DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11774547Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECT ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RELEASE CANDIDATE 2: https://files.catbox.moe/kl5x0c.7z
Some bugs left.
=== NEWS ===
[6-06] Prototype build of Duke Nukem D-Day has leaked, right here on /vr/!
https://desuarchive.org/vr/thread/11782748/
https://archive.org/details/duke-dday-ps2-2001-06-04
[6-03] Chocolate Quake is a thing that now exists
https://github.com/Henrique194/chocolate-quake
[6-02] Doomer Boards Project #73: Narcoleptic Strata is released
https://doomer.boards.net/thread/4010/
[6-02] Showtime 2.0 released
https://cherubcorps.itch.io/showtime
[5-30] Skyboxer - a Map-to-Skybox Tool for Quake has been released
https://www.moddb.com/games/quake/downloads/skyboxer-a-map-to-skybox-tool-for-quake-10
[5-29] Project Gryphon beta 1.0 released
https://www.moddb.com/mods/project-gryphon/news/project-gryphon-beta-10-release
[5-25] Collision Course, 6 levels for DOOM 2 by Sgt. Shivers
https://www.doomworld.com/forum/topic/153300
[5-09] Apophis by Christopher Lutz
https://www.doomworld.com/forum/topic/152930
[5-09] Doom playable in Majora's Mask
https://thunderstore.io/c/zelda-64-recompiled/p/Dario/Doom_Mod/
[5-05] Doomed Marine released (vanilla + MBF21 gameplay mod)
https://www.doomworld.com/forum/topic/152899
[5-03] Pvt Stone got an update with some more guns and things.
https://skelegant.itch.io/pvt-stone
[5-02] Shaderglass screen filter software free on Steam
https://store.steampowered.com/app/3613770
[5-02] Nova 4 megawad is finally out
https://www.doomworld.com/forum/topic/152816
[4-27] Goldeneye PC port confirmed by Graslu to come out later this year.
https://youtu.be/jxGCtX497gk?t=10038
[4-27] Zandronum 3.2 Released
https://zandronum.com/forum/viewtopic.php?t=11370
[4-26] Doom Around The World
https://www.doomworld.com/forum/topic/152710
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11785491>puss art: many taking man service
Question for level designer:
What resources did you read or watched that helped with your first map or improve upon your skills for designing a map?
Anything and everything would be appreciated, the more info, the better
>>11785498I don't think it'd be a full fledged newbie resource or anything, but Evolution Of The Wad was somewhat helpful for me, if you want to watch/listen to that.
One of the things you need to do though in general is to be analytical of levels you're playing, like just think about your favorite original Doom and Doom 2 levels, then think about what you really like about those, both in style and gameplay, and then think about why you like them.
This isn't going to automatically teach you good level design, but analyzing those aspects will help you learn.
>>11785498I've yet to read it, but it shouldn't be bad:
https://book.leveldesignbook.com/
Also Romero old streams, when he was making Sigil, are worth checking.
And
>>11785508 is the most important advice. Try to analyze everything you play, good and bad and even mediocre maps.
>>11785484 (OP)> CLASSIC DOOM CHALLENGE <Pwad: Base Ganymede
Map: E2M4 Ultramarine
Author: Khorus
World Records: Tyson 2:35; Pacifist 0:53
-complevel 3
Example demo recorded only for you: UV-Speed 1:29 https://files.catbox.moe/hx7o90.zip
idgames
> https://www.doomworld.com/idgames/levels/doom/megawads/bgcomp
>>11785559forgot to mention, iwad is doom.wad
>>11785562i'd kill for (dat) ass
>>11785562i always assumed it was keys, firearms, armor, especially since idfa omits the keys. But iddqd is delta-quit-delta and spispopd is some smashing pumpkins reference, so... those guys were weird.
Hey anons. Just started playing Deathstrider again recently, it's been maybe over a year since I last played. I updated everything about 10 mins ago and I see that money was split into ammo tokens and cash. Do I have to do something to make the shop keeper actually have ammo available to buy? They're all red-ed out. I noticed I can buy some meds after I pick up some things.
>>11785562I don't know, faggot anon.
>>11785484 (OP)Reposting from last thread since I find this important enough to warrant doing so.
>MIDI COLLECTIONS>https://archive.org/details/archiveteam-geocities-midi-collection-2009>https://archive.org/details/midiru-archive-2022-02-25.7zI downloaded these sometime last week and stored them into my MIDI folder. Ran a virus scan on my PC yesterday as I always do once each month and 4 MIDIs from these two collections got picked up by it. There is a non-zero chance that these could be false positives but since these are files that I downloaded recently and that they were the only 4 files that the scan detected as being malware, I have reason to doubt that this is the case. I've also been collecting MIDIs for a very long time now and this is the first time my antivirus detected those kinds of files as being malware.
>inb4 >using AvastI know it gets a bad rep but I've been using it for well over a decade now and never had any serious issues with it. I still thought I should get the word out so that hopefully no one gets caught by this shit.
>>11785578Nevermind, didn't know there was button you had to hit with the shop UI open to switch to the other currency.
>>11785562When I was a kid, I thought it stood for "Kill fucking ALL", but that was just what I made up
>>11785562I don't kare fuck aff
is how I remember it
>>11785491>stupid forum>fix decino>remember shotgun>consider goldsrc interesting
>>11785559UV was easy so I tried it for a bit on Nightmare, this is the furthest I got
The exit is behind the door I opened at the end, but the caco makes it impossible to just make a run for it. So you need to lure it out, maybe
>>11785562keys firearms armor iirc, but it might be id keys full arms?
>>11785575smashing pumpkins into small piles of putrid debre
>>11785730I should have said UV-max since UV-speed is too easy in this map. If anyone has an idea for next thread they can do it, otherwise I'll come up with something hopefully interesting
>>11785559>fists only, basically no ammo and starved for health>one (1) shotgun in a secret side room>lol it's a trap, a lost soul teleports in and you bump into it, so you fall down and die>a soulsphere>lol also a trap, here's baron who smacks you in the face>lmao also here's a cyberdemon and you gotta fight or rush through the impsNot a very fun level to me. I'm not fond of the whole "instant raise floors with monsters suddenly appearing right in front of your face" thing, it feels very cheap, particularly when you use it frequently, and particularly when you're made to rely on fists.
Demo 1: https://files.catbox.moe/1jlzbl.lmp
Demo 2: https://files.catbox.moe/xjv79e.lmp
Maybe I'll give it another go later.
Anyone who criticizes Plutonia must first post a demo of them single-segment UV maxing Profane Promiseland to prove they are credible.
>>11785756>>11785761maybe it wasn't too easy after all kek
>>11785756Maybe we should be doing maps from our own /vr/ wads
>>11785767Damnit, you're right. I forgot. Last thread was Scythe 2 marines, and I was thinking this thread should also be the Ad Mortem map with the pumpkinhead marines. Next thread for sure will be that map
>>11785762i dont get the point of slaughter maps with over 9000 enemies
at this point youre not playing doom anymore
youre playing touhou
>>11785484 (OP)what is the last version of gzdoom that is modable? wondering this since i saw the mod of doom 4 EOA yet can't get it to run on last version.
>search global autoload as in the past>add path=filename.pk3>load game>notice that none of the files are loading on commandline>remove files.... error of missing files>restaure files... no error>use commands to give myself weapons of mod.>command not found.wasted an hour trying to run a mod and seems that it wasn't my mistake it was someone made gzdoom unmodable (little faggot i'm going to kill him once i find him) so even if using the correct commands and paremeters mods won't load.
>>11785783GzDoom is still moddable.
>>11785786sadly can't launch cmd lines or batch which makes it unmoddable to anyone with the same issue as me.
This is why it has this
# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
path=overdoom.pk3
yet it doesn't work currently and the one i have 4.4 works like that, wanted to check modern versions if they added features selaco has but after the dissapointment i bet it doesn't have anything at all and is similar to 4.4 but broken to add windows 11 api calls.
Source code of selaco engine
https://github.com/Daru00/Selaco
would love to check that one but needs to be compiled.
>>11785803>can't launch cmd lines or batch Use a loader.
>>11785803>sadly can't launch cmd lines or batch... Really?
>>11785813>>11785806don't know what happened but any batch or cmd i try to launch auto close itself.
is an issue of windows, but as i said this proves gzdoom is broken if is dependant on command line (something a newbie or someone that wants to play won't know or do) because shouldn't modder be able to share the whole stuff without being dependant on command lines, batch or loader (which aren't needed for older versions since you used path= filename to have everything ready for user).
>>11785825just think the guy making quake champions doom having to waste dozens of hours more to get every command line ready for the user because zdoom got broken with the new versions yet his mod became dependant of new features so will be broken in old version.
>>11785825I think something's wrong with your OS, not GZDoom.
>>11785852i think is my whole PC.
>test jump force = runs at 24 FPS despite low specs.>test jump force on a custom PC with better and modern hardware = runs at 5 fps.i don't know what it is but i think is part of a super computer cluster.
>ram part number : MAGNUMTECH>ram serial number : 00000000>none of the other ram info is shown.
>>11785559>>117857613rd try, fucked up and took too many hits at the start and I acid myself to start over. 4th try I do it. Thank god the level wasn't much longer, I still don't really like it.
4th demo: https://files.catbox.moe/lixqkv.lmp
>>11785765Yeah, I malded. I better fucking get a rocket launcher and a healthy amount of rockets for next challenge.
Might as well try asking here, has anyone done map 29 of Simulacrum?
I'm stuck on the last fight, it feels like its way too rng reliant. Maybe I'm just a shitter, but I'm stumped and nothing else has felt as tricky.
>>11785907Nice, first person to UV-max it so far. I should have posted a max demo with the challenge but I just wanted to make the post. I'll have a demo ready next time I post a challenge in a thread
>>11785559Pacifist 0:39
https://files.catbox.moe/8h31in.lmp
>>11785956Submit your demo here since it beats the current record: https://www.doomworld.com/forum/topic/58567-base-ganymede-demos-complevel-3/
>>11785979Nah, I don't care about it. You may claim it.
>>11785956Good job!
>>11785989I guess "Anonymous on 4chan's /vr/" then?
>>11785992Anonymous. There are anonymous demos in the archive https://dsdarchive.com/players/anonymous
HL2
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what are some of the best HL1/HL2 mods
>>11786005fake factory cinematic mod!!
Acerola-Orion from Ancient Aliens is a brilliant fucking level. So many absolutely evil fucking monster placements - evil angles, evil distances.
Really, really clever level design. How to make the most out of only a couple hundred enemies in a level.
>>11786005Echoes for HL1
Entropy Zero 1 & 2 for HL2
>>11786016>It was designed by Sarah Mancuso (esselfortium)That has to be a tranny, right?
Women don't play DOOM.
>>11785559You ever just... play doom?
https://litter.catbox.moe/qxa55wmpu89x7zep.lmp
>>11785772>Ad Mortem map with the pumpkinhead marinesI'm already sick of Mr. X. could you pick any other /vr/ map?
>super long map with by far its hardest fight at the very end
>>11786052Worst nightmare of the saveless player, but they're also sort of bringing it on themselves. A rough fight or finale is a good way to end a level.
>>11786061>Worst nightmare of the saveless playerExactly.
I have not yet reached the point in my DOOM journey where I give up on the idea of having to single-segment every map until I move onto the next, so for now it is my worst nightmare.
I know I will reach that point some day - I know I will never, say, reach the point where I'm single-segmenting all Italo Doom or Dimensions maps.
But I have not reached that point in my difficulty progression yet, so for now, fuck those maps. Fuck them in the ass.
>>11786068It's dangerous as it can be a great way to hate maps you'd otherwise enjoy. I prefer to work towards being comfortable with single-segmenting maps.
Last thread, I asked what the tick rate of Build Engine games is, and a couple anons answered saying 30, and also pointing out that the tick rate was reduced to 30 for Doom 64. Thread died before I could say thanks. So, thanks, guys. That's helpful/interesting info.
>>11785562I imagined it meant "id kicks fucking ass" but then that would make idfa weird.
cl
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ASHES
md5: 6edb47b72932b92110c6ed8369e28d24
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>>11784743>>11786228Just put this on loop
https://www.youtube.com/watch?v=3sSWwqd9erU
I'm not going to refer to WADs as mods. That is gay and unbecoming of the medium.
file
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>>11785559maybe if I was younger a gimmick punch map would be interesting but feels like nowdays I dont have the energy to lock in.
>>11785484 (OP)> DUKE NUKEM 3D CHALLENGE <Record a demo of E3L8 on Come Get Some
Bonus points for 100% kills/secrets, or for a completion on Damn I'm Good
How to record demo in eduke32:
>Options >Game Setup >Record Demo>New Game >User Map >E3L8If you die, or exit the level, the demo will stop recording. If you stop recording mid-level the demo will crash the game once it ends during playback
Special demo made just for you: https://files.catbox.moe/anfb1m.zip
v
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>>11786034>That has to be a tranny, right?yeh
>Women don't play DOOM.true save for that one japanese chick who collabed on jpcp! her levels are among the worst ones in the entire set lol
her art is super sick tho
>>11786316I bet she made that one map that uses the Tuxedo Kamen theme as the level BGM midi.
>>11785559uvmax 12th attempt
https://files.catbox.moe/dvhpae.lmp
getting hard part (cyber) out of the way first
>>11785562ID Kills Faggots Again
>>11786034I know one cute aspie woman irl who plays retro shooters among other retro games. She doesn't map though.
Known mapper women are Lil White Mouse, Major Arlene and Miss Bubbles. I don't know is there more.
>>11786490>ID Faggots AgainUh.... Anon?
>>11786034There's a handful of known actual women in the community, I can think of four or five, maybe six, if I think back.
There's LilWhiteMouse, probably the most well known creator in the community over time who is also a woman. She did quite a lot of 3D model stuff and even some of her own total conversions, I don't know if she's active anymore or if she moved on.
Kurashiki is the Japanese artist. Not really a good mapper or anything, but she's a good artist and she loves Doom. I remember catching a glimpse of her livestreaming I think Valiant and her exclaiming "Oh no, Arch-Vile!"
There's Major Arlene, she is/was a DoomWorld moderator, and not a good or well liked one. Received a Cacoward for maps which she couldn't even beat herself, make your own inferences on that.
There was someone named Robin who made a full blown 32 level megawad back in the 90s or early 2000s, all by herself. The name escapes me, but I figure I'll have to track that one down and play it some day.
Spock was someone who was active in the 90s and 2000s, and I believe was a lady, but I'm not sure of that.
I think there was some girl on Tumblr also who drew a lot of art of Doomguy and other FPS protagonists, she said something about her ideal man being a tall and strong military man like that, but also "with the voice of Hatsune Miku" which I'm not sure if that was earnest or just a joke on her part.
I don't think she was really active in the classic Doom community, but I can't recall for sure.
>>11786494I guess also Miss Bubbles, but I don't know/remember who she is.
I imagine that there's a handful more actual girls, active in the past, and active now, but who've just kept a low profile. It's what I'd do if I was a grill in communities like these.
>>11785730Pretty good showing anyway. Seeing the Imps angrily throwing balls at the Cyber and then getting promptly splatted made me giggle, I love infighting.
>>11786670>I imagine that there's a handful more actual girls, active in the past, and active now, but who've just kept a low profile. It's what I'd do if I was a grill in communities like these.It's what I do, I get better feedback and I avoid being thrown into lists and obsessed over by random dudes on the internet.
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>11786670Miss Bubbles is Count651's wife. They did Lunar Catastrophe together.
What anime girls do you think would like DOOM?
I'm pretty sure Kuroneko (Ruri Gokou) would love it.
>dark and edgy with demons
>community-made .wads can be brutally difficult all the way up to the point of only being possible to beat TAS
>could act pretentious for liking it, saying modern mainstream FPS can't compare to (insert obscure .wad here)
>>11785941It's been a while since I did it but
>Save the invuln for when the archies come out to play>Hold M1 and circle strafe with the BFG until then>Try your best not to waste energy cell and megasphere pickups
I've just now learned by looking at GreenWood's ToT playthrough that there's a third SnackMap jam made just in time for 2023 Halloween that's apparently using extra custom weapons that will most likely be included in the next episode of Dwell knowing how things are.
>>11786670>I imagine that there's a handful more actual girls, active in the past, and active now, but who've just kept a low profile. It's what I'd do if I was a grill in communities like these.Doomguy = girls in the Doom community
Revenants = guys in the Doom community
>>11786670look if they aren't fujoshis then those are men's trying to pass as woman, simple little fact because most women are like that.
the japanese woman yes she is a natural born woman just checking her images (mostly doomguy getting raped by demons or some similar shit) the others well i will doubt it.
>>11786679show maps or gtfo
I had a single pinky manage to stunlock and eat a whole cyberdemon in place the other day. I know they can do that to spiderdemons, but that was the first time I saw a cyber getting destroyed like this. It was really cool to see. Wish I could've recorded it.
>>11786005HL1: Echoes, Extended, Brutal Half Life and Point of View.
I played a lot of HL mods but I don't remember the name of all of them I used to go to moddb and just check the most popular and just download everything
>>11786743What are the simps/white knights?
>>11786670>>11786034Theresa Chasar is the OG doomer woman, she made all the maps, and Tim Willits just did thing placement.
>>11786850That's the revenants also.
>>11786852I've heard that before, that willits stole credit for his sister's work, but never saw evidence of it. What is there?
>>11786679>thrown into lists and obsessed over by random dudes on the internetlol, I get you. I was more just arguing against anon's point, that there's actually some real ones in the community, and not just weirdos and creeps playing pretend.
The only one I ever spend any thought to on any regularity is Kurashiki, and that's because I have some of her really cool artwork in my wallpaper rotation.
It doesn't particularly matter to me, because girls isn't why I'm into Doom or spend time in the general community, I had to rack my brain to remember past the first three ones.
>>11786852Oh shit, you're right. Yeah, she would do Doom mapping in the very earliest days of the community, together/"together" with her scumbag half-brother. That mapping work is how Tim Willits got his job at iD Software, there's evidence that Theresa did in fact do large/majority parts of the maps credited to Tim in Thy Flesh Consumed and Doom 2, as well as her either doing the same for Quake, or Tim copying her work.
Theresa published a deathmatch level for Doom or Doom 2 which is very similar to The Wind Tunnels in Quake.
>Columbine shooters thought that their shooting would be "just like Doom"
>meanwhile, in the Doom manual:
>>11786934Fuck Harris, but UAC Labs is a good map set.
>>11786934>His job before all hell broke loose was just looking busy and watching shitty movies on company time He's just like me...
>>11786934Imagine that, two twisted little retards who did something so retarded and evil as to wantonly murder random defenseless people for mostly incredibly petty reasons, were clueless and retarded.
Who could have known?
>>11786005E.Y.E Divine Cybermancy.
It's basically a total conversion for HL2.
>>11786963>E.Y.E Divine Cybermancy.
Hello, I had read that in Doom's coding, the Chaingun has a line that supposedly means it was supposed to play the firing sound at a higher pitch
(this is the code line I am referring to "{"chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0}")
I have been wanting to get that working, but firstly, I have not found anyone who has posted a working wad that emulates the higher Chaingun shooting pitch, & secondly, I am using a wad that has a custom pistol wav noise that also gives the Chaingun zombie the custom pistol wav noise.
My plan is that I am going to give the Chaingun a higher pitched pistol wav file l will make in Audacity, but I do not know exactly what I what need to do in Audacity to give it a higher pitch, & I also do not know the specifics as to how high of a pitch the code intends the pitch to be, I see the 150 number in the code, I think that means the pitch level, but I also see the 64 number part, so honestly I do not know, I just want to replicate the pistol audio pitch in the unused code. If any anons know what it is I would need to do, please let me know & I appreciate the help.
>>11786969My legs are ok.
>>11786954I will now buy your boomer shooter.
>>11786971There's an unused function for that in the code somewhere, yeah. It would straight up just use the existing DSPISTOL sound but played at a higher pitch.
>My plan is that I am going to give the Chaingun a higher pitched pistol wav file l will make in AudacitySome sourceports will allow you to add a separate soundfile which will then be automatically applied for the Chaingun, I forgot what the filename was, but I think it was later versions of PrBoom+, DSDA, Woof, Nugget, etc.
For ZDoom based ports, you could add a small SNDINFO lump to the .wad where you just add a line to tell it to use your new sound effect for the Chaingun (even for Chaingun Dude's Chaingun). For MBF21 you could also just tweak the Chaingun and Chaingunner to give them new sounds, too.
>but I do not know exactly what I what need to do in Audacity to give it a higher pitch, & I also do not know the specifics as to how high of a pitch the code intends the pitch to be, I see the 150 number in the code, I think that means the pitch level, but I also see the 64 number part, so honestly I do not know >I just want to replicate the pistol audio pitch in the unused code. If any anons know what it is I would need to do, please let me know & I appreciate the help.God, that's an interesting question. You'd really need to ask someone who has actual experience futzing with Doom's source code and making experiments with it (compiling it and seeing what happens when you tweak this or that), and they would have needed to have done it before and written down that info, or they'd be able to check for you and tell you.
I can imagine that some of the sourceport devs and other actual programmer minded people on places like Doomworld or GitHub would be able to find this out for you if you ask them nicely. Potentially Decino would also be able to know, if you could ask him, since I know he sometimes does experiments like those, and I think he even mentioned that unused function in one of his videos.
>>11786680I don't really have anything worthwhile, just some fine tuning of the custom monsters. Anyway, look at this Hexen tree, nursed back to health.
>>11786680Redesigning and upscaling a mug since I don't like how the old one is lookin' at me
>>11787064Right one reminds me of the triple titties from Duke Nukem Forever. Sorry anon, that haircut is an insult to barbers all over the world. The sides are decent at least.
>>11786987He didn't even show the tampon not working.
I call shenanigans. SHENANIGANS!
>>11786680Havent done much this week, been busy with some life stuff
But, got around to trying to make a doom sprite of a shotgun design I made like 2 months back
I know its technically not vanilla res, I much prefer the slightly higher res pickup sprites PB has, and I can squeeze just a bit of extra detail out of em. Im not super happy with how it came out though, but itll get the job done for now. Kinda just waiting on a friend for actual weapon sprites and then Ill get the coding hammered out. Its just gonna be a Deathstrider addon for now, but I plan to do other things with the design too.
sprite scaled for visibility of course
>>11787064Very nice, always good to see more mekakure characters.
>>11787172That's a really cool shotgun.
>>11786680fun with scripting
>>11787181What is this chain of white things for?
>>11787064Nice. Reminds me both of Visas of KOTOR 2, and (oddly enough) that red Synicle from EYE.
>>11787273Why so bitter, man?
The council will decide your fate.
So do the Reckoning's Beta IM's really have slightly bigger tits moddeled on them or is it all just a fabricated meme?
>>11787429I'm like 99% sure it's just the same model with a different texture.
>>11787429>>11787432Correct, they use they same tris.md2 and just change skins
>>11785559>>11785730NM-speed in 1:10
https://files.catbox.moe/kwtupq.lmp
Actually managed it, in 111 attempts
Cyber was well-behaved and started infighting so I could telefrag him, usually he rockets me in the face.
Should have swapped to the fist to deal with the pinky at the end, but luckily the imps hit him (and I didn't)
>>11787460Damn, good job!
>111 attemptsAnd I lost my patience with the level in only two, you've got some real fortitude in addition to your skill.
>>11787506It ended up being kind of addictive. And it's a really short map so those 111 attempts only took me maybe 75 minutes total
I never play on Nightmare normally but it actually works pretty well in this map.
>>11787179Thanks anon, i spent like a week ish slowly working on it and refining it
Its built on an idea ive had for a while, but never truly fleshed out and made an actual design for.
>>11787460https://www.doomworld.com/forum/topic/58567-base-ganymede-demos-complevel-3/
>>11787460You should post the challenge next thread. Maybe we can come up with different demos for different games. I know Doom, Duke, Quake, and Blood can record demos, not sure about other games.
>>11787591>Implying everybody must keep an account on doomworld for occasions like theseWhy do you care so much, are you full-time spedrunner
>>11787607>are you full-time spedrunner
It's CURTAINS for ya
>>11787607Oh, thanks for reminding me I want to make a doomworld acct once I finish this WAD.
>>11787607If they were doing serious running then they'd post on DSDA and not Doomworld.
>>11785562fix it again tony
>>11785562id kill them fucking all
>>11787432looks higher poly to me
>>11787653The way you post your demos to the archive is by posting them in the Speed Demo Submissions forum
>>11787607There is no NM-speed demo for this wad in the archive, so that demo will fill the table for that category.
And the pacifist in 39 seconds is better than the current demo. That's why I said to post them in the archive thread.
Man
That guy aint ever releasing Tomb Fetus, is he
>>11787807Brilliant people like that often need someone else to help keep them on schedule.
>>11787807Welcome to club Mordeth, would you like to take a look at Space Pirate teasers as well? or maybe you'd like to check out TrenchFoot?
>>11786046He he, beat u
Tyson 2:32
Who's doom player now huh, bozo
>>11785559>I'm already sick of Mr. X. could you pick any other /vr/ map?Agree. It's a crappy gimmick enemy, and it should stay dead back in 05's grave without history revisionism
>>11787828TrenchFoot is supposed to release this year, but we'll see.
>>11785562Id keys full ammo
hey deathstrider anon, what gives? i cant buy shit even though i have over $1k store credits
>>11787959nevermind, have to swap currencies
>>11787962btw, under options>HUDoptions>scalingoptions> flick off HUD preserves aspect ratio
makes HUD stuff actually square pixels and looks much nicer
im sure the texture filtering horse has already been beat to death several times over
>enter room/flip switch/get keycard
>immediately one thousand assholes teleport in
what is it about teleporting ambushes that feels so much shittier than monster closets? Is it because they ignore the map geometry? Is it because it invalidates longer range options and grabbing cover? Because it can't really be predicted in the same way on a first playthrough?
>>11786034>That has to be a tranny, right?Yes. The creator of ZDoom is a troon now as well. It's been an epidemic over at Doomworld for the last several years.
>>11786680Trying to figure out a fun beamwhip weapon. It's pretty janky right now and I can't seem to figure out how to limit its range.
>>11788105whats up with the butterface doing the "do it faggot" expression
>>11788105yo its blake stone enemies. the damage seems a bit low though, but then again hitscan, so...
guess you just gotta make sure your food credits are spent well
>>11788105You could always do a string of explosions/little beam bursts along the ground instead of the Arc of Death there.
>>11786934Nobody read manuals and nobody was wasting 3 hours downloading that shit.
>>11787959Guess I'll have to add a message if you try to click without having the correct currency selected. So far that's been the least intuitive feature in any of the menus. Something ought to be done about it.
>>11788105Is that the Mega Milk pose on weapon pickup?
>>11788112Don't want it TOO strong since it's supposed to take the chainsaw's place
>>11788119Yea maybe this. I'll fuck around with it.
>>11788108Close!
>>11788150Bingo.
>>11788210>>11788105Needs an abitllity to activate switches from a remote distance.
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>>11788225That sounds like a fun puzzle mechanic. I was considering a grapple beam pull, but this whole wad is just throwing shit at the wall and hoping it works since my coding skills are dogshit. Fun hobby project for sure though.
>>11788229>grapple beam pullThat too please, I need more games besides KISS Psycho Circus that let you be both Indy and Tarzan at the same time.
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>>11787591I've never posted on Doomworld before. I guess I'll upload it, but I'll wait a day or two in case someone here wants to beat it.
>>11787606idk, I'll see if I can think of some suitable maps. I only play Doom myself, though
Why do you never hear anything about Todd Hollenshead?
Man SIGIL is great desu senpais
>>11788529Higher number slots falter a bit, but yeah. It's more evened than the old TFC. Shame for the final map though.
>>11786954Thats easy mode, anyone can make horny pixel art with an anime-ish art style.
Someone should try to make pixel art with Doomโs actual style look good.
No, Imp ass doesnโt count.
>>11788650That should be easy. You can just use the anatomy portion of the sprites from HDoom, they arenโt โanime pixelartโ.
>>11787895Glorious 4mb 2min chan webm restriction, vgh
>>11788310Speedrunning is a stupidly hefty waste of time when you strip the fun of skill display from it and begin a bullheaded race for vain distant records. It all ends relying upon dicey RNG scenarios and constant repetition, but that's just my opinion. Some may find a short pastime pleasure in watching a particularly successful demo though.
>>11788798I'm going to rape you.
I finally finished that oilrig level I was working on. Well, almost, but it's mostly done. It was gruelling to make, but it feels like a great relief afterwards.
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>>11788105You should remove the top lighting bit. it works in an enclosed area, but even in your webm, you can see it just moving across the "sky" of the open roof. Makes it look jank as fuck.
>>11788105you should remove the top
>>11788798what's wrong with gzdoom and what should i use instead?
>>11788898>what's wrong with gzdoomPoorfags with toasters don't like that it's bloated.
>what should i useWhatever you want.
>>11787964it does make it look more square, thats for sure. i have to play with it to get it to a reasonable size though, but thats easy
>>11786034half the community is troons.
>>11786670don't forget the GOAT Laura Beyer
>>11788810>Speedrunning is a stupidly hefty waste of time when you strip the fun of skill display from it and begin a bullheaded race for vain distant records. It all ends relying upon dicey RNG scenarios and constant repetition, but that's just my opinion.Your logic is wrong because you are assuming that skill just disappears when you are doing a risky speedrun strat such as an arch-vile jump.
Example: https://youtu.be/iGWesgID5zI?si=SKYxAidKPYWFycHy
Yes, he got very lucky, which is partly why the run is amusing, but even if you had this luck, never in your life will you match his movement and his skill. It's partly because of his skill that he can find all these arch-vile jump shortcuts in the first place; maybe he didn't invent this one in particular but he made some amusing Sunlust pacifist demos.
HHEELLPP! HEEEEEEEEEEEELP!! HELP MEEE!!! HEEEEEELP-
>unironically posting gzdoom in /doom/
>unironically posting fucking touhou doom in /doom/
this thread is dead
>>11789106Goodness, whatโd you get yourself into DSer?
>>11789106looks like hot 41% garbage
>>11788798That's a gameplay mod for gzdoom, dum dum.
>>11788815Cool.
>>11788898Cons
>not fully accurate so no demo compability>heavy as fuck, you will need expensive hardware>still has bugs with some mbf21 wads>not fully accurate software mode or low res widescreen>zscripted stuff has tendency to occasionally break on new updates, so you will need dozens of different gzdooms to play older stuffPros
>you can basically do anything you want with when making mods for it (zscript, true 3d), no limitsWhat people usually use to play stuff from stuff from vanilla to mbf21
>dsda>woof/nugget/cherryBut no there is nothing wrong with using gzdoom. It has hundreds of cool mods and maps made for it, and you should play them. Using it for non-gzdoom stuff is ultimately a matter of taste.
>>11789112Touhou doom is fun.
I wonder how fucked up is the Earth2's Hyperblaster trap that spawns a dozen Brains behind you if you'd manage to run it in the Q2remaster.
>>11789106What the fuck.
>>11789112You just blow in from Stupid Town?
>>11789135That was my thought too, and I genuinely donโt think you could survive it. I should test that someday.
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>Loading DEH file (WAD)
>E_GetStateNumForDEHNum: invalid deh num 1085
The fuck.
Just deleting the states makes it launch, but I'm too retarded to understand why. The DSDAlikes don't error like it. As far as I can tell it's only adding extra frames to the rev fireball explosion.
Well, guess I can finally play it. Set is Anomaly Deimos.
>>11789148Did you load it in a correct format?
>>11789135Remaster replaces all brains with beta brains, so you are fucked. Just use Yamagi for vanilla Q2 maps and remaster for remaster maps (and KMQ2 for KMQ2 maps)
>>11789106>using the touhou doom weaponshonestly, if youre enjoying the challenge, more power to ya
>>11789112Outsider, leave.
>>11789150I'm sure.
It seems it's only Eternity Engine's problem.
There's no obvious sprite or pointer issue, though. Everything makes logical sense. Of course, within the archive FBXPG0 is a valid graphic as well.
How strange.
/vr/ opinions on ShadowCaster? Is it worth trying for somebody who likes Heretic and Hexen?
Tetanus is so goddamn mean.
>>11785484 (OP)One time I had a dream where ONEMANDOOM reviewed Fore/vr/ Alone.
>>11789112What causes posts like this? Let people enjoy things?
>>11789112Touhou website.
>>11789256Should have gotten your shot.
>>11786939Isn't it a lost media?
Man dsda doom feels bad to play, the mouse feels floaty and slow, as if vsync is on or something but it isn't. My FPS is in the thousands. Is this just how it is or?
>>11789380Might be because of mouse acceleration in Windows.
>>11789382I'm using debian and it is disabled, and gzdoom feels very crisp and clean to aim in
>>11789368Nope, you can freely download uaclabs.wad here on Doomworld:
https://doomworld.com/10years/bestwads/infamous.php
>>11789112fuck off newfag
It's a shame Blood II is so undercooked, because the concept had a lot of potential.
>>11789097>maybe he didn't invent this one in particular but he made some amusing Sunlust pacifist demos.Routing and figuring out skips is a very collaborative effort anyway, especially in Doom running.
>>11789097Neither assumed or directly implied. It's no monkey typing leisure for sure, but neither as enriching as say chord plucking or other creative endeavor to warrant the robotic repetition until all pieces hit the place. Might as well rely on TAS if the goal is to beat over someone's hard-earned record.
>finally get my level to a finished state
>now I just need to finish it before I can send it out for others to try
...
fuck this is difficult
>>11776228>>11776246i have returned with a fix. turns out, it wasnt deathstrider, it wasnt even hellcore or hellbound. it ended up being windows. for some reason, the issue only happens when my sound settings is set to "2 channel, 16bit, 192000hz" changing this setting back to the second to last option ("2 channel, 24bit, 96000hz") completely eliminates the issue. fuck if i know why, fuck if i understand it. but it works
>>11789386Sounds like you are just accustomed to GZDoom. DSDA / Woof / PrBoom / Crispy / etc. all have the same mouse feel, the default original doom mouse feel
damn, Nightmare is addictive
>>11789386I use debian too, but both gzdoom and dsda-doom run smoothly. Woof however does feel sluggish like you described
>>11789459>Neither assumed or directly implied.You disingenuous worm. You *just said* "dicey RNG scenarios and constant repetition" "strip the fun of skill display."
>Might as well rely on TAS if the goal is to beat over someone's hard-earned record>rely on TAS to beat recordRetard
>>11789591Alright you fretful pair of stockings, I see this topic is too delicate for you. Hopefully your old dad realises that "speedrunning" is not an actual career path, before it's too late.
Sunday night shitshow is up! (there is some wad downloading problems so you maybe need to change baculus wad mirror while downloading)
>>11789619Career paths? In my country? Nah, it's all just shit work with shit pay. Being some streamer speedrunner would make more money probably.
Regards, not that anon
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Why are there no videos about this? Does no one care?
>>11789649never even heard of it.
>>11784231>>11784257I found a "weak" demo by 4shockblast, one I think that can actually be beaten by one of us if we grind enough: Scythe Episode 1 UV-Fast in 13:57
From the text file (circa 2016):
>This run is trash, but I have no motivation to optimize a run like this. Maybe it will spur someone else to beat it, then I might return to it. ;)Someone not nearly as good as 4shock (but still better than most of us) beat the time with an 11:58, so that means there is certainly a chance of us also beating 4shock's time especially considering how old the demo is
>>11789649This is just as official as actual developer's channel could be, where he uploads helion showcases. Or you could simply cross-compare two ports with fps counter by yourself.
https://www.youtube.com/channel/UCXb9FnAEZyPS2EOsSoauCBg
>>11789668nice, thanks anon
>>11789651Helion is a sourceport that goes for higher fps through rewriting the rendering.
Like Ironwail for doom instead of quake I guess?
I wanted to get it for big boy doom maps, then remembered I suck at big boy doom maps.
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>>11789795I love ENDOOMs.
>>11789619You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.
>>11789106based ophilia enjoyer. btw this is a longshot, but is the dev of the addon here? pls explain to my dumbass how regaining repair capacity works cuz sometimes i feel like the manaspheres do jack
>>11789436True, he could have copied someones' TAS, come to think of it
>>117896524colour.wad, described as "it my first wad!" in the textfile, was made by one Azamael aka Kolybenko Michailo in 2008 and then speedran by 4shockblast in 2014. I just picked a random demo from 4shock's page and landed on the max run for map 02 of this.
>4shock's time - 1:45>My ep1c new time - 1:31https://dsdarchive.com/wads/4colour
https://litter.catbox.moe/3u6mk7fne9r5ywyq.lmp
Many speedruns aren't really speedy, they're just normal play that someone also decided to record. I don't think the biggest obstacle for "beating" a random 4shock demo is the time, it's the stomach needed to play the mediocre levels which make up a strange number of his runs.
If ever you worry that the map you're making is shit, take comfort knowing that some speedrunner would probably still enjoy it.
>>11789571Could very well be the case, thanks for replying anon
>>11789576It runs smoothly it's just slightly different mouse feel to gzdoom. I might just be very particular with it though. Are you using dsda from the repos or the appimage from the 'hub btw?
>>11789853I laugh at this every time.
>>11789873Word. I guess I got psyched out by the stuff I saw on his youtube, which is a highlight reel obv. I understand, his new demos have his smooth movement from tens of thousands of hours of playing, but his old demos will mostly be table-filler demos.
>the stomach needed to play the mediocre levels which make up a strange number of his runskek he does play stuff that weirded me out by how abysmal it is, like H2H
dsda dig font reformatted and renamed for gzdoom unicode fonts
>https://files.catbox.moe/47wbt6.zip
ajynks_levelInfo_font=digfont
dont spread this around outside /vr/ or dsda trannies will get assmad
>>11789853Ironically both posters fit the bill
>>11789896>stuff that weirded me out by how abysmal it is, like H2HIt's on top 100 wads of all time, nothing weird about it
>>11789918This general is a pub house for all communities, consider "dsda trannies" already notified firsthand or as a service from devoted lurkers
I normally play Doom and old WADs on dosbox, but what's the way to play modern wads as close to DOS doom as possible? I can't seem to get GZdoom to look anywhere close.
>>11790017Chocolate Doom. If you want just a smidge more quality of life and broader compatibility than vanilla, Crispy or Woof.
>>11790017the tiers are like
>1. Pure vanilla: Chocolate Doom>2. Limits removed + higher resolution: Crispy Doom>3. Boom/MBF/MBF21: DSDA-Doom or Woof!>4. Boom/MBF/MBF21 + Jumping, Crouching, and other features: Nugget Doom>5. ZDoom/GZDoom: GZDoomwith occasional exceptions like wads that need Doom Legacy or Eternity Engine
>>11790017If you wanted to make GzDoom look closer to Vanilla there's a mod called Vanilla Essence.
>>11790026Out of all these, only GZ and its ilk support pk3 mods, right?
>>11790054yes. the first 4 are basically an extension of vanilla, but GZDoom is its own thing, supports pk3 and is far more powerful and flexible
>>11790119Now play it on the Selaco engine fork.
>>11789864Repair capacity, under the effects of magic blueberries, is restored slowly over time.. Like a random pick between 12 and 24 heartbeats kind of time.. And seems plain tedious now that I'm looking at it, I'll give manasphere bonuses a bit of a kick while I'm at it.
>>11787116>>11787176>>11787187Appreciate the feedback anons!
>>11789571>DSDA / Woof / PrBoom / Crispy / etc. all have the same mouse feel, the default original doom mouse feelMan, everyone seems to say something different about this
I've seen Anons say that Crispy's mouse feels like shit but Woof feels great, etc
>>11790162Looks like the Deathstrider gameplay mod paired with Touhou Doom
>>11789682>>11789649It still does not have any Sound interpolation options so it's always sounds like muffled ass
and they changed kosher GZDoom menu into fancified prBoom style shit where it takes 3 times as long to reach what you want just to tweak it
Does not support Decorate or Zscript to any useful extent, no mods no matter how old will work.
There are many other issues with it that I'm not bothering to list.
It's like for every step they take forward they take one step back, two steps sideways and do a backflip.
At that point I might as well play DSDADoom instead.
>>11790119>excessive motion blur is baked into spritesstraight into the garbage it goes
>>11790174I want to know who the hell started this trend because it's common amongst "high profile" Doom mods. Where the sprites have a soft, fuzzy look even when sitting idle.
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>>11790176I'd wager it's sprites snapshotted from 3D models with antialiasing enabled, but this one looks like it borrows its weapon sprites from a lot of much older sources so IDK.
this is just atrocious
>>11790182I hate it. I mean fuck I've made sprites from screenshotted models but I don't use anti-aliasing and I polish that shit up.
But I know there's a lot of people that think the blurring looks good. Which upsets me.
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>>11790174>>11790176>>11790182>>11790183I think it's just what happens when you downsample an image and don't do any additional work to make it look sharper
Pic related. I just grabbed a 1080p image from Google, scaled it down, then scaled it back up
It's basically like 5x SSAA
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>>11790191The stuff in the mod looks much more deliberate. Some sprites are fine, some sprites are motion blured to shit
compare right Uzi to the left
>>11790201Oh yeah, there's definitely some intentional motion blur added there
>>11789181>OutsiderInfidel!
I am consistently amazed at how awful Borrowhelen music is
I'd even go as far as to say the author should have make AI compose music for him as well, as it would have been much better than whatever this atrocity is.
Here it is in all its MIDI "glory" so you could listen for yourself (its less than 100 kilos) https://files.catbox.moe/bjxfrp.zip
>>11790201Is the left uzi being brought up quickly? I don't want to download a 125mb mod for a port I rarely play. It's my bad. But it might be justified in motion.
Well, it probably still looks bad, because I doubt this choice is applied consistently across everything that can move.
Now I want to see how a Doom mod with smear frames would look.
>>11790301it really is the kusoge of GZDoom
>>11790119Intellectually, I know that the original red dot on the old G36 just isn't that good (by modern standards anyway), but it just looks so fucking cool.
>the usage of ai voices in borrowhelen made him so mad he's still seething 3 threads later
Strange. Why not just forget and move on. Maybe he's the dev trying to anti-shill his game?
>>11790303Have you seen Combined_Arms Gaiden? A few classes in BYOC use smear frames too.
>>11790326>>11790303smear frames are NOT motion blur.
>>11790334I know. That other guy just wants to see if smear frames can work in Doom, and I think they can, and like them more than motion blur.
>>11790301the guy who made it transitioned btw
>>11790323nobody said anything about voices, faggot
have you actually listened to the music? It's so awful I said he SHOULD HAVE use AI instead since it may have produced better results
I'm just trying to complete it against my better judgement and feel continuously amazed at how bad it is. I really do hate myself some times.
>>11790119Coincidentally I'm also in the early stages of making a catgirl-cyborg mod. Gonna try and use fancy skeletal animated models for it though now that direct bone manipulation became possible in recent versions.
>>11790339I remember old mod called "psychic" or something with an engraved sawnoff shotgun that had a nice "swish" smear frames when it reloaded. It was done properly there, and looked much cooler than motion blur. It was also later ripped off by ProDoomer.
>>11790352source?
if no source then
fake and gay
>>11790353>nobody said anything about voices, faggotPeople complaint about it in the previous thread
>>11790119>toyhouse link for the characterOh no.
>>11790358no one did, except you who kept defending something nobody attacked lmao
are you the dev trying to deflect the criticism onto a strawman perhaps?
>>11790323>Maybe he's the dev trying to anti-shill his game?Definitely comes off as such. Any publicity is good and all that. Just ignore it. There're better things to (shit)post about.
>>11790323Much as I like clowning on GZ stupidity, yeah, gotta agree this feels forced.
Anyone put this on Catbox yet? Kinda wanna have a laugh at this level of incompetence on my own.
>>11789883dsda-doom and woof from the regular repos, gzdoom from the drdteam repo
>>11790201Oh neat, it has Far Cry: Blood Dragon arms.
>>11790176Pillowblaster uses motion blur a lot, the metallic sheen and over the top muzzle flashes in these screenshots also look a bit like trailblazer/guncaster sprites
Interestingly naku-naru heavily uses motion blur while naku-naru 2 has more pallette style sprites with banding and no motion blur
>>11790360>>11790119A surprisingly reserved design considering how overdone DeviantArt OCs can be.
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>>11786680Megawad progress since 2021. 28 maps done, 2 more.
>>11790323Why are you lying?
>>11790358No they didn't, most people had already roundly criticized the game from what they had seen, and didn't even know about the AI voices until YOU brought it up.
This didn't really change people's opinions much, you could replace all the AI voices and the game would still not be good, because the AI voices is somewhere around the bottom of the game's problems.
If the AI voices were done better, I could even excuse those if the game was competent, but it just isn't, because just fucking look at this shit.
I'm fully prepared to move on from talking about this game, because I feel that we've exhausted the subject and there's probably no more interesting ways that the game is bad.
Just don't be such a disingenuous pigfucker.
>>11790201I'd have to see this in motion to make an accurate assessment, but I really don't love this kind of blurring in animations.
>>11790119>>11790991https://www.youtube.com/watch?v=1T-nByB2OVA
So Scorched Earth map 03 has a No Country For Old men reference. Found this right as I was thinking of watching that movie again.
The bolt gun is just outside this room too.
>>11791048>I've seen enough hentai to know where this shit is going...
That new example wad that just got added to woof is so cool
>>11791175odd, doesn't seem to want to work with my woof, i have 15.2
>>11791202BOLTGUN
>https://www.moddb.com/mods/warhammer-40000-boltgun-weapons-mod-for-doom/downloads/w40k-boltgun-doom-alpha-07
>>11790980Seeing this made me question how the AI is coded, decided to snag a pirated copy and check out the code
This is the entire custom A_Chase function, nothing else special to it
B_CheckInvisible just checks if the target has invisiblity, and if so sets the state to a "Forgot: state
genuinely the most boring and basic stuff, no wonder its so jank and got stuck on a pillar like that
Does anybody know how the fuck am I supposed to interpret the "info" command?
I tried running it on a bugged actor to debug it, but it outputs the state like this
>State: ActorName.1356
And I have no fucking idea what the number is supposed to mean. ZDoom Wiki is of little help as usual.
I tried running ZChecker but of course that doesn't work on the latest version of VKDoom.
>>11791295Welp, it's not as relevant anymore, I managed to fix the bug I had with a janky workaround, but I'm still appalled by how useless sometimes the console commands and the wiki is to be honest.
>>11791219ambient sound support was added few days ago, you need newer build
https://nightly.link/fabiangreffrath/woof/actions/runs/15518777602
So I got my MAP02 to a playable state, this is The Gut:
https://files.catbox.moe/n79ums.wad
It's made for Hideous Destructor. It might work in Doom - I can't guarantee it'll be any good in it though. (I mean same for HD but I made it for that)
Difficulty is - I've not beaten it myself yet, so it may be overtuned. Bring something that kills big things with you - there are drops in the map but you'll probably not want to do a pistol start.
>>11791436(oh yeah I'm stupid so I left it called MAP02, so you'll need to go into the console and changemap map02 to access it)
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>>11791048Its'a a little funny how tweaking the mechanics for certain enemies can make non-threat ammo dump monster fights like that an insane problem to deal with, zerks and brains and heck even flyers became way more potent and irritating. The parasites though? went from high priority threat to kind of easy to deal with especially if you have space and no other enemies to deal with.
>>11791113Quake II hentai? Pretty sure theres a mod for that, though only the enemies because players don't have low hp variants.
>>11791430ah, thanks
this kind of ambient stuff reminds me of why I love Blood, game is just packed with amazing ambiance
Anyone else here played Fractured Worlds? It's kicking my ass but the fights are so creative and well-designed I'm pushing through anyway.
hows that phobos mod for doom 3?
>>11791489Yeah, my poor parasitesโฆSomeone up above must have had a huge beef with them. Iโm also on the fence with the flyer changes: Their engagement makes them easier in range for the ssg where previously they were frequently in-between.
Itโs tricky comparing the overall changes when factoring in what the expansions did. If Iโm only comparing the remaster to โvanilla Q2โ then the changes feel like an overall improvement. Taking into consideration what Reckoning and Ground Zero did, things get iffier.
>>11791549I was really burnt out on modded D3 when I first tried it. Those โwalky talkyโ flashbacks near the start werenโt doing it for me at the time, Iโve been meaning to give it another go.
Not really sure if this counts as /vr/, but I was curious to hear the opinions on something. Anyone feel like the Doom logos kind of got worse as the series went on? (Nothing will ever beat the hand drawn logo's of the first 2 games.)
I think the Doom 3 logo is fine, it fits the theme of Doom 3, the cancelled Doom 4 logo I think is fine too, it fits the hell theme, but I fucking hate how the Doom logo looks starting with the 2016 Doom, its so fucking boring looking compared to the other ones, its just a flat white texture. I guess the Dark Ages one is alright, at least it is not that flat texture shit.
>>11791542only played it in coop
>>11791618They simplified it too much with the new games. Doom 3's logo is great because it's both lovingly detailed yet recognizable as Doom's logo, just a (then) modern take on the classic.
>>11791618The latest one is better than the 2016 one, but it's still too understated. There's a lot of ways which you can play on that whole "two-tone" aspect from the original, like you could have the bottom half of the letters stained with blood, as just one idea.
>>117916182016's was due to flat minimalism being all the rage at the time. I'm so tired of consoles having the flattest and dullest menu designs possible.
>>1179161864 is also a good logo: Consistent with both the original and its own tone.
>>11791642I can't believe I lived long enough to see flat minimalism become old news.
>>11790169At least it makes Nuts3 run better.
I havenโt followed the development as much as it sounds like you have, have they disagreed on how much ZScript / whatever you were wanting should be implemented?
I had just assumed any ZScript implementation would be impossible with what Helion was trying to achieve.
A Helion HD would be cool
>>11791648Oh yeah I forgot to add that one to the pic, I like how it looks like a 3d version of the original Doom logo.
>>11791436Should be neat, I'll be able to try it tomorrow.
>>11786301Not very good at Duke, but it's fun. It took several tries to get all kills and secrets because you can't see what you've accomplished until ending the level.
Recording a demo with eduke32 is also kinda annoying because you can't restart without quitting and it automatically tries to play prior recordings which will sometimes crash the game (?) And watching demos is annoying due to the constant POV switching.
If you're intent to go beyond Doom, I think /vr/ would engage more with a Quake challenge, or possibly Heretic/Hexen.
https://files.catbox.moe/7ges1z.edm
>>11791756>It took several tries to get all kills and secrets because you can't see what you've accomplished until ending the level.Eduke has an option for level stats in HUD settings, though the total kills does change when monsters teleport in.
>>11791436So I've had some early feedback and this might suck a bit. I'm modifying it somewhat to tune down the difficulty and add more item pick ups as well as make some things (hopefully!) a bit clearer.
>>11791683If you're willing to wait I should be able to drop an improved version tomorrow - I'll leave that one up though in case you want it as is.
>>11790119The idle animations really need to be spaced out more, unless the intention is to simulate ADHD beyond TikTok levels.
>brutally difficult arena fight
>wander around for 30 minutes looking for next switch to hit
>brutally difficult arena fight
>wander around for 30 minutes looking for next switch to hit
>brutally difficult arena fight
>wander around for 30 minutes looking for next switch to hit
2 hours into a map with nearly 7,000 monsters on it and only alittle over 2,000 monsters slain. Why do people design levels like this? These environments look great but there is such a thing as your level being too complex.
>>11791873I always figured it was to force you into doing the fight. I know Sunder does that a lot.
>>11791882Forcing me into fights isn't the problem. I'm here to shoot at monsters, I want to shoot at monsters. What I don't want to do is wander around switch hunting like I'm in fucking Hexen. And you're right btw, I'm playing Sunder, award yourself 20 internet points.
>>11791908sounds like you don't like og doom that much then, cuz that's what the gameplay loop is all about.
play the new ones if non-stop action is what you seek
>>11792007I don't think that's honest, original Doom didn't have levels which dragged for hours or thousands of monsters. Even Plutonia only had one secret level which had a few hundred monsters as its special big bad one.
Classic Doom's gameplay can cater to many tastes, as it's pretty versatile. For instance, if you wanted a megawad which is entirely just a buncha puzzles based on Arch-Viles launching you into the air to beat the levels, then someone actually did something like that.
>>11791908The crusher shit in map 4 and platforming in map 5 ought to be a hint but sunder is not for 99% of people, probably even more than that, it's the doom equivalent of kaizo mario romhacks
>>11786987was it necessary to stir its guts?
>>11792017Woah, you beat my Konota map. Is it playable? Are those battleships I see?
>>11787606>not sure about other gamesunreal
>>11792060i don't know, I just found that pic in my folder
you did the konata map?
>>11789702but enough about your mom
I want to play doom but I have a massive back pain
>>11792069yeah, that one's mine, I've posted that screencap several times over the years, I honestly forget if I ever actually shared the level itself. It's playable but it's pretty small and short, I mostly just made it for fun.
How do I make my Quake look exactly like this but with the N64 skyboxes and HUD?
>>11792107You learn how to do Q3 sky shaders and CSQC and do it yourself.
Maybe just try not having terrible taste.
>>11792119>maybe try enjoying the original sky that looks like scrolling blobs of frozen purple cum and the cluttered UI that takes up 1/5 of the screen just to remind you that you have a keyNo, no I don't think I will.
>>11792138>you eat tide pods and have an Instagram account if you don't like Quake's shitty skyboxes and cluttered HUDCome on, man.
>>11792107This is what Quake should look like.
>>11792148>curved shotgun barrelNot with my autism.
I FUCKING HATE THE ROCKET LAUNCHER ALL IT DOES IS FUCKING KILL ME
>>11792157The only good weapons in Q1 are the regular shotty, grenade launcher and super nailgun. RL is only useful as a glorified step ladder.
>>11791436Didn't play it in HD, but I absolutely love maps with vibes like this.
The proper DOOM/Quake console port playthrough order:
PSX > DOOM 64 > Quake 64 > Quake 2 PSX > Q3A Dreamcast
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>big veiny player arms take up half the size of your weaponmodel texture
Just as God intended.
I beat Nuts3 ask me anything
>>11792227are you a pole vaulter?
>>11792210Do the arms need to be textured individually? They seem to be mostly mirrors of each other.
>>11792143>tide podshow do those taste anyway?
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>>11792248I don't know, ask your dad.
oh yeah, zoomers have children now...
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>>11792242No, and I've since deleted half of the arm texture.
Malice was made with Quake Model Editor which is notoriously janky. I suspect they just gave up trying to use the UV editor in it.
I mean, just look at this shit.
>>11792125>the cluttered UI that takes up 1/5 of the screen just to remind you that you have a keyModern sourceports have multiple HUD options included
>>11792268What are you doing? Cleaning up the models from an almost 30 year old game? Why?
>>11792373Where do you think you are?
>>11792373>wtf what are all these autistics doing in my autism thread?
>>11792157How can you hate such a fun weapon?
>>11792264Needs an edit with the Baratus' spiked gloves holding the steering wheel.
>>11792373>What are you doing? Cleaning up the models from an almost 30 year old game? Why?Can you explain why something like this surprises you considering this is the community that has made over 140 Doom source ports?
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>>11792542>The "minimum spec" is a standard 4.77 MhZ 8088 machineDear lord, I might actually set up an 86Box machine just to see the seconds per frame it runs at
>>11791618the classic logo was already perfect
you could do so much with the basic "duality" aspect
>yellow bricks are hell, blue pipes are uacimagine versions where different textures or themes make up the halves of the latters
>>11791618I like Doom 3's logo the best. The contrast of cold steel with the glowing fire (of Hell) below looks cool.
>draw some lines to create a sector
>it doesn't work
>draw those lines again
>it doesn't work
>draw those lines again
>it still doesn't work
>move one vertex by one subpixel
>it works
Man, I just LOVE Ultimate Doom Builder. It's such great and polished software.
>>11792061I'd be down though that might just be a total of 1-3 people who are interested in playing it.
>>11792610Never had this problem
>>11792542I don't think that's a fair comparison. Sure 140 sourceports maybe is overkill, but a lot of them are actually specialized cases for specific tasks, like how certain ports focus on 100% accuracy, some focus on providing the vanilla experience but with QoL features, and some like GZDoom aim to completely change and enhance everything.
And some of those ports are also just forks of existing ports to, again, specialize in a particular thing, like QZDoom being a fork of GZDoom where all the super experimental stuff goes, and LZDoom where the creator attempted to actually optimize GZDoom so it wouldn't run like shit.
TL;DR A lot of these ports have a good reason to exist basically.
>>11792618Wasn't LZDoom less about general optimization and more just better compat with particularly weak and aging hardware which GzDoom was moving away from supporting?
>>11792645Yes, but it honestly kinda feels like its dev is slowly but surely making LZ just a better-performing alternative to GZ sometimes.
He's been updating it pretty often as of late, I think it now supports ZScript up to GZ 4.10 or 4.11, one of the two.
>>11792645It was, but at the time of it's release (2020-2021), it also was a significant improvement in performance with GZDoom. LZDoom ran better on my GTX 1070 than GZDoom did back then.
It is however mostly obsolete now, not necessarily because VKDoom is that much of an improvement (they fucked it up completely in one update and never fixed the issue) but because the ZScript support in it is too out of date.
Plus it doesn't support lightmaps or IQM meshes if you need those.
>>11792649>He's been updating it pretty often as of late, I think it now supports ZScript up to GZ 4.10 or 4.11, one of the two.It's still in development? I was convinced it was abandoned, IIRC the Github repo didn't have recent commits.
>>11792658Sure is. It's not been pushed to Git for whatever reason, DrFrag just uploads them directly to the DRD repo.
>https://www.doomworld.com/forum/topic/102592-lzdoom-4114-released
>>11792702Has anyone asked him about the lightmaps and IQM models? Is he gonna implement those?
>>11792707Not that I can tell. I think he's focused on getting the ZScript versionto be 1:1 with GZ first, but this is just conjecture on my part. It'd be best to ask him directly.
>>11792551>running doom in an 8088that's dedication to the 'tism. maybe FastDoom would be a good starting point for it
>>11792610did you report the issue, including how to reproduce it?
>>11792148kino. is that the new Chocolate Quake port?
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>>11792373>What are you doing?Making a player-usable version of this enemy's flamethrower.
>>11786293Delicious Purgatory
Finished pirate doom 2. What a shitty sequel, it's like very decision was done with the sole purpose of making the most annoying wad ever. The sounds, the weapons, the maps, the clashing graphics, and everything together made for a miserable experience.
Hot off the presses, courtesy of /co/.
>>11792994Sorry but no, PD1 is gzslop while PD2 is a proper fucking megawad with competent level design, and also has actual thought put into its encounters as opposed to the dogshit combat of PD1.
I like both Pirate Dooms. However the cutlass in PD2 is fucking stellar. Love how it looks and feels, good shit.
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>>11785559>>11786293>>11792993Well that was actually kinda easy once I decide to stop messing around.
>>11786481Yeah, Cyberdemon was the most threatening thing. Just a matter of getting to where you need to without catching a rocket.
>>11792994maybe you should've bought it instead
>>11793021The cutlass and blunderbuss are the only good weapons of pd2. They unfortunately don't outweigh the worst bfg replacement I ever saw, the grog bomb, and the cannon
how do you get good at encounter design? which wads to study?
>>11792993She's great.
>>11793030Played any other FPS?
>>11793031plutonia, sod, swtw
>>11792248Like fireblu mixed with nukage
Puzzles? In MY Doom??
this level kinda rules
>>11786034someone post it
I don't know why I accepted working with vanilla Dehacked to make some enhanced gun animations, but I did.
What a fucking pain in the ass. Fucking goddamn it, fuck this shit. Next time someone asks me to give their project some neat guns using DEHextra at the very fucking least is non-negotiable.
I'll show it when the project is public though, it's a very hate-love relationship with Whacked4 since the project needs to be limit-removing for some fucking reason.
>>11793031Draw your map, pin it to the wall, put on a blindfold, throw darts at it and put monsters there.
>>11792658>I was convinced it was abandonedIt was supposed to be when GLES was merged into base GZD.
>>11793031You should study hydrodynamics instead.
>>11793031Finish yout map and then ask for your sister to do placement
>Ejected empty shells fly further than ejected unfired shells in HD
That's an insane level of detail I'm just now noticing
I'm surprised how many plutonia maps are perfectly doable on nightmare.
This one might actually be easier than UV-max since you can BFG for days and don't need to get all the kills anyway.
If you're wondering, at some point I'm waiting for 15 seconds for a bridge to raise, cause if you get there too early you freaking die
>>11793031Play and study the iwads, and analyze what you like about your favorite levels, also do this for your favorite wads.
>>11793093Good luck with that shit, you're gonna need it. Ask them if they're using the Wolfenstein SS or if you can hack him up into frames for animating weapons. Optionally the Spider Mastermind since it fucking sucks and it's rarely used.
>>11793218Kind of reminds me of when I was first playing through STALKER and couldnโt tell why two of the same gun had different weights. I then realized that one had more bullets in its mag than the other.
how do I engage ridley in pvt stone?
Dance with me baby,
Dance with me baby let's get lost right here
>>11793280give engageridleymotherfucker
>>11793265Luckily I'm the one working ahead of everyone so I can do whatever I want, which I will because holy shit I hate it big time here.
>>11793309Then tell them that unconditionally you're hacking up the Wolfenstein SS for his animation frames, and if they have a problem with that they can move the project to DehExtra.
>>11793284https://youtu.be/L9HQ6lHOyfE
>>11791683>>11792174In case you wanted to try this now - I've got an updated version of this map now.
https://files.catbox.moe/eokpjx.wad
After some testing feedback this version has
>more items>fewer enemies (it was hell of overtuned)>some extra shortcuts/passages>another secret>enemies in the theater shouldn't get AS stuck (they will still get stuck)please to enjoy, as always this was made for Hideous Destructor so results may vary for vanilla players.
>>11785484 (OP)Any recommendations for slower-paced, atmospheric horror Doom TCs? I'm thinking something where you don't fight a lot of enemies at once, but the individual enemies you do fight pose a threat, and you have to effectively manage the health, ammo, and other pickups you find.
Playing Vertex Relocation now, enjoying it so far, some neat little map geometry
This fuckin face had me laughin for a good few minutes
>>11793452This part was super dickish. I really enjoyed the map, took me a goddamn hour to beat
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babby first map :)
>>11793757Don't threaten me with a good time
>>11793757>I lied I donโt have the dark ages So I had to have shit taste to get the good taste material? Why is it always so complicated?
>>11793754Good start, my first ever level was barely more advanced than that. Kinda wish I'd hsve kept it just as a memento and a frame of reference for where I ended up after all these years.
>map was a simple upside down T shape>you had to go in each of the "arms" of the map to get the keys to unlock the exit>there were some zombies here and there>when you unlocked the exit there was a revenant in there as the "boss">i made a bunch of spaced 32x32 pillar shapes in the walls in a lot of places because I thought it looked cool>but you'd get stuck on them moving>also the doors were thicc 32x128 doors>and everything had the same floor and ceiling height>and the same 128 lighting>also textures weren't aligned anywhere
>>11793759>>11793764that includes the Master Levels
>>11793769So? It also includes the worst of TNT, there's still more good content than bad.
>>11793769I love Master Levels, especially Black Tower
>>11793769And the 3000 additional maps?
>>11793769>I get to play the kino that is Express Elevator to Hellcount me in
>>11793790https://youtu.be/6t5abD7ZWSw
I play the shit out of these. I only wish I had bros to deathmatch with in the levels made for it.
>>11793757Can all those newer console port campaigns be played on sourceports?
>>11793818Yes, outside of Legacy of Rust even on the most basic ones.
>>11793818Legacy of Rust is the only one that brings new weapons and monsters, and it plays fine on gzdoom.
>>11793828>>11793827Good shit. Just snagged all the wads from the steam compilation.
The remixed music for the base games sounded pretty cool though, I wonder if that can be snagged too and used on GZDoom.
My attempt to run SIGIL on DOSBox
>>11793987...It crashes very fast.
At least it loaded, No Rest doesn't even start.
Do people still make vanilla-compatible wads?
>>11793994You need a limit removing sourceport. Try Marines Best Friend if you're gonna do it in DOS
>>11793994yes, there's still a decent amount of vanilla wads coming out. Earthless, Osterity, and Into Sandy's Cities are some recent ones.
No Rest is actually limit-removing, it used a modified Doom when it came out. I didn't realize Sigil was though.
if you actually want to play a bunch of wads in DOS for no reason, check out the Tartar source port, it can play a decent amount of Boom-compatible stuff - as long as it doesn't use DEHEXTRA or MBF21
>>11793987it's LR wad or are you using some source port to run it?
>>11794013>>11794007I'm gonna check these anyways. I'm mostly driven by curiosity, no intention to made DOS doom do things it wasn't meant to do, though I do like to play that version for things that really were meant for it.
>>11794043Yeah, John said it in the readme that it needed a LR sourceport but I still wanted to check how far it would go. Seeing the titlescreen was cool enough
>>11794054Sigil runs great on dos based sourceports. I only wish there was one that supported the buckethead ost version. Even one that supported CD audio would make me burn the ost to a disc to work correctly, but the earliest it seems mp3 can go is win98.
>>11793290>it no longer makes her nudebut why
>>11793742Glad you liked it. Did you figure out how to get the BFG in the end?
>>11794259Wait a minute, Quake 2 might be awesome actually
>>11794054Anon what are you using to emulate the crt scanlines & blur?
>>11793708>>11793734that's clearly a shrimp
>>11794284Stock D3D shader that comes with DOSbox-X called "CRT.D3D.br.fx"
Or if you wanted a more general response, DOSBox-X supports shaders, so does DOSBox-Staging.
what's your opinion on doom's mods that change some monsters sounds to make each of them unique?
on one hand, they could be considered a cheat/having an easier time...
i was playing around with monster sounds EX but i don't like that it also changes some graphics and all the former humans have different sounds.
is there something that changes mainly the camel sounds?
>>11792895Cool beans, now also fix the DoE's Morningstar slot#1 melee weapon replacement while you're at it . .
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sup?
>>11794357If you're on a ZDoom family port, give Doom RL Arsenal a shot. It significantly expands on variety while sticking to a mostly vanilla art style. Zombies get like 4 variants and chaingunners get 2 on the regular spawn tier, with the other tiers having harder monsters that show up fairly regularly. It also adds a lot of bosses and makes masterminds very dangerous.
I love it, personally, just get ready for the possibility of getting an agony elemental (which spams lost souls and also pain elementals) in a cybie/mastermind spawn.
>>11794425Brother, no hard feelings but i don't understand the point of this post. unless you're the author of said mod. thanks for sharing anyway
>>11794357I like it. I don't consider it a cheat personally, and having more distinct audio tells is good.
As for something replacing the camel sounds, I think DRLA's monsters actually replace them for the imps for something else, though I could be misremembering.
>>11794357There should be a version that doesn't touch graphics. Look for BV - Monster Sounds EX (MBF21).wad.
I like it in theory, but you have to handle Doom's soundscape cautiously. MSEX made a few weak-ass sounds for the revenant and cyberdemon that ruined the whole thing for me.
The first time I got backshot by a cyb and realized I literally couldn't make out his rockets coming or going over what was happening around me, I chucked it.
>>11794465I'll send that feedback to the dev. He's usually pretty good about getting shit right.
Which wads are the best fit for Doom Delta?
>>11794469Oh.
Well, then, I enjoyed it apart from these two issues. And there was a small bug where the arch-vile's attack still boomed when it whiffs on the MBF21 version.
>>11793742Also, if you don't mind me asking, how did you find the different parts of the map and their 'gimmicks'? Did they make sense? I didn't set out with the goal of making what amounts to a crystal maze knock off but now I realize that's what it is.
Have I dreamed that up or there were multiple variations of this same map? One in Lost Episodes, maybe yet another one in NEIS? Just how many of them are there?
there is anyone that can help me figure out the DECORATE code for the rocket fired by the rocket launcher replacement in my mod?
I spent hours over hours trying to figure it out and I cant make any progress
I looked at how other weapons mods do rocket replacements by opening them in SLADE and all of them have different code
the zdoom modding wiki has not been of much help either
please this is the last thing I need to fix before my mod is complete
>>11794523What's the problem? What does it (not) do?
>>11794536why is there a Damage defined above and another damage amount after A_Explode?
>>11794545One for impact damage, one for explosion itself. That's how vanilla rockets work.
>>11794545The Damage property is for the impact, A_Explode is the splash. If you don't put parentheses around the damage property, that amount will get multiplied by 1-8 (so your rocket here will actually do 100-800 impact damage plus 300 splash in a 150 unit radius). Boss monsters will take the full impact damage but ignore the splash.
>>11794549and how much is the damage of the explosion of doom vanilla rockets? I cant find that value anywhere
>>11794553>If you don't put parentheses around the damage property, that amount will get multiplied by 1-8what the fuck how was I supposed to know this?
it fucking doesnt say this anywhere on the zdoom modding wiki
>>11794557https://zdoom.org/wiki/A_Explode
>The default value of the ExplosionDamage property is 128.>The default value of the ExplosionRadius property is -1, which means it uses the same value as ExplosionDamage.
>>11794479This was a charming Mod. You could try something like Oops All Tech Bases
>>11793452>please to enjoy, as always this was made for Hideous Destructor so results may vary for vanilla players.I'm am least using the HD monsters mod through this so I can get dicked on properly.
>>11794681I solved that puzzle by shooting it with a shotgun and a pellet ricocheted
It didn't even register that I was shooting a mirror and I couldn't recreate it, kek
>>11785485DOOM 2 MINUS DOOM released
https://www.doomworld.com/forum/topic/153656-doom-2-minus-doom-idgames-release/
lots of "meta" wads this year: vertex relocation, amalgoom, now this
>>11794726>Only Doom 2 monsters allowed!>Nothing but Hell Knights, Chaingunners, Revenants, Mancubi, Pain Elementals and Archviles
>>11794729Jesus Christ...
>Doom II canonically has 3 episode names in old versions of SETUP.EXE - "The Space Station", "The City", and "Hell"
why did they remove this? the game would play better with episode selection
>>11794776Maybe because the episodes would have been lopsided?
An ironicly good remake of Depth Dwellers mod for Doom2 WHEN???
It somehow worked for Exploding Lips
>>11794681Phew, that's still visible in the mirror - I lowered the counter and mirror so that enemies could shoot at the player but I realise I didn't check to see if it still worked.
>>11794479How about playing Doom Delta on Delta Touch while on a Delta Airlines flight to Delta Island?
>>11794729That's honestly not that new, some people already design some levels by that ethos.
The bigger question is if you're only allowed the SSG and the Megasphere?
>>11794776Those were probably placeholder names left over from an earlier stage in development when they were still considering using episodes.
Doom 2 would probably have flowed better with episodes though, and giving it maps would have been better too.
>>11793827>>11793828>>11793957legacy of rust doesn't work on my end and i used the wads in gzdoom, how yall get it to work?
>>11794357I like them. Especially the Yholl one for HDest.
>>11794895this reminds me
why does Doom have falling blood and nukage sprites, but not water or sludge
that's kind of annoying
>>11794895Grosser. Meat maps don't undulate enough.
>>11794912Id didn't use one so they didn't include it. They made one.
>>11794465i'll check it, thanks anon. ideally, would it be hard to change a few things if i don't like a sound or i want to revert to the original? i used SLADE before but i'm still an idiot when it comes to this stuff
>>11794916There are unused frames for a waterfall in the Doom 2 beta content. Not sure how well they would actually have worked.
Fun fact, their animation sequence is still actually defined in Doom 2, so if you add four textures with the right name, they will actually animate. Similarly for the brown poo fall, I think.
>>11795029I don't think there's anything defined for the brown slime, though I think there might be ranges freed up from ultimate doom.
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
WE ARE STILL ON NEPTUNE 2.4.3!
How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/JrsETLaJ#Ny7E1Uu7ftp-2Yojpdj04Rc5xucKgV1V6H2DPboPzLA
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/Neptune2.4.3
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.)
>>11785484 (OP)>/Vertex Relocation/ rc2>some bugs left.Okay, it's been 1 month since the last release candidate that was described as "probably final"
https://warosu.org/vr/thread/11729451#p11731353
I don't know if you noticed, but the map 18 author (me) tried to comment on the scrolling wall fix in that thread, but forgot to quote the right post like a genius. Everyone else also seems okay with the latest changes. What else do we need to do to get this out the door?
is there a quick way to change the main menu and episode selection and skill selection fonts through MENUDEF?
the article on the zdoom wiki is a fucking mess all I want to fucking do is change the goddamn font of everything written in Doom standard font all at once for fuck sakes fuck this is giving me a headache
>>11794729Wait a damn minute, doesn't that mean the only gun would be the super shotty?
>>11794729>only doom 2 monsters allowed>pain elementalSo he is effectively just a balloon.
>>11795274I hadn't thought of that.
>>11795274>only Doom 2 enemies allowed! (Except for enemies spawned by Pain Elementals and Icon of Sin spawners.)
>>11795274Would they be hydrogen filled as a compensation or would that go against the spirit?
>>11795290>>11794831>>11795257A bit disapointing, they removed the normal shotgun but kept the rest instead of making SSG only. Honestly i think it will play like a weird Plutonia.
Pain
md5: c285760574e0340ca295b8517e39b388
๐
>>11795291>explode painfullyThat kind of makes them like Doom 64's version
>>11795314Only having SSG to use would be kind of not that revolutionary.
>We'll only give you one gun! But it's also the best gun, and you probably already use it on every Doom 2 enemy in every other wad anyways
>>11795324>>We'll only give you one gun!>>But it's also the best gunMaybe 'most fun' gun.
>>11795338It's the gun with the least downsides, at the very least.
>no dangerous splash damage>ammo is either the most common or tied with most common>biggest instant burst damage barring of course BFG>more damage efficient per shot than its daddy
>>11795342>It's the gun with the least downsides, at the very least.It's limited by its range and firerate. It kills considerably slower than the rockets, plasma rifle, and BFG. It's not exceedingly poor or great. They put it in a good spot.
>>11795349Having to be close to something isn't that big of a downside. Most enemies you can sidestep their projectiles pretty safely. But killing almost everything in 3 shots, at the cost of merely 6 shells? WITH the ability to duck back into cover during that admittedly long reload? No, I still maintain it's the best at what it does when factoring ammo cost and efficiency.
>>11795324>Only having SSG to use would be kind of not that revolutionary.It's already the normal mode of play for a lot of fuckwits.
>>11795359You say that like it's not perfectly valid, or that there's another weapon you can safely use for that much damage output. Cells and rockets are treated like a rare treat with most wads (at least, ones that I personally play), and chaingun just isn't good enough DPS to deal with most things above imp.
>>11795356>But killing almost everything in 3 shots, at the cost of merely 6 shells?Still nearly twice as slow at dishing out damage compared to the plasma rifle and rocket launcher, both of which have a better range, and the rocket launcher has an edge against crowds with that splash. Theyโre also both often better at locking down enemies from attacking you.
If the SSG's DPS wasn't in the middle of the charts I'd be worried, and even the pump and chaingun maintain some niche with their range. Having the most available ammo makes sense when itโs right in between everything.
>>11795385I'm not arguing that it makes every other gun irrelevant. Of course rockets and plasma are still good. But how many times have you gibbed yourself because of rocket auto aim pulling your shot a little too left or right? Or like a pinkie appearing from just around the corner and catching the rocket for you in your face? Rockets require considerably more caution. SSG you can pull the trigger without a care.
>>11795396>But how many times have you gibbed yourself because of rocket auto aim pulling your shot a little too left or right?Not anywhere near as much as I used to.
>>11795401Fair. It's still pretty maddening when your rocket clips the floor in front of you when you thought you had a good angle on something down low.
>>11795342Always thought it was interesting so many deathmatch maps give all players SSG at spawn. I thought it was just a gimmick for one level... And then the next level did it... And then the next one... And then the next one on a whole different WAD.
And it kicks ass. That game of chicken between two players trying to get as close as possible before firing off the first shot and leaving yourself vulnerable is always fun. And the rocket plasma and BFG still serve longer range purposes. Way better than pistol start on deathmatch.
The full SSG sprite looks pretty cool
The chaingun not so much.
any wads that feature crash and phobos from quake arena?
can someone tell me exactly what I am doing wrong here?
I stole this code from another mod, yet there it works
All I replaced were the sound effects put them properly into SOUNDINFO and used generic BulletPuff as puff type which is the same I used in the punches replacement instead of the custom Puff Actor the original mod was using
I dont think that is the problem
it has to be somewhere else
I lost hours upon hours to try and fix this please help me
yes the DECORATE file is enabled in DECORATE
>>11795459Wonder if anyone ever did anything with those Tesefy Crash arms.
>>11795451You're missing the magic pixel that will bless your gameplay though
>>11795508It's still there, the sprite is just looooonger, it's from the id vault extras
>>11795425SSGs available to all is neat on big maps where you can fight at distances makes using the regular shotty gets actually way better damage out over time.
>>11795452It just registers to me as double chaingun kek
>>11795452The visible seam and screws from the original toy forbid me from seeing the chaingun's fire cycle as rotating. I just see it flip-flopping back and forth, and now so will you.
>Bobby Prince said: "The Archvile is an evil healer. Anyone getting in his way is blasted with fire and disintegrated. This includes other demons. But, after he has wrought his destruction, he then goes around and reanimates all of the demons. Because of this interesting dual personality, I decided to give him a very evil laugh as an active sound. For his death sound, I recorded a young girl saying 'why,' pitch shifted it down and mixed it with other sounds. The Archvile just doesn't understand why anyone would want to kill him as he sees himself as only doing good for his fellow demon."
kino
>>11795681If he only attacked you after attacking him, that might be interesting.
>>11795670Luckily they're not visible in the original, so that's another reason not to use the full chaingun sprite, you are now breating manually.
>>11794887Make sure you have these wads:
id24res.wad
extras.wad
id1.wad
id1-res.wad
id1-weap.wad
If your install of Doom1+2 contains "id1-mus.wad" and "id1-tex.wad" then throw them in too.
Just beat Doom 1, 2, and TNT evilution
Which WADS should I play next?
>>11795791Plutonia, obviously.
file
md5: cad51bec057cc8f7e3d620d1e9fe492e
๐
since when did GZDoom add two new weapons by default?
you cant pick them up but if you use the console command 'give weapons' it gives you two weapons that use gasoline as ammo: the Incinerator (in the same slot as the plasma rifle) and the Calamity Blade (in the same slot as the BFG)
if you use the command 'give ammo' it also maxes your ammo for those
it gives them to you even if your IWAD loaded is the old v1.666 of Doom 2
>>11796076Interesting, it doesn't look like they've baked in any of the monsters. Must be part of the ID24 support.
Hello, niggers. How do I check if the script activator entity was damaged specifically by the player in ACS? Is that even possible?
I don't know zscript that much btw, so I would prefer an ACS solution since that's what I know well enough and am comfortable with.
>>11796103I found the code for the new weapons and their ammo inside gzdoom.pk3 but I cant find the sprites anywhere
>Get the yearly need for retro shooters
>Have finally replaced my toaster, can now run Ironwail for Quake and have no problems with even the most bloated of GZDoom updates
>Decide to get into Unreal Tournament '99 instead
No idea what pushed me to do that, but it's a good time all the same. Orbital Capture The Flag with 32 bots on Adept difficulty was a fun party last night. Tamerlane can eat my ass for camping with the sniper rifle, every time I spawned in the middle ground my head was immediately popped off.
>>11786034Investing someclose to a decade watching series and being let down by a staple "girl gets boy" ending is a bit weird ngl
Outside of that, I don't see why you wouldn't believe personal claims posted on the internet. Has to be true.
>>11796219i should look into that, but my current mouse is a piece of shit
>>11795356>But killing almost everything in 3 shots, at the cost of merely 6 shells? Not going to work out that way, especially when the enemy usage is completely lopsided and missing the Doom 1 monsters. You also can't count on always getting contact shots at all times, you're gonna end up in fights where you need to shoot at longer distances, and having ONLY the SSG for that is going to be cumbersome and inefficient.
>>11795368It's a dependable and safe all rounder, which at the very least has a good chance of hit stun if I get oogabooga'd while wandering very uncertain territory, which is why I often wander around exploring with it out.
It's like a double barreled safety blankey in that sense, I guess.
However, like a safety blanket, it also will not always be adequate for handling all your problems.
I noticed just now there are 2 .pk3 files that come stock with GZDoom: lights and brightmaps
do they autoload with the executable or you have to load them manually? I use ZDL 3.2.2.2
can they create problems with custom maps and gameplay/monsters mods with custom lights effects and shit?
in this case should I not load them at all?
or load them first or last?
thanks
>>11795052Better, looks more like fire that way. That firewall texture was always pretty rough and shoddy though.
so when are you nerds gonna make a new thread
>>11796260>which is why I often wander around exploring with it out.I do this with the chaingun.
>wander around>hitscanners appear>theyโre not lined upI can shoot the chaingun for a bit and switch to the super much more easily than shooting the super, waiting on the reload, and then switching.
Just switch weapons lmao, it takes less than a second
>>11796262The options for brightmaps and lights on GZDoom startup are for those. They don't create problems, they're loaded first and anything that affects the same lights and brightmaps will be used instead since they're loaded afterwards.
>>11796282I dont launch GZDoom on its own I use ZDL
I tried launching GZDoom executable but it got me right into Doom 2 no options window showed up
>>11796292My Documents/GZDoom/%username%.ini
or
%root folder%/%username%_portable.ini
autoloadbrightmaps=true
autoloadlights=true
autoloadwidescreen=true
>>11796292Sounds like your ini got saved with the "don't ask me again" checkbox ticked when you played 2.
>>11796304Yeah, it's a "show iwad dialog" somewhere in the game menu
>>11794946Not very if you know what you're replacing. I presume you roughly get how it works.
Replace the old sound with a new one that has the same name and location. Either directly inside the mod, or by making a new archive that replicates the file path it uses and is loaded after the mod.
The best "secret revealed" jingle
https://voca.ro/1iJdGvfx4U6q
>>11796321>deletedIt better have been the HFFM one.
>>11796219I'm deep into Return to Na Pali Ultimate right now, they recovered and plugged in cut levels from the vanilla campaign. Afterwards I'm going to look into some more custom campaigns before I dig into The One.
>>11792056Yes because you need direct pressure on the source of the hemorrhage while fiddle fucking around with your wound packing material.