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File: doom-ex.png (748 KB, 1280x960)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12555379

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/folder/etMkxKwK#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/
>>
=== CURRENT PROJECTS ===
Doom Eternity Project
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip

=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
Release thread : https://www.doomworld.com/forum/topic/157593

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!
https://www.doomworld.com/idgames/?id=21835

=== NEWS ===
[05-11] Quakeulf has released a new Quake 2 map, Base Moi
https://quakeulf.suxos.org/3d/maps/basemoi.zip

[05-10] Doom Brutalist Community Project announced due to the success of the Quake Brutalist Jams
https://www.doomworld.com/forum/topic/158376-dbcp-the-doom-brutalist-community-project-brutalism-in-doom-mbf21/

[05-07] New patch now out for Malice Refined for Quake
https://www.moddb.com/mods/malice-refined/downloads/patch-2-for-beta-3

[05-07] Sunstroke, new duke map
https://forums.duke4.net/topic/13001-release-mike-norvak-sunstroke/page__pid__387095#entry387095

[05-06] "Cursed Sands" DLC released for RealRTCW
https://store.steampowered.com/news/app/1379630/view/669490710258385617
https://store.steampowered.com/app/4509610/RealRTCW__Cursed_Sands/

[05-05] Depths (by Nicholas Monti) released
https://www.doomworld.com/forum/topic/157451

[05-05] JENES15 Episode 1 Teaser released
https://www.doomworld.com/forum/topic/154513

[05-01] D2ALL competition with prizes
https://www.doomworld.com/forum/topic/158259

[05-01] Citadel Remastered released on GOG.
https://www.youtube.com/watch?v=XdhRMgmsFgE

[04-30] Prototype build of a Quake demo for Dreamcast unearthed
https://hiddenpalace.org/Quake_(Oct_13,_2000_prototype)

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
>>12565436
/vr/ has FORGOTTEN about Doom
>>
What's that really elaborate fantasy WAD where you're in a ruined city full of poison water? There's a market, a harbor etc.
>>
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>>
I just finished Strange Aeons, and it was great. Can someone recommend me a mod that leans on atypical monsters like that?
>>
>>12565448
Not a Doom wad, but it sounds like Honey for Quake. A very atmospheric couple of maps that inexplicably has a comedy ending. But the ending is pretty funny so I don't hate it.
>>
>>12565450
>Faggot starting regard slaughter constantly
>>
>>12565450
what's a mapsquake
>>
>>12565450
Pistol starting? More like:
>>
>>12565457
No it's Doom. A king talks to you about how his soul is trapped.
>>
>>12565472
>starting with the HFFM dildosaw
>>
>>12565436
Eternity project status?
>>
>>12565450
>doomguy working
>ass unreal
>big hard model made sure brown
>retard server
>old project already pain
>evil community mods
>demand bullshit
>graphics kinda flat
>cat love imp wtf
>>
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First attempt of the day
This final fight (well, not quite final) was going really badly during practice, so I'm surprised I didn't lose a bunch of attempts here.
>>
>>12565448
That sounds like it could vaguely describe one of the levels in Mordeth.
>>
I deleted my Doom folder lmao
>>
>>12565448
planisphere 2
>>
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>>
>>12565482
>dildosaw
There's no saw, it's a chaindildo.
>>
Your shit, my piss. What's the difference?
>>
>>12565678
Using the word chaindildo, it makes me picture multiple dildos in a machine sequence taking turns.
>>
>>12565771
That's well within the fabulous spirit of HFFM.
>>
>>12565751
Not much right now. You ever have the kind of diarrhea that's so thin and watery that you're basically pissing out your ass? It's fun, it's like your ass turns into a Super Soaker.
>>
>>12565807
Duke would answer to this by relating a much grosser experience of his.
Doomguy wouldn't bat an eye and ignore the conversation.
Wang and Caleb would argue about traditional medicine solutions and cures.
>>
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>>12564731
Was a pretty great map. Some cool secrets and gimmicks throughout.
Hate the uwu bullshit text, but I wouldn't expect anything else from Quakeulf (despite him being a grown man with children).
Still not seeing the big difference between Arghrad and EricW lighting that he made a fuss about, but maybe I have autism or something.
>>
>>12565807
Blow it out your ass.
>>
>>12565814
Ranger would HUH.
>>
>>12565807
Love when it gets that thin and runny, whenever it happens to me I got half a mind to put a straw in the toilet bowl and suck it up like a refreshing soda on a summer day.
>>
>>12563994
It shouldn't be there at all.
>>
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>>12565436
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-SPEED demo of "1994 Tune-up Community Project", Map 10 "Melange V2" by Maggot202 (-complevel 9)
Reply to this post with a demo & your time.

Wad download and current records:
https://dsdarchive.com/wads/1994tu?level=Map+10

Example demo in 1:54:
https://files.catbox.moe/1uwuhb.lmp

Challenge WinRar last time: Sawdust Map 02 UV-Max in 4:23! >>12561113

I hope you like UV-Speed with lots of hitscanners (I just wanted some variety). The conceit of this project was to remake some maps from 1994 with "modern" sensibilities. I think it's interesting because it illustrates what people considered modern back in 2011. These days I think it's detectable pretty 2010's looking/feeling. This particular map is a remake of MELANGE.WAD by Kenneth S. Forte. For comparison, the next challenge might be that map.
>>
>>12565890
>whenever it happens to me I got half a mind to put a straw in the toilet bowl and suck it up like a refreshing soda on a summer day.
https://youtu.be/DWtpNPZ4tb4
>>
I'm running Lost Civilization on GZDoom and getting a lot of slowdown and lag on an old laptop. Is there a source port that runs wads like that on shit hardware?
>>
>>12565974
Helion is the most optimised you can get right now.
If UZ finds some time in their schedule between troon flags and and gender preferences to add distance culling, they'd be even better, since helion lacks some of the eye candy from GZ.
>>
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>>12565920
>MELANGE.WAD
~~~Shovelware classic mentioned~~~
This is also in wadpak{1,1a}, e3m2

>1994tu map10 uv-speed
https://litter.catbox.moe/flf37p.lmp
First exit in 2:09, with all the deaths leading up to it (couldn't be arsed with the F10 y restart dance). Some familiarity, last played a year or so ago.
>>
>>12565984
ok thanks i'll try it out
>>
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>>12565974
I run it on Nugget and it runs buttery smooth. Don't use UZ/GZDoom unless you're playing with mods.
>>
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>>12565920
>>12565995
And 1:30 to follow up now I know where I'm going. :)
https://litter.catbox.moe/rri2uf.lmp
>>
Nugget has a pistolstart option in cfg and -pistolstart parameter. But can I select "pistolstart" only for a specific walkthrough, like a custom difficulty option, so I pick it once and the whole wad will be with pistol start, but if I start a new walkthrough or load another wad they would be normal?
>>
>>12566002
alright. Only used GZDoom, i'm new to this. Yeah i don't use mods so i'll give it a go
>>
>>12566002
Beautiful shot but that teleporter pad looks so out of place lol
>>
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Italo map 19
Pretty easy (by Italo Doom standards) except for this beginning fight
>>
>>12566019
Not any more or less than the gib corpses imo
>>
>>12565974
Set the renderer to OpenGL ES if you haven't already.
>>
>>12566110
>OpenGL ES
Is it better than Vulkan?
>>
>>12566147
I'm not sure, I just know that it runs noticeably better than normal OpenGL for me.
>>
>>12566147
OpenGL ES is for old graphics cards. Vulkan is for newer ones.
If your laptop is pre-2020 or thereabouts, OpenGL ES may produce better results. You're likely running on integrated graphics, so yeah, OpenGL ES.
>>
>>12566147
If your GPU supports Vulkan then Vulkan should in theory be capable of higher performance, but the reality is that most developers involved in these hobbyist projects aren't graphics software engineers so the complexity of Vulkan causes them to blunder the implementation and actually worsen performance.
>>
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>>
>>12565437
>[05-10] Doom Brutalist Community Project announced due to the success of the Quake Brutalist Jams
Aaa I wish you'd read the correction. It's a release, not an announcement.
>>
any know any good quake mapping videos? not tutorials, just like people actually making maps start to finish, I want to see what kind of workflows people are using

obviously I searched yt but there's so much slop in the results
>>
>>12565503
dead
>>
>>12565437
>CURRENT RELEASES
I think you can take these out now because they are far from "current"
>>
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>>12566318
At least it's fun, nothing too crazy so far.
>>12566342
It refers to the 'most recent' releases as far as I understand it.
>>
>>12565437
[05-09] Shapefusion 0.8 released; project moved to Codeberg
https://codeberg.org/treellama/shapefusion
>>
MAYhem 2025 is pretty cool
>>
Do you enjoy platforming in Doom, strictly vanilla speaking so no jumps etc? I always found platforming in a game where you can't jump and assess height due to locked camera to be awkward. Feels like it can work when it's balanced as a movement limiter during a fight, but I hate super tight jumps that exist only to screw you over if you can't strafe precisely enough. Tightrope sections are okay I guess, but again, not if combined with anal levels of precise jumps.
>>
>>12565552
Peak slaughterslop. As opposed to many anons in here, I do enjoy those webbums of italo and other silly slaughter maps, even if half the experience is accepting that it's bullshit, but this one is undefendable. Literally just holding fire with BFG, running into a corner and praying you don't get bottlenecked by random chance.
>>
>>12566472
no not really, the slipperiness of movement combined with the locked camera makes fine adjustments tedious and, as you said, awkward
>>
>>12566439
Brutal Dewm?
>>
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why yes, I happen to be something of a mapper myself
>>
How are the quake 1 and 2 nightdive ports on steam? Are they any good compared to other sourceports? Should I just stick with ironwail and yamagi?
>>
>>12566616
There's no reason to use the Q1 port if you have any other, but the Q2 port is really good. It's also basically mandatory if you want to play any community content released after it, since its extended format is what basically everybody maps for now and the only other port that can handle it, IIRC, is Q2Pro.
>>
Is the source code for quakes expansion packs content available as well?
I see AI say it is but I can't seem to find it on Id softwares github repo
>>
Valiant Map 8. Holy shit. What a fucking map. Crazy sudden difficulty spike, and not in the place you'd expect it: the first map of a new episode. You wouldn't expect the first map of a new episode to be a huge difficulty spike over the last map of the previous episode, especially when the last map of the previous episode was voted one of the 20 most memorable maps of all-time.
Crazy, panic-inducing hot start. You start out in the middle of mancubi, super imps and arachnotrons, and there is no shotgun or chaingun nearby. From here you have two ways of acquiring a shotgun: running the gauntlet past hitscanners and arachnotrons to grab a shotgun, or dropping down into a cave surrounded by damaging floor on both side with a crapload of shotgun guys inside who are almost guaranteed to damage you. This cave is one of the very few places on the map you can ever rest, and not for long, because a caco cloud is coming for you and will find you in here.
Once you grab the blue key from the hitscanner/arachnotron gauntlet area, you have to go back through the starting area with the mancubi and arachnos and you're still not really equipped to take them out. So, you have to haul ass to and through the blue door.
Can you hide/rest once you're through the blue door? Of course not. You'll be exposed to mancubi and chaingunners throughout this section, where you can get a super chaingun, a rocket launcher and the yellow key, but only after traversing a perilous, chasm-like section while mancubi and chaingunners try to fill you with holes and set you ablaze.
Only at this point can you start to carve out some spots to hide/rest by killing mancubi and arachnos with your newfound rocket launcher. From here, things get a little less hectic until the final fight, which has some really problematic arachnorb and pain elemental swarms.
Such a great example of making a difficult, hectic, panic-inducing, action-packed map utilizing only 128 enemies and zero "slaughter" combat.
>>
>>12566049
1% hype!
>>
>>12566543
LITERALLY me.
>>
>>12566543
arcane dimensions update leaks looking great
>>
>>12565436
>ELIMINATE MANDERLY
Fauci did 11th Sept. and DOOM could have used a flamethrower and guided missiles.
>>
>>12565448
Please it starts with you reading a scroll of a king who's ghost is trapped. The bad guy keeps taunting you. I think it has voice acting.
>>
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>>12566543
Me too.
>>
>>12565436
Project notekeeping.

>1. 666 Minutes Of /vr/
BTSX Textures and Limit Removing, 666 minutes to make your map (ergo 11hrs and 6min). Scheduled after Eternity Project.


>2. Eternity Project
CC4Tex.
Number of levels submitted: 2!
Number of other levels in progress: Maybe 4?
How many levels do we see ourselves putting into this project?

Suggested title: "An Eternity of /vr/"


>3. Waifu Project 2?
There was one really good idea for this the thread before the last, but seemingly not much more interest/discussion afterwards.
Perhaps it's better to discuss an idea like this once the previous two items are done. (Don't forget that one, Hexanon).

>>12565503
See above.
>>
>>12566762
I know what you're talking about, I simply don't remember the name. Ultimately, I quit playing it because the voice acting annoyed me.I check my saves and see if I can find it's name.
>>
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>>12566543
>1. Draw some circles
>2. Draw the rest of the fucking owl
>>
>>12556087
is that some everquest? there was an interview with one of the original level designers a few years back and he was asked about the tooling, iirc he said they used an extremely rudimentary in-house tool where all they could do was plop down vertices in 2d then give them a height and a slope and things would break if they had more than 5 sides
so yeah I guess that qualifies as brushes
>>
>>12566821
Is this... QUAKKR?
>>
they keep blocking my ip range again, siiiiigh
>>
>>12566821
Rekkr 2 in Quake engine when?
>>
>>12566616
Yes to Ironwail, but the Nightdive Q2 port is weirder: It easily has the most changes to its gameplay compared to their other ports. It’s both a big plus because it feels like a fun elaborate gameplay mod, and a big negative because you can’t easily - if it all - make it feel like the original game or expansions.
>>
>>12566821
Where's the sign?
You forgot the sign.
>>
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Silly anons that's not mine, I'm too dumb to make Quake maps.
>>
>>12565678
There is no chain.
It is machinedildo.
>>
>>12565814
I think Wang and Caleb would agree that mumia is the answer.
>>
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>>12565638
>>12566226

Map names?
>>
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>2002ado

Decided to go back and play the original after having such a good time with 2022ado. First three episode were fantastic. It was a bit more of the same of 2022ado, maybe a little less refined but still a great time.

Once I got to the third episode, looking for Stephanie, things kinda went downhill. The maps are great. action packed and pretty intense. But I've never been a fan of damaging floors, especially since it's so punishing to players who have terrible sense of direction. There is no one worse than me when it comes to terrible sense of direction. I used get lost in Skyrim Dungeons. So when you get floors that damage you around 20points, it becomes a painful experience finding an exit.

There was quite a bit of backtracking as well. Having to turn on a switch and run back to the other side of the map to pick up the key is kinda lame. I wouldn't mind if you spawn demons to keep the action going, but there was none of that. I also did it for each key by then I kinda lost interest. There was also a couple of fights that I didn't really enjoy. Like locking me in a tiny closet with three barons and a shotgun is a bit a cruel.

But overall it's a pretty decent megawad. I would never play it again but it's nice to see how well things have improved from the recent one.

Next up, TNT:Overcharged
>>
>>12566914
Boxes and Doors trilogy. One of the 3 maps. What's in your pic?
>>
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48 man hours, the hkboss / Warlord from Drake is now fully functional within VR2. Boasts faster melee speed (which can be made even faster with VR2's features), new attacks, and a higher health pool. VRanon, a word. Since the Warlord is a Hell Knight / Death Knight variant, I discovered that when a HK is killed even with an axe, it gibs no matter what. I accounted for the WL's death behavior separately, leaving hknight.qc untouched, but is that intended behavior? Apologies if this is a stupid question.

Here are the progs, qc, sounds, and progs.dat for hknight_boss and dog_hell (Hell Hound) for anyone interested.

https://mega.nz/file/jY1wxbya#yxi8-F2Ot9ou_kxjMOmV0Z5apekWi-l6nGBDKsOkdcA

2 down, a million to go.
>>
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>>12566762
>Please it starts with you reading a scroll of a king who's ghost is trapped. The bad guy keeps taunting you. I think it has voice acting
V E N G E A N C E
>>
>>12566952
Original, or 10th Anniversary Edition?
I never played 2022, I thought it was another update/revamp but it's a completely different set of maps lol
>>
>>12565775
Absolutely, but it would be substantially different implement.
In fact, there should be a Mixom Power-Dildo, built using their chainsaw engines and chassis, and also a completely separate Chain Dildo, which is something like a mix between a revolver grenade launcher and a Gatling gun.
>>
>>12567079
I didn't know there was a 10th anniversary edition. with new maps and music.

Oh shit, here we go again.
>>
>>12567096
Heh yeah there's a load of different versions of 2002ado. Multiple versions of the same file in some cases---good luck getting some of the demos to play back...
>>
>>12567072
This was modern, not some ancient 90s shit.
>>
>>12566773
Thanks for posting this when I couldn't, yesterday was bad times for me.
>>
>>12566739
Revenants in Doom 2 fire missiles, and roughly half the time, those missiles are seeking.
Also, Obituary was a megawad from the 1990s which turned the Plasma Rifle into a badass flamethrower (and also added dual Pistols and Rocket Launcher Zombies).

Is that good enough?
>>
>>12566472
I love fast, W key platforming maps that are more akin to a fullspeed map in trackmania, rather than stop and start lineups.
>>
>>12566952
>HUD character
That's a nice cleavage. Almost looks like fake tits, but maybe the flak vest just fits really tight on her chest. Excellent tits either way (occasionally, fake ones are good), the kind of big bazoingas I like.
I also like flatties.

Any gameplay mod where the player character is a flat tsundere schoolgirl? Kugimiya Rie soundbytes optional.
>>
>>12567148
Can you get on all the pillars in the secret in E1M9 without stopping?
I've done it once or twice in the past but I can't seem to do it any more, must be getting old and worse at the game
>>
>>12567167
tbf that's actually difficult
>>
>>12567060
>HK is killed even with an axe, it gibs no matter what.
>is that intended behavior?
Shouldn't be. I added a gib_threshold (might not have underscore, can't remember) value to enemies to force gibbing in some circumstances. It's possible I set it too high on the death knight (it should be a negative number).
I did also make it so you can 'overkill' enemies by continuing to shoot them while they're still solid and dying, making them gib if you do enough damage. This might be messed up in some way, but it's more likely the threshold is the issue.
>>12566892
>>12566821
Kinda surprising someone saved the WIP screenshots from that, but it was a fun map to remake (palette conversion headache for textures aside).
I wish I had put out a proper update to Violent Rumble so that it was released somewhere instead of being hidden away in the Mega folder.
Oh well.
>>
>>12567167
Some people keep their mouse but replace the keyboard with a gamepad with an analog stick, maybe that's slightly friendlier with aging fingers? Haven't tried though.
>>
>>12567167
Just tried it, was pretty consistent. The trick with doom movement is to make sharp adjustments with your mouse.
>>
>>12567147
>Also, Obituary was a megawad from the 1990s which turned the Plasma Rifle into a badass flamethrower (and also added dual Pistols and Rocket Launcher Zombies).
thats funny i was just playing that one compendium WAD that has all the old 90s WADs. just beat the darkening (both parts). i totally saw and walked by obituary tho. ill have to go try that one

ive been digging the old 90s WADs desu. i never play doom with the ability to jump or look up anyways, so having a couple dozen megawads that were made with that in mind, all in one WAD, suits me fine. also some of the maps are just fucking gorgeous. rly impressive for how early in the scene it was.
>>
>>12567221
Very few megawads even today are made with freelook and jumping in mind.
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>>12567201
Quake engine and Rekkr both have godlike aesthetics, I assume palette was the only place where anything could go wrong, so when you combine both together of course the screenshots look great.
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>>12565920
1:59 https://files.catbox.moe/n69d1t.lmp
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>>12566472
As someone who adores platforming and parkour in games....I REALLY don't care for it in Doom. Feels more like I'm fighting the controls and playing guessing games more than anything in extreme cases. So hardcore platforming maps are generally a no from me.
I know you said strictly vanilla so no jumps, but I will also say that I've never liked the physics behind the dedicated jump that source ports have, either. Always felt wrong to me.
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>>12566472
Platforming and pain elementals are examples of bad map design.
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>>12567443
Can you think of any others?
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Italo Doom final map (20)
Nothing too bad, though the fight in the webm had a pretty rough start this time

I'm normally not a huge fan of ultra-difficult maps, but this was pretty fun. I guess it helps that it has this kind of shitposty tongue-in-cheek feel to it. And the maps are actually not that crazy difficult to max, outside of map04 I spent no more than 3 hours on any map.

Anyway, that's it for this playthrough. Thanks for reading my blog.
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>>12567172 >>12567209 >>12567215
Thanks for your encouragement.
I actually managed to find the last time I did it >>1183707
Nearly a third of my life ago.
(Glad I stopped that typing-in-lower-case bullshit.)
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>>12566472
First person platforming is shitty even when you have full mouse look, let alone 2d like doom. Hell, steep stairs are an issue in doom because of the limit.
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Virgin: uses only those port features that are strictly necessary for his wad, makes sure to test it on all popular source port

Chad: releases a wad using imaginary linedef specials. Demands all source ports start supporting his new mapping standard
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>>12567739
Found the nightdive employee
>>
What are some of the most impressive wads that work on og engine?
I know that there is lots of impressive and creative mods on different source ports or whatever those are called but I always get the impression that og engine is left without attention.
What is best way to play playstation doom?
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>>12567746
The "best vanilla wads" question gets asked a lot here. I wanna hear the definitive answer myself.
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The last frame of a death animation should point to itself, no? That's what I'm seeing in other .qc files, but for some reason it's going to the first frame in the animation list.
>>
I wonder how things would have changed if lobotomy found publisher for playstation quake?
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>>12567746
>What is best way to play playstation doom?
The PsyDoom sourceport.
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>>12567793
I don't think it would have been world changing, but I do believe that people who only had a PSX at the time would find it to be a good time.
>>
>>12567746
>most impressive
On a technical level, probably kdikdizd.
No idea how it plays though, I only had a look around. But given that it's a vanilla clone of a famously insipid ZDoom mod, it can hardly be great...
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>>12567839
I recall hearing it smooths over a lot of the stupid shit from KDIZD, just by the virtue of not being able to do the same scripting and objective stuff.
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>>12567839
>vanilla clone of a famously insipid ZDoom mod
What's wrong with it? Never played it
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>>12567489
Well I think you've done really well, far beyond anything I could do, and deserve congratulation.
I couldn't even last 5 seconds and get off the platform at the start of map01. >>2927809
[Sadly the video seems to be lost, it was in that brief period in early 2016 when both archive sites stopped working simultaneously for some reason. So Desu only has a thumbnail, and Warosu doesn't even have a record of the thread.]
>>
>>12566540
MBF21 mod that uses brootal doodoo sprites. its called crispy and brutal
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>>12567854
KDIZD had a lot of effort put into it to really try to show off the capabilities of ZDoom at the time, and a lot of people have argued that much of it is misaimed or poorly thought out, and that it's often very excessive.
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>>12567443
>>
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>>12567916
graf won
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>>12567916
>>12563994
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>>12566472
I don't play with fixed camera. I hate it and it's the first thing I disable every time, so my experiences comes from that, I can always see where I'm trying to get to.
I don't care for a little bit of platforming if it's on the easy side (normal strafe jumps, maybe requiring a little bit aiming). "Platforming" where is just holding W it's fine too. Secrets can be bit harder but the walk back to where I can try again if I fail is too long I'll just make a save and retry the jump. If it requires a rocket jump, I'll save too, doom rocket jumps are not fun.
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>>12567776
Post your qc I can try to help. Or if it's too oc donut steal I understand (not saying that sarcastically).
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>>12567916
>30 years later and school shooters are still obsessed with DOOM
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>>12567201
>Shouldn't be. I added a gib_threshold (might not have underscore, can't remember) value to enemies to force gibbing in some circumstances. It's possible I set it too high on the death knight (it should be a negative number).
>I did also make it so you can 'overkill' enemies by continuing to shoot them while they're still solid and dying, making them gib if you do enough damage. This might be messed up in some way, but it's more likely the threshold is the issue.
Is it okay if I fixed it? I'm really not trying to put you out, man. I'm not "saving" VR2 or anything, I just really enjoy its foundational systems i.e. AD and Keep have different gibbing system and sounds to vanilla Quake, but VR2 has Quake's gibbing system and sounds. The volley system, the inserting items into the inventory, all really cool shit.
>>
>>12567929
>so what if it's nazi technology that swastikas are optional
Would your people accept that argument?
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>>12567929
Those sneaky troons! This is inexcusable.
>>
>>12567824
>PsyDoom
Seconding this I had so much fun playing the PSX port on that drunk on my laptop during covid
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>>12568002
Bayer still is one of the most reputable pharmaceutical brands around.

>>12568026
Can't tell if fake outrage or not, but raging like a so-called "troon" where they can't see it is unproductive. Make a Git account and open an issue requesting a MAP, straight, confederate or whatever flag you want. It really is that simple to own these people without shitting the thread up.
>>
>>12568046
>It really is that simple to own these people without shitting the thread up.
Too late.
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>>12568002
Volkswagen
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Does netradiant have a simple way to box select only verts on the surface in a situation like this? In both 3d and orthogonal views you select through all the brushes when you shift+right click drag. Selecting verts one at a time would be kind of tedious for large terrains.

Kind of considering just sculpting terrain in Blender and exporting the brushes if there's no better workflow in the editor.
>>
>>12568056
Ask the developer, silly.
https://github.com/garux/netradiant-custom
https://gitlab.com/xonotic/netradiant

I dunno which one you're using so have both.
>>
>>12567916
>>12567929
why does this need to be built into the program instead of being an optional mod you can choose to download
>>
>>12567986
https://ctxt.io/2/AAAEhNzyEw

Standard knight.qc but with the animation definitions changed.
The problem is at void() knight_die. It references itself at knight_die5.
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>>12567919
Well, he got out. That might not be winning--but it's about as close as you're going to get.
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mmmm, love me some sewage kino
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>>12568115
This is all assuming everything I'm about to say is unintended. In your $frame declarations, you have attackb1 listed twice:

$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5

Maybe that shifts every later frame name by one, including the death frames. Since your last death frame loops on $death5, the monster is probably dead but frozen on whatever frame $death5 accidentally points to. It should read this way if I'm right:

$frame attackb1 attackb2 attackb3 attackb4 attackb5

Also, your spawn function has:

self.th_die = knight_die1;

but it should probably be:

self.th_die = knight_die;

Otherwise it skips the gib check and regular death sound in knight_die. The frame-list duplicate is the thing I’d check first for the frozen wrong pose. Here's the whole thing if you want.

https://ctxt.io/2/AAD4vx7AEw
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>>12568000
Do whatever you want anon. I've pretty much moved on from Violent Rumble.
If you can make sense of my incomprehensible spaghetti code and make something work from it, then that will only make you a better Quake modder.
Or a worse one... could go either way I suppose.
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>>12568152
Nothing's changed. Maybe it has something to do with the model itself? I ripped the knight from qtest, then used qMe to split up and rename the animations, as they were all in a single tree listed as frame. The animations play fine outside the game.
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>>12568056
blender->.map->nrc works perfectly for terrain in my experience
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>>12566841
It's a map in the Violent Rumble Quake set. It's really neat. Pretty map.
>>12566859
REKKR 2 strikes me more as an Unreal Engine game... Or maybe Quake 2 engine.
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>>12568195
you are going to have to manually program the animations in your code to whatever you renamed them dude.
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>>12568195
QME animation groups are for organization/previewing. QuakeC only cares about the model’s raw frame order. The `$frame` declarations in the QC just become frame-number constants, based on the order of the frames in the model. That means even if the “death” animation group plays correctly in QME, the in-game QC may still be pointing `$death1`, `$death2`, etc. at the wrong raw frame numbers if the model’s actual frame order does not match the `$frame` list in the QC. Try this: Change the last death frame function from this:

void() knight_die5 =[ $death5, knight_die5 ] {};

to something like this:

void() knight_die5 =
{
self.frame = self.frame + 1;
dprint(ftos(self.frame));
dprint("\n");
self.nextthink = time + 0.2;
self.think = knight_die5;
};

Then kill the knight and watch it advance through later frames. If the correct corpse frame appears a few frames later or earlier, then the problem is definitely that the `$frame` declarations do not match the model’s real frame order.

A cleaner version would be to manually test raw frame numbers:

void() knight_die5 =
{
self.frame = 40; // change this number and test
self.nextthink = -1;
};

If frame 40 is wrong, try 41, 42, 43, etc. until the correct final corpse pose appears. Once the right frame number is found, either the `$frame` list needs to be corrected to match the model, or the death functions need to use the correct frame names/numbers.
>>12568293
This.

You could also just use progs_dump 3 and have the Qtest model swapped in as a pre-made enemy.
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>>12568056
>>12568237
There's a few ways to go about it. Blender>map>NRC is fine. You can do it the manual way of taking a brush, divide in half diagonally, duplicate a million times, use vertex as you see fit.
>But it's too pointy
Make more divisions.

There are also two terrain generators with .map export capabilities. There's Canyon Terrain Editor,

https://valvedev.info/tools/canyon-terrain-editor/

which I've used. Very quick and nifty. And I just found this while searching for Canyon Terrain Editor for informing purposes.
https://quake.by/files/?id=43

Seems like a souped up version of it. Not bad.
>>
>>12568293
>>12568327
I should look at the code as a whole before I start tweaking random things, and maybe also read up on the rules of quakec. I deleted the first frame definition which wasn't even in use, and the death animation is now working fine.
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>>12568369
Based unga-bunger. Good luck.
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>>12567854
KDIZD comes from an era where ZDoom mapsets were more concerned with being tech demos for the source port, rather than actual genuine attempts at making something interesting. Lots of pretty window dressing that clearly takes advantage of the engine features, but the gameplay is generally a snoozefest.
>>
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Playing Quake in VR feels like I'm drunk, but it's fun with friends. I got my fork's networking to work better.
>>
>>12568419
Sounds like a blast. Should add alcohol.
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>>12567147
>Revenants in Doom 2 fire missiles, and roughly half the time, those missiles are seeking.
no, i want to fire the missiles. the funny cyborg zombies can't have all the fun.
>>
>>12567745
>>12567739
fine. i will pirate nightdive games now.
>>
>>12567838
It is said that it was one of the better ports.
Maybe it could have kept lobotomy afloat until inevitable EA shutdown or CoD mines.
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>>12568419
>I got my fork's networking to work better.
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>>12567916
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>>12567916
why? i dont understand why these fucking losers have to put that shit into everything (actually I do because they are mind controlled subversives running out their faggot propaganda subroutines) like god damn even if I was a faggot I wouldn't want to see that shit, that shit is just as fucking retarded as putting a sports team logo or some other non doom related shit. I look at tranny flag wavers the with the same contempt I look at normie faggots with their stupid sports flags wearing another mans name on their backs.
>>
>>12568856
I've known a few lgbt people in my life and I've noticed that it's not even that common among them to put flags everywhere and stuff like that. It's a separate mental phenomenon and stems from some sort of a confrontational nature. Drama seeking. Attention whoring. A form of gathering social power.
Those people who put flags everywhere do it because they know it will get reactions and produce clear enemies they can strike against and get creed. And in some cases it's propably a way to look for other people into the same thing, just masked as socially acceptable and brave and stunning blah blah.
This kind of a person will latch onto anything that has staying power and an open position of prestige, no matter how insignificant it may be. As we all know, Doom definitely has staying power.
It sucks. I really don't care nor mind what shit somebody is into, only the pieces they add into the whole. But ignoring it doesn't work either, sooner or later it seeps out and tries to make you take a side.
>>
>>12567916
Doom engines are a disaster for the human race. The end is nigh, the future is trooned.
>>
I have autism so when I dont know how to do something I teach myself how to do it. But I also have ADHD so when it gets too hard I quit. fucking curse I tell ya
>>
The first two chaingun bullets are accurate
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I thought this was funny.
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>>12567929
>optional communism flag, optional antifa flags, optional blm flags
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>>12568110
>an optional mod you can choose to download
so that you can't choose not to download it?
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>>12568881
>the engineers are not in charge any more
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>>12569081
same gaylord who complained about force pushing to master, force pushed -pride without -ack
>>
Has the UZdoom team actually fixed anything? Graf was a fucking retard who did a lot wrong, but I haven't seen them undo any of it.
>>
>>12569097
no, they literally don't have enough engieering talent to improve the engine, the rainbow flag system is so overcomplicated and stupid it shows
>>
>>12569097
>>12569113
It doesn't help the engine is built upon decades of disgusting hackfuckery and nonsense.
Fixing those would cause all kinds of hell with compatibility.

Really the best solution would be to throw it all in the dumpster and start over, but that's not a very enticing option for most folks.
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>>12568046
>. Make a Git account and open an issue requesting a MAP, straight, confederate or whatever flag you want
When actual MAPs were working on the engine thay didn't add any flags or mentions of their private life
>>
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>>12567916
These people are beyond parody
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>>12567746
>What is best way to play playstation doom?
With a d-pad. No cheating. It made me appreciate the iwads more.
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>>12569097
>Has the UZdoom team actually fixed anything?
They changed the texture filter default!...?
>>
>>12569097
I would genuinely take the knee for the trannies if they made multiplayer good. Zandronum being very dead is sad, and it's not like Kex is the most compatible Doom port either. It seems like Sonic Kart is the most active multiplayer fork.
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>>12569259
haha, you will compile the flags
>>
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Reminder Graf was removed for less code



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