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Thread 11806965

607 posts 394 images /vr/
Anonymous No.11806965 >>11807284 >>11809040 >>11809249 >>11810471 >>11811558
SON OF A BITCH MUST PAY
DOOM THREAD / RETRO FPS THREAD - Last thread: >>11796348

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/GENERAL GUIDE
https://rentry.org/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

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

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

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

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

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

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

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

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

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

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

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
Anonymous No.11806970 >>11807261 >>11807638 >>11807670 >>11809094 >>11811558 >>11814527
=== 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)
Anonymous No.11806984 >>11813704
Anonymous No.11806985 >>11806986 >>11807005 >>11807014
Anonymous No.11806986 >>11807025
>>11806985
It's fine just shoot some grenades down there
Anonymous No.11807005
>>11806985
>wet smacking sound intensifies
Anonymous No.11807014
>>11806985
I haven't seen that many tar babies in a pit since [My attorney has advised me not to finish this joke]
Anonymous No.11807025 >>11807037
>>11806986
Tarbabies are really not that bad IMO.
Anonymous No.11807037
>>11807025
They'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.
Anonymous No.11807085 >>11807093 >>11807921
https://limewire.com/d/udNDe#Ikau0zNEK4
Hexen maps with Doom weapons and monsters.
Anonymous No.11807093 >>11807097 >>11807130
>>11807085
why
Anonymous No.11807097
>>11807093
Better weapons and monsters.
Anonymous No.11807103 >>11807134
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?
Anonymous No.11807130
>>11807093
Sheer curiosity.
Also Hexen bestiary is awful.
Anonymous No.11807134
>>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.
Anonymous No.11807138 >>11807187 >>11807251 >>11807279 >>11807287
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
Anonymous No.11807140
quake 2 is my jam
Anonymous No.11807162 >>11807179
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.
Anonymous No.11807179
>>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.
Anonymous No.11807186
>>11806896
>back-porting the Alkaline mod's Grenade Probes
I 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...
Anonymous No.11807187
>>11807138
it'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
Anonymous No.11807208 >>11807413 >>11807907
Do you think there'll be people still playing and making Doom wads a century from now?
Anonymous No.11807246 >>11807247
Anonymous No.11807247
>>11807246
Anonymous No.11807251 >>11807252 >>11807273
>>11807138
I have no idea what to do in this room and why i can't leave
Anonymous No.11807252 >>11807257
>>11807251
forgot screenshot
Anonymous No.11807257 >>11807263
>>11807252
The switch opens up the tunnel to the left of the starting building.
Anonymous No.11807261 >>11807303 >>11807332
>>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
Anonymous No.11807263 >>11807267
>>11807257
I can't exit this room, the door does not open from inside
Anonymous No.11807267 >>11807291
>>11807263
That's weird, the doors should've stayed open. I'll look into it.
Anonymous No.11807273 >>11807279 >>11807291
>>11807251
I 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.
Anonymous No.11807279 >>11807301
>>11807273
There'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.
>>11807138
The 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.
Anonymous No.11807284 >>11807349 >>11807807
>>11806965 (OP)
>https://imgur.com/a/wWS8zXz
> he still hasnt added MM8BDM
Anonymous No.11807287 >>11807301
>>11807138
The 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.
Anonymous No.11807291 >>11807301
>>11807273
>>11807267
your walk-over linedef in front of the door swallows use, you should mark it as "pass use"
Anonymous No.11807301 >>11807307 >>11807312
>>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
>>11807291
I 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
Anonymous No.11807303 >>11807335
>>11807261
Is 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.
Anonymous No.11807307 >>11807374
>>11807301
>My intention was for the rocket launcher to make the last caco easier
Obvious 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.
Anonymous No.11807312 >>11807374
>>11807301
So 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.
Anonymous No.11807332 >>11807335 >>11807350 >>11807531 >>11807572 >>11807581
>>11807261
1. 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
Anonymous No.11807335
>>11807332 meant for >>11807303
Anonymous No.11807349 >>11807437
>>11807284
Maybe he will learn someday and will stop baking these
Anonymous No.11807350 >>11807359
>>11807332
>2. MAP24: fix medusa or whatever its called near sector 365
I booted the map to see if I can help, but I don't see anything wrong near sector 365.
Anonymous No.11807359 >>11807369 >>11807371 >>11807531 >>11807572
>>11807350
I see this
Anonymous No.11807369 >>11807379 >>11807572
>>11807359
I 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.
Anonymous No.11807371 >>11807572
>>11807359
upd: happens only on software renderer
Anonymous No.11807374
>>11807307
I 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.
>>11807312
I 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.
Anonymous No.11807379
>>11807369
>any minor movement of a vertex nearby should fix it.
indeed it does, good to know
Anonymous No.11807413 >>11807424
>>11807208
hopefully

i want to play alongside a fully voxelized pvt stone in vr
Anonymous No.11807424
>>11807413
I love that hub map in Pvt Stone.
Anonymous No.11807437 >>11807440
>>11807349
> Maybe he will learn someday
He is either a janny or shielded by a janny so I doubt it
Anonymous No.11807440 >>11807449 >>11807454
>>11807437
>shielded by a janny
Can't be, his previous spergouts have been wiped.
Anonymous No.11807449 >>11807452
>>11807440
Are you talking about MM8BDM anon or the OP?
Anonymous No.11807452 >>11807460
>>11807449
That 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.
Anonymous No.11807454 >>11807458
>>11807440
I have never seen OP sperg out although always suspected he must have
Anonymous No.11807458 >>11807460
>>11807454
Shortly after I made that post I realized you guys were talking about OP and not that 8BDM obsessed guy.
That's my bad.
Anonymous No.11807460 >>11807468 >>11807469 >>11807517
>>11807452
Nah 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

>>11807458
Yup
Anonymous No.11807468 >>11807480
>>11807460
I 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.
Anonymous No.11807469 >>11807484 >>11807487
>>11807460
>MM8BDM guy

In other words you.
Anonymous No.11807475 >>11807651 >>11808330 >>11808336 >>11808469 >>11808656
Is there a list of approved TCs?

Can only vouch for
>Ashes
>Aliens: Eradication
>Hedon
Anonymous No.11807480 >>11807482
>>11807468
It'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
Anonymous No.11807482
>>11807480
Nah.
Anonymous No.11807484
>>11807469
yeah I think there are more people here than 1 who enjoy that mode. And pretty much everybody knows the mm8dbm guy
Anonymous No.11807487 >>11807513
>>11807469
I 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
Anonymous No.11807513 >>11807516
>>11807487
>these last 4 years the doom pic has only been changing for worse
It 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.
Anonymous No.11807516
>>11807513
I 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.
Anonymous No.11807517
>>11807460
It's interesting seeing you comparing you and your samefagging to Rosa Parks.
Anonymous No.11807524 >>11807553 >>11807557 >>11807560 >>11807790 >>11808025
>plays 94p beta
>maps aren't even good
>never touch it again
why i'm waiting 90 years for this fucking wad again?
Anonymous No.11807531
>>11807332
Alright, that helps, but what did anon want with MAP18 again?

>>11807359
I might be able to fix whatever that is.
Anonymous No.11807542 >>11807609 >>11808240 >>11813347
Anonymous No.11807553
>>11807524
I remember a lot of them being really fun. Maybe some day...
Anonymous No.11807557
>>11807524
hey 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
Anonymous No.11807560
>>11807524
The cyberdemon recolor is the key to all of this.
Anonymous No.11807572 >>11807586
>>11807359
>>11807369
>>11807371
Alright, that was indeed a slimetrail, never seen one do the hall of mirror things with the framebuffer before. Fixed.

>>11807332
Now, what was that about MAP18?
Anonymous No.11807581
>>11807332
>maybe fix switch (line 612) being shootable by shooting the wall opposite of it or keep it because its pretty minor
Not 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?
Anonymous No.11807586 >>11807593
>>11807572
idk what it is i myself don't remember problems with map18
Anonymous No.11807593 >>11807601
>>11800021
You the author of MAP18? What needs done on that?

>>11807586
Going 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.
Anonymous No.11807601 >>11807606
>>11807593
No problems, someone already fixed it with anon's approval
Anonymous No.11807606
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.

>>11807601
Oh, goody!
Anonymous No.11807609 >>11813347
>>11807542
>named bitterman
>not bitter at all, actually seems rather pleased
Anonymous No.11807612
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?
Anonymous No.11807638 >>11807670
>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?

>>11806970
Vertex Relocation, Release Candidate 3:
https://files.catbox.moe/aoucg0.7z
Anonymous No.11807651
>>11807475
I love this blue orc so much it's unreal.
Anonymous No.11807670
>>11807638
gj, anon
>>11806970
OP, doomworld when?

When it will land on idgames i want to replay it again, brush up secret directions and create wiki pages
Anonymous No.11807735 >>11807756 >>11807801 >>11807840 >>11807912
The Fact that I can make a proper morphed playerpawn it only makes my soul happy :)
https://litter.catbox.moe/nvc39okhflhox8bs.mp4
Anonymous No.11807756 >>11807762 >>11807767
>>11807735
what in the absolute balls
Anonymous No.11807762 >>11807767
>>11807756
Autism's a hell of a drug.
Anonymous No.11807767 >>11807796
>>11807756
Yep, I also showcased (And posted) the rest of that mod
This is one of the enemies from my "little, innocent, and unginhed" unnamed mod.
>>11807762
Ye :)

Here's a monster for that mod btw
https://files.catbox.moe/kvfd27.mp4
Anonymous No.11807790
>>11807524
muh weapons reskin
Anonymous No.11807796 >>11807803
>>11807767
Why are there tombstones on the streets, and why... why?
Anonymous No.11807801 >>11807803
>>11807735
Interesting concept
Anonymous No.11807803
>>11807796
Those are my tries of showcasing the monsters, many of the failed, but this one is sucessful.
And because yes :)
>>11807801
Thanks, I took the green thing sprites from blaphemer, he was basically a chicken replacement
Anonymous No.11807807
>>11807284
Anonymous No.11807814 >>11807823 >>11807842 >>11807843 >>11808028
Was playing Legacy of Rust on GZDoom and got MAP20's ending text after I finished E1M0.
How do I fix this?
Anonymous No.11807823
>>11807814
>How do I fix this?
deleting gzdoom
Anonymous No.11807840
>>11807735
>clap sound effect
Anonymous No.11807842
>>11807814
Update GzDoom or go bug Chickenman about it?
Anonymous No.11807843 >>11807879
>>11807814
>deleting gzdoom
or alternatively, legacy of rust
Anonymous No.11807869 >>11807975 >>11813407
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!"
Anonymous No.11807873 >>11807889 >>11807903
do you guys think Graf plays with trilinear filtering on
Anonymous No.11807879
>>11807843
why not both?
Anonymous No.11807889 >>11807918
>>11807873
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 makes.
Not even an Espi award can convince him to have texture filtering set to off by default.
Anonymous No.11807903
>>11807873
I know graf loves piss colored menu backgrounds too
Anonymous No.11807907
>>11807208
I think the time spent playing the vidya will drastically reduce when we get fully functional sexbots.
Anonymous No.11807912
>>11807735
I can't tell if bandicam was used just to add shitposting value
Anonymous No.11807918 >>11807936
>>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 makes
How?
How do you see this and unironically think it looks good?
Anonymous No.11807921 >>11810692 >>11810768
>>11807085
how about doom 1/2 with Hexen weapons and monsters
Anonymous No.11807934 >>11807980 >>11808021 >>11808072 >>11808089 >>11808159 >>11808182 >>11808908 >>11808925 >>11810189
>>> 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
Anonymous No.11807936 >>11807971
>>11807918
Beats me, but he must feel very strongly about it since its the only thing keeping him from getting an Espi award
Anonymous No.11807971 >>11808069 >>11808124
>>11807936
>since its the only thing keeping him from getting an Espi award
what is this nonsense
Anonymous No.11807975 >>11810713
>>11807869
>hydroelectric dam
*hemoelectric dam
Anonymous No.11807980
>>11807934
Alright, let's do this.
Anonymous No.11808021 >>11810042
>>11807934
Wasn'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!
Anonymous No.11808025
>>11807524
is there actually something playable from that?
Anonymous No.11808028
>>11807814
uninstall gzdoom, windows and burn down the entire house block
Anonymous No.11808041 >>11808043 >>11808045 >>11808053 >>11808058 >>11808152 >>11808269 >>11808274 >>11808287 >>11808301 >>11808313 >>11809306
post your weirdest classic fps pics everybody
Anonymous No.11808043
>>11808041
Anonymous No.11808045 >>11808053 >>11808753
>>11808041
Q!Zone really was something...
Anonymous No.11808053
>>11808041

>>11808045
Dayum, Mr. Zombie, for free?
Anonymous No.11808058 >>11808059
>>11808041
Anonymous No.11808059 >>11808084
>>11808058
Anonymous No.11808069 >>11808096 >>11808124
>>11807971
Scuba Steve said so on twitter
Anonymous No.11808072 >>11808109
>>11807934
Hey, it's my map! I did that one!
Well, hot dog!
Anonymous No.11808084
>>11808059
>everyone is so mean 2 me
Anonymous No.11808089 >>11808159
>>11807934
here'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
Anonymous No.11808096 >>11808124 >>11808245 >>11810012
>>11808069
Another 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.
Anonymous No.11808109
>>11808072
It's a solid map, particularly for being made in 100 minutes (or less).
Anonymous No.11808124 >>11808135 >>11808139 >>11808142
>>11807971
>>11808069
>>11808096
He was probably just joking
Anonymous No.11808135
>>11808124
It's obviously a joke.
Anonymous No.11808139
>>11808124
>probably
Anonymous No.11808142
>>11808124
Probably, but it doesn't change my opinion of him or the Cacowards all that much.
Anonymous No.11808152
>>11808041
Anonymous No.11808159 >>11808172
>>11807934
>>11808089
I shoulda tucked that bfg further back
Anonymous No.11808172
>>11808159
I tried bumping it a little bit, but gave up quickly and just moved on. Again, good job on the fakeout!
Anonymous No.11808182 >>11810042
>>11807934
https://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.
Anonymous No.11808240
>>11807542
can we get the carmack model in this pose?
Anonymous No.11808245 >>11808249 >>11810012 >>11812089
>>11808096
Video 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.
Anonymous No.11808249 >>11808256 >>11808267
>>11808245
>outside 2020 lo
refresh my memory?
Anonymous No.11808256 >>11808261
>>11808249
there was a sex pest on the committee lol
Anonymous No.11808261
>>11808256
>there was a sex pest on the committee
i don't think there's ever been a committee without a sex pest

it's a universal constant
Anonymous No.11808267 >>11808527
>>11808249
Reviewers rewarding each other, while the most important wad didn't even get a runner-up (Akeldama).
Anonymous No.11808269 >>11808275 >>11809302
>>11808041
Anonymous No.11808274 >>11808410 >>11809872
>>11808041
Anonymous No.11808275
>>11808269
Which Banban is this from?
Anonymous No.11808287
>>11808041
Anonymous No.11808301 >>11808369
>>11808041
Anonymous No.11808313 >>11808901
>>11808041
Anonymous No.11808330 >>11808398 >>11808405 >>11808413 >>11808957 >>11809005 >>11809086
>>11807475
>all gztrash
>approved
No.
Anonymous No.11808336
>>11807475
>You'll be Swiss cheese!
Anonymous No.11808369
>>11808301
I don't see what this image has to do with Doom why am I taking damage?
Anonymous No.11808398 >>11808412
>>11808330
>ashes
>trash
Anonymous No.11808405
>>11808330
gzdoom is NOT trash
gzcoom is LIFE
Anonymous No.11808410 >>11809872
>>11808274
>Bubsy
I already know what this schizokino is, but it still gets me...
Anonymous No.11808412
>>11808398
>jerked off to the ghoul psyker from afterglow
lowpoint for me tbqh
Anonymous No.11808413 >>11808419
>>11808330
>HEY GUISE DO I FIT IN NOW??? FUCKING TURKEYMAN AMIRITE
kys
Anonymous No.11808419
>>11808413
>HEY GUISE DO I FIT IN NOW?

To be fair, what absolute monstrosities would deliberately try to fit into /dume/?
Anonymous No.11808469 >>11808905
>>11807475
Siren 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
Anonymous No.11808475 >>11808483 >>11808508
>28 shells in inventory
>pick up box of shells
>50 shells in inventory

fucking stop
Anonymous No.11808483 >>11808496 >>11808497
>>11808475
>Pick up one item
>it's actually 20 items stacked on top of each other
Anonymous No.11808496 >>11808497
>>11808483
>Pick up a rocket
>But it's 5 overlaid on each other
This triggers my autism
Anonymous No.11808497 >>11808530
>>11808483
>>11808496
There 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.
Anonymous No.11808508 >>11808520
>>11808475
Any 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.
Anonymous No.11808514 >>11808661 >>11809774
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
Anonymous No.11808520
>>11808508
Valid, I do that all the time, why was this deleted?
Anonymous No.11808527
>>11808267
>Akeldama ... drew criticism for its lengthy levels
Every fucking single time.
Anonymous No.11808530
>>11808497
I 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.
Anonymous No.11808656
>>11807475
If 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.
Anonymous No.11808661 >>11808698 >>11808717 >>11808718 >>11808728 >>11808731 >>11809331 >>11809417 >>11810924 >>11811125 >>11811850
>>11808514
Post Doom memes.
Anonymous No.11808698 >>11808712
>>11808661
Does this count?
Anonymous No.11808712 >>11808714 >>11808721 >>11808750 >>11808769
>>11808698
>le rip and tear
I grow tired of this shit
Anonymous No.11808714
>>11808712
Not that guy but have this instead
Anonymous No.11808717 >>11808720 >>11808756
>>11808661
Anonymous No.11808718 >>11809218
>>11808661
Anonymous No.11808720 >>11808735
>>11808717
Caco isn't a cuck.
Anonymous No.11808721
>>11808712
I can make something better, any suggestions?
Anonymous No.11808725
Anonymous No.11808728
>>11808661
Anonymous No.11808731
>>11808661
Anonymous No.11808735 >>11808749
>>11808720
>is named cuckodemon
>not a cuck
Anonymous No.11808749
>>11808735
Red demons can't be cucks, only purple demons can be cucked.
Anonymous No.11808750 >>11808769 >>11809006
>>11808712
I want to rip and tear hugo martin's guts for ruining that joke
Anonymous No.11808753
>>11808045
I want that shuriken-crossbow thingy to get included in the next episode of Dwell, whoose dick I need to suck for it to happen?
Anonymous No.11808756
>>11808717
Dear god. Next time I encounter a caco I'm going to see this image. Thanks...
Anonymous No.11808769
>>11808712
>>11808750
What 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
Anonymous No.11808789 >>11808796 >>11808821
Why do the Doomguy punches instead of kicking? Like 5 times more powerful and doesn't hurt. Inagine berserk kick.
Anonymous No.11808796 >>11808802 >>11808823
>>11808789
Why does he punch left handed but hold guns right handed?
Anonymous No.11808802
>>11808796
So he doesn't break his trigger finger
Anonymous No.11808821
>>11808789
And 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
Anonymous No.11808823 >>11808825
>>11808796
>hold guns right handed
Not all guns
He holds the pistol with his left hand
Anonymous No.11808825
>>11808823
what if he right hand but this whole time he shoot with left cause jack off with right
Anonymous No.11808829 >>11808840
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.
Anonymous No.11808840 >>11808846
>>11808829
>he takes his gloves off and then quickly jams them back on when using his guns
I was going to bring this up
Anonymous No.11808846 >>11808919
>>11808840
Really, 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
Anonymous No.11808858
Hello? Yes, is the the thread for discussion of DooM?
Anonymous No.11808901
>>11808313
That's a fun one. Fuck the colorblind.
Anonymous No.11808905 >>11810462
>>11808469
This looks really cool. Never heard of it. Reminds me a bit more of FEAR/SS.
Anonymous No.11808908 >>11808925
>>11807934
was looking for these stupid 4 monsters too long
https://files.catbox.moe/olgsis.lmp
Anonymous No.11808913 >>11808921
How old is doomguy?
Anonymous No.11808919
>>11808846
>I'm pretty sure there's brass knuckles out there that have bigger rings
Not 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).
Anonymous No.11808921 >>11808945 >>11809105
>>11808913
12. 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.
Anonymous No.11808925 >>11810042
>>11807934
>>11808908
improved my time a bit with infighting
https://files.catbox.moe/sfd9t6.lmp
why cl2 though?
Anonymous No.11808945 >>11808949
>>11808921
That'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
Anonymous No.11808949
>>11808945
>you're farther from the sun on the Mars moon
>so there's less gravity pulling on you
Wat?
Anonymous No.11808957
>>11808330
I'll jizz in your cystholes.
Anonymous No.11809005 >>11809086 >>11809101
>>11808330
I love gzdoom. I promote it to everyone. No one knows any other source port now. The future is uncertain, but the end is now.
Anonymous No.11809006
>>11808750
I wonder if Hugo will have a seizure and die after watching his beloved super hero doom slaya performing impse
Anonymous No.11809040
>>11806965 (OP)
https://www.youtube.com/watch?v=pv1D3kXQoZU
found this
appears to be a rom hack of ps1 doom
Anonymous No.11809086
>>11808330
>>11809005
GZDoom 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.
Anonymous No.11809094
>>11806970
I 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.
Anonymous No.11809101 >>11810023
>>11809005
I don't hate GZDoom but it's an awful port for a first playthrough of vanilla Doom, I only really recommend it for modding.
Anonymous No.11809105
>>11808921
There'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.
Anonymous No.11809107 >>11809196 >>11809312
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
Anonymous No.11809196
>>11809107
Look at him, look at him and laugh!
Anonymous No.11809209 >>11810129
>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
Anonymous No.11809218
>>11808718
Anonymous No.11809249 >>11809309 >>11809368 >>11809402 >>11809430 >>11809434 >>11809513 >>11809527 >>11809574 >>11809691 >>11809946
>>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.DEM

You 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 menu

How 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
Anonymous No.11809302
>>11808269
Anonymous No.11809306 >>11809320
>>11808041
Anonymous No.11809309 >>11809316 >>11809402
>>11809249
There's apparently a way to record DOS compatible demos through NotBlood but I have no idea how.
Anonymous No.11809312
>>11809107
Use mouse movement I guess
Anonymous No.11809316 >>11809321
>>11809309
Apart 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
Anonymous No.11809318
>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.
Anonymous No.11809320 >>11809558
>>11809306
>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.
Anonymous No.11809321 >>11809368 >>11809376
>>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
Anonymous No.11809331
>>11808661
Anonymous No.11809356
>AWOOGA!
Anonymous No.11809368 >>11809434
>>11809249
>>11809321
tested 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
Anonymous No.11809376 >>11809389
>>11809321
NBlood 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
Anonymous No.11809389 >>11809391
>>11809376
yeah i'm using that but the are not ignored by dos exes and they desync when i play back on nblood itself
Anonymous No.11809391
>>11809389
>the are not ignored
*they are ignored
Anonymous No.11809393 >>11809442
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.
Anonymous No.11809394 >>11809401 >>11810756 >>11810764
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?
Anonymous No.11809401 >>11809420
>>11809394
almost all wads have doomworld threads i usually write there or do you mean obscure old wads?
Anonymous No.11809402 >>11809430 >>11809468
>>11809249
NBlood cannot record DOS compatible demos. It can only records demos that will playback on the same build.
Meanwhile NotBlood only records DOS compatible demos.
>>11809309
Spielberg 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
Anonymous No.11809417
>>11808661
Anonymous No.11809420
>>11809401
Any 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.
Anonymous No.11809430 >>11809468
>>11809402
Thanks.
>>11809249
Here'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.
Anonymous No.11809434 >>11809468 >>11809698
>>11809368
I'll see if I can fix the menu thing desyncing with DOSBlood later today.
>>11809249
https://files.catbox.moe/xov0dp.DEM
Anonymous No.11809442
>>11809393
The only thing you can do to mitigate affine texture mapping is to use weapon models with denser geometry.
>the slightly curved shotgun barrel
This is actually an issue with the model itself rather than the engine.
Anonymous No.11809468 >>11809482
>>11809402
ok 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
>>11809430
yeah works on dos, notblood, gg
>>11809434
gg, i like your ways of dealing with monsters, i see you have lots of blood experience
Anonymous No.11809482
>>11809468
>don't understand how -playback works tho, i copy to BLOOD000.DEM to play
It'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.
Anonymous No.11809503 >>11809993 >>11810026
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.)
Anonymous No.11809509 >>11809513 >>11809536
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
Anonymous No.11809513
>>11809509
good, thanks anon
>>11809249 i'll tag my post
Anonymous No.11809527 >>11809548
>>11809249
e1m1 extra crispy any% in 2:12
https://files.catbox.moe/sol3ch.zip
Anonymous No.11809536
>>11809509
I 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
Anonymous No.11809548 >>11809563
>>11809527
you sure you sent the right demo?
Anonymous No.11809558
>>11809320
At least they let you play the game cough cough Dark Ages cough
Anonymous No.11809563
>>11809548
dang it wtf i sent the starting demo
Anonymous No.11809574 >>11809580 >>11809642
>>11809249
extra crispy any% 2:06
https://files.catbox.moe/4ove0w.DEM
Anonymous No.11809580 >>11809635 >>11809642
>>11809574
wtf, my demo doesn't play back with "demo x.dem"
but if I rename it to blood000.dem it autoplays just fine
Anonymous No.11809635 >>11809647
>>11809580
The demo plays fine (for me) with NotBlood.
Anonymous No.11809642 >>11809647
>>11809574
>>11809580
gg
plays back for me in notblood with "demo 4ove0w.DEM" or with -playback 4ove0w.DEM in dos
Anonymous No.11809647
>>11809635
>>11809642
sorry it works fine now, i think i forgot to type .dem at the end
Anonymous No.11809691
>>11809249
> I'm a blood noob so no extra crispy
extra crispy is nothing difficult actually if I just not use the main entrance
https://files.catbox.moe/s8za5u.DEM
Anonymous No.11809698 >>11809724 >>11810050
>>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
Anonymous No.11809724
>>11809698
It'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.
Anonymous No.11809735 >>11809779 >>11809782 >>11809807 >>11809840 >>11810127
is poogers worth playing or is it purely a meme wad
Anonymous No.11809741
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?
Anonymous No.11809771 >>11809989 >>11810517
Weird question but does anyone know if your doom (1993) saves carry over into the doom eternal DLC?
Anonymous No.11809774 >>11809824 >>11810507
>>11808514
Another retarded admin who thinks only literal Satan would ever want privacy in the internet and use a VPN.
Anonymous No.11809779
>>11809735
meme wad, it also has that fascist hate symbol pepe so dont play it
Anonymous No.11809782
>>11809735
meme wad, it also has that overused reddit meme pepe so dont play it
Anonymous No.11809807
>>11809735
It'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.
Anonymous No.11809824
>>11809774
pffff
Anonymous No.11809840
>>11809735
It 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.
Anonymous No.11809872 >>11810861 >>11810876
>>11808274
>>11808410
Is it AMC Squad? Is it worth trying if I want a Build-style soup mod?
Anonymous No.11809910
>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.
Anonymous No.11809937
>Pain Elementals
Bad mapping.
>Platforming
Bad mapping.
>Damaging floors
Bad mapping.
Anonymous No.11809946 >>11809954
>>11809249
>ctrl + f blood
>see post with many replies
>BLOOD CHALLENGE
>its about recording
Anonymous No.11809954 >>11809984
>>11809946
The real challenge was the VCR we programmed along the way.
Anonymous No.11809968
>I got killed.
Bad mapping.
Anonymous No.11809975
>I played Doom
Bad mapping.
Anonymous No.11809984
>>11809954
Anonymous No.11809989 >>11809995
>>11809771
Do you have id+ or ZeniMax Live?
Anonymous No.11809993
>>11809503
ggs
Anonymous No.11809995 >>11810517
>>11809989
No? 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.
Anonymous No.11810012
>>11808096
like >>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.
Anonymous No.11810016 >>11810024 >>11810030 >>11810054 >>11810123 >>11810137 >>11811583
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.
Anonymous No.11810023
>>11809101
It'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.
Anonymous No.11810024 >>11810054 >>11810103
>>11810016
It consumes two nails per shot instead of one, making the SNG objectively inferior to the NG for hitting switches.
Anonymous No.11810026
>>11809503
ggs!
Anonymous No.11810030
>>11810016
Standard 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)
Anonymous No.11810037
>I didn't get killed
Bad mapping.
Anonymous No.11810041 >>11810132
Doom 2 is too fucking long
Anonymous No.11810042 >>11810046 >>11810141
>>11808021
You actually missed 4 kills, but still managed to technically get 100% thanks to archviles.

>>11808182
You 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.

>>11808925
I 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.
Anonymous No.11810046
>>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.
Anonymous No.11810050
>>11809698
After 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.
Anonymous No.11810054
>>11810016
What >>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.
Anonymous No.11810103 >>11810117 >>11810167
>>11810024
lack 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
Anonymous No.11810108 >>11810151 >>11810213
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?
Anonymous No.11810117
>>11810103
>axe has no cost
Axe has no range.
Anonymous No.11810123
>>11810016
Super Nailgun does not look as cool as normal Nailgun.
Anonymous No.11810127
>>11809735
meme wad, it also has the funny twitch chat frog, so please play it
Anonymous No.11810129 >>11810525
>>11809209
Don't give up, you fucking bitch.
Anonymous No.11810132 >>11810148
>>11810041
Making 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.
Anonymous No.11810137 >>11810139
>>11810016
a super nailgun with quad damage will always gib a zombie and prevent you from getting his ammo drop
Anonymous No.11810139
>>11810137
the zombie grunts, I mean. not the actual zombies, those don't drop ammo
Anonymous No.11810141 >>11810174
>>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.
Anonymous No.11810148 >>11810253
>>11810132
Wolfenstein 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.
Anonymous No.11810151
>>11810108
It's not irredeemable, but it's hardly golden either. Give them a try and see what you think.
Anonymous No.11810167
>>11810103
Other 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.
Anonymous No.11810174
>>11810141
That's what I mean when I said
> A lot of people seem to be confused about the green armor ambush
If 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
Anonymous No.11810184
https://www.youtube.com/watch?v=GnymFEW_B8Q

>Doom Comic '96 dev gave Doomguy the Deckard Blaster
Kinda sick, honestly.
Anonymous No.11810189 >>11810194
>>11807934
https://files.catbox.moe/w2vmsm.lmp
Anonymous No.11810194
>>11810189
oh no, I forgot to start a new demo after each death. Welp, the last run was the successful one.
Anonymous No.11810213
>>11810108
The 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.
Anonymous No.11810253
>>11810148
3D is just such a slog with how repetitive it gets.
Anonymous No.11810273 >>11810350 >>11812107
Give me some hidden gem '90s WADs.
Anonymous No.11810350
>>11810273
If 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.
Anonymous No.11810462
>>11808905
Yeah, 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.
Anonymous No.11810471 >>11810473 >>11810491
>>11806965 (OP)
will there ever be a 400 minutes of /vr/?
Anonymous No.11810473
>>11810471
WAIT 400 already exists
i mean 500
Anonymous No.11810491
>>11810471
If you start it, anon, they will come.
Heh
Anonymous No.11810507
>>11809774
i dun geddit
Anonymous No.11810517 >>11810859
>>11809771
>>11809995
DLCs 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.
Anonymous No.11810525 >>11810545
>>11810129
But 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.
Anonymous No.11810545 >>11810557 >>11810936
>>11810525
can I have your stuff?
Anonymous No.11810557
>>11810545
You 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.
Anonymous No.11810569
Serious Engine is open source. Has anyone here tried fucking with it and making mods or something? I'm interested in trying.
Anonymous No.11810591 >>11810665
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
Anonymous No.11810594 >>11810604 >>11810946 >>11811320
Is there any footage or screens of Duke Forever on the Quake 1 engine?
Anonymous No.11810604
>>11810594
"Stop being so creative" might be the most Tim Willits thing Tim Willits has ever said.
Anonymous No.11810665
>>11810591
hey, 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?
Anonymous No.11810692 >>11810702
>>11807921
Hexen 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.
Anonymous No.11810702
>>11810692
>Hexen playerclasses/weapons/items + Doom monsters would be an interesting project
That 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
Anonymous No.11810713
>>11807975
That 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.
Anonymous No.11810756 >>11811454
>>11809394
I 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.
Anonymous No.11810764
>>11809394
I remember sending Lainos an e-mail once to tell him awesome I thought Overdose : Doxylamine Moon was.
Anonymous No.11810768
>>11807921
It's called Wrath of Cronos.
Anonymous No.11810859 >>11811129
>>11810517
Thanks
Anonymous No.11810861
>>11809872
Different anon here, I liked AMC Squad.
Anonymous No.11810876
>>11809872
I don't THINK that's AMC.
Anonymous No.11810924 >>11810927 >>11810935 >>11810949 >>11811334
>>11808661
Anonymous No.11810927
>>11810924
I'm more annoyed at the filename than anything else.
Anonymous No.11810935
>>11810924
This image gave me cancer.
Anonymous No.11810936
>>11810545
here 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.
Anonymous No.11810946
>>11810594
>Tim

Of fucking course
Anonymous No.11810949
>>11810924
What a stupid waste of my time.
Anonymous No.11810953 >>11810959 >>11810963 >>11810965 >>11811042 >>11811431
I need a palette cleanser after that shitass image that other Anon posted.
Anonymous No.11810959 >>11810961
>>11810953
Anonymous No.11810961 >>11810972
>>11810959
>baron's bowling ball isn't a green fireball
Anonymous No.11810962
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?
Anonymous No.11810963
>>11810953
Anonymous No.11810965 >>11811010 >>11811107
>>11810953
Anonymous No.11810972
>>11810961
He'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.
Anonymous No.11810975 >>11811445
Anonymous No.11810981 >>11810983 >>11810993 >>11811325
i need help
im stuck on map 15 of plutonia, what do?
Anonymous No.11810983
>>11810981
Shoot at it till it dies.
Anonymous No.11810993
>>11810981
Do everything exactly like UV Max speedruns do.
Anonymous No.11811010
>>11810965
what about Brutal Doom doe
Anonymous No.11811042
>>11810953
Anonymous No.11811050 >>11811080 >>11811465
Gameplay mods of (you)r choice to play with Project Malice?
Anonymous No.11811080 >>11811465
>>11811050
It 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.
Anonymous No.11811107 >>11811110 >>11811235
>>11810965
Anonymous No.11811110 >>11811235
>>11811107
You're nowhere close to the other shitters we've had in the past. Stay in your lane.
Anonymous No.11811114 >>11811116
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.

???
Anonymous No.11811116
>>11811114
Graf is cool, leave him alone.
Anonymous No.11811125 >>11811130
>>11808661
here's a classic
Anonymous No.11811129
>>11810859
No problem.
Anonymous No.11811130
>>11811125
Still holds pretty true after all these years.
Anonymous No.11811235
>>11811107
lol'd

>>11811110
I find Dumbguy inoffensive.
Anonymous No.11811296
Why does Caleb compliment the smell of an outdoor toilet?
Anonymous No.11811320 >>11811321
>>11810594
Looks like they didn't knew how to modify the engine for shit
Anonymous No.11811321 >>11811634
>>11811320
Anonymous No.11811325
>>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.
Anonymous No.11811331 >>11811350 >>11811360 >>11811413
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.
Anonymous No.11811334
>>11810924
I didn't read it.
Anonymous No.11811350 >>11811384
>>11811331
The 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.
Anonymous No.11811360 >>11811384
>>11811331
Pretty nice. The softest spot is for that SSG reload: You managed to make it look "weighty", very neat.
Anonymous No.11811384
>>11811350
The 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.

>>11811360
Thanks 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.
Anonymous No.11811407
now Poison Ivy II, that's a map
Anonymous No.11811413
>>11811331
They look great, love the shotty/ssg sounds.
Anonymous No.11811431
>>11810953
Anonymous No.11811445
>>11810975
i found the next thread challenge
Anonymous No.11811446
The chaingun is fun. This is really making me wish eternal let us have more ammo for it.
Anonymous No.11811454
>>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.
Anonymous No.11811465 >>11812129 >>11813168
>>11811050
Deathstrider, 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.
Anonymous No.11811472 >>11811483 >>11811715 >>11812704
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
Anonymous No.11811483 >>11811501
>>11811472
While 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.
Anonymous No.11811501
>>11811483
do 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
Anonymous No.11811521
Anonymous No.11811528
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?
Anonymous No.11811558 >>11811569 >>11811576 >>11814407
>>11806965 (OP)
>>11806970
Brehs of /vr/, and those who have nothing else to do til july.
Feel Free to join in.
Anonymous No.11811562
>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...
Anonymous No.11811569
>>11811558
Can 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
Anonymous No.11811576 >>11811585 >>11811603
>>11811558
Can we record and playback demos in Quake 2? Maybe we can do anonymous playtesting, or use the jam levels for thread challenges
Anonymous No.11811583
>>11810016
The 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.
Anonymous No.11811585 >>11811665
>>11811576
You can record demos on Q2R anon
Anonymous No.11811603 >>11811665
>>11811576
~
startdemo
stopdemo
playdemo (alternatively you can also load a demo via the "map DemoName.dm2" command)
Anonymous No.11811634
>>11811321
Anonymous No.11811665
>>11811603
None of these console commands work in Q2R
>>11811585
I succeeded with these console commands
To record:
>record filename
To play:
>map filename.dm2
Anonymous No.11811715
>>11811472
hey, 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
Anonymous No.11811786 >>11811803 >>11811830 >>11811871
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 :\
Anonymous No.11811798 >>11811823 >>11811831 >>11811901 >>11812639 >>11812725 >>11813826 >>11814101 >>11814409
melee > gunz
Anonymous No.11811802
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
Anonymous No.11811803 >>11811804 >>11811834 >>11811907
>>11811786
what the fuck is this crosshair
Anonymous No.11811804
>>11811803
it was originally heart shaped
Anonymous No.11811818
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.
Anonymous No.11811823
>>11811798
I need to start lifting again.
Anonymous No.11811830 >>11811839
>>11811786
>dynamic lighting
>fov
>looks like texture filtering as well
jesus christ i wanna vomit
Anonymous No.11811831
>>11811798
>AACK!
Anonymous No.11811834 >>11811871
>>11811803
it'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
Anonymous No.11811839 >>11811859 >>11812041
>>11811830
i normally play with texture filtering off but i felt like changing it up

what's wrong with fov, are you some kind of casual?
Anonymous No.11811850 >>11811867
>>11808661
Anonymous No.11811859
>>11811839
Doomworld gender-bender vanilla purist anime avatar skinwalker, most certainly keeps dozens of speedrun records too
Anonymous No.11811867
>>11811850
When are they going to bite the bullet and just give us a demon side kick?
Anonymous No.11811871
>>11811834
>>11811786

https://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.
Anonymous No.11811901
>>11811798
now this will stop faggots talking shit about doom 3
Anonymous No.11811907 >>11811910 >>11811928
>>11811803
now looks better
Anonymous No.11811910
>>11811907
Looking very modern there.
Anonymous No.11811919
Clean this up tranny janny, and don't forget you antidepressants
Anonymous No.11811924 >>11811975
>playing doom with crosshairs
Anonymous No.11811928
>>11811907
yup, that's what i do

thanks for the crosshair pack
Anonymous No.11811936
Good boy janny. Woops! Another portion coming.
Anonymous No.11811956 >>11811973
I got caught in the Halls of the Damned crusher trap. I am upset.
Anonymous No.11811961
Don't be upset janny. I know you're conditioned to be aroused by it, you filthy butt pirate.
Anonymous No.11811973 >>11812008
>>11811956
Anonymous No.11811975 >>11812669
>>11811924
>playing doom
Anonymous No.11812008 >>11812056 >>11812201
>>11811973
Cheeky fucker
Anonymous No.11812041
>>11811839
Increased FOV breaks some skies.
Anonymous No.11812056 >>11812078 >>11812447
>>11812008
this nigga really is playing all of doom in mofokin doom eternal
Anonymous No.11812078
>>11812056
Just starting Inferno now
Anonymous No.11812089 >>11812120 >>11812123 >>11812576 >>11812975
>>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
Anonymous No.11812107
>>11810273
I'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
Anonymous No.11812108
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?)
Anonymous No.11812120
>>11812089
You 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.
Anonymous No.11812123
>>11812089
Forgot to write that Forsaken Compound is a full 9 map episode.
Anonymous No.11812129
>>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.
Anonymous No.11812201 >>11812209 >>11812239 >>11812440
>>11812008
Friendly reminder that was Sandy's first Doom level
Anonymous No.11812209 >>11812224
>>11812201
I never knew that
It's a great level, one of my favorites!
Anonymous No.11812224 >>11812239
>>11812209
Yes. His first Doom level has a fake exit.
Anonymous No.11812239 >>11812248
>>11812201
>>11812224
Weird you would think that SoD or Mystery would have been his first go at things.
Anonymous No.11812247
Anonymous No.11812248
>>11812239
He had a lot of Tom Hall's maps to finish.
Anonymous No.11812394 >>11813875
>>11804994
have you recorded demos on any of the maps?
can you think of a map you'd like to record a demo for?
Anonymous No.11812406 >>11812642 >>11812660
Times Ken tried.
Anonymous No.11812440
>>11812201
It 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!"
Anonymous No.11812447
>>11812056
Pfft, so what, I'm playing Doom in Deltarune.
Anonymous No.11812576 >>11812618 >>11812789
>>11812089
>one of these users has an avatar of two underage furries kissing
Bruh
Anonymous No.11812586
just slammed 4 cups of coffee and now i'm gonna doom glhf ggwp
Anonymous No.11812618 >>11812628 >>11813083
>>11812576
>There are still people who cannot grasp the concept of fictional characters in the year of our lord 2025
Smite me
Anonymous No.11812628 >>11812731
>>11812618
Laundering a paraphilia through a cartoon clearly didn't prevent anything
Anonymous No.11812639
>>11811798
i've been dressing in tighter shirts lately too
they're the same shirts, though
Anonymous No.11812642
>>11812406
good lord lmao
Anonymous No.11812660 >>11812673 >>11813352
>>11812406
what am i looking at
Anonymous No.11812669 >>11812719
>>11811975
>playing
Anonymous No.11812673
>>11812660
I think it's supposed to be... collision code?
Anonymous No.11812704 >>11813108
>>11811472
You 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.
Anonymous No.11812719 >>11812771
>>11812669
Anonymous No.11812725
>>11811798
>John "the Jacked" Carmack
Anonymous No.11812731 >>11812767
>>11812628
skill issue on "her" part
Anonymous No.11812767 >>11812789
>>11812731
Many such cases!
Anonymous No.11812771
>>11812719
i can hear the midi in my head
Anonymous No.11812789 >>11812804 >>11812886 >>11812895 >>11812938 >>11813004
>>11812767
No 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 relevant

If 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
Anonymous No.11812804 >>11812814 >>11813004
>>11812789
what was the image?
Anonymous No.11812814 >>11812821
>>11812804
The one in the post
The self immolation of Mr. Modern Arts and Fear Books himself
Anonymous No.11812821
>>11812814
>TFW Modern Arts & fear books are indeed real
Anonymous No.11812886
>>11812789
Who are you talking abou -
>This person is the top 3rd contributor

Oh, I see what you mean.
I guess there's always XWE. Haha.
Anonymous No.11812895
>>11812789
The 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.
Anonymous No.11812938
>>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.
Anonymous No.11812943 >>11812948 >>11812950 >>11812978 >>11813012
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
Anonymous No.11812948 >>11812956
>>11812943
>I guess ID/Bethesda doesn't care
it's only crime if some takes action against you
Anonymous No.11812950
>>11812943
Does the .wad for Supplice contain the lamp sprites, or is GzDoom just loading them from the Doom 2 iwad?
Anonymous No.11812951 >>11812956
Wish UN let you replay levels. Ruined my 100% UN run.
Anonymous No.11812956
>>11812948
They 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.

>>11812951
UN?
Anonymous No.11812975
>>11812089
>six ""girls""
Anonymous No.11812978
>>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.
Anonymous No.11813004
>>11812789
>>11812804
The poster himself was probably being a shitter elsewhere and got his posts purged. That happens.
Anonymous No.11813012 >>11813019
Besides Strange Aeons, what other wads or mapsets have Lovecraft stuff in them?
>>11812943
Don't they use FreeDoom instead?
Anonymous No.11813019
>>11813012
Rylayeh, off the top of my head.
Anonymous No.11813083
>>11812618
Ask around your locals, they might just appreciate your comedy sense
https://www.youtube.com/watch?v=r4oQECb6Viw
Anonymous No.11813108 >>11813113
>>11812704
actually 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
Anonymous No.11813113 >>11813287
>>11813108
>is 4 hours of doom enough doom for 1 day?

No.
Anonymous No.11813168 >>11813184 >>11813338 >>11813342
>>11811465
Red 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.
Anonymous No.11813184
>>11813168
>Red Spiral and PM feel like a match made in... Hell?

You were trying not to say it, weren't you?
Anonymous No.11813232 >>11813879
I like fortress of mystery
Anonymous No.11813287 >>11813318 >>11813325
>>11813113
oh, ok
Anonymous No.11813318 >>11813430
>>11813287
Hang on, I just noticed the floors. What mod is that?
Anonymous No.11813325
>>11813287
That's why you don't rush into rooms of hitscanners
Anonymous No.11813338
>>11813168
Ahh 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.
Anonymous No.11813342
>>11813168
Ahh 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.
Anonymous No.11813347 >>11813368
>>11807542
>>11807609
Anonymous No.11813352 >>11813360 >>11813392 >>11813396
>>11812660
This 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."
Anonymous No.11813360
>>11813352
>Coincidentally
Actually, 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
Anonymous No.11813365 >>11813394
did ken silverman do anything of relevance past the build engine?
Anonymous No.11813368
>>11813347
Anonymous No.11813392
>>11813352
ah ok.
Anonymous No.11813394 >>11813771
>>11813365
He 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.
Anonymous No.11813396 >>11813401 >>11813406
>>11813352
>explaining everything about it EXCEPT why that particular code excerpt is supposed to be funny
thanks chatgpt i guess
Anonymous No.11813401
>>11813396
>why that particular code excerpt is supposed to be funny
>implying you can read ken's code
Anonymous No.11813406 >>11813416 >>11813427
>>11813396
I don't get the joke either, is it supposed to be spaghetti code or something?
Anonymous No.11813407
>>11807869
IT'S THE COST OF PROGRESS
Anonymous No.11813416
>>11813406
nta but iirc it's overly complicated, illegible code for something fairly mundane
Anonymous No.11813427
>>11813406
I think it's related to moving the camera or rotating the map around.
Anonymous No.11813430 >>11813951 >>11814873
>>11813318
relighted, 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
Anonymous No.11813474 >>11813497 >>11813535
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?
Anonymous No.11813497
>>11813474
I 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.
Anonymous No.11813506 >>11813507 >>11813508 >>11813560 >>11813572 >>11813864
So, Adi Shankar bought the rights to make a Duke Nukem show.
Dukebros, how over are we?
Anonymous No.11813507
>>11813506
Irrelevant. Those trash shows should never be brought up here on /vr/
Anonymous No.11813508
>>11813506
We've been over since Forever.
Anonymous No.11813532 >>11813543 >>11813563
Anonymous No.11813535
>>11813474
I might try that! Thanks! Right now I'm just playing with nash gore. Dis is really difficult so far.
Anonymous No.11813543 >>11813552 >>11813557 >>11813558 >>11813563
>>11813532
I like BD22 and the tactical option for gameplay.
Anonymous No.11813552 >>11813557 >>11813558
>>11813543
ftfy
Anonymous No.11813557
>>11813543
>>11813552
>Fuuka
I... really can't tell if that's a great or terrible choice.
Anonymous No.11813558
>>11813543
>>11813552
Took me a second to realize what's different.
Anonymous No.11813560
>>11813506
>a middle finger to everybody
At least one of us doesn't remember Duke Nukem very well.
Anonymous No.11813563 >>11813615 >>11814791
>>11813532
>>11813543

The 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.
Anonymous No.11813565
I wish MBF21 supported adjusting height of the LOS origin, than this could look funnier.
Anonymous No.11813572
>>11813506
If 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.
Anonymous No.11813615
>>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.
Anonymous No.11813626 >>11813661 >>11814661
>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?
Anonymous No.11813647 >>11813648 >>11813654 >>11813656 >>11814661
FACT the version that steam installs by default is perfectly fine and there is nothing wrong with it
Anonymous No.11813648
>>11813647
it doesn't let me set hud alpha which is standard in source ports
Anonymous No.11813654 >>11813659
>>11813647
>music doesn't work
Anonymous No.11813656
>>11813647
I 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.
Anonymous No.11813659
>>11813654
seems to work on my copy
Anonymous No.11813661
>>11813626
What? What?
Anonymous No.11813682 >>11813687 >>11813702
you have seen barrels of fuck you sandy now i present pipes of fuck you sandy
Anonymous No.11813686
>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
Anonymous No.11813687 >>11813691
>>11813682
More like Pipes o' Fun amirite?
Anonymous No.11813691 >>11813693
>>11813687
>fun
>take damage everytime you go through one
Anonymous No.11813693 >>11813696
>>11813691
Woah, whooping 5hp or what? Don't shit your pants while flying kiddo.
Anonymous No.11813696 >>11813705 >>11813743
>>11813693
>makes no damage runs impossible in your path
Anonymous No.11813702
>>11813682
Wind 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.
Anonymous No.11813704
>>11806984
>dehacked cacodemons
>wanted archviles
Anonymous No.11813705 >>11813714
>>11813696
>no damage no saves blindfolded speedrun shotgun start keyboard only final destination
Anonymous No.11813714
>>11813705
While hanging upside down from the ceiling with your head in a bucket of cold custard.
Anonymous No.11813738 >>11813756 >>11813757 >>11813912
Anonymous No.11813743
>>11813696
That's how things are sometimes.
Anonymous No.11813754 >>11813762 >>11814103
SO YOU THINK YOU'RE FUCKING FUNNY HUH
Anonymous No.11813756
>>11813738
It's good to see you!
Anonymous No.11813757
>>11813738
Cute.
Anonymous No.11813762 >>11813767
>>11813754
Iirc you can run mods on the in game Doom Doom...
I think it has limited or no dehacked capabilities unless they changed that.
Anonymous No.11813767
>>11813762
Oh 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
Anonymous No.11813771
>>11813394
I 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.
Anonymous No.11813826 >>11813830 >>11813846
>>11811798
>John Carmack as: Duke Nukem
Anonymous No.11813830
>>11813826
>Hail to the king, baby! Mmm
Anonymous No.11813834 >>11813837 >>11813894
what are some summerpilled wads for this darn heat? mouldy maps are always a good time
Anonymous No.11813837
>>11813834
What, hell not hot enough for you?
Anonymous No.11813846
>>11813826
>John Romero as: The Babe
>Sandy Petersen as: Alien Commander
Anonymous No.11813858
>Gonna rip 'em a new one-mmm!
Anonymous No.11813864 >>11814661
>>11813506
Well, 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.
Anonymous No.11813867 >>11813882 >>11813912
Anonymous No.11813875
>>11812394
I started recording demos on map 23 since that's when single-segments become a challenge, I'm on map 30 right now
Anonymous No.11813879
>>11813232
explain
Anonymous No.11813882
>>11813867
>>>/ss/
Anonymous No.11813886
I love Doooom.
Anonymous No.11813894 >>11814126 >>11814570
>>11813834
Not 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.
Anonymous No.11813912
>>11813738
>>11813867
disgusting
what mods are these so i can, yknow, avoid them?
Anonymous No.11813918 >>11813996
Wooo
Anonymous No.11813951 >>11814026
>>11813430
whenever you get back i'd like to see your relighted settings. looks good
Anonymous No.11813996 >>11814012
>>11813918
lol good job. i wonder what percentage of eternal players have done this.
Anonymous No.11814012 >>11814018 >>11814027
>>11813996
It has thy flesh consumed too. Is it worth playing? Ive heard mixed things
Anonymous No.11814018 >>11814050
>>11814012
It's good, but tougher than the original episodes.
Anonymous No.11814026
>>11813951
i'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
Anonymous No.11814027 >>11814050
>>11814012
I 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.
Anonymous No.11814050
>>11814018
>>11814027
Thanks
Anonymous No.11814079
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
Anonymous No.11814101
>>11811798
In the next 2 years, he will become og doomguy with nerd glasses.
Anonymous No.11814103
>>11813754
Yeah but can it run Turkey Puncher?
Anonymous No.11814126 >>11814146
>>11813894
Don'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.
Anonymous No.11814146
>>11814126
Obnoxious 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.
Anonymous No.11814263 >>11814271 >>11814574
Anyone know what .wad this is? I found this randomly in my folder and these stair steps made me cum.
Anonymous No.11814271 >>11814278
>>11814263
Demonastery
Anonymous No.11814278
>>11814271
Thank you!
Anonymous No.11814407
>>11811558
>it's been nearly two years since our N64 jam
Feels like I got hit by a truck reading that. Time keeps on slippin.
Anonymous No.11814409
>>11811798
This is how strong you have to be to shoulder the sin of abandoning your cat.
Anonymous No.11814473 >>11814508
Anonymous No.11814497 >>11814680
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.
Anonymous No.11814508
>>11814473
Sometimes 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...
Anonymous No.11814527
>>11806970
I'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.
Anonymous No.11814558
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
Anonymous No.11814570 >>11815016
>>11813894
Someone ported Life's a Beach to Doom.

https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/vacav14
Anonymous No.11814574
>>11814263
>Two of the gargoyle faces and two support beams are misaligned.
That's a big oof.
Anonymous No.11814594 >>11814598
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.
Anonymous No.11814598 >>11814605
>>11814594
No, 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)
Anonymous No.11814605 >>11814608
>>11814598
so 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?
Anonymous No.11814608 >>11814620
>>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.
Anonymous No.11814620 >>11814630
>>11814608
so "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?
Anonymous No.11814630
>>11814620
I think so, yes. Hard spawns, normal stats.
Anonymous No.11814661
>>11813626
>indian faggot who made Castlevania
Didn't he just try taking credits from people that actually worked on the show or something like that?
>>11813647
Re-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.
Anonymous No.11814680
>>11814497
This 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.
Anonymous No.11814724 >>11814801
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
Anonymous No.11814791
>>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.
Anonymous No.11814801 >>11814809
>>11814724
Personally 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.
Anonymous No.11814809
>>11814801
right now I am using
>vid_rendermode=4
for 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
Anonymous No.11814834 >>11814842 >>11814863
Can you get Nightmare enemy behavior without respawning monsters? Is there a parameter for that?
Anonymous No.11814842 >>11814884
>>11814834
You're looking for the UV - Fast difficulty. In most ports there's a setting for that in the menus
Anonymous No.11814863
>>11814834
been there since the DOS days, add -fast to your command line

you can also go into gameplay flags in gzdoom
Anonymous No.11814873 >>11814881
>>11813430
There'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.
Anonymous No.11814881
>>11814873
define "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
Anonymous No.11814884 >>11814887
>>11814842
There'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.
Anonymous No.11814887 >>11814889
>>11814884
Yeah, 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.
Anonymous No.11814889 >>11814920
>>11814887
i didn't know that

when are you guys gonna make a new thread
Anonymous No.11814894
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.
Anonymous No.11814901 >>11814924
is woof equivelant to dsda in terms of demo validity? I found it a lot more usable than dsda unfortunately.
Anonymous No.11814916
Is there a bug with lunar strain dbp or I am missing something? Finishing map 17 just takes me to the same map
Anonymous No.11814920
>>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 works
i wonder if he even knows
Anonymous No.11814924 >>11814927 >>11814939
>>11814901
Gender fraudsters from DSDA came up with an enforced demo submission drule fairly recently
Anonymous No.11814927
>>11814924
Alright, thanks anon.
Anonymous No.11814939 >>11814949 >>11815006
>>11814924
No Nugget?
Anonymous No.11814949
>>11814939
Speedrooners can't handle the gore.
Anonymous No.11814972
>>11814964
>>11814964
>>11814964
Anonymous No.11815006
>>11814939
As 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.
Anonymous No.11815016
>>11814570
Are the monsters dressed up?