[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: whatisdoom.gif (73 KB, 640x400)
73 KB
73 KB GIF
DOOM THREAD / RETRO FPS THREAD - Last thread: >>11393935

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

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

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

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

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

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

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

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

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

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

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

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: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
File: 1730637654437119.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 ===
[11-24] Woof 15.0.0 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.0.0

[11-22] Hedon has received its very first PWAD.
https://www.doomworld.com/forum/topic/149566-below-the-gaudy-goblin/

[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

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
I may not have thought this through, lol.
>>
>>11404726
Hideous Destructor updated to 4.13.0a
https://codeberg.org/mc776/HideousDestructor/releases/tag/v4.13.0a
>>
Seeing some rations in Seasoning Packet spawn smoke when you eat them made me want to make the Caco Giblets have a chance to spawn a non-harming BeamSpotFlash.
>>
Here's a new medikit I drew out today
>>
I also had my own dumb idea for a ration. I think there should be more rations made from demons.
>>
>>11404807
>>11404847
what's that cooking mod
>>
>>11404851
It's Hideous Destructor with the Ugly as Sin add-on.
>>
>>11404807
>your teeth begin to vibrate
w-what?
>>
>>11404884
Don't worry about it.
>>
>>11404884
>He doesn't wear rumble pack dentures
zoomers smdh
>>
File: Word cloud.png (440 KB, 1150x1150)
440 KB
440 KB PNG
>>
File: Al Sneed.png (106 KB, 288x360)
106 KB
106 KB PNG
>>11405220
>game sneed
>>
Another silly idea.
>>
>>11405252
Ah, some of god's tears.
>>
>>11404725
>>11404250

Coming back on the Theme Park discussion (Anon who asked the original question here) - and based on what's been written - I'd say that because the events are linear, rather than if you choose to go there events happen it doesn't seem like the right description for HL1, unless you think about it more in an 'It's a Small World' kind of way rather than a park you can select different experiences from.

It feels more that a game like Ashes: Afterglow would fit that description though being genuinely a bit more open.
>>
>>11404847
>>bonemeal made from ground up revenants
This made me think "those are just humans, though...wait, are they??" and check the Doom 2 manual again:
>>Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh?
Now I'm not sure which idea I like more: Grimdarky human corpsemeals or eating ground-up demon bones.
Also, based on the last thread, a part of me was expecting an actual boat.
>>
How to GZDoom on Fedora?
>>
>>11405318
One of the consume texts for it is
>You try not to think about whether or not Revenants used to be human.
so it's ambiguous.
>>
>>11405334
https://zdoom.org/wiki/Compile_GZDoom_on_Linux#Fedora
There might be a RPM package you can get but I'd just compile it. It's not hard at all and you don't need to wait for packages to be built for you when a new release comes out.
>>
I was wrong about Elite Force 2, weapons groups have 3 weapons each. It's just that you don't have most of the weapons for most of the game.
>>
File: Daina_gyate.png (552 KB, 2600x2484)
552 KB
552 KB PNG
>>11405220
>added waifu
>>
File: 671186abbbf1f.jpg (481 KB, 1920x1080)
481 KB
481 KB JPG
>>
>>11405334
>>11405351
Actually, that page is really getting a bit awful to read with so many old-version specific sections and overly complex commands. The list of dependencies is useful, the ZMusic compilation instructions are useful, all you actually need for GZDoom itself after completing those two sections is this:
Make a folder called gzdoom_build, move inside of it, and download the source:
>mkdir -pv ~/gzdoom_build
>cd ~/gzdoom_build
>git clone https://github.com/ZDoom/gzdoom.git
Make a build folder inside the downloaded source and move into that:
>mkdir -pv ~/gzdoom_build/gzdoom/build
>cd ~/gzdoom_build/gzdoom/build
Set the source code to the stable release, rather than the latest commit:
>git checkout g4.13.2
Compile and install:
>cmake .. -DCMAKE_BUILD_TYPE=Release && make -j 16 (replace 16 with however many threads your CPU has)
>sudo make install
Assuming everything went right, you can now run GZDoom simply by typing "gzdoom" in the terminal. Use that to make launch scripts, or get a GUI launcher if that's your preference. The make install output will tell you where it's installing the binary to, so you can know where to find it for your program of choice. You can just run from the terminal every time too, but that gets tedious when you want to play with more than a couple of loaded files.

When a new version comes out and you want to compile the new one, switch the source back to latest commit and pull updates:
>git checkout master
>git pull
Read the output, find the new release tags in the list of changes and set the source to the new release:
>git checkout (whatever tag matches the new release version)
Clean out the old build files:
>rm -rf ~/gzdoom_build/gzdoom/build
Then repeat the cmake/make install lines above. If cmake throws an error, it's probably because the new version added a new dependency. The error should help you figure out what package you need, or you could refer back to the list on the wiki. Sometimes it's a bit slow to update though.
>>
File: linedefs.png (117 KB, 1838x768)
117 KB
117 KB PNG
who up drawing they sectors rn
>>
>>11405523
omg me
>>
File: 1714904163653053.gif (42 KB, 192x192)
42 KB
42 KB GIF
>>11405437
Holy jesus. Thanks, I'll give it a try.
>>
>>11405523
she defs my line until I sector
>>
>>11405576
You can just follow what's on the wiki, the commands will work, they're just full of bullshit you don't really need. Like their compile command has all this unreadable crap in it and all it actually amounts to is whether or not to use FMOD (FMOD has been purged from GZDoom for years now, this is completely useless unless you're compiling an ancient version) and finding how many threads your CPU has for the make -j argument. If you already know that yourself you can just put the number there.
>>
File: image.png (508 KB, 2560x1440)
508 KB
508 KB PNG
Was it always like that? Arrow for the secret level behind the level name?
>>
>>11405654
Yeah.
>>
>>11405654
Dis is like this in Inferno.
>>
>>11405220

>engine map thing

Great DOOM description


>forgot porn
>killing count amount
>>
File: woof0000.png (758 KB, 1920x4320)
758 KB
758 KB PNG
Since it's okay to obscure the arrow, here are the options. Any feedback please.
First option is partially hidden behind the level name, which is okay, but it's also not very readable on the orange sky (actually better in-game because it blinks). But it uses no modified resources.

Second is using modified WILV37 level name lump. "You are here" is not perfectly readable but still better, plus now you can see the glowing skull eyes (they're only lit when you're entering final map).

Third is using new "you are here" patch, with the arrow flipped. The most readable, but I'm not sure about the arrow pointing inside the nose, looks kinda funny. Original Doom has only two arrow patches, both are pointing down. LoR have 4 arrow patches, all yellow, 2 are basically the same, and 2 have the arrow flipped. I tried to do the same with original Doom arrow, used the ~same dimension and position, except I did no adjustments to the shadows, but It's not noticeable anyway.
>>
>>11405727
Thy Flesh Consumed have map in intermission?
>>
>>11405742
No, but it can be fixed with id24 standard (or Intermission script used by GZDoom). If I read correctly it was originally made by Skunk back in 2008 for GZDoom, and I'm just porting it to id24 since Woof just added the support for it.
>>
>>11405806
>>
>An array of conditions must all resolve to true for that entire collection to resolve to true; any failure makes the entire condition array resolve to false - that is to say that the entire collection resolves with logical AND operations.
>they actually resolve with OR
holy hell I love being beta tester
>>
>>11405860
I decided to remove the nsfw link. Check archives if interested.
>>11405864
Kek, is this some game scripting thing?
>>
>>11405914
I'm not really sure if nsfw links are considered sfw. I mean a link itself as a text is definitely sfw, but still...
>>
>>11405914
>Kek, is this some game scripting thing?
It's the new id24 specification. And I was wrong, it's not OR, it's even damn better, if you have multiple conditions then only the last one is checked. Why? No fucking idea.
>>
>>11405918
Like with a lot of shit, it's not reliably enforced one way or the other and it may as well depend on the cycles of the moon and if the mods ate cheese earlier in the day.
>>
>>11405936
I don't think I've ever seen mods taking down NSFW links or at least it's something that happened very rarely.
>>
>>11405934
>if you have multiple conditions then only the last one is checked
That is incredibly ass backwards
>>
>>11405947
It's clearly a bug, and most likely in woof implementation, because the specification documentation has it pretty clear.
>>
>figured out a way to put in full-screen images in WOLF3D's main menu
>it doesn't work in wolf4sdl because it does bounds checking
boo!
on the other hand I could target Spear of Destiny which does have a background image that covers the whole menu..
>>
Will png brightmaps make any difference in woof?
Will it work the same as in gzdoom?
>>
>>11406172
Woof has png brightmaps now?
>>
>>11405936
The hungry judge phenomenon is real
>>
>>11406181
It's about to, it's in the works.

>>11406172
From what I get, yes.
>>
File: 1732184137481576.jpg (133 KB, 504x493)
133 KB
133 KB JPG
>>11404725
Doom64EX-Plus or the GOG release?
>>
>>11406213
EX-Plus probably runs better, but might not have all the same features.
>>
Just checked. Mmm HMM. YUP.
Woof won the PSX flaming sky effect race that is specific to LoR. Gee geeeee! Only through Woof can one get the authentic LoR experience. Suck it down, Nugget.
>>
>>11406247
Are you okay?
>>
>>11406247
https://github.com/MrAlaux/Nugget-Doom/actions/runs/12022231886
>>
>>11406249
He's caught terminal sourceport fanboyism, best to steer clear of him.
>>
>>11406249
Couldn't care less as I had already played the LoR campaign in its entirety through wonky KEX to get the pleb experience that makes all my cpu cores run hot.
>>
File: 2320_20241125234932_1.png (353 KB, 1920x1080)
353 KB
353 KB PNG
this is your strogg wife for tonight
>>
>>11406420
Fine by me
>>
File: 1479188593058.png (5 KB, 107x32)
5 KB
5 KB PNG
>>11406604
You want to put it in so bad, here
>>
>>11406213
The retail release is the same thing except more supported and updated, IIRC.
>>
File: 1731821299670349.gif (575 KB, 640x524)
575 KB
575 KB GIF
>>11406420
>>
>>11406247
It's not unusual that Woof gets some features first that eventually get copied to Nugget. Nugget is a fork of Woof anyway, so I don't see that there's any rivalry between them.
>>
>>11406213
>>11406232
Ex-Plus is just updated fork of the retail port since the official updates stopped. Also it's more handy with pwads, because you can just drag and drop them like with Doom 1 and 2.
>>
Btw did the Nugget get the custom weapon slot support already some time ago or have I been dreaming?
>>
>>11406604
>>11406729
Quake guide should include https://www.slipseer.com/index.php at this point.
>>
What's the Wad that's a compilation of a guys maps from over the years? It's got a treasure chest on the title screen.
>>
>>11406938
antaresian reliquary
>>
>>11406905
Not in the release version, but it merged all of the new Woof features in.
>>
Hopefully Cherry Doom will be updated soon too.
>>
>>11406915
>Slipseer
How about no?
>>
>>
>>11407198
I don't care what drama queen shit you have over there. I use it just for downloads now when new stuff doesn't get added to quaddicted.

But yeaah, there isn't much new stuff coming anymore. Quake modding scene seems to be quite dead. Tronyn is dead, Mjolnir's development probably ended, we stopped doing Quake map sets, there isn't any stuff to wait for outside the rest of Dwell episodes and Tremor, but I have no idea are even those coming out. Luckily we still have Doom.
>>
File: 1729543138392924.jpg (70 KB, 850x729)
70 KB
70 KB JPG
God I wish that were me.
>>
>>11406420
https://www.youtube.com/watch?v=0ngaJ88luck
>>
>>11407198
Anything I should know about it?
t newfag
>>
>>11407361
Lets just say that the admins there are your typical "person" that loves to groom and screw over their own over politics.
And mentioning here at /vr/ makes the jannies throw a hissy fit, also they Are responsible for map center discord's existence and why there are 2 discord groups right now for mapping.
Also spirit almost nuked quaddicted because of them and still defends them for it.

Some people from the sheep's group also loves to derail threads here and at /v/ if someone ever dares to criticize Q1's many downsides even with source port, some are even insane to a point of hating other quake or doom games because it isn't Q1 for no reason at all.
>>
>>11407382
Oh fuck man, just get over it. You've been going with this for few years. Slipseer mods are gay, but it's not like any of us are forced to interact with them. And no you don't get shat on here for shitting on Q1 because of some Slipseer conspiracy, but simply because many of us in a retro fps thread enjoy Q1 as much as Doom or Q2.
>>
>>11407429
You think you'll get through to him? He's gonna continue having his period over this until the day he dies.
>>
>>11407432
I don't even know what the drama with Slipseer has been, but seething of this of this anti-Slipseer anon makes me think, was there actually any drama in Slipseer or did this fag just get banned for being as insufferable in Slipseer forums as in here. "Waaah the evil Slipseer cabal won't let me shit Q1 on Q1 forums and retro fps threads. My rights have been violated!!1"
>>
>>11407295
Fuck me, I forgot Hedon played into my big strong woman tastes. Thank you for the eyecandy.

>>11407382
Shut up and do something productive with your interest in Quake. You wanna be miserable that's fine, but fuck off with pushing your shit onto us.
>>
>find RIFC Controller HDest add-on
>finally, a remote hacking tool for rob-
>it doesn't even hijack robots and give you their controllers, it just disables them and its range sucks

Swing and a miss.
>>
Are there any Quake mapping sites other than Quaddicted and Slipseer btw?
First seems almost dead, while the second one has some regular but very small activity.
>>
File: 1527168440950.png (72 KB, 469x359)
72 KB
72 KB PNG
>>11407473
That woman has a penis.
>>
>>11407492
Check Moddb. Some people just upload there to avoid the bullshit.
>>
File: Redeem your Space 8.jpg (567 KB, 1920x1080)
567 KB
567 KB JPG
>>11406420
More “cyborg” than I’d like in my cyborgchicks but okay, sure.
>>
>>11407476
You know hacking robots is a vanilla feature, right? Deploy a robot of your own, select its controller, turn it off first if it's a HERP, then type netevent derphack (herphack for HERPs) in the console. You won't get controller access to other DERPs unless you're fairly close to them, but HERPs should give you access no matter where they are.
>>
>>11407496
I don't care. I want to be choked by her.
>>
>>11407506
Yep, I even have keybinds for the hacking on my numpad. But the point of a hacking item like that should be to be able to fully hack robots without having to carry them.
>>
>>11406420
Looks like its CLANG CLANG time.
>>
>>11407496
That makes it even better.
>>
Recommend a wad with a futuristic/tech theme similar to Back To Saturn X.
>>
>>11407496
Nice.
>>
>>11407571
Mutiny
>>
>>11407496
The dev is too cowardly to commit to that.
>>
When I make my own game, I will guarantee a full absence of futas.
>>
>>11407716
finally, a game without futas
>>
>>11407736
Yes, the first one in all of history!
>>
File: archvile.png (1.02 MB, 941x1177)
1.02 MB
1.02 MB PNG
Archvile-sama, I hid behind the pillar. That means you can't hit me you SHIT
>>
>>11407786
>the pillar is a raising and lowering platform and your safety is time-limited
>>
>>11407794
Based!
>>
>>
>>11407819
>more than half of its content
Even in something like Eternal secrets are like 5% of content at most.
>>
>>11407819
There are many many genres in Doom mapping. Sounds like you might enjoy slaughtermaps. Try recent Junkfood 4 as an example.
>>
File: mrbeanamerica.gif (3.78 MB, 718x404)
3.78 MB
3.78 MB GIF
Also when I'm not in the mood to hump walls I just IDDST.
>>
File: videoframe_252737.png (2.85 MB, 1920x1080)
2.85 MB
2.85 MB PNG
>>
>>11407853
BD corpse actor filenames get weird.
>>
File: GCYAq1IbUAEAIav.jpg (349 KB, 1394x1920)
349 KB
349 KB JPG
>>11407865
Yeah, who would be upset about demon scum getting annihilated?
>>
File: file.png (236 KB, 922x892)
236 KB
236 KB PNG
>>11407875
>>
How do I play No Rest and Legacy of Rust in Gzdoom with their music/sprites?
>>
>>11407819
>more than half of its content
That's retarded. If 2% of a level is secrets and you miss 50% you've missed out on 1% of a map. Probably armor.
Stop.
>>
>>11407927
NRFTL? If you're talking about the midi pack, just load that alongside nerve.wad.
Legacy of Rust has everything inside of it so you can load that alongside Doom 2.
>>
>>11407926
It's okay, you're a cool demon. We're talking about those assholes who aren't content with just pounding bad dead folks.
>>
>>11407819
Just play maps with untagged secrets
>>
>>11407912
> Commander Keen had secret areas as well, that's probably where id Software got the idea from.
Kek, tell him someone.
>>
Anyone knows good ACS minigames? I remember Ijon made Tetris in Doom and it was cool. Has anyone tried to make something like a platformer using ACS?
>>
>>11407993
I tried doing kinda arena with randomized monster and weapon spawns using ACS, but it was quite janky and I never finished balancing/polishing it.
Overall ACS isn't very capable, I had some other ideas that were not possible with ACS, but most likely possible in GZDoom with their full featured scripting language.
I need a reminder, is ACS supported everywhere? I mean if it's also GZDoom-only thing then I don't get why use it at all.
>>
>>11408008
It's supported by ZDoom, Zandronum and I guess DSDA-Doom but for the latter it's purely for making stuff happen in maps. I don't think you can make a functional game in that simply because it lacks a whole host of other features ZDoom family ports have.

TL;DR: You use it if you want compatibility with Zandro and LZDoom, otherwise use ZScript.
>>
What the fuck?!
https://youtu.be/dXSUhJXSv-c
>>
>>11408008
ACS is originally from Hexen. Extended ACS is supported by ZDoom and child ports such as GZDoom and Zandronum, as well as the Eternity Engine to an extent. I guess DSDA as >>11408018 says. Some functions are specific to some ports (IE: Zandronum has EVENT scripts that can emulate some zscript functionality).
>>
>>11404725
https://youtu.be/qbdSX8LQDMM
>>
>>11407993
I remember that someone converted parts of Donkey Kong Country into gzdoom some years ago.
>>
>>11408027
Cool.
>>
>>11408101
Oh, yeah, Doomero has done cool stuff like that. Was that full ACS? I'd take a look but I can't find any download link. I know Mortal Kombat Doom uses ACS and DECORATE.
>>
File: 1719518028773466.jpg (410 KB, 1000x744)
410 KB
410 KB JPG
>>11407926
>>
File: file.png (96 KB, 524x609)
96 KB
96 KB PNG
>>11408141
>>
>>11407682
It's in pretty much all of his non-game artwork, it's just not in the game because it'd be financial suicide.
>>
>>11408163
it would be a really funny character trait for a demon to have a small wardrobe malfunction whenever a cross is pointed at her
haha
>>
>>11408289
isnt that just la tailor girl tho
>>
>>11405382
Every game needs waifus added to them.
>>
File: woof0002.png (367 KB, 1917x1080)
367 KB
367 KB PNG
Hairlet Cyber...
>>
>>11408414
He looks so fucking pitiful without his horns, Jesus Christ.
>>
File: file.png (312 KB, 1917x1080)
312 KB
312 KB PNG
>>11408414
>>11408467
>>
>>11404725
I got an idea for mod. It's essentially "What if Doom was developed in Japan" mod, and everything will be changed to look like they were inspired by pre-93 anime, instead of pre-93 hollywood movies like Doom is.
Wonder if something similar already exists?
>>
>>11408487
Damn nice, why hasn't this been tried before
>>
>>11408484
kek
>>
>>11408487
http://www.sam.hi-ho.ne.jp/t_fukuda/gamer/doom/index.htm
>>
>>11408506
Well, it certainly wasn't Doom, but Shogo was a retro anime FPS. I think someone could do a much better job making a shooter feel authentically anime though.
>>
>>11408506
ORIGINAL IDEA DONUT STEEL!!!1!!!1!!
Joke aside, I'll need to watch bunch of old anime for reference first. As I have no idea what they're actually like outside of vague stereotypes.
Thankfully I got a chart with bunch of 20st century anime recommendations so at least I know where to start.
>>
>>11408487
Add waifus and call me when you're done.
>>
Why don’t Barons of Hell do more damage, or Hell Knights do half damage with their half health, Hell Knights having 80 damage melee is dumb vs Barons having all the big hurts
>>
>>11408484
>even got the orb
Nice job
>>
>>11408574
Going the extra mile for a shitpost is important to me.
>>
File: 1717029569961150.gif (335 KB, 400x300)
335 KB
335 KB GIF
>>11408467
>>
>>11408484
>Cuts off horns
>Purple wiring
Ack!
>>
>>11408414
>>11408484
Where can I get the red armor, sphere, and purple medikit?
>>
im trying to play quake in dosbox and when i press w and a at the same time i look up. a is not bound to look up and when i press it by itself nothing happens just when i press w and a wtf is going on.
>>
how do i launch darkplaces in linux i did -basedir and my quake folder but it didnt work it said missing files. i can run quake from this folder just fine in dosbox
>>
>>11408572
If Hell Knights did half damage, than they'd be dealing less than Cacodemons.
>>
>>11408789
I think the better answer would be to give Hell Knight's a different projectile attack of some kind rather than simply adjusting the damage numbers.
Maybe a spread shot, or like a closely grouped chain of projectiles that can deal high damage if you fuck up and just eat the whole thing, like those cool weaving Bishop projectiles in Hexen
>>
>>11408484
Too perfect.
>>
>>11407853
>that map
>everything else
*sips mountain dew* yep now this is doom
>>
I found another piano.
>>
>>11408790
All of Doom's enemies are very simple in concept. The real reason they don't do anything fancy is of course computers of the era. But if you want chain attacks or fanning out projectiles, that's perfectly reasonable to ask of modders and fan WADs now.
>>
>>11409010
We're good already, Project Babel already did that.
>>
>>11409016
Oh I'm sure it's been done a dozen times now.
>>
People who say secrets in Doom make no sense are dumb.

I remember like 30 years ago, my friend playing Wolf 3D at my house. Showed me a secret I didn't know about.

"Didn't you know about that secret, you fuckhead?"

"No, I didn't..."

Then I knew how important secrets could be in a game.
>>
>>11404813
Too similar to a trademarked logo of the Red Cross. Enjoy your lawsuit for cheapening the efforts of that organization you monster.
>>
https://www.youtube.com/watch?v=0GCjXESfjzY
Descent 1 beaten deathless on the hardest difficulty for the first time, 29 years after the game's original release.
No footage because the guy forgot to save the demofile.
>>
File: 1725736357805323.jpg (42 KB, 680x383)
42 KB
42 KB JPG
>>11409073
>spoiler
Hummmmmmmm...
>>
>>11409073
>spoiler
holy shit spaceship just flew over my house
>>
>>11407673
Thanks.
>>
>>11405437
cmake .. -DCMAKE_BUILD_TYPE=Release && make -j 16
sudo make install

This part isn't working out.

"CMake Deprecation Warning at CMakeLists.txt:1 (cmake_minimum_required):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.

Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.


-- The CXX compiler identification is unknown
CMake Error at CMakeLists.txt:2 (project):
No CMAKE_CXX_COMPILER could be found.

Tell CMake where to find the compiler by setting either the environment
variable "CXX" or the CMake cache entry CMAKE_CXX_COMPILER to the full path
to the compiler, or to the compiler name if it is in the PATH."

and
make: *** No rule to make target 'install'. Stop.

I am checking out 4.10.0 since I want to use Pvt Stone
>>
>>11409073
Nah I did that 29 years ago, forgot to save the demo as well so didnt post about it.
>>
>>11409353
It can't find the compiler, either because it's not installed or it just doesn't know where it is. Try running the command "g++" and see if it's installed. If that's a recognized command, then run "whereis g++" to find its location, and then re-run the cmake line as
>cmake .. -DCMAKE_BUILD_TYPE=RELEASE -DCMAKE_CXX_COMPILER=(put the file path to g++ here)
You can run the make part separately, && just sets up two or more commands to run in sequence. More important to get cmake to run successfully first.
If g++ isn't a recognized command, then the package wasn't installed. Maybe the name listed on the wiki page is wrong. I don't know much about Fedora in particular but there should be some way you can search its software repos to find the right package, either with a dnf command or a GUI tool. It might even recommend the correct package name when you try to run g++ if it isn't recognized.
>>
File: cyber comparison.png (107 KB, 2300x3300)
107 KB
107 KB PNG
>>11408414
>>11408467
>>11408484
>>
>>11409353
>>11409393
Hold up, if you're getting that error then you should have also gotten it during ZMusic compilation. You do need to do that first, it's the music system GZDoom uses. Did you run the dependency installation command with sudo? The wiki doesn't include it in the command but I'd expect it would be necessary to install new packages, it is on every distro I've used. It's weird that you'd even have cmake installed without having run that command correctly but I don't know what Fedora includes by default.
>>
>>11408695
I think I've seen that sphere or similar on Realm667
>>
>>11408695
You can pretty much just range swap colors in SLADE.
>>
>>11408695
In case this post isn't a joke that just a different color palette
>>
>>11409073
While it is pretty sus, he doesn't sound like the rest that try this shit, he just sounds sad. Plus he is resigned to do it legit. I say best of luck to him. Can't hate on Descent players.
>>
File: temp7.png (73 KB, 712x478)
73 KB
73 KB PNG
>>11408289
>>11408301
>>
Why does NBlood have no documentation on all its features? Is the center horizon display option to emulate the DOS version?
>>
>>11409402
God, the legs are done so dogshit on the Cybercuck.
>>
>>11409559
why is the cross shooting cum
>>
>>11409636
clean your monitor
>>
>>11406172
PNGs are less limited than the palette-based ones in Woof, you don't have to worry about the same shades of green and blue being used on screens, wires, and circuitry in computer textures for example.
>>
Is there someone who actually enjoys map 18 (Warehouse Siege) from Doom 2 Reloaded?
>>
>>11404726
https://store.steampowered.com/bundle/27500/
Quake Franchise on sale
>>
>>11409802
Doom, too.
>>
>>11409802
Store is fucked beacause Steam autumn sale just started
>>
>>11409703
Which is cool, and I like the idea of not having to convert to flats, praying that Slade won't corrupt the graphic instead (as it is wont to do), but I still wish I could go beyond the palette's colors.

What if I have all the normal monsters which remain normally colored, but then suddenly, I unleash a new monster which is a blue-green color, and he bleeds teal?
>>
>>11409402
>>11409632
I realize now that the right side leg is just copied over onto the left side, which, uh, looks really bad because that leg was shaded to be more rearwards, as the real Cyberdemon's cybernetic leg is forward.

Whoever made this sprite misunderstood the shading and perspective of the original. Yuck.
>>
File: friendly caco.png (13 KB, 252x264)
13 KB
13 KB PNG
cuckodemon
>>
File: file.png (231 KB, 897x860)
231 KB
231 KB PNG
>>11408289
>>11409559
>>
>>11409545
>>11409547
But the purple medikit doesn't look like a recolor. I thought this was part of a mod.
>>
File: laser.png (370 KB, 734x712)
370 KB
370 KB PNG
>>>/wsg/5744652
>>
Anyone thats played both which do you ultimately prefer og Going Down or Going Down Turbo?
>>
>>11410124
Turbo, it feels less like a slog in most of the later levels.
>>
>>11410124
I like what I've seen of Turbo so far. It's easier than the original but mostly in places where it was hard for bad reasons, like enemies getting instantly dropped on your face or really arbitrary linedef triggers. Levels flow better and there's some nice details added to the more plain bits of the maps.
>>
wish there were more mods like Golden Souls 1/2
>>
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.)

Recent Changes:
Added 9 Characters - Spyro, Gex, Bubsy, Rayman, Scout, Soldier, Demoman, Medic, Rifleman
>>
>>11409583
>Is the center horizon display option to emulate the DOS version?
Yes.
>>
>>11410151
TCs take immense amounts of time and effort, Batandy's even talked about it here before about it being an uphill struggle.

It's why I don't blame people for going the commercial route instead.
>>
>>11410124
Knowing nothing of GD I went into it blind and nearly convinced myself I was playing a joke wad going on the difficulty of that first level alone (UV difficulty).
I say play the OG then jump to turbo if makes you take a break to sooth any seething rage.
-t. casual UV pistol-start enthusiast
>>
File: 1496827742605.jpg (38 KB, 586x440)
38 KB
38 KB JPG
>>11410261
I can imagine. I have dreams of making my own games, but I don't want to give up Dooming either, not ever. I feel like what I'll do is to make some levels every now and then, and sometimes make smaller partial/total conversions, stuff where it's only like 10 levels or so at most, and to a large part still works around Doom's style of gameplay and combat.
>>
>>11410310
>stuff where it's only like 10 levels or so at most
Play the first episode of Hedon and think about how much work went into that. Every single thing about that game is custom made for it, all the assets, the code for a lot of the enemies, sounds and everything.
"Only" 10 levels, if you're gonna make all the assets, is still a lot of work.
>>
>>11410326
I wouldn't be making it more complex GzDoom TCs like that, nor would I need to make everything from scratch because Doom projects would not be commercial for me.
>>
>>11410261
Golden souls is only a partial conversion though.
>>
>>11410326
NTA, I would say if you already went through all this pain
>all the assets, the code for a lot of the enemies, sounds and everything
making only 10 levels will all this stuff would be really dumb.
>>
>>11410363
Sure, after you get past the hard part, all that's left it's the easy stuff.
>>
File: BeatTheNiggur.png (61 KB, 174x264)
61 KB
61 KB PNG
Replayed tears of the false god again. I don't know if I will ever beat arcande dimensions but these levels still rule even if the super secret is always a cunt to get.
Got stuck looking for the last two sigils because I forgot the portal secrets and also that regular progression just gives you one. That secret fight next to the giant face kicks arse.
Favourite super secret in arcane dimensions? Favourite in any quake map?
>>
>>11410151
Treasure Tech Land is coming some day. It has Batandy maps too. 3 map demo has been released.
>>
File: 1726874802323386.png (159 KB, 640x323)
159 KB
159 KB PNG
>>11410198
ggs
>>
File: 1732740158344921.png (355 KB, 680x639)
355 KB
355 KB PNG
>>11410198
ggs
>>
>>11410198
>>11410749
>>11410754
GGs
>>
File: zh2.png (175 KB, 824x272)
175 KB
175 KB PNG
Oh hey, Zombie Horde's getting a sequel. Came as a surprise to me.
pls remove Uboashit
>>
>>11410781
a sequel wont fix that the community is already rotten to the core
>>
File: vkquake0011.png (2.82 MB, 2560x1440)
2.82 MB
2.82 MB PNG
>>11410579
I'm not sure which ones are super secrets. That secret fight you're describing is sure looking cool, maybe a bit too ez though, but I don't remember if I already switched to hard at that point. In terms of combat I was recently impressed by Akalakha because of how fit and tight it felt. Smelly Bogbottom had actual Dopefish, so this might count as super secret too? I was shocked how fun it was finding 35/50 secrets in Sepulcher, only after that I started feeling too sleepy and gave up.
>>
>>11409942
It still looks like a recolor, possibly in alternate palette (Doom doesn't have a lot of purples). The whole screenshot looks like it's a wad with different palette.
>>
I generated some stuff with AI for my Doom mod.
>>
>>11411035
Does it look any good?
>>
>>11411037
It wasn't pictures
>>
>>11409559
>>11409904
now kiss
>>
>>11409402
the difference between a chad and an incel is a few meters of horn
>>
>>11409402
What were they thinking with that enemy? Does it only exist so that Xaser could throw a dozen Cyberdemons into a single fight?
>>
File: the people's eyebrow.jpg (104 KB, 1080x1080)
104 KB
104 KB JPG
>>11410340
where's the line between a partial or a total conversion anyway? how much is the mod's content supposed to resemble the game it runs on for it to not count as a TC? shit sounds vague as fuck.
>>
File: Doomsgiving.jpg (221 KB, 825x589)
221 KB
221 KB JPG
Happy Thanksgiving, you fucking animals.
>>
>>11411085
Probably, like the Hell Knight equivalent for the Cyberdemon, a weaker version which doesn't take as much time to fight. Not the worst idea, just conceptually.

But he looks SO fucking awful, it's a really bad and ugly graphic, which is especially insulting when the Cyberdemon he's based on is the best graphic in the original game. Taking such a finely crafted character and crudely butchering it into that ugly thing I think is just heinous.
>>
>>11411232
Does it require Doom or Doom 2 WAD to play? if not, it's total.
>>
>>11411232
If it retains a lot of Doom stuff, like it just adds/replaces some monsters or weapons such as Osiris (in spite of it sometimes being referred to as a TC), or Pirate Doom, then it's a Partial Conversion.
If it sets out to change everything, like Batman Doom, Aliens TC, Hacx, or REKKR, then it's a Total Conversion.
>>
>>11411486
They should have just reused the graphics from Wolfenstein RPG.
>>
>>11409402
Neutering your dog, vs keeping your boy whole.
>>
>>11409402
Looks like they tried subtly shrinking his sprites too, but also did a bad job on that.
>>
>>11409393
>>11409420
Your original post didn't mention zMusic so I didn't do anything with that or look at the wiki. I'll try again this weekend.
>>
>>
>>11411232
It's in the name. Total Conversions convert totally, Partial Conversions only convert part of the game. Technically this makes Ashes a partial conversion, because it's got the stock Hitler picture in it.
>>
File: file.png (987 KB, 1271x878)
987 KB
987 KB PNG
>>11411670
oh shit how do i turn this off
>>
>>11411629
I did say the list of dependencies and ZMusic compilation instructions on the wiki page were useful, but I should've emphasized more that those were important steps to do before following what I wrote in my post. My bad.
>>
Plutonian Sunrise was pretty fun. The best way to handle an arena with monsters constantly teleporting in, I guess, is to leave the arena and fire Mauler torpedoes at the sky until most of them are dead enough to hop back over the walls and clean up. I really wish I didn't leave the BFG in the last level.

Don't know if anyone actually wanted this, but these are the rations I was messing around with. Load it after Seasoning Packet.
https://files.catbox.moe/p28zu6.zip
>>
playing alien vendetta for the first time, are pain elementals altered to work like the doom 64 ones or did I just fucking explode for no reason
>>
almost done with me first playthrough of doom 2
why is every sandy level so dogshit
why did he have a job
>>
>>11411848
Enemies aren't modified in AV
I assume you killed a pain elemental and one of the lost souls rushed towards a barrel
>>
>>11411863
that's what I figured but the timing fucked me up real bad
>>
>>11411764
Nah, I was being kind of a tard. I do appreciate your help, and will try again and hopefully not bungle it.
>>
>>11411861
IIRC, Romero was busy accepting every request to interview and be Doom's cheerleader
>>
>>11411861
>makes garbage levels for doom 2
>nobody cares
>makes much better levels for quake 1
>gets fired
>>
File: oh my.jpg (36 KB, 326x314)
36 KB
36 KB JPG
>>11411861
>>11411984
>>
>>11411861
>why did he have a job
Because they were shipping next week and had to make another full episode while Romero was too busy deathmatching and being an attention whore.
Also, you are a pleb, a zoomer, you got filtered and have no taste.
No apologize to Daddy Sandy and get back in the trash where you belong.
>>
>>11411861
What's wrong with his levels?
>>
sandys levels are awesome
spawning 30 enemies in a circle around you when you press a switch is so creative :O
especially when you do it 10 times in a row
>>
I need to put 35 textures and 35 flats on into 35 numbered squares with their names underneath. How can I do it without killing myself?
>>
>>11412038
You have a smoke and a coffee before you start, and you put on Robert Hood to set the mood that works for me
>>
>>11411861
>filtered by The Chasm
many such cases
>>
>>11412023
With both games he was a much more experimental mapper using mapping shit that wasn't really up to what he was trying to do, while also under immense time pressure to knock out a fuckton of maps.

Of course there's also the weird arse Romero vs Sandy fanboyism shit but that's the practical stuff.
>>
>>11411861
> le doom 2 is bad meme
Stop.
>>
>>11412228
That's not what he's implying, numbnuts.
>>
File: haunted lighter.png (899 KB, 1917x1080)
899 KB
899 KB PNG
I've been kinda tired of playing Doom so I've been playing pretty much anything that isn't that, Cultic is pretty good if anyone wants something that's like Blood.

Anyway, all weapons for the skeleton mod have been replaced. Instead of another melee weapon, you get a haunted lighter that shoots a burst of homing fireballs with okay damage and a little splash damage on top.

>https://webmshare.com/PJrrg

Release soon, probably. I wanna give each weapon its own select sound and then I gotta polish everything as best as I can.

WAD shown is Grime by EduardoAndFriends, let me know if you guys want a copy since he hasn't reupped it yet.
>>
File: 1522996196244.png (1003 KB, 1920x1080)
1003 KB
1003 KB PNG
Mappers who do stark umbra and penumbra like this in their levels have a strong chance of being based.
>>
>>11412297
>I've been kinda tired of playing Doom so I've been playing pretty much anything that isn't that, Cultic is pretty good if anyone wants something that's like Blood.
I have phases of playing Doom and playing other stuff, even modded Doom gets a little tiring eventually, it's kind of why I got on with Going Down Turbo since it didn't feel like it outstayed it's welcome.
>WAD shown is Grime by EduardoAndFriends, let me know if you guys want a copy since he hasn't reupped it yet.
Please do, a lot of his wads fell off the fucking internet because he did the stupid doomworld attachment shit that broke and lost a lot of stuff.
>>
File: doomsgiving.jpg (108 KB, 825x589)
108 KB
108 KB JPG
>>
master levels mostly suck shit but express elevator to hell is one of my favorite doom levels
>>
>>11404725
In Project Osiris mod has a underwater swirl effect, is there a separate mod for GZDoom?
>>
Never thought I'd be able to make Team Fortress 2 esque invisibility with decorate.
>>
Did I get banned
>>
>>11412982
Doesn't look like it
>>
File: AngryChaingunner.png (142 KB, 317x401)
142 KB
142 KB PNG
>>11412982
Yes. It's over for you.
>>
>>11412894
I kinda like their PSX versions but anything is better with reverb, colored lighting and Aubrey Hodges so I don't know if it's a fair opinion to have
>>
>>11412353
Yeah, I was playing non-stop for like five months and occasionally playing whatever I got on Steam thanks to sales. I think it's about time I take a good, long break of it DESU.

Here's Grime, by the way. Shame Ed didn't do it right because his stuff is pretty great.

>https://files.catbox.moe/9ca1gj.wad
>>
>>11413172
>I think it's about time I take a good, long break of it DESU.
It's probably a good thing to, I ended up dicking about with Deep Rock Galactic that way and liking some of it's weapon ideas even if they're not the most original ones ever.
>Here's Grime, by the way.
Thanks, I came across it when looking through Build aesthetic stuff and every single place just linked to the thread with the dead link, shit's annoying as fuck.
>>
File: vertex1.png (5 KB, 487x166)
5 KB
5 KB PNG
Ok fellas i really need to know, are you still working on your vr maps? I need news on maps 9, 14, 15, 24, 25, 26, 29.
I know i said there is no deadline but please, tell me you at least started your maps. or i might just remove the map limit and let joe make all of them
>>
File: bmj_loss.png (9 KB, 105x48)
9 KB
9 KB PNG
>>11413267
>spoiler
Please, no.
>>
Wait was there a halloween map pack this year? Is there gonna be xmas pack?
>>
File: map25 wip.png (202 KB, 657x853)
202 KB
202 KB PNG
>>11413267
MAP25 anon here. IRL kept holding me back but since there's a holiday I can devote my time to it again. It's half-way done.
>>
How do you trigger wild cards in corruption cards, is it completely random? I've only managed to get one so far
>>
>>11413267
>spoiler
You're kidding, but I could definitely get all these maps done in a timely manner.
>>
>>11413212
No prob. Grime is pretty comfy in a certain light, wish Ed would do more stuff like it honestly.
>>
Does anyone know what happened to TheV1perKill3r or whatever his name was? Cant find his channel anywhere on youtube and he had a shit ton of demos posted there.
>>
I just found a GZdoom based porn game and it's not Hdoom. Why?
>>
>>11413530
Is it Slooter?
>>
>>11413540
No, Nakara.
>>
>>11413530
bad ass
>Why?
the masses are no longer pleased with rpgmaker, they demand full three dimensions rendered in full single-core glory to truly envelop themselves in a world of bulky females from the southern americas. upgrades, people, upgrades.
>>
>>11413560
>porn game
>all the sex kills you and sends you back to the beginning
Some people just don't understand game design.
>>
>>11413896
It is unfortunate that the one thing western porn game makers tool from japan was the "game-over rape" rather than production values and finishing their products.
>>
File: miyamoto.jpg (68 KB, 960x900)
68 KB
68 KB JPG
>>11413896
>>11413560
>>11413540
>>11413530
>>
>>11413904
>finishing their products.
That would be extremely unprofitable
>>
>thread slows to a crawl outside of shitposting about Sandy
/doom/ is dying
>>
>>11414113
It's the Thanksgiving weekend, you friendless fuck.
>>
>>11414132
Not everyone is American, anon. It has been slower here since the Captcha timer, but it'll probably pick up around the holidays.
>>
>>11414163
>but it'll probably pick up around the holidays.
Yeah, end of year releases tend to have something and there's always the cacowards to argue about.
>>
>>11413530
What is it?
>>
>>11414132
Thanksgiving is on October here. What's the point of having it so close to Christmas they practically merge at that point.
>>
>>11414230
What's the point of having Christmas so close to New Year?
>>
>>11414217
>>11413560
>>
File: Dukelook.jpg (83 KB, 581x752)
83 KB
83 KB JPG
>>11404725
Can anyone who was there confirm to me that the modern compulsion to talk about the BUILD engine "warping" when you look up and down was not a thing back in the day? Bloody hell, it's hard to find a single video discussing Duke, etc. these days that doesn't mention this non-issue talking point, yet it has never been noticeable, let alone an issue, in my what must be hundreds of hours now of playing mouselook Duke, SW, and Blood. Am I crazy?>>11404725
>>
>>11414431
I guess it kinda came up back in the day at times? That's a 2.5D FPS without perspective correction though, and why you can only look up and down so much.
Duke Nukem 3D had a lot of little rough edges to it to achieve many of the things that it did, generally small things, and that was just one of them, and the game was great anyway so people didn't complain too much.
>>
Enjoying the new going down turbo so far. Crawl Space actually feels like a fun tyson map instead of a chainsaw shitfest.
>>
>>11414431
playing Duke3D with mouselook is an anachronism, "back in the day" most people would have been playing with keyboard only and move around centered 99% of time, and look up/down only during clear signs of verticality in the area - in most cases, due to auto-aim you almost never have to pitch your aim anyway
>>
>>11414431
If I had to guess, it's probably way more noticeable at 16:9 resolutions or wider, and most people won't play at the original 4:3 if given a choice.
>>
>>11414458
Ok, assuming you are correct, do you recall anyone keyboard looking up and down and bitching about "warping" back then?
>>
>>11414458
Anon, Duke 3D came many years after Doom 2, if someone was outright keyboard only-ing the game by then, they were the poorfag of poorfags, and then also playing on a postage stamp screen as if it was still 1993 and they had a 386.
>>
>>11414479
>many years
One year and three months is not many years, especially not when four months later Quake came out.
>>
>>11414504
>especially not when four months later Quake came out.
God what a time to be alive.
>>
>>11414469
I don't think people would have really bitched about it since it was the standard at the time - Heretic, Hexen, Rise of the Triad, and the Ultima Underworld games all had the same effect. Quake would've been notable for finally doing something better, but it wouldn't have been a negative for Duke outside of direct comparison between the two.

>>11414458
People would've played using a mouse, they were playing Doom and Wolf3D with mice, but Build's mouselook input was notoriously fucked and could only process input on one axis at a time. More likely, serious players would've been using the Novert TSR to disable forward/backward movement and play the game the same as Doom, only using the mouse for horizontal turning.
>>
>>11414601
Yeah the vertical look was the highly rudimentary flavour of it, it really didn't have any effect on gameplay, it was just there and usually bound to page up and page down or something similar. You sure as fuck would never have it bound to the mouse.

Even for something like Descent the thinking at the time was it was best played with a joystick.
>>
Quake newfag here. How's Quake 2 compared to the first one? specifically in terms of single player and custom content.
I've been playing Q1 fan maps lately and the architecture in some of these is pretty damn nice. The combat still doesn't hit the same as Doom's, tho..
>>
>>11414659
Probably more Doom-like in weapon feel. Much more generic looking and overall less diverse in aesthetic than Quake 1 though.
Not nearly as much custom content as Quake 1, but there has been an uptick since the remaster. However, older mods won't work on the remaster unless they've been recompiled for it.
>>
File: sonic mayhem myfav.jpg (3.63 MB, 2880x1620)
3.63 MB
3.63 MB JPG
>>11414659
>How's Quake 2 compared to the first one? specifically in terms of single player and custom content.
Not as much "volume" as Doom or Q1, but that's expected and there's still some good stuff. The new "official" episode is fun, too.
>>
>>11414659
Quake 2 is not as good as Quake 1 in any aspect but perhaps graphics and music. Even that is debatable because Quake 1's dark medieval/fantasy aesthetics are probably more stylish to most players vs. mostly brownish military bases; and Quake 1's NIN soundtrack follows the same analysis, being more atmospheric and awesome in its own right vs. the admittedly also awesome, but largely played-straight shreddage of Quake 2's ost. I guess there is also an argument to be made that Quake 2 has better guns, even if its gameplay loop is not as fast or satisfying. The Q2 railgun is boomer shooter cocaine.

I like both, but for me the difference is Quake 1 was a single day playthrough that once started I could not put down until I finished, and Quake 2 was a multi-week playthrough that I had to intentionally work through.
>>
>>11414726
I'm prolly one of the few who prefers Sonic Mayhem's work. I just can't into pure ambient stuff myself.
his alt ost for Q1 is amazing https://youtu.be/cxW721lAugs
>>
File: caco_pet.webm (396 KB, 500x402)
396 KB
396 KB WEBM
>>
>>11414730
When did he make thi-
>1996
Shit, had no idea about this until now. Good stuff.
>>
What monsterpacks work with Heretic and Hexen?
>>
File: 1724863612728569.gif (651 KB, 500x337)
651 KB
651 KB GIF
>>11414782
>>
>>11413267
Map15 reporting in! I hit a snag with the creative process, and then IRL happened. Hopefully I'll have this thing done before too awful long.
>>
>>11414792
if I recall correctly, Sonic Mayhem sent that to id and they were impressed enough to get him to do the official OST for Quake 2
>>
File: proj.png (114 KB, 685x227)
114 KB
114 KB PNG
>>11414431
dunno about "warping" but it's only recently that I intuitively understood that it's the exact same thing as "lens shift" in photography / projectors / 3d renderers.
somehow it never clicked before, despite me knowing all the basics.
>>
>>11414431
The faint memories I have of Douk from back in late 90s or early 00s when you could get the demo more reliably, was that coming from Doom looking up was like a ''bonus'' thing so it being wonky looked funky but I didn't really think of it that much since natural actual 3d fps wasn't as prevalent. Half Life 1 was IIRC the first fps I used mouse and keyboard for.
>>
I have a "site can't be reached" in zdoom's site
what could it be?
>>
Nari now has ingame sprites for fire bikini
>>
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!
>>
File: Nearly all done.gif (3.62 MB, 1917x583)
3.62 MB
3.62 MB GIF
>>11415245
Nearly there.
>>
>>11415250
>>
>>11415251
All that's left is to make an animation of him dropping his hands, then I can get this into SLADE and set up the animations.
Then begins the process of painting over all of the new frames I've made.

Pray for me, boys. Because I feel like doing all of that shit within the span of a few weeks is going to be a heroic effort.
>>
>>11415228
Nice.
>>
Playing UV Necromantic Thirst. On map 22, about 700 kills in but still no plasma or RL. I'm definitely playing with mouselook ON and auto aim OFF though.
>>
File: 1706357700017072.png (312 KB, 1520x825)
312 KB
312 KB PNG
>>11415245
Working on Infiltrator class for my mod.
>>
>>11415384
What a smol Sten gun.
>>
>>11415389
Unfortunately only silenced Sten sprite I could find.
>>
>>11415205
>zdoom
Works for me, could be a 403 (means that your ip is banned) or a dns issue.
I have a fixed ip but one day I couldn't access my national news sites(not from the US). Changing ip and rebooting the router helped. I still don't understand what happened and why. Was pretty paranoid about 3rd party hackers or something.
>>
>>11415392
Shouldn't be that hard to draw a silencer on other Sten sprites.
>>
File: unfreeaim.webm (3.64 MB, 960x540)
3.64 MB
3.64 MB WEBM
>>11415245
speaking of autoaim and classes - any zscript chads around?

I've made a mod to disable freeaim while keeping freelook.
it works fine, but I wonder if there's a way to do it without messing with the player class?
ultimately, the actual pitch only needs to be in effect during rendering, and at any point in gamesim it may as well be zero.
is there anything more global I can hijack?

https://files.catbox.moe/mugts6.pk3
>>
>>11415389
doomguy's hands are just that big
>>
>>11404725
its been about a month... i guess the flm anon is still not back?
on an unrelated note, i beat another vanilla Doom 1 (no episode 4) run.
>>
>>11415228
who's this? is she from a wip or a finished mod?
>>
File: Kriegspfad sten.png (55 KB, 600x311)
55 KB
55 KB PNG
>>11415392
>>11415398
I found this that might work https://forum.zdoom.org/viewtopic.php?t=75242
Mod's called Kriegspfad.
>>
>>11415512
Thanks bro.
>>
>>11415492
She's from La Tailor Girl
basically a finished mod but still has some sprites missing from the other characters
>>
>>11415512
>>11415515
>firing frame is in there twice
aw shucks
>>
File: sten, how to.jpg (254 KB, 800x610)
254 KB
254 KB JPG
>>11415512
>>11415517
Depending on how much realism you want, the Sten should ideally be held like this, with your supporting hand holding either the shroud, or under the body of the gun, as Sten magazines were never really the best quality or durability, so you kinda wanted to baby them.

Of course, for just style points, it'd still be worth depicting gripping the magwell, just because this style of gun looks so unconventional by modern standards.
>>
>>11415450
>>11415389
>>
>>11415587
I just edited the frames so Doomguy is holding the gun by the mag because rule of cool, I guess.
>>
File: capt0042.png (389 KB, 1920x1080)
389 KB
389 KB PNG
>>11415245
Learning mapster bit by bit
>>
>>11415714
Godspeed.
>>
>>11415714
Looks pretty kewl anon
>>
>>11411861
They're actually cleverly built to subconsciously trigger a response in, and expose, homosexuals.
Sorry you had to find out this way anon.
>>
>>11414113
Whole scene is really, as well as the mini boomer shooter industry that popped up around it.
It'll finally go back to being a slow thread.
>>
>>11414469
>do you recall anyone keyboard looking up and down and bitching about "warping" back then?
Yes, but it was nice to be able to look up and down at all.
If you don't see any warping it's because you're playing on a source port or something.
>>
>>11413267
MAP 26 reporting
>>
okay I finished doom 2, now moving on to doom 64
sorry to every anon I triggered by insulting Sandy's maps, they're still shit but I'm sorry I offended you
for d64, is retribution good or should I just play the official port?
>>
>>11415904
Did "Doom 2" include Final Doom as well?
>>
>>11415904
Either the official port or 64 EX.
>>
>>11415929
not yet, I'm gonna play 64 then 3, then circle back for thy flesh consumed, final doom, and RoE (yes I'm autistic)
>>
>Spider kills me and dies to my death explosion
>I had a Reaper Shard

lol
>>
File: yoa0dq79k0t21.png (325 KB, 700x524)
325 KB
325 KB PNG
>>11415860
>Eureka
Glad to see someone else using this thing. What's your opinion on it?
>>
File: ux.png (2 KB, 320x200)
2 KB
2 KB PNG
is there a reverse-decohack btw?
input a deh patch and get some structured code out?
>>
>>11415998
It's pretty good, about as comfortable as UDB once you get used to it and even then I was able to get my bearings in an evening or two. So far only things I dislike about it is that there's no mouselook in 3D view, though maybe there's some kind of a keyboard shortcut for that I wasn't able to find, and that it's sometimes impossible to do 1-2px length bullshit for decoration because the vertices get combined automatically. For some reason sometimes, but rarely, it doesn't generate sectors when I draw them, but it's easily fixed by just pressing insert in sector mode.
>>
>>11416027
>there's no mouselook in 3D view, though maybe there's some kind of a keyboard shortcut for that I wasn't able to find
There is none. Your 3D preview is just like vanilla Doom: No mouselook. I don't find it annoying actually. I do find the auto-merge of vertices annoying.
I'd want though some macros like "create door" or "create stairs" ect to speed things up. More quality of life features.
>>
File: skelton mod co so.png (671 KB, 1917x1080)
671 KB
671 KB PNG
>>11415245
Just replaced all weapons for my Skeleton mod. Now I'm just taking my time and making sure it plays and behaves nice, likely won't touch any other powerups otther than the soulsphere (which is a big jug of supernatural milk).

I think I need to give the shotgun one more pellet and a bit more spread. It's a bit too accurate for its own good.
>>
File: file.png (1.46 MB, 1922x1080)
1.46 MB
1.46 MB PNG
>cool elevator
>just two blokes and a couple more that spawn
Biggest let down I think I have ever experienced in games.
>>
File: live neco reaction.png (466 KB, 780x500)
466 KB
466 KB PNG
>>11416108
so pilk basically
>>
>>11416108
Delicious calcium.
>>
>>
>>11416012
I think I sent a PM to MTrop on DW asking about that, and he said it's not really possible.
I'm not really sure why that actually is, but I'm willing to believe him since he made DecoHack, and DeHacked tables are virtually nonsense.
>>
it's been a minute since i've been here, is 94 protons out yet?
>>
>>11416170
It should be doable, following the chain of frames shouldn't be that hard, but it's probably niche enough to not be worth the programming effort.
>>
>>11416027
>>11416039
>Eureka doesn't have proper freelook
Why?
>>
File: sovl.png (133 KB, 1440x1080)
133 KB
133 KB PNG
>>11416120
Yes. Originally the idea was it was just a whole fucking cow but spriting a whole fucking cow would be a clipping problem, which the mod already has thanks to the plasma rifle replacement doing whatever the fuck it wants.

>>11416157
Thanks anon. It's pretty much done, I could just post it right now if I wanted to but I want to make sure it's done and polished.

Sidenote, Nugget is cool because of how crunchy you can make it. It's great to see just how vanilla it can be even when playing modded.
>>
>>11416172
you're a funny guy
even Ad Mortem isn't out yet
>>
File: 1731571544521918.jpg (44 KB, 640x480)
44 KB
44 KB JPG
>>11416194
A whole WHAT cow?
>>
>>11416195
ehhhhh, ad mortem is nowhere near the same level as 94p lol
i mean i guess there was a second project lead but that just means the project was worth continuing in his eyes, nobody's done the same for 94p
>>
>>11416201
You heard me right, anon. A WHOLE COW. THE SKELETON ATE THE FUCKING COW, MILK AND ALL.
>>
>>11416212
Do you have any idea how that will affect the skeleton digestive system? Get a sector toilet in our quadrant pronto!
https://youtube.com/watch?v=Hh6s8tvD2tA
>>
File: LIES3.png (7 KB, 128x64)
7 KB
7 KB PNG
>>11416172
Chop liked one of my textures post on Doomworld recently, so maybe he'll make one soon.
(Picrelated for extra comedy value)
>>
holy SHIT this is so much better oh my god
>>
>>11411861
poor pacing, that's all there is to it
>>
>>11411861
The Chasm
>>
>>11411861
>why did he have a job
Because he was literally the only person working on Doom 2.
>>
File: MTrop_on_DECOmpilation.png (93 KB, 1320x635)
93 KB
93 KB PNG
>>11416012
>>
>>11416397
Sounds plausible to me. DeHacked is, after all, a bunch of gross hacks to the .exe, there isn't really any true logic to it.
>>
File: urotsuki drifting.webm (1.85 MB, 1200x700)
1.85 MB
1.85 MB WEBM
>>11415245
nowhere close to being done but i like how it's shaping up
>>
>>11416450
Not really into racin but your city looks cool I want to kill demons in it.
>>
>>11416460
that's not my map
>>
>>11416467
Are you building this out of that sonic game
>>
>>
>>11416484
uhh yes. that kart one. i'm making the sprites in that video so i can graduate from frankenspriting hell
>>
>>11416489
>>what sleep paralysis can do to a nigga
>>
>>
dicking around in the open fortress server for the 3 of you that play that btw
>>
is there a quake injector equivalent for doom wads?
>>
>>11416597
Doom Launcher
>>
https://twitter.com/ShiinaBR/status/1863061438236955120
Fortnite's finally getting Unreal Tournament skins... but it's random UT4 goobers instead of actual classic UT characters lmao (probably related to that shitty upcoming anthology series)
I would have paid for fucking Malcolm and Xan skins no question
>>
>>11416718
It's cause of the crap Netflix shit where they've made Facing Worlds look barely recognizable and shoved it into the middle of a stadium instead of in space.
>>
File: 1703536691763486.gif (91 KB, 640x480)
91 KB
91 KB GIF
>>11416718
>epic unlists unreal
>sell unreal skins for fortnite despite the player base of both games being in two different bubbles
who is this for?
>>
>>11416770
like >>11416769 and I said, it's prolly promotion for the UT episode of that fucking Secret Level series
https://www.youtube.com/watch?v=0T28j36azQA
>>
File: 244ab40d3klj.png (12 KB, 314x287)
12 KB
12 KB PNG
is it too late for me to start learning doom mapping or should i go for it
>>
>>11416790
Do it.
>>
File: fag.png (234 KB, 532x411)
234 KB
234 KB PNG
>>11416718
>collab
>all the zoomers in the comments complaining and calling it a collab
>Only one guy I saw mention it's Epics own game and Fortnite wouldn't even exist without Unreal.
>>
>>11416790
Mapping for Doom is easy, there's a few idiosyncrasies because it's one of the earliest FPS games, but it's easy to get a grasp on it, and the software is extremely intuitive and easy to use.
>>
File: requiem.jpg (42 KB, 1085x120)
42 KB
42 KB JPG
>>11416790
Why would it be too late? It's not some mmo that peaked in the first 3 years or something. Some of the best wads ever made were made in the past decade.
>>
>>11416790
learning new skills is cool and adds wrinkles to ur brain
>>
File: Map 29 progress 1.png (433 KB, 1363x820)
433 KB
433 KB PNG
>>11413267
I posted a screencap a bit back, hopefully will be done soon. I had a neat idea I wanted to execute so its taking a little longer than I anticipated.
>>
File: 1701934801940881.png (20 KB, 317x240)
20 KB
20 KB PNG
>>11416790
go for it
this is a threat
>>
>>11416792
i mean, it's still a collab despite both being made by Epic since they're still separate IPs
>>
>>11416807
Also I'm on Doomworld frequently enough to where you could message me there for updates.
>>
File: RookTST.png (4 KB, 408x128)
4 KB
4 KB PNG
>>11415245
Went to hell for two months under the punishment of starting new projects without thinking and Zscrooptin'.
In the meantime, turnstates on headcrabgal
>>
>>11416874
looks nice, kinda looks like a SNES RPG portrait
>>
File: Am I in trouble.webm (1012 KB, 800x450)
1012 KB
1012 KB WEBM
>>11415245
>>11415250
Got em in game, though I had to scale them up to make sure they're not too low. I am worried this may not be good enough.
>>
File: image.jpg (271 KB, 1920x1080)
271 KB
271 KB JPG
>>11408487
Mullet Mad Jack has the aesthetic you are looking for, not really doom though
>>
>>11416874
Lorelei, is that you?
>>
File: MG1.png (1.2 MB, 1000x705)
1.2 MB
1.2 MB PNG
>>11408487
>"What if Doom was developed in Japan" mod, and everything will be changed to look like they were inspired by pre-93 anime, instead of pre-93 hollywood movies like Doom is
anon...
>>
>>11416770
>who is this for?
It's really simple:
1. Those who are familiar with Unreal games and play Fortnite at the moment.
2. Oblivious part of general audience that will fall victim of artificial nostalgia once they learn that Unreal franchise is a thing that was created by Epic Games, which might as well be the entire playerbase.
Nostalgia sells.
>>11416790
Do you actually want to do some DOOM mapping? The answer should tell you what to do.
>>
>>11416913
they're fine. remember, this isn't the finished look as you will be painting over them, like it or not :)
>>
>>11416990
5 years later he's gunna cum back and redo all 4 classes because he's unsatisfied with how they play or w/e
>>
>>11416989
>artificial nostalgia
Is that really a thing? I've seen retail WoW players get confused by some of the 30th anniversary event stuff like the back items that are based on the faction logos from Warcraft 3. They don't care about Warcraft RTS and Starcraft at all.
>>
>>11417006
i imagine it to be like teenagers larping as fps oldheads who were hooked on unreal at the ripe age of negative fifteen
>>
>>11417006
sounds like a buzzword, but i'm guessing it's related to all the kids who complain about being born in the wrong generation or some shit, flexing how much more they enjoy older media.
>>
>>11416990
It's the angles that're fucked though. I'm adjusting them right now.

>>11416992
You say that, but I plan on laying this mod to rest next year. If I don't, I quit modding.
>>
>>11417017
u better send me a steam key for ur game homefry
>>
>>11417014
>flexing how much more they enjoy older media.
That's only happens when the numedia they consume sucks ass. Kids love Fortnite, and though it's not my thing Epic has done a really good job with it.
>>
>>11417023
You ask nicely when I get to that point, and I probably will.
>>
>>11417017
>I plan on laying this mod to rest next year
>laughing kobold.jpg
>>
>>11417030
Man don't remind me, figuring out Kustam's gameplay shit took longer than I wanted. At least I didn't nearly die this time while working on him.
>>
>>11417025
i meant them doing it for attention. maybe read on the internet about how new bad and old good, and then took it to heart in their desperate search for approval. i know i did that shit in middle school.
>>
>>11417036
i am cool and bad ass because i listen to the same music my dad did
>>
>>11416987
Kojima doesn't count and you know it.
>>
>>11408487
Not doom but shogo mobile armor division.
>>
>>11417138
Oni, though it's more like mid-90s anime
>>
>>11417006
>Is that really a thing?
Based on my own observations, yeah. Kid me was like that at times. And there're also being more recent examples like many people being like "Oh, Commander Keen skin in Eternal! That's awesome!" while they've never really heard of the games beforehand.
>I've seen retail WoW players get confused by some of the 30th anniversary event stuff like the back items that are based on the faction logos from Warcraft 3
Makes sense. But then many of them surely went like "oh, it's from an old thing? That's very cool".
>They don't care about Warcraft RTS and Starcraft at all.
That's definitely true, yeah.
>>11417014
>i'm guessing it's related to all the kids who complain about being born in the wrong generation or some shit, flexing how much more they enjoy older media.
Also this, indeed.
>>11417025
>That's only happens when the numedia they consume sucks ass.
Not always, at least to them. Sometimes the "I like older games" flex comes in part due to them enjoying the newer stuff.
>>
File: MAGICLAW.jpg (43 KB, 608x380)
43 KB
43 KB JPG
>>11417138
>>
>>11417006
You see a lot of that shit from people who buy into something during it's "revival" phase because it was popular once and that's all that really matters to them.
>>
File: 1730452818529409.jpg (167 KB, 769x831)
167 KB
167 KB JPG
>>11415714
Groovy
>>
since quake wars was released in 2007 can we talk about it here?
>>
>>11417283
It’s still a seventh gen title coasting by “PC platform rules”, but I also like talking about FEAR sometimes and both are still more “retro” than Fortnite skins.
>>
I had a dream that I was playing really fun slaughter megawad on Woof. What a let down it was just a dream. It had gigantic hellknights, comfy map set on a beach, hexen monsters. Guess I have to make it into reality myself.
>>
>>11404725
Everyone said vanilla Doom is piss-easy.
Curse their liars' asses because I'm only on Episode 2 yet this game is already kicking my ass.
Especially, levels seem near unbeatable when your weapons are taken away after death. How Pistol-start run even possible?
>>
>>11417403
Pistol starts are for players who already familiar with the level. Either you already beat it, or you love to die over and over again to get familiar with the map layout as you go.
I believe for pistol starting to feel natural on your first run, the level has to be kinda linear so the mapper could adjust your progression properly, i.e. put shotgun somewhere at the start, put rocket launcher before the big fight, put medkits after big fight, this kind of stuff you usually see in shooters made in 00's, not in 90's.
Though I'm pretty sure E2 shouldn't be hard even if you're pistol starting it blind.
>>
File: Strange World 1.jpg (1.82 MB, 1920x1080)
1.82 MB
1.82 MB JPG
>>11417403
How are you playing it right now, by the way? Mouse with keyboard on PC, console with controller, phone with touchscreen controls?
>>
>>11417445
Keyboard and mouse, Nugget Doom, Ultra Violence.
>>
>>11417403
It is if you're familiar with Doom. If you're new to it I can see E2 being hard, unlike E1 it doesn't offer soulspheres willy-nilly and tougher monsters start showing up pretty regularly.

Use berserk when you have the option, it can one hit pinkies regularly. Don't forget to use the automap and take your time exploring, Doom 1 is much more exploration-driven.

Protip: monsters always aim where you were, not where you are. Keep moving and you'll have an easier time.
>>
>>11417403
Berserk lasts for the entire level
>>
*holds up spork*

https://www.youtube.com/watch?v=4jLuJ9c-bts
>>
>>11417893
>for as long as I can remember, I've been looking for a mod like you
>a mod with a HUD like yours and a menu, too
>imps groan and you're gonna PAY, the end
>>
File: action heroes.jpg (35 KB, 526x577)
35 KB
35 KB JPG
>>11417486
Berserk is wonderful, a high risk, but high reward weapon. If you play with a port that allows for the improved hit detection, it's even more wonderful.
>>
File: reactor.webm (984 KB, 1920x1060)
984 KB
984 KB WEBM
I love it when maps do this kinda shit.
>>
File: machinery.webm (942 KB, 1920x1060)
942 KB
942 KB WEBM
>>11418107
>>
>>11416718
They are Keeping Malcolm, Xan, Selket and Regina for when the Episode is out and see the reactions.
>>
>>11418107
Yep.
>>
>>11418116
Is it going to be Necris or Nakhti Selket?
>>
>>11415904
>they're still shit but I'm sorry I offended you
That's a worse apology than not apologizing but I guess nobody cared.
>>
What's the best way to play Descent? Is there a fan project or is DOSBox the only way?
>>
>>11418290
There's a great source port called D2X-XL
https://www.descent2.de/
>>
One of the few WADs that truly impressed me was ''Breach'', the attention to detail is insane and it was all made with stock textures. It's underrated
>>
File: rabbit.png (189 KB, 322x493)
189 KB
189 KB PNG
hello gentlemen,

reminder that our lives are fleeting and there are hard times ahead

what /vr/ wad should i play next? finished ad mortem, unrattled, and 400 minutes of /vr/
>>
>>11418525
2048 Units or HFFM
>>
>>11415384
>working on inflator class
I need meds
>>
File: file.png (15 KB, 598x190)
15 KB
15 KB PNG
>>11416718
heh
>>
>>11416718
It took however many years after adding Foregone Destruction to Fortnite, just to add two literal whos from a shitcanned game?
>>
>Archvile teleports behind you in an open field
Awesome
>>
File: ancestor.png (261 KB, 1917x1080)
261 KB
261 KB PNG
My ancestor :)

Skeltal mod has a name already, now I just gotta figure out the stupid dumbass rippers which are constantly exploding. Any anons got an idea on how often the fake rippers should be spawned? Like, every other tic while the projectile's alive?

WAD's Bauhaus if anyone's curious. Got through it to test the mod a little more.
>>
>>11416987
>>11417120
metal gear is basically "what if james bond was made in japan and murdered GI joe regularly"

>multiple snakes = different bond actors
>diane/holly/meryl/rose/EVA/elise/paz/quiet = bond girls
>big boss/colonel/zero/miller/boris = M
>otacon/signt/huey/doktor = Q
>metal gear = the doomsday weapon every bond villain has
>snake's use of unconventional items on missions = bond's use of gadgets disguised as everyday objects
>all the big boss games have a bond-like main themes.

>>11417952
>"action heroes in the 90s"
>it's all porn actors
i bet they saw some "action" if you know what i mean...

that said. stallone said it best, the 80s action movie hero died with batman 89.
>>
>>11418532
Seconding this. These are the best ones after Ad Mortem.

>>11418525
There is also Temporal Tantrum which is kind of an unofficial /vr/ community project. All mappers are /vr/ members. It's quite good.
>>
>>11418465
The mapper made also a second map, Brigandine. Also as detailed as the first one, if not more.
>>
File: ohm eternally antique.png (772 KB, 1917x1080)
772 KB
772 KB PNG
>>11404726
New "third party" skinf or Skelegant's One Hell of a Marine mod:

>https://www.doomworld.com/forum/topic/149732-reskin-eternally-antique-a-reskin-for-ohm/

Remember to enable colored numbers in Nugget for better visibility.
>>
>>11418874
what kinda ghetto resolution is 1917x1080
>>
File: 1720785755693456.png (1.23 MB, 2560x1600)
1.23 MB
1.23 MB PNG
finally managed to survive after hitting these two buttons but this one time the door didn't open
>>
>>11418874
What mapset? Looks very good.
>>
>>11418898
that level in the OG version is such a massive difficulty spike for me. near unplayable with enemy mods.
it's funny how easy it becomes on turbo due to the simple fact it lets you lower the bookcases in the starting room
>>
File: Doom.gif (134 KB, 300x397)
134 KB
134 KB GIF
>>11404725
What tool or software should I use if I want to create "authentic" looking Doom sprites that won't look out of place in vanilla game?
I have one of those drawing tablets you plug in PC and draw on it, if that's needed.
>>
File: 18027.jpg (208 KB, 1080x1575)
208 KB
208 KB JPG
>>11417120
what about contra??
>>
>>11418959
Easiest way would be frankenspriting with the software of your choice. Harder way would be making the sprites the way id did aka clay and photographing.
>>
>>11418959
I think personal artistic skills and unconscious tendencies will contribute more to an authentic look than any particular program, but the sprite and texture work for the original game were certainly not made with a tablet. I wouldn't use that unless you're already disproportionately familiar with it. The imp is the only monster who was drawn completely from scratch, but many of the rotationless sprites were seemingly also done that way, like certain decorations, pick ups and the doomguy hudface. Adrian Carmack had a very particular way of drawing guys with square heads.
>>
File: Arm stuff.webm (2.29 MB, 800x450)
2.29 MB
2.29 MB WEBM
>>11416913
Oh yeah that's much better. I also started painting over frames, you can see the kick sprites have been fancied a little
>>
>>11404807
>>11404847
>>11405252
>>11407808
>>11408971
Nice! I remember a while back when some anon posted screen of their own rations for UaS (one of which was basically just crayons), but has anyone ever released a ration addon for UaS before?
>>
>>11419157
>has anyone ever released a ration addon for UaS before?
yes as a matter of fact. The "edible" piano is from an addon named Seasoning Packet.
>>
!
>>
File: Screenshot_Doom_20241202_.png (714 KB, 2560x1600)
714 KB
714 KB PNG
ggs
good mod+wad combo
>>
File: complex_experience.png (318 KB, 593x593)
318 KB
318 KB PNG
>>11419185
GGs.
>>
>>11418896
It's how Nugget renders windowless 1920x1080. Not sure why but it works for me.

>>11418896
Breach by Viggles, it's a single map. Anons were talking about it so I gave it a spin. It's pretty cool indeed
>>
File: Hand paintovers.webm (845 KB, 800x450)
845 KB
845 KB WEBM
>>11419036
Last one outta me for tonight, got the drain hand painted over, though I need to go back and add some fancy flash effects when firing the beam and the cool little recharge flash thing
>>
>>11418896
>what kinda ghetto resolution is 1917x1080
Windowed with a default Windows-sized taskbar.
>>
>>11419193
These workout snusk powder memes still make me laugh.
>>
>>11419157
There was also link for those here.
>>11411835
>>
>>11419489
that would be 1920x1009, you're confusing horizontal resolution with vertical.
t. only play doom windowed.
>>
>>11419515
Vertical taskbar, anon
>>
>>11419520
there's still teh window title bar.
>>
File: ZHZt1jv.png (1.68 MB, 1920x1080)
1.68 MB
1.68 MB PNG
>>11404725
>>11404726
QUAKE III ARENA IS 25th TODAY!
>>
>>11419036
>>11419347
Cool, cool. Looks good.
>>
File: crash.gif (10 KB, 147x341)
10 KB
10 KB GIF
>>11419636
Cool.
>>
>>11419670
https://www.moddb.com/games/quake-iii-arena/addons/crash-no-helmet
Crash's true identity is Samus Aran
>>
File: Evi-R_VXEAAt_Fi-orig.jpg (632 KB, 1925x1400)
632 KB
632 KB JPG
>>11419159
Got a link to Seasoning Packet?
>>
>>11419692
https://gitlab.com/hdiscord-saltmines/hd-seasoningpacket
>>
>>11419695
Thanks a lot, couldn't find find it by searching.
>>
File: BaB.jpg (8 KB, 181x279)
8 KB
8 KB JPG
What fictional character do you think would make maps or mods for Doom? For me, Beavis and Butt-head
>first map is called "dik"
>it's just a room shaped like a penis
>they used only one texture
>bunch of randomly placed enemies
>second map is called "dik too"
>it's the same map, but now there's a Cyberdemon in the middle of the room
>the ceiling is so low that the Cyberdemon cannot move
>>
File: 1710162887459093.jpg (1.39 MB, 3543x2352)
1.39 MB
1.39 MB JPG
>>11419718
they would just be sandy petersen maps
>>
>>11419701
Wtf I dont even remember making this pic but I know it was me.
>>
>>11419718
If beavis and butthead had a computer theyd use it for porn and downloading metal music off of napster.
>>
what you see is practicality and quality of life.
what i see is LESS OF MY GUN. WHY
>>
File: ds_hudex_repost.jpg (936 KB, 1920x1080)
936 KB
936 KB JPG
>>11419825
Did a recent update move the bar without the option to place it up top?
>>
File: SandyRomeroJigsaw.png (200 KB, 932x466)
200 KB
200 KB PNG
>>11419730
At least post the original source material.
>>
>>11419834
if there's a toggle, can't see it. maybe later, hopefully.
>>
>>11419825
What the. No no no no. Uh-uh. NOPE. No thank you.
>>
What are you guys thoughts on Legacy of Rust?
>>
>>11419718
Ozymandias from Watchman would make a Megwad trilogy of 96 maps but he would never release it because he is always going back to the beginning and redoing the maps up to a new standard as his skill improves.
>>
>>11419854
>>Moved hotbar and ohana to the bottom of the screen. Somewhat experimental, though likely to stay. The idea is to cluster imporant things together, plus you are far more likely to notice the ohana bar there.
I get that, but I mainly just use it for inventory hotkeys that I'm not likely to forget so I prefer it up top. I'll try messing with it if I update as I was planning on playing Eviternity 2 through it soon.
>>
File: demonsofproblematique2.png (2.45 MB, 1920x1009)
2.45 MB
2.45 MB PNG
>>11418874
actual kvno with deimos
>>
>>11419825
>>11419834
>>11419854
>Did a recent update move the bar without the option to place it up top?
Yes, because I am EVIL and don't care about user experience! But no, really, I don't care for nokia flip phone resolutions or massive HUD scaling where muh weapon visibility starts to become a problem. If it works on my machine and someone complains, I'll only bother if it's not a pain in the ass to reimplement. That said, I will try. The main thing that stopped me in the first place is the difference in image drawing flags between top and bottom, which requires fucking with the offsets, and that's where the spaghetti comes in. Accounting for those is just very annoying to deal with at best. I make no promises or give any ETA since I'm in the middle of doing other things. If I lose subscriber, so be it.
>>
File: g man.jpg (444 KB, 1920x1080)
444 KB
444 KB JPG
MY FAVORITE WAY TO PLAY DOOM

I save whenever I feel like I've done a good bit of battles and don't wanna redo it all again. Sometimes it gets tough and I have little ammo and health - in that case I make another save in case this one is unsalvageable. In some cases I make even more progress but lose even more health and ammo so I make a third save.
And then if I get a nice fat health pack and ammo, I now overwrite first or second saves, because they are "good and solid". Typically I have up to 4 saves per map with various levels of "fucked"/progress made.

What do ya think? :)
>>
>>11420223
nobody asked
>>
File: commit.png (8 KB, 474x74)
8 KB
8 KB PNG
>>11420079
Done. Guess it wasn't as awful here as I expected because there are only two possible positions. I blame this on Bullet-Eye's HUD customization still giving me nightmares.
>>
File: zs.png (12 KB, 750x360)
12 KB
12 KB PNG
bump >>11415440
still interested if it's possible to do this without touching player or weapon classes.
>>
>>11420247
Very nice, thanks much
>>
>people like the half life games now
It's over
>>
>>11420247
Oh shit. Nice, thanks.
>>
>>11420329
>now
Always did, but the first is better than the second.
>>
>>11405220
>archive.org broke
How does it keep up with the news like that?
>>
File: 1733173941699.jpg (45 KB, 640x480)
45 KB
45 KB JPG
>>11404725
Is there a mod for a dynamic sight for gzdoom, when walking the sight expanded? Accuracy does not matter, just the effect.
>>
File: HCE fauna.jpg (904 KB, 1920x1080)
904 KB
904 KB JPG
>>11420329
They've always been great. I've seen some favorable Halo talk on the board lately as well, sorry bud.
>>
>>11420223
Personally I like to use the keyboard to move and open doors with my mouse dedicated to looking around and shooting enemies. I try to kill as many enemies and find as many secrets as I can per level, but I'm fine with proceeding to the next one if I feel that I'm taking too long or just simply not in the mood.
Regarding the "SAVE" function, I find it to be very useful if I have to stop playing due to something coming up (running errands, friends coming over, going to bed etc.). Much better then having to remember passwords like other games.
>>
>>11420434
unrelated but I cannot fucking wait to playthrough halo ce in VR
>>
>>11409073
https://www.youtube.com/watch?v=okg_d-X0qic
1 missed enemy away from a Max run. Still an unprecedented achievement, close to or maybe even on par with something like Sunlust D2ALL.
>>
>>11420434
Halo CE was bretty good but I remember playing 2 and thinking it felt simultaneously too long and unfinished at the same time.
>>
File: H2 spacestation.jpg (480 KB, 1920x1080)
480 KB
480 KB JPG
>>11420465
It's been forever since I've last played it. This playthrough has been stepping forward more often than back.
>>
>>11420465
Me and friend played through Halo 2 on legendary. It was an experience.
>>
File: 1722683051895202.gif (99 KB, 163x266)
99 KB
99 KB GIF
>>11419802
>dik three
>textures are all nudie gifs
>>
File: 1721039453269213.png (309 KB, 600x468)
309 KB
309 KB PNG
>>11404725
Raze or VoidSW?
>>
Is there a bug where some sound effects don't play properly if a level is too long or has too many enemies or something? It happened to me a couple of times on DSDA-Doom, I assume it's a vanilla glitch it replicates but it's pretty annoying.
>>
File: swcp0001.png (526 KB, 1920x1080)
526 KB
526 KB PNG
>>11420584
depends on your autism.
VoidSW is more mature, but it still has visual bugs occasionally, and for some reason doesn't support half of eduke's launch parameters, or zipped addons (like skies or widescreen weapons)
Raze seemed to be a better experience out of the box, but at least a year ago it was crashing all over the place (on explosions iirc), so I figured it's still half-baked. could be fine now though.
>>
>>11420610
>depends on your autism
sadly it's pretty advanced, I'll check em out
>>
File: file.png (3.03 MB, 1920x1080)
3.03 MB
3.03 MB PNG
because the original is lost and i am divided inbetween with or without camo
>>
File: MORBIUS GAMING.png (190 KB, 507x384)
190 KB
190 KB PNG
>>11420247
my nigga
>>
File: Icon_.png (34 KB, 150x150)
34 KB
34 KB PNG
>>11420767
>>
>>11420447
Well said haha, I guess every function has it's purpose ;)
>>
File: image.png (4 KB, 365x55)
4 KB
4 KB PNG
So the PNG support in Woof is just to save space?
>>
>>11420959
Also
>set up all the png libraries in SLADE
>click "optimize PNG"
>19,471 bytes turned into 628 bytes
Nice.
>>
>>11420973
>open Woof
>graphics are fucked
>crashed
Welp
>>
>>11420260
not too deep into zsc but can't think of anything. extending classes only works for stuff in the same archive, and there is no event handlers for weapon action execution.
>>
>>11420959
I believe that it's also for brightmaps, but they have been discussing truecolor software rendering, so that may still be in the cards.
>>
File: cripple.jpg (85 KB, 1000x999)
85 KB
85 KB JPG
>>11420465
i didn't finish either because the last levels in both of them felt like the same room repeating way too many times
>>
>>11420223
I play until I remember that I haven't saved in a long time, then i open the save menu, slam the keyboard like this
sadffsaewafafs
this is my save file
probably the only one because I forget to save most of the time. If I get killed by a bullshit trap I quit the wad and maybe play it again later. if there are more bullshit traps i delete the wad
>>
>>11420480
Halo 2 co-op on legendary is pretty nuts since it has what would later become the Iron skull's co-op effect (if one player dies everyone gets sent back to the last checkpoint) on at all times, and H2 is just a really fucking hard game in general on higher difficulties
>>
>>11420980
I tried the input handler, but that only worked for weapons with attack on the first frame (i.e. only plasma and the first chaingun shot).
like I said, I was hoping to do it from some rendering thing (overlays or w/e), but I can't seem to be able to access player stuff from there.
>>
>>11420473
>low crosshair
A pox on this "innovation".
>>
>>11421029
It always bothered me too, it feels like the character is leaning back while aiming.
>>
>>11421017
I'm aware of that skull effect. Also, H2 is hard on higher difficulties because your guns are basically nerf guns and enemy HP/Shields are increased by 40%-70% on legendary.
>>
>>11421029
I tried it and just left it enabled. A rather harmless preference.
>>
>>11421034
also certain guns being able to one-shot you on Legendary even at max health and shields (also the case in 3), most infamously the Beam Rifle
>>
>>11421029
>not playing w/ lowered crosshair (and on gamepad) for the true intended experience
baka
if you're wondering why they lowered it, iirc the reason is a mixture of it being a trick to get the player to look up more and also an anti-headglitching measure
>>
>>11421085
SMG and Pulse Rifle damage are also lowered by 25% when you dual wield them. Really Halo 2 was just full of weird design choices when it came to difficulty.
>>
>>11421092
the game had a messy and rushed development and you can tell at times
there's a great anecdote from (iirc) the Halo 2 dev commentary about how they had a whiteboard in the office where, for every idea they had to scrap/cut, they drew a crate being thrown out of a plane
they ran out of room on the whiteboard a loooong time before they finished cutting stuff
>>
>>11421110
There were also multiple devs had their marriages ruined by the crunch. AAA games with big teams often have development babies, Halo 2 had development divorces.
>>
>>11421087
Wouldn't it cause head glitching even more because you can see more over cover? Bullets come out of your face regardless.
>>
NEW THREAD:
>>11421410
>>11421410
>>11421410
>>
>>11421092
That's such an annoying design choice.
>>
Anybody have a compilation of doomworld best wad's over the years? Or it it already included somewhere in the op links?



[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.