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File: Tension... Building!.png (767 KB, 1049x512)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12629670

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/
>>
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=== CURRENT PROJECTS ===
An Eternity of /vr/
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

=== NEWS ===
[06-13] Duke Nukem Zero Hour Overclocked released - Modded PC port with M+KB controls, FPS mode
https://www.youtube.com/watch?v=tZS5KNHYHgs

[06-15] TimeSplitters Rewind is available for download
https://www.indiedb.com/games/timesplitters-rewind1/downloads/timesplitters-rewind-early-access-v03

[06-12] Warehouse Jam for Quake 2 released
https://www.moddb.com/mods/quake-2-re-release-warehouse-jam-1

[06-10] Second community Blood jam is out
https://www.moddb.com/mods/bloodbasket/downloads/bloodstream-map-jam

[06-10] Tele-Direct Atlantic Doom: Speed Dial released (Crispy Chicken Speedmap Session 13)
https://www.doomworld.com/forum/topic/158803

[06-10] Freedoom Weapons Reloaded, spices up Freedoom guns.
https://bismuthwalker.itch.io/fwr

[06-07] John Romero in new C++ documentary
https://x.com/i/status/2062839369271009568

[06-07] UnexDoom update
https://www.moddb.com/mods/unexdoom/downloads/unexdoom-v29

[06-07] Back to '95 RC1 released
https://www.doomworld.com/forum/post/3031625

[06-07] RAMP 2026 begins
https://ramp2026.doomproject.com/

[06-04] Eternity gets gameplay mod: Living in Danger
https://www.doomworld.com/forum/topic/158711

[06-03] One of Everything - 28 industrial maps
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ooe

[06-03] Beachside Brawl released for Hacx
https://www.doomworld.com/forum/topic/158688

[06-02] Plutonium 2 demo release
https://www.doomworld.com/forum/topic/158649

[05-28] Enigmatic Worlds released
https://store.steampowered.com/app/2558730

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>>
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working my way through the top 10 wads of each year and it's insane how shit most submissions are. the article author will say "this wad changed my life. i do not deserve to play this. this has revolutionized the way we look at videogames" and the wad will just be some master levels-tier garbage. explains why the screenshots will often be of the 2nd or 3rd rooms of the first maps because they haven't actually played most of these wads
and i don't mean to rip on the first few wads ever made of course, they had almost nothing to compare to. i mean stuff from the 2000s mostly.
>>
>>12641453
>supply tranny reference
>support anime
>retarded posting
>q2 ends design seems dead
>>
>>12641383
>play forbidden compass
>seems like a next big thing
>everything is kinda cool
>then suddenly three types of an archvile
>sometimes at the same time
Why
>>
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>>12641515
>>q2 ends design seems dead
Close but not yet. Quakeulf and a new jam came out, and I've been feeling the pull to play it through KMQ2 again.
>>
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Speed demo of Toad MAP08 "Let's go back to my room" (-cl 9)
Reply to this post with a demo & your time.

Wad download & records:
https://dsdarchive.com/wads/toad?level=Map+08

Example demo in 4:53:
https://files.catbox.moe/ggkjc4.lmp

You get to bring THREE cacos in your room!

Previous challenge (Dark Scythe MAP16) had no entries
Sry, anon, I tried but I died twice at the last cyber

>>12641383
>>
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>>12641497
>>
>>12641383
Regarding DOOMS
>Your Favorite Sourceport
>Your Favorite Official Release
>Your Favorite Mapset
>Your Favorite Gameplay Mod
>>
>>12641598
>female
Ew.
>>
I understand how women feel when they see me now. I get the same kind of "ick" when an ugly undeserving level expects me to put effort into my gameplay
>>
>>12641598
>Your Favorite Sourceport
By most played? GZDoom.
>Your Favorite Official Release
The Ultimate Doom.
>Your Favorite Mapset
Community Chest 4.
>Your Favorite Gameplay Mod
Doom Roguelike Arsenal.

Also nevermind the female baron, I'm less a fan of the excessive boob veins and those distracting cacodemons.
>>
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>>12641598
>Nugget
>Final Doom
>Auger Zenith
>Project Babel
>>
>>12641598
PrBoom
1.666
Going Down
Dakka
>>
>>12641598
>Your Favorite Sourceport
Helion
>Your Favorite Official Release
Ultimate
>Your Favorite Mapset
No particular favorite. I tend to like weird shit like the Tele-Direct Series,Forgotten Psychedlics,Flying Eyeballs, any of the halloween shit.
>Your Favorite Gameplay Mod
I never use them. I tried a few a long time ago, and I thought they were mostly obnoxious.
>>
>>12641635
>I tend to like weird shit like the Tele-Direct Series,Forgotten Psychedlics,Flying Eyeballs, any of the halloween shit.
Nice taste, Gnome Hunters is probably up your street if you've not played that one.
>>
>>12641598
>Crispy Doom
>Final Doom (Plutonia > TNT)
>Alien Vendetta
>Hideous Destructor
>>
>>12641658
I'll give it a try, thank you!
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/3dUUWTbR#Ir3l9U2JAKSdT84wQwbKsgQ1Go39xdCCznpF2ChCgmc
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.5.1
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>
>A_SpawnItemEx refuses to spawn items if they'd end up inside the player when spawned
>Items are spawned when the player touches the mother item so some of them ending up inside the player is virtually guaranteed, intended even
What am I supposed to use then? How do I force an actor to spawn no matter what
>>
>>12641707
does the flag SXF_NOCHECKPOSITION not work?
>>
>>12641497
Name names anon.
>>
>>12641747
Anon has shoved the spoon in your face already, dummy.
>>
>>12640897
You can change where it is yourself, you know.

>>12641180
Well maybe you should. It's fun.
>>
I haven't used UDB or Slade in so long. I feel like a retard atm. I should prob cut myself some slack. I'd try using Dehacked/DECORATE/ACS etc but the thing I am doing 100% is gonna need zscript.
>>
>>
>>12641598
>Your Favorite Sourceport
DOSBOX
>Your Favorite Official Release
Plutonia
>Your Favorite Mapset
Plutonia
>Your Favorite Gameplay Mod
I don't play that slop.
>>
>>12641453
>mugshot banned
>late god corpse
>guys main face
>pvt demon
>shotgun program
>behind retarded times

>>12641598
>sourceport
GZDoom
>release
Probably Ultimate Doom.
>mapset
Strange Aeons or EDay, given I've played them so much. I'm even eyeing a playthrough with Running With Chainsaws on one and Disaster Jester: Classified on the other. But I should play new things.
>favorite mod(s)
High Noon Drifter and Deathstrider.
>>
>>12641789
Will Plutonia even run without problems in DOS Doom? I thought it had a few too many visplanes in a couple of places.
>>
>>12641779
what's this
>>
>>12641795
That's a screenshot of GMOTA, poor bastard kicked a golden barrel into another golden barrel.
>>
>>12641795
>>12641796
Also appears to be Marble Hill, DBP67.
>>
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>>12641383
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.
Seems just about complete. 4 levels submitted and they should have all gotten their updates now. Also a cool M_DOOM was made.
>>
>>12641802
I can't think of anything but internet explorer when I see that logo.
>>
Are the cacowards community voted?
>>
>>12641796
>>12641801
Yes, and yes. Also, were Golden Barrels supposed to disappear on liquid floors? They do sometimes.
>>
>>12641804
Same, because that's what the Eternity logo brings to my mind.
>>
>>12641819
>Also, were Golden Barrels supposed to disappear on liquid floors? They do sometimes.
The fuck? That's definitely not intended. I'll write that down and investigate it later. Now are we talking about actively thrown barrels, after they hit something and clatter to the ground, or hitting the ground after being spent and they're all burnt and shit?
>>
>>12641826
It was definitely happening to still-good barrels after being thrown. Possible also spent barrels, but it's been a bit.
>>
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>>12641598
>Your Favorite Sourceport
Nugget, followed by GzD.

>Your Favorite Official Release
Final Doom

>Your Favorite Mapset
Bloodstain

>Your Favorite Gameplay Mod
Haven't actually played one in a long while now, but I liked Shut Up And Bleed, even if it was a bit awkward at times. RIP iSpook :(
>>
>>12641598
>Your Favorite Sourceport
Crispy Doom.
>Your Favorite Official Release
Sigil.
>Your Favorite Mapset
Ultimate Simplicity.
>Your Favorite Gameplay Mod
never played any.
>>
>>12641706
GGs
>>
I swear to god, I'm gonna have one of those running nightmares, but it will be a Vore Spike ball Rocket thingy chasing me.
>>
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How pure do you guys like your Doom?

https://archive.org/details/pure-doom_202601/
>>
>>12641943
Medium well, a good and hearty sear on the outside, with a sliiightly pink center, juicy and tender.
>>
>>12641598
>Your Favorite Sourceport
jDoom
>Your Favorite Official Release
Doom (Shareware)
>Your Favorite Mapset
Eternal Doom
>Your Favorite Gameplay Mod
Nobody Told Me About iD
>Your Favorite Martian
Doin Your Mom
>>
is there any reason to buy Quake on steam?
>>
>>12641998
Not really. Even at the time of release every other modern port was superior. The enhanced models aren't even as good as custom ones (see: Arcane Dimensions). They also raped the lighting in most maps.
There's the new expansion I guess... if you really want yet another vanilla episode that ends in a Chthon fight. You can probably just download it from somewhere anyways.
Horde mode is the only remotely innovative thing, and it gets boring real quick without any weapons or enemies from the mission packs.
>>
>>12642008
They also fucked up a bunch of things like movement speed, somehow, dunno if that ever got fixed.
>>
>>12642017
They had the wrong default value for cl_backspeed (maybe cl_sidespeed also) which made moving backwards really slow. They fixed that eventually, but there's still a fair bit of input lag (depending on your hardware) that makes the game feel sluggish.
>>
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>>12642008
>The enhanced models aren't even as good as custom ones
You can also get a lot of those 'enhanced' enemy models from here: https://www.moddb.com/mods/authentic-models-for-quake Specifically revision #26. The shambler and knight models that AD uses are from the above pack; remastered's knight looks cooler but the remastered's shambler sucks compared to what's above and in AD.
>>
EverDOOM
>>
>Universal Entropy allows you to make enemies "larger than average"
>Instantly makes game 100% more fun
Something about seeing beasties and demons larger than the player and killing them is so satisfying. Elephant hunting instincts maybe. You can't truly see it here, but that meatball is a meatball and a half.
>>12640895
Going to see if I can fix this. I appreciate your reply.
>>
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>playing any map older than 20 years
>INEVITABLY get lost for half an hour every single time
>>
>>12642082
Beginning with Mega Monster Mix. Slow going but I'm really enjoying these names.
>Maulotaur
>Brawlotaur
>>12640924
Probably just an oversight.
>>
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>>12642138
Lol
>>
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>>12642143
Hah. Some of you coders are alright. Don't go to the Zdoom forums tomorrow.
>>
>>12642138
>Maulotaur
Love the dude (no homo)
All the best Heretic encounters feature him
>>
>>12642082
>Something about seeing beasties and demons larger than the player and killing them is so satisfying.
You are huge! That means you have huge guts!
>>
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>before changing the name to DOOM, the working title was Martianstein
>>
>>12642082
>Going to see if I can fix this. I appreciate your reply.
The Colorful Hell developer does post here, you could probably just ask him.
>>
>>12641721
It does not unfortunately. What works is spawning them in the sky above but that's not a solution of course
>>
>>12641707
Could you make it call an ACS script on pickup that uses SpawnForced to generate the items?
Only problem I can think of with my limited understanding is that SpawnForced items may not still pick up unless you're also moving, so my next bright idea would be making it call an ACS script on pickup that runs through GiveInventory instead.
>>
>>12642082
And it's fixed!

The skinny, for anyone interested, is that E2M8 and E3M8 would end the very instant the replacement boss from Mega Monster Mix dies. Anon floated the idea that it has something to do A_BossDeath. Long story short, it wasn't only that, but the RandomSpawner that the mod relies on. It watches the boss monsters, and soon as the boss monster reaches is killed, it's RandomSpawner that causes the instant transition to the end screen text by calling A_BossDeath.

The solution was to add a small custom ZScript subclass of RandomSpawner that waits 175 tics after the spawned boss dies before calling A_BossDeath. The Cyberdemon and Spider Mastermind random spawners were then changed to inherit from that delayed spawner, and the individual monsters’ own A_BossDeath calls were removed so the spawner is the only thing controlling the level transition. Now E2M8 and E3M8, upon defeating the bosses, will let you soak in the carnage for 5 seconds like vanilla.

https://www.mediafire.com/file/2uto8nknhb4l3sj/MegaMonsterMix-V1.2_BossFix.pk3/file

I'm hedging posting this on Zdoom just yet because I don't want to step on the author's toes. However he does know of the issue.
>>12642164
Ditto this re: stepping on toes. Colorful Hell author, I beseech thee, pls fix it.
>>
>>12641707
SpawnSpotForced() maybe, but you need a map spot or something.
>>
>>12641707
ZScript or DECORATE? Also could you please explain what you are trying to do in the first place? As in, the concept.
>>
>>12642247
>ZScript or DECORATE
It's the same thing under the hood.
>>
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>>12642164
>>12642235
Cactus here, do hat you want I've given up on the doom1 ending shit long time ago specially with optional tiers, I've tried various things mostly with seperate actor checking for deaths but it just sometimes works sometimes doesnt and it pisses me off. If you have a fix for it, I wont stop you from making and using it
>>
>>12642256
That's not why I'm asking that. In ZS you can call Actor.Spawn('Whatever', Pos); and that is the most low-level method you can use to avoid all of the fluff implemented by any of the other methods like A_SpawnItemEx. Decorate is almost strictly limited to action functions. Actor::Spawn is static and as such you can't call it in DEC. Except maybe in anon functions, not sure. Those have somewhat different rules.
>>
>>12641996
More like Doomin Your Mom
>>
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>>12642315
>>
>>12642267
Hey thanks for the blessing. Turned out to be the same underlying issue I just fixed in Mega Monster Mix.
https://www.mediafire.com/file/p19eznpmn6ohxzk/ColourfulHell_1_04_delayed_boss_fix.pk3/file
Added a small custom ZScript subclass of RandomSpawner that waits 280 tics / eight seconds after the spawned boss dies before calling A_BossDeath(). Changed the Cyberdemon and Spider Mastermind spawners to inherit from that delayed class, cleared the individual boss flags in those files, and removed the per-monster A_BossDeath calls so the spawner is the only thing controlling the map transition. Tested on both E2M8 and E3M8. All green.

I was fucking around with that Zandronum version and I'm just going to leave it be for now, sheesh.
>>12642235
For the 2 people who downloaded this, I changed the tic rate to 280 so it's eight seconds like actual vanilla Doom. Just go into SLADE>Zscript>MMMDelayedBossSpawner and change 175 to 280.
>>
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>>12641815
it's a circlejerk of troons voting on each other's garbage, then comes in anyone who is part of the Kool Kidz Klub, and then you get 1-3 pity spots for any poor fucker who wasted his life away to appeasl to these disgusting freaks.
>>
>>12642326
The alternative and better solution is to destroy the spawner entirely, which is what happens in all cases anyway except the boss one. Use
>TNT1 A 1
>Stop
in Spawn instead of the default -1. Removing the boss flags would have a negative impact on mods that check for those. All of this happens because randomspawners keep track of boss monsters internally, and immediately call A_BossDeath should they die or disappear. Destroying the randomspawner instead of keeping it around won't have any side effects as long as the monster itself accounts for A_BossDeath.
>>
>>12642330
and yet people continue to get rectal ragnarok'd over it every year.
>>
>>12642330
Even if you are correct, which I'm not saying you aren't, it's unfortunately still the fastest way to find high quality WADs released during a certain timeframe.
Sometimes I take long breaks from Doom. When I'm back, it's good to have the Cacowards to see what the highlights were even if there's dog doodoo in there.

The only solution is to have competing awards which also seek to curate releases yearly, but I don't think that's happening any time soon.
>>
>>12642349
Not after that Hakros retard with his AI awards sham. Still can't believe 40iq banned posters on his forum for attacking Hakros malware threads.
>>
>>12642345
> Removing the boss flags would have a negative impact on mods that check for those.
Anything you can think of just now? I want to test these situations before I go back in.
>>
>>12642380
I know for a fact mods like Deathstrider extensively make use of checks for the BOSS flag for things like shield properties, NPC targeting/prioritization, ripper projectiles, etc. BossDeath not so much since that's more of an internal thing anyway. Mods like LegendoomLite/ZLegendaries also have different behavior on bosses compared to regular enemies such as separate damage/health multipliers. In my gameplay experience having boss-tier enemies not be marked such usually results in annoying situations. I view it as being on roughly the same level as having +ISMONSTER decorations a la Extermination Day.
>>
>>12642392
>Mods like LegendoomLite
Hmm, LegendoomLite works 100% on E2M8 and E3M8 bosses. Triggered on a common Cyberdemon, a BlueCybie, and a GreenCybie. Due to CH's random nature, those are the ones I got repeatedly :X

For E3M8, a BrownMind got legendoom status, but when killed, apparently did not end the map. I'm not sure if that's due to my changes or Legendoom. God I'd like a debug thing right now to force xyz to spawn on xyz map. I don't think I'm going to make the changes you suggested since LegendoomLite passed the test, but at least for now I need to look into BrownMind. I was sure that was squashed.
>>
>>12642380
+BOSS has a whole bunch of other shit applied, in addition to interacting with +NOBOSSRIPPER and any code querying target.bBoss
https://zdoom.org/w/index.php?title=Actor_flags#BOSS

Also I want to use HUD code to call my player mod's weapon pickup laugh sequence when you kill a boss, and the easiest way to do that is to call WordlThingDied checking e.thing.bBoss.
>>
>>12641598
>Your Favorite Sourceport
dsdaDoom
>Your Favorite Official Release
Doom2
>Your Favorite Mapset
Going Down
>Your Favorite Gameplay Mod
Corruption Cards.
>>
Ah-ha. It was bothering me how pissing on an unaware enemy wouldn't alert them, but I figured out if you put FORCEPAIN on along with PAINLESS on an attack that does no damage, it'll still aggro them.
>>
>>12642404
And that's the game. Turns out a lot of Spider Mastermind variants weren't working. Also AbyssMind I've never seen before, genuinely one of the coolest enemies I've ever seen.
https://www.mediafire.com/file/p19eznpmn6ohxzk/ColourfulHell_1_04_delayed_boss_fix.pk3/file
Note that this only has to do with level exits after defeating a Cyberdemon or Spider Mastermind variant on E2M8 and E3M8. This was 100% tested to work with those maps, and LegendoomLite However,
>>12642408
I will look into this another day. I'm quite tired. I would of course recommend the original Colourful Hell for strict compatibility stuff.
https://forum.zdoom.org/viewtopic.php?t=47980
However, like with LegendoomLite, I would like to test these things myself. Can you provide whatever you're working with, if you don't mind.
>>
best wad for drankin? im currently drankin and wanna hang out at a comfy bar ingame, because i dont go outside
>>
>>12642842
Quake.
>>
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>>12642842
HFFM
>>
>>12642859
>>12642851
what level
>>
>>12642869
First one is prob explore jam 3 and it's gonna be one of iYago's maps:
https://www.quaddicted.com/db/v2/maps/128f25cf48fd7ceba40440e8f2af289900836d6a7354c9d77c0601a4628a0c4d
>>
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>>12641598
Your post becomes much funnier if you add fuck before every line.

Fuck Your Favorite Sourceport
Fuck Your Favorite Official Release
Fuck Your Favorite Mapset
Fuck Your Favorite Gameplay Mod

*drops mic*. I'm out of this thread.
>>
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>>12643006
>>
>>12643006
*drops micropenis*
Sorry I mistyped
>>
>>12641598
Nice baron.

>Fav source port
Nugget Doom (shoutouts to my fellow nuggers)
>Fav official release
Master Levels
>Fav mapset
It used to be Lost Civilization, but now it's Eye Juice
>Fav gameplay mod
La Tailor Girl
>>
>>12641598
GZDoom, Doom II, Brutal Doom, and the mapset that comes with it, HoE starterpack/Extermination Day. Sorry it's just how I got started. Nothing's ever really beaten that early rush. I never downrated other mods for not being compatible with it though, that's truly reprehensible.
>>
>>12642842
Duke Nukem 3D?
>>
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>>12641453
cloud wants more doomcute
>>
it's the GAY MONTH, that means. It's time for ELTON JOHN
https://www.youtube.com/watch?v=Ye9hGotPPVk
>>
File: record.webm (3.91 MB, 960x540)
3.91 MB
3.91 MB WEBM
guys theres something wrong with my cat
>>
>>12643203
It's fine, the hairless ones are just weird like that.
>>
Ogre sama behind you!
>>
Question for the Quakeheads, do you prefer the new or old nightmare difficulty? I'm replaying the game and all expansions except on nightmare for the first time using the remaster, just started the 3rd chapter of SoA, and I'm wondering how different the experience would be with the old rules (and if I'd be having more fun).
>>
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I've been working on different enemies because an RPG mod needs variety right?
>>
>>12643316
Old is better, much harder overall and in a way that doesn't feel as cheap as just cutting your health in half (which should have just been a modifier of some sort).
Some people get hung up on the hurr durr dumb turret monsters thing, not taking into account that half the enemies are ogres and they're often places on ledges like turrets anyway.
>>
>>12643317
enemy variety is one of the most based things you can do
>>
>>12643316
The old, because halving your health just feels like a tack-on for "le hardest difficulty". If they really wanted to change Nightmare for whatever reason something like increased projectile speed and damage would have been a lot more engaging. Don't even really know why they bothered to change Nightmare and not make something like this a modifier like the other anon said. Dumb but it's not like Nightdive is filled with geniuses.
>>
>>12643346
>Dumb but it's not like Nightdive is filled with geniuses.
Yeah, they just think they know better than anybody else.
>>
>>12643316
The old Nightmare has an accurate name. The new "Nightmare" only truly punishes mistakes you'd make if you were half-asleep.
>>
>>12643319
>not taking into account that half the enemies are ogres and they're often places on ledges like turrets anyway.
A good time to continue revisiting this claim:
>e1m3 - about 6 on ledges, 5 that aren't
>e1m4 - 4 on a ledge, ~14 that aren't
There's also the two at the beginning that "start on a ledge", but then aren't once you shoot the two switches.
>>
>>12643346
>Dumb but it's not like Nightdive is filled with geniuses.
Nightdive was trend chasing and at the time the Copper mod had the half health on Nightmare feature so Nightdive just copied that.
>>
>>12643337
thanks mate I think I found good use for some unused soldier animation too
>>
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>>12643319
>>12643363
>e1m5 - 3 ledged, 12 aren't
>e1m6 - 5 on a ledge, 13 that aren't - three of those "ledged" ogres can be ran into normally shortly after (picrel)
>e1m8 7 ledged, 9 aren't
Revisited e1m2 to confirm that none of its ~12 ogres are on any ledges, and it's worth a remention since this level was their debut.
I guess it depends on your definition of "often" when saying they're placed on ledges. I recall the initial claim several weeks back that said "most" of the placed ogres were on ledges, and they certainly aren't for the first and arguably most popular episode.
I suppose I'll also answer the initial post:
>>12643316
I don't really prefer one or the other, but I only run into that "reduced health" form of nightmare when I'm playing a mod using the old version of Copper, and that comes with a lot of other changes. I don't play KexQ1 at all.
Tomb of Thunder may have one of my favorites: Health ticks down to 25 like Doom 3 but axe kills restore health.
>>
>>12643403
Your server is really shaping up to be FPS Diablo. Do you have plans on adding more longevel leveling mechanics, or expanding existing concepts like the super enemies?
>>
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>>12643420
I want to do bosses but I am still contemplating how I am going to pull that off. I've got a few ideas for mechanics in my mind. I have also added tools and abilities to increase the roleplaying elements and some of those are unlocked by reaching level milestones. Right now I am trying to just add a few more enemies using some classic skins cause reskinned enemies is totally classic RPG right?
>>
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>>12643420
>>12643427
some of these old ones need cleaned up too using fullbright pixels as normal colors in some spots cause the authors didnt realize the difference
>>
>>12642330
>>12642349
The real solution would be to have community polls. Which is entirely possible, there is no real reason why it isn't this way when it's such a tight-knit community. But they don't want to put in that effort.
>>
>>12643429
>cause the authors didnt realize the difference
GLQuake and its immediate offshoots didn't support fullbrights, so there was this awkward period where a lot of the custom content for Quake just didn't take them into consideration.
You see this a lot with texture sets from the early 00s like Knave. You'll just see little glowing pixels all over the place in maps made with them.
>>
>>12643450
>when it's such a tight-knit community.
Not that anon but Doomworld really isn't that tight-knit, it's more an assortment of cliques, some of them enjoying near immunity to consequence for being absolute dicks to everybody else.
>>
>>12643453
I always forget that, glquake is entirely to blame
>>
>>12643246
is this pack related to smej? I dig the winter mountains aesthetic
>>
Happy thursday! :D
>>
>>12643605
It's Friday Friday gotta get down on Friday
>>
>>12643609
Happy JUNETEENTH
>>
>>12643609
in California
>>
>>12643603
https://www.quaddicted.com/db/v2/maps/128f25cf48fd7ceba40440e8f2af289900836d6a7354c9d77c0601a4628a0c4d
I'm not seeing any shared tags between this and SMEJ.
>>
>>12641391
https://x.com/JoeSiegler/status/2067801735075135584
Bobby Prince has passed away. He was old as fuck so I guess it's not too surprising, but still a bummer. RIP
>>
Sounds like Bobby Prince is dead.
>>
>>12643773
He'd had a rough time some months back.
https://www.doomworld.com/forum/topic/158092-bobby-prince-in-the-icu-and-now-back-home/
>>
I have never played Doom in my life.
t. golden eye and half-life millenial
>>
>>12643773
>>12643776
Goodnight, sweet Robert Prince
>>
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>>12643773
Rip
https://www.youtube.com/watch?v=GePFhiifBlI
>>
>>12643773
Fucking RIP.
>>
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>>12643773
I remember he had and beat cancer about a decade ago, so together with his age, I guess it's really been on the horizon. At least he got to see his most famous work inducted into Library Of Congress, and he raised a big family.

Rest In Peace, sir, your work meant a lot to me from an early age.
>>
>>12643773
damn dude RIP
>>
>>12643773
Damn. Things were looking up for him a few weeks ago.
RIP.
>>12643802
>At least he got to see his most famous work inducted into Library Of Congress
That is cool. I wonder if they knew, or if there's a submission process or what.
>>
>>12643773
RIP
>>
>>12643773
This is a very sad day
>>
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>>12641802
>Eternity Project
Okay, here's an release candidate with the various updates submitted so far. Playtesting and review of the text file is encouraged, especially if one of your maps is here. If anyone wants to release this for review by external websites, go ahead. Unless the old lead shows up I'll try sending this to idgames in like a week. Please submit your bug reports and complaints before then.
https://files.catbox.moe/zvc25v.zip

Since this project is essentially finished, I figure the BTSX style project will begin soon. However, I won't be contributing much to that one because this one kept me so busy and I need to focus on other stuff again. Good luck.
>>
>[06-12] Warehouse Jam for Quake 2 released
This shit any good or is it unironically just nothing but boxes?
>>
>>12642408
Hello. Were you willing to provide what you're working with so that I can test my solution for CH out?
>>
>>12643773
F
>>
>>12643773
there goes one of vidya music's last pre studio VGM veterans.
>>
>>12643773
This was one I knew was coming, he's been an old man for as long as he was famous.
>>
>>12643773
Thank you for giving us one of the best MIDI music of all time. RIP Bobby.
>>
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>>12643773
Ah man, RIP.
>>
>>12643773
Gonna replay Ultimate Doom tonight in his honor.
RIP, Bobby.
>>
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>>12643886
>ANOYMOUS
This is why I always ask for review from others. Please keep an eye out for retarded stuff like this
>>
>>12643890
Sorry, I had to get home from work and hurriedly turn it from a wishlist feature into real code.
Here's a standalone that calls A_SetMugshotState("Grin") when a boss dies.
With this I r now a reel modder
https://files.catbox.moe/44o0mo.pk3
>>
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>>12643960
>nester finds his mom's dragon dildo
>>
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>>12644005
Why was that the first thing that you thought of, Anon?
>>
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>>12644001
Ah so the landscape has moved on to UZDoom? Guess it's time to follow suit.
>>
>>12644040
because I'm subscribed to your mom's onlyfans, nester
>>
>>12644041
A lot of people were on the nightly builds of GzDoom and then shifted to UzDoom's ones, there's quite a few features and fixes that aren't on the public release yet.
>>
>>12644001
First pass restoring +BOSS, grin when killing Cybie, variants, and Spider Mastermind variants. For some reason, however, PurpleCybie broke and doesn't attack. Brb.
>>
>>12644041
It's just the Version parameter in zscript.txt, change it to whatever you want and it'll probably still work.
>>
This is Colourful Hell 1.04 with fixes for E2M8 and E3M8 so that the game doesn't immediately end when killing the boss variants. I've also restored +BOSS functionality to be compatible with anon's fledgling mod: >>12644001 and other properties that require +BOSS for better compatibility across other mods.
https://www.mediafire.com/file/p19eznpmn6ohxzk/ColourfulHell_1_04_delayed_boss_fix.pk3/file

HOWEVER, Cactus. The Purple Cyberdemon was not attacking, along with its minions, unless the player is underfoot. I went back and checked an untouched CH 1.04, and it's the same. Is that intentional behavior?
>>12644082
Oh hah. Oh well. I grabbed a GZDoom nightly because I hate change.
>>
>>12644096
THE PURPLE PEOPLE EATERS???
>>
>>12644096
>I grabbed a GZDoom nightly because I hate change.
Enjoy the even more scuffed options menu, it was one of Graf's last changes before he went into hiding.
>>
Fixed an infinite loop error with the Versademon in the MegaMonsterMix E2M8 and E3M8 patch as well.
https://www.mediafire.com/file/2uto8nknhb4l3sj/MegaMonsterMix-V1.2_BossFix.pk3/file
Versademon missiles impacted objects, scrap printed a loop to the console hitching gameplay until it despawned.
>>12644102
What the fuck. Fuck it, UZDoom it is.
>>12644101
The one and only.
>>
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>>12643773
FUCK CANCER
>>
>>12643843
I think that's called "terminal lucidity".
>>
>>12644146
Terminal lucidity only lasts a couple of hours/minutes, doesn't it?
>>
>>12644112
>What the fuck. Fuck it, UZDoom it is.
Yeah, had it not been for the shitstorm he caused taking all the attention, people would have been really fucking pissed off about it, UZDoom forked way before that and seems to be sticking with the option menu that's been there for years.
>>
>>12643773
Bobby's work on Duke Nukem 3D is underrated IMO.
https://www.youtube.com/watch?v=v2Fpz0hKk1k
>>
>>12643773
Death In June.
Glorious man has passed away.
>>
>>12644261
Aliens, Say Your Prayers! is everyone's darling though.
>>
>>12644273
Oh yeah, it kicks fucking ass, but I'm just listening to all the other tracks right now, doodling in Doom Builder, and they're all really good, Bobby and Lee both made a lot of great gloomy and dark tunes for the game which are really awesome, they really make the darker levels even better.
>>
>>12643773
Is this the first time someone who worked on Doom has died?
>>12644150
Can be longer apparently.
https://en.wikipedia.org/wiki/Terminal_lucidity
>>
>>12644293
Burger Heinemann was first, as far as I recall. That is, if you count the console ports.
>>
>>12644293
>Is this the first time someone who worked on Doom has died?
I believe so, all the others are still kicking. He was one of the older ones, being an actual Vietnam veteran and all.
>>
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>>12644273
https://www.youtube.com/watch?v=nJtKTQkB_Ic
>>
what if WoW was made in quake engine?
>>
https://youtu.be/0UgvFSV2xxI
>>
>>12643802
>>12644306
It's that orange stuff they spread it around.
>>
>>12644304
Yeah I meant just the original set. I hesitated to say "id software employee" because I wasn't sure if Prince was an employee, or a contractor.
>>
>>12643886
only 2 people made maps?
if more than one person going by anonymous did then you should clarify that
>>
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>>12643773
>>
>Raven engine can do slopes
>Doom can't
Was it too heavy for the hardware or just no one could figure out how to use them to make maps more fun?
>>
>>12641870
>port
woofer
>official release
plutonia
>mapset
i like myolden stuff, sunless empire is favourite probably
>gameplay mod
voxel doom
>>
>>12644526
Allegedly, slopes were considered for Doom (and the game Shadowcaster had slopes), but they opted to not go for them.
Maybe it was another one of those instances where Carmack briefly tested a thing, decided it looked ugly as shit, and felt it wasn't gonna be worth his time trying to fix them, so they were never implemented.

They had a number of ambitious ideas for Doom's engine early in development but which weren't done. For instance, Doom wasn't going to have self-contained levels, they wanted one giant and seamless world space, where things would just be constantly and gradually loaded and unloaded in the background, but that didn't work out, so the next idea was to try to seamlessly hide loading at designated locations, have the next area be quietly loaded in the background as they progressed through the location, but this was also scrapped.
>>
>>12643773
RIP
>>
>>12644559
>decided it looked ugly as shit
Now that I think about it that's most likely the case, they probably look like shit on 240p.
>>
>>12643773
;_;7 RIP
>>
>>12644293
>Is this the first time someone who worked on Doom has died?
Don Punchatz died in 2009.
>>
>>12644757
Oh right, Don.
>>
>>12643773
Would it be tasteless to play E1M8 at his funeral?
>>
>>12643773
RIP
>>
D2 In Rural Only has a really cool skybox.
>>
>>12645007
Have they described their technique anywhere? I'd be interested to know how they make so many good looking ones.
>>
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>>12643773
RIP
>>
>>12645012
I assume for one thing it's a custom palette with blues that match the real sky better. But beyond that I've tried a number of ideas for programmatically generating clouds but they all looked underwhelming.
>>
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What are the best Quack tcs and pcs that are on the weird and silly side?
>>
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>>12643773
>>
>>12643773
Legend is tossed around sometimes a bit too casually, it definitely fits here however. RIP
>>
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>>12644370
Anon, I don't think you understand how anonymous posting works. You may not have noticed, but you're actually posting under the name "Anonymous" right now, along with 95+% of everyone on this website. There are many reasons to post as Anon, but the more you disclose those reasons in your individual case, the less anonymous you become, and that kind of goes against the whole conceit. In a similar way, labeling people as "anon #1" or "anon #2" would also deanonymize them, and (possibly) defeat the purpose. In this case, it's pretty easy to discern that some maps were made by different people, but regardless, it's not my place contest how people choose to author their work. If they wanted to be credited as "anon #1" or "The Cooler Anonymous" or "Captain Kirk" they would've said said so. Not that it's necessarily too late for them to change their name if they really want, but that's their decision.
>>
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>>12645007
I tried this real quick during my Emerald City playthrough, looking forward to playing more of it.
Also tried to get Lost Civilization 2 to work out with mods. It's an undertaking that may be over my head: Tons of custom weapons, things like PDA, don't know where to even begin to make this thing "vanilla" enough for mods.
>>
I just heard the news about Bobby. This sucks.
>>
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>>12641391
[06-18] Divine Twilight Chapter 2 released
https://steamcommunity.com/sharedfiles/filedetails/?id=3746972021
https://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2
>>
>>12645123
Nice, looking forward to trying it out
>>
>>12644370
At least three people.
>>
Digging through the screenshot folder of an older GZDoom folder and found one of the first screenshots I ever took, brings back memories...

Show us your oldest screenshot.
>>
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>>12645132
It's nice to see someone liked that gameplay enough to save it, but damn is it a little hard to see the old pistol after getting used to the new one.
>>
>>12645153
Not the oldest screenshot I've taken, but the oldest one I still have.
Playing Reelism 1, back when the world seemed to make sense.
>>
>>12643886
>>12645091
Just credit them as Anonymous, Anonymous, Anonymous, and EyeBallTank.
>>
>>12645187
Agree, it looks better.
>>
>>12645187
Not part of the project but I second this.
>>
>>12645171
I feel ya, for me it was also a wonderful time of me discovering Doom modding.

Picrel is early HDest running with a customized vacac15.wad.
>>
>>12645187
Not picking a side, I just find the idea of a wall of "Anonymous" and then a single proper name kind of funny.
>>
>>12645206
*vacav15.wad
>>
>>12645207
It would look kinda funny, which is even more reason for it desu.
>>
>>12645153
>>
>>12645091
No, none of this matters.
The way the credits list is presented will be seen by any reasonable reader as there being only two authors who made maps. No-one will think "anonymous" refers to multiple people.
Look I get you have autism. So do I. I know the limitations it puts on how one thinks. So please just trust me. Step back and figure out a better way to present the credits list. I suggest a list of names, then "and several anonymous authors" as a suffix on a final line.
>>
>>12643960
What's this comic from? It looks intensely Japanese.
>>
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>>12645153
Might be the oldest I still have. I deleted a bunch.
>>
>>12645153
qqqqqqq
>>
>>12645232
Nintendo Power
>>
>>12645153
I never take screenshots unless they're for posting here, after which they're immediately deleted...don't see the point
>>
>>
>>12645091
>website
Imageboard.
>>
>>12645206
>running with a customized vacac15.wad.
I see I'm not the only one who's had to wirepull that wad a bit to get it to play nice with stuff.
>>
>>12645153
Dunno what I was even doing with it.
>>
>>12643773
https://www.youtube.com/watch?v=D3rFgr0Tu1c
I hope the good man blasts through Beer Inferno.
>>
>>12645275
WHAT ARE YOU DOING IN MY SWAMP?
>>
>>12645275
>>
>>12645307
>>
>>12645307
>>12645308
Goofy little shitposts .wads like those are fun sometimes.
>>
>>12645304
Is that sod map20
>>
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>>12645220
That makes much more sense, how's this look?

>>12645232
It's "Howard and Nester". The illustrator is Japanese (Shuji Imai), the company is Japanese (Nintendo), it was published in America and probably written by Japanese and Americans for a primarily American market. Someone was posting every issue of Nintendo Power here on /vr/ recently, I thought this page looked especially good. You can see the rest here, Imai didn't illustrate all of them though.
https://hn.iodized.net/main.htm
Some more info if you can read runes:
https://ja.wikipedia.org/wiki/%E4%BB%8A%E4%BA%95%E4%BF%AE%E5%8F%B8
>>
>>12645310
this one was my favorite
https://www.youtube.com/watch?v=TEYHiHAsBm8
>>
>>12645316
That's perfect. Better than what I imagined. Thank you for listening.
>>
>>12645316
Perfect.
>>
>>12645316
You could also add
>DEDICATED TO ANONYMOUS
for the hell of it
>>
>>12645316
>I thought this page looked especially good.
Yeah there's some top notch cleavage.
>>
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>>12645153
definitely not the oldest but too lazy to be trying to dig up ancient archeology from decaying hard drives / old windows 98 machines.
>>
>>12645370
there are better things to bust a nut to
>>
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>>12645376
Yea, true.
>>
>>12645376
Such as?
What are YOUR fetishes, brat?
>>
>>12645381
Hand-holding.
>>
>>12645381
Balloon popping. The nape of a geisha's neck. Toe thumbs. Pointy elbows.
>>
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>>12645393
>>
>>12645412
Nape is back of the neck
>>
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>>12645380
>>12645412
love purgg
>>
>>12645153
>>
>>12645420
>Got himself stuck like an absolute dingbat again.
Seems about right.
>>
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>>12645420
ahh the classic. laffo

>>12645417
i do have to practice side and behind views, yea, here

>>12645418
<3
>>
>>12645428
Term, Kura, and myself all eventually fell into that spot.
Bridges are fucked sometimes.
>>
>>12645420
>>12645437
What level(s) is it (are they)?
I want to say Hell Revealed 2 but I'm not sure
>>
>>12645153
Not oldest, but a rather old one.
>>
File: goodnight doom.png (1.87 MB, 755x648)
1.87 MB PNG
>>
>>12645153
i usually clean up the screenshot folder when downloading latest versions that the oldest one i could find was this
>>
File: 1781908379923095.png (66 KB, 640x480)
66 KB PNG
>>12645441
Found it myself, it is hr2 map17
>>
>>12645518
Now fall in.
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File: 1776295643693602.jpg (20 KB, 515x497)
20 KB JPG
>Nyom
>>
File: 1781909197881756.png (63 KB, 640x480)
63 KB PNG
>>12645529
Easier than expected to do so.
>>
>>12645541
It's not a well-constructed self-referencing sector bridge. Having line 2516 cross the diagonal between lines 692 and 706 leaves a huge hole to fall into. 2516 should probably meet (and split) 692 much nearer to the north end / line 747 but I don't know how that would affect the bridge's appearance. It's certainly fixable, though.
Also amusing that the lava wasn't damaging.
>>
any android doom sourceport for man down on his luck that isnt retroarch prboom?
>>
File: file.png (599 KB, 1920x1080)
599 KB PNG
I had to noclip down there but maybe I had a fixed version, or just am small brained? This kinda thing happens really easily in Zandronum coop -- whatever voodoo magic being done not handing more than one player well?
>>
>>12645560
https://litter.catbox.moe/rutmzg.lmp
Here's a -nomonsters demo. PrBoom+ -complevel 2.
I did think it was more likely a multiplayer bug when I saw the screenshot, but all I had to do was walk forward slowly. There are no raise/lower line actions involved.
Also I just realised I am talking completely out of my arse in >>12645548. I was looking at the wrong end of the bridge. I am very sorry and embarrassed.
If you can't get it to work it might be that your source port is automatically rebuilding the nodes?
>>
File: 1518150182645.webm (1.96 MB, 640x480)
1.96 MB
1.96 MB WEBM
>>12645153
not a screenshot but an old webm i made back in 2018
>>
File: trenchbroom.png (204 KB, 603x442)
204 KB PNG
It's probably a good idea to keep a backup copy or two of TrenchBroom, the developer's currently having a meltdown over being called out for vibe coding it without telling anybody.
>>
>>12645610
If the vibe coding is why he's finally adding support for Quake 3 patches, then vibe coding is good.
https://youtu.be/FY6kg2Q5doE
>>
>>12645610
>people having a meltdown over AI again
Do they really have nothing better to do with their time?
>>
>>12645610
I feel like if he's tired of working on it, maybe he should stop working on it rather than wiping his ass on everything.
>>
>>12645615
Maybe he shouldn't be stupid then.
>>
>>12645616
It comes off like another of them types who hates it but has to keep doing it cause it's the only sense of control in his life.

At least Graf had the decency to shoot himself in the foot.
>>
>>12645610
dumptruck after the sheep coup and their hatred over tb supporting quake 2, 3a and hl? if he is tired, he should share the code with the j.a
c.khammer and kmquake/arghrad devs as a nuclear option and retire.
>>
>>12645621
If that's the case, that's fucking hilarious as he's giving up more control to rely on AI then.
It'll get even funnier when he starts having to pay to use this crap.
>>
File: file.png (177 KB, 1133x843)
177 KB PNG
>>12645610
>autistic German man vs transvestites over the most benign use of AI
I've seen this somewhere before...
>>
>>12645610
Who cares. Dont like it use another level maker. If you can do it without tb handholding.
>>
>>12645610
>vibe coding
I'd reserve vibe coding for people who aren't coders shoving it into AI and taking whatever comes out.
If he's actually reviewing the code that comes out then it's no more vibe coding that accepting input from internet randoms is.
>>
>>12645642
Thanks for your input "caco skin condom"
Totally not a weirdo gay furry porn addict with a name like that, certainly not!
>>
File: file.png (151 KB, 939x673)
151 KB PNG
>REVRN posting because an editor for a game that came out before you were born now has AI code in it
lmfao
>>
>>12641574
>3:04
Maddening
>>
File: do you like caco.png (102 KB, 1917x1080)
102 KB PNG
>>12645673
Link:
files.catbox.moe/ggkjc4.lmp
>>
>>12645610
Nobody fucking cares, go fuck yourself on discord.
>>
>>12645610
tell him to add tranny flags on the editor and problem fixed.
>>
>>12645610
How do someone even know that they used AI written code?
>>
>>12645707
Pissing them off enough for them to go on an enormous rant where they admit it seems to work.
>>
File: 553235.png (488 KB, 768x894)
488 KB PNG
>>12645610
>>
>>12645695
Obviously they do or the post wouldn't have so many replies. What's your interest in suppressing this discussion, hmm? What's it to you?
>>
>>12643889
It's good. The mappers had to include one additional theme on their map. So there is a moving train with wares, ship with wares (which ofc starts sinking at the mid of the map), "warehouse" in middle of asteroid/space junk field, warehouse mission as undercover strogg etc.
>>
>>12645717
Not him but I can understand why he wants people to fuck off: This is yet another thing our local retards are going to cling to and repeat for the next several weeks/months.
Expect more twitter and discord screencaps with this.
>>
>>12645717
watching you seethe over AI code is so hilarious man
whatcha gonna do now, big boy? use an obsolete 90s quake editor now? hmmmmm? poor manchild's gonna shit and piss his pants now?



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