a shotgun or not when I have the super.
>>
>>11397636
>>11397665
i had some citizens over 4 breencast last nite, old collaborators hadnt seen in yrs...turns out 1 of them luvs ya LIL GORDIE! i got up from the mahogany desk, went into the reactor core, grabbed my nicest piece of FAKE xen crystals, and took a big shit on it. an old black mesa recipe, its called THE RESONANCE CASCADE! i served it up to him and said BON APETIT! he started to leave so i grabbed my shit off the crystal and put it right up close to his face...I said C'MON ONE BITE WONT HURT YA, MUTHAFUCKA...DO IT FOR LIL GORDIE!
>>
>>11394503
There is this one map that was inspired by Metal Monstrosity and the 768 map pack.
>>
File: 64708fba44862.jpg (424 KB, 1920x1080)
424 KB
424 KB JPG
>>
>>11397976
Good...god......
>>
Half Life 2 seriously drops in quality after the car segment, Nova Prospekt and everything after feels like a bunch of Quake levels.
>>
>>11398053
Well to be honest Half Life is just a Quake game if Carmack never contributed a single word to development outside of the code.
>>
>>11398053
are enemies as spongey in quake 2/3?
>>
>>11397814
where's the lie?
>>
>>11398074
On Hard enemies are kinda spongy but I put the blame on Half Life 2's shitty weapons more than the enemy HP.
>>
>vanilla HL2
couldn't be me
>>
>>11398074
Their brains are made of sponges in Quake 3.
>>
>>11398094
Source 2004 HL2 is the only HL2 worth playing.
>>
>>11398129
source 2006 with smod homeskillet.
>>
>>11397814
>dad cracks overused joke
It's a slow day at Doom News
>>
File: nugg0043.png (630 KB, 1917x1080)
630 KB
630 KB PNG
You ever get the feeling you forgot how to make Doom maps? Sure, you can map just fine but it just doesn't feel doomy anymore.
>>
>>11398173
Genuinely no, I don't.
>>
File: Doom-e2m6-comp.png (41 KB, 640x480)
41 KB
41 KB PNG
>>11398173
Too many mappers got too carried away with endless possibilities. Never forget your roots.
>>
>>11398173
>>11398197
Also never forget that it's always fun to play something unorthodox, especially if it's nicely done.
>>
>>11394292
Blood has those, right? As someone who likes secret hunting I feel a bit conflicted about that, but I wouldn't hate them as long as there's still marked secrets to look for. In Doom's case, I imagine if it's as >>11394363 says and it's just weapons/ammo/health it should be fine for most other people.
>>
>>11398173
No, but don't let that stop you, if it still plays good and looks good, you're golden.
>>
>>11394363
>>11398226
Absolutely nothing wrong with putting monsters in secrets, particularly if it's like its own separate chunk of playable and explorable level.
>>
>only this general remembered the hl2 anniversary
>the halo 2 thread had more replies
Grim, the board needs to discuss more 00's pc games instead of consoleshit. No one cares about FEAR, TF2, Portal, Nolf, Far Cry, UT04, RTCW, Serious Sam, Riddick, Painkiller, Prey, etc.
>>
>>11398242
Halo 2 was always more popular than HL2.
>the board needs to discuss more 00's pc games instead of consoleshit. No one cares about FEAR, TF2, Portal, Nolf, Far Cry, UT04, RTCW, Serious Sam, Riddick, Painkiller, Prey, etc.
Sure you start.
>>
>>11398242
Get raped.
>>
>>11398234
The problem isn't putting monters in secrets. But people might not like it if said secrets are unmarked and hidden to the point you're not supposed to ever know about it unless you made the map or look it up.
>>
>>11398405
Unmarked secrets are usually easter eggs, like that prop hunt in Kenosis of EV2.
>>
>>11397814
>posting a "spicy" twitter screencap in the hopes of owning someone or creating outrage
The Anon with 8 dicks in his mouth, soon to be 9, everybody.
>>
File: 1346767614421.png (1.02 MB, 826x738)
1.02 MB
1.02 MB PNG
>>11398450
anon i'd bet your entire year's salary he was just posting something amusing because it's a doom mapper who said that girls have cooties.
>>
>>11398456
It's hard to tell with people here anymore, Anon. You should know well enough by now we have our fair share of misbehaving users that are happy to stir shit.
>>
File: hl2_mop2.png (2.44 MB, 1920x1080)
2.44 MB
2.44 MB PNG
>>11398094
>>11398136
Know of any good vanilla maps to play through it?
>>11398242
>Halo 2 and HL2
I've been playing and comparing both lately. I haven't played Halo 2 in the longest time.
>>
File: file.png (1.03 MB, 824x734)
1.03 MB
1.03 MB PNG
>>11398459
stir shit with a twitter post that says girls have cooties. anon look at yourself. go play some doom.
>>
>>11398456
Not just a mapper, but an original dev, who's a grandpa.
>>
>>11398463
>Know of any good vanilla maps to play through it?
the hl2 campaign. smod redux heavily modifies hl2's campaign. otherwise play [insert vanilla hl2 campaign here] because it works with anything vanilla that isn't ep1 or ep2. you can even make your own mapadds to these campaigns. i won't lie i've played the hl2 campaign 100s of times with smod because i can't get sick of it.
>>
>>11398450
I'm not posting anything spicy. Not trying own anyone. Sandy posted a sarcastic joke, I replaced the context for another silly joke. Geez.
>>
>>11398053
>Nova Prospekt and everything after feels like a bunch of Quake levels.
You say that like thats supposed to be a bad thing.
>>
>>11397669
I always associate that hud with random custom sfx, too.
>>
>>11396671
>he said NO PICKLES
>>
>>11398053
Nova Prospekt and the Citadel make sense, the former was a relatively late insertion to cover the cutting of the Air Exchange through plane ride/Skyscraper, and the latter was apparently the only part of the game not to go through multiple revisions because they started real late (learning fuck-all from Xen, I guess).
>>
File: 1723474709632729.png (63 KB, 256x256)
63 KB
63 KB PNG
Ordered a 2024 OLED just for Doom wads and asked AI which custom wads could dazzle me given that it knew I had an old benq with an AMVA panel with black crush and smearing that I was replacing.
It said Poogers. Just Poogers.
Guess it's back to figuring out how my controls were being messed with on that bridge area for me. Just tell me wtf is happening.
>>
>>11398513
Well, for what it's worth: I'm sorry. Disregard me, I suck cocks.
>>
How many build engine anons are here, that play custom maps? I'm curious what's something that you hate in custom maps for Duke. I personally hate batllerold spam but that was in original maps too but what about maps themselves?
>>
>>11398630
>2024 OLED
the vr set?
>>
>>11398708
I hate when levels are too "Doom-y".
>>
>>11396671
>>11396816
Finally tried it out. Only have a few critiques.
>Dialogue is a bit repetitive in my opinion.
>No rotation sprites for attacking.
>Not immune to friendly fire, not that she's likely to die from it directly, but she may block your shots now and then.
>>
>>11395648
>>11396059
Can confirm. Played it semi-recently a few times.
Great game.
>>
>>11398708
I really fucking hate it when there's a setpiece wherein something blows up, and the mapper decides to make the trail of explosions veer directly towards the spot you'd likely be watching it at. Bonus negative points if the trail starts to scatter everywhere, so the only course of action is to run around wildly praying to not get instagibbed.
>>
>>11398463
maison de surveillants de la source de la loue...
>>
>>11396942
just checked every single one and: no
>>
>>11398639
8, or 9?

Kidding ofc. Apology wholly accepted. Thanks for being a stand up guy. World needs more.
>>
>>11398173
I forgot how to make maps that aren't a giant empty crater.
>>
>>11398173
I find myself getting too carried away with detailing shit and only focusing on combat enough to make it "serviceable"
>>
The way metrocops rappel down from bridges right in the path of your speeding airboat will never not be fucking hilarious to me. Fucking goofballs.
>>
>>11399052
I used to have that problem when mapping as a teenager, only the gameplay wasn't even servicable, monsters, items, and layout, were all at most just considered for aesthetics.
They were not good levels.
>>
>>11399061
The combine are silly geese. What, nobody ever ran a scanner or wondered why a LOT of power was being siphoned to the middle of fucking nowhere in Black Mesa East? And let's not even get into the fact that the entire army is supplied with MP7s, an assault rifle, and a shotgun, but no .50 LMGs, no bazookas or rocket launchers? The advisors must have thought they were too good for that. Silly fucks.
>>
>>11399083
The combine do not give a shit about earth, it's just another vassal planet to siphon resources from, the civil protection are the minimal military presence they need to quash resistance. They aren't the guys that fought the 7 hour war
MP7s and shotguns are fine for dealing with civilian rioters, nobody is gonna have level 4 plates or what have you. It's the same reason the HECU marines have similar gear, they weren't expecting AAYs, just scientists.
>>
>>11399092
You ain't tellin me nothin I don't know anon, but c'mon. Whoever was in charge of munitions acquisition and management dropped the ball when they saw the stockpile of M1 Abrams, M4s, and again bazookas and .50 LMGs and said
>nah we don't need this
When you give it a big think, that's genuinely why the combine lost later in their occupation.
>Huh? The citizens are uprising? Just roll the tanks in, who gives a fuck. I'm gonna go back to snorting coke off this female vortigaunts third tit.
Would've been ezpz.
>>
>>11399095
The answer as always is bureaucratic incompetence
>>
>>11399092
Resistance was inevitable, we humans do it amongst ourselves all the time, violence and killing is in our blood, so they very much were vastly underestimating us.

I get that the units they employ are mostly locally sourced Quislings, but they really neglected equipping these occupational forces better, they are relatively thinly spread and very lightly equipped. This probably stems from the actual Combine both underestimating humanity and probably even rating us as of low importance, and it may just be the case that the Combine as a whole is stretching itself thin and can only realistically allocate so much.

This still however leaves the occupational forces vastly neglecting what assets are already here to keep things in check.

>>11399095
The lack of tanks and squad level support weapons, along with very limited air support, is the most glaring.
>>
Like, just realistically, HECU would kick Overwatch's ass (having actual machineguns and being so goddamn grenade happy does lots for force multiplication), but HECU doesn't exist anymore by Half-Life 2. The Strider is cool, but it's basically made for stomping riots primarily, an Abrams or Leopard tank would rape it from long distance with a saboted tungsten penetrator, which is why it's curious that Overwatch would neglect assets like those.

Though perhaps what the Combine did was to just swipe most serious military materiel to recycle for resources they wanted, and then left Overwatch with scraps and gave them some old handmedowns to fill some gaps, just not enough.
>>
>>11399127
YORE DEAD FREEMAN
>>
>>11399134
Military intelligence, two words combined that can't make sense.
>>
>>11399117
>I get that the units they employ are mostly locally sourced Quislings
Man I forgot that word existed.
>>
>>
File: 3243q6425.png (68 KB, 324x543)
68 KB
68 KB PNG
>>11399147
It's funny every time I see it.
>>
>>11399147
https://www.youtube.com/watch?v=e33K08L-a20
>>
>>11399147
>put random ration in my loadout
>start game
>why can't I move?
>oh, right.
>>
>>11398630
I asked an AI to list the best wads of 2023 and it made a list of fake but kind of convincing names
>>
>>11399186
I should use that the next time I make a project.
>>
>>11399186
Did you save the list? I love reading AI nonsense.
>>
File: Screensho.png (32 KB, 843x182)
32 KB
32 KB PNG
>>11399192
>>
File: concerned bird.jpg (176 KB, 520x678)
176 KB
176 KB JPG
>>11399193
>Aetherius
>>
>>11399192
I asked meta.ai right now and it gave me "Echoes Of Doom" which is a 40k novel. Made me heh.
>>
Cool sector dropship.

>>11399153
>oh gee, I wonder what that could be
>An Entire Grand Piano

>>11399156
Is there a mod with MGS sounds?

>>11399163
Shit, I didn't even know rations had loadout codes. But I found them.
>>
>>11399204
If you eat it, just make sure to smile as you chew. It's funnier that way.
>>
>>11399092
>It's the same reason the HECU marines have similar gear, they weren't expecting AAYs, just scientists.
Well the marines are equipped like marines because that's what they are but the weird thing is the Bluefor guys just having shotguns and pistols to guard a huge research base conducting interdimensional experiments and building energy weapons.
Another thing is everyone is a scientist or guard in a place that has a freight trainyard, airstrip, hydroelectric dam and nuclear waste disposal facility. Where are the engineers, technicians and fat guys with hard hats?
>>
>>11399239
I think a lot of the other personnel got cut for time constraints. If you look out the window and down to the platforms in the opening train ride, you can spot Gus driving a forklift. Gus is a fat dude in overalls and a hardhat.

I wish we did get to see more different staff. Wouldn't it be neat to find Gus with a revolver in a makeshift crate barricade? Or see a janitor get snatched up by a barnacle?
>>
>>11398814
Oh that's a good one, hate that shit too
>>
>>11393943
>texture is misaligned
A person of culture made this image
>>
File: nightwatch_background.png (1.1 MB, 1024x768)
1.1 MB
1.1 MB PNG
>>11399239
>>11399325
The Nightwatch mod was going to cover that stuff with the player being part of a para-military force with access to a bunch of new weapons but they suffered from feature creep hell and then never finished because many of the team got poached into the industry, at least one of them still works at Valve afaik.
>>
>>11398814
>>11399349
Has anyone made a Build mod where the series of explosions actually chase the player? I don't mean running down a hallway as the explosions are coming, I mean as in it intelligently chases you, trying to find you behind cover, opening doors, riding elevators, etc.
>>
File: reaction-big-eyes.gif (22 KB, 200x200)
22 KB
22 KB GIF
>>11399383
that's... not how explosions work, anon.
>>
File: yes and.png (23 KB, 201x201)
23 KB
23 KB PNG
>>11399385
>>
>>11399193
>A masterful expansion that tests the limits of your reflexes and sanity.
If only the real TAG2 properly delivered on that.
>>
>>11398814
>trails of explosions going all over the place and instantly killing you
>doors instantly killing you
>enemies with powerful explosives placed in spots where they surprise you in close quarters and instantly kill you
It's Build time
>>
>>11399536
Is incessant screen shake whenever literally anything explodes a build feature or a bad game maker thing? Because, holy shit, the amount of screen shake in AMC squad is beyond aggravating
>>
File: sadburger.png (588 KB, 1917x2150)
588 KB
588 KB PNG
Anon who said to never forget your roots, I heard your advice.

Doesn't mean I can't have a little laugh while doing it.
>>
File: comfy doomguy.png (50 KB, 197x190)
50 KB
50 KB PNG
>>11399603
>>
File: 1717642434358212.webm (3.84 MB, 640x360)
3.84 MB
3.84 MB WEBM
>>11398708
I love the level exploration+progression relationship that my favorite build levels are known for, so my least favorite thing is when a level messes that up or becomes too obtuse. There was one Blood custom episode I was really trying to enjoy where I kept running into that (I forgot what it was called).
I wish I had more of an opinion on Redneck Rampage: I don’t love the rest of the game enough for the time I spend in those levels. I think my farthest save right now is the level after the sewer boss.
>>
File: 1732283762639315.png (143 KB, 327x271)
143 KB
143 KB PNG
>>11399207
>>
>>11393936
Hedon has received its very first PWAD.
https://www.doomworld.com/forum/topic/149566-below-the-gaudy-goblin/
>>
>>11393935
damn, did Quentin Blake actually draw that?
>>
I like the rare occasions when you can corner one of these guys in an area they can't teleport out of.
>>
I love Private Stone and enjoying playing with her weaponset and beating the shit out of demons.
>>
File: 1728689631244103.gif (58 KB, 200x200)
58 KB
58 KB GIF
>>11399147
>>
why isn't my 8bit 11khz 3 second sound playing in chocolate/boom but plays in dos?
>>
>>11399945
zomg epic
>>
>>11399945
Skelegant doesn't do very balanced gameplay mods but she sure does fun gameplay mods.
>>
Wow, AMC squad's final boss is literally the doom 3 cyberdemon fight, but 10 times longer. What a chore.
>>
>>11399398
and its dumb as fuck, grow up
>>
>>11400326
Fuck you, faggot, I bet you hate the rockets on legs also.
>>
>>11400213
seems to have something to do with the length of the sound file, but dsbossit is like 6 seconds long or some shit and plays fine.
some hard coding? it only plays a short chunk of the sound in vanilla, but plays nothing in chocolate. crispy it will play if i toggle on "play long sounds" in the options.
>>
File: doom hit da bricks.jpg (117 KB, 1200x1042)
117 KB
117 KB JPG
>>
File: 111e.png (158 KB, 328x259)
158 KB
158 KB PNG
https://www.youtube.com/watch?v=nKH-9U1oxHM

>thought i was gonna get some doomworld modding history goodness
>got a graf zhal greatest hits
>>
>>11400481
MUST 100% 100% 100%
>>
>>11399946
WHOA! BIG!
>>
>>11400481
B A S E D
>>
>>11400481
people really care about 100%?
>>
File: Image10.jpg (85 KB, 720x1162)
85 KB
85 KB JPG
>>11400509
>Lilith.pk3
Nothing even horror about that.
>>
>>11400574
unfortunately
>>
>>11393935
Any suggestions for a megawad that works well with High Noon Drifter?
>>
OH GOD GUYS HELP
>>
Lads I am zoning the fuck out this Friday night with some SMOD and zombie slaughtering. Feels good man. Map is Night Of A Million Zombies which only ends after you kill a million zombies supposedly. Most I've ever done is like 1000.
>>
>>11400582
Looking at this image makes me want Doom but sprites and textures are not pixelated
>>
>>11400606
google boomer shooter I guess
>>
Why hasn't the Half-Life style of weapon groups been more popular, when it's much easier to use than reaching across the keyboard to press 9 or rebind all your shit to Q/Z/X/C/etc.
>>
>>11400648
If it ain't broke don't fix it probably. I also enjoy how Half-Life does weapon switching.
>>
>>11400653
>If it ain't broke
But it is broke. High-number weapon switching is an artifact of keyboard-only gaming where everything's on the numpad in easy reach of the right hand.
>>
>>11400658
Anon that's not broke. That's inefficient.
>>
>>11400648
Most games don't have enough weapons for that to be necessary, and newer ones that do just implement the console sphincter.
Also keys are very much meant to be rebound for convenience, despite most people being content with number key weapons. No sane person would use the default binds in something like Deus Ex, for instance.
>>
>>11397814
He's wrong
Girls have pussies, not cooties
>>
>>11400732
>Into Sandy's Pussies
>>
>>11400648
I've been playing Elite Force 2 lately and it has weapon groups. With 1-2 weapons per group.
>>
>>11400574
It's usually fun to kill all the monsters, find all the secrets, and get all the items.
>>
>>11400481
>you can just leave
decino moment
>>
File: vkquake0099x75.png (3.77 MB, 1920x1080)
3.77 MB
3.77 MB PNG
I like right handed weapons more.
>>
File: file.png (3.18 MB, 1920x1080)
3.18 MB
3.18 MB PNG
>>11400591
YABBA, MY ICING!
>>
>>11400582
Strange Aeons is pretty fun, I've been playing it since October.

Brotherhood of Ruin, Ancient Aliens, Emerald City and Plutonian Sunrise also feel like they'd be fun with HND.
>>
File: no.png (2.3 MB, 1920x1566)
2.3 MB
2.3 MB PNG
>>11400606
Oh hi, Graf
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>11400963
>John Romero playing MyHouse with GZDoom's defaults
Hate it. So much.
>>
File: Pulled closer.gif (681 KB, 1917x583)
681 KB
681 KB GIF
>>11401059
Been working on Kustam's BFG weapon. Just gotta make animations for firing the two arms, and changing back to the hands. After that I'll start painting over everything and God help me there.
>>
>>11401069
he's old, anon, he no longer gives a shit, hasn't in a long-long time
>>
>>11401071
>>
>>11401075
Well I got the big arm guns modeled as you can see there, and after I get the animations sorted out I'll need to go back and paint over all of the new frames I've made.
Pray for me to have the fortitude to paint over everything and release this bastard before December is over.
>>
Finally done with amc squad. What a chore and a bore of a final fight and garbage ending.
>>
>>11400481
Never got the compulsion to 100%, so long as you do all the encounters and don't bitch out of any I consider that complete
>>
>>11400232
I have to admit the chaingun is busted as hell, but its such fun
>>
>>11400481
100%ing everything is reserved for replaying my favorite content.
>>
File: image.png (1.13 MB, 1920x1080)
1.13 MB
1.13 MB PNG
>>11401059
finished this room but now im thinking it kinda doesnt fit with the rest of the map, maybe ill cut it out and reuse it somewhere else
>>
I'm done with Base Ganymede. Solid wad, good fights and setting.
>>
>>11400858
Your icing? What about MY icing?
>>
File: vkquake0112.png (3.61 MB, 2560x1440)
3.61 MB
3.61 MB PNG
>>11400831
Also even though this mod probably doesn't do anything to weapon feedback, it feels like there is more of it when they're shifted to the right.
>>
File: Recreational Astrocide.png (3.42 MB, 2560x1440)
3.42 MB
3.42 MB PNG
>>11401413
"scr_ofsy 2" with a side of "scr_ofsx -2" for me.
>>
Is Scourge of Armagon the Plutonia of Quake?
>>
>>11401487
There’s not much of a difficulty difference between it and the base game.
>>
>>11401487
No. It's the Scourge of Armagon of Quake.
>>
>>11401367
Yea. It's very enjoyable. Then there's Khorus' Speedy Shit and Nuclear Chunks, if you want more Khorus.
>>
>>11401476
Damn, I was looking for a console command to do this and couldn't find it. So I installed a mod, which also has specific files for vanilla, for ad, for a few other popular mapsets. I tried your command and it works and it's universal. They should just write it on mod page or something.
>>
>>11401476
>>11401574
You realize this offsets your actual camera, not the weapon model right? Feels weird as shit doing turns.
>>
>>11401649
>You realize this offsets your actual camera, not the weapon model right?
Yeah and it's great. The gun_x/y/z commands are similar for Quake 2 and Doom 3/Quake 4 but the projectile origins are the same.
>>
File: SIGIL_II_title.png (50 KB, 640x480)
50 KB
50 KB PNG
bro just telefrag the cyberdemon bro it's easy just like crush him lol here's a billion bfg ammo bro just 2-shot him it's easy lmao
>>
>>11401508
idunno man those floating explosive balls can fuck right off
>>
File: 1704167256369532.png (4 KB, 189x222)
4 KB
4 KB PNG
noob question:
I love the new doom1+2 release soundtracks
is there any way I can have the OST in all the mods too? its such a letdown when I launch up a mod and its the midi/synth music instead
>>
>>11401763
Not much more or less annoying than how the Elder World’s places spawns imo. Even if they were inarguably “worse”, SoA would still need to be a bigger dick to me for me to call it “Quake’s Plutonia”.
>>
>>11401748
Looks like Romero made you his bitch. Just drink his knob bro.
>>
>>11401783
Yeah
>>
>>11400481
God I love fucking with UVMaxxers.
>>
>>11401748
Rule of thumb is immovable cybers are meant to be telefragged.
Solar Struggle has a secret teleporter that allows you to telefrag a moving cyber, was fucking neat.
>>
>>11401826
There are maybe two immovable cyberdemons in sigil2, and there are no less than one per stage
>>
>>11401748
I played a WAD this year where the secret level had probably like few dozens of cybedemons and you had to fight a lot of them in super narrow platforms with death floors around. I don't remember the name of the WAD, but I was ready at that point. I grew up playing stuff like Sunlust and Junkfood.
>>
>>11401849
>grew up playing Junkfood
>it came out two years ago
I thought children weren't allowed on this board.
>>
>>11401880
I grew up as a person I mean.
>>
>>11401882
I grew up when I played hdoom, if you know what I mean.
>>
This map was a doozy.
>>
File: Bohrok in Quake.png (1.2 MB, 1284x1490)
1.2 MB
1.2 MB PNG
>>>/toy/11243114
Some guy is porting Bionicle stuff to Quake, thoughts?
>>
Plutonian Sunrise is underrated.
>>
Recently gave pirate doom 2 a playthrough. I mostly enjoyed it. The visuals and maps were mostly nice to play through. While the first was a Gz wad, I was surprised at some of the neat things possible in MBF. Favourite map was lighthouse pt2 probably just for the ambiance.
>>
File: new transfer.jpg (489 KB, 1694x1694)
489 KB
489 KB JPG
>>
I'm new to DOOM game and modding and we're struggling with multiplayer games:

I'm trying to host a LAN doom game through ZDL, zandronum as source port, using Zerotier for LAN vpn, now my problem is, in doomseeker, I'm able to see my own LAN server but my friend cannot see the server, weirdly enough the icon of the server from my view it's a flag instead of a "LAN" icon, and the address is a bit odd too
>>
>>11401949
I had a load of fun with it, music's pretty great too, had I not known better I'd have thought it was ripped from Monkey Island or something similar.
>>
>>11401928
>>
File: gd.png (1.72 MB, 1192x892)
1.72 MB
1.72 MB PNG
>>11393935
Redpill me on the Croteam engine and what innovations it introduced to the competition.
>>
>>11401929
Cool.
>>
>>11401929
Neat, goes with that Bionicle Doom mod.
>>
>>11401967
>what innovations it introduced
An "S" button.
>>
File: ToaTools.jpg (160 KB, 1401x550)
160 KB
160 KB JPG
>>11401929
Some of those weapons seems fine to me.
More bonkle is always a net positive on the world.
>>
>>11401951
Tilde, connect [IP address].
Shouldn't need doomseeker or whatever.
>>
File: image.png (91 KB, 1144x91)
91 KB
91 KB PNG
>>11402020
Apparently I came across a problem, here." "We're using mods, I saw some threads on the other website saying that using Wadseeker can do the job by downloading the same as the server itself, and the only way I can use wadseeker is by using Doomseeker, clicking on the server and find missing WADs then download them, and I can't.
>>
Anyone here know how to make an enemy's melee attack knock the player back if it connects?
>>
File: Dresden1945.png (108 KB, 1001x673)
108 KB
108 KB PNG
>>11401059
>>
The antlions are as retarded as the CPs tbhfam, sometimes they overwhelm the enemy for me, but quite often they also block my pathway in the narrow corridors and catwalks inside Nova Prospekt, which more than a few times actually blocks me from falling back, meaning I can't flee a grenade or avoid having my head removed by a shotgun grunt.
>>
>>11400732
that's where cooties originate and spread from
>>
>>11402239
Now that you mention it, I think I got cooties from a girl years ago. Damn that stuff was itchy.
>>
>>11400574
Absolutely every single demon must die. Always.
I don't really care about the other but I often need to get all the secrets because of demons inside of them, but my focus is killing the demons.
Couldn't give less of a shit about the items. They're just there to help me kill demons.
>>
>>11400481
>kill every enemy
>0 secrets found
Yeah, I'm not spending another 10 minutes wall humping and looking for pixel-thin switches.
>>
THE GUN IS GOOD
>>
>>11402269
Is there any wad based on Zardoz?
>>
>>11402269
THE PENIS IS EVIL
>>
Since it's 20th anniversary, finally finished Half-Life for the first time, and I can't say I enjoyed it that much. Lot of small nitpicks, but most importantly I didn't like "themepark" direction all in all. Which is strange, considering I played HL2 like 10 times in a row when it was released. Maybe it's because HL1 still feels like an old-school shooter to me, I mean technology-wise, so it's strange when it plays completely different.
What's even more strange, I already had 8 hours played on Steam somehow, and got another 8 from this full playthrough, so that probably means I already beat it, but I can't remember shit, not a single thing except I tried it some time back then and stopped playing for some reason. But beating the whole game, no such memories.
>>
>>11402276
I think HL1 has a harder time disguising it's theme park stuff, while HL2 has a bunch of distractions to keep you from noticing it's at least as bad with that shit if not worse.
>>
File: why.png (897 KB, 1917x1080)
897 KB
897 KB PNG
>>11401059
I tried to not make a brutalist map for once.

It became a brutalist map in under two hours.
>>
>>11402336
Remove all grey textures from resources, problem solved.
>>
What's the verdict on Going Down Turbo? Am I missing out by playing this over the original?
>>
>>11402363
It's pretty great, some of the new stuff is really fucking cool and it doesn't drag on as much once it gets underground the way the original starts doing.

I'd say it's at least on par with the original.
>>
>>11402365
Alright. I've been having a good time, but it does feel like it's on the easy side. I'm not complaining too much because this is the furthest I've made in a megawad in quite some time.
>>
File: what.png (917 KB, 1917x1080)
917 KB
917 KB PNG
>>11402345
I wish. A lot of the gray textures are perfect for filling in gaps or for bigger texture spans, like big walls and such.

That said if an anon calls me a fag and throws me a texturepack with no gray textures, the spite might just make me get my shit together.

Some colors and more lighting helped though.
>>
>>11400582
High Noon Drifter + Bratwurst + Epic 1-2
>>
>>11393936
Woof 15.0.0 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.0.0
>>
>>11400831
Based
>>
>>11401059
Nothing worth showing srry
>>
Guys, I did the funny AI thing
>>
>>11402762
>>
File: 1689903585597392.jpg (58 KB, 679x859)
58 KB
58 KB JPG
>>11402762
>>11402764
>mp4
>>
>>11402765
very recently got support on this site
>>
oh my fuckingg GOD
>>
>>11402775
This should be the next OP image with the subject being POORFAG PROBLEMS
>>
Just started playing Blood. Why the fuck is this game so hard? How do I get better?
>>
>>11402775
This all hinges on WHY it's 900mb. If it's a bunch copypasted blurred PNG weapon frames animated at an uncanny and weird 60fps, then it deserves to be mocked.

>>11402778
Sometimes shit can just be bloated, and it should not be defended. That "Doom 3" mod with its shitty left and right FLAC file format audio comes to mind.
>>
>>11402775
Is there anything Doom can't do?
>>
>>11402782
It's just not an interesting subject to me. I have the best internet money can buy, I have 2TB harddrives everywhere. I can't care about this. Do your thing, poorfag, if you must.
>>
>>11402775
ok, where do you get it?
I'll take one for the team and give it a look
>>
>>11402786
Different problems for different people then. I've pushed myself over the years to optimize and streamline my work to make things easier for myself and others. If you don't care about it, then leave it alone and go about your business.
>>
>>11402551
Very cool, hopefully Nugget gets updated soon enough as well.
>>
>>11402787
it's the dev branch on halodoom's github. and i already did, the graphics folder is 760 megs.
>>
File: fridge.gif (3.45 MB, 373x498)
3.45 MB
3.45 MB GIF
>>11402551
>.PNG support
YEEEEEAAAAEAAAAH-
>automatically converts to palette with color degradation
... but then what's the point of even having .PNG?
>>
>>11402762
the meltiness of "AI" somehow works here
>>11402802
smaller wads
>>
I'm still thinking about attempting another vr quilt. What if we cut corners of the squares and turn those into connection? This would be more flexible and the connection would not be just a boring corridor, it would be a cool edgy octogon.
>>
>>11401967
Tons of 3D enemies onscreen at once in a 3D graphics engine without murdering your PC. Unfortunately for Croteam, there were other engines that were capable of that on every other platform when classic Serious Sam had their heyday - Dynasty Warriors on the PS2 for instance.

Serious Engine was made out of necessity, and Croteam isn't shy about this. To license idtech and other engines was a pretty fucking penny, so they made Serious Engine. But it just never caught on for licensing considering Unreal Engine, Source (not that Source had many games), and others existed. By Serious Sam 4 it was clear the engine was a liability, and that's why they switched to UE4/5 for The Talos Principle 2 and will likely stay with UE5 for all future games.
>>
>>11402835
So this but Doom?
https://www.youtube.com/watch?v=0jS2j97wEGY
>>
>>11402849
I doubt UE5 is anywhere near capable of handling numbers Serious Sam requires or any other UE for that matter. It just doesn't seem like an engine that can handle a lot of stuff happening at once or, ever since UE4, any complex AI behavior as a certain recent game shows judging by seeming lack of THE key feature other games in its series had.
>>
>>11402850
Kinda.
>>
>>11402551
>ID24 stuff
Nice.
>>
>>11402854
Serious Sam doesn't have complex AI, doesn't need it either.
>It just doesn't seem like an engine that can handle a lot of stuff happening at once
https://youtu.be/dnSDT6czfLc?t=191
Remember that Serious Engine was C++ based, as is UE5. It's not a bunch of Indians using the script or whatever system, it's a bunch of veterans who are no longer tethered to the dogshit editor that is Serious Editor. I will eat a piece of my shoes if the next Croteam game isn't UE5 after realizing how easy it is to work with. Timelock might stick to Serious Engine because the Serious Sam community are masochists.
>>
>>11402849
>>11402854
>>11402860
serious sam also has completely predictable monster behavior, which saves on network traffic. in fact the engine pushes as much as possible onto the client. a friend of mine poked at the engine a lot and even wrote a popular bot for it (serious boot)
>>
>>11402823
I guess? I wasn't exactly crying out in pain at .wads being 30mb or something though, "Doom 3" for instance (4gb) is a comical outlier which even some of the grandest community projects don't come anywhere close to.

I would have really liked the ability to have truecolor graphics and then stuff like partially translucent sprites. I suppose the renderer would need to have such capabilities added though.
>>
>>11402860
>I will eat a piece of my shoes if the next Croteam game isn't UE5
Talos 2 already is.
>>
File: 1731710909145476.jpg (76 KB, 653x649)
76 KB
76 KB JPG
>>11402868
No I knew that, sorry if that wasn't clear. I said UE4/5 earlier because I didn't want to bother looking up if they were using UE4 or 5, but the point is that they moved to UE instead of their proprietary engine of 20 years. Point being, after using UE5 for developing a full fledged game, I will eat a piece of my shoes if their next game doesn't continue to use UE5, Sam or not Sam.
>>
>>11402865
yeah woof seems to keep things more vanilla than say gzdoom. if you want opengl-esque features then just use gzdoom
>>
>>11402551
>Removed the "Blink Missing Keys" feature.
For what reason?
>>
>>11402865
>"Doom 3" for instance (4gb)
this I'm actually curious about. got a link? I looked around a bit but only found this https://www.moddb.com/mods/xims-gzdoom3-for-classic-doom which is still just 120 megs
>>
>>11402873
https://www.moddb.com/mods/doom-3-doom-ii-mod
>>
>>11402870
Obviously, but palette constraints are a bitch sometimes. It'd be cool if I could just have purples or cyans and stuff without having to sacrifice existing color ranges on an altar of blood and souls.

>>11402872
I wonder too, I liked it.

>>11402873
You've missed all the jeering at that double trainwreck of a mod?
>>
>>11402881
you can put in a different playpal you know
>>
>>11402890
>without sacrificing existing color ramps
>>
>>11402849
>>11402860
UE5 is absolute dogshit engine making every game weight 100+ gb and run like shit even on the high-end systems.
Also, enjoy ((...COMPILING SHADERS...)) on every launch.
> C++ based, as is UE5. It's not a bunch of Indians using the script or whatever system
I've never seen a Python or JS or Lua shit running as bad as UE5.
I miss the times where UE was based on a custom dialect of Java with it's own compiler/decompiler.
>>
>>11402905
I'm sure it'll be fine.
>>
>>11402881
I can get the reasoning behind removing the Boom HUD in favor of SBARDEF even if I disagree with it(does it support bars like the Boom HUD?), but removing the blinking keys is just a regression for the sake of cutting a feature.
>>
Also UE4+ is unmoddable trash, it's really sad that Amid Evil went for UE4, it could have a nice mapping/modding community otherwise. All games in UE1 and UE1.5 were 100% moddable on all levels with zero efforts from game developers because it was extremely well supported by engine.
>>
>>11402890
There's ways to optimize Doom's palette to get more colors from getting rid of various redundant shades, but that only gets you at most one smallish range to work with, and then I think you gotta fuck with the colormap and then adapt all the existing iwad resources because they will become fucked otherwise, which is really fucking tedious to do.
If you wanna start doing this partway through some project, that makes everything much worse.
>>
>>11402925
nothing a small python script can't do
>>
>>11402762
>>11402764
kys
>>
>>11402910
>UE4+ is unmoddable
This is entirely a developer decision. UT4 has an editor implemented that allows mods and custom levels and shit, any UE4/5 game that ships without one is because the devs have made the choice to disable editor compilation.
>>
>>11402942
That's a bullshit solution, I want more flexibility and capability.
>>
>>11402764
>aw fuck there's a bee in my shirt
>>
>>
>>11402948
Are you sure that editor is for 3rd party content and not for developers themselves?
Any examples of UE4+ games that have community maps/mods?

Also, editor isn't the most critical issue in terms of modding.
Game should have everything packed in nicely browsable formats, any logic should be conveniently compilable/decompilable and more importantly DYNAMICALLY LINKABLE.
This is a HUGE deal in terms of engine internals, this is why all the good old moddable engines use custom languages like ACS, UnrealScript, QuakeC, and so on, instead of C or C++.
Minecraft having such an enormous modscene is a side effect of the fact that the way Java works has all those properties of those custom dynamic languages like UnrealScript.
>>
>>11402298
>>11402276

What does 'theme park' mean in this context? First time I've heard it.
>>
>>11402953
Make sure to share with your squad when playing co-op.
>>
File: image.png (229 KB, 399x270)
229 KB
229 KB PNG
>>11402965
It's mostly an MMO term.
>A sand box MMO is a "go anywhere do anything you like with a rule set in place".
>A themepark MMO is rollercoastering the player on a specific path.
Basically themepark game is a set of structured (linear) (time-limited) attractions (usually of quite different experiences) (and even genres) game pulls you through.
>>
>>11402942
>learn Python to get very slightly more colors to work with when he wants lots more colors
Seems like a bandaid solution to a gushing axe wound, if I were to maybe put it a bit dramatically.
>>
>>11402985
Being ESL I always perceived "themepark" with strong focus on its constituent words: "theme" and "park".
Like, it says there are different thematic locations in the game and the game world itself is like a huge park of different thematic locations.
This is why I always seen "themepark" as a rather positive thing meaning you can wander around a lot and there are different themes.
This is most likely totally wrong ofc because by this definition minecraft is also themepark with biomes being different themes.
>>
>>11402276
I swear I've seen this post before.
>>
>>11403034
It's not wrong, different themes are obviously can be part of it, when attractions have their own themes. I'd even say it's almost necessary to have different "themes" to be considered a "theme"park.
It's just not the main defining attribute, basically all games do that if they don't want the player to fall asleep.
>>
>>11402872
Apparently it was removed in favor of SBARDEF implementation, the ID24 hud, since the key blink code was "too complicated".
>>
>>11403046
Considering I forgot about my previous playthrough, forgetting about posting about it is not impossible as well. But I swear it's the first conscious post about beating HL1.
>>
File: 1482686180354.jpg (876 KB, 1920x1080)
876 KB
876 KB JPG
>>11402551
>fullscreen fixed
It's Doom time again bros.
>>
>>11402802
>but then what's the point of even having .PNG?
To leave me wondering why I'm getting signal 11 error with my port of choice, in a rare instance that I download something full of anime .pngs instead of what I actually wanted.
>>
File: doom_arcs.png (2.59 MB, 1920x1080)
2.59 MB
2.59 MB PNG
>>11403060
> doom
Choose one.
>>
>>11403094
right
>>
>>11403094
In my mind it's always like this >>11403060
>>
File: shinobu_temple_2.png (1.59 MB, 2560x1440)
1.59 MB
1.59 MB PNG
>>11403096
Yes, this is correct answer.
>>
>>11403105
I regret not being able to submit a waifu map even more now.
>>
>>11403112
WaifuCP when?
>>
>>11403119
Aka Waifu Community Project ofc.
>>
>>11403105
Her hair doubles as a censor
>>
File: image.png (10 KB, 477x138)
10 KB
10 KB PNG
>>11402551
So does this mean LoR now works in woof the same way it works in KEX port? Or do they still missing some features?
>>
File: woof0002.png (715 KB, 1917x1080)
715 KB
715 KB PNG
>>11403169
The skies seem to work.
>>
File: woof0003.png (120 KB, 1917x1080)
120 KB
120 KB PNG
>>11403169
Intermission screen, too.
>>
>>11402551
>running sound through nuked sc55 is still the same pain in the ass as when it was released
I have no idea how to streamline it but sure as hell the current loopmidi solution is far from optimal.
>>
>>11402860
>I will eat a piece of my shoes if the next Croteam game isn't UE5 after realizing how easy it is to work with.
Yeah, I can't wait to see how generic it will look and feel after they will decide to stick with a ton of Epic's defaults.
One thing I noticed devs hardly realise is that UE requires as many developers as a custom engine, with an added time of getting used to UE internals. Maybe more, depending on the complexity of the project.
>>
Heh.
>>
File: D2MAP03.png (93 KB, 560x240)
93 KB
93 KB PNG
>>11403185
FUCKING
NICE
!
That's like the most soulful thing about id24. Only took the community 30 years of degradation and progress to recover this lost technology.
Unless someone is going to do this, I'm porting all this shit myself
https://www.doomworld.com/forum/topic/129057-doom-2-intermission-maps-complete/
>>
File: used pizza.jpg (72 KB, 600x799)
72 KB
72 KB JPG
>>11403201
That was my pizza, though it wasn't pepperoni, it was plain cheese. Pic related.
Is that from seasoning packet?
>>
>>11403203
Go for it, dude.
>>
>>11403204
Yup.
>>
>>11403226
Then I have yet to see that one, lol.
I see the ram ranch dressing a lot though, and I always make it a point to drink that, the devil dog mayo, eat the carton of eggs or eat the cigarettes right next to one of my friends when we play co-op.
Amazing how much they add to the game.
>>
any of you know of a way to find things tagged as secret in a map?
I think I mistakenly tagged something as secret and now I can't 100% my own wip map
>>
>>11403241
If you are talking about Doom, there's a search function. If not, there probably still going to be one.
>>
File: Spoiler Image (23 KB, 275x326)
23 KB
23 KB JPG
>>11403229
NTA, but Coffee Burger and Alien Eyeball are my favorite for the sounds.
I briefly considered commenting out the cigarettes because of the actual smokeable ones, but it's just too funny.
>>
>>11403247
thanks, yeah, I found it
>>
File: Clipboard01.png (115 KB, 1067x639)
115 KB
115 KB PNG
>>11402908
>removing the Boom HUD in favor of SBARDEF
Not in my household
>>
File: smug_rms.jpg (14 KB, 205x246)
14 KB
14 KB JPG
>>11402949
>>11403016
t. codelets
>>
>>11403229
It's pretty new, only added four months ago.
They have definitely shifted a little of my focus from killing demons, to killing demons so I can loot them for rations.
>>
>>11402780
Don't play on extra crispy, that was intended for co-op.
Enemies have a harder time aiming for you if you crouch. Spam explosives around corners because there's always enemies around corners. And ledges. And everywhere. This is dynamite throwing simulator.
>>
>Boom also introduced an invisible sprite, TNT1A0.
So it's hardcoded in exe file somewhere? It's not present in any resources file.
>>
>>11403397
It's invisible, so it doesn't need graphic, so I guess it is.
>>
File: barrels of fun.webm (2.39 MB, 1280x720)
2.39 MB
2.39 MB WEBM
>>
>>11403437
AAAAAAAAA
>>
>>11402802
I wonder if it can be used to port the brightmaps plus from GZDoom into Woof.
>>
>>11403119
>>11403120
We did this.
>>
>>11403489
Weren't they already in the process of doing this?
>>
>>11403489
They were already working on adding gzdoom brightmaps support to woof, but don't know if it's done in this release, last time I checked only sprites were working.
>>
>>11402958
>Are you sure that editor is for 3rd party content and not for developers themselves?
Most editors are developer tools that have been released to the public.
>Any examples of UE4+ games that have community maps/mods?
UT4. The UT4 Editor is a slightly modified version of the stock UE4 Editor with the addition of a Publish to Unreal Workshop button and some funny blocks around modifying the stock assets. It is fully capable of making custom maps and mutators, and you can use all the Blueprint logic you want in them.
When I said "disable Editor compilation" I was actually thinking of UE3, where the Editor is in the main executable and the developer has to turn it off. Not sure how it works for UE4, I just know UT4 retains the Editor by using a different build script.
>>
Looks good so far. Will probably have to move "mapname finished" to the bottom for the second half of the episode because all the latest maps are at the top.
But holy shit do I hate the code.
The implementation of this screen using GZDoom intermission script, takes 38 lines and 446 bytes.
The same screen but ported to id24 syntax so far takes 178 lines and 6.58 kbytes.
15 fucking times bigger size.

Why the hell do I need to specify different coordinates for blood splash and for "you are here" when they point the same level at the same location. Why the hell do I need to type "maxduration": 0 every single fucking time for every single frame that is not using this value. Why the hell do I need to do the same shit with "duration": 0 for permanent frames when I already got the "infinite" time specified. Why the hell do I need to copy-paste the blood splat definition for every damn level instead of defining the splat once (because it's a fucking basic blood splat) and then only specifying the coordinates for each level.
It's just the same shit copy-pasted for five billion times all over the lump. Sure, it's flexible as fuck, and in theory some really neat stuff can be done with it. But why the fuck do they need such a flexibility when you're sacrificing the most basic scenario of emulating the original Doom intermission map progression (i.e. something 95% of mappers will use this feature for) without hundreds of copy-pasted redundant variables.
>>
>>11403593
LoR intermission can be done in Zdooom? Just changing the picture and coordinates?
>>
File: melt.webm (3.34 MB, 640x480)
3.34 MB
3.34 MB WEBM
>>11402551
>Added interpolation of wipe melt animation (from Rum and Raisin Doom)
Looks very odd
>>
>>11403634
Yes, it's just a completely different syntax. All coordinates are still the same.
>>
>>11403593
I guess you're not supposed to do this by hand.
>>
>>11403641
How else is it supposed to be edited? There are no specialized tools right now, and I believe the reason they choose json format is exactly to finally be able to edit lumps without the specialized software. And I don't see how SLADE or any other potential tool can simplify the editing. And the end result will still be full of copy-pasted redundant shit either way.
>>
File: image.png (494 KB, 2560x1440)
494 KB
494 KB PNG
Anyway, "levelpic" patch can't be moved. Oh well.
The best that can be done is putting the "you are here" under "CRUEL" word, but then a new patch with flipped arrow is required.
>>
File: image.png (495 KB, 2560x1440)
495 KB
495 KB PNG
>>11403686
That didn't turned out so well. Anyone can help me why is the levelpic like that? SLADE tells it's 67x40 with 0 offsets.
>>
File: 1234124.jpg (77 KB, 1654x306)
77 KB
77 KB JPG
>>11403649
>How else is it supposed to be edited? There are no specialized tools right now, and I believe the reason they choose json format is exactly to finally be able to edit lumps without the specialized software.
This is about SBARDEF, but probably the same goes for other json stuff.
>>
File: image.png (494 KB, 2560x1440)
494 KB
494 KB PNG
>>11403716
Offsets, yay! Not perfect, but probably the best. At least it's the last map and I don't need it for "finished" screen.
>>
>>11403637
Eww, hope it's optional.

>>11403726
Oh thank god!
>>
>>11403726
I'm doubtful it'll ever materialize, even ID24 is still not fucking finished over three months later.

Nightdive don't really support shit very long after release, they drop it, patch it once or twice and then leave it even if it's in a shit state.
>>
>>11403740
But this time Nightdive are not the only one working on it. Or did they hired everyone?
>>
>>11403750
I doubt anyone from id was involved in a large capacity, aside from providing a single map and enemy.
>>
>>11403750
Xaser sure looked like a permanent hire.
>>
>>11403740
>I'm doubtful it'll ever materialize
It's one of the Woof devs (and new dsda maintainers), not NDS.
>>
>>11403815
>and new dsda maintainers
It's good as dead bud, best you could expect is a few goodies ported from it into woof
>>
File: file.png (72 KB, 704x956)
72 KB
72 KB PNG
>try some old critically acclaimed mods for Half Life 1 and 2
>half of them are unfun puzzle autism with a lame attempt at a plot
I just want to blast xenos with a shotgun and blow up helicopters with rockets in a level that looks cool. What is best for this?
>>
>>11403740
It's not Nightdive doing this, this is the regular community devs.
>>
>>11401950
Kek
Being the 100%everything wall-unfer that I am I also found that message
>>
is sam.hi-ho.ne.jp down
>>
>>11403839
I'd assume so too, but you never know.
>>
>>11403740
It's literally made by same guys as mbf21 minus kraf. Even if they officially dropped finishing id24 kex, they would still finish it to be used with other ports on their free time. It's not like those guys have been jobless neets before going to work on Nightdive, so I doubt their job would damage their Doom hobby anymore than their previous one.
>>
>>11403740
You must quite new on this community, if you think three months is a long development time. Hell, Mordeth 2 and Doom Millenium are still being developed.
>>
File: 121323.jpg (88 KB, 1647x359)
88 KB
88 KB JPG
>>11403926
With the amount of Nightdive projects and them being a hybrid of the work and hobby it might as well be.
>>
>>11403960
>With the amount of Nightdive projects
Do you know how work hours work? Sure it affects Kaiser's stress level since he is the boss guy, but rest of them are just getting paid by the hours.

>hybrid of the work and hobby
Not necessarily a bad thing. When I still worked as a programmer I used to do that shit on my free time as well.
>>
>>11403848
Field Intensity is a really good one, I've found the gameplay in this one to be even better than the OG campaign or Opposing Force.
>>
>>11403959
Those are both people doing it for fun and not a commercial product that was rushed to release for the benefit of a marketing event.
>>
>>11404008
Literally same guys who made mbf21 "for fun" minus kraf (as stated earlier) and were already planning mbf25 "for fun" which became rebranded as id24. Xaser has stated that they had choice to make kex port with the new features tied strictly to it, or to give the few needed upcoming mbf25 features for it, so that kex port wouldn't become necessary to play the wads with id24 features. They chose the latter, which imo is a morally correct decision. Nobody should be forced to buy a commercial source port. So yeah, I respect Nightdive for respecting the community.
>>
>>11404060
>I respect Nightdive for respecting the community.
Despite what everyone shitting on ID24 would suggest.
>>
>>11404071
>everyone
Few contrarian schizos and kraf for personal reasons. I think most of us are excited for custom intermission screens, custom huds, new weapon slots and custom ammo types. I have no reasons to complain. What's your beef with id24? Would you have preferred those new features strictly tied to kex port, so that we would be forced to use it for some upcoming wads? Now that would have been horrible imo.
>>
>>11403105
Nice donut
>>
File: 1724059152670082.jpg (43 KB, 500x333)
43 KB
43 KB JPG
thread is so far down the catalog nobody will notice that SNS is up
search "shit" in doomseeker
>>
new thread whendo
>>
>>11404171
you make it
>>
>>11403034
>>11403053
The themepark in the mmo context refers to the different unconected systems Wow is the perfect example. You level to max and then none of quests or anything you did matters for the rest of the game. You do dungeons and raids but they have self contained rewards systems. Pvp is it's own system with even arenas and battleground being separated. Each system is like a ride or attraction in a themepark (haunted house, roller coaster, bumper cars) and you can only do the content the developed specifically make for you
In a sandbox everything is interconnected and the player is also given tools to effectively make their own content or stories.
In the context of either Half-Life or Doom i don't think either term applies since they are both linear fps games from the 90s though doom has a more open ended approach to larger levels.
>>
>>11404175
no
>>
>>11404250
>In the context of either Half-Life or Doom i don't think either term applies since they are both linear fps games from the 90s though doom has a more open ended approach to larger levels.
HL1 it works in the context of being mostly a linear corridor where you visit set pieces, the thing the industry decided was genius and for them to replicate for way too fucking long.
>>
>>11404254
yes, you want it so bad
>>
>5 day old thread
Damn, so close to the auto-prune deadline. What happened?
>>
>>11404334
Do you mean the timed bump limit? On /vr/ it's 14 days after a thread is created that a thread can no longer be bumped regardless of post count.
I think that was done because of some chronic necrobumping guy trying to manipulate the catalogue.
>>
only now that I'm making my own maps I came to realize how small the box of rockets are, I have to pack a whole bunch of those together when I want the player to stock up
>>
>>11404352
They went the easy way and just made all of the big pickups worth 5x the small ones. It's clear they didn't put a ton of thought into a lot of the intricacies of Doom.
>>
>>11404352
For the longest time I'd tricked myself into thinking it was ten rockets because they never come alone.
>>
File: dendy.png (150 KB, 1220x880)
150 KB
150 KB PNG
>>11404339
You mean that one Dendy guy or someone even worse?
>>
>>11404402
Probably him. Christ, talk about pathological behavior.
>>
File: bauhaus pissing.png (1.15 MB, 1920x1080)
1.15 MB
1.15 MB PNG
Now the flowers will grow.
>>
File: down4145153load (1).png (286 KB, 635x575)
286 KB
286 KB PNG
VRNN 11/24/2024 - Beerio Kart
>Roombowl
https://rumble.com/v5ssrc5-vrnn-11242024-beerio-kart.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
>>
File: file.png (148 KB, 1920x1080)
148 KB
148 KB PNG
>last map actually crashed
>>
File: file.png (1.91 MB, 1920x1032)
1.91 MB
1.91 MB PNG
That was a doozy.
>>
todays sns sucked
>>
File: picture.jpg (53 KB, 1290x699)
53 KB
53 KB JPG
>>11404570
>>11404573
we did it! we escaped the spain, GGs
>>
File: 1722044726632160.png (118 KB, 467x348)
118 KB
118 KB PNG
>>11404561
>>11404570
>>11404573
>>11404596
ggs
>>
>>11404570
where can i get that weapon
looks cool
>>
NEW THREAD:
>>11404725
>>11404725
>>11404725
>>
>>11403229
How is that your dog eated a cigarette, anon
>>
>>11404659
Random drop from custom enemies, maybe, I dunno.
>>
>>11403848
Caged is just about blasting your way though a bunch of HECU marines but it's pretty short



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.