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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12136176

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
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

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

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

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

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

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

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

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

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
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=== CURRENT PROJECTS ===
Duke It Out in /vr/
Game : DN3D | Deadline : Jan 1st 2026
Tile/Con pack: https://files.catbox.moe/thm4q7.zip
Rules: https://desuarchive.org/vr/post/11835634

HOT POTATO, aka Deep /vr/ied Potato
Game : Doom 2, MBF21 | Deadline : HOTPOTATO99.WAD
Rules: https://desuarchive.org/vr/post/12030515
Latest build: https://files.catbox.moe/4ikfn6.zip
https://files.catbox.moe/lw23mn.zip

SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2, MBF21 | Deadline : October 31st
Rules: https://desuarchive.org/vr/post/12092867
Assets: https://files.catbox.moe/tsacv4.zip
Current submissions: https://files.catbox.moe/2br7zi.zip

=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC5: https://files.catbox.moe/a4tbzi.zip

=== NEWS ===
[11-02] South Park FPS re-release got a repack with a bunch of fixes.
https://archive.org/details/south-park-pc-repack

[11-01] Call of The Void updated to 2.0
https://www.moddb.com/mods/quake-ii-call-of-the-void/news/call-of-the-void-ver-20-halloween-update1

[10-28] EDGE-Classic v1.51 update
https://github.com/edge-classic/EDGE-classic/releases/latest

[10-28] Duke Nukem Zero Hour early PC port development
https://github.com/sonicdcer/DNZHRecomp/releases/tag/0.02

[10-25] HDoomguy released a Halloween wad called Hallows' Eve 199x.
https://drive.google.com/file/d/10LePm1bC-ixnvo1T-vQPZbUL8waLX4sW/view

[10-24] Interview with Monolith Productions founder and former CEO Jace Hall on Blood and Monolith
https://www.youtube.com/watch?v=oMtRin0mnt4 [Embed]

[10-23] Anon releases a Duke 3D map
https://www.moddb.com/games/duke-nukem-3d/downloads/locked-and-loaded

[10-21] SLADE v3.2.8 released
https://slade.mancubus.net/
https://github.com/sirjuddington/SLADE


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>
way too early. Probably only made to use the old outdated doom link.

Once again, new "SO YOU WANT TO PLAY SOME FUCKING DOOM" link:
https://imgur.com/a/wB0psIa
>>
>>12145486
I like how you only hear "durr they made a thread when the old one is only on page 7 hurrr" complaint if the new thread has the updated link, but NEVER when it has the old link. Funny how that works.
>>
>>12145478
>Duke It Out in /vr/
looks like it's dead for real for real. I got the map in progress but I'm probably the only anon working on something
>>
>>12145494
Don't give up, rather have it take a year than never get released. There's nothing the spammer wants more than to kill projects and updates in this community.
>>
>>12145489
Are there even any at all? Almost everything I've seen come out since then has been MBF21 and Boom, nobody's seemed to be bothered with ID24 in it's not even finalized form.
>>
Would anyone know of any good .wads that use weapons and/or enemies from Legacy of Rust?
>>
are there 'freedoom' versions of the legacy of rust monsters so i don't need to buy the gay nightdive release to use them?

i guess i could make them myself. maybe use the beta lost souls for the screamer guys?
>>
is 94 protons out yet?
>>
>>12145494
>>12145496
I think his point was more that it's not a collaborative project with only 1 map.
Regardless, i'm looking forward to your map release, lone-duke anon.
>>
>>12145524
Why wouldn't you just download the official ones for free?
>>
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>12145489
No, because these enemies and the weapon are fucking dogshit.

- The flamethrower is a terrible short range plasma rifle
- The BFG replacement only works on completely flat terrain and is not worth using unless there are dozens of enemies bundled up, and even then the BFG does a better job. Both sprites are also HORRIBLE, Xaser and his troon buddies can't even do pixel art right.

- The flying skull enemy is an uglier, shittier version of the Baby Caco Zdoom monster
- The plasma marine is a zig zagging piece of shit with too much health, too much speed and the dumbest death sound that ever made it into an official game. He's not even fun to fight.
- The Fire demon thing doesn't even look like it belongs in Doom, its stupid fire attack has no splash damage indicator, so it's impossible to tell when it does damage. It also has too much health.
- The red suicide faces are ugly, UGLY and annoying enemies which ruin every map they're put in.
- The Mini Masterminds are the dumbest addition I've ever seen in a wad. Years before that you had community-made Zdoom Arachnotrons with different looks and sounds and weaker machine guns, and those were more balanced to fight. Here they just put a Chain gunner into an Arachnotron and lazily downscaled the Mastermind, didn't even give him a new death animation. What was the fucking point?

There's a reason why nobody uses that ID24 garbage.
>>
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(1) Hey /VR/ I got a question that I don't know if anyone has an answer too, but I want to try. I am going to try my best not to be long winded with my question, though I do think I need to be a little thorough about what I have been trying & what I want to do. (This is a link to both my wad that includes my custom SBARINFO hud & a PK3 that has the Custom mugshots & a Zscript that allowes the 10 mugshot health states to be displayed, just in case anyone wants to see.
https://drive.google.com/file/d/1vIguMqO8rzKnimtzdSwKuBJ--XGdhiLJ/view?usp=sharing)
So I have a question in regards to a SBARINFO hud mod I have been using with GZDoom, you know how with the base Doom mugshot, the Doom marine has 5 different sets of health sprite states depending on his health?
(Mugshot is healthy looking from 100% - 80% health, He starts becoming more bloody when health reaches the 79% - 60%, even more bloody at 59% - 40%, 39% - 20%, 19% - 1%) Well I found a set of custom mugshot
sprites that expands the 5 health sprites from 5 to 10.
(Basically making it so there are different mugshot health sprites every tenth of the Doom marines health. 100% - 90%, 89% - 80%, 79% - 70% 69% - 60%, 59% - 50%, etc. Here is the link to the 10 health state mugshot sprites I am reffering too https://www.moddb.com/games/doom/addons/doomguy-hud-face-with-10-damage-levels)
>>
>>12145542
oh right and that bald, green weaker Cyberdemon that only came in the last map (why the fuck would anyone do that?) was also completely pointless. DBP69 even did it better months before they released the id24 port.
>>
>>12145548
(2) So here is where my problem starts. The custom hud I am using is made with SBARINFO, the only reason that is a problem is because for what ever reason, SBARINFO only allowes for the mugshots to display 9 levels of mugshot health levels, not ten. (https://zdoom.org/wiki/DrawMugShot)
Now the moddb 10 damage level sprites file comes with instructions that tell you how to set up a Zscript file to have the base Doom bottom screen hud bar display all the 10 mugshot health levels, but the only reason I don't use the base Doom hud is because I hate how it cuts off part of the weapon sprites.

Anyways, so I thought maybe I could possibly port my custom SBARINFO hud into a Zscript hud, but the problem with that is Zscript is a lot more different from SBARINFO, so trying to translate my hud to a Zscript would take a very long time to do & I have no idea where I would even start, so I don't think I will be doing it that way.
>>
>>12145559
(3) I have realized there is a good chance I am going to have to abandon my custom SBARINFO for the sake of getting the 10 mugshot health states to display, so I have decided that if I had to abandon my custom SBARINFO hud, I would settle on using GZDoom's AltHud, but there is one main problem with picking that hud, in order to add the Doom marines mugshot to its hud, I would need to edit its Zscript code, but for what ever reason, the guy who created the AltHud coded it completly different from how other Zscript huds are, I have absolutely no idea how to do almost any editing to the AltHud. I have tried adding the "DrawTexture(GetMugShot(10), (143, 168), DI_ITEM_OFFSETS);" from the moddb's files tutorial, but I have not been able to get it to even launch once I add it as I just get a fatal error, so I honestly have not Idea how I could add my code to the AltHud.
>>
>>12145562
(4) I lastly have to say that I did a post for my question about 5 days ago on both Doomworld & ZDoom forums to see if anyone there might know what I need to do, though I did get one responce on Doomworld in regards to getting an "Xdeath" part of my hud working in Zscript, it was not in regards as to how I may possibly get my 10 mugshot health states working for my SBARINFO hud. I have gotten no responses on my ZDoom forum post yet. For the last 4 days when I was not checking to see if I got any responses, I have been dicking around with online AI's to see if they can help me find out some way to get the 10 mugshot health states working in my SBARINFO hud, but all the code lines they give me never work. I just really want to see that I can get this to work at this point, & if anyone here does have any ideas on how I could do that, please do let me know.
>>
>>12145524
>are there 'freedoom' versions of the legacy of rust monsters so i don't need to buy the gay nightdive release to use them?
You can always get commercial wads from archive.org.

>i guess i could make them myself. maybe use the beta lost souls for the screamer guys?
Not needed. There's also Doom Delta mod (turn off dev's forced classes) if you're intrigued, works fine with LoR.
>>
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>> CLASSIC DOOM CHALLENGE <<

Record an UV Max demo of Blues Brothers 2025 MAP02 "Plunge" (-cl 21)
Reply to this post with a demo & your time.

Wad download
https://www.doomworld.com/forum/topic/155711

Example demo in 4:38
https://files.catbox.moe/ndqxrm.lmp

Previous thread winner: Worm\v/ood MAP02 in 1:43! >>12137814

Let's conclude our Halloween challenge month with this short map. I just found out about this wad yesterday, turns out it's pretty fun.
>>
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Every 1-2 years i get this urge to download Cube 2:Sauerbraten for a nostalgia trip, but then i just play one of the several extremely-mid singleplayer maps and two or three online matches in that instafrag server that is the only one with actual players.
>>
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>>
>>12145540
>>12145567
i want to USE them in my gzdoom maps, not just dick around summoning them or whatever. the user would also need the commercial wad afaik
>>
>>12145609
Yeah it's the age old thing of an anon doesn't get why everybody in the world can't or isn't pirating it.

There's equivalent monsters from realm667 stuff but IDK about the guns.
>>
>>12145609
Either tell people to run the LOR wad with it, or make your own implementations with R667 graphics.
>>
>>12145548
>so trying to translate my hud to a Zscript would take a very long time to do & I have no idea where I would even start, so I don't think I will be doing it that way.
This old thing might help.
https://files.catbox.moe/y994eb.zip
By default it loads the "advanced" version. You can change that in MAPINFO. The code isn't the be-all, end-all solution to ZScript HUDs but it should be a good place to start if you don't know anything as it contains the bare minimum for a functional vanilla+ HUD. Although it doesn't have mugshot drawing, calling
>DrawTexture(GetMugShot(10), (0, 0), DI_SCREEN_CENTER_BOTTOM | DI_ITEM_CENTER_BOTTOM);
anywhere in DrawFullscreenStuff should suffice. After that you can mess with anchors and offsets to move it around, depending on what you want.

> so I honestly have not Idea how I could add my code to the AltHud.
Defining an AltHud is mostly the same as defining a Statusbar. First you need a class that inherits from AltHud, e.g.
>class TenMugshotHud : AltHud {}
then in MAPINFO's Gameinfo block you put
>AltHudClass = "TenMugshotHud"
At that point all your custom drawing should be done in a DrawInGame override. See https://github.com/ZDoom/gzdoom/blob/master/wadsrc/static/zscript/ui/statusbar/alt_hud.zs
Do keep in mind that AltHud uses the Screen struct directly and from what I can see only has methods for what Graf needed rather than being more general purpose. Screen is somewhat difficult to understand so I would avoid that at your skill level unless you don't mind banging your head against the code for a couple of hours in the best case scenario. Better to use standard statusbars until you get a better understanding of how things work.

Good luck, anon. Remember to take frequent breaks if it begins to get frustrating. Frustration clogs the mind.
>>
>>12145502
I don't think so. ID24 was just a failed ego trip by Nightdive
>>
>>12145472
>There is a simple way to have real-time shadows in GZDoom with shaders and just two buffer images, but Graf did some botched 2d version that don't takes floors and ceilings into account instead
Is he fucking stupid?
>>
>>12145718
How is it an ego trip? I thought they just licensed an in-dev standard and it wasn't their own work, or do you mean in the sense it was done to enable Legacy of Rust
>>
>>12145802
Is that a spork?
>>
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>Extra Gibbing
>Bloodier Gibbing
I... what?
Aren't those the same? What's the difference? I put them both on and Ad Mortem skeletons now have a comedy xynophone death if I point blank them with the SSG, but what do these two options do?
>>
>>12145839
More giblets fly when gibbed
More blood flies when gibbed
The skeletons aren't affected by that though

Turn on the super shotgun gibbing while you're at it if you haven't already
>>
>>12145591
Are we baking too early, or interest in challenges simmered down somehow?

Didn't see this kind of wad presentation lately, looks interesting as one little step below of total conversion...
>>
Mad a quick shitpost to force myself to launch Ultimate Doom Builder and Slade for the first time in 5 months
https://drive.google.com/file/d/1SsJ9GyDgMXHu4NLcIgGvcFD6fNe7r17f/view?usp=sharing
Doom 2, requires a port that can do .ogg playback and UMAPINFO
>>
>>12145525
https://clovr.xyz/wadsup/doku.php?id=94_protons_of_vr
Ya, it's out in the wild.
>>
>>12145869
Also, for some reason, I could only test this mapwith GZDOOM with the UDB test feature? If I tried nugget or nyan itd error with a win32 message and this didnt happen earlier in the year
>>
>>12145591
Max in 3:52
https://files.catbox.moe/grj9g9.lmp

I don't know if this is a bug, but it seems like several teleporter closets have a 'kill monster' effect added to them. This means that monsters'll sometimes die before they enter the playable space. The cyberdemon died before he teleported in for this run, for instance.

>>12145851
>interest in challenges simmered down somehow?
It's been me and like 1 other anon for a while now.
>>
>>12146081
oh so that's where archvile went in my demo

it has been us 2 doing each other's challenges for a while
>>
>>12145851
Bit of both, some other stuff as well, people getting back on the mapping train, community drama becoming an entire three ring circus again, lots to occupy people's minds.
>>
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To answer the question of an anon a thread or two back, there's a huge difference between Ad Mortem on UV and HMP. HMP is pretty gentle for the most part, while I'm not sure if my unskilled ass could beat even the earlier maps on UV without saves.
Honestly, a good use of difficulty settings.
>>
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>>
>>12145095
>You like Borges?
I'd be lying if I gave an opinion, I'm not an avid reader
I don't watch television either, I don't have time for anything really
>>
>>12146208
>trannies possible apparently
>generally bullshit mention
>rules screen big
>english absolutely actual
>jam together graff
>real games getting mods
>>
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>>12145542
>- The Mini Masterminds are the dumbest addition I've ever seen in a wad. Years before that you had community-made Zdoom Arachnotrons with different looks and sounds and weaker machine guns, and those were more balanced to fight. Here they just put a Chain gunner into an Arachnotron and lazily downscaled the Mastermind, didn't even give him a new death animation. What was the fucking point?
There is a niche for mini-mastermind variant, but actual mini-mastermind is kinda dumb. I guess they needed something royalty-free for their commercial wad, but they could've glued a gun to a baron or something.
>>
>>12145804
Pay your buddy and take credit for establishing a new modding standard. All to keep up this "for modders by modders" image they're trying to build up with some of these recent releases.
And this is stupid because their concern should be to deliver easy-to-access vanilla client. Not trying to build a source port with official endorsement they can't continue developing because Nightdive is also about throwing away remasters faster than Call of Duty.
>>
>>12145839
Extra gibbing makes the SSG, berserk, and chainsaw always gib.
Bloodier gibs throws out a spray of blood when something is gibbed.
>>
>>12145872
That's still the old beta.
>>
>>12145851
I was too busy mapping for a while. I might try this one.
>>
>>12146260
>Pay your buddy and take credit for establishing a new modding standard.
Call me crazy but I don't see anything wrong with that if the additions are objectively good.
>>
>>12145542
Mini masterminds are enemies from Doom 2's alpha. Their sprites are as they were.
>>
>>12146315
>I don't see anything wrong with that if the additions are objectively good.
But the additions are not objectively good
>>
>>12146329
That would have been good to know in the post I was replying to. The post makes it seem like in principal trying to do a new modding standard is bad.
>>
>>12146260
>take credit for establishing a new modding standard
Did they? It's not even like, ND24, it's ID24. If they wanted to take credit for it then it should've at least been named after Nightdive.
>>
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Doom 2 In Rural Only has been comfy-ish so far
>>
>>12146208
>yeah sure quake
>>
>>12146263
I would love if I could apply that extra gibbing to just the berserk fist, because it feels too extreme for the saw and SSG, but feels PERFECT for the zerk fist.
Socking that Imp in the mouth with the power of a speeding freight train, blood spraying everywhere.
>>
>>12145851
I don't participate in the challenges, but I always enjoy the maps you guys post. Your efforts don't go unappreciated.
>>
>>12146349
Play it with Redneck Rampage in Doom.
>>
>>12146208
>oh play nice
>classic honestly went peak
>weird slaughter short fight
>working release fucked gzdoom
>upcoming revolutionary screenshot spiral
>join board drama
>four ggs
>>
>>12146374
It's only if you're close enough with the SSG. A stray pellet isn't going to make a zombieman explode.
>>
>>12146429
I know, but it's still excessive. I want to think that Doomguy on zerk, using that spiked steel knuckle, is delivering more force on one point than a pair of shotgun shells.
Both barrels wouldn't actually explode a person's body, but the solid punch with sci-fi mega steroids should.
>>
>>12146263
Ah I get it.
The options certainly fix Doom's otherwise meh gibbing.
>>
>>12146449
You could disable the option and make a dehacked patch to make the berserk damage more consistent so it will gib more often.
>>
>>12146395
True. I don't feel like I'm good enough at the game to submit runs but I have snagged a few wads from the challenge posts and checked them out. Maybe someday.
>>
>>12146271
What's left unfinished?
>>
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its the Sunday night shitshow! this time some Base Ganymede: Complete with Hard-Doom!

search for "macgu.fun" in doomseeker .
dunno if correct time because daylight saving lmao
>>
>>12146518
5/32
>>
>>12146518
7/32
>>
>>12146547
>>12146570
Are we, dare I say, back?
>>
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Host here's that mod I mentioned.
https://mega.nz/file/oJBRBYBL#G7xRYrzPnbB7UbfEKiLzimb0v05slrsUTnRyTz8jtF0
Randomly replaces certain enemies on map start with Doom 2 enemies, but not in a way that breaks things i.e. it won't be an archvile in a low hallway. Made by an anon from years back.
>>
>>12146627
To clarify, this is for Doom 1 based wads where Doom 2 enemies otherwise are not present.
>>
>>12145525
has hell frozen over?
>>
>>12146518
8/32
>>
>>12145805
It's a cork.
>>
Im a Graff man
>>
>>12146713
I'm a bathroom man
>>
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>>12146586
oh yeah we are so back
>>
>>12146518
13/32
>>
>>12146208
>nightdive duke
>>
Where Sub Mortem?
>>
>>12146518

What an ending
GGs
>>
>>12146518
gg for me. Still going for anyone who wants in.
>>
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>>12146843
ggs
>>
>>12146349
>slopes
Gross!
>>
>>12146349
WHERE ARE YA MARSHAL
>>
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>>12146518
>>12146843
>>12146850
>>12146882
I guess we won too HARD, anyways GGs
>>
>>12146882
kek
>>
>>12146471
That's cheating though.
>>
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Was testing some setting since I still think about the Fusion co-op for /doom/. Between an enemy multiplier-per-player setting, and an enemy health multiplier-per-player setting, most would probably prefer the latter. Actually who cares it's all fun and games.
>>
>>12147005
I prefer enemy multipliers. It sucks when a Kleer or Kamikaze doesn't die to a shotgun blast, and the whole point of Sam is having a shitload of enemies to shoot at.
Fusion co-op is pretty bad, though. Especially BFE. There's a lot of desync incidents, on top of the product simply being in perpetual beta.
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>>12147010
>It sucks when a Kleer or Kamikaze doesn't die to a shotgun blast, and the whole point of Sam is having a shitload of enemies to shoot at.
Excellent point.
>Fusion co-op is pretty bad, though
I was going to test it the other day but I ran out of time, as the one guy who was trying to get in had actually been downloading for like 20 minutes. I need to trim that fat as well, but I like the idea of just swapping into whatever campaigns on different days. Hmm.

Enemy multiplier mod works for survival which is VERY nice to know. Pic related is 5x.
>>
>>12145767
Yes. Hence the AI code.
>>
>>12147023
I tried it once with a full server, and the space ship boss fight in BFE started flipping over and softlocked the map.
>>
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>>12147023
Actually never mind, I can just do this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3598751317

Gonna do some survival testing soon. I don't expect many to show but that's fine for now.
>>12147045
Sounds funny but in an annoying way. Found pic related, and the setting "cli_iMaxBPS = 65536" which should aid in some ways.
>>
>>12147068
I can reinstall and join.
>>
I didn't expect plutonia with multiplayer enemies to be hard even with 2 people but it still is. We got stuck on map14 Genesis for 20 minutes
>>
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Hostan some Serious Sam Fusion survival, primarily to test.

steam://joinlobby/564310/109775245001642978/76561199071486523

In theory you just copy and paste this into a browser, but I suspect that won't work, alone, so start up Serious Sam Fusion>Select "Moddable" and then copy and paste the link into a browser.

Notes:
Mid-game joining should be functional.

Using "Arcade Co-Op Survival" mod, which gives players lives based on the host's whimsy. Right now it's set to 3.

An enemy per-player multiplier is enabled, but not on outright, as survival is a different beast than regular co-op.

Beyond losing and cycling to a new map, will have to use the initiate a vote function to change maps because there's no console command to see all available maps because Croteam apparently didn't play any Half-Life game.

Starting with "Bend on the Sand," pic related.
>>12147076
Say, that's appreciated anon.
>>
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>>12147087
Just hang tight for a little bit more.
I don't know if this is including the workshop files, too.
>>
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>>12147095
I'm chilling. You're the one helping me out. If you hit subscribe to all in this link
https://steamcommunity.com/sharedfiles/filedetails/?id=3598751317
it'll nab everything I've got. You can also just join the game I THINK, that's what a previous anon did (before I closed out and didn't know he was connecting). Either way there's no getting around needing to dl the workshop packages I have enabled.
>>
>>12147101
>23gb of mods
Yeah, this is going to take a while.
>>
>>12147108
Shit. I'll trim after this session.
>>
>>12147087
>name

Were you that one RoR2 host?
>>
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>>12147123
Yes. I intend to return. Many games have my heart.
>>
>15 minutes
>not even halfway done
Just make a new session now and trim the fat. This is ridiculous.
>>
>>12147145
Word. Minute please.
>>
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>>12147087
All custom campaigns removed, only resources and survival packages remain. Should be nice and smooth.
https://steamcommunity.com/sharedfiles/filedetails/?id=3598782028

steam://joinlobby/564310/109775245004046198/76561199071486523

Start up Serious Sam Fusion>Select "Moddable" and then copy and paste the above link into a browser.
>>
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>>12141123
At my expense, I intend to feed this guy good ol' faggot dish every single daily meal when his dysfunctional self ever ends up at special care near me, and he's gonna be happy
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>>12147176
I subscribed to only those mods and it's asking me to download more when I attempt to join. Do you still have the others active?
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>>12147207
FUUUUUUCK. The only ones active are the ones in that link so that's annoying and odd. Was it asking you to download things like "Fusion port of custom campaign" or something? I say was because I had to close to double check my workshop packages list in-game.
>>
>>12147212
I just hit no when I saw the message. I thought at first it would be an issue with enumerating the mod list, but the text didn't even appear on the main menu.
>>
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>>12147215
Exited, validated my game's files, launched again. If you're willing to keep trying, if it asks again to download, say yes and see what happens. Didn't add, didn't subtract anything since that latest link.
steam://joinlobby/564310/109775245006042689/76561199071486523

If you're tapping out, no worries. This got more annoying than I'd anticipated. I hadn't known the initial collection was 23gb.
>>
>>12145603
such is the unfortunate fate of freeware FPS's in an era with Roblox and Fortnite
>>
>>12147224
also forgot about Counter Strike and TF2 being free to play as well
>>
>>12147220
I'm hitting yes, and it just keeps stopping the download at the better gnarrs and restarting the whole game.
>>
>>12147220
I'm tapping out. I can only hear the croteam intro so many times in one night.
>>
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>>12147235
>>12147231
In case these are two different people, Better Gnaar has been removed. If not, I'll leave the game up for a while yet, as I'm now committed to seeing if someone can join.
https://steamcommunity.com/sharedfiles/filedetails/?id=3598793695
steam://joinlobby/564310/109775245006623900/76561199071486523
>>
>>12145472
I like to think that Tchernobog was in "disguise" here, like he uses that form in Death Wish
>>
btw fun fact Chernobog in Russian means Black God
>>
>>12146336
ID24 isn't a community standard, most source port devs have had no input. It was introduced by nightdive to add a few features they wanted for their commercial release. Nightdive's own release wasn't ID24 compatible when they released, not sure if they've fixed that compatibility.
The ID24 spec itself is still not even finalised.

Basically, it's a pointless "standardising" of some doom engine extensions used for a commercial product.
>>
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>>12147242
Closed for now. Apologies for the clusterfuck.
>>
I released a huge update for my bloom add-on

https://www.moddb.com/mods/hallowsevil-an-unofficial-bloom-add-on
>>
>>12147483
Oh cool. I don't follow much of the scene, so I didn't know that BlooM was big enough to get some add-ons that build onto it. Nice work putting something out, anon.
>>
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>>12136908
My submission for Sub Mortem.
https://files.catbox.moe/gka9ed.wad
Map: Bereaved Battlement, by aan.
Music: Pool of Reflection, by Aureate.

This is only moderately heavily play-tested. Really hoping that it's fun and that nothing here is broken and that it isn't exceptionally unbalanced. I also completely forgot about the custom Ad Mortem monsters until today. Whoops!
>>
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>>12146827
>30th Anniversary Edition
Damn, I'm old.
>>
Does anyone have a recommendation on a midi tracker for composing Doom music in 2025. Preferably one that is cross-plat, free, and open-source?
>>
>>12147595
Rosegarden works for me on Linux for simple editing operations. I never composed midis tho
>>
>>12147595
I was gonna bring up Sekaiju since it seems very popular, but now that I look at it, I don't think it actually meets the 'cross-plat' condition.
You might try the software Ribbiks used/uses, Aria Maestosa
>>
>>12147265
Chernobog is a deity in Slavic paganism
>>
>>12146827
I do want this. It's not like previous remasters are any good either besides the 5th episode. If they packaged Duke remaster with 6th episode and all playable betas including lameduke in the vault I'd throw my money to them.
>>
>>12145542
Agree on most, except the flying skull enemy which is cool
Most of the assets they used are either shitty original art of art that was unused for a reason and should have remained unused
>>12146320
wow, so pure laziness instead of a mix of laziness and lack of talent?

Don't get me wrong, I like LOR as a mapset, the cool setpieces (first map dimensional tunnel really made an impression), but trying to shoehorn these enemies and reserve some pointers for them in the astroturfed id24 dehacked is just shitty and it's good that it flopped
>>
>3AM on a Monday
>there's no a RC1 of Sub Mortem sitting in my lap right this second
It's over......
Project Lead died over the weekend................................
>>
>>12147759
>astroturfed
Astroturfing requires it to pretend to be grassroots, ID24 is not pretending, it is upfront about being a commercial product.
>>
>>12147765
Guess you right anon
What I meant is they really wanted the community to join in and complete those standards together with remaster devs - which I think is inherently inferior to simply using the existing well accepted sourceports and solutions like mbf21, boom or zdoom family
I think the thought that nightdive/bethesda can pick up a game that’s over 30 years old with rich history of modding going strong into today times, cobble up some update of questionable quality with absolutely no involvement of original devs and lazily added unused assets and contributions from some community devs to try to give it some legitimacy and try to paint it as an official sequel/continuation is just preposterous
That all being said I think the port they made is pretty okay as far as corporate remasters go, they made an effort to be able to use custom content with it, even on nintendo switch. If you’re playing on PC there is absolutely no reason to buy it instead of just downloading the iwads and launching it in a port of your choice, no penny of it goes to original devs anyways
If you ever had a copy of doom in the old days I don’t think downloading it now raises any ethical concerns imho
>>
>>12145472
what's with the enforcer? does he have a probe in his brain, or is he hanging on to his sanity?
i imagine it to be the latter, and he's merely attempting to defend himself.
>>
>>12145494
I've been working on mine like 2 sectods at a time. Not nearly enough to post screenshots every Saturday, but I'm at it
>>
TIL in woof and dsda you can type iddst t t t to iterate over secrets. No need to type iddst iddst iddst
>>
>>12146315
>if the additions are objectively good
lol
>>12146338
>If they wanted to take credit for it then it should've at least been named after Nightdive.
It can still work if they just say "id forced us to name it ID24". Easy thing to remember for fanboys.
>>12146827
Fuck no.
>>
>>12147279
>Basically, it's a pointless "standardising" of some doom engine extensions used for a commercial product.
That's certainly how it ended up, but like I said to the other guy, it sounds like you're getting mad at the very idea of someone trying to make a new, more advanced standard of Doom mapping than vanilla. Which would be stupid to get mad about.
>>
>>12147765
What I would said Nightdive are astroturfing the fuck out of is game preservation, cause they're making out they really give a shit about that while their actions go against preserving stuff.
>>
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HEY NIGHTDIVE! PRESERVE THIS!
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DERE YOU GO HANS BRIX! HOW YOU RIKE THAT YOU FUCKING COCKSUCKER? DO YOU HAVE ANY IDEA HOW FUCKING BUSY I AM HANS BRIX? WELL FUCK YOU. YOU WANT TO LIGHTNING ME? LIGHTNING THAT YOU BUTTFUCKING PIECE OF SHIT
>>
>>12147943
>Easy thing to remember for fanboys.
They don't even need to say it, excuses get pre-prepared to blame anywhere else, Atari was the one at fault for Fresh Supply even before they were Shitedive's parent company, and now the blame has jumped to WB in anticipation of the rebranded FS not delivering on it's promises.
>>
>>12147759
I like LoR too, but never liked the forcing of id24, but since id24 is abandoned and mbf2y replaces it, I'm not mad.
>>
>>12147953
The true wind tunnels...
>>
>>12147763
What is Sub Mortem anyway? Just a mini project/expansion to Ad Mortem?
>>
>>12145542
>>12147765
>>12147962
>https://www.doomworld.com/forum/topic/147833-id24-and-legacy-of-rust-the-future-of-doom-mapping/?page=2
holy shit I'm really glad it didn't take off, this Edward guy is a giant disingenuous faggot
>>
>>12147993
>this Edward guy is a giant disingenuous faggot
He sure fuckin is.
>>
>>12147993
Maybe that one anon was right with the nuts-sounding theory of Nightdive having put significant amounts of money into Doomworld, cause people not even half as belligerent as him get banned daily on there while he's untouched.
>>
>>12147946
I doubt he is. At least, I'm not, and I donct see any reason anyone would be.

The general sentiment seems to be that people like some of the features they added, but would rather see those grafted onto or imitated by the future MBF2y standard. I think pretty much everyone was annoyed by them not even finishing their standard, which is the kind of thing which temper's peoples enthusiasm to implement and use it.
>>
>>12148021
That's just normal for Doomworld, certain cliques get favorable treatment and the staff get completely free reign to ban people for perceived slights. Whether or not Nightdive had put money into Doomworld (and perhaps they actually have), they would still be a favored clique.
>>
>>12148027
>they would still be a favored clique.
True there's always the aspirational wanking of "they turned this hobby into a profitable thing where dipshits beg for them to have a monopoly, I wish I could get in on that."
>>
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>>12147993
Damn, this edit concept is popular.
>>
>>12147889
so there's still hope
I'm not doing much progress either
>>
>>12147993
>Edward
Was there a single instance when he publicly admitted that he was wrong?
>>
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>>12145472
>SUB MORTEM : A Dead Simple Halloween Project
Just for the mood of the season, a simple and straightforward mapping project.

>Current submissions:
https://files.catbox.moe/5u8dn8.zip

>iWAD: Doom 2
>Map Format: MBF21

There's currently 11(!) levels submitted!
Once I complete my own level, that should make 12, which is about twice what I expected.

Pardon for the late post, I think I'm catching a flu and I slept like shit, but I should finish my own level really soon. Am I the only one left with a level in the works, or are there any other stragglers?
Unless there's someone else left, I'm inclined to say we've got all submissions.

I have NOT gotten the time test the following levels yet:
>Concussion
>Factory Reset
>Oh, Please Carrion
>King Boner's Manor Of Goblin-y Spooks
>October
>Bereaved Battlement

In the interest of expedience, are any of you guys willing to test each other's maps while I finish my own?
>>
>>12148105
Sure, I'll play through them
>>
>>12148105
>I haven't completed Ad Mortem yet
>Halloween is over anyway
>I am still very excited for this
It's just a neat aesthetic and the super shotgun is especially great.
>>
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>missed out on playing serious sam with /vr/
>>
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>Newest version of GZDoom broke jukebox mods
>>
>>12148021
its more just that doomworld itself has a serious cult-of-personality problem where folks with clout can get away with really shitty behavior that other folks would get banned for. you dont have to be in nightdive to benefit from this and most of the folks who do are not
>>
>>12148113
>King Boner's Manor Of Goblin-y Spooks

He posted a newer version then >>12140046
Also I added music track he wanted and removed delay before looping https://files.catbox.moe/cak7nl.wad

Here's a demo https://files.catbox.moe/n6iurh.lmp (someone didn't teleport in!)

Also unpegged doortraks everywhere are intended, right?
>>
>>12148176
I hate that crap. I left an unrelated discord thanks to that bullshit. It's always one charismatic narcissist and his friends ruling the place and fucking everyone else over. It's why I prefer 4chan since that sort of thing can't really happen (outside of the modding team maybe but I don't know about that stuff)
>>
>>12148113
Excellent!

>>12148180
Alright. I would say that door tracks should be pegged, unless the author insists otherwise.

>>12148132
Halloween isn't over for me, I've got movies left to watch.
>>
>>12148176
I'm not going to argue that Doomworld doesn't have the problem (it absolutely does), but this is every online community over 100 people, Doom included.
People like to pretend they don't play favorites, or that "asshole offset credit" doesn't exist in their particular petty net fiefdom.
In other words, they lie about human nature.
>>
>>12145472
Has it ever been addressed why the Wolfenstein SS were given different voicelines in Doom? I've been using Bratwurst enemies and its version of the SS sound completely different.
>>
>>12148221
I think maybe the pitch is a bit different, but aren't they the same?
>>
>>12148021
It is nuts sounding theory. There's no need for them to put money into Doomworld. They already have it. Most of Nightdive guys including Edward are already mods there. Mods can't get banned. At this point it's basically Nightdive's official forum.
>>
>>12148224
Doom's SS sounds higher pitched and faster talking, but Wolf3D's has a slightly deeper voice that I don't think could sound like Doom's through speeding it up. Just compare their "Mein Leben"s.
https://www.youtube.com/watch?v=WL_cFatMW7E
https://youtu.be/4_KhlnBrIW4?si=2FxMyLHPnq5_9Ihl&t=4
Why didn't they just reuse the original voice lines?
>>
>>12148228
They sound identical to me, albeit Wolfenstein's is bit crushed a bit
>>
what even is the point of id24? to be some hipster compromise between boom and udmf formats? everything you can do in it has been possible in zdoom/zandy for like 25 years.
>>
>>12148227
>Ednerd
>moderating a forum
Oh perfect, he has an excellent temperament and level of maturity, surely he would have an even hand!
>>
>>12148253
People want the demo compatibility and low system specs of that level, which for many years was in the realms of Boom and MBF format, then a few years back there was MBF21, which is a bugfixed Boom/MBF with stuff like UMAPINFO, and an extended DeHacked where you can have as many new frames and actors as you want.

People have been talking about building some more on MBF21, or making essentially a more convenient replacement using UDMF, and a demo-friendly, low level Decorate. Then a year back, Nightdive drops their own standard on the community out of nowhere, without consulting anyone, which they dubbed ID24. The best part is that "it's not finished btw" so support was very lukewarm out of the gate because nobody knows what it's gonna look like, and wether or not it's gonna be finished ar all. Knowing Nightdive, they probably will never finish it.
>>
>>12148025
Hear hear. I'm not mad it exists, but I am glad they weren't able to position themselves to undermine and redirect community effort.
>>
>>12148264
Yeah. Hopefully, ID24 will be usurped by the future MBF2y, and that'll be the end of that.
>>
>>12148113
> Factory Reset
https://files.catbox.moe/gxw1ys.lmp (not 100%)

Very cool map, the only complaint is mb not end the map when the cybers are dead but rather open the exit.
>>
>>12148264
There was supposed to be an MBF24 that had the momentum killed by it (and it taking half the features by the sounds of it) so it would have fucked that, but then it died on it's ass anyway.
>>
>>12145603
Isn't this game technically just a heavily modded Quake2.exe that's forced to render its entire worldspawn as a bunch of same-sized cubes?
Also IIRC every single monster in it is actually a misc_actor using custom weapons unavailable to the player, even the HellPig is a reskinned player model that's just forced via AI scrpits to be permanentny crouched but also given the same movespeed as the player who toggled-on "Always Run" from what I can reckon. . .
>>
>>12148254
Well they do have Dew too, who is even worse with his temperament. Remember when he got banned off from /vr/.
>>
>>12148289
Don't worry, mbf2y is still in the works. It's the id24 that's the dead one.
>>
>>12148269
It will be. Woof (and so nugget) and dsda will have it, and I'm sure that uzdoom will too. No of them is going to incorporate id24 and neither will Kex fully since it's already abandoned lol. Id24 is almost already a thing of the past.
>>
>>12148310
Is mbf2y built on udmf, or still the same doom binary format? I don't know much about udmf, but the idea of moving to a text-based extensible format is neat.
>>
I wish halo fags fuck off my board and
stop making seethe threads over Half Life
>>
>>12148253
The thing is that zdoom/zandy are pretty much a different engines that just happen to run Doom. Decorate/zscript can break between patches. There is no demo compability so no speedruns.

Boom is pretty much an extension of real Doom engine, mbf is extension to Boom, mbf21 is extension to mbf, and mbf2y will be extension to mbf21. Thus everything is pure and unbreakable. People can speedrun as everything works as it should. And even if you make most complex dehacked edits, not a single patch can break them. Also boom derived engines are usually light as fuck as Doom should be.
>>
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>>12148289
I don't know if MBF24/25/202year had its momentum strongly affected by ID24. As said, ID24 killed its own momentum by arriving dead in the water, kinda like a derelict ship with some cool loot onboard (Legacy Of Rust).

>>12148327
It's not really clear, there SEEMS to be discussion of development in a few places, but not very openly, and it's not really known what kind of work is actually going on, if any.

I want to say that there IS some, because there's been talk about stuff like that openly on Doomworld, and DSDA has been adding UDMF map support for a while, which suggests that at the very least, that part is most likely actually happening, but there's nothing truly clear, no big announcements or shown off WIPs. There was talks of a scaled down and demo friendly Decorate (instead of building further on DeHacked), but there's actually extremely little evidence of any work on that, just a simple proof of concept from years ago.
>>
>>12148327
No. You are mixing up things. Udmf is mapping format and not related to complevels which mbf2y is. Dsda has udmf support which might or might not be expanded in future. Woof and Nugget do not have udmf support, and there are no plans to add them. All of those source ports will get mbf2y regardless do they have udmf support or not.
>>
>>12148338
>are pretty much a different engines that just happen to run Doom
ZDoom ports are still based in Doom source code to a large extent, which is part of why they don't always run so well in some circumstances, because Doom is a 1993 game built on single threading, and it would be a lot of work to redo the game logic for multi threading, and without mostly sacrificing what's now like +25 years of content compatibility.

Unless someone wants to do a complete assload of work and testing, there's no easy way of getting rid of that specific bottleneck. That is, however, not to say that there aren't other things which could be improved.
Boom and MBF21 ports don't add a LOT of the stuff which ZDoom ports tend to, which allows for very significant ease of system requirements and less software bottlenecks.

>>12148347
Unclear things like these is why I wish they'd make some announcement to clarify some of these things and at least present a bit of a gameplan.
>>
>>12148353
Eternity Engine does have multi threading and it did that without breaking any compability. (g)zdoom is already breaking compabilities between small patches.
>>
>>12148353
You can follow mbf2y's development on github. There's full list what gets added.
>>
>>12148359
No it doesn't. It has multithreaded software rendering, which is a pretty common feature that even GZDoom has had for years. No Doom port to date has multithreaded game logic and likely none ever will because the entire engine is built on determinism and you can't guarantee that if the game logic executes differently on 1 thread versus 4 versus 16.
>>
>>12148347
Doesn't the binary mapping format limit what can be supported by the engines (and hence what can be part of a new complevel).
>>
I'm finding it hard to buy into the idea that MBF2whatever is actually being worked on. It seems like any time someone makes a claim about it, their "source" is either very vague with no actual links posted (somewhere on Github/a Discord server) or a link that hasn't been updated in an incredibly long time (the Declarate Bitbucket page).
>>
>>12147961
>They don't even need to say it
Yeah. Doesn't hurt to play it safe sometimes.
>Atari was the one at fault for Fresh Supply even before they were Shitedive's parent company
Even though Kaiser basically admitted to fucking it up. Now that I think of it, Blade Runner was a very short-lived outrage. Nightdive should've known better and resign project from MVG who was busy moving, but that implies they give a shit.
>>12147993
Jesus Fucking Christ
>>
How and why is it 2025 and we still don't have a way to play Hideous Destructor with other players in a streamlined reliable way that also allows addons without fear of constant desyncing?
>>
>>12148416
>How has this one niche not been given its own specific focus within the Doom community!?!?!?!?
Maybe because the world doesn't revolve around you and your specific mod?
>>
>>12148394
Took me 5 minutes to find the actual git. All it took was searching withing Github itself.
>https://github.com/doom-cross-port-collab/mbf2y

Last change done here was 4 months ago. Not sure how much relevancy this has, they could just be working internally for whatever reason. If this will lead to someone calling the collaborators out for not being transparent with its development is anyone's guess, probably not since Doomworld loves its double standards.
>>
>>12148419
nta, but why do passive aggressive? This isn't /v/.
>>
>>12148359
>Eternity Engine does have multi threading and it did that without breaking any compability
Eternity has approximately 1 piece of content made for it in all of its time which people have paid attention to.

Of course it's not fucking breaking compat with anything if there's nothing to actually break.
>>
>>12148420
There's also this, which was updated 9 months ago:
https://github.com/elf-alchemist/boom-standards/tree/main/spec/06_mbf2y
>>
>>12148430
I could go and talk to Alchemist Elf right now, he literally is in my contacts because we shared a server or some shit. Probably won't though, knife-ears get the pick.
>>
>>12148421
he's probably one of those irrational hdest haters for no reason
>>
>>12148432
>knife-ears get the pick
Never trust the dendrophiles.
>>
>>12148416
codeberg.org/mc776/HideousDestructor/issues
Why not raise bugs in the dev's issue tracker? I only see 1 about a desync which was closed as not reproducible.
>>
>>12148416
it's pretty easy if you actually use git as intended instead of clunking around shitty web interfaces
>run update script
>run host script
>friend runs join script
>play for hours without desyncs
>>
>>12148345
>I don't know if MBF24/25/202year had its momentum strongly affected by ID24.
It technically did, albeit indirectly, by causing Kraflab to ragequit.
And that's a good thing!
>>
>>12148447
I'm glad we don't have any other source port devs named "*raf," because the first two were such absolute bitches.
>>
>>12148447
Why is that a good thing? He's a diva, but he actually gets shit done for non-ZDoom ports.
>>
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>>12148180
>Of Goblin-y Spooks
Can't forget that they're Teleporting Goblin-y Spooks
>>12148180
>put the newer version with the edited music
Thanks anon, appreciated
>someone didn't teleport in!
Strange, how do you figure? It looks like all the monsters spawned in, at least the trouble enemies I wanted to keep an eye out for, like those gremlins outside. Unless you mean the final King Boner having a silent teleporter lindef. That's just a small error from reusing a different teleporter closet that I'd fix in a jiff.
>unpegged doortraks everywhere are intended
I dunno what that means

How'd you rate the map otherwise?
>>
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Is texture only graphics a lost art?
>>
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I feel like the bad guy here...
>>
>>12148526
Some anons still hold a grudge with him over removing endooms from the DSDA port, because it suited the target userbase better to not have them.
>>
>>12148586
I thought speedrunner bitches would love computer art.
>>
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>>12148586
Well removing himself from existence also suited the target userbase, that's why he quit. Ha!
>>
>>12148591
It's an extra thing to skip through when changing wads / games / whatever.
>>
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>>12148529
One of the last fight imps lineskipped (idk if you need to worry about it mb it happens rarely).

Very good for a first map.
>>
>>12148596
Was it even enabled by default?
>>
>>12148606
Ah, I see what's going on. For the last wave of monsters, their teleporters that sent them back if they skipped the first line didn't have destination objects, so it didn't have anywhere to send them. Fixed that, the door tracks, and King Boner's second tele being silent
>Very good for a first map
It's my second map. MAP25 for Ad Mortem, Steeple of Skeles, was my first map

>>12148105
https://files.catbox.moe/uzqnz4.wad
Update for Into King Boner's Manor of Teleporting Goblin-y Spooks
>>
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More like Doomcute in Rural Only.
>>
>>12146374
You can disable extra gibbing for everything else by editing the cfg, look for "extra_gibbing_blahblah" settings
>>
>>12146937
There are no slopes in it, it's MBF21.
>>
>>12148827
Is this CBM map?
>>
>>12148973
Yes. I loved all the Doomcute, but the layout was a little too freeform and I spent most of my time running around looking for where to go.
>>
>>12148993
thank you for your slop and your slop input
>>
>>12148993
Not retro.
>>
>>12148993
is this real? when release?
>>
>>12149027
It's already out and it looks to be a shitass imitation of Eternal+Vermintide. I wouldn't bother.
Also yeah, not retro.
>>
>>12149009
>>12149103
>Not retro.
Local equivalent of saying "no homo"
>>
>>12149168
The difference is I ain't touchin that shit. If I'm gonna go balls deep, I'll admit it. But I have no interest in modern AAA co-op nonsense.
>>
Why does hl2 cause meltdowns unlike halo?
>>
>>12149190
Because that's what the faggots here have chosen as their current platform for faggotry.
>>
>>12149190
same reason megaman 8bit deathmatch causes meltdown - as noted above it's simply what the faggot spammer has chosen to spam and troll about. the only reason he's been relatively silent lately is nobody's been triggering his autism by bringing up the outdated link in the OP
>>
>>12149276
How long are you going to keep on trying to shill that shitty mod here? Another decade? Two?
>>
>>12149284
I'm not shilling jack shit, calm your tits. Never shilled anything. But because I'm here regularly I can notice obvious patterns. Actually why am I even explaining this, you're probably him.
>>
>>12148827
love Doom in regular environments
>>12149284
hello again spammer. you never fail to get triggered whenever somebody says what you're actually always doing. btw the wad database link in OP already includes megaman which I guess you unsuccessfully tried to shit up and then gloated about it before it immediately got fixed? how sad.
>>
>>12148993
Ah yes, the Marathon special.
>>
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>>12145701
(1) Hey anon for my late reply, just wanted to say thank you very much for your advice. I took a look at the Endiehud zip you gave me, I appreciate you giving me a sort of starting canvas on learning Zcript hud coding, along with your code to add the mugshot to the Endiehud Zscript file, I appreciate it very much. I added the line to the Endiehud Zscript & sure enough it works. Other than that, I have not currently started on trying anything with it yet as I have still been doing some testing on my base hud with the 10 damage level sprites to try to get them working.
I did make some leeway, at least in some way. I found out that if you name the file sprites with some numbers, they will appear differently. Too make a long story short, SBARINFO does not display any damged mugshot sprites until you are at 89 health & SBARINFO does not allow any additional sprites once you are left under 10 health. I tried searching to see if there was any way I could somehow change this to start displaying the last set of damaged mugshot sprites at the last 9 digits, but I think the 10 health thing is hardcoded into SBARINFO, which sucks because that means I would have to figure out how to akwardly fit my 8 frames between both of those.
Between typing that last sentence I just spent about 2 hours trying to tinker with the sprite names, & I do not think you can actually edit them the way I thought. Shit is very confusing.
I took a look at the the Alt_Hud.zs link in the GZdoom github, & in all honesty I don't think I understand it very well, I feel like I'm trying to decipher the Chinese language or something. I also appreciate you giving me the info on how to make a MAPINFO pointer, I have also been doing some reading up on how a Zscript hud works, I had read about how they need MAPINFO files, I was a little confused by how they worked but your info helps clear that up some for me.
>>
>>12149385
(2) Honestly at this point I think I am may see if I can find & pay someone who is good a Zscript coding & see if they could maybe add the mugshot with the 10 health levels & my custom Xdeath onto the AltHud that is included with base GZDoom, I am feeling a little more than a bit burnt out on Hud editing for now. Thank you a lot for your info & advice anon, you guys are why I like coming here & you would not be the first one here to help me with a GZDoom related problem.
>>
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>>12148993
thank God build engine is giga autism so no retard from doomworld can force his own take on those games for Nightdive to then sell it as a remaster.
Fuckin Randy of all people managed to get original Duke mappers to create 5th episode
>>
>>12149465
but as a consequence, build engine games has less user created content because mapedit isnt user friendly
I cant be bothered to have my computer covered in sticky notes or have a second monitor to look up the manual
If Nightdive wont make a mapedit that is retard friendly, then I can save 10 bucks and wait for someone who will eventually, if ever at all
>>
>>12145478
[11-03] Woof! 15.3.0 update
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.3.0
>>
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>I was born into a world of struggle, the child of rape (something no child should ever know), raised by a single mother in a low-income household. I faced a revolving door of stepfathers, some of whom brought physical, sexual, and psychological abuse into our home. As a kid, I was always “the weird one” at school and in social circles, relentlessly bullied for being different. How was I different? I didn’t know it at the time, but a mix of autism and the trauma that I’d already been through marked me as very othered.
>When I was in high school, my mother married a transgender woman, and I witnessed a vicious hate attack against her that left her hospitalized for two weeks and absolutely shattered my mother, me, and my family. Watching someone I loved endure that kind of bigotry cemented my hatred of prejudice in all forms. Those experiences forged in me an indelible empathy for any marginalized group and fierce anti-bullying stance.
I adore his Alice games but wtf?
>>
>>12149653
You don't have to have lived a fucked up life to be a good creative, but it helps!
>>
>>12149647
>Remove "Animated Health/Armor Count" feature.
Why? Alongside removing SSG for Doom 1, I'm not sure these should be called "New Features and Improvements".
At least I could compile it without downgrading fluidsynth package now, no problem.
>>
>>12149653
didnt read the wall of text but is this about the creator of those two 3rd person "le dark" alice in wonderland games?
>>
>>12149683
>./textscreen/txt_sdl.c:175:5: error: implicit declaration of function 'SDL_SetTexturePalette'; did you mean 'SDL_SetTextureScaleMode'? [-Wimplicit-function-declaration]
Nevermind, apparently I can't.
>>
>>12149689
Yes, TL;DR he's had a pretty shitty life, but the man takes it in stride and shows compassion and empathy to others.
>>
>>12149746
oh
>>
>>12149715
>SDL_SetTexturePalette function is available since SDL 3.4.0
And the last stable one is 3.2.26 from only 4 days ago, weird. Guess I'll have to wait for SDL3 update now.
>>
>>12148918
The one thing I really dislike about Nugget is how many options are hidden away in the config file instead of being in the menus.
>>
>>12147993
eww
>>
>>12149190
Define meltdown
>>
>>12149653
>all that
>his sister going missing
>getting forced out of id software
>EA stealing his creative work from him, wasting his time with Asylum
The fact that American McGee didn't kill himself is baffling, but more power to him.
>>
Got recommended some korean guy's video playing Project Brutality with a mapset called akeldama
Decided to give it a go with combarms/malefactors
I like it so far
>>
>>12149689
>Insulting the shitty life of a person
>insulting the Alice games
>unironically using 'le'

dude... go eat shit, go eat ALL the shit.
>>
>>12149647
>Enabled ANIMATE feature for default sky and SKYDEFS.
There's SKYDEFS now? What do they do which we aren't already doing with UMAPINFO and sky transfer linedef actions?

>Added support for scalex SKYDEFS field.
Oh, perhaps scaling. Actually that's pretty good to have, then.

>Added support for non-power-of-2 textures.
Thank Christ, this is another one of those things which every port should have enabled +20 years ago.

>Seamlessly pause and resume sounds. Side effect: No more chainsaw "rev up" sound when pausing game.
Hmm, not sure how to feel about that last part.

>Added gamepad device selection to menu.
Ooh, that's convenient.

>Remove "Animated Health/Armor Count" feature.
Why? Maybe there's potential conflicts for some DeHacked stuff or something? Wish they'd elaborate on the reasoning.

>Remove SSG in Doom 1 feature (compatibility with RUST series).
Oh come ooon! That could at least be a toggle or something! What's RUST anyway?
>>
>>12149689
American McGee did good work on the Doom and Quake games, among other things. The Alice games are what he's most known for, because those were his very own games, even getting his name on the titles, Sid Meier style.

I've never played those, so I'm mainly familiar with the work he did at iD Software, which I think is quite good. As much as I love Sandy, I think Doom 2 would have benefitted from chucking two or three of his levels (his weak ones), and then had American do a few of those instead, would have made for a better balance. But while I'm also at it, I always thought Doom 2 would have benefitted from being divided up into episodes, like the first game was.

>>12149925
He's had an incredibly shitty life, yeah. Primarily during his childhood, which is why I admire that he's never given up, he clawed himself upwards from that hell, and even then had to endure some pretty unreasonable shit, but he's still a self made man.

Countless people would have just killed themselves or become roving homeless junkies from enduring that childhood, but not American.
>>
>>12148594
He didn't quit though, retard.

>>12149818
True, don't know why they do that shit. Otherwise I love the port.
>>
>>12150001
>What's RUST anyway?
https://www.doomworld.com/forum/topic/144559
https://www.doomworld.com/forum/topic/152487
>>
>>12150149
Pretty presentation. But why is the SSG in Doom 1 a problem for this .wad specifically?
>>
>>12150149
moar liek Crust
>>
>>12149925
>his sister going missing
After somebody made specific threats about her on social media to him, because he said game journalists were shit.

Police basically fobbed him off when he went to them about it when she disappeared too, doesn't look like she ever was found.
>>
>>12149653
>China McGee
>>
>>12150152
I don't remember. Something about changing weapon behaviour or adding a new one.
>>
>>12148167
I fucked up the first time. Might test again tomorrow.
>>
>>12150149
I thought it was that Alex Baldwin movie.

Are there any good western themed fps games? Seems like an obvious genre, but the only one I see is outlaws and it doesn't interest me.
>>
>>12150346
Outlaws is the best, there's a few others but they're shoddy bargain bin ones, market never really went for it as a theme.

As far as modern ideas of it goes, there's running High Noon Drifter with stuff like Strange Aeons.
>>
>>12149818
>>12150143
There are a lot of very specific settings, the menu would be bloated with them, so it only has the more important ones which are still a lot
>>
>>12149653
listen man
American McGee is the protagonist of a teenage girl's retarded misery porn fanfiction about the alice in wonderland franchise, and we're just side characters
>>
>>12150403
That would explain the cutesy as fuck horror stuff he'd been into recently.
>>
>>12150387
Would be nice if he made an extended setup for all the options, which gave text explanations for the less obvious or unclear settings.
>>
Project Brutality only newfag here
are there any particular gameplay/weapon/etc mods with a similar style and degree of, well, "excessive animation" as PB? I've enjoyed some of the more restrained recommendations but I want some indulgent slop. Surely PB and BD isn't the only thing there is.
>>
>>12149647
Unexpected! I thought they would go straight to 16.0.0. Anyway not mentioned in the changelog, but that's the first port to migrate to SDL3.
>>
>Check out a wad I've been playing on youtube to see how others handle a difficult fight
>Keep coming across kids playing these wads with Brutal Doom
I have no issue with people playing whatever mods they want, but why the FUCK are you uploading UV MAX videos with Brutal Doom?
>>
>>12150423
because it's a distinct experience from vanilla uvmax? i don't know what you don't understand
>>
>>12150424
Most people do it vanilla on those videos since it's the intended experience. You might as well upload runs with Russian Overkill too while you're at it.
>>
>>12150426
BD, PB, and a number of other gameplay mods also have their own enemy sets that are balanced to their weapons, so challenge is preserves in a different way
>>
>>12149787
You should compile against master branch of SDL3. Few bugs that affect woof were fixed there only recently.
>>
>>12149683
>>12150001
https://github.com/fabiangreffrath/woof/commit/8cd06b0d69e0792337d3e2c6be97e9843bb83eb4
>I expect that people who value this kind of feature are already running Nugget Doom anyway.
>>
>>12150417
Diamond Dragon, maybe.
>>
>>12150432
Fair point.
>>
>>12150419
>>12150431
oh sry 15.3.0 is before SDL3 migration, I was confusing it with master
>>
>>12150417
>Literally anything ever made by Pillowblaster, especially after Russian Overkill (expect zero challenge unless you play on meme difficulties)
>Hellrider
>Diamond Dragon
>Abyssal Marine
>Brutal Pack
>Project MSX
>Atom Rain X Protocol
>the upcoming Atom Rain Stormtrigger (comes out tomorrow)
>Brutal Pack
>Slayer's Rampage (I guess)
>Hell Crusher (I guess)

A fair few of LossForWords' mods have excellent animations, but they're more restrained and done in a way your screen won't shake like it has Parkinson's when the gun is reloaded.
Hope it helps.
>>
>>12150423
Maybe it got recommended as being particularly suited for BD/PB? What mapset is it?
>>
>>12150432
>>I expect that people who value this kind of feature are already running Nugget Doom anyway.
okay switching to nugget now
>>
Doom 2's "The Factory," a level with a surprisingly non-linear structure. The open design offers player choice, but some areas feel uninspired despite interesting trap encounters. While the industrial aesthetic fits the theme, the
level's execution is uneven.
>>
>>12150423
Happens a lot, you get channels that only do BD for everything, ones that only do whatever the shit the Complex Legendary Fuckity Fuck Fuck Doom version is these days, and ones like that Ferret Android fuck who vomit massive stacks of mods onto stuff and acts like they're a fucking genius.
>>
>>12150562
You won't regret it, Nugga.

>>12150569
Agree. I think it's Sandy's worst level, and partially it's because I always have a good time from MAP01 to MAP11, but then MAP12 hits and my enjoyment drops like a sack of potatoes, and it's mostly exacerbated by MAP13 and MAP14, which aren't really terrible themselves, but they're not quite good enough to pull a recovery, and it creates this slump for me in the middle of the game.

Things like that are why I feel like Doom 2's pacing could really have benefited from being episodic, like the first game was. Also that part about Sandy maybe making 2 or 3 levels less, and American or Romero making up that difference.
>>
The only thing I don't like about Nugget is how "crunchy" it all looks. Even DSDA has a smoother image, but Nugget makes wads like Auger;Zenith look like shit in some places and no options seem to fix it.
It does run wonderfully though, and I can't drop it because fuck me the SSG gibbing is a thing of beauty and should have been the case from the base Doom 2.
>>
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My IDKFA is augmented
>>
>>12149653
You have no idea of how much R34 alice got in the early days of SFM.

>>12150228
she was probably murdered by drug dealers.
>>
>>12149653
wtf. Meanwhile that "transgender woman" he loved convinced his mother to sell their home and abandon him so they could run off and get that dude dick mutilation surgery. "Bigotry" didn't do that, a mentally ill freak did.
>>
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>>12150595
Then how is this, still crunchy? (No smooth scaling option involved)
You can always up the resolution so it would look *crisp* instead too you know.

>>12150613
Drop is too high. How are you going to achieve silent takedown without alerting anybody?
>>
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>>12150639
>>
>>12150613
Two words: Entryway
>>
>>12150639
It still looks "off" the further out you go compared to DSDA or GZDoom. Like I said, it's not a deal breaker, but there's something about the visuals in Nugget that feel weird.
>>
>>12150639
>How are you going to achieve silent takedown without alerting anybody?
A LAW takedown is the most silent way to eliminate resistance
>>12150643
Old games are the future
>>
>>12150613
Now play this with Diabolus Ex
>>
>>12148993
i hate this steampunk looking guy
>>12150423
i guess to some people bd is still treated as an official doom thing
>>
>MAP07: Dead Simple is the seventh map of Doom II. It was designed by American McGee and Sandy Petersen
>Sandy Petersen claims he did not make any version of this map, and attributes its genesis entirely to American McGee
Hm, mildly interesting I guess.

Also, apparently American did most of the work converting the Doom levels for Jaguar (simplifying geometry and reducing texture variety, because memory), and then did the two replacement levels for those maps which couldn't be converted.
This would then become the so called "Console Doom" set seen in the console ports during the 90s and on the GBA.
>>
>>12150675
>i guess to some people bd is still treated as an official doom thing
It's just what some people constantly play, same as the ones who refuse to try anything but Hideous Destructor.
>>
goddamn you weren't kidding
>>
>>12150706
I'm just kind of flabbergasted
There is powerful autism at play here
It would be a rights nightmare but just bundling the "intended" map/addon pack as a standalone game would completely MOG near enough every other gz-based shooter on steam with pure presentation alone

I stand in awe of this autism
>>
>>12150720
One of the wonders of gameplay mods, at least to me personally, is that you can play any mappack you want instead of there being "intended" mapset
>>
>>12150706
>>12150720
It's a cool mod, but like most weapon packs I got tired of it quickly and just went back to vanilla. Nothing can beat classic Doom guns, unless you're playing a mapset that comes with its own custom models for the weapons like Ad Mortem.
>>
>>12150735
I honestly don't think this can be considered "just a weapon pack" or even "just a gameplay mod" any more than something like PB or even an entirely different game, e.g. Hedon
You have someone in idk, 2009? Play a bunch of classic games, this, Hedon, whatever year it will be when Selaco gets done, they wouldn't pick out that THIS was the odd one out as the thing that remained "merely a gameplay mod"
I admit, I've been mentally oneshotted
>>
>>12150727
True. I've been playing Nugget a lot for a while, but GzDoom is a great opportunity to just take some cool mapset and then add on a gameplay mod to make a partially or maybe even mostly new gameplay experience.
>>
>>12150735
>Nothing can beat classic Doom guns
Douk 3D's arsenal is better.
>>
>>12150727
At most a list of thematically appropriate wads to maybe try works, anything more gets a bit weird.
>>
>>12150748
That's true. Would be odd to play gameplay mod like >>12150706 with mapset like Epic 2
>>
>>12150751
It can be a bit of a laugh to do that, in the same way it can be fun to throw GMOTA or Wrath of Cronos or something like that at something like Auger Zenith.
>>
>>12150735
Plenty of things can beat classic doom guns, come on. Even if you want adherence to a more or less vanilla/vanilla-adjacent style/balance there are still many mods that make small changes and mostly just make the guns prettier/sound better. It's not as if the balance is sacred, the SSG is a nuke in a tube to such an extent it basically enforced the widespread use of chaingunners and revenants just to stand up to it.
>>
>>12150740
It's not a conversion, either partial or total, it only replaces weapons, monsters and adds some mechanics.

It's ok for things to just be a gameplay mod.
>>
>>12150740
Is this your first Doom mod or something?
>>12150747
Eh, I disagree. At least two of Duke's guns are novelties (shrinker and freezer) and the shotgun and machinegun type weapons are underwhelming. The pipebombs and the two types of rocket launcher are nice though.
>>
>>12150759
>Is this your first Doom mod or something?
Anon's a PB fan, which is fine, he's just midway through a bit of an awakening to the things other mods do, he'll calm down after a while.
>>
>>12150763
OH. I missed the part where he was only playing PB/BD. His reaction suddenly makes sense now, it really must be mind blowing to go from that to noticing other mods do it just as well if not better.
>>
>>12150759
True enough, but I'd argue the workhorses (shotgun, ripper, and RPG) are very serviceable, and more importantly the pistol is enjoyable to use.
Though Doom's chaingun and RL are fantastic, I find the shotgun can be a real drag to use in some fights depending on the map if they don't give you other weapons or supplies.
I guess it's not fair to say Douk's arsenal is better when my biases come from hating the unpowered fist and pistol so goddamn much.
>>
>>12150759
Admittedly I somewhat understated just how narrow my view was, but it IS true that I've mainly played PB and the usual stuff that people recommend:
>High Noon Drifter
>Combined Arms
>Guncaster
>Trailblazer
>Hell...rider? I think? I forgot this one quickly.
>Le obligatory Russian Overkill

also Brutal Doom Arthur's Edition
I chiefly stuck with PB because it had the strongest feeling of internal coherence and felt like it had the highest overall polish from what I had played, considering its wide-reaching scale. Some of the other gameplay mods had felt similarly polished, but none came with their own rosters of enemies and the like. Combined Arms is more humble in its ambitions so it doesn't really register in my head as being in the same class of, for lack of a better term, "blockbuster mod"

Guncaster and Trailblazer have a similar feeling of cohesion, but they lack the comprehensive sense of scope and just sort of lack the bells and whistles in many places that PB and now Diamond Dragon has shown to have, e.g. Guncaster's guns having fairly basic animations and the spells kind of just shitting particles/sprites everywhere

I think I remember one other mod that had a player character that sounded like Reaper from Overwatch that I found really interesting because of the heavily animated guns and realistic ammo mechanics with dropmags and stuff
>>
>>12150779
overstated
I overstated how narrow my view was
>>
>>12150735
>Nothing can beat classic Doom guns
After playing a lot of custom megawads I think it could use a lot of tweaking honestly. The way mapping after Doom 2 released has changed has driven past the weapon set, and also the ways you can use the guns is actually kind of limited in practice.
>>
>>12150691
I've noticed I'll vary each year with this: Sometimes I'll just be in the mood for mods throughout, then I'll feel the pull back to vanilla/unmodded gameplay the next year.
>>12150754
>It's not as if the balance is sacred, the SSG is a nuke in a tube to such an extent it basically enforced the widespread use of chaingunners and revenants just to stand up to it.
Funny since it's a weaker weapon than the rocket launcher, plasma gun, and BFG.
>>
>>12150770
>it really must be mind blowing to go from that to noticing other mods do it just as well if not better.
Yeah, dude had his horizons blown wide open, he's a monkey looking at a monolith and trying to comprehend it right now.
>>
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>>12150779
>Combined Arms is more humble in its ambitions
In fairness, I can boast I've made the best Zelda gameplay mod to date with Past-Linked, and when I'm done there'll be like 8 distinct classes with their own unique quirks.
I'm the only one to have made a Xexyz-themed weapon set too, but that's like being the tallest midget. Same thing with the planned Wizards and Warriors 3 set.
>>
>>12150793
>I've noticed I'll vary each year with this: Sometimes I'll just be in the mood for mods throughout, then I'll feel the pull back to vanilla/unmodded gameplay the next year.
Yeah I've got a lot of different setups because of this, sometimes I go on a DRLA spree, sometimes it's Wrath of Cronos, sometimes it's Dakka, sometimes it's stuff like The Agitator, sometimes it's vanilla.

It's pretty cool that Doom can give all kinds of experiences like that.
>>
>>12150583
Ditto for maps 12 and 13, but I think map 14 is pretty good.
>>
>>12150798
I didn't mean that as an insult. But if I do have a request, please take a look at the blastmaster's regular shotgun cycling animation. Something about the way it kind of just goes up and down puts sand in my eyes.
>>
>>12150779
>I think I remember one other mod that had a player character that sounded like Reaper from Overwatch that I found really interesting because of the heavily animated guns and realistic ammo mechanics with dropmags and stuff
Insanity's Requiem
>>
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>>12150834
I figured it wasn't an insult, I do try to be humble, mostly. I'm just doing my own thing and crowbarring NES references into all my shit.
Also regarding the shotgun animation, I should be able to actually have the top part slide FORWARD a little seeing as my art skills have improved more since then. So I'll write that down.
I plan on touching up that set anyway, I'm gonna toss the ice beam out the window and make the Mantis Bunker the new starting weapon, along with making the blue-tier heat vent a shotgun blast of flames instead of a flamethrower.
>>
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>>12150720
>>12150706
oh i remember seeing the trailer for this
>look inside
>pronouns having tranny modder
>pronouns having tranny modder who gloats about putting pronouns on the catgirl on his private, moderated character profile page
lmao
>>
>>12150843
>actively looking for things to get mad at
Good job, retard.
>>
>>12150843
look anon
the same set of mental illnesses that makes you into a modder also massively raises your risk factors for malignant narcissism and troonerism
it's a miracle Kegan is as stable as he is
>>
>>12150846
i saw the trailer, i clicked the page, i clicked the player character's character profile link
i don't look for the troons, the troons jump out at me and shit on the floor
>>
>>12150848
And now you're dragging the discussion around here, good job, you're part of your own problem.
If you are smart and actually don't want to continue further shitting the thread up, don't fucking respond to me, go about your day. Post about some Doom stuff, or go play some video games.
>>
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Playing as Hank in Somewhere In Hell is the closest I've felt playing FPS version of Hotline Miami
>>
>>12150856
There have been some mods that try to do FPS Hotline Miami, mostly Doom and HL2 and some other shit, though they usually fail because they go for aesthetics and neglect having awareness of enemies and resources around the player.
>>
>>12150856
You should also check out Volatile Material for the same feel.
https://lossforwords-atmo69.itch.io/volatile-material-mace-ft-lossforwords
>>
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>>12150869
I'll check that out after I finish Memento Mori 2. Thanks for the suggestion, it looks promising.
>>
>>12150843
Yeah, the modder won't shut up about his cyborg catgirl being a lesbian with trans references everywhere and it actively makes me enjoy the mod less since he's being an obnoxious faggot about it. When will these people learn that your sexuality should not be your entire personality?
>>
>>12148105
I'm getting so filtered by Concussion. I died in each one of 5 fights already while trying to record a demo so I can say map is well-balanced and pretty addictive. Will continue the grind.
>>
>>12150414
>if he made an extended setup for all the options
GZDoom has it and virtually everyone hate this.
>>
>>12149909
This meltdown
>>12145756
>>
>>12150879
>cyborg catgirl being a lesbian
Is she hot or cute?
>>
>>12150884
>virtually everyone hate this.
Doubt that, why would anyone hate more potential customization that you don't have to engage in if you don't want to?
>>
>>12150885
I don't think anything in that thread is a good metric for anything, given that it's a /v/-tier bait opening post.
>>
>>12150893
No, which makes it weirder. She has a metal Daft Punk but cat themed head.
>>
>>12150902
I'm pretty sure that thread is mostly one troll samefagging a fake argument with himself or something, a lot of the posts in that thread are extremely combative and extremely retarded.
>>
>>12150843
anon, surely you didn't think a project like this could be headed up by someone who ISN'T massively mentally ill

>>12150903
i'm pretty sure the biker helmet and catsuit is a reference to Celty from Durarara, a dullahan
who is very much not a troon or a lesbian
>>
>>12150898
Because every new player goes to settings and have a shitload of them missing for some reason when everyone telling him "bro just enable this thing it's in x->y->z it's that simple", and you have to enable some retarded flag before you can see everything. There's not a single reason to NOT show these options if they're already there.
aso unrelated graf fuckery, but I had multiple times when gzdoom would forget about "show ALL fucking options" flag being enabled and I had to re-enable it
>>
>>12150906
the faggot isn't even trying to switch up his grammar and writing style lol
>>
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>>12150879
>When will these people learn that your sexuality should not be your entire personality?
I miss the old days when i'd go on a geocities page to download a pokemon green rom and i'd have no idea of the author was 12, a furry, gay, a troon, or a chris-chan type, etc. Ah, the good old retro times.
>>
>>12145478
HOTPOTATO98.WAD: https://files.catbox.moe/bt2185.zip
Gave the second map new music.
Just one more to go.
>>
>>12150938
wtf? I thought it was done already
>>
>>12150942
Nope. Additions massively dropped off around 90. We'd often have several threads in a row with nothing new.
>>
>>12150851
Settle down, tranny.
>>
>>12150931
Weird thing is I downloaded it when it was brought up the other month and it said nothing anywhere on the download page like the stuff Anon's complaining about.
>>
>>12150952
the troonshit is exactly ONE layer deep, in the player character profile linked on the mod page
which if nothing else is at least more self-restraint than some others have/had (e.g. Marisa with that robot mod that had his retarded commie manifesto in the menu tips)
>>
>>12150952
I think they're just reaching (or trying to derail the thread), at no point does Diamond Dragon loudly proclaim trans rights or shove pride flags in your face. There's absolutely no pronouns anywhere, either, and the player character's design is not degenerate unless you think women in motorcycle gear is the reason the West has fallen. Complaining about muh sexuality only makes them look like they're gay.
The author may clearly be trans and based around an oc donut steel with some fuckass bio in a site you need to access on your own, but the mod itself is free from these things.
>>
>>12150968
I >>12150843 never complained about anything INSIDE the mod, specifically about the character profile and his own forum profile
>>
>>12150968
>The author may clearly be trans and based around an oc donut steel with some fuckass bio in a site you need to access on your own, but the mod itself is free from these things.
Yeah, I had a good look in the pk3 and it's only coming up with translation strings, anon's just bitching about Doomworld or something when people are talking about the mod.
>>
>>12150968
On most levels is a fucking cat OC in the trans pride flag colors. Try again.
>>
>>12150938
Lock
Don't expect anything earth-shattering.
>>
>>12150979
>On most levels
It doesn't have any levels.
>>
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>>12150976
>>12150982
There's this in the root of the .pk3 though I don't know where or how it gets used, and yeah it doesn't have any "levels" besides maybe some titlemap.wad thing.
>>
>>12150982
It adds them to the maps, genius.
>>
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>>12150987
>I don't know where or how it gets used
Seemingly nowhere, the only lines it uses the word are in boilerplate legal disclaimers for scripts they borrowed.
>>
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>apply offset to sky texture transfer
>offsets do work
>both in Nugget and GzDoom
>but the offset is different in GzDoom for some reason
>>
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Just downloaded all of this.

Recommendations on where to start?

I played Doom, Doom2, Plutonia and TNT so many times I need a fresh single player campaign.
>>
>>12151003
Depends, this list's a pretty decent guide of how stuff ramps up in difficulty.

https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
>>
>>12151006
That's if he want's the difficulty in the first place.
>>
>>12150740
>whatever year it will be when Selaco gets done
anon should play something interesting instead
>>
>>12151010
True, still a useful enough way to guess at where he's going to have a rough time.
>>
>>12150931
>page that's just meant to supply roms has minimal personal details compared to pages dedicated to someone's personal creative work
https://www.youtube.com/watch?v=N4vIBijzg4w
>>
>>12151006
Cool, thanks fellow anon
>>
>>12150843
You know you can like just ignore this shit?
>>
How do we stop the halo fag menace?
>>
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>>12150843
don't stop reminding them
>>
>>12151021
Ignoring it is how we got here. That stopped being a good idea years ago.
>>
>>12151030
Just report and ignore.
I wouldn't mind if they just did what we were doing and stick to one thread, but this is blatantly in bad faith and they just want to shit the place up. I know Halo is techincally "retro" at this point but that doesn't mean we want tens of threads about that generic piece of shit.
>>
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Do you guys like Doom?
>>
>>12151003
Epic, Tune-up, Speed of Doom, Romero, Putrefier, Scythe. Throw a dice to know which.

Some strong and generally recognized picks there. It's easy to oversatiate yourself by following pre-estabilished lists diet such as this. Seasoned gourmets tend to take more risks.
>>
>>12150987
Kinda take my praise for a trans modder not being a dickhead about what they believe in back, but more because I don't sympathize with any form of ideological strongarming.
Mod's still damn fine. Here's hoping that thing remains unused, or better yet, is removed. Amazing how they all come *this* close to not being obnoxious and fuck up anyway.
>>
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>>12151046
what did you mean by this, xister?
>>
>>12150981
thank you annon?

Anybody wants to release it to DW? Beetle? I can do that if no one wants
>>
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>>12151068
Yeah it's not a dealbreaker and still a fun mod. Ran into something similar with Violent Rumble though that's more in your face and still one of my favorite Quake mods.
>>
>>12151003
What does the Romero folder consist?

Sigil 1-2, E5M4b, E5M8b, One Humanity?

Start with those, they are the work of the game's author after all.
>>
>>12145478
[11-04] Heretic + Hexen Update 2 released
https://slayersclub.bethesda.net/en-US/article/heretic-hexen-update-2
>>
>>12151075
We had the guy who started the project, Potato Leader Actual, but I don't think he's been here for a while, or at least hasn't posted under that name.
>>
>>12151101
I'm not him, but I'm the one who made HOTPOTATO00.WAD
>>
>>12151112
Oh, cool. How do you view it, like just as a fun experiment?
>>
I don't care about troons, I just carefuly avoid them entierly by inhabiting slightly toxic communities. These are poisonous enough to kill them off like soap kills the germs.

t.guywithteacup
>>
>>12151125
>out of nowhere makes a post about troons claming not to care about troons
hmmm
>>
>>12151125
thank you for your insight, hon
>>
>>12151123
Yeah it was fun and it pretty much introduced me into mapping. Locking the wad served as accountability mechanism for me to learn new things.
>>
>>12151075
Right now I'm just having a bit of trouble with the rifle sound. If anyone wants to split it up between the shot and bolt cycle, I'd appreciate it. I might need to find another sound for it.
>>
>>12151082
>Ran into something similar with Violent Rumble
We really pretending a Floyd joke is the same as a mentally ill person spewing they perversions on the internet?
>more in your face
On the last page of the help screen that nobody reads?
>>
>>12151082
Where's Floyd originally from?
>>
>>12151138
Super Metroid
>>
>>12151138
The design is from some Metroid game, but as a Quake enemy I think it was first in Rubicon 2.
>>
>>12151138
a little thing called a fentanyl overdose & a fake 20 dollar bill
>>
>>12151096
>more Raven Vault stuff
Nightdive found a way how they can appeal even to autistic purists who won't play their KEKs ports. Can't complain, especially when I got it for free.
Is there anything like this in Blood FS or FS1.5?
>>
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>>12151137
>more in your face
>On the last page of the help screen that nobody reads?
That's a roaring "yes" if we're comparing it to the disclaimer.png that doesn't get used >>12150995 Even if they're both things I don't like seeing in a mod, I can still enjoy them regardless.
>>12151141
>>12151142
I was just checking out that manual that came with Alkaline and it seems to confirm that.
>>
>Replay 300 mins of /vr/ for the first time since release
>It's still pretty good
>>
So do we rename it to "DEEP /VR/IED POTATO" or keep Hot Potato as a name? Wad name remains HOTPOTATO99.WAD as I understand.
>>
>>12151135
Please read through the INFO lump if it's missing something obvious to credit. New music? New sfx?
>>
>>12151184
It'd be dumb to change the name now.
>>
>>12151184
>So do we rename it to "DEEP /VR/IED POTATO"

As the anon who suggested that name: yes! It's my ticket to immortality!
>>
>>12150430
PB is gonna be changing soon to be more vanilla balanced, its been planned for about a year ish, just hasnt been done yet
>>
>>12151203
I support renaming the project too because there will be name collision with PUSS who made a more notable project than this. The wad name can stay as-is.
>>
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>>12151184
I still think it could be called "Vitelotte's Realm" or something similar, since vitelotte is a type of potato (picrel).
>>
>>12151214
Eh, I expect that name be backed by some lore.

I drafted a post for DW. What editors and software y'all used you want to get credited? Anybody has some cool screenshots? Also where are /vr/ wads usually hosted, wadsup?
>>
>>12150812
>Dakka
I forgot how much fun this is. It's basically Russian Overkill lite, but paired with a nice gore mod and it's a fun turn-your-brain-off massacre for most wads without being a shitpost instant win like RO.
>>
>>12151221
For editors, I would say SLADE, Ultimate Doom Builder, and maybe DoomTools for DecoHack.
There's also that program someone used to make voxels (the name escapes me), and an anon used WhackEd to add the new decorations initially before someone else converted it to DecoHack, though I don't think that should be credited.
>>
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Doom noob playing UV for the first time. I'm sure this seems quaint to most of you, but E4M1 kicked my ass, had to exit without finishing (punching) the last barons to death. Quite a step up in difficulty from the first 3 episodes.
>>
>>12151231
Welcome to the best level in the game. :)
>>
>>12151231
e4m1 has (almost) no health pickups because american forgot about them, e4m2 is probably the hardest map in the entire episode btw
>>
>>12151231
>>12151243
It's really a great map. More like a puzzle with how small it is and how little resources it has. Something like this really only works with small maps.
>>
>>12151231
E4M1 and E4M2 are the hardest levels in the episode, but if you beat those the rest is smooth sailing.
>>
>>12148571
Yes because it takes a very long time to do it
>>
>>12151242
>>12151243
>>12151249
Good to know it doesn't just ramp up from here or i'd probably have to knock it down below UV.
I didn't have a problem with health after a few deaths, but still found ammo scarce, even trying to be conservative. I found the rockets, too. Maybe i need to lean heavier into in-fighting to have enough to finish the barons.
>>
>>12151231
>Quite a step up in difficulty from the first 3 episodes.
Might not help at this point, but it's worth reminding that episode 4 was made well after Doom 1 and 2. It was made for Ultimate Doom's retail release while they were also focused on Quake 1.
>>
>>12151132
Awesome!

>>12151231
E4 goes harder yeah, with E4M1 being an opening kick in the teeth, but it's mostly for the first few levels, it lets off some as you go.
>>
>>12151231
I've been playing Doom on and off for the past 10 years and E4M1 STILL kicks my ass
>>
>>12151231
Relax, E4 is pretty hard. Not utterly insane like Sunlust and whatnot, but still nasty if you're challenging yourself to pistol start saveless run it.
>>
>>12151289
>while they were also focused on Quake 1.
and hating the shit out of each other
>>
>>12150938
>>12150981
HOTPOTATO99.WAD https://files.catbox.moe/3fml1f.zip
General:
>Change the bolt-action's graphics and sounds to ones from Realm667.
>Buff the bolt-action's damage to 4 hitscan attacks that do 40 damage each, so the rifle can penetrate.
>Increase the shots consumed to 8.
>Slow down the firing speed for the new sounds and higher damage.
>Slow down the quad shotgun's reload by a few frames.
>Add an ammo check so it can't fire with fewer than 4 shells.
Map01:
>Change the stair textures to the 6-key door because I didn't like how much the wall and floor textures blended together.
>Fixed two of the spectres before the BFG area being stuck inside each other.
>Moved the bolt-action to the secret potato room.
Map02:
>Add a par time.
>Add a secret potato room.
>Add sound-blocking lines so the player doesn't wake the final caco swarm early.
>Reduce the number of cacos.
>Add some more ammo.
>Remove the silent teleporters and just have the monsters active in the map. Their teleporting was awkward,
>>
>>12151349
>>12145478
https://www.doomworld.com/forum/topic/155904-mbf21-deep-vried-potato-a-single-map-community-project/

We are done! If any other authors want to get doxed, reply.
>>
>Taking the Dakka to Ad Mortem
Of course, how silly of me to not do this earlier. Yeah it trivializes the maps but it's still super fun.
>>
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>>12151408
>>
>>12151146
Refreshed Supply is supposed to have a Blood vault, so I've heard.
>>
>>12151137
You mean an edgy joke about an infamous all over news death of a violent drug addict is for some reason better than a random homo declaring his variation of faggotry out loud?
Don’t get me wrong, I did an OC niggur/floyd joke here myself to many anons enjoyment, I love juvenile humour - but I would never pretend it’s somehow more socially acceptable or less obnoxious than a random troon inserting himself - you can’t expect people outside of this general to all bend to our taste
>>
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>>12151429
No matter how you put it, humor will always better than plain virtue signaling/propaganda.
>>
>>12151429
probably the most self-aware post i've seen in this general
>>
>>12151461
Anon, the original troon pic we are referring to here: >>12150987 is indeed an attempt at humour, even if unsuccessful
>>12151473
Thanks nigga
>>
[11-4] Doom Retro 5.8.1 released
http://www.doomretro.com/
https://github.com/bradharding/doomretro/
>>
>>12151497
>>12145478
Sorry.
>>
>>12151429
I don't bring that kind of humor outside of places like here, so I don't particularly care.
>>
>>12151494
Well then I'm too dumb to understand how is it funny in any way.
>>
playing through on odamex 12 to test, they have added dsdhacked so no more chaingun-related crashes but there's this
>>
>>12151146
It took them almost 3 months to add this shit because port was rushed to shit.
https://x.com/SVKaiser/status/1954702850526790011
>>
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>>12151550
For some reason this early 3D hits completely different. It feels like some lost alien technology or something, like we don't know how to make them anymore even though modern 3D can do things billion times more advanced.
>>
>>12151561
Vault stuff is neat, but Nightdive clearly does this just because other remasters started doing it first.
>>
>>12151561
Anyone leak the extra Heretic and Hexen vault stuff yet? I heard they added more with updates.
>>
>>12151561
Because people choose to not make 3D like that. I would be surprised if there wasn't some indie game somewhere which deliberately apes this era of pre-rendered 3D to some extent, and does a good job of it.
>>
>>12151561
There's a lot of cool attempts at doing old 3D done in recent times (it's >reddit but you can see it on /r/vintagecgi and the related subreddits) but most are just Bryce renders and although they're well done it never does look the same



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