DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11796348Doom/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. Something about Map18?
=== NEWS ===
[6-17] Drake O'Brien Ovational Megawad released.
https://www.doomworld.com/forum/topic/153776
[6-17] Combustion by Fiendish
https://www.doomworld.com/forum/topic/153768
[6-16] Content released, a 7 level MBF21 episode
https://www.doomworld.com/forum/topic/153754
[6-14] Duke Nukem Advance has a PC port in the works
https://www.moddb.com/mods/duke-nukem-advance-tc
[6-11] Doom 2 Minus Doom released
https://doomworld.com/forum/topic/153656
[6-06] Leaked Duke Nukem D-Day prototype build
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] DBP73: Narcoleptic Strata is out now!
https://doomer.boards.net/thread/4010
[6-02] Showtime v2.0 released
https://cherubcorps.itch.io/showtime
[5-30] Skyboxer, a map-to-skybox tool for Quake has been released
https://moddb.com/games/quake/downloads/skyboxer-a-map-to-skybox-tool-for-quake-10
[5-29] Project Gryphon Beta 1.0 released
https://moddb.com/mods/project-gryphon/news/project-gryphon-beta-10-release
[5-25] Collision Course by Sgt. Shivers
https://doomworld.com/forum/topic/153300
[5-09] Apophis by Christopher Lutz
https://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
https://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 is free on Steam
https://store.steampowered.com/app/3613770
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11806985It's fine just shoot some grenades down there
>>11806985>wet smacking sound intensifies
>>11806985I haven't seen that many tar babies in a pit since [My attorney has advised me not to finish this joke]
>>11806986Tarbabies are really not that bad IMO.
>>11807025They're a real fucking nuisance if you get stuck in a room with them and don't have a way to get out, because then you're faced with harsh reality of being plapped to death or trying to kill them without exploding yourself too much.
https://limewire.com/d/udNDe#Ikau0zNEK4
Hexen maps with Doom weapons and monsters.
>>11807093Better weapons and monsters.
I tried installing Unreal off GOG and after installing the Unreal 227K patch I can't start a new game. When I try I get the error message "Failed to launch URL - Cannot find file index.unr". Why is this happening and is there a way I can play Unreal without that patch?
>>11807093Sheer curiosity.
Also Hexen bestiary is awful.
>>11807103>Why is this happening and is there a way I can play Unreal without that patch?The version of Unreal through the GOG install should be playable from the get-go, just give it a quick reinstall. The newest 227 patches are if you want to get into some of the newest versions of like one or two mods, Unreal Evolution and Project Gryphon.
Not sure why it's happening on your end. When I was running into issues with it last year it was juggling different patch versions, trying it out with mods, and getting my System/System64 folders mixed up. I ended up installing it to a different drive with a different folder name and that seemed to fix my issues.
deser
md5: 3b16e895ea144a3ce1c64c64604150e2
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https://files.catbox.moe/fe5t6f.wad
I made a map and I'm looking for feedback. This is basically my first map, I made one or two before this but it was forever ago. Made this one short and sweet cause I wanna make a bunch of these, but I figured if I got some feedback on what I have right now then I can apply it to the next maps. I definitely wanna make atleast two more, a techbase themed one and a hell themed one. The map is for Doom 2
Thank you for explaining how to install Project Gryphon last thread - I installed it and it's working great. One more quick question though, should I be running the game through System or System64 or does it not matter? Also, the sword is fucking great.
>>11807162>One more quick question though, should I be running the game through System or System64 or does it not matter?I feel like it should but I don't think it does. I've got a 64bit system so I've just been putting everything System related into the System64 folder, just to be safe I suppose. And yeup the sword is amazingly fun, keep your eyes peeled for an awesome one in Velora Temple.
>>11806896>back-porting the Alkaline mod's Grenade ProbesI have some alternate versions of each Malice enemy planned - for use in custom maps and maybe as part of a randomizer modifier. For the probe in particular I was thinking of giving it rocket launchers while a riot guy gets the same mortar launcher as the player.
Not looking forward to having rig and re-animate boneless models though...
>>11807138it's ok I guess. cleared it in 4 minutes
the corridor to the southern room could maybe use a bit more decoration? the right side when you walk in is a bit bare
Do you think there'll be people still playing and making Doom wads a century from now?
>>11807138I have no idea what to do in this room and why i can't leave
woof0052
md5: a818d1784498cfc40fec9880c611a0c4
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>>11807251forgot screenshot
>>11807252The switch opens up the tunnel to the left of the starting building.
>>11806970>Some bugs left. Something about Map18?I don't remember bugs in MAP18. You should have fixed MAP29 https://desuarchive.org/vr/thread/11746250/#q11750418
>>11807257I can't exit this room, the door does not open from inside
>>11807263That's weird, the doors should've stayed open. I'll look into it.
>>11807251I also ran into this problem while playing with Nugget, the door that leads back to the street only opens from the outside for some reason, I could only finish the level because a pinky opened it for me. The door works fine in GZdoom.
Also, I have no idea how to make the last chaingunner come out of his little room near the end or if it's possible to lower the pillar with the armor.
You can also walk through the final elevator's bars.
>>11807273There's a small button you can shoot near the tunnel from the meat fence, opens the first armor door and lowers it, picking the armor opens the chaingunner.
>>11807138The rocket launcher secret is both obtuse and useless. The door to the exit lowers too fast, makes the fight against the caco an annoying back an forth to the door and away for a couple of shots.
good
md5: 8f5225dfc1d9832b25786d2597655548
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>>11806965 (OP)>https://imgur.com/a/wWS8zXz> he still hasnt added MM8BDM
>>11807138The line in front of the door that lowers lift blocks the door line from being used, apparently. Even on Boom and MBF21 compatibility. I never quite remembered if they ever meant to fix this, but apparently they did not.
Also the map got me errors I never seen before until I rebuilt the nodes.
slade
md5: 2061347f4b0c55530f66da53286b9f68
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>>11807273>>11807267your walk-over linedef in front of the door swallows use, you should mark it as "pass use"
>>11807279>The rocket launcher secret is both obtuse and useless.My intention was for the rocket launcher to make the last caco easier and also the next levels I intend to make. I was considering if the secret would be too hard to find but I thought it would be kinda like the rocket launcher in the original Doom 2 Map01.
>>11807287>>11807291I see, thank you for telling me this. Considering this and the other anons advice, I think I'll just move the secret or atleast the trigger for it entirely. Perhaps a switch behind the dumpster or something like that
>>11807261Is nobody else handling Vertex Relocation right now? I might take on fixing whatever might be left, but I need you guys to list to me EXACTLY what is left to do for it.
>>11807301>My intention was for the rocket launcher to make the last caco easierObvious enough, problem is, I am confident almost no one will ever find a secret like this naturally. There is no direct LOS to it, even partially, for a clue, and it's too far to hear the lift. I only found by randomly going through doors after already clearing the stage.
>>11807301So before the I got trapped in a room, it was a decent, like, opening map for a wad, although the resistance was ineffective. The opposition in the room behind 4 doors in particular. There's no reason to trap pinkies behind bars.
Also the stimpacks are snugged on the elevation which makes them float above ground. Be careful about it though it's not as big here as it could've been. They start at the height of the floor at the midpoint but if something moves nearby, they'll do a proper collision check and jump up.
>>118072611. replace map29 with what its author sent https://desuarchive.org/vr/thread/11746250/#q11750418
2. MAP24: fix medusa or whatever its called near sector 365
3. MAP24: maybe fix switch (line 612) being shootable by shooting the wall opposite of it or keep it because its pretty minor
https://desuarchive.org/vr/thread/11729451/#q11734603
4. whatever OP wants with MAP18
>>11807284Maybe he will learn someday and will stop baking these
>>11807332>2. MAP24: fix medusa or whatever its called near sector 365I booted the map to see if I can help, but I don't see anything wrong near sector 365.
woof0000
md5: 014998eb22775835135e5e91c5dd43e1
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>>11807359I don't see this. Maybe because I run it out of editor.
Looks like a slime trail, so any minor movement of a vertex nearby should fix it.
>>11807359upd: happens only on software renderer
>>11807307I see, in that case maybe I'll keep the idea of a secret launcher in the level but I'll experiment with making it a bit more obvious.
>>11807312I understand, I was a bit scared to throw too many monsters at once at the player so I'll keep in mind to make things harder next time.
Thank you anons for taking the time to play my level and leave some feedback. I'm learning a lot and I will take your suggestions into consideration for my future maps, as well as fixing up this one. I'm off to bed for now and I'll resume mapping in the morning.
>>11807369>any minor movement of a vertex nearby should fix it.indeed it does, good to know
oBaEcl
md5: 48f43a46da6ffb7ad32960632f601009
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>>11807208hopefully
i want to play alongside a fully voxelized pvt stone in vr
>>11807413I love that hub map in Pvt Stone.
>>11807349> Maybe he will learn somedayHe is either a janny or shielded by a janny so I doubt it
>>11807437>shielded by a jannyCan't be, his previous spergouts have been wiped.
>>11807440Are you talking about MM8BDM anon or the OP?
>>11807449That MM8BDM guy. As for OP, I have no idea, we don't always have the same guy baking, and sometimes we have two guys that make a new thread at the same time and it gets really confusing.
>>11807440I have never seen OP sperg out although always suspected he must have
>>11807454Shortly after I made that post I realized you guys were talking about OP and not that 8BDM obsessed guy.
That's my bad.
>>11807452Nah MM8BDM guy is clearly targetted by jannies. And tbf you kinda need a sperg to make sure shit doesn't get too tyrannical and what not. I'm sure that black hoe who didn't wanna stand in a bus was a pain in the ass in general too, but she was also correct
>>11807458Yup
>>11807460I don't think it has anything to do with "tyranny" 8BDM doesn't need to be on the list. It's not a historically important /vr/ project, it's not particularly obscure, and it's not even that well liked here.
We've tried to play it during SNS and the general agreement was "It shitass."
Just because one guy has a borderline fetishistic obsession with it, doesn't mean the rest of the Doom thread needs to go along with it.
>>11807460>MM8BDM guyIn other words you.
sweat
md5: 32357ed5a0639b1a5e47f7ba62c5fb55
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Is there a list of approved TCs?
Can only vouch for
>Ashes
>Aliens: Eradication
>Hedon
>>11807468It's a gigantic project that is as noteworthy as anything else in the pic. And let's be honest a lot of the map sets/conversions there are not well liked nor that important.
Seems like whoever makes the OP pic is as stubborn as the MM8dm autist but unfortunately for the autist OP is also related in some way to the Doom general janny so we get what we get
Like let's be honest there's no way mm8dm still havent been added because it went through some rigorous analysis and it was decided it's not worthy but some bullshit like "shadow of the wool ball" is.
I don't even mind giving 3 day bans to spammers but this elitism of "mega man conversion is not good enough" when there's loads of useless shit there that nobody questions
>>11807469yeah I think there are more people here than 1 who enjoy that mode. And pretty much everybody knows the mm8dbm guy
>>11807469I don't even think the original post with a mega man picture above is the mmbdm guy.
He probably left after that massive wipe-out we had half a year ago or whatever
I think we now have people who carry on in his name. Not that OP is gonna bulge, these last 4 years the doom pic has only been changing for worse as if it's some subtle troll who wants to see just how shit can the doom pic become before people notice
>>11807487>these last 4 years the doom pic has only been changing for worseIt hasn't changed at all in the past 4 years. It hasn't even changed in 7 years. You're not very good at this.
>>11807513I assume he's bitching about the actual image being used for the first post. Probably the same autismo-maximus that cries foul if the image isn't 100% related to Doom.
>>11807460It's interesting seeing you comparing you and your samefagging to Rosa Parks.
9292
md5: e5781347399db86a237d3309cacfcc40
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>plays 94p beta
>maps aren't even good
>never touch it again
why i'm waiting 90 years for this fucking wad again?
>>11807332Alright, that helps, but what did anon want with MAP18 again?
>>11807359I might be able to fix whatever that is.
>>11807524I remember a lot of them being really fun. Maybe some day...
>>11807524hey guys chopblock here this is my awesome boss monster i have planned for the wad i took 3 years to make this one frame isn't it just great
>>11807524The cyberdemon recolor is the key to all of this.
nugg0021
md5: 5541b27364fdca21c297ab504673b2df
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>>11807359>>11807369>>11807371Alright, that was indeed a slimetrail, never seen one do the hall of mirror things with the framebuffer before. Fixed.
>>11807332Now, what was that about MAP18?
>>11807332>maybe fix switch (line 612) being shootable by shooting the wall opposite of it or keep it because its pretty minorNot sure what to do about that, and I didn't know shootable linedefs could be tripped from their backside. Put up a board or pillar above it so that you can't reach to shoot over that linedef from the backside maybe?
>>11807572idk what it is i myself don't remember problems with map18
>>11800021You the author of MAP18? What needs done on that?
>>11807586Going back in the archives and CTRL+F'ing for MAP18 or MAP 18, I finally found some mention of some scrolling strobing lights or something.
That ring any bells? I'll take a look at the level directly and see if I see anything myself.
>>11807593No problems, someone already fixed it with anon's approval
fogmap
md5: b33d449c443000a9084d9507a52f8c2f
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Alright, this is new stuff to me, looking at MAP18, there's in fact two of them, there is MAP18, and then there's MAP18GZ. I'm assuming that MAPINFO is used so that if you're playing the .wad with GzDoom, it would load MAP18GZ instead of MAP18.
MAP18 has all of these things though, linedefs with action 242 with actions for creating fake floors and ceiling, but they also have a missing texture named FOGMAP applied as a midtexture. I have never done GzDoom mapping, and this is NOT in the MAP18GZ version (I haven't even looked in that one yet), but I wonder what exact purpose this missing midtexture would serve, and if it's supposed to be there or not.
>>11807601Oh, goody!
>>11807542>named bitterman>not bitter at all, actually seems rather pleased
Aight, looking at MAP18GZ, this version does not have the missing FOGMAP texture on these linedefs.
Is this intentional and how it's supposed to be?
>Slimetrail in MAP24 fixed.>MAP29 replaced with updated version.>MAP18 was already fixed before.This was everything left to do, right? I assume we want to also post it on some forums or something?
>>11806970Vertex Relocation, Release Candidate 3:
https://files.catbox.moe/aoucg0.7z
>>11807475I love this blue orc so much it's unreal.
>>11807638gj, anon
>>11806970OP, doomworld when?
When it will land on idgames i want to replay it again, brush up secret directions and create wiki pages
The Fact that I can make a proper morphed playerpawn it only makes my soul happy :)
https://litter.catbox.moe/nvc39okhflhox8bs.mp4
>>11807735what in the absolute balls
>>11807756Autism's a hell of a drug.
>>11807756Yep, I also showcased (And posted) the rest of that mod
This is one of the enemies from my "little, innocent, and unginhed" unnamed mod.
>>11807762Ye :)
Here's a monster for that mod btw
https://files.catbox.moe/kvfd27.mp4
>>11807524muh weapons reskin
>>11807767Why are there tombstones on the streets, and why... why?
>>11807735Interesting concept
>>11807796Those are my tries of showcasing the monsters, many of the failed, but this one is sucessful.
And because yes :)
>>11807801Thanks, I took the green thing sprites from blaphemer, he was basically a chicken replacement
Was playing Legacy of Rust on GZDoom and got MAP20's ending text after I finished E1M0.
How do I fix this?
>>11807814>How do I fix this?deleting gzdoom
>>11807735>clap sound effect
>>11807814Update GzDoom or go bug Chickenman about it?
>>11807814>deleting gzdoomor alternatively, legacy of rust
For that big hydroelectric dam in LegRust, was that constructed by the demons for demonic purposes, was it constructed by the UAC for water but then the demons changed out the water, or did the UAC find this big flow of blood in hell and decide "Let's harness the power of this liquid flow and build a fucking blood dam!"
do you guys think Graf plays with trilinear filtering on
>>11807873We know he does, he's said so.
That's why its the default, he doesn't want to have to turn it on in every new build he makes.
Not even an Espi award can convince him to have texture filtering set to off by default.
>>11807873I know graf loves piss colored menu backgrounds too
>>11807208I think the time spent playing the vidya will drastically reduce when we get fully functional sexbots.
>>11807735I can't tell if bandicam was used just to add shitposting value
>>11807889>We know he does, he's said so.>That's why its the default, he doesn't want to have to turn it on in every new build he makesHow?
How do you see this and unironically think it looks good?
>>11807085how about doom 1/2 with Hexen weapons and monsters
>>> CLASSIC DOOM CHALLENGE <<<
Do a UV-Max run of 100 Minutes of /vr/ map 08 and post your demo
(Extra challenge: grab the BFG early like in my demo)
A command line for recording would go something like:
port.exe -complevel 2 -skill 4 -warp 08 -file 100minvr.wad -record 100vr08
Current records and download can be found here:
https://dsdarchive.com/wads/100minvr
I considered doing a map from Ad Mortem, since the consensus seems to be that it's our most polished work, but most of those maps are pretty long, and thus harder to record for. 100 Minutes is arguably our worst work, but Revae and A2Rob's maps are worth playing as usual. I also wanted to show off how you can bump the BFG to speed up the level, just run diagonally into it. Here's the demo
https://files.catbox.moe/qkzg7v.lmp
>>11807918Beats me, but he must feel very strongly about it since its the only thing keeping him from getting an Espi award
>>11807936>since its the only thing keeping him from getting an Espi awardwhat is this nonsense
>>11807869>hydroelectric dam*hemoelectric dam
>>11807934Alright, let's do this.
nugg0022
md5: 2ebbb7134207e169b3236fd4c7c182f9
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>>11807934Wasn't too hard, did it on my first try, so no weights yet.
https://files.catbox.moe/c0wlju.lmp
Good level, I had fun with it. Caught a stupid case of "I might need it later!" with the Cyberdemon so I instead of plasmaing him, I end up plinking him to death with the Chaingun, which takes some time, and which is like shooting fish in a barrel (an angry fish which shoots back), but I also kind of just giggle at how helpless he is in his spot.
Would have been better if there wasn't monster blocking lines, so that he could actually chase after you and be at least a little more dangerous. I like that the level was generous with the Cell Packs so that I could use the Plasma a healthy amount (shoulda used it on the Cyber too, silly me). It's a fun weapon.
The fakeout got me real good, got me laughing and smiling in surprise because it outsmarted me, loved it!
>>11807524is there actually something playable from that?
>>11807814uninstall gzdoom, windows and burn down the entire house block
post your weirdest classic fps pics everybody
img_9402
md5: 5f6fae163f2cc32aba2f4f017a83dd67
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wtfeven
md5: b1ddd98758205f258f0616987b284154
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>>11808041Q!Zone really was something...
peril
md5: 4c09e783fe26e06416733391b92d4da7
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>>11808041>>11808045Dayum, Mr. Zombie, for free?
dead end
md5: 94b3f23f4d2a45d10e9010d75da4873b
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>>11807971Scuba Steve said so on twitter
>>11807934Hey, it's my map! I did that one!
Well, hot dog!
>>11808059>everyone is so mean 2 me
>>11807934here's a blind run
https://files.catbox.moe/kaxd6q.zip
I spent about a minute or two at the end looking for the last 4 enemies lol, I thought I broke the map somehow
>>11808069Another example of why the Cacawards just doesn't mean much to me no more. Yeah, the smudge filter is ugly as sin and Graf is a stubborn German autist who I occasionally want to throw billiard balls at, but goddamn, that's petty schoolgirl clique catfighting of the highest order, and shows the actual earnestness of their awards.
Are these the smug and bickering assholes which you'd be happy to get approval from? I sure as hell don't value them much by now, and it sure as fuck isn't how I would have honored my dead friend's name.
I love Action Doom, and I love Action Doom 2, even that unfinished old Ghostbusters Doom TC, and I respect the work put into those, but boy, am I interested in ANY opinion coming from fucking Scuba Steve of all people? No, I definitely am not.
>>11808072It's a solid map, particularly for being made in 100 minutes (or less).
>>11808124It's obviously a joke.
>>11808124Probably, but it doesn't change my opinion of him or the Cacowards all that much.
>>11807934>>11808089I shoulda tucked that bfg further back
>>11808159I tried bumping it a little bit, but gave up quickly and just moved on. Again, good job on the fakeout!
>>11807934https://www.mediafire.com/file/95ao6hygsb40629/100min_8.lmp/file
help my mouse is fucked up and i intermittently suck at my own map. no early bfg. also i didn't trigger the secret sector and forgot where it was
whoops. live and learn. love. laugh. eat. pray.
>>11807542can we get the carmack model in this pose?
>>11808096Video game modding communities have always (occasionally) had petty schoolgirl clique catfighting. That's what you get by putting bunch of talented autistic nerds, who are well aware of their talents, into one room together.
Cacoward reviewers change slightly every year and all of them have different tastes and views. I don't want cacowards to get pat on the back from reviewers, but to get more exposure for my wads. That being said, every year since 94 has had plenty of great wads that have missed getting awarded just because the reviewers never even heard of them. That doesn't mean that awards are corrupted (outside 2020 lol). There is just so much good wads to play, that it's impossible to rank them fairly. I like cacowards because it's good way to find new wads that I missed myself. I don't agree with all the decisions, but again that would be impossible for any of us.
>>11808245>outside 2020 lorefresh my memory?
file
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>>11808249there was a sex pest on the committee lol
>>11808256>there was a sex pest on the committeei don't think there's ever been a committee without a sex pest
it's a universal constant
>>11808249Reviewers rewarding each other, while the most important wad didn't even get a runner-up (Akeldama).
>>11808269Which Banban is this from?
>>11807475>all gztrash>approvedNo.
square
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>>11807475>You'll be Swiss cheese!
>>11808301I don't see what this image has to do with Doom why am I taking damage?
>>11808330gzdoom is NOT trash
gzcoom is LIFE
>>11808274>Bubsy I already know what this schizokino is, but it still gets me...
odom
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>>11808398>jerked off to the ghoul psyker from afterglowlowpoint for me tbqh
>>11808330>HEY GUISE DO I FIT IN NOW??? FUCKING TURKEYMAN AMIRITEkys
>>11808413>HEY GUISE DO I FIT IN NOW?To be fair, what absolute monstrosities would deliberately try to fit into /dume/?
>>11807475Siren is phenomenal. Doom 3 meets System Shock with a bit of survival horror (but it's Doom II still).
https://dithered-output.itch.io/siren-doom-ii-mod
>28 shells in inventory
>pick up box of shells
>50 shells in inventory
fucking stop
>>11808475>Pick up one item>it's actually 20 items stacked on top of each other
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>>11808483>Pick up a rocket>But it's 5 overlaid on each otherThis triggers my autism
>>11808483>>11808496There has to be a better way for mappers to do this.
Dying because I tripped over 1 x 10 ammo items in the middle of a firefight and went blind. God, just disable those palettes entirely.
>>11808475Any soul possessing even a shred of dignity or the faintest whisper of self-respect shall, upon glimpsing a surplus of munitions, perform a most delicate sidestep — a dance of restraint — lest they commit the cardinal sin of squandering precious rounds upon the cruel altar of the ammo cap.
archcat
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you guys should help these poor bastards with making maps, at this rate they will all be dead before the finish even one
https://timeofdoom.proboards.com/thread/85/time-mapping-bizarre-community-project?page=1&scrollTo=1003
>>11808508Valid, I do that all the time, why was this deleted?
>>11808267>Akeldama ... drew criticism for its lengthy levels Every fucking single time.
>>11808497I fucking HATE it when ammo boxes clip into walls, so that's why I prefer single rockets, unless there is enough room for a box.
>>11807475If you're going to include a GZdoom game made from scratch like Hedon, I'd also include Selaco in the list. But these aren't really /vr/ related since they're retail releases in modern years.
>>11808514Post Doom memes.
>>11808661Does this count?
>>11808698>le rip and tearI grow tired of this shit
>>11808712Not that guy but have this instead
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>>11808717Caco isn't a cuck.
>>11808712I can make something better, any suggestions?
>>11808720>is named cuckodemon>not a cuck
>>11808735Red demons can't be cucks, only purple demons can be cucked.
>>11808712I want to rip and tear hugo martin's guts for ruining that joke
>>11808045I want that shuriken-crossbow thingy to get included in the next episode of Dwell, whoose dick I need to suck for it to happen?
>>11808717Dear god. Next time I encounter a caco I'm going to see this image. Thanks...
>>11808712>>11808750What were they thinking when they based the reboot's identity on internet memes?
Now the franchise's whole identity is jokes that have been run into the ground
Why do the Doomguy punches instead of kicking? Like 5 times more powerful and doesn't hurt. Inagine berserk kick.
>>11808789Why does he punch left handed but hold guns right handed?
>>11808796So he doesn't break his trigger finger
>>11808789And I wonder why doom man he just don't kick them in the nuts so he can paralyze them one time I got kicked there and thats what happened to me too
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>>11808796>hold guns right handedNot all guns
He holds the pistol with his left hand
>>11808823what if he right hand but this whole time he shoot with left cause jack off with right
The real specific autism nitpick about the fist that bothers me is how he takes his gloves off and then quickly jams them back on when using his guns.
I can see some people argue "Well he needs to take the gloves off to fit his fingers into the brass knuckle!"
Okay yeah but why both gloves if he only has one brass knuckle?
This is all completely irrelevant but it sure does bother me every time I see the vanilla fist. That and the crap animations and damage.
nugg0011
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>>11808829>he takes his gloves off and then quickly jams them back on when using his gunsI was going to bring this up
>>11808840Really, thinking about it, I'm pretty sure there's brass knuckles out there that have bigger rings to compensate for gloves or people with hamfists.
I never really looked into it.
Now I'm suddenly reminded of the cool flavor text for Babel's brass knuckle, pic related
Hello? Yes, is the the thread for discussion of DooM?
>>11808313That's a fun one. Fuck the colorblind.
>>11808469This looks really cool. Never heard of it. Reminds me a bit more of FEAR/SS.
>>11807934was looking for these stupid 4 monsters too long
https://files.catbox.moe/olgsis.lmp
>>11808846>I'm pretty sure there's brass knuckles out there that have bigger ringsNot even for gloves or hamfists, the proper ones have huge rings so they don't get too tight on your fingers and increase the risk of braking them if you punch wrong (which is quite easy with knuckledusters).
>>1180891312. Which is why the all the door frames are so high. You've been playing as a child and you didn't even notice, you thought it's just graphical limitations of the era.
>>11807934>>11808908improved my time a bit with infighting
https://files.catbox.moe/sfd9t6.lmp
why cl2 though?
>>11808921That's stupid, it's because you're farther from the sun on the Mars moon so there's less gravity pulling on you and stretching you so you shrink like a slinky
>>11808945>you're farther from the sun on the Mars moon>so there's less gravity pulling on youWat?
>>11808330I'll jizz in your cystholes.
>>11808330I love gzdoom. I promote it to everyone. No one knows any other source port now. The future is uncertain, but the end is now.
>>11808750I wonder if Hugo will have a seizure and die after watching his beloved super hero doom slaya performing impse
>>11806965 (OP)https://www.youtube.com/watch?v=pv1D3kXQoZU
found this
appears to be a rom hack of ps1 doom
>>11808330>>11809005GZDoom is fantastic - the only real issue is that hardly anyone truly supports its shit.
If its development ever stops, everything built around it will be frozen in time at that final version.
Not the end of the world, but still not the best fate you can get for your WADs in a decade or two.
>>11806970I will take over publishing duties on Vertex Relocation, because the anon who did the last round of testing won't be able to. He passed me the fixes, but would like to not be identified.
I'll play it myself to see if there's anything weird still, and then I'll drop release on doomworld I guess. And some time later upload to idgames too.
>>11809005I don't hate GZDoom but it's an awful port for a first playthrough of vanilla Doom, I only really recommend it for modding.
>>11808921There's that myHouse-inspired wad Ismo's Quest where you play as a 3 year old kid. What's funny is that you still eventually get chainsaw and guns and get to kill monsters.
my fucking S key broke in the middle of a Scythe 2 MAP27 single segment attempt and not only am I mad that I lost the run but the fact that it was the S key and not the W key implies I'm a coward who's constantly backpedaling
>>11809107Look at him, look at him and laugh!
>have a layout drawn out for my third map
>open it in UDB and start blocking out the starting room
>look at it
>close UDB
I think I exhausted all the desire I had to make doom maps anons
>>11806965 (OP)> BLOOD CHALLENGE <Record E1M1 on Well Done with all secrets and kills (napalm launcher optional) and post the .DEM file here. I'm a blood noob so no extra crispy, sorry. The challenge here is more to learn to record demos that don't desync lol.
> my demo: https://files.catbox.moe/ngs1k5.DEMYou can use any source port, please specify. I personally recommend you use original OUWB exe on dosbox-staging.
> https://archive.org/details/OUWBLOOD/ (mount .BINs, install, setup sound/keybord, etc.)How to record demo on original exe?
> BLOOD.EXE -record E1M1VR.DEM> select first episode and Well Done in the menuHow to play back demo on original exe?
> copy E1M1.DEM BLOOD000.DEM> BLOOD.EXE (your demo will play instead of the stock one)> use dosbox-staging's Alt+F12 shortcut to fast forward
>>11809249There's apparently a way to record DOS compatible demos through NotBlood but I have no idea how.
>>11809107Use mouse movement I guess
>>11809309Apart from OUWB I tried NBlood (latest master) and DOSBLOOD (exe from github releases) but even their own demos for me. They play back OUWB's demos fine
>game is just fullbright if you don't have the hardware for dynamic lights
I get Doom 3 was first and foremost a tech demo, but not having fallback lightmaps was just mean.
>>11809306>game is just fullbright if you don't have the hardware for dynamic lightsI get Doom 3 was first and foremost a tech demo, but not having fallback lightmaps was just mean.
>>11809316>but even their own demos for me (can't spell)I mean demos that I just recorded in nblood desync when i play them back in nblood
>>11809249>>11809321tested a bit more, dosblood is fine too, just don't go to menu or pause during the demo, it will desync (in ouwb also).
nblood is broken for some reason
>>11809321NBlood has a "strict vanilla mode." If those demos can play back in dosbox without desyncs then we can use that as a modern port to record demos. Maybe BuildGDX will work too. I used to use the "spielberg" cheatcode in dosbox to record blood demos but it's not working now and I dunno why
>>11809376yeah i'm using that but the are not ignored by dos exes and they desync when i play back on nblood itself
>>11809389>the are not ignored*they are ignored
is there a way to fix the fucked up weapon textures in WinQuake? e.g. the slightly curved shotgun barrel. this triggers my autism, which is a shame because it's otherwise a perfect version of the game.
Y'know when you unzip a wad file and you get your typical readme, do you ever contact those guys and give them feedback/compliments? Did you ever get a response?
>>11809394almost all wads have doomworld threads i usually write there or do you mean obscure old wads?
>>11809249NBlood cannot record DOS compatible demos. It can only records demos that will playback on the same build.
Meanwhile NotBlood only records DOS compatible demos.
>>11809309Spielberg cheat, for E1M1 you'd start the game with the difficulty you want to record, then type 'spielberg 1 1' as an in-game message with T
>>11809401Any of them. I was planning on emailing a bunch of authors as kind of thing to mark off my bucket list. Spent a lot of time playing Doom so I thought I'd give some thanks here and there.
>>11809402Thanks.
>>11809249Here's my casual demo to see if my NotBlood demo worked https://files.catbox.moe/syreaz.zip I had fun forgetting how to trigger the moving casket.
>>11809368I'll see if I can fix the menu thing desyncing with DOSBlood later today.
>>11809249https://files.catbox.moe/xov0dp.DEM
>>11809393The only thing you can do to mitigate affine texture mapping is to use weapon models with denser geometry.
>the slightly curved shotgun barrelThis is actually an issue with the model itself rather than the engine.
>>11809402ok tested notblood, -record produces demos that are not detected but spielberg works fine
don't understand how -playback works tho, i copy to BLOOD000.DEM to play
>>11809430yeah works on dos, notblood, gg
>>11809434gg, i like your ways of dealing with monsters, i see you have lots of blood experience
>>11809468>don't understand how -playback works tho, i copy to BLOOD000.DEM to playIt's a bug https://github.com/NBlood/NBlood/issues/508
Use the `demo filename.dem` command in console to play demos, and spielberg cheat to record for NotBlood.
Currently NotBlood is the only source port that can record DOS compatible demos.
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.)
Okay so Quick Run-Down:
> NBlood demos get ignored by blood.exe
> NBlood demos desync in NBlood of all things
> NotBlood demos will playback in anything
To record demo:
> Use NotBlood,
> Start new game at the difficulty you want,
> Press T and type "spielberg E M" where E is the episode number and M is the map number (e1m1 is spielberg 1 1)
> Demo will appear in folder as "e1m1.dem" or whichever level it was
To play demo:
> Open console and type "demo filename.dem". For example "demo e1m1.dem"
> You can also rename the demo "blood000.dem" to make it automatically play when you start the game
did i miss anything
>>11809509good, thanks anon
>>11809249 i'll tag my post
>>11809249e1m1 extra crispy any% in 2:12
https://files.catbox.moe/sol3ch.zip
>>11809509I should mention that you can have all kind of wonky things in the NotBlood settings for when you play casually (like projectile bullets), and when you record a demo it will automatically make all settings vanilla-compatible for the purposes of recording
>>11809527you sure you sent the right demo?
>>11809320At least they let you play the game cough cough Dark Ages cough
>>11809548dang it wtf i sent the starting demo
>>11809249extra crispy any% 2:06
https://files.catbox.moe/4ove0w.DEM
>>11809574wtf, my demo doesn't play back with "demo x.dem"
but if I rename it to blood000.dem it autoplays just fine
>>11809580The demo plays fine (for me) with NotBlood.
>>11809574>>11809580gg
plays back for me in notblood with "demo 4ove0w.DEM" or with -playback 4ove0w.DEM in dos
>>11809635>>11809642sorry it works fine now, i think i forgot to type .dem at the end
>>11809249> I'm a blood noob so no extra crispyextra crispy is nothing difficult actually if I just not use the main entrance
https://files.catbox.moe/s8za5u.DEM
>>11809434>I'll see if I can fix the menu thing desyncing with DOSBlood later today.I see you just disabled pausing in menu all together and re-used pause button to stop the demo. I guess I should just use dosbox's pause functionality
>>11809698It's a temp fix for now as letting the game state pause creates a desync and I haven't tracked down why. If I do, I'll fix it correctly and reenable pausing.
is poogers worth playing or is it purely a meme wad
I remember playing a Doom wad where some maps were set in like brazilian towns with individual villas you could enter, I'm pretty sure it was made by a brazilian guy (not the brutal dumb guy though), also another level I remember had some underwater caves you needed to dive in, that's all I remember other than the typical brazilian villas. Any idea what wad could it be?
Weird question but does anyone know if your doom (1993) saves carry over into the doom eternal DLC?
>>11808514Another retarded admin who thinks only literal Satan would ever want privacy in the internet and use a VPN.
>>11809735meme wad, it also has that fascist hate symbol pepe so dont play it
>>11809735meme wad, it also has that overused reddit meme pepe so dont play it
>>11809735It's a meme mapset yeah, but there's a surprising amount of effort put into it. That said, difficulty-wise it's aimed at speedrunners and crazy buggers who eat challenge maps for breakfast, there's a lot of crazy-hard slaughter and platforming maps in there, so your milage will vary.
>>11809735It is full of extremely mean platforming. I personally don't like this kind of stuff and last time I got it in MAP08 of Shapeshifters I got mad in few minutes and idclipped through it.
>>11808274>>11808410Is it AMC Squad? Is it worth trying if I want a Build-style soup mod?
>make megawad
>put secret levels immediately after the final level of an episode/chapter so continuous players can't carry any weapons/ammo from the secret levels forward
>make the second secret level a 1+ hour juggernaut with by far its most difficult fight at the very end
How to make the player skip the secret levels.
Bad mapping.
Yes, you know what .wad I'm talking about.
Bad mapping.
>Pain Elementals
Bad mapping.
>Platforming
Bad mapping.
>Damaging floors
Bad mapping.
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>>11809249>ctrl + f blood>see post with many replies>BLOOD CHALLENGE>its about recording
>>11809946The real challenge was the VCR we programmed along the way.
>I got killed.
Bad mapping.
>I played Doom
Bad mapping.
b64
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>>11809771Do you have id+ or ZeniMax Live?
>>11809989No? Im playing on PS5. I just beat eternal and got pretty far into the version of ultimate doom on the fortress computer. I was about to start the DLC and just wanted to know if I'll have to keep switching between save files to keep playing from where I left off.
>>11808096like
>>11808245 said modding & fangame communities are always like that because they're all a bunch of unprofessional spazes. i can go on about...
>arthmoor making hidden changes to his unofficial patches of bethesda games and going after people who undo his changes.>HL2: overcharge blocking critics with a modified dll file that legally makes it malware according to steam & moddb's TOS.>the maker of helms deep reborn for L4D2 adding malware & scrpits that can fuck up your install and hijack whatever private servers you have. (fun fact: valve never banned him)>sonic gather battle putting in malware DRM to prevent people from "stealing" his sprites which almost caused sega to bring the hammer down on the sonic fangame community.>the time modders got pissy nexusmods because the nexus wouldn't let them take their balls and go home so they did exactly what the nexus knew they were gonna do and fucked off to their discord safe spaces.>the author of the civil war overhaul for skyrim quitting the internet because trump won.>the NVSE team getting into it with someone over suspected stolen code.>graf almost quitting the internet because a map he hated won cacowards....but that could take up an entirely unrelated thread. and you'd think with the rise/advent of AI slop that most of these faggots would see it as a wake up call to grow the fuck up but here we are, sites like nexus, moddb & gamebananna are practically adult daycares for these manchildren.
CHALLENGE:
>You are placed in a cage with a bear
>The bear has been genetically modified to only become aggressive if you can't provide one, single, rational argument for why the Super Nailgun isn't a straight upgrade to the standard Nailgun
>you cannot use "progression", lack of skill (e.g. the SN fires faster so it's harder for a new player to control ammo output), or multiplayer netcode quirks as reasons -- if you do, the bear will also anally rape you before eating you alive
>If you survive, you will be released and given a real functioning replica of the Nailgun, Ranger's helmet, and also two really hot girlfriends
A bear is about to make you his bitch.
>>11809101It's fine if you know to set it to Doom defaults. It should have an option on first boot to set it to some different presets.
Classic
Enhanced
Modern
something like that.
>>11810016It consumes two nails per shot instead of one, making the SNG objectively inferior to the NG for hitting switches.
>>11810016Standard Nailgun reminds of the Nerf Pulsator I had as a kid (its similarities to the Nailgun were why I wanted one in the first place)
>I didn't get killed
Bad mapping.
Doom 2 is too fucking long
>>11808021You actually missed 4 kills, but still managed to technically get 100% thanks to archviles.
>>11808182You know, I think the bfg is fine as an optional thing since the map is so short either way. I thought it might've been intentional in fact. A lot of people seem to be confused about the green armor ambush, though. I usually just instinctively grab armor as soon as I see it but I guess that's not optimal.
>>11808925I somehow didn't notice all the existing demos for the wad are recorded with cl9, but it worked out anyway. The original rules dictated boom or vanilla, so idk.
>>11810042>I usually just instinctively grab armor as soon as I see it but I guess that's not optimal.Same, but yeah, if you grab green armor when you have blue armor it drops it's efficiency.
Should've made the trap something more universal like a pile of armor/health bonuses or something.
>>11809698After further looking into this, using pause triggers a demo desync for the DOS 1.21 release, because the pause functionality works while recording the demo, but is forcefully disabled on playback (so it can play while the menu is open).
I've tweaked pausing for DOSBlood so it won't cause any broken demos.
Thanks for the reports.
>>11810016What
>>11810024 said.
It always goes BANG BANG and not just BANG. Also, I like the weapon model better.
Now give me my helmet and nailgun. I do not need the prostitutes.
>>11810024lack of skill fallacy, it does twice as much damage so the output is the same in combat and there's no reason to use either gun for hitting switches when the axe has no cost and the standard nailgun fires more slowly even if you want to waste precious nails instead of shells
I just learned that Duke!ZONE II is one of the official expansions of Duke Nukem 3D. In addition to containing 500 shovelware levels, it also contains 3 new episodes made by a company. Is it any good?
>>11810103>axe has no costAxe has no range.
>>11810016Super Nailgun does not look as cool as normal Nailgun.
>>11809735meme wad, it also has the funny twitch chat frog, so please play it
>>11809209Don't give up, you fucking bitch.
>>11810041Making your game really really long was the style at the time. Even after 20 years I still can't bring myself to replay Wolf 3D.
>>11810016a super nailgun with quad damage will always gib a zombie and prevent you from getting his ammo drop
>>11810137the zombie grunts, I mean. not the actual zombies, those don't drop ammo
>>11810042>You actually missed 4 kills, but still managed to technically get 100% thanks to archviles.Huuuh? Where were the last ones hiding? I found all secrets and items, and I killed everything I saw.
>>11810132Wolfenstein 3D is at least divided up into episodes. You might like the Second Encounter version of the Wolfenstein 3D campaign more, it compacts all six episodes down into 30 levels (29 if you exclude the optional secret level), throwing in some Spear Of Destiny bosses, and adds the bazooka and flamer, with an ammo backpack upgrade too.
>>11810108It's not irredeemable, but it's hardly golden either. Give them a try and see what you think.
>>11810103Other guns weren't part of the question. The only requirement was to provide an angle for NG over SNG, which I did. Don't be a sore loser.
>>11810141That's what I mean when I said
> A lot of people seem to be confused about the green armor ambushIf you don't know, you can enable level stats (#kills #secrets #armor) in most ports that record demos (dsda, woof, nugget). Pretty much anyone doing max runs will use it
https://www.youtube.com/watch?v=GnymFEW_B8Q
>Doom Comic '96 dev gave Doomguy the Deckard Blaster
Kinda sick, honestly.
>>11807934https://files.catbox.moe/w2vmsm.lmp
>>11810189oh no, I forgot to start a new demo after each death. Welp, the last run was the successful one.
>>11810108The new episodes were made by the team that did 'Duke: Nuclear Winter' (Simply Silly Software). The overall quality of these episodes is worse than the entirety of 'Nuclear Winter' desu.
>>118101483D is just such a slog with how repetitive it gets.
Give me some hidden gem '90s WADs.
>>11810273If you're the type of person who enjoys sifting through D!Zone and Maximum Doom slop to see what people were making back then, check out Allroy.
>>11808905Yeah, there's definitely a bit of FEAR in there too. I highly recommend it. I think the finished version will be really special. There's a mod/weapons only version as well although it's hard to find mapsets that fit its dark sci-fi aesthetics.
>>11806965 (OP)will there ever be a 400 minutes of /vr/?
>>11810471WAIT 400 already exists
i mean 500
>>11810471If you start it, anon, they will come.
Heh
>>11809771>>11809995DLCs have its own set of save files. If you want to continue playing original DOOM in-game in Fortress of Doom, just go back to your base game save.
>>11810129But the map sucksssss
I'll come up with something new. I know what I want to make, I just need to make it make sense.
>>11810525can I have your stuff?
>>11810545You mean the map layout I already made? Sure, I'll post it later.
I'll try and think of something else in the meantime. I know what I want (a map that's basically traversing a ruined ancient town like Pompeii) but I want to link it to the last map, and come up with a "story" to guide the player through it.
I thought I had something compelling, but I think the idea I did have is just too complex for me to do it any justice.
Serious Engine is open source. Has anyone here tried fucking with it and making mods or something? I'm interested in trying.
boomguy here
after beating episode 1 of the OG doom i decided it was just too fuckin easy and decided to blow the $3 to get delta touch so i could get zdoom going and it was totally worth it
there's negative accel in the mobile bethesda port for some fucked up reason, now when i flick a 180 i actually flick a 180
turned autoaim, mouse up/down, and jumping off and enabled -fast and i'm gonna replay ep 1 again
the only mod i'm using is andrew hushult's music wad beacuse it's basically the official doom soundtrack now and the midi that comes with delta touch is shitty
i had one question though - how do you calculate the FOV in gzdoom? if i want a 120 widescreen fov do i put in 120 or some other number (phone screen is 13:6 and i plan on picking up a cheap 190x1080 120hz monitor next month so my screen doesn't look like this)
now that i realize my mouse for my phone actually is pretty accurate i might figure out how the hell to get quake running on this thing and see if the NA QW scene still exists
Is there any footage or screens of Duke Forever on the Quake 1 engine?
>>11810594"Stop being so creative" might be the most Tim Willits thing Tim Willits has ever said.
>>11810591hey, umm, why isn't my config for dmflags saving and why doesn't +dmflags do anything when i try to use it at the command line? what's up with this?
>>11807921Hexen monsters are garbage.
Hexen playerclasses/weapons/items + Doom monsters would be an interesting project and I thought about creating a dedicated mapset for it, but it would require me to rebalance both sides of the equation, and I have no idea how to modify Hexen weapons without outright recompiling the entire source port to change the functions responsible for handling them.
Perhaps I could settle for Mage only project for now since with him I could get away with changing only the projectile properties.
>>11810692>Hexen playerclasses/weapons/items + Doom monsters would be an interesting projectThat actually exists if you want to take a look, though I remember the Doom bestiary accompanying Hexen's rather than replacing it entirely.
I remember it playing better than mid-00s ZDoom ought to... but it was 20 years ago.
>https://www.doomworld.com/idgames/levels/hexen/p-r/roc
>>11807975That sounds like a fun map. A hell/techbase of a dam with blood instead of water. Pressing buttons to raise and lower blood levels. When the blood gets too low a cyberdemon is seen waiting at the bottom of all that blood. I'm just spitballing here.
>>11809394I never joined any doom sites or forums. I hope I will never have to.
Also a watercolors wad would be cool. I remember someone made crayon-ish looking textures for a sleepy/dream themed wad and posted updates here.
>>11809394I remember sending Lainos an e-mail once to tell him awesome I thought Overdose : Doxylamine Moon was.
>>11807921It's called Wrath of Cronos.
>>11809872Different anon here, I liked AMC Squad.
>>11809872I don't THINK that's AMC.
>>11810924I'm more annoyed at the filename than anything else.
>>11810924This image gave me cancer.
>>11810545here you go
this is as far as I had got with the current map idea
I'm trying a technique I saw someone describe on YT where you write out what you want the player to be doing for the level and see if I can get some ideas from that because I'm giving up on this iteration.
anarki
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>>11810594>TimOf fucking course
>>11810924What a stupid waste of my time.
I need a palette cleanser after that shitass image that other Anon posted.
STRIKE
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>>11810959>baron's bowling ball isn't a green fireball
What are the best Duke Nukem 3D maps or episodes of the last 5 years, that play like the original game and not something like shitty battlelord/tank spam everywhere?
vrDOOM
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>>11810961He's a demon, but he's not rude, Anon. He's here to enjoy bowling like everyone else, hucking fireballs would damage the equipment.
But I could paint his bowling ball green if that helps.
angry
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i need help
im stuck on map 15 of plutonia, what do?
>>11810981Shoot at it till it dies.
>>11810981Do everything exactly like UV Max speedruns do.
>>11810965what about Brutal Doom doe
voodoom
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Gameplay mods of (you)r choice to play with Project Malice?
>>11811050It plays real well with Deathstrider, almost perfectly so when I played both with Hell On Earth SP. Not a "gameplay mod" but PM also paired well with Unloved (might need a patch), Consolation Prize, and Hellbound.
>>11811107You're nowhere close to the other shitters we've had in the past. Stay in your lane.
in gzdoom if you play with sp respawning on, and a mod or iwad with classes like Hexen. after you save and restart the game and load save and dies, you respawn as the first class, breaking the game as you cant pick up items etc.
someone reported it on bug reports, Graf said it was intentional and closed the report.
???
>>11811114Graf is cool, leave him alone.
>>11808661here's a classic
>>11811125Still holds pretty true after all these years.
>>11811107lol'd
>>11811110I find Dumbguy inoffensive.
Why does Caleb compliment the smell of an outdoor toilet?
>>11810594Looks like they didn't knew how to modify the engine for shit
>>11810981>what do?Learn the secrets. This is one of those rare maps that you need to know the secrets if you're going to pistol start it.
trigl
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Finished working on the guns for an unnaounced MBF21 project.
>https://streamable.com/dovrhr
I remain on call if any /VR/ projects need cool guns.
>>11810924I didn't read it.
>>11811331The animations are smooth and nice, but pretty unremarkable weapons choices, especially the bolt action sniper that looks out of place with the rest of the modern/futuristic ones. That grenade launcher with ak body is kinda goofy, too. I am also convinced the flamethrower will suck, much like 99% of all flamethrowers in fps games.
>>11811331Pretty nice. The softest spot is for that SSG reload: You managed to make it look "weighty", very neat.
>>11811350The intention was to not be too out there, but the Kar98 is there because it has nice, easy to use frames. I like it and the project lead likes it, so it stays.
The flamethrower fucks cybies up, that's all I need to say.
>>11811360Thanks anon, I should have mod version of this up whenever the project is anounced. You can play Doomed Marine if you want to get a similar feel, this is built on top of that.
now Poison Ivy II, that's a map
>>11811331They look great, love the shotty/ssg sounds.
>>11810975i found the next thread challenge
The chaingun is fun. This is really making me wish eternal let us have more ammo for it.
>>11810756>Also a watercolors wad would be cool. I remember someone made crayon-ish looking textures for a sleepy/dream themed wad and posted updates here.Yeah that was me. It's still WIP.
>>11811050Deathstrider, Red Spiral '93, Omerta, Doom Incarnate, Disaster Jester: Classified(requires changing some sprite names), BYOC's Ash(might be sprite overlap, dunno, I have a standalone Ash I made myself), High Noon Drifter, Lt. Typhon, EW: Typhon, Pvt. Stone, Genocide Device Echidna, Hell-Forged weapons only, Naku-Naru 1 and 2, Trailblazer, the Hearts of Demons mods, Ashes weapons.
Really PM just kinda goes with everything.
>>11811080>Unloved (might need a patch)Absolutely does. I updated it a while back, but it's probably outdated again for current PM. I haven't played Doom in a long while.
hi, now that i graduated from the 7/10 bethesda mobile port now that i have delta touch and gzdoom set up
i was wondering if you could recommend two types of mods
>a lighting and/or texture mod for doom.wad/doom2.wad but mostly lighting
>something that improves the AI that isn't brutal doom, i want the enemies to chase me down, flank me, and not act braindead when i sneak up on them
>who am i quoting?
if there's no good AI mod, is there a mod a mod to make the monsters move even faster than fast mode, or have better accuracy and shit?
also, do you guys ever do coop nights? i'd be down for some custom wad coop on the east coast somewhere
>>11811472While it's not quite what you describe in terms of strategy, Babel has monsters synchronizing attacks and reacting with fear to their friends being gibbed.
We do play random wads/mods in Zandronum on Sundays, usually co-op.
>>11811483do you run version 3.2? that's what's built into delta touch it seems
i'm not playing with touch controls btw, i have a bluetooth m+k and i'm gonna get a cheap 120hz monitor and wireless cell phone charger over the next month or 2
are there console commands i can use to make the game go turbo mode? that might be amusing
i gotta say, since i last used zdoom in 2009-2010 or so, the new settings in the menus to improve the lighting and textures look pretty cool. i normally make the graphics look like software mode
i did set GL_NEAREST though because that's always been one of my quirks, if an FPS will let me do it i do it, i don't know why but sharp pixelated textures improve my aim, it's what i do instead of picmip
I still fail to understand how the chaingun arm from the X-men Quake1 mod works by consuming 2 ammo only like after each 3rd and 7th shot - probably at 11 shot too if you'd keep firing it even longer, but does this mean that it is fully possible to create weapons for Q1 that consume their ammo pool in decimal values?
>>11806965 (OP)>>11806970Brehs of /vr/, and those who have nothing else to do til july.
Feel Free to join in.
>Crippled Vaxxtard 11 recentlyy did a video about the re-release of Mars 3D that explains how it's not just an app running in a hacked Doom engine at all, but it's actually just some legitimately insane guesswork recreation of both IdTech1 that also includes some Build jank-magic sprinkled in for a good measure bundled with a shitload of stolen assets from other retail games to boot.
>somebody in the comments section of said vid reminds people that the very first game to ever use the Build engine - Legend of the 7 Paladins isn't actually vaporware that got cancelled, but was in fact released in South Korea as a physical comercial product in the mid-90's.
No idea why I've never checked MobyGames before to notice this fact before, as apparently they already knew about that revelation ages ago...
>>11811558Can we get a remake of one of the late D64 levels in this? replacing the arachnotrons with the motherfucking asshole aimhack railgun spiders from Q2PSX would be a treat
>>11811558Can we record and playback demos in Quake 2? Maybe we can do anonymous playtesting, or use the jam levels for thread challenges
>>11810016The regular Nailgun is actually better at something vs SNG thoughever.
Sometimes when a melee-only monster is NOT right behind you and pushing your shit in from the flank, projectiles fired by the nalgun spawn adequately far apart from the center of player's collision box to hit the foe that's sideways-molesting you before turning around to face them.
>>11811576You can record demos on Q2R anon
>>11811576~
startdemo
stopdemo
playdemo (alternatively you can also load a demo via the "map DemoName.dm2" command)
>>11811603None of these console commands work in Q2R
>>11811585I succeeded with these console commands
To record:
>record filenameTo play:
>map filename.dm2
>>11811472hey, i came up with a way to make the base game a hell of a lot harder without using any mods after looking at console commands
i_timescale 1.666
turbo 60
now i'm getting seriously fucked up in e1m1. i might turn the autoaim back on because pistoling those fags guarding the green armor is way too hard
i tried to record a clip but it was 300 mb i'll have to turn the recording quality down from 1080p for this chinese cartoon board
figured out why my recording was silly huge, it was 120fps video lmao
https://github.com/JRHard771/Universal-Enhanced-AI/releases
i found a simple AI mod that checks one of the boxes of what i wanted. the monsters tell the other monsters where you are and they chase you down, and if they lose LOS of you, they wander around for a bit before returning back to their start location. there are optional stealth mechanics for if you're in dark rooms but this is doom i shut that shit off.
anyway the new AI is why i died here, first that imp doesn't usually turn the corner, then i got blindsided by the shotgun guy around the corner to the e1m2 soul sphere room for death
after reading up on bable i don't want to use it because it messes with the weapon balance
this i_timescale thing is hilarious btw, if you're looking to get your ass beat i'd give it a go. after toying around with values between 1.25 and 2 on e1m1 i settled on 1.666 hail satan
might have to be a pussy and turn the autoaim back on because the zombies have better flickshots than me :\
I remember there was some talk about Duke World Tour files neatly packaged into grp that runs and works well in eduke without stopgap. Does anyone have it? I can set it all up by the time I'll probably get a reply to this but I'm so fucking lazy, already got 3 different eduke setups and I don't want to make another one, just want to dump grp if there's one into my main eduke folder and be done with it
>>11811786what the fuck is this crosshair
>>11811803it was originally heart shaped
What types of music pair well with which game/setting?
For example, Quake and Blood both go great with dungeon synth https://youtu.be/XZCfKAgmKyo
Black metal can also pair well with these games due to the castle and graveyard settings, as long as the frequencies don't prevent you from hearing game cues
https://youtu.be/TJxBX54tf_A
https://youtu.be/Tz22OwNDfFE
For Quake 2 I've been liking metal, especially 90s metal, not the thrash or black metal stuff, but the more modern mainstream stuff. There is nothing wrong with today's metal but 90s metal feels more appropriate with the game, all things considered. Vocals are generally distracting, though, so I haven't found many albums to listen to, just instrumentals
This instrumental metal playlist goes great with Quake 2 https://youtu.be/uNIpbNgobVE
And here is a good 90s metal album that pairs well with the game, only song I skip is Love Dump https://youtu.be/gSQXWhma2lI
Doom wads always have their own music, whereas Quake1 or 2 levels often reuse the same music, so I usually don't need to change the music for Doom, but if I do, I might use dungeon synth like I mentioned before, or I listen to this music, I have no idea the genre but it's great Dooming music https://youtu.be/H5WShWhQKdE
In my mind, thrash should be good Doom music since that's what the original music is based on, but I find it's too distracting, for example this song is great but would make it hard to hear stuff https://youtu.be/07uNI0DwUWA
I haven't played Duke enough to tire of the original MIDIs. They are still bad ass, especially the SC-55 music packs https://sc55.duke4.net/games.php#duke3d
Punk rock would go well with some sort of Mad Max TC.
>>11811798I need to start lifting again.
>>11811786>dynamic lighting>fov>looks like texture filtering as welljesus christ i wanna vomit
>>11811803it's fucking terrible but the base crosshair was too small. i need to figure out how to make it thinner and waayyyy larger
it's on the todolist of things to find a mod for
i found a mod to make the enemies move silly fast but a lot of the other features in the mod don't seem to work, at least i got one thing down
>>11811830i normally play with texture filtering off but i felt like changing it up
what's wrong with fov, are you some kind of casual?
>>11811839Doomworld gender-bender vanilla purist anime avatar skinwalker, most certainly keeps dozens of speedrun records too
>>11811850When are they going to bite the bullet and just give us a demon side kick?
>>11811834>>11811786https://www.moddb.com/mods/brutal-doom/addons/x-hairs-pack
The default GZDoom crosshairs suck. This is a good crosshair pack which I can personally recommend, ignore the fact that it is on the Brutal Doom's page, the pack can be used standalone.
>>11811798now this will stop faggots talking shit about doom 3
38292
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>>11811803now looks better
>>11811907Looking very modern there.
123
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Clean this up tranny janny, and don't forget you antidepressants
>playing doom with crosshairs
>>11811907yup, that's what i do
thanks for the crosshair pack
Good boy janny. Woops! Another portion coming.
I got caught in the Halls of the Damned crusher trap. I am upset.
Don't be upset janny. I know you're conditioned to be aroused by it, you filthy butt pirate.
>>11811839Increased FOV breaks some skies.
>>11812008this nigga really is playing all of doom in mofokin doom eternal
>>11812056Just starting Inferno now
>>11808245>That doesn't mean that awards are corrupted (outside 2020 lol)There was an unique instance for the past year of some ivy guy being nominated two times by rdwpa (quite subpar single levels imo with typical beginner slips like uniform texturing, overreliance on editor tools, slaughter arenas with every kind of monster), and then no long after both their names appear in this embarrassment of a thread
https://www.doomworld.com/forum/topic/150917-six-girls-yap-about-wads-2024-cycle/
I'm sure there's more to be found if you're willing to peruse through ornamented prose and correlate lists of names. In loose words of some other anon: awards are good for studying friend relations
>>11810273I'mma bend the rules a little.
Here's all of Maximum Doom but all in one pk3 for your enjoyment and convenience.
https://www.doomworld.com/forum/topic/129732-v3-final-maximum-doom-in-one/
The maps showcased within are from 94/95
found a lighting mod on google, the default settings looked like ass but after an hour of tinkering with the settings i think it looks cool
can anyone answer my question from like 100 posts ago about how to calculate my fov. i want the widescreen fov to be 120, not sure how to calculate it (when i used to play quake i found a calculator for 16:9 but i don't know the formula, help?)
>>11812089You are thinking of ivymagnapinna, quite new, but already is quite known mapper (ivy's maps already gathered buzz before the cacowards). The another "map" you are writing about is Forsaken Compound, it won a runner up, and it's pretty gud. I haven't played that single map that won a cacoward, but it does look nice.
>>11812089Forgot to write that Forsaken Compound is a full 9 map episode.
>>11811465>Absolutely does. I updated it a while back, but it's probably outdated again for current PM. I haven't played Doom in a long while.I think I grabbed that, nice. I haven't checked into PM lately but last I saw it was making some minor updates. I've been sucked into an Unreal binge myself lately.
>>11812008Friendly reminder that was Sandy's first Doom level
>>11812201I never knew that
It's a great level, one of my favorites!
>>11812209Yes. His first Doom level has a fake exit.
>>11812201>>11812224Weird you would think that SoD or Mystery would have been his first go at things.
smug man
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>>11812239He had a lot of Tom Hall's maps to finish.
>>11804994have you recorded demos on any of the maps?
can you think of a map you'd like to record a demo for?
>>11812201It was the map that got him the job. He was put in front of an editor, taught the basics, and early drafts of the map had Romero go "You're hired!"
>>11812056Pfft, so what, I'm playing Doom in Deltarune.
>>11812089>one of these users has an avatar of two underage furries kissingBruh
just slammed 4 cups of coffee and now i'm gonna doom glhf ggwp
>>11812576>There are still people who cannot grasp the concept of fictional characters in the year of our lord 2025Smite me
>>11812618Laundering a paraphilia through a cartoon clearly didn't prevent anything
>>11811798i've been dressing in tighter shirts lately too
they're the same shirts, though
>>11812406what am i looking at
02l0G4H
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>>11812660I think it's supposed to be... collision code?
>>11811472You could try ultimate custom doom which lets you change the damage done and received, movements speeds, jump height, monster speed, etc. It's handy for fine-tuning balance to your specific desires. I'd look up some enemy replacer packs. I think brutal doom has a monsters-only pack that is just the vanilla enemies with some new attacks.
>>11811798>John "the Jacked" Carmack
>>11812628skill issue on "her" part
>>11812731Many such cases!
>>11812719i can hear the midi in my head
>>11812767No idea what was so problematic with this image for the today's jannoid to delet it.
>>11812576>he doesn't know that even Naoto Ohshima himself supports shipping Sonic&Tails lately out of sheer desperation for his creations to stay relevantIf that's enough to worry you then please stop using SLADE right now, because one of the contributors to that project is not only a deranged autistic furtranny but also an actual animal rapist
>>11812789what was the image?
>>11812804The one in the post
The self immolation of Mr. Modern Arts and Fear Books himself
>>11812814>TFW Modern Arts & fear books are indeed real
>>11812789Who are you talking abou -
>This person is the top 3rd contributorOh, I see what you mean.
I guess there's always XWE. Haha.
>>11812789The reason Naoto Ohshima is into Sonic and Tails is because all great artists are sickos. It's just fact. Writer for Sonic Adventure 2 liked a shit ton of art with Shadow and Maria too if I remember correct.
>>11812789>No idea what was so problematic with this image for the today's jannoid to delet it.Jannies here delete any mention of M***** t** M*******. They are remarkably sensitive on that matter for some reason.
Aren't you supposed to not use Doom assets if you release your GZDoom game on Steam? There are the Doom techno lamps in ''Supplice'' which is sold commercially on Steam. I guess ID/Bethesda doesn't care
>>11812943>I guess ID/Bethesda doesn't careit's only crime if some takes action against you
>>11812943Does the .wad for Supplice contain the lamp sprites, or is GzDoom just loading them from the Doom 2 iwad?
Wish UN let you replay levels. Ruined my 100% UN run.
>>11812948They tend to still be pretty chill about asset use, but if someone were to narc on Supplice, I imagine they'd send them a letter telling them "Hey, those are still ours and you can't include those in a commercial product, you gotta remove or replace them."
For comparison, there was some 12 year old Brazilian retard who made his own version of Brutal Doom, where he packaged a bunch of other mods in there, and also a copy of doom2.wad, because he's a fucking idiot.
iD/Bethesda hit him up and told him "Hey, you can't just distribute a copy of doom2.wad with your mod, stop doing that."
Instead of simply fixing this, he stopped distributing the mod entirely, then he went crying and bawling on social media about how his mod was now banned and illegal because of big mean iD/Bethesda.
>>11812951UN?
lmao
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>>11812943>There are the Doom techno lamps in ''Supplice'' which is sold commercially on Steam.Where? Checking the demo since I don't have the game, I'm only seeing this, which is a little similar conceptually but clearly not the same as the Doom one or even edited from it.
>>11812789>>11812804The poster himself was probably being a shitter elsewhere and got his posts purged. That happens.
Besides Strange Aeons, what other wads or mapsets have Lovecraft stuff in them?
>>11812943Don't they use FreeDoom instead?
>>11813012Rylayeh, off the top of my head.
>>11812618Ask around your locals, they might just appreciate your comedy sense
https://www.youtube.com/watch?v=r4oQECb6Viw
>>11812704actually discovered this before you posted it but thanks, i'll look into enemy replacer packs because the 10.5 spawn multiplier mod causes too much infighting so i shut infighting off and came up with a way to severely nerf enemy self monster damage
is 4 hours of doom enough doom for 1 day? i need to take a shower and go to a barbecue today
>>11813108>is 4 hours of doom enough doom for 1 day?No.
>>11811465Red Spiral and PM feel like a match made in... Hell? Yet Spiral's difficulty settings feel polarizing. The first one is too easy while the second one feels borderline before save scumming on mapsets with action bigger than Chainworm Commando.
I played PM on few maps from Curse of Blood with Feet on the Ground. FotG fits PM nicely as well.
smugbob
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>>11813168>Red Spiral and PM feel like a match made in... Hell?You were trying not to say it, weren't you?
I like fortress of mystery
>>11813287Hang on, I just noticed the floors. What mod is that?
>>11813287That's why you don't rush into rooms of hitscanners
>>11813168Ahh yeah. I tweaked my difficulties in Red Spiral because I thought the same. MonsterHealth and DamageFactor across all but the first difficulty are .75 and 1.0, respectively. There are also two hidden difficulties with the same settings as the UV spot, but you start with the knife instead of the kendo stick.
My version of Red Spiral also has a lot of neat stuff added and I've been thinking of asking Loss if they mind if I share it.
>>11813168Ahh yeah. I tweaked my difficulties in Red Spiral because I thought the same. MonsterHealth and DamageFactor across all but the first difficulty are .75 and 1.0, respectively. There are also two hidden difficulties with the same settings as the UV spot, but you start with the knife instead of the kendo stick. The second has 0.80 DamageFactor for BD critters.
My version of Red Spiral also has a lot of neat stuff added and I've been thinking of asking Loss if they mind if I share it.
>>11812660This meme is an old in-joke in the doom general threads, originating from the word cloud that gets generated for every thread.
"Ken tried" is a screenshot from the word cloud from a long-gone thread.
Ken Silverman is the programmer of the Build engine.
The Build engine code is notoriously difficult to read. Coincidentally, shortly before the generation of "ken tried" by the word cloud, someone posted a link to a blog where someone attempted to read the Build code, and the image of the code is from that blog. The word cloud has also provided us with the name of our megawad, "Hard Fast Faggot Maps."
>>11813352>CoincidentallyActually, it's stupid to say that it's a "coincidence" that Ken appears in the word cloud when people were discussing him in the thread
did ken silverman do anything of relevance past the build engine?
voxon
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>>11813365He founded Voxon, which makes "3D volumetric display systems," pic related. I guess in layman's terms they are holographic displays.
John Carmack founded Keen Technologies in 2022 and his goal is artificial general intelligence, but IMO that seems beyond the reach of even Carmack since even national militaries/governments like China's are also trying to make the first AGI.
>>11813352>explaining everything about it EXCEPT why that particular code excerpt is supposed to be funnythanks chatgpt i guess
>>11813396>why that particular code excerpt is supposed to be funny>implying you can read ken's code
>>11813396I don't get the joke either, is it supposed to be spaghetti code or something?
>>11807869IT'S THE COST OF PROGRESS
>>11813406nta but iirc it's overly complicated, illegible code for something fairly mundane
>>11813406I think it's related to moving the camera or rotating the map around.
>>11813318relighted, the only lighting mod i could find googling around. it automatically generates lighting based on the sector colors. the default settings look like dogshit but after playing it for a few hours i feel like it looks cool
anyway, i have a barbeque to go to. i've been playing doom, modding doom, or looking for gzdoom mods/console commands for like 6 hours now
i should get a dvd player and rip my quake iso and see if there's an android point of ezquake and go bash heads on aerowalk or something
i had another video but apparently this video compressor wants me to pay for it no thanks, it was showing off how fast the shotgun guys move
>they move like you do
dis
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I got a nitpicky question:
I'm playing The Chilling Winds of Dis and it's pretty neat, but I'm spoiled on Beautiful Doom and Smooth Doom and the like. Is there some way I can keep some of the nice weapons of mods like this but leave the custom sprites for the rocket launcher, BFG etc alone?
>>11813474I remember modifying Smooth Doom way back when I was playing Tangerine Nightmare for the same reason. You could do that.
Also there's a wad called Smooth Weapons which is pretty much just the weapon changes from Smooth Doom without the other bits and bobs that should play nice with these types of wads as long as the wads don't change the weapons. Be careful with balance changes, if the mod changes damage numbers or swap speed or something like that, Smooth Weapons will revert them back to vanilla and make it harder for you.
So, Adi Shankar bought the rights to make a Duke Nukem show.
Dukebros, how over are we?
>>11813506Irrelevant. Those trash shows should never be brought up here on /vr/
>>11813506We've been over since Forever.
>>11813474I might try that! Thanks! Right now I'm just playing with nash gore. Dis is really difficult so far.
>>11813532I like BD22 and the tactical option for gameplay.
Untitled
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>>11813543>>11813552>FuukaI... really can't tell if that's a great or terrible choice.
>>11813543>>11813552Took me a second to realize what's different.
>>11813506>a middle finger to everybodyAt least one of us doesn't remember Duke Nukem very well.
>>11813532>>11813543The comic is actually somewhat apt for me as a zoomer (early zoomer) who enjoyed crowding around the PC with friends to gawk at the gory executions and such.
But I remember getting kind of sick of how noisy and mean and constantly *on* it was in comparison to classic Doom pretty quick.
As an adult I like both for different reasons. Classic Doom is more arcadey, I like how rhythmic the game is, and the vibes are just more goofy and fun. Brutal Doom is more angry and good for blowing off steam? I dunno how to put it. It also just reminds me more of FEAR than Doom. That's fine. Not enough games in the world like that.
Classic Doom feels like hard rock and Brutal Doom is black metal. What I wanna play changes based on my mood.
I wish MBF21 supported adjusting height of the LOS origin, than this could look funnier.
>>11813506If it gets made, I expect it to suck really royally, I have an extremely low opinion of Shankar and the whole "... updated for modern audiences!" cancer.
It's whatever, if you're a Duke Nukem fan, you're already used to being kicked while down. It's not like it'd be worse than Duke Nukem Forever, everyone would already understand from the get-go that this has no chance of not sucking, so there's no hopeful optimism to get trampled upon.
>But anon, what if it's actually not?With Shankar at the helm and Netflix producing, it will be thoroughly shat on. Go look at that completely retarded adaption of Wheel Of Time, where they went out of their way to completely shit all over the source material as hard as they possibly could, feigning ignorance when it's cancelled for poor ratings.
Wheel Of Time is a really serious literary work which deserves a lot of respect, so what fucking chances would Duke have? At best it'll be some stupid irony poisoned bullshit, because nobody would be willing to interpret Duke or the games past them sometimes having easter eggs or an occasional whacky moment.
>>11813563>What I wanna play changes based on my mood.This, really. I like both. Classic Doom is simply sweet, but I can only play it so long until I need something with some prettier effects and gore. Right now I'm playing Into Sandy's Cities with Smooth Doom and it's like a flow state. But when I want something where I can engage the caveman part of my brain and paint the walls, I'll just play BD.
>Duke Nukem movie/series rights sold to the indian faggot who made Castlevania/Devil May Cry
Goddamnit Randy, just let Duke go, why the fuck do you hate it so much?
FACT the version that steam installs by default is perfectly fine and there is nothing wrong with it
>>11813647it doesn't let me set hud alpha which is standard in source ports
>>11813647>music doesn't work
>>11813647I kind of like the old “nightmare” if we’re talking about KexQ1, though I don’t miss “nightmare fast” Shamblers.
I’d like more options for both KexQ1 and 2.
>>11813654seems to work on my copy
you have seen barrels of fuck you sandy now i present pipes of fuck you sandy
>playing Doom with proper Roland SC-55 midi emulation
Holy shit it's like I'm playing it for the first time.
https://www.youtube.com/watch?v=Z_LfE6gV9ok
>>11813682More like Pipes o' Fun amirite?
>>11813687>fun>take damage everytime you go through one
>>11813691Woah, whooping 5hp or what? Don't shit your pants while flying kiddo.
>>11813693>makes no damage runs impossible in your path
>>11813682Wind Tunnels was a Willits* map, not Sandy. That said, I don't know why they swapped it out of the episode's secret slot between Beta3 and release. It makes more sense as a gimmicky secret level.
>>11806984>dehacked cacodemons>wanted archviles
>>11813696>no damage no saves blindfolded speedrun shotgun start keyboard only final destination
>>11813705While hanging upside down from the ceiling with your head in a bucket of cold custard.
>>11813696That's how things are sometimes.
SO YOU THINK YOU'RE FUCKING FUNNY HUH
>>11813738It's good to see you!
>>11813754Iirc you can run mods on the in game Doom Doom...
I think it has limited or no dehacked capabilities unless they changed that.
>>11813762Oh no im fine with the game warrens was just a fucky level. I had to do it twice too since I got caught by the door bug
>>11813394I don't think Carmel is expecting to get agi done himself. He's already working with other orgs collaboratively. Probably hoping for some slices of grant money and mergers, should his approach prove fruitful.
He's said his first goal is am ago with the intelligence of a learning impaired toddler. Enough to show it's self learning and move on from there.
>>11811798>John Carmack as: Duke Nukem
>>11813826>Hail to the king, baby! Mmm
what are some summerpilled wads for this darn heat? mouldy maps are always a good time
>>11813834What, hell not hot enough for you?
>>11813826>John Romero as: The Babe>Sandy Petersen as: Alien Commander
>Gonna rip 'em a new one-mmm!
>>11813506Well, Duke has been officially dead for over 20 years with Alien World being the only good release after 2002. (Port was shitty but the episode was good.) Anyway I was well aware that we would never get any good official Duke releases again, because copyrights are tangled and those who gave the gaming rights are complete retards. Like with Doom, Quake and Blood, it's the modding community that keeps Duke alive. Sure it's way smaller than Doom's, but there is plenty of cool maps and episodes.
>>11812394I started recording demos on map 23 since that's when single-segments become a challenge, I'm on map 30 right now
>>11813834Not a .wad, but the Life's A Beach episode for Duke Nukem 3D is *SUPREMELY* summer pilled, it really has the vibes of a tropical vacation, and the level design is actually pretty damn good.
The music is fun and cheerful, and all of Duke's monsters are dressed up properly, pig cops in aloha shirts and sunglasses, octabrains with loahs and triple-sunglasses.
Duke rocks his own aloha shirt, with shorts and sandals, and the weapons are reskinned to match, the shotgun becoming the Super Soak-em', the rocket launcher becoming a Gilligan-esque contraption made of bamboo and twine, launching exploding coconuts.
>>11813738>>11813867disgusting
what mods are these so i can, yknow, avoid them?
>>11813430whenever you get back i'd like to see your relighted settings. looks good
>>11813918lol good job. i wonder what percentage of eternal players have done this.
>>11813996It has thy flesh consumed too. Is it worth playing? Ive heard mixed things
>>11814012It's good, but tougher than the original episodes.
>>11813951i'll save it for the next thread so more people can see it
anyone got tutorials on zdoom weapon modding (or just show me the documentation for it)? i'm trying to make the pistol not suck and no one seems to feel like making mods that do this. found one called vanilla machine pistol that's way overpowered and trying to tone it down and when i was trying to remove the toggle to have to replace the chaingun if you want, now it's crashing
i managed to get it down the ROF i wanted, damage is fine without modding the bullets, now i need to figure out how to increase its accuracy
>>11814012I would recommend you play Doom 2 first. I don't know if they ever fixed the sound bugs, but if you insist on playing it within Eternal: The password is in the fortress, check the bookshelf for a former name of our hero.
Quad_1
md5: 57ac00f7f6fce65fb934f39a81dea652
🔍
i've gotten sick of this spawn multiplier already. the monsters are constantly tripping on each other and it became pretty much unplayable in e1m3, skipped to e2m1 to check it out and it's just silly. i'm going to give the enemies the quad damage instead. everyone loves the quad damage
>>11811798In the next 2 years, he will become og doomguy with nerd glasses.
>>11813754Yeah but can it run Turkey Puncher?
>>11813894Don't forget it actually stars probably the most dangerous new duke monster, Pig cops riding pool toys that obnoxiously go BOING BOING before making you go BOOM. They're like Fat Commanders, except REALLY squishy and kind of suicidal... having little to no warning before rocketing your face off.
These guys are the most memorable thing to me. Well besides the fheme park with fully modeled rides and shit. What a worthy expansion.
>>11814126Obnoxious motherfuckers, but at least they're glass cannons, down in one hit of anything.
https://www.youtube.com/watch?v=M5QPgwPffm8
The music in Life's A Beach makes me really happy. Wizard Works published an absolute ocean of cheap garbage in their time, but occasionally, they hired some people with some actual talent and ambition, who got to do something worthwhile.
Anyone know what .wad this is? I found this randomly in my folder and these stair steps made me cum.
>>11811558>it's been nearly two years since our N64 jamFeels like I got hit by a truck reading that. Time keeps on slippin.
>>11811798This is how strong you have to be to shoulder the sin of abandoning your cat.
I'm playing Alkaline and it's very good but way harder than any other Quake 1 or 2 stuff I've played so far. There's so much fighting on platforms that sink into lava on this level.
>>11814473Sometimes I see shit like this and wish Quake had sector lighting. Lightmaps where 1 pixel is 16 units wide just can't pull this off well.
But then I remember that you have to draw and setup every sector...
>>11806970I'm doing one final test of Vertex Relocation right now.
MAP01 has a minor issue where exit switch has switch textures both upper and lower, and because upper takes precedence, its eyes don't light up as they should. I swapped textures to fix it, but thought mapper might want to know.
took a shitty weapon mod for an automatic pistol based on the one he's holding in the title screen and made it good
it replaces the starting pistol with something gigachad but the mod i found was way overpowered and made the chaingun pointless
there are a few quirks i need to work out before i can post the file, i've been reading zscript documentation for like 6 hours now and i need sleep
once i finally got most of the code working and fixed his bugs i balanced it so its dps is not too much better than the starting pistol but it also uses ammo way faster
could be a good deathmatch weapon, something for noobs, or something to make some bullshit wad easier at the start
>>11813894Someone ported Life's a Beach to Doom.
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/vacav14
>>11814263>Two of the gargoyle faces and two support beams are misaligned. That's a big oof.
so yesterday I downloaded this megawad for Doom 2 called Prayers of Armageddon: Retaliation
it should be a revides version of the original megawad with that name
I opened it up in SLADE to see if it has cursed DEHACKED bullshit that replaces weapons because I wanna use it with a weapons mod and I noticed it had custom difficulty levels in MAPINFO lump
I noticed "Hard" gives enemies damage factor multiplier of 1.5
is this the same Doom and Doom 2 do in UV?
I went to the official Doom Wiki and all it says for UV is "Greatest numbers or strength"
for "Strength" it means the enemy HP ontop of being more of them or the actual damage they do?
I cant find anywhere where it says the actual enemy damage multiplier of Doom and Doom2's UV setting
I even watched Decino's video on Doom difficulty settings explained and it talks about ammo amount, enemy number, fast monsters and respawning in Nightmare but nothing about the goddamn actual enemy damage multipliers
if I play every custom map in UV do I already play with an enemy damage multiplier of 1.5 or 1.0?
maybe the enemy dmg multiplier per difficulty isnt mentioned anywhere because its actually 1.0 the same at all difficulties?
can someone enlighten me on this with some solid information?
thanks.
>>11814594No, Doom doesn't change any mechanics outside Nightmare (Removing the attack cooldowns and boosting some projectile's speed, doubling the ammo pickups) and I'm too young to die (Halving incoming damage and doubling the ammo pickups)
>>11814598so all skill levels apart from the first have enemy dmg multiplier of 1.0 and the easiest has 0.5?
so actual UV for thios megawad would be the skilll it calls "Normal"?
I dont wanna find myself at a point near the end where I cant progress because I get insta one shotted
so what it says on the Doom Wiki about "enemy Strength" is bullshit?
the enemies have the same exact HP at all skill levels and your damage multiplier is always 1.0 at all skills?
>>11814605"Strength" here refers to monster type. Doom has individual flags for every difficulty, so you can make it harder by swapping types. It's done less often, but you might see Barons traded for hell knights or spectres for demons on lower difficulties. Sometimes pickups are shuffled too, but it's done even more rarely.
The stats of each monster type is fixed otherwise, except for, again, nightmare projectile speed as well as pinkie framerate from there.
Oh, right one thing that does change between difficulties is fire rate of icon of sin.
>>11814608so "Hard" custom difficulty for that megawad is actually harder than any megawad with normal Doom 2 difficulty set to UV because all enemy attacks do 1.5 times the damage?
the correct equivalent to Doom 2 UV for that megawad would be custom skill "normal", correct?
>>11814620I think so, yes. Hard spawns, normal stats.
>>11813626>indian faggot who made CastlevaniaDidn't he just try taking credits from people that actually worked on the show or something like that?
>>11813647Re-release should revert to original Nightmare.
>>11813864>those who gave the gaming rights are complete retards.Funny how they got 'worthwhile' successors after selling off most of its games, old company name and then the company itself. Fucking poetic.
>>11814497This map's final segment is total bullshit as long as those medkits aren't renewable like the ammo pickups are, such a garbage end for an otherwise cool level up to that point.
I dont know what happened recently if it was with an update of GZDoom (I am currently on the latest stable 4.14.2) or my Nvidia drivers (I have a 3080 Ti Founders with drivers 576.52) I have a bug running with OpenGL render if I am loading a wad (map megawad or gameplay .pk3 mod) that has a TITLEMAP that plays as intro the screen turns all black, I can hear the sounds of the TITLEMAP playing I can move the arrows cursors up and down and select with enter and hear the sounds of selecting menus but the screen remains full black
I have scoured the internet for a solution and apparently there are many others that had this bug even on Steam forums with commercially sold games that run with GZDoom (like Hedon for example)
one guy said that setting
>vid_defheight=
and
>vid_defwidth=
to his native desktop resolution fixed it for him but for me it fucking doesnt
on a post about a guy having this bug on the ZDoom forums Graf replied with
>"its not gonna be easy to find"
I tried literally everything messing with the Nvidia controls panel both 3D settings and scaling settings and the GZDoom config file with under that begins with
>vid_
the only solution I found that currently works is changing render method to Vulkan or OpenGL ES
I have no idea what OpenGl ES even means but its the only way it worked
without mentioning that HDR remains to this date fundamentally broken in GZDoom
I run my screen with HDR on as i have an HDR display but everytime I quit GZDoom the colors of my desktop and everything else look dead I have to open Windows 11 display setting and disable and re-enable HDR
Windows 11 auto-HDR doesnt fucking work with GZDoom its broken as fuck and if I enable HDR through the .ini file the colors look completely dead
fucking spaghetti coded mess of a port if it wasnt for compatibility with advanced features in recent megawads and gameplay mods and TCs I would have already eradicated this sack of shit port from my hard drive without a second through
>>11813563'01 Zoomer here, glad I'm not the only one anymore. For years I would come here for mod and map recs and just felt like I basically only shared this hobby with millenials and gen x. Not a terrible thing, to be sure, I'm simply happy that there's a community for Id Soft games in general. And yet, not being the only rotting zoomer faggot itt is a good feeling.
>>11814724Personally I had garbled graphics with either standard OGL or Vulkan on my other machine, wouldn't remember which. Guess the main takeaway is that it varies by hardware and such thing only happened with GZDoom in my memory thus far. You should always use Vulkan if it gives no issues. OGL ES is a performative version of OGL I suppose, it's used on mobile stuff for example and may miss some fancy looking things.
>>11814801right now I am using
>vid_rendermode=4for Vulkan
and
>vid_preferbackend=1 for SDL+Vulkan(I dont even know what SDL even means desu)
I still havent fixed HDR in game or the fact that to get proper colors when I exit GZDoom I have to go to Windows 11 display settings and disable and then re-enable HDR to get the correct colors
I have no idea where to even start to fix this
I have tried going to
>Windows 11 settings / display / graphics and manually disable Auto HDR for the GZDoom executable and it changes nothing, dead colors when I exit the game
be advised this shit ONLY fucking happens with GZDoom no other game does this fucking shit here
honestly I have been trying to fix this for months and I have lost the will to even try anymore
I got to the colclusion that if it ONLY happens with GZDoom than GZDoom is the fucking problem here not my drivers not my hardware
Can you get Nightmare enemy behavior without respawning monsters? Is there a parameter for that?
>>11814834You're looking for the UV - Fast difficulty. In most ports there's a setting for that in the menus
>>11814834been there since the DOS days, add -fast to your command line
you can also go into gameplay flags in gzdoom
>>11813430There's another mod very similar to the relighting mod, but I think takes it a step further. I don't know if it's the same guy as the relighting guy, but it's called Relite and he just dropped an updated version of it yesterday I think. Like relighting though, you have to fiddle with the settings til you get what you like. Plus figuring out exactly what each setting does takes a while. I THINK I like Relite better, but it's also more demanding though. It's doesn't hurt my fps on normal sized maps, but anything super fancy or giant will start to dip fps or take a while to load.
>>11814873define "demanding", because i'm some sort of bizarre hybrid phoneposter with a mouse+keyboard and soon i'm going to have a monitor
do you mean demanding compared to original doom system specs or do you mean oblivion remastered on max settings rapes my machine
>>11814842There's a small difference: monsters with -fast have a short delay before attacking when they wake up while on Nightmare! they always start attacking instantly. I think some ports allow removing that delay.
>>11814884Yeah, this is what I was referring to. "-fast" only ups the monster speed. The reaction time delay that occurs is still present.
Nightmare sets the reaction time to 0 for all projectile monsters so as soon as they see you they begin shooting where the only movement they make being to satisfy range checks. It makes moving around them much harder since they never stop shooting as long as the line of sight check is met and they're considered in range.
>>11814887i didn't know that
when are you guys gonna make a new thread
Honestly if I were making a source port I'd separate the reaction time out of the Nightmare fast monsters parameter so it becomes a separate flag that can be set independently from fast monsters. Something like "-noreact".
So you could have Hurt Me Plenty monster layouts but also with zero-reaction time monsters to deal with and not with the increased speed or respawning parameters.
is woof equivelant to dsda in terms of demo validity? I found it a lot more usable than dsda unfortunately.
Is there a bug with lunar strain dbp or I am missing something? Finishing map 17 just takes me to the same map
>>11814889>sandy petersen is directly responsible for nyaruko's existence because call of cthulhu got super popular in japan and effectively introduced them to lovecraft's worksi wonder if he even knows
>>11814901Gender fraudsters from DSDA came up with an enforced demo submission drule fairly recently
>>11814924Alright, thanks anon.
nugg0002
md5: c0dfe82b5809640992ce1418417a2aaa
🔍
>>11814939Speedrooners can't handle the gore.
>>11814939As warned by the developer himself, demos are of aftermost importance in nugget. Curiously, there are fledgling ports listed with freshest versions being the cutaway points, which in my perception would make dsda inferior to the old neglected prboom everyone once used for years as a standard. I think the tight selection rationale mostly accounts for "cheating" though, no idea what kind of hidden data they put into demos nowadays.
>>11814570Are the monsters dressed up?