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/vr/ - Retro Games


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10586762 No.10586762 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10578097

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/PASTEBIN
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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

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

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

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

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

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

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

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10586769
File: 546 KB, 720x1280, 1704312518887298.jpg [View same] [iqdb] [saucenao] [google]
10586769

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[1-08] Anon releases all doom 2 maps without geometry >>10580574

[1-07]Simpler Times for Duke 3D released
https://www.moddb.com/mods/simpler-times

[1-07]William Gee made a compilation of all his Duke3D maps into one mod, Supports Alien Armageddon
https://www.moddb.com/mods/wg-mega-pack

[1-07]Quakewulf releases "Four Base" a techdemo map demonstrating Quake 4 Textures in Quake 2 Remastered, source map included for mappers(Quake 4 textures needed)
https://vxtwitter.com/Colonthreee/status/1744012704728183163
https://gamebanana.com/mods/481349 (Texture assets)

[1-03]WRATH: Aeon of Ruin's update that goes over its singleplayer content, improvements and fate of deathmatch.
https://store.steampowered.com/news/app/1000410/view/3904122509826850382

[1-02] Perfect Dark PC port receives WIP netplay support(second link)
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net?preview

[1-01] Chasm: The Rift entity & weapon pack for Garry's Mod released
https://steamcommunity.com/sharedfiles/filedetails/?id=3128742113

[1-01] Anon releases a map for the Quake 2 Remaster
https://twitter.com/Colonthreee/status/1741837792563311069

[12-30] Chex Quest: The Penultimate Breakfast released
https://www.doomworld.com/idgames/themes/chex/chextpb

[12-29] Not Even Remotely Fair completed
https://www.doomworld.com/forum/topic/127913

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.10586793
File: 403 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10586793

>> No.10586812

>fresh supply
>same game you could already play but runs like shit
Why do people buy commercial remasters? Just encourages shit practices

>> No.10586838

Will I make it? Will I be able to finish my Doom mod?

>> No.10586842

>>10586838
Ask again later

>> No.10586851

>doom
more like dumb lmao

>> No.10586857

>>10586812
What's the best way to play blood on a craptop?

>> No.10586865

>>10586857
Nblood/Notblood

>> No.10586874

>>10586812
because otherwise you end up in a situation like unreal - unable to get it via any legal means.

>> No.10586953

>>10586793
>chainsaw elementals
instead of lost souls, it's floating chainsaws

>> No.10586956

>>10586857
Bloodgdx is good
>>10586874
But anon One Unit Whole Blood was already on GOG and is still included when you buy the fake engine remaster. And besides who would care if you couldn't buy it legally? Just pirate lol. Who do you expect to support by buying the official release of a retro game?

>> No.10586991

>>10586953
Sounds like a Yholl thing, it's pretty much those bastard pink things in DRLA.

>> No.10586994
File: 77 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
10586994

>>10586991
The Hungry. I think all of his monster packs have a few entries in them that are just terror. Thanks Yholl, you sadistic little shit.

>> No.10587002

is special 46: GR Door Stay Open really the only special that monsters can affect specials? I have an idea to reward the player for sneaking past monsters in an area, where I'd like them waking up to close off a secret

>> No.10587009

>>10587002
Maybe some ACS fuckery can achieve that.

>> No.10587014

>>10587002
Hitscanners should be able to affect all 3 effects, no?
They can also affect 1, walk-over equivalent that close afterwards (Don't remember the number) and walkover for lift.

>> No.10587020

Only the evil marine from scythe 2 is more bullshit an enemy than eviternity 2's astral cacodemons.

>> No.10587027

>>10587009
just vanilla Doom for now. with scripting anything is possible of course
maybe voodoo doll stuff?
>>10587014
>Hitscanners should be able to affect all 3 effects, no?
what do you mean?

>> No.10587030

>>10587027
There's 3 G-effects, but I didn't test.

>> No.10587040

>>10587030
24: G1 Floor To Lowest Adjacent Ceiling
47: G1 Floor To Higher Floor Change Tex

>> No.10587045

>>10587040
24 works for my purposes. if ranged monsters attack the player then it triggers. time for sketching..

>> No.10587050

>>10587045
seems it doesn't always raise the whole way. it stops halfway but the floor raising sound keeps playing. what gives?

>> No.10587056

>>10587050
If it stops and keeps making noises, that usually indicates that there's a monster that is stuck and floor thinks it's blocking the way.

>> No.10587058

Anyone know any good late 90s early 2000s albums that sound like UT99's ost? I'm quite miffed that I can't find anything like it.

>> No.10587065

>>10587058
Deus Ex was made by the same dudes, which I assume there must be more connective tissue there, given that Deus Ex in many ways feels like an elaborate Unreal mod and wears its early adopter nature on its sleeve.

>> No.10587070

>>10587056
strange, it's just in a hallway by itself. maybe there's an issue if the triggering line is occupied though?

>> No.10587075

>>10587058
you can't find any because Brandon was heavily influenced by demoscene music. Go listen to nectarine radio or something. When I need my Brandon fix I just play his music from other games, tyrian, jazz jackrabbit or deus ex.

>> No.10587085

>>10587075
>>10587065
Fuck. Thanks.

>> No.10587094

>>10587075
actually scratch that, I just tuned in to nectarine and it's all chiptune trash. fucking zoomers and their "retro" fads. You should still find some quality music at pouet.net or scene.org

>> No.10587105
File: 406 KB, 1201x2000, special24wut.png [View same] [iqdb] [saucenao] [google]
10587105

>>10587056
here's what it looks like. I have a little muncubus pen, and if only one notices the player (typically the circled one noticing through the small gap near the red X) and shoots the grate then the wall only closes up half-way like the lower screenshot
if I shoot the grate then it seems it always goes all the way. if all the mancubi get alerted then it also always seems to work. it seems it's only when it's one of them noticing the player, and the player not making a sound that it happens

>> No.10587110

>>10587075
His Tyrian music is so influenced from other games and stuff he basically just does a Bobby Prince to them them.
https://www.youtube.com/watch?v=DtJySpsVK9M

>> No.10587114

>>10587056
here's the wad, map07:
https://files.catbox.moe/zxybfb.wad
this is just me learning triggers and whatnot, I'll be throwing it away

>> No.10587128

Guy who wanted to try to get a community wad of the Doom monster spawns used in new maps, what format were you wanting to use

>> No.10587132
File: 415 KB, 1366x768, amc0001.png [View same] [iqdb] [saucenao] [google]
10587132

>> No.10587135
File: 190 KB, 1366x768, amc0002.png [View same] [iqdb] [saucenao] [google]
10587135

>> No.10587159
File: 76 KB, 231x141, prettypatties.png [View same] [iqdb] [saucenao] [google]
10587159

>>10587058
>>10587085
Elwood's XM discography (1994-1999) : https://www.youtube.com/watch?v=b2nGidJCl-M
Chaotic Mind by Skaven (1994) : https://www.youtube.com/watch?v=XHY8WY9SAW0
Musicdisk by Purple Motion (2004) : https://www.youtube.com/watch?v=cCIJQ3S2pmU&list=PLXL4xCT3txxN1lrykCU_Maq7hNkJJ9udZ
Amiga Hits! by Lizardking (2015 compilation of the author's 90's and early 2000's music) : https://www.youtube.com/watch?v=L7JcufTDegI&list=OLAK5uy_kzfaqfda7X9ezAYBezh5KBQLFWRSgn2fo
Jazz Jackrabbit 1, 2, & 3 by Alexander Brandon (His music before he worked on UT99's OST) : https://www.youtube.com/watch?v=aE5YAw8G4Bg&list=OLAK5uy_lz2iYP_9EWRhA-qTqvrkoesMUr0CPgz3k

>> No.10587168

>>10586793
>neat man ass

>> No.10587171

>>10587058
https://www.youtube.com/watch?v=XmCqnF0P7mQ

>> No.10587175

>>10587171
That's my favorite track in the entire game. Glad to see more people appreciating it. Also one of the more interesting levels to defend. Fuck I miss Unreal II, bros. I know it's not what it was supposed to be but it's still decent for what it is.

>> No.10587178

>>10587175
it's the only alexander brandon track in the entire game

>> No.10587181

>>10587178
And it shows.

>> No.10587198

>>10587128
same question. also are custom textures allowed?

>> No.10587216

>>10587058
Tribes 2 ost is extremely underrated and I think you'll like it. I particularly like "Ice".
https://youtu.be/0BergGBVh-s

>> No.10587243
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10587243

Trying to make a decorative water flow in Quake, but the scrolling waterfall texture is too slow. Any ways to make the flow look more seamless?

>> No.10587250

>>10587243
There's a classic map hack to get animated textures going double the framerate: https://tomeofpreach.wordpress.com/2016/02/10/high-fps-texture-animations/

>> No.10587267
File: 2.61 MB, 2560x1440, q2e_64jam_themeat.png [View same] [iqdb] [saucenao] [google]
10587267

Q2 64 Jam was adorable. It was a mix of quality that ranged from 'decent' to 'excellent'. I was really surprised, just play Dead Zone last.
After Toxicity I'm not sure what Q2 thing to play next.

>> No.10587271

>>10587267
Cue me wishing I had time to play everything I want to play. That looks nice.

>> No.10587274
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10587274

>>10587250
Damn, cool find. That's way too much voodoo for what I'm trying to achieve, but thanks anyway.

>> No.10587326

>>10587267
Hm, that green-to-red gradient does not work at all.

>> No.10587359
File: 29 KB, 960x720, XdsHZ5C.png [View same] [iqdb] [saucenao] [google]
10587359

>>10587159
Absolute king post.

>> No.10587401
File: 2.52 MB, 2560x1440, q2e_64jam_enclosure.png [View same] [iqdb] [saucenao] [google]
10587401

>>10587271
You'll have stuff like that and then this Q2cute city making good use of the 64 textures. It'll be fun when you get a chance to try it.

>> No.10587418

>>10587267
>>10587401
Since the Shadow Warrior project is going nowhere, i vote on Q2 to be the next /vr/ project, these maps looks great and the fact that the fog effect and lightmaps blends perfectly reminds be of some early PS2 and Xbox games

>> No.10587425
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10587425

>>10586812
>play fresh supply
>start to finish
>runs fine
>no issues
BTW playing the new fan episode 'Marrow'. Really good.

>> No.10587432
File: 113 KB, 1102x782, sword hand textures.png [View same] [iqdb] [saucenao] [google]
10587432

eh good enough lol

>> No.10587437

>>10587432
Damn I wish we could rotate by 45 degrees in TEXTURES.

>> No.10587441

>>10587437
Me too man. Or be able to use transparency in translations. Why isn't that a thing?? I legit had to resort to turning an area bright red and making it transparent with a shader in one weapon.

>> No.10587453

>>10587128
>>10587198
I made a survey to see what people want but i would prefer doom 2 format without custom textures because its closer to vanilla (and its easier to manage)
https://take.supersurvey.com/QCVBKQ7I0

>> No.10587454

>>10587418
Maybe I'll finally get the Q2R Zaero .dll conversion over the line in time for it.

>> No.10587481

>>10587453
>Doom 2 in Things Only
I see you liked my name
>https://take.supersurvey.com/QCVBKQ7I0
doesn't work for me, try other poll website like strawpoll

>> No.10587497
File: 1.96 MB, 2560x1440, q2e_64jam_research.png [View same] [iqdb] [saucenao] [google]
10587497

>>10587418
"Doom original spawns in new maps" is picking up and some cool SW progress got posted last Sat >>10578234 >>10578252
I wouldn't be able to contribute much to a Q2 mapset but I'd at least help test it. It would be fun to see though.

>> No.10587517

>>10587481
here you go
https://forms.gle/fSajdsoCa7NHHdnS7
i didnt use strawpoll because a survey style is better for multiple questions

>> No.10587524

>>10587454
Zaero needs md5 models

>> No.10587564

>>10587517
what kind of retard votes to allow rotating and moving player starts but not pickups? pick a lane

>> No.10587580

>>10587517
What if I want vanilla textures but custom music

>> No.10587589

>>10587517
I propose using MBF21. It's effectively backwards compatible so you can map in Boom or Vanilla anyway if you feel like that, but now monsters won't fall off the platforms like in Boom.
I'm fine with Doom 2 though.

I support custom music and ambivalent on textures. I think rotating things would be useful, but not doing so would be an appropriate challenge.

>> No.10587609

>>10587524
>Q2R weapons have a separate call for model and viewmodel
>classic Q2 does not make this distinction, so none of its mods do
>can't even test assigning the standard model as the vwep model because the rest of the code is too riddled with errors to compile
I hate code.

>> No.10587621

>>10587517
I'd prefer Boom or higher and a custom texture pack (unless the intention is to copy Doom 2's style). Don't really feel strongly about the rest so I voted yes to everything.

>> No.10587630
File: 130 KB, 1920x1080, 2320_20230821102842_1.png [View same] [iqdb] [saucenao] [google]
10587630

>>10587609
i am still waiting for a chaingun replacement off the beta model

>> No.10587634

>>10587630
the looks so much cooler

>> No.10587636

>>10587630
Rad

>> No.10587640

>>10587030
Hitscan enemies can only trigger g1 door open stay in vanilla.

>> No.10587659

>It's an "how do I organically make sure the player doesn't just shoot from the doorway" mapping conundrum episode
Hate reruns

>> No.10587661

>>10587659
Just make doorway wider.

>> No.10587705

>>10587659
Being organic is gay. Ze player will learn to love ze teleport ambush and ze necessary guns and ammos being place within rooms with ze monsters.

>> No.10587708

>>10587659
Make a conveyor belt that flings them into the room and shuts the door

>> No.10587709

>>10587659
Open a closet behind them and have a revenant or two saunter up to slap the player's ass.

>> No.10587710

I want to make a QuakeC mod that randomizes the appearance of every enemy .mdl with multiple skins every time the map is loaded. There are multiple mods that do this documented on the Wikia, but finding any downloads for them or their source is a bit of a pain.
Would (You) have any leads?

>> No.10587712

>>10587659
activate crushers in the hallway

>> No.10587715

>>10587710
that sounds like something you have to do in the engine, not in qc. but it's been 20 years since I dabbled in q1 so I may be wrong

>> No.10587730

Did they improve corruption cards? Last time i tried it was just: "this choice does absolutely nothing while this choice will kill you" with no in between

>> No.10587736

>>10587708
Yeah but then you need to put in a side path for co-op to not break

>> No.10587739

>>10587661
Wouldn't work for this room setup but ty.
>>10587705
I'm strongly considering just locking the door behind the player.
>>10587708
Thought about that.
>>10587709
There's an open space in front of this doorway so it wouldn't work. Ty all.

>> No.10587742

>>10587730
You must have tried it a long, long time ago. Even as far back as 3.0a there were things like
>Double ammo supply in level
>Halve ammo supply
etc.

>> No.10587772
File: 892 KB, 1920x1080, 1686243388257184.png [View same] [iqdb] [saucenao] [google]
10587772

About to host Zandronum like last night to wrap up that one Obsidian wad. Gonna run GMOTA, Legendoom, and Universal Entropy.

>> No.10587792

>>10587772
Never mind about Legendoom, none of them appear to work with Zandy.

>> No.10587798

>>10587772
>full subweapon meter
>number count reads 00
Fucking Zandronum online.

>> No.10587816

>>10587798
Call me Bob Barker Kegan because I am once again asking you to fix it

>> No.10587817

>>10587772
>Universal Entropy doesn't work either
Fack

>> No.10587828
File: 307 KB, 1920x1080, 1676459590460178.png [View same] [iqdb] [saucenao] [google]
10587828

>>10587817
>>10587792
>>10587772
And we GAAN. Search Blanbanm in Doomseeker, password is ragevr. Starting from MAP19 to let the ball get rolling, but we left off on MAP21/22 last night.

>> No.10587841

>>10587816
No promises. Troubleshooting this shit isn't easy for me as the servers I host apparently aren't enough to stress test.

>> No.10587846

>>10587828
2/32

>> No.10587853
File: 415 KB, 679x600, 87202 - artist MisterBein bones game Doom_Eternal revenant streamer joel.gif [View same] [iqdb] [saucenao] [google]
10587853

>mfw subterra incognita

>> No.10587883
File: 3 KB, 217x34, 17048212013717232.png [View same] [iqdb] [saucenao] [google]
10587883

>>10586793

>> No.10587920

>>10587828
3/32

>> No.10587958

Finished map29 of Sunlust. Used an archie jump to get out of the merry go 'round.
Cool map, much less pretty than map28 but also much less of a pain in the arse.
I'll leave the final map for tomorrow...

>> No.10587960
File: 95 KB, 1920x1080, 1678953775315667.png [View same] [iqdb] [saucenao] [google]
10587960

>>10587828
WON, CLOSED. Thanks for joining. Map30 sure ended abruptly, but that's what one gets for using Obsidian.

>> No.10587973
File: 2.44 MB, 1920x1080, e1m1_2024-01-09_22-22-32.png [View same] [iqdb] [saucenao] [google]
10587973

>>10587710
>>10587715
Turns out that it's as simple as sticking self.skin = random () * x; into the tail end of the .qc file. Of course, I never would've figured it out if not for pilfering 25 year old mods.

>> No.10588045

Anyone knows is there's any difference when playing new Eviternity in GZDoom or DSDA? Like some brightmaps, special effects, stuff like that.

>> No.10588078

Kegan another niche GMOTA issue or incompatibility flew over my house

>> No.10588079

>>10587517
I've already started working on MAP21. Since the original idea anon proposed to having only enemy placement to stay the same, I deleted all the things except for enemies and I'm basing my map around that.
If you'll only be able to use pickups/items available in the original map it will feel too similar in gameplay.

>> No.10588103

It's time to kick gum and chew ass, and I'm all out of ass. - Dick Kickem

>> No.10588128
File: 620 KB, 500x489, fucking snap.png [View same] [iqdb] [saucenao] [google]
10588128

god why does everything in daedalus take so much fucking TIME

>> No.10588161

>>10588103
It's time to eat shit and die, and I'm all out of shit.

>> No.10588242
File: 1.19 MB, 600x338, Es1.gif [View same] [iqdb] [saucenao] [google]
10588242

I'm 80% finished on the survival horror map I'm making but my PC is slowly falling apart at the seams.
It's a race against time.

>> No.10588253
File: 423 KB, 857x1200, 1694593716675878.png [View same] [iqdb] [saucenao] [google]
10588253

>quicksaving in the middle of the fight
>cranking up the health regen in ultimate custom doom during slaughter maps
>target spy making sure i focus the enemies that are already hurt
and i wouldn't have it any other way

>> No.10588257

>>10588253
I dunno why quicksaving is called savescumming but the health regen isn't for me friendo.

>> No.10588263
File: 63 KB, 596x598, 1531978476957.jpg [View same] [iqdb] [saucenao] [google]
10588263

>>10588253
>health regen

>> No.10588271

I know the answer will probably be a negative but...
Is there any way to import my settings from GZ into Zandronum?

>> No.10588273

>>10588271
You just kinda switch back and forth using alt+tab.

>> No.10588282

>>10588273
Can I make it use Vulkan instead of open GL?

>> No.10588283

>>10588257
>>10588263
i could just make enemies deal 33% less damage but i feel like having health regen is more fun because there's still the possibility of getting one-shot because i was stupid

>> No.10588284

>>10588282
If Vulkan is available then I imagine you can. You should be able to just check that.

>> No.10588287

>>10588284
It isn't, that why I asked. Maybe there was some fuckery to force it, who knows?

>> No.10588291

>>10588282
Zandronum doesn't have the Vulkan renderer, no.

>> No.10588319

When will Zandybam finally merge with jizzydoom?

>> No.10588320

>>10588319
Never.

>> No.10588324

>>10588045
GZDoom has fog effects on some levels, that's all. DSDA gets all the weather and environmental effects etc.

>> No.10588325

>>10588319
That is never going to happen in anybody's lifetimes, ever. Put the thought out of mind.

>> No.10588351
File: 12 KB, 958x711, miss.jpg [View same] [iqdb] [saucenao] [google]
10588351

>>10587828
fug, i missed

>> No.10588435

>>10588319
What's actually keeping Jizzywizzy from taking from Zam-Bam-Thank-You-Ma'am or otherwise implementing client/server architecture at this point? I'm not familiar with the inner workings of this shit at all, but what's shifted this from
>it'd be a whoooooooooole lotta work
to a never ever type thing. Like not even a "here you can play without P2P lockstep but don't expect Zscript to work for your white ass" sorta release is on the horizon. Hell, a lot of the maps I wanna play don't use Zscript, and I don't care if the particles of the optional cacodemon queef effect aren't 100% synced perfectly and won't be for 7 years, so gimme gimme gimme.

>> No.10588436

>>10588435
It's never ever because
>it'd be a whoooooooooole lotta work

>> No.10588452

>>10588435
>>10588436
That'd take someone who's:
a) Interested in Doom multiplayer
b) Good enough coder to adapt all the GZDoom-specific instructions and ZScript to server-client architecture which is not a trivial task
c) Can spare enough motivation and effort to do that instead of doing some other project

You need all three of those, and that's rarely happens because people skilled enough to do it are either not interested in doing it, or have better things to do.

>> No.10588459

>>10588436
Yeah but other people do stuff that's a lotta work. There's gotta be something that makes it work beyond work beyond work that's especially hard for GZDoom when several other sourceports have been able to do the whooooooooole lotta work required to add client/server netcode to their repertoire. I presume that'd be some degree of features that GZDoom have that they don't, since ones like Odamex and Zandronum are based on old ZDoom and K8V is an unholy amalgamation that's somewhat incested with Quake, but I'd be interested if people knew a little more in detail what was especially hard about GZDoom specifically that makes it a special mountain or a task compared to the rest.
>>10588452
Honestly at this point I'm more inclined to believe that A) is the hardest x-factor out of all of those to fulfill.

>> No.10588494

>>10588452
I think there is a person, the only problem is that he's from New Zealand, so the problems he has with Client/Server might just be the sort that only a New Zealander would face, which is why he thinks the only solution is P2P.
take with a grain of salt, I have no clue what I'm talking about

>> No.10588504

>>10588324
>DSDA gets all the weather and environmental effects etc
source?

>> No.10588510

>>10587973
oh you mean just changing between readymade skins and models? yeah that's possible of course. it sounded to me like you wanted to randomize the actual vertices and texels

>> No.10588552

>>10587517
>>10587621
I've slept on it and I now think we should only require keeping the monster placements.
Locking players, items, ammo, etc. in place would be way too rigid. Not being able to move or add/remove items would probably make the end result considerably less enjoyable.

>> No.10588670

I'm interested in Quake mapping. Does anyone have any good resources for making better maps?

>> No.10588675

>>10588670
the quake mapping discord

>> No.10588678

>>10588670
>>10588675
you will end here eventually
https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
https://www.youtube.com/watch?v=xyvqfYaTg8w

>> No.10588680

>>10588504
They're not using any gzdoom-specific features. It's mbf21 stuff so it works on every modern port.

>> No.10588681

>>10588670
http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/

>> No.10588691

Any Doom wad that understands how enemies have far too high damage thresholds and that there's no reason to have to circlestrafe shit for 5-6 shots?

>> No.10588710

>>10588691
Shoot them with bigger guns. Player problem.

>> No.10588719

>>10588552
I still maintain that keeping player starts and wanting vanilla textures would also be in the spirit of things, but if someone wants to be a big ol' whore that'll SLADE their textures in, then why not.

>> No.10588723

>>10588691
I need more context: What enemy/enemies and with which guns?
Either way I know of this https://www.doomworld.com/forum/topic/115432-de-grinder-remove-tedium-from-your-dooming-make-slaughtermaps-easier/
You can also just use something like Dakka.

>> No.10588729

>>10588719
i tried to sketch a couple of maps and without moving player starts it feels pretty restrictive, as for textures i would also prefer vanillas but its clear the majority wants custom stuff

>> No.10588803

>>10588324
>>10588504
>>10588680
>GZDoom
>mbf21
Mordeth had fog 27 years ago.

>> No.10588832

>>10588670
http://wiki.q2jump.net/room-guide/index.html

>> No.10588843

>Adds computer map
>Hides all secrets on the map
Why?

>> No.10588862
File: 387 KB, 1268x1334, me1m1_2024-01-10_09-40-34.png [View same] [iqdb] [saucenao] [google]
10588862

FULLY
DYNAMIC
SCHOOLS OF FISH
IN QUAKE (Malice)
https://files.catbox.moe/stoizy.webm

>> No.10588870

>>10588862
Fish have education?

>> No.10588872

>>10588843
Don't get it either. Hiding things from the fully revealed map should be for asthetics and ease of navigation, such as hiding sectors outside the play area.

>> No.10588873
File: 298 KB, 1920x1080, quake001.jpg [View same] [iqdb] [saucenao] [google]
10588873

Has anyone dabbled with quakewulf's Q4 map yet?
>pic is paril's Q2Pro fork for remaster

>> No.10588914

>>10588843
When they want to reveal the map and navigation but don’t want to reveal secrets. Which map did you go through recently?
>>10588873
Yeah it was good fightan. He did a melee focused one recently too but it wasn’t Q2R exclusive.

>> No.10588919

>>10588914
He left the .map free for anyone to dabble with since the map is incomplete.
in fact that could work as a quick speedmap off it using the map as base

>> No.10588924

>>10588862
boids?

>> No.10588930
File: 841 KB, 1024x768, 2024-01-10 16-34-02.webm [View same] [iqdb] [saucenao] [google]
10588930

This took some time to figure out. The hand is a weapon overlay and the blue line is screen.drawthickline just to show where the blade will be in screen coordinates. Means I can hitscan from that position to change the animation on the fly like rebounding off of level geometry. Also means I can use the polygon drawer for the blade itself to do visual effects that are impossible with sprites.

>> No.10588937

>>10588843
Doesn't address your case 100% due to technical reasons, but might still be helpful given that it exists precisely because some mappers love to hide their shit behind fake one-sided linedefs.
>https://gitlab.com/accensi/sector-unhider
It can't reveal all linedefs without revealing stuff you're not meant to see for aesthetic reasons, but in the case of xbox hueg maps it at least makes it easier to distinguish the secrets you've already visited, which is nonetheless a massive help on its own.

>> No.10588954
File: 144 KB, 565x243, image.png [View same] [iqdb] [saucenao] [google]
10588954

>>10588242
Is this a war bunker? Looks sick as plague contaminated village. Godspeed you, may all the blessings come to your dying PC.
At this rate even me going to finish my war wad before Trench Foot is released.

>> No.10588962

>>10588919
>>Q4 map
oh shit right I was thinking of his others
yeah it looks great but I haven’t had a chance to mess with it otherwise
>>10588930
Very awesome seeing progress on this again

>> No.10588972

>>10588924
What else would it be. You can implement the code in ant language.

>> No.10588976
File: 196 KB, 1224x341, firefox_sVIBmKI8xN.png [View same] [iqdb] [saucenao] [google]
10588976

https://twitter.com/burgerbecky/status/1745019247955181958
i believe this makes paul/jennell the first officially employed id mapper to have physically passed away. rip :/

>> No.10588981

What are your top5 best Nu-Romero maps? This includes the two E1 replacements, 9-9 maps in Sigil 1 and 2 and One Humanity.

My top5:

E5M6
E6M7
E1M8b
E6M9
E5M5

>> No.10588982

>>10588862
I love that.

>> No.10588983

>>10588103
>>10588161
Nobody eats my shit and lives.

>> No.10589003

>>10588976
That fucking sucks. They made some cool Palace levels in Q2, worked some on Q3, then I think they worked on Age of Empires with Sandy.
Rip.

>> No.10589012

>>10588976
RIP. Do not visit his twitter.

>> No.10589015

>>10588976
RIP

>> No.10589023

Are the crushers in sigil 2 on e6m4 bugged or something? impossible to go through without losing 100hp

>> No.10589025

>>10589023
to clarify this is when you have to go back after pressing the button

>> No.10589028

>>10589003
>they
what the fuck is this rainbowwashing bullshit. Does the name "Paul" has any ambiguity?

>> No.10589068

Please don't make platforming sections in doom maps.
Doom's janky physics are not made for that.

>> No.10589090
File: 590 KB, 408x365, future sushi.gif [View same] [iqdb] [saucenao] [google]
10589090

>>10588870
More than Americans.
>>10588924
>>10588972
I probably should have looked at actual code references for this sort of thing, but it's just dumb fish using velocity vectors to follow an invisible AI fish around with a random offset from its origin point. Also a bunch of stuff to keep them from getting stuck with Quake's shitty collision.
>>10588982
The fish love you too, anon.

>> No.10589142

>>10589090
Will you add any foliage? I think some oversized seaweed or whatever + some underwater light fixtures would look awesome.

>> No.10589147

>>10588930
Digging the mad scientist vibe here. Full send this project anon, get wild.

>> No.10589156

>>10588504
Source: I programmed it all.

>> No.10589161

>>10589028
see >>10589012
>>10588976
Whoever he she or it chose to be, rip for an OG id mapper leaving us

>> No.10589168

>>10589142
Yes, definitely seaweed. Will look into coral also.

>> No.10589176

New vid from GamingGargoyle : https://www.youtube.com/watch?v=DGUOX8JWDt4

>> No.10589189
File: 2.56 MB, 1920x1080, e2m2_2024-01-10_12-38-12.png [View same] [iqdb] [saucenao] [google]
10589189

I set up knights to use random skins, and then tried setting up their head gibs to use visually matching textures of the knight they spawned from, to no avail. I reverted the failcode in knight.qc and recompiled, and was very surprised to see that I never needed to do anything at all. Quake itself will link the specific skins of the models together.

>> No.10589195

>>10589189
Yeah a gibbed monster basically becomes it's own head gib while the other gibs are spawned as new entities - which means the 'skin' value never changes.

>> No.10589204

>>10589147
thanks anon
>mad scientist vibe
Just what I'm going for. "Science gun" is the working name for the BFG even. Think the Polaris Blade or Chem Gun from Gunman Chronicles but with weirder effects.

>>10589168
Great! Aquariums are cool. Incidentally, my favorite Doom wad (Monster Hunter Ltd.) has one.

>> No.10589207

>>10589189
>Quake itself will link the specific skins of the models together.
Huh, that's neat.
How powerful and user-friendly would you say QuakeC is by the way? I'm assuming around Decorate level but with sane syntax.

>> No.10589250

>>10589207
Not that anon, but it's pretty straightforward once you start figuring things out - which you'll have to do the old fashioned way for the most part because tutorials for QuakeC are very poorly archived. Dissecting vanilla weapons or AI behaviors is likely a good place to start.
The biggest issues you'll have are with Quake 1's collision system and limited ability to use arrays and other proper C features. You can get around that by just modding for the FTE or Dark Places engines.

>> No.10589252

I made a small pk3 to use with a WadSmooshed iwad. Let's see how far I can go on with the plan of making a collection of the early days of Doom modding
https://litter.catbox.moe/2myklc.pk3

This very small release adds all 9 Return to Phobos (the lack of custom textures made it an easy warm up exercise) maps. No base Doom map is replaced (fully compatible with any wadsmoosh configuration). The maps play the same but with some bugfixes (100% kills, secrets and items are possible in all maps, graphical glitches caused by missing textures fixed while the ones needed for special effects like in E1M8 are kept unchanged, E1M2 exit elevator works as intended etc.). It also features a custom text screen after E1M8 as well as new PAR times
This last part is the one where I need your help the most since I have no idea how to approach them. Most RtP maps can actually be finished very quickly if you know how but require much more time if you go for 100%. I used the faster DSDA times as a base but I don't know if PAR times should take 100% kills and secrets into consideration

>> No.10589273

>>10589090
No one tell this anon where Doom was made.

>> No.10589278

>>10589250
>The biggest issues you'll have are with Quake 1's collision system
What's it like? Something other than discrete AABB?
>limited ability to use arrays and other proper C features
Yeah that would probably annoy me. I can get by without shit like multidimensional or struct arrays, but not having a dynamic object pointer array available would suck.

>> No.10589308

>>10589207
As a complete non-programmer who has only touched the surfaces of both QuakeC and Decorate, I somehow find it more intuitive than the latter, and can sort of see why early-years Quake modding produced things like Counterstrike and Team Fortress. I can look at the specific sections of code and generally understand what it's meant for, and I can just frankenstein some things from other mods together with continuous tweaks until fteqcc stops yelling at me, but I feel that if I go any further then I'm going to have to learn real C.

>> No.10589313

>>10589278
>discrete AABB?
idk what that means, but basically you only have 3 collision box sizes for point entities:
>'0 0 0' x '0 0 0' point entity
>'-16 -16 -24' x '16 16 32' player / standard monster size
>'-32 -32 -24' x '32 32 64' shambler size
These boxes don't rotate. You can make them different dimensions for collision with non-BSP entities, but their BSP collision size will be the nearest of the above. I think you can get around this with the Quake 3 map format, but I'm not sure how many ports support it.
>pointers
>structs
I think you can use these to some extent with modern compilers, but I haven't really messed with them. Again, this stuff very much depends on whether or not you decide to use an advanced port like FTE.

>> No.10589330
File: 163 KB, 1081x889, 2024-01-10-193430_1081x889_scrot.png [View same] [iqdb] [saucenao] [google]
10589330

>>10587517
Calling dibs on The Factory, I guess

>> No.10589352

>>10588719
I voted for custom textures, but on second thought it would make much more sense to keep it all vanilla.

>> No.10589368

>>10589313
>idk what that means
An AABB is a bounding box that doesn't rotate. "Discrete" means that when checking for collision, the engine goes like "Can I put this box here?", and returns true if it can. This means an object can potentially warp through thin walls, unless you do a lot of those checks for a fraction of the velocity at a time. This is what "FastProjectile" in Hexen/ZDoom does. This is also why it is computationally expensive to have very small and very fast FastProjectiles.

The alternative to discrete collision is continuous collision, where the objects basically just do line- or plane-shaped hitscan checks toward each other. I believe Q1 rockets work like this, where they have a radius of zero and just do a raytrace/hitscan every gametic.

>only have 3 collision box sizes
Huh, I never realized that. That's interesting.

>> No.10589382

>>10587267
>fog gradient
how? what engine is this?

>> No.10589385
File: 132 KB, 1366x768, shot0001.jpg [View same] [iqdb] [saucenao] [google]
10589385

I am fond of q3dm6. And Slash is fond of camping.

>> No.10589387
File: 124 KB, 736x1103, a76a9bc3fe889fa4c66cdcc5e9ab563d.jpg [View same] [iqdb] [saucenao] [google]
10589387

>>10588103
>>10588161
>>10588983
i'll rip your toes off and shit down your foot

>> No.10589390

>>10589382
Quake 2 remastered. It has a special type of post-processed volumetric fog you can setup.

>> No.10589395

What's a good .wad for some who keeps having a reoccurring dream that they're in a pet store and their hands are shrinking but no one notices and the cashier keeps pushing bags of fish into your face. Bonus points if it has a jetpack mechanic.

>> No.10589404

>>10589395
The Quirky Domain

>> No.10589414

>>10589395
uacmn.wad

>> No.10589423
File: 25 KB, 401x253, 1599248534916.jpg [View same] [iqdb] [saucenao] [google]
10589423

>>10588862
>flocking autonomous agents in Quake
eat your heart out valve
I googled 'autonomous agents half life' to find beta HL footage and its all AI slop god help us

>> No.10589430

>>10589390
I was kind of hoping it was an evolution of Q3 'volume' fog. Shame it couldn't be done with voodoo cards

>> No.10589435

>>10589423
https://www.youtube.com/watch?v=ucPLCf05VrI
I assume you've seen this?

>> No.10589478

>>10589435
the music alone makes me want to replay the game. this game is kinospheric

>> No.10589502

Opfor and Bshift patch when Randy?

>> No.10589507

>>10589478
Shame you hear the music so rarely. It's really fucking good. I remember as a kid putting the HL1 and Quake 2 discs in a stereo just listening to the music. I got scolded for scaring my brother so he cried during one of the HL1 ambient tracks.

>> No.10589512

>>10589385
Why are you playing q3 sp?

>> No.10589538 [SPOILER] 
File: 218 KB, 1930x834, captcha.png [View same] [iqdb] [saucenao] [google]
10589538

>>10588242
>It's a race against time.
Always was.

>> No.10589542

>>10589414
Already beat it years ago

>>10589404
Can't figure out how to beat it

>> No.10589559

>>10589542
>Can't figure out how to beat it
Think with portals. Watch a playthrough if you have to. Worth imo, I love that damn map.

>> No.10589564

>>10588862
But do they swim out of the way when you get close to them?

https://youtu.be/Y4OFv9eWIKY?si=s5JGJFjZgQLPZda-

>> No.10589565
File: 29 KB, 540x540, 1261 - ch1iRqV.jpg [View same] [iqdb] [saucenao] [google]
10589565

Ok boys, it seems that mbf21 is going to win so i have to ask: does it change anything when editing maps besides adding more sector/linedefs? And when joining all the maps into a megawad, is it any different from usual?

>> No.10589575

>>10589565
Winning against what? Changing anything about what? What is "usual"? Why are you so dumb?

>> No.10589576

>>10589564
Yes if you watch the webm carefully, when I get close to them the bounding box of the invisible entity they follow around hurries off in the opposite direction, causing the fish to chase after it at increased speed.

>> No.10589604

>>10589576
Now that's next gen

>> No.10589608

>>10589576
You're inspiring me to put boid logic in my doom mod for absolutely no reason other than because it's cool anon. And I don't need other frivolous pursuits :(

>> No.10589619

>>10589608
Go for it anon. Don't let your memes be dreams.

Honestly I didn't even know what a boid was until people starting replying to me with it. I just wanted schools of fish to swim around my map.

>> No.10589623

>>10589273
more like dumb

>> No.10589635
File: 1.09 MB, 960x540, 2018-09-16 11-42-51.webm [View same] [iqdb] [saucenao] [google]
10589635

>>10589619
I've read about them years ago but had forgotten about them until now. It's exactly the type of thing I love fucking around with even though it's beyond the scope of what I'm doing. This sort of vector math is so much fun though! The most pointless thing I've worked on so far was a rudimentary gas pressure simulation, which was only good for making webms and learning what I ought to have in high school.

>> No.10589656

>>10589575
>about what?
The new Doom 2 things project, ya dim goon.
I'd rather we stay vanilla or Boom, MBF21 is worth changing to only if we intend using advanced capabilities, which 90% of contributors won't have intention to
>>10589565
>And when joining all the maps into a megawad, is it any different from usual?
Nope, umapinfo does change things when compiling a megawad, but that is separate from MBF21

>> No.10589701

I tried playing eviternity with legendoom but the custom barons are immortal :(

>> No.10589703

I've heard people say build engine is buggy and is "held together by chewing gum" or something like that. Anyone here who knows about build to explain what's wrong with it?

>> No.10589707

>>10589635
It seems your plasma rifle has autism, anon.

>> No.10589710

>>10589656
Why not mbf21 if boom? In my opinion there's no reason to ever use boom again.

>> No.10589712

>>10589703
The only one who really knows is Ken.

>> No.10589719

>>10589703
The code is deemed unstructured and maintenance-unfriendly. It runs well enough, it is just not nice or easy to work with. Silverman was and is incredibly smart, but had little prior experience, examples, or social skills/prescience to go by.

>> No.10589720

>>10589712
maybe we can use AI to improve it some day

>> No.10589727

>>10589720
Look at what people say about GZ. Do you really want that for yourself?
>noooooooooooo you can't fix bullshit bugs that no one likes, that's cheating

>> No.10589729

>>10589720
That would be silly. It would be much easier to re-create it from the ground up or port the games faithfully to an existing engine. If you don't care about backwards-compatibility with user-created content it wouldn't be that hard.

>> No.10589730

>>10589720
The problem with fixing those bugs is that might break games and mods that work around them. Same reason why GZDoom is stuck in a fucked up limbo of having gross hacks and other bullshit. To remove those would be the utterly destroy legacy support for past projects.
Making a fork with that shit removed and starting with a clean slate might help, but then people would have to relearn stuff on the new engine.

>> No.10589731

>>10589729
>If you don't care about backwards-compatibility with user-created content
i do

>> No.10589738

>>10589730
AI could probably make better tools and produce patches

>> No.10589741

>>10589738
It's not magic, Anon.

>> No.10589743

>>10589731
Then you're stuck with BUILD engines and tools as they are. I think that's a fair, if unfortunate, deal.

>> No.10589747

>>10589730
I think VKDoom will see a lot of future success precisely because it's less concerned with legacy support. I mean I hope there'll always be a runnable engine around that can play anything made from 1993 to the present day, but I also enjoy that there's engines and developers that look toward the future.

>> No.10589751

>>10589741
i know it's AI

>> No.10589753

>>10588552
>Locking players, items, ammo, etc. in place would be way too rigid. Not being able to move or add/remove items would probably make the end result considerably less enjoyable.
the more modification you allow the less doom it'll feel. half the autists who will play the wad know where every item is, which is going to make them being moved jarring and not at all clever
I have an idea for MAP07 now that I've sketched on paper. I'm not going to add, remove, move or rotate a single thing. an extra texture or two might be useful to adding some text signs, but it's not a requirement

>> No.10589861

Any megawads with shorter chapters like eviternity without custom monsters?
And unrelated, any good "random" weapon mods besides legendoom? It feels like if you have seen 5 weapons you have seen them all

>> No.10589876

>>10589861
>And unrelated, any good "random" weapon mods besides legendoom?
DRLA

>> No.10589887

>>10588681
This is really nice, great in fact, but my problem is just working around my own limitations i.e. making a building's exterior look good and such. I'm not fishing for advice, just venting because the only real way to do that is elbow grease.

>> No.10589913
File: 1.04 MB, 1800x1309, metropolis 1927.jpg [View same] [iqdb] [saucenao] [google]
10589913

>>10589887
>making a building's exterior look good and such
Look at more pictures of real life buildings as well as game levels and art for inspiration

>> No.10589946

>>10589028
I understand. In death a member of the trans community has a name. You could say it's a 'dead name'. Their name is "Paul".

>> No.10589949

>>10589204
You miss my point, you are the mad scientist. Though the other applies as well.

>> No.10589971
File: 179 KB, 630x777, 2024-01-10-234143_630x777_scrot.png [View same] [iqdb] [saucenao] [google]
10589971

>>10589330
I'm having a lot of fun with this
Not sure yet what to do with the grey area on the right, but I'm sure I'll come up with something.

>> No.10589989
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10589989

Wednesday Kart Whatever

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
Updated some map packs, which includes some new maps

>> No.10590219

>>10588670
for advanced shit
https://tomeofpreach.wordpress.com/

>> No.10590241
File: 29 KB, 398x500, 1698243062986034.jpg [View same] [iqdb] [saucenao] [google]
10590241

>>10589635
>>10588862
nice

>> No.10590253

Hey /vr/, I'm going back to playing the Doom after taking a long break, what mods released in the past two years should a get? Preferably underrated ones

>> No.10590279

>>10589747
I started playing elementalism on gzdomm and by map03 fps plummeted into oblivion, I switched to vkdoom and was night and day
sadly, the vkdoom menu is fucked beyond oblivion, I don't know why we can't have nice things

>> No.10590290

>>10587020
Evil marine has less hp and is easier to hit because he's only on the ground.

>> No.10590298

>>10589747
>VKDoom
Sell me on it.

>> No.10590305

>>10589753
I really feel like the project manager should have just made it as vanilla as possible, he even said thats what he wanted >>10587453 but now that there is a poll its too late for that

>> No.10590315

>>10589913
Believe me I do that, and now I just look at Doom or Quake maps directly for ideas.

>> No.10590317

>>10589971
Add some conveyor belts for a factory feel

>> No.10590319 [DELETED] 
File: 34 KB, 342x433, image.png [View same] [iqdb] [saucenao] [google]
10590319

Hey dudes, what the fuck is this faggy shit and how do I get rid of it?

>> No.10590409

>>10590298
It's just GZDoom with the OpenGL backend removed and some optimizations that could be made because of that. Last I heard, that's the eventual plan for GZDoom proper, VKDoom is basically just a testing ground for it.

>> No.10590419 [DELETED] 
File: 40 KB, 1280x720, 1703885599149752.jpg [View same] [iqdb] [saucenao] [google]
10590419

>>10590323
Why was my post deleted? I didn't denigrate anybody, and I think it's fine to ask how to remove political statements from Doom.

>> No.10590447 [DELETED] 

>>10590419
because you photoshopped something to complain about, faggot. don't be a bullshitting bullshitter.

>> No.10590517

I did it anons.
Last year I said I was gonna play sunlust this year >>10560524 and now I've done it.
Even with saves, this was hard and painful. But I did it.
I guess I'll go do something productive with my life now...

>> No.10590528

!

>> No.10590530

>>10589989
>find out the hard way a shortcut was removed
>then the server crashes
Okay then

>> No.10590541

>>10590517
Omedetou!!!!!!

>> No.10590542
File: 3.36 MB, 450x450, 1621606546482.gif [View same] [iqdb] [saucenao] [google]
10590542

>>10589989
>Connect to server
>It crashes for everyone
get fukt

>> No.10590547

>>10590409
I use Vulkan, is there any reason so migrate?
I like all the GZ stuff, it runs almost everything and I like some of the modern features but it is a bit slow and I get framedrops on a few maps.

>> No.10590572

>>10590547
VKDoom should be faster and has more features. Lighting and such.

>> No.10590573
File: 499 KB, 712x540, 1571322910518.png [View same] [iqdb] [saucenao] [google]
10590573

Recommend me some old atmospheric wads please. Already played Mordeth, Eternal and Army of Darkness, loved all of them.

>> No.10590576

>>10590573
Hedon

>> No.10590584
File: 1.27 MB, 1280x544, 1691886972772852.webm [View same] [iqdb] [saucenao] [google]
10590584

>>10590542

>> No.10590594

>>10590576
>2019
>old
Damn gen beta.
I'll play it eventually, fucking love complex maps

>> No.10590647
File: 709 KB, 1080x2400, 1000000194.jpg [View same] [iqdb] [saucenao] [google]
10590647

These captchas are getting spicy.

>> No.10590665
File: 3.92 MB, 800x600, 1000000200.webm [View same] [iqdb] [saucenao] [google]
10590665

>> No.10590667

>>10589565
MBF21 is useless and only prevents the wad from being played in more source ports, the project should stick to Boom.

>> No.10590670
File: 3.92 MB, 800x600, 1000000196.webm [View same] [iqdb] [saucenao] [google]
10590670

>> No.10590691

Hello /vr/, Brainlet here.
How safe is Doomseeker? I can see an IP address in the server list, would that be my own IP if I were to create a server? How to not get hacked by the evil hacker known as 4chan?

>> No.10590692

>>10590691
If you use it I'm going to be able to download mustard gas into your CPU.

>> No.10590696

>>10590691
If you want to host on Zandronum, just use The Sentinel's Playground
https://allfearthesentinel.com/
Totally free.
>>10590573
There's this one that takes place on a derelict spaceship, fuck if I can remember its name.

>> No.10590701
File: 412 KB, 1920x1080, kart0055.png [View same] [iqdb] [saucenao] [google]
10590701

>>10589989
Clearly rigged, GGs

>> No.10590708

>>10590667
The project should just be vanilla because it's based on vanilla Doom 2 map data and we haven't done one of those in a really long time(if ever)

>> No.10590718
File: 2.92 MB, 480x848, 1681555335975382.webm [View same] [iqdb] [saucenao] [google]
10590718

>>10589989
the machine is trying to tell us something
ggs

>> No.10590723
File: 711 KB, 1080x608, vituxman.png [View same] [iqdb] [saucenao] [google]
10590723

>>10589989
GG

>> No.10590738

>>10589989
Meant to join, was busy poopan

>> No.10590745

>>10590738
Are you the same guy that was too busy shitting to join in the GMOTA co-op server the other day? How much time does a guy need to shit?

>> No.10590746

>>10590738
How big?

>> No.10590764

>>10589730
Chickenman once said that he would probably have been able to do a lot more optimization over the years if he could get rid of DeHacked, but that the notion could never be on the table because GzDoom needs to work with most vanilla content.

Doom modding overall has been built upon decades of gross hacks, with Dehacked being the main one. It's fucking janky, especially on the engine side, but it's always gonna be there.

>>10590253
Hard Fast Faggot Maps are pretty fun, if you missed that.

>> No.10590769

>>10590667
What sourceports? Nobody uses PrBoom+ anymore, and nobody ever used Eternity.

>> No.10590776

>>10590573
Suspended In Dusk.
Also just about anything by Lainos (some of his maps might run slow with GzDoom).

>>10589565
Some broken linedef actions are no longer broken in MBF21, and there's some new sector functions. There's not a huge practical difference between Boom and MBF21 on the mapping end, but if you're gonna use UMAPINFO it's not gonna be compatible with ports not compatible with MBF21 anyway.

>> No.10590779

>>10590745
Man's gotta do what a man's gotta doo doo
>>10590746
At least 3

>> No.10590784

>>10588242
pls upload a backup of your works while it's still time, hardware loss hurts

>> No.10590787

>>10588976
Dr. Sleep made one of the levels for Ultimate Doom and he died some years back.

>> No.10590860
File: 92 KB, 1080x1080, 1688684253186726.jpg [View same] [iqdb] [saucenao] [google]
10590860

>2024
>dsda-doom's heretic support still has issues

>> No.10590869
File: 276 KB, 2560x1435, nugg0014.png [View same] [iqdb] [saucenao] [google]
10590869

>>10590776
Thanks, I'll play them next. For now just picked randomly Gather2, map 1 had some serious "my first wad" vibes, but after that it's really damn cool so far. Nice to see how people experimented back then.

>> No.10590871
File: 93 KB, 2560x1435, nugg0013.png [View same] [iqdb] [saucenao] [google]
10590871

>>10590869
love puters

>> No.10590872

>>10590572
Got it, set it up.
The menu is a utter and complete mess. Everything is inside another menu and it's pain to navigate.
But it a bit faster, I tested on some maps that gave some frame drops and while I still get those a bit, it's much less. A big problem have with it is that it crashes whenever I try to mess with video settings.
Also the dot crosshair is in fact a tiny little dot. I had to manually edit that on GZ cause what they call a "dot" ain't a bloody dot.

>> No.10590894

>>10590696
I do want to host on Zandy. Do I still need the others to use doomseeker if I host via The Sentinel's Playground? What does it do, exactly? Just hide my own IP?

>> No.10590931

>>10590691
>>10590894
>would that be my own IP if I were to create a server
Yes, if you created a server that's running on your own personal computer
>Do I still need the others to use Doomseeker for TSPG
Doomseeker is just a server browser + launcher. It's not an exclusive network, it just lists what servers announce themselves to the Zandronum master server list and provides an easier way to connect to them. People can connect to those servers the normal, manual way if they wished.
>What does it do exactly
TSPG hosts the server on their own machines, and then you remotely control it. People won't see your IP because the server isn't running on your machine

Not to ask in a snide way, but is this the first time you've looked at hosting a server at all

>> No.10590937

>>10590931
>People can connect to those servers the normal, manual way if they wished.
What do you mean doomseeker isn't the normal usual way? There's another way?
And yeah, it is the first time I ever tried this stuff.

>> No.10590948

>>10590937
Didn't say usual, said manual; normal as in the basic, built-in way. Doomseeker is the enhanced, better way of connecting to a server, compared to just launching the game yourself with the right wads in the right order and putting in the right password and connect command.

>> No.10590954

>>10590948
So I can join multiplayer servers via console commands instead of doomseeker? I didn't knew that.

>> No.10590978
File: 519 KB, 1920x1080, Es2.png [View same] [iqdb] [saucenao] [google]
10590978

>>10590784
Already have, what sucks is I'm positioned to make a new one. Hopes is it's just the GPU...

>> No.10590981
File: 1.68 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10590981

>> No.10590983

>>10586793
>worse gameplay experience

>> No.10590992

>>10588504
No, this is idtech.

>> No.10591057

>>10590667
MBF21 is superior to Boom automatically because monsters can't fall off ledges.

>> No.10591062

>>10588680
>>10588504
It was worded in a way as if DSDA gets effects that GZDoom does not which was weird since usually it's the other way around

>> No.10591064

>>10590708
The old Minutes mapsets were all vanilla.

>> No.10591121

>>10590305
democracy was a mistake

>> No.10591124

https://youtu.be/zy12Cb7ZJig?feature=shared

>> No.10591127

>>10590708
But then you won't be able to get as creative.
>>10590769
It's going to benefit with being able to get played in multiplayer source ports such as ZDaemon and Zandronum, which aren't MBF21 compatible.
>>10591057
U>>10591062
se monster blocking linedefs lol

>> No.10591130

>>10591124
I admit, Doom 64 is one of my favorite games.

>> No.10591135
File: 998 KB, 500x375, cheek.gif [View same] [iqdb] [saucenao] [google]
10591135

>>10590992
you cheeky bitch

>> No.10591143

>>10590573
Ad Mortem

>> No.10591158
File: 311 KB, 640x440, 1701338205894625.png [View same] [iqdb] [saucenao] [google]
10591158

>>10590992

>> No.10591189
File: 1.14 MB, 250x250, sensible.gif [View same] [iqdb] [saucenao] [google]
10591189

>>10590992

>> No.10591214

>>10590992
I don't remember that cheat.

>> No.10591218
File: 343 KB, 566x357, jizz-formula-cum.png [View same] [iqdb] [saucenao] [google]
10591218

>>10590871
>brightmaps

>> No.10591232
File: 20 KB, 447x339, nopatrick.jpg [View same] [iqdb] [saucenao] [google]
10591232

>>10590992

>> No.10591245

>b me
>love coding weapons and monsters in decorate
>make loads of cool shit
>realize nobody gives a shit if there arent levels to go with it
>try and make levels
>levels are fucking dogshit
what do i do now?
i have piles of cool ass guns and demons and nothing to use them in.

>> No.10591246

>>10591245
release the gameplay mod

>> No.10591247

>>10591245
there are plenty of mods that make it so existing maps swap out vanilla monsters and weapons for modified versions, you can just do that and demo how it feels

>> No.10591252

>>10591247
might try this, seems like that could make something cool.

>> No.10591263

>>10591245
Gonna second the others, bolt that good shit together (may need to trial and error to see what parts fit with each other), and then fine tune that so that it's a full fledged gameplay mod.

Doesn't need any special gimmick, just a set of cool guns and cool monsters is good. Splitting that into two is also viable, there's standalone weapon sets and standalone monster sets which can be mixed and matched. Results may vary, but it's fun to try and see.

>> No.10591264 [SPOILER] 
File: 35 KB, 416x332, IMP STUCK, IMP STUCK.gif [View same] [iqdb] [saucenao] [google]
10591264

>> No.10591295
File: 28 KB, 444x554, DD1YYxcWsAIVPlV.jpg [View same] [iqdb] [saucenao] [google]
10591295

>>10591264

>> No.10591301
File: 78 KB, 1000x779, 8306183.jpg [View same] [iqdb] [saucenao] [google]
10591301

>>10591264

>> No.10591316

>>10588691
can'tcha just maximize both player and enemy damage rolls 100% of the time with some editing to make combat faster
consider making the plasma 15-40 instead of a flat 40 tho

>> No.10591329
File: 286 KB, 540x718, 1636328558346.png [View same] [iqdb] [saucenao] [google]
10591329

>>10591264

>> No.10591442

>>10590981
thicc
https://www.youtube.com/watch?v=JPHPJ3CgidU

>> No.10591447
File: 60 KB, 400x300, 1588255156724.gif [View same] [iqdb] [saucenao] [google]
10591447

Which gym do PE's go to? Because I'm subbing to that shit for a year.

>> No.10591453

>>10591127
You would just need to be differently creative.

>> No.10591458
File: 60 KB, 703x443, (you).jpg [View same] [iqdb] [saucenao] [google]
10591458

>>10591245
>realize nobody gives a shit if there arent levels to go with it
i have zero clue how you came to that conclusion

>> No.10591483

>>10591245
Just find a mapper who likes to work with custom weapons and custom monsters.

>> No.10591491
File: 11 KB, 397x283, Screenshot 2024-01-11 084718.png [View same] [iqdb] [saucenao] [google]
10591491

>>10587517
I waited long enough, here are the final results for the format. So we will be going ahead with the Boom format.
As for the rest, you can use custom textures/music, you can rotate anything, and you can move anything that isn't a monster.
I will make a more official post once i find a good pepe to go with it

>> No.10591506

>twitch frog
Please don't.

>> No.10591530

>>10591447
elementals are like the opposite of curlbros. they clearly do nothing but core
>>10591491
I've already started sketching out MAP07 in Doom format, is upgrading to Boom much of a hassle?

>> No.10591541
File: 1 KB, 252x96, 1669841322301288.png [View same] [iqdb] [saucenao] [google]
10591541

>>10591264

>> No.10591543

>>10591530
It should be as simple as going into map options and changing the map format but you dont have to upgrade to boom if you dont plan on using anything from it.

>> No.10591581

>>10591491
Are you allowed to change the ambush flag for monsters?
Are explosive barrels monsters?
Should lower skills also stay the same or can I adjust them to be more balanced (only changing skill flags, and making sure UV remains identical)?

>> No.10591589

>>10591581
>Are you allowed to change the ambush flag for monsters?
Sure
>Are explosive barrels monsters?
I will have to say no, otherwise barrels o fun would be very similar
>Should lower skills also stay the same or can I adjust them to be more balanced (only changing skill flags, and making sure UV remains identical)?
Skill flags have to remain the same

>> No.10591656

Anyone got a link to Moon2?

>> No.10591657

>>10591491
>you can use custom textures
So we need another survey to pick a texture pack, right?

>> No.10591662

>>10591245
Objectively wrong, you don't see people like Kegan or Term or Yholl or anybody getting their mods ignored because they didn't bundle them with their own megawads or turn them into TCs.

>> No.10591679

>>10591656
>Moon2
What's that

>> No.10591740

>>10591143
>2023
>old
Anon, I...

>> No.10591759

>>10590253
What kind of wads do you like?

>> No.10591780

>>10590764
>Doom modding overall has been built upon decades of gross hacks, with Dehacked being the main one. It's fucking janky, especially on the engine side, but it's always gonna be there.
Could a Dehacked interpreter of sorts conceivably be made? Like something that translates dehacked instructions into ZScript at runtime.

>> No.10591787

>>10591657
Nope, we are not using a texture pack but authors are free to add their own textures

>> No.10591793

>>10590253
overboard

>> No.10591821

>>10591740
Ad Mortem is from 2021 though
I also missed the "old" lol

>> No.10591859
File: 473 KB, 2560x1440, Roch Series - Roch Secret.jpg [View same] [iqdb] [saucenao] [google]
10591859

>> No.10591880

>>10591821
>spoiler
Yeah, it's probably the same for >>10590576
When you spend so much time discussing nothing but old games, the word "old" gets lost and becomes just another "the" "to" "was" "doom" background noise you stop noticing.

>> No.10591947

If a shambler's lightning beam were to be replaced with the plasma bolt from DoE, would this make him a better or worse enemy?

>> No.10591953

>>10591947
Play Necrobestial Analbuttsex from Violent Rumble and find out.

>> No.10591957

>>10590573
Suspended in Dusk (2005)
The Talosian Incident (1997)

>> No.10591961

>>10591759
Usually levelpacks and partial conversions, I started playing strange aons and I'm really liking it. Also would like some gameplay modifiers

>> No.10591962

>>10591953
What a name.

>> No.10591976

>>10591947
Might be better for “vanilla nightmare fast” but I’m fine with them otherwise. A longer windup that can deal more damage could also be nice.
>>10591953
>kills the “Quake vs Doom shotgun” argument
>has one of the best 40k levels I’ve ever played
>one of the best references to Twin Peaks
Violent Rumble is black magic

>> No.10591985
File: 410 KB, 640x640, 159694883871.png [View same] [iqdb] [saucenao] [google]
10591985

>>10591264

>> No.10591990

>>10589023
E6M4 30 second secret is also close to impossible, and not fun at all.

Too bad because it's a great looking lwvel and fun to play for the rest.

>> No.10592000
File: 229 KB, 2560x1440, Roch Series - Roch 4.jpg [View same] [iqdb] [saucenao] [google]
10592000

>> No.10592017
File: 14 KB, 1776x601, Screenshot 2024-01-11 125454.png [View same] [iqdb] [saucenao] [google]
10592017

Doom 2 wad "/Vertice Relocation/" :
>IWAD : Doom 2 | Format : Boom

>Maps for Doom 2 using the original placement of monsters
>The single maps with only the things can be found here: https://files.catbox.moe/rvp7ap.zip
>Everything is allowed to be rotated
>You can move anything that isn't a monster
>You can change the ambush flag
>You can NOT change the skill flags
>You are free to add obstacles to the maps such as trees and barrels

>We won't be using texture packs but you are free to use your own custom textures or those shared in the threads
>Custom MIDIs are welcome (with proper credit when possible)
>Secret exits only on maps 15 and 31
>You probably know to, but don't forget to test in one or two ports other than your favorite.

>Submit your maps by tagging the === CURRENT PROJECTS === post (usually the very first post in the thread) with the map number and map name
Deadline: February 16th, 2024.

Current maps taken:
>MAP01: Entryway
>MAP07: Dead Simple
>MAP12: The Factory

Pastebin with the rules in case i need to edit it: https://pastebin.com/CrVTqGvr

>> No.10592019
File: 163 KB, 1366x768, amc0003.png [View same] [iqdb] [saucenao] [google]
10592019

>> No.10592020
File: 255 KB, 1366x768, amc0000.png [View same] [iqdb] [saucenao] [google]
10592020

>> No.10592037

>>10591264
Poor caco.

>> No.10592038
File: 426 KB, 2560x1440, Roch Series - Roch 5.jpg [View same] [iqdb] [saucenao] [google]
10592038

>> No.10592043

>>10591780
I have no idea but if you can cook up something like that then please do.

>> No.10592180

>>10590787
not sure if that fully counts since they were a paid contract worker and not a full-time id employee, but then again, apparently bobby prince wasn't full-time either, so idk. either way, i was always more of a quakefag and i didn't know about that, so noted
honestly not sure why the doom wiki separates id into the "doom", "doom 3" and "zenimax" eras when a lot of the doom-era crew was already gone by quake 2 and 3

>> No.10592201

>>10591656
Are you talking about the Moonman mod?

>> No.10592205

>>10590667
It runs in DSDA and Le No Chicken Doom, most players will be fine.

>> No.10592217

>>10592205
And woof, eternity, helion, doom retro, etc. i.e. any sourceport that's still being developed.

>> No.10592230

>>10592217
AFAIK eternity can run mbf but not mbf21, and only a couple experimental wads from the early 00s use pre-2021 mbf

>> No.10592234

>>10592017
Some anon claimed MAP21 here
>>10588079

>> No.10592280

>>10592017
>Vertice Relocation
Is "Vertice" some joke I don't get? Because the singular of "vertices" is "vertex".

>> No.10592330

>>10592280
Oh is it? I actually thought it was vertice

>> No.10592410

>>10592280
>Is "Vertice" some joke I don't get?
Nope, just me being an ESL retard, the only joke is the abbreviation being /vr/, just like Violent Rumble.
>>10592017
It should be Vertex Relocation then, I guess. Honestly doom 2 in things only was favorite of my suggestions, and some other anon had a funny one (I can't believe it's not Doom 2!), but this one is the only one highlighting our board of origin, and Palimpsest sounded a little bit too fancy

>> No.10592417

>>10592230
The still unreleased development version can run mbf21.

>> No.10592445

>>10592410
>>10592410
>not "/vr/tex Tipp-Ex"

>> No.10592447

>>10592410
>doom 2 in things only
How many people actually knows what a thing is?
>I can't believe it's not Doom 2!
I liked this one but we are deviating too much from vanilla with custom stuff and moving items so it didnt feel right to use it

>> No.10592464

>Doom 2 iwad has nukage falls and bloodfalls but no waterfalls
uwot
Guess I'll be adding custom textures after all

>> No.10592468

>>10592410
>just me being an ESL retard
That doesn't have anything to do with being ESL, but with not knowing latin.

>> No.10592483

>>10591985
I really hate that such basic images get watermarked. Brother couldn't make a Doom haha without slipping in a little
>come check out my page so I could potentially make money off of engagement

>> No.10592489

>>10592017
I dunno which map I'd want to do yet so just put me down for making all of the unclaimed ones. Sorry guys, be quicker next time.

>> No.10592502
File: 434 KB, 640x640, no watermark.png [View same] [iqdb] [saucenao] [google]
10592502

>>10592483

>> No.10592513

I'm trying to make an infinite corridor effect on GZ. I'm using a Line Set Portal on both ends but that makes it so that I can see doomguy on the portal and puts a black texture on both ends. How do I fix that?

>> No.10592521

>>10592502
Better lawyer up buckaroo

>> No.10592524
File: 92 KB, 1024x1024, 1688249069953600.jpg [View same] [iqdb] [saucenao] [google]
10592524

>>10592483
why do /vr/ anons slap their shitty ass nickname on their maps? Brothers couldn't make a Doom project without slipping in a little
>come check out my doomworld profile so I could potentially get a cacoward
In all seriousness though, I know that profile and he's not making any money at all off these, think of it as an artist's signature

>> No.10592536

>>10592513
Silent teleport, but that comes with other drawbacks.
Maybe some hom fuckery could work there? Or making a camera texture on that line that watches an external (empty) hallway?

>> No.10592540

>>10592513
I'm not sure you can in a straightforward way. I know some esoteric ways to fuck around with perspective and scale, but they'd require some non-trivial ACS (warping skybox viewpoints in off-map rooms).

>> No.10592551

>>10592536
I can use teleport to line, but that makes for an abrupt transition that looks obvious.

>> No.10592559

>>10592524
Arguing off the original point with analogy is always gay. If the situation was actually equatable then one would just stick with the original subject matter, and instead it invites comparison between the two instead of the actual point. That being said
>come check out my doomworld profile so I could potentially get a cacoward
I could see that mindset, yeah

>> No.10592561

>>10592551
And why can't you use a teleport destination?

>> No.10592606

>>10592561
I figured it out, I think.
It's a line teleporter that teleports to another line (to avoid it looking like you're near one wall and suddenly you're in the middle of the corridor), that line teleport is invisible and behind that there's a portal looping back to the start. The line teleports are textured on the back (invisible directly to the player, but shown on the portals to prevent the black texture). Also made it real long to better sell the illusion.

>> No.10592614
File: 811 KB, 1313x845, map07.png [View same] [iqdb] [saucenao] [google]
10592614

aaa im proooogressing
please don't feed the mancubi

>> No.10592620

What's the best way to play Doom 64 these days?

>> No.10592621

>>10592620
DOOM 64 CE

>> No.10592662

>>10592513
Put Line Horizon at the end of the hallway.

>> No.10592669
File: 1.96 MB, 2560x1440, Duke3D - Blast Radius.png [View same] [iqdb] [saucenao] [google]
10592669

>> No.10592670

>>10592559
>Arguing off the original point with analogy is always gay
I guess, but that's why I highlighted it's a joke and that fabino is just a simple shitposter, trying to make his way in the internet, and that it's just a matter of signing your creations.
>I could see that mindset, yeah
That's why I think our wads should be for /vr/ anons first, and eventual approval of other people second

>> No.10592672
File: 2.37 MB, 2560x1440, WG Space.png [View same] [iqdb] [saucenao] [google]
10592672

>> No.10592694

>>10592230
the first eviternity is complevel 11 (MBF)

>> No.10592753

Is there a mod for gzdoom that shows the title and/or author of the map upon loading in? I've noticed some wads do this and it's a nice touch

>> No.10592792

>>10592669
sexy

>> No.10592798
File: 1.09 MB, 2560x1440, Duke3D Blast radius.png [View same] [iqdb] [saucenao] [google]
10592798

>>10592669
love me some big city maps

>> No.10592824

>>10590872
I fucking wish they let the menu as it was
how can I request this?

>> No.10592829

>>10592753
https://files.catbox.moe/a1tj0v.zip
I took this from DN3DooM, shows the name of a map upon entering, I've had this in my autoload for a long time.

>> No.10592831

>>10592824
No idea, I so wish they did that. All Z forks should do it, there's no reason to make it needlessly confusing.

>> No.10592841

>>10591264
this happened to me once

>> No.10592852

>>10592798
city Douq is best Douq

>> No.10592860
File: 667 KB, 1920x1080, abyssin.jpg [View same] [iqdb] [saucenao] [google]
10592860

>>10592672
>>10592798
>tried to play the Gee maps through Alien Armageddon
>no music
I think I fucked up
vanilla is still fine

>> No.10592872

>>10590573
slooter

>> No.10592957

>>10592872
Doom 2, Heretic, Hexen, or Hexen 2 but its survival horror with elements from the Myst series.

>> No.10592959
File: 691 KB, 2560x1440, gamers really do live like this.png [View same] [iqdb] [saucenao] [google]
10592959

>>10592860
Doesn't for me either, even with a fresh install and following the exact installation steps, so I'm guessing it wasn't implemented properly.
It's whatever though since you can just choose a track with F5

>> No.10592980

>>10592621
Not him but what's wrong with the kex port?

>> No.10592993

>>10592829
Thanks, this is great
I might try to make such a mod myself, but I have absolutely no programming experience, let alone for doom modding. It seems like a simple enough idea though

>> No.10593003

>>10592980
nothing

>> No.10593175
File: 1.60 MB, 1920x1050, file.png [View same] [iqdb] [saucenao] [google]
10593175

>>10586769
>>10592017
I wanna claim 22.

>> No.10593201

>>10591880
It's also a community where a worrying amount of people think something is old and outdated after a year or two of release.

>> No.10593208

>>10592753
>>10592829
>>10592993
There's also this Dark Souls themed one, if you can stomach the elephant in the room.

https://marisakirisa.me/files/ds_maptitle_m.pk3

>> No.10593223
File: 5 KB, 199x181, 1585370321148.png [View same] [iqdb] [saucenao] [google]
10593223

>>10593208

>> No.10593330 [DELETED] 
File: 1.13 MB, 3840x2160, thumbnail.png [View same] [iqdb] [saucenao] [google]
10593330

Anyone Wanna Try My Doom Wad Website? http://www.doomwadmodding.great-site.net/

>> No.10593378

>>10592017
I think the project should be called "doom 2 in monsters only" since that most clearly illustrates the rules. "Vertex Relocation" makes it sound like we can only move vertexes. Is this still up for discussion? I also have some mapping questions.Can we add new items? Can we remove items? Can we add new monsters?
I'm assuming: Yes, yes, no.

Here's a quick submission too.
Map: 02
Name: "Underbase"
Midi: "Letni" from Jazz Jackrabbit
Author: Anon
https://files.catbox.moe/wvgpgd.wad

>> No.10593381

>>10593208
That's super amusing. Shame it doesn't show the author name.

>> No.10593404

When you guys are playing a mod that changes the gameplay/weapons/monsters. What kind of maps do you play?
Vanilla-ish wads that you've already played?
Maps generated with Obsidian, etc.?
The original Doom iwads?

>> No.10593406

>>10593404
Vanilla doom 2 map.
Then the novelty of the gameplay changes goes away after like 2 or 3 maps and I go back to vanilla weapons and cool map wads.

>> No.10593434

>>10593404
I try to play vanilla-styled wads I’ve already played, but some times I get the itch to play something “new” through a gameplay mod.

>> No.10593606 [DELETED] 

>>10593330
Are these placeholder entries? What the hell am I looking at?

>> No.10593617 [DELETED] 

>>10593606
Looks to me like he got griefed.

>> No.10593619 [DELETED] 

>>10593330
>http://www.doomwadmodding.great-site.net/

my advice: quit while you are ahead kid, we dont need another wad repository, we have idgames and countless more.

just stop.

>> No.10593621 [DELETED] 

>>10593619
>>10593617
Pretty sure he got fucked yeah.

>> No.10593727 [DELETED] 

>>10593330
>This site requires Javascript to work, please enable Javascript in your browser or use a browser with Javascript support

>> No.10593730 [DELETED] 

>>10593727
Don't do it. Plastered with spooky images and other crap. I'm sure by tomorrow it'll just be a screamer link. Jani should delete the post.

>> No.10593785

>>10586762
>finally found a mod with the mechanic I was looking for
>Open it up in slade
>can't make heads or takes of it at a few glances
maybe it's 3 am brain.
Finished redoing my checklist may simplify the mechanics more.
What do you guys like to do first the sprites or or code?
Where do you start?
Do your mods have a "story" or some sort of theme?

>> No.10593792

>>10593785
>finally found a mod with the mechanic I was looking for
Which one?

>Where do you start?
The file/folder structure. I make the directories, copy over any startup resources I might have, then properly start from the player class. Player - Weapons - Ammo - HUD, doing those 4 in parallel. Minimal effort at the start, just to get the ball rolling. One abstract base class, one actor for testing the implementation. Same for all except the HUD.

>> No.10593812

is it possible to have a crusher come down only once and stop?

>> No.10593818

>>10593812
Ceiling lower to lowest/nearest floor, crushing.
For Boom and MBF21 you can define that with a generalized function, but there's functions for it in Vanilla I'm pretty sure.

>> No.10593820

>>10593785
>What do you guys like to do first the sprites or or code?
Code is what I enjoy, so that comes first. But esp. with weapons, the code may be fairly sprite-dependent if you're doing something fancy so then you do them in tandem
>Where do you start?
Playerpawn replacement, base weapon class, base monster class, base whatever needs one class. Then probably an event handler set up with empty overrides because I can never remember what they're all called.

>> No.10593837
File: 4 KB, 500x400, 0867 - 1F6tUdA.png [View same] [iqdb] [saucenao] [google]
10593837

>>10593378
>I'm assuming: Yes, yes, no.
correct
>Here's a quick submission too.
Played through it, nice map but the teleport arena bothers me a little bit. It doesn't go against any rules but that many teleports feels like it goes a bit against the spirit of the wad.
Guess i will wait to see what others think and if they are fine with that then i'm fine too.

>> No.10593842

>>10593792
Random ones while searching zdoom.
Names are Slayer rampage rebalanced & doom eternal hellfall.
Wanted the chaingun shield & other several resources. i think gonna simplify my altfire, Shield can be rapidly deploy/undeploy but can’t shoot when it’s up.
Also was looking random movement micro missile. Mine would be homing/seek but I envision them weave around like angry bees. I have a vision with a very large space m1 garand.

I’ll try doing. Slade sure has improved and much easier than XWE.

>> No.10593843

>>10593820
Yeah, few have fancy thing going on.
Originally had 3 class but should try get 8 weapons out first.

>> No.10593846

>>10593842
>Shield can be rapidly deploy/undeploy but can’t shoot when it’s up.
do
>A_JumpIf(getplayerinput(INPUT_BUTTONS) & BT_ATTACK, "Shielded_shooting_state");
In your shielded state loop, and the shielded_shooting_state does the same thing pointing to itself. Also needs to check for ammo, but you can figure that out.

>but I envision them weave around like angry bees
A_Weave

>> No.10593848

>>10593842
Don't use SLADE for anything other than sprite offsetting/TEXTURES editing. Work out of a folder and load that directly into GZDoom. SLADE is trash and the farthest you stay away from that unless absolutely necessary, the less likely you are to vaporize hours of work or worse because the program decided to shit itself or you Ctrl+Z'd by accident a little too much. Get Notepad++ or Sublime Text for coding. I use the latter and it beats SLADE's shitty text editor any day of the week. Both can load the entire folder into the sidebar for quick access of files.

>> No.10593854

>>10593818
there's no crushing ceiling lower in vanilla as far as I can see in slade. for example 167 S1 ceil down to 8 above floor stops in case of monsters
maybe boom has this, and it seems we're going for boom format now

>> No.10593867

>>10593846
Amazing how much been added, I’ll give it a go.
>>10593848
I’ll try to get in habit to do that.
I remember just using notepad and MSPAINT back then.

I’ll try get all the regular firing first before tackling all the alts. Do you know any mod that has cloaking mechanic? Like you’re invisible until you fire, then recloak when not firing/combat after few seconds.

If not it’s cool, I’ll figure it out, just thought to ask.

>> No.10593876

>>10593867
>Do you know any mod that has cloaking mechanic?
Doing this properly is actually a super duper brand new feature. You toggle the MINVISIBLE flag on your player. You'll need to toggle it off in your firing action, and perhaps the easiest way to toggle it off is give the player a "powerup"-derived item at the same time that only serves to toggle it back on again once it runs out.

There's also a flag called SHADOW with some associated actor properties that together give you a blursphere effect you can tweak the strength off without it affecting your appearance.

>> No.10593878

>>10593876
the easiest way to toggle it back on*

>> No.10593883

>>10593867
The only mod that does it like that is Hideous Destructor, but good luck replicating it. The problem with cloaking is two-fold: you're gonna have to write your own code to make the monsters lose you as their target if you're cloaked or else the moment you alert everything, re-cloaking is going to do jack shit. The second half is doing it in a way that won't break easily, meaning you need to constantly apply the invisibility/shadow flag or else any other mods or same-mod mechanics might overwrite the value.

>> No.10593887

>106548 12 jan 13.37 things07.wad
it's getting there sizewise. gotta add more scenery, ensure all items can be picked up, maybe another secret area or so.. then comes lighting. I figured out how to remap keys in slade for non-English keyboards. the preference tab for keys is not very helpful

>> No.10593892

>>10593378
Feels a bit too similar to Underhalls because of the texture selection and theme, which makes this feel more like a redux than something more different to Underhalls, same goes to the Entryway submission, both are derivative beyond enemy placement.
>Underground sewers with horizontal pipes and computers
>Big brown bricks
>Optional SSG

>> No.10593893

>>10593887
Isnt udb better than slade for map making?

>> No.10593902

>>10593893
Unquestionably, but linux-anons are stuck with slade afaik

>> No.10593907

Do you think it's conceivable to use Eureka or is it just madness?

>> No.10593910

>>10593876
Hmm, Can you remove power ups? Tried looking in forum but no match.
>>10593883
Darn was hoping mod be compatible with mob mods too. Was impressed with final doomer stasis arrow affecting everinity specific monsters.

Hmm, if can’t get cloaking to work may rethink the hologram aspect of the weapon. Thanks for your knowledge anon, feel like 1 step closer with my vision.

>> No.10593915

>>10593910
I didn't say you can't make it compatible with monster addons. Nothing a thinker can't do. That's the "making enemies forget" half. In this case you'll likely need a separate thinker for each monster to track the last-seen-time separately.

>> No.10593917
File: 340 KB, 1600x854, 20240112_14h29m00s_grim.png [View same] [iqdb] [saucenao] [google]
10593917

>>10593907
I use Eureka but I'm also mad so idk

>> No.10593923

>>10593892
I like
brown bricks
in
Doom 2.

>> No.10593928

>>10592017
>Current maps taken
Pen me down for MAP24.
As much as I love The Chasm, I will not be making a map with (mandatory) catwalks.

>> No.10593942

>>10593902
>>10593893
yeah udb crashes in mono on debian, and also in wine
>>10593928
anon half the point is that whatever you make can work very different from the original map

>> No.10593949

>>10593915
Alright neat. I’ll get the hologram/decoy going and the health on hit, i think figured that part. Hopefully can pull cloaking off.

Can NOTARGET flag apply to player? Maybe inventory check. It’s 5am I should sleep instead of looking up wiki lol ty for your help anon.

>> No.10593950

>>10593917
You seem to know what you're doing, you convinced me.
Thank you, anon.

>> No.10593967

>>10593910
>Hmm, Can you remove power ups? Tried looking in forum but no match.
Powerups are self-removing once they run out, that's what makes them so convenient to work with for various player effects.
You can do
>Override void InitEffect() {do stuff;}
and
>Override void EndEffect() {other stuff;}
in an item that inherits from powerup. There you can set flags or whatever you want. For example you could put "owner.bREFLECTIVE = true;" in the former and "owner.bREFLECTIVE = false;" in the latter for a temporary projectile reflection effect.

>> No.10593992

>>10592753
doom 64 retribution does this

>> No.10594030
File: 393 KB, 1862x935, MAP22 (edit area) at 2024.01.12 09-36-09.335 [R4053].jpg [View same] [iqdb] [saucenao] [google]
10594030

>>10592017
>>10593175
Map: 22
Name: "The Crematorium"
Midi: "Gut Wrencher" from Duke Nukem 3D
Author: Sitri
https://files.catbox.moe/xw3y8t.wad
I kept all of the existing objects in place, and just drew around them. Only a lone health pack remains inaccessible to the player.
>>10593378
I think "Doom 2 in Monsters Only" is a good title that gets the idea across in a simple manner.

>> No.10594035

>>10592000
Why did the old devs think that hitscanners are easier enemies than projectile shooters? Doom, Duke, Blood, all of them.

>> No.10594038

>>10594035
They didn't know how to circle strafe.

>> No.10594043

>>10594035
Hitscanners are dudes with guns, which they psychologically saw as the most basic type of enemy.

>> No.10594052

>>10593967
never thought about using power up. I could make a very short one Powerup.Duration -5 constantly give it with quiet flag so screen doesn’t blink.

Guess theirs more than one way to skin a cat. I’ll test things out soon I’m excited.

>> No.10594065
File: 11 KB, 100x115, CYBRD5.png [View same] [iqdb] [saucenao] [google]
10594065

>>10593923
Can you lie?

>> No.10594074

>>10594052
That's the spirit anon! There is a bit of a learning curve, but thankfully doing something simple is very easy, so incorporating new concepts as you learn is very smooth. You'll feel your power grow faster and faster for a while as you realize how you can integrate things with each other. It's awesome.

>> No.10594106

>>10594030
Ammo is too stingy at the start until you get berserk.
What am I supposed to do to leave when I'm inside the plasma gun secret? I had to IDCLIP.
It seems there's a secret within that secret, but it's inaccessible.

>> No.10594114
File: 16 KB, 74x97, 1691137565726773.gif [View same] [iqdb] [saucenao] [google]
10594114

just put "Doom 2 in Monsters Only" as the tagline or subtitle for the project

>> No.10594124

>>10594106
>What am I supposed to do to leave when I'm inside the plasma gun secret? I had to IDCLIP.
>It seems there's a secret within that secret, but it's inaccessible.
I mistakenly got rid of the tag and not the effect for that sector. It's supposed to lower and reveal a teleporter. I have it fixed for the next version.

>> No.10594128

>>10587481
>>10592447
>>10593378
>>10594030
>>10594114
>Doom 2 in Monsters Only
I don't like it because it brings association with doomworld cohort, and what mostly -- with dozens of other faceless projects made by literally whos who freely appropriated the name, easily checked facts. Have your own identity even if you're that unimaginative.

>> No.10594146

How do i make a scrolling floor without the entire map scrolling with it?

>> No.10594149

>>10594146
If you are mapping for boom, you need to place matching tags on the scroll line and the sectors that need scrolling.

>> No.10594153

I give up defending hl2 on codex.
The retards don't listen.

>> No.10594173

>>10594030
>revenant elevator
heh
>>10587481
>>10592447
>>10593378
>>10594030
>>10594114
>>10594128
vertex relocation is a better name. or maybe /vr/tex relocation

>> No.10594187
File: 786 KB, 1010x720, 1383977229148.png [View same] [iqdb] [saucenao] [google]
10594187

>>10594173
"/vr/tex Tipp-Ex" was a good pun and i feel underappreciated

>> No.10594203

>>10594187
oooh I like that

>> No.10594209

>>10594187
All of the menu options should look like they were whited out and written back on in pen.

>> No.10594210

>>10594187
I don't get it

>> No.10594219
File: 5 KB, 150x181, Tipp-Ex-Aqua-based.jpg [View same] [iqdb] [saucenao] [google]
10594219

>>10594210
>zoom-zoom doesn't know what tipp-ex is
I bet you don't even know how to use the shells

>> No.10594221
File: 178 KB, 905x905, tipp-ex_bote.jpg [View same] [iqdb] [saucenao] [google]
10594221

>>10594210

>> No.10594232

>>10594035
I'm pretty sure that the high lethality of cultists in Blood was very intentional.

>> No.10594238
File: 111 KB, 1000x1000, 1255061.jpg [View same] [iqdb] [saucenao] [google]
10594238

>>10594219
>>10594221
I'm more familiar with Wite-Out, seems to be an American/European thing.

>> No.10594257
File: 302 KB, 2512x1682, bic.jpg [View same] [iqdb] [saucenao] [google]
10594257

>>10594238
Both brands are own by Bic.

>> No.10594280

Does anyone by chance have the sound effect of the bridge activating and humming from an eternal cultist base?

check various sfx mod n threads.
I know its from nu & retardedly specific, but sound be cool for a bfg or plasma rifle.

>> No.10594289

>>10594280
You can rip the sounds, but be warned that it's thousands of audio files with no specific labels.

>> No.10594345

Strawpoll for the project name
https://strawpoll.com/3RnYlANomye

>> No.10594352

>>10594187
Great name that uses /vr/ in it, I prefer it to "Doom 2 In Monsters Only"

I'm struggling with coming up with a better name with the /vr/ moniker.

>> No.10594381

>>10594289
Damn.
>>10594289
I guess I find another sfx that close to BWAOH…

>> No.10594403

>>10594238
Same, I've never heard of tipp-ex until now.

>> No.10594449

Played some Doom after a long pause and with suspended disbelief I noticed that the game is considerably more difficult than from what it used to be on my memory, monsters hitting more aggressively. Took quite a bit to see that weapons were also faster and that I had game speed buttons set up which I apparently pressed by mistake at some point. Now I can't play at normal 100% speed because game feels very sluggish, evening is ruined.

>> No.10594456

>>10594449
You know what you have to do
put Babel in the autoload list
cry when a mapper places more than 5 cacos in a cluster (which is always)

>> No.10594470

>>10594456
>those synced cacoball volleys
So deadly, so beautiful

>> No.10594506

Armor should absorb 100%

>> No.10594513

>>10594506
No.

>> No.10594517

>>10594506
We already have 2016/Eternal for that.

>> No.10594519

>>10594449
lmao, what i_timescale were you playing at?

>> No.10594523
File: 130 KB, 962x692, 1537726377910.png [View same] [iqdb] [saucenao] [google]
10594523

>>10594506
>>10594513
yes

>> No.10594525

>>10594506
>>10594513
>>10594517
Speaking of armor, what's a cool alternative armor system you've seen or would like to see in a mod?

>> No.10594543

>>10594449
>Now I can't play at normal 100% speed because game feels very sluggish, evening is ruined.
There is an easy solution, just play with the -fast option.

>> No.10594552

Why is build engine so janky? Tried to make a Duke map and it's a pain in the ass.

>> No.10594558

>>10594543
That doesn't affect movement speed and weapon firing rate. What he did was play the entire game at a faster tick rate. Even the animations of textures and decorative objects would have been faster.

>> No.10594559

>>10594552
Only Ken knows.

>> No.10594561

>>10594525
Evo-armor from apex. doing damage rewards you with better armor. It activates neurons

I would like a mod where player is Spawned with no armor, do x amount of damage & upgrade to level 1 or 25 armor
Level 2 = 50
Level 3 = 100
Level 4 = 150
Level 5 = 200
Idk how much damage per but enough to reach level 5 around map 20 in a your average mega wad

I

>> No.10594569

>>10594187
That's a really good name.

>> No.10594572

>>10594506
Makes the game too easy, and would make less of a difference between Green and Blue.

>> No.10594573

>>10594561
Do you upgrade the max armor only, or the absorption rate as well? You can do a lot of fun thing with absorption rates and damage type resistances.

>> No.10594575

>>10594523
I fucking love what LTG does with it's armors, shit's so much fun.

>> No.10594587

>>10594232
Dev intentions with Blood seem more esoteric compared to the other “popular” 90’s shooters.
>>10594506
>turn green and blue armors into 100 and 200 overchargable health
Sounds like a mod idea.

>> No.10594590

>>10594558
I understand but what can he do then? Just continue playing at a faster tick rate maybe?

>> No.10594601

>>10594573
Why not both? Higher the level more absorbing too.
Could make level 6 where it’s max absorbing rate.

>> No.10594602

>>10594519
>>10594590
At 130% or could've been more, I used Woof. May rewire myself to use faster tick rate, Speed of Doom will live up to its name. Was wondering if anyone's playing the same.

>> No.10594609

>>10594602
Like, I couldn't have been that dumb to not acknowledge that game is obviously faster and nothing else if it was set at 150%, or could I.

>> No.10594615

>>10594559
Maybe Ken should've had Carmack help him out more

>> No.10594616

>>10594590
He could do most of it with a mod, if he cared to. But it would be a lot of work for relatively little benefit.

>> No.10594776

Is the new version of Samsara any good? I tried it and it feels bloated and janky.

>> No.10594794
File: 1.68 MB, 1366x768, qbj2_draqu_2024-01-12_16-59-01.png [View same] [iqdb] [saucenao] [google]
10594794

>> No.10594849

>>10594776
Reincarnation? It's just Extra Heroes but with some less bloat and a new set of stupid design choices.

>> No.10594862

>>10594776
Everything after Kinsie's maintenance updates to the original are shit that completely misses the point and just crams in everything just to have more shit with no regard for good gameplay, balance, or accuracy.

>> No.10594930

>>10594862
people wanted samus aran in samsara, but...

>> No.10594961

>>10593910
>doomer
More like coomer, lol

>> No.10594983

I don't get the hate for GZDoom. The default settings are very dumb but it's easy to configure for a vanilla Doom experience

>> No.10594984
File: 62 KB, 553x369, albert speer architecture.jpg [View same] [iqdb] [saucenao] [google]
10594984

>>10594794
>Quake brutalism jam
>no Quake neoclassicism jam
Seems like an obvious missed opportunity.

>> No.10594986

Is it possible to make a wall that you can see through but cant shoot through?

>> No.10594994

>>10594776
absolute dogshit. Do not bother.

>> No.10595012

>>10594983
>The default settings are very dumb but it's easy to configure for a vanilla Doom experience
I’m more concerned with the people coming to Doom thinking GZD default settings are “vanilla”.

>> No.10595016

>>10594983
It's 2023, people are too dumb to use settings.

>> No.10595042

>>10595012
Yeah, we call them ignorant retards. Why would one care about them?

>> No.10595050

>>10595042
Half of these threads are people getting way too caught up with somebody else fucking up their own experience of the games, or playing them differently.

>> No.10595057

>>10595050
And? If the person is happy with what he has and refuses to learn more, let him be.

>> No.10595064
File: 15 KB, 135x615, file.png [View same] [iqdb] [saucenao] [google]
10595064

Making my way through some HL mods, finished up Decay Solo Missions demo and Echoes

Decay's pretty good, love all the little details. I think all of my issues with it so far are more attributed to the expansion's original design (non-continuous structure, levels feel too short, Rosenburg)

Echoes is obvs. beautiful, didn't expect it to chug as much as it did desu. The scripted stuff was great, but almost leaned too far into being a primarily linear experience which was exacerbated by the fact that instead of HLs original wide hallways, everything feels too narrow and tight. I guess that can be associated to the fact it is going for a more horror-like experience. I liked how much you'd return to old areas and see the facility evolve over time.

Any recommendation as to what to play from my list next or to add to it? Pic rel, orange is what I'm considering, and already have DL'd. Avoiding horror mods like Cry Of Fear, They hunger, AoM etc. for the time being

>> No.10595092

>>10595042
>Why would one care about them?
I didn’t say how MUCH I care but it is more concerning than me configuring the settings. If you’re asking “why people hate gzd” that’s one of the reasons, misleading retards.

>> No.10595119

What are those retarded default GZ settings that everyone talks about? I just configure it in a way I enjoy and don't mess with a lot of stuff that I don't know what they do.

>> No.10595132
File: 741 KB, 730x791, 1705081402718992.png [View same] [iqdb] [saucenao] [google]
10595132

>> No.10595153

>>10595132
This could use Blood’s wraith and Daggerfall’s skeleton

>> No.10595154

>>10595119
Texture filtering.
Maybe jumping enabled.
Virtually everything else is neglectable.

>> No.10595158

>>10595119
Ask yourself this: Why does a mod exist that does nothing but change the settings?

>> No.10595165

>>10595154
Freelook is enabled by default. Your options for dealing with it are turning it off every time you launch the game, or use your autoexec to turn it off and then you can't change it in the menus.

>> No.10595170
File: 792 KB, 1282x758, Screenshot 2024-01-12 180702.png [View same] [iqdb] [saucenao] [google]
10595170

can anyone test my wad and see if its working on nugget or something that isnt gzdoom? In my nugget the map is completely fucked and i dont know why

>> No.10595174

>>10595170
classic, forgot the link
https://files.catbox.moe/47dd5l.wad

>> No.10595175

>>10595154
I think “use original hitscan” is still disabled on default. It makes melee much better and Tyson starts way easier.

>> No.10595178

>>10595170
Looks like you forgot textures. Turn on software mode in GZD and try again.

>> No.10595179
File: 11 KB, 646x111, image.png [View same] [iqdb] [saucenao] [google]
10595179

>>10595165
>turning it off every time you launch the game, or use your autoexec
What? Anon, are you okay? It's a single mouse option you have to change once.

>> No.10595187
File: 14 KB, 393x105, file.png [View same] [iqdb] [saucenao] [google]
10595187

>>10595179
I was talking about these 3 options in Gameplay Options constantly resetting to "default" (on). GZDoom's menus are shit.

>> No.10595189

>>10595178
I didnt put textures on some walls to use as a skybox, but i thought about that and added texture to everything and it stayed the same

>> No.10595190

>>10595175
Yes, it's enabled because it's the part of "Default" compatibility preset GZDoom uses. But it's not critical in a slightest. Let alone no one doing tyson runs would use anything but DSDA most likely.

>> No.10595193

>>10595170
I think I know what's up. You shouldn't just leave untextured walls at the edges of the map, you need to have a thin sector with ceiling lowered to the floor.

>> No.10595195
File: 134 KB, 1920x1080, tank_chilling.jpg [View same] [iqdb] [saucenao] [google]
10595195

>> No.10595208

>>10595187
Mouselook is turned off by selecting "Mouse Options" and disabling >>10595179
Jumping/crouching is turned off by opening "Customize Controls" and unbinding jump and crouch.
Graf had some reasoning for resetting Gameplay Options every time you launch the game, but it's still absolutely retarded so I never use them.
I agree GZDoom settings are kinda ass, but not only they allow to do everything once you learn them, there's also a search functionality exactly for such cases.

>> No.10595209

>>10594456
I don't even use Babel and I get aggressive when I see a clump of Cacos floating over to me.

>> No.10595213
File: 289 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10595213

>>10595208
It's not in mouse options, I had to specifically search for it.

>> No.10595221

>>10595190
>Let alone no one doing tyson runs would use anything but DSDA most likely.
I’m talking more about levels like Ancient Alien’s 19th map, or anytime you want to use either the fist or the chainsaw.

>> No.10595231

>>10595189
Yeah, you can't do that with midtextures, you need to pull the uppers down.

>> No.10595234
File: 57 KB, 821x388, image.png [View same] [iqdb] [saucenao] [google]
10595234

>>10595213
Oh yes, that's another PANTS ON HEAD RETARDED IDEA FUCK YOU GRAF YOU'RE NOT MAKING ANYTHING EASIER FOR ANYONE BY HIDING HALF THE SETTINGS YOU FUCKING CHICKENHEAD.
Open Options. See this thing somewhere in the middle. Turn it on. After that you'll see more options, but you're not done yet. Right after you switch this option to ON, you'll see "Simple Options Menu: On" somewhwere in the same place. That means the game will still give you half-assed setting list once you restart it. Set it to OFF. That's it. Now your gucci anon. Never let the graf to fool you again.

>> No.10595253

>>10595213
>having simple menu turned on
lol retard

>> No.10595259

>>10595193
Yeah that works, thanks

>> No.10595261

>>10595253
Blame Graf for arbitrarily hiding important options in an update years ago.

>> No.10595265

>>10595259
You can read about it here, if you are interested:
https://doomwiki.org/wiki/Sky_hack

>> No.10595275

>>10595187
>>10595208
I presume the reasoning was that you tend to forget what you've set so you might end up chasing something for hours. For example I had that moment when I accidentally left the useless 3D VR settings on Left Eye and couldn't for the life of me figure out why projectiles were going left of the cursor. Spent at least thirty minutes debugging my mod until I decided to fuck with the config and try to pinpoint the issue. It's to protect the player from himself and it makes perfect sense. Had that option been noarchive'd, I wouldn't have wasted my time. If you want to always enable those gameplay settings, write down the dmflags when you do and set them in the command line args.

>> No.10595296
File: 357 KB, 712x786, factory.gif [View same] [iqdb] [saucenao] [google]
10595296

hmm

>> No.10595313

I like doom 2

>> No.10595339

>>10595296
Is it cheating to use monster teleporters?

>> No.10595340

>>10594776
for singleplayer? Bloated but still can be a fun clusterfuck to play. Coop? Meh, okay
For deathmatch? Absolute shit, stick to the original for dm

>> No.10595348

Recommend some ww2 fps.
Accurate or not.

>> No.10595350
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
10595350

>>10595313
what the fuck

>> No.10595368

>>10595154
Texture filtering is gross.
Jumping is eh... I can see why people don't like that but I often play with it cause platforming isn't fun. I just avoid it and don't use it to break progression and that feels fine. Same with crouch.
>>10595165
Freelook is good.
>>10595158
There is a mod that does that? What exactly does it change? What's the name of the mod so I can check it out?
>>10595175
The bullshit original hitscan code it bullshit, fixing it is improving the game.
>>10595187
Those are bullshit indeed. "Default" is the same as "on" so why even have a "default" setting?
>>10595234
I wish VK had a full options menu option as well.

>> No.10595379
File: 981 KB, 1602x940, Screenshot 2024-01-08 191924.png [View same] [iqdb] [saucenao] [google]
10595379

>>10592017
Map: 01
Name: "Entry Job"
Midi: None yet
Author: TimeGuardian
https://files.catbox.moe/wc57t9.wad
Since I'm allowed to move items now, I revamped 80% of this map. Will find a midi for it later. Also added a couple of custom textures.

>> No.10595385

>>10595368
>Jumping is eh... I can see why people don't like that but I often play with it cause platforming isn't fun
I think the big problem is that by default, you can jump over pinkies from a standstill in zdoom
>Freelook is good.
Based.

>> No.10595395

>>10595368
Default means on unless the map disables it in MAPINFO. If you set it to On, you override the map settings.

>> No.10595405

>>10595368
>"Default" is the same as "on" so why even have a "default" setting?
It's not the same, "On" is for overriding MAPINFO settings.

>> No.10595420

>>10595385
I never tried jumping over pinkies. I suppose you could break shit like that with it enabled but then again you could just choose not to.
Freelook would 100% be in the game had Carmack figured out a way to do it back then. In fact he'd demand Romero to make a first level that requires it just to show off the feature like he did with the imps on the platform on E1M1. It's just silly not being able to look up and down. Same with infinitely tall monsters and splash damage, it's a limitation of the time that wouldn't exist if it was possible back then.
>>10595395
>>10595405
Oh I see. I guess it's fine then. Maybe it could default to off instead but eh...

>> No.10595438

Seems like someone in Discord got their account hijacked and is sending around a trojan packed in a game file? Be careful what you open and trust on Discord as usual

>> No.10595445

>>10595368
>The bullshit original hitscan code it bullshit
Very cool lmao. It’s still a significant “buff” to chainsawing and punching enemies that I think should be made aware to new users.

>> No.10595450 [DELETED] 

>>10595064
>hl
https://rpgcodex.net/forums/threads/honest-opinion-on-half-life-2.148156/post-8827610

>> No.10595460

>>10595445
Yeah, it is much better and some weapons are better because of it but it also boosts hitscan enemies and makes the game more predictable and "realistic".

>> No.10595464 [DELETED] 

>>10595450
Fuck off Alf/DWTerminator

>>10595368
the problem with filtering is that every fucking model uses old bilinear/trilinear when there are better ones made over the last years, even fucking lanczos-5

>> No.10595467

>>10595420
I agree completely about freelook, monster height and splash damage. Those limitations were put in place solely due to performance reasons, not for any reason of intended playstyle.

Jumping and crouching doesn't mesh well with the design of the levels and the monsters though. I think it's best when maps are supplied with a mapinfo lump that simply tells you whether jumping is to be allowed or not. Crouching doesn't work unless monster logic is updated to account for it.

>> No.10595475

Looking to make my own wad, how hard would it be to copy over ad mortem monsters into it? Does anyone have a decohack patch for it? I want just the monsters, not weapons or anything else

>> No.10595481

>>10595339
I'm assuming it's fine as long as you don't overdo it.
I've made maps where 90% of the monsters teleport in, so I think I'm rather well behaved here

>> No.10595487

>>10595481
I meant for the nature of this project. If the whole idea is that you're supposed to be using the existing monster placements, having them teleport away sounds like a loophole you can abuse to avoid that challenge.

>> No.10595501

>>10595464
I just set texture filtering to "none". It looks awful with it on regardless of setting. Some are better than others but "none" looks best.
>>10595467
I leave jumping and crouching on just so I don't have to go into the settings to mess with them in case I need it, but I only them on occasion for exploration.
On combat I use them more, being able to jump over projectiles or crouch under them feels good and feels like a new layer of movement mechanics to be explored. It's the same with freelook, in a sense you get some control you weren't originally intended to and that allows you to do things you couldn't without it but it also adds (literally) a new dimension to aiming. Autoaim just isn't rewarding.

>> No.10595503

>>10595460
ALSO: If you get comfortable using GZdoom for awhile and you’re not already familiar with vanilla gameplay, you may be quite surprised to find melee more difficult if you decide to try other ports. I don’t even know if the Unity/phone port fixes the blockmap.

>> No.10595504

>>10595475
What format are they in? Dehacked variant or some zdoom format? if the the latter it will be very easy.

>> No.10595516

>>10595501
>being able to jump over projectiles or crouch under them feels good
Sure, but having most monsters being completely unable to target you when you crouch doesn't feel good. This may have changed since last I played around with it, but back then crouching would just nullify most attacks completely. I'm all for dynamic player movement, but monster AI needs to compensate for it or it feels cheap rather than cool.

>> No.10595517

>>10595503
I have no interest in phonefaggotry. I suppose it would be nice to test the unity ports but eh...
I do believe the unity port does fix it, though. Unity is different, if they were to keep that they would have to add in new code to emulate that original behaviour and it's something that's obviously wrong, I don't think they'd bother. But I could be wrong, I don't know.
I understand GZ isn't vanilla, but I like a lot of the changes it makes and I think they improve the game.

>> No.10595518

>>10595503
The android port that I know of has both chocolate and gzdoom built in, so it would depend on which you chose

>> No.10595523

>>10595501
yes but as i said, there are better models made over the years, even the diablo 2 sourceport forks went on to use jinc2 to replicate what 3dfx did but sharper in high res
I still wish to see a doom sourceport that scales and filters but keeping the sharp look

>> No.10595525

>>10595504
Extended Dehacked for sure, and someone was uploading a decohack source for some old version here, I'd like to get new one with the gremlin, and implement just the monsters into my wad
>>10595475
Another question, does anyone have a nice texture pack in vein of Doom1 hell? I want my wad to be similar in style to Hell Frontier or something like that, classic doom1 hell but with doom2+AM monsters - I tried hellcore textures by Espi but they are not that nice honestly

>> No.10595531

>>10595517
>but I like a lot of the changes it makes and I think they improve the game.
Then I really hope you’d want the port to make players more aware of those improvements, unless you’re too much of a chicken?

>> No.10595532

>>10595516
Hitscan can still hit you when crouched. Some projectiles I know can as well but could be due to them having a large hitbox. I do agree AI should be updated for it, if it isn't already.
Some traps in Hexen can still be completely bypassed by crouching. That's cheap.

>> No.10595538

>>10595525
>Extended Dehacked for sure
In that case, I think you'll need to learn "extended dehacked" to be able to separate the parts you need. No idea how easy or hard that is.
>Another question, does anyone have a nice texture pack in vein of Doom1 hell?
Look around in Unloved, IIRC it has a lot of textures from various texture packs you'd find useful

>> No.10595542

>>10595531
I'm not the chicken man.
I don't know how they'd make people aware of the changes, adding a disclaimer maybe? Some people won't know what some of those changes even mean.

>> No.10595550

>>10595531
what disclosing that even mean to the average player though?
>disclaimer: GZDoom fixes a bug that rarely causes bullet shots to be consumed by the void, especially in complicated maps with non-cardinal direction geometry, and this bug is cherished by the community for some reason

>> No.10595560

>>10595542
You can put a MAPINFO file that GZDoom understands but other wads disregard in your map that specifies what modern features should be allowed for the player. GZDoom allows you select whether to listen to the map so to speak or to override it with whatever you like. I think that's the best of all worlds.

>> No.10595561

>>10595542
>I'm not the chicken man.
That’s the joke you geek, and even Brutal Doom gives you the option at the start to have a more “””classic””” experience. Also Unity Doom is the official port through idsoft’s current publisher and is on everything, it’s not exclusive to mobile.

>> No.10595567

>>10595560
Good solution, but requires modders to do some extra work.

>> No.10595572

>>10595567
Yeah but if they don't they can't come crying

>> No.10595583

>>10595572
Fair.

>> No.10595649

>>10595561
>Unity Doom is the official port
>Crosshair is set by default, confuses newbies thinking that horizontal aiming is a bug
>Weapon selection menu straight from a game console is also set by default, old crippled zoomers have trouble with controls like no generation before
>Buuut you are prompted to provide zenimax social credentials anytime you start the game, implying that every kid is familiar with corporate hoop acrobatics before being born
Youngins have it rough these days

>> No.10595693

>>10595649
Don't forget shit like green healthkits too.

>> No.10595696
File: 438 KB, 1280x1024, qbs8_008.gif [View same] [iqdb] [saucenao] [google]
10595696

I recently discovered qbism8 and have been messing around just to see what all the port offers. I found that in quite a few of the resolutions, the way the world gets rendered is sort of vertically squeezed, which brings my question: How accurate is this?

I've never seen anything like it in any ports, but I'm aware that the levels and artwork of Doom were designed knowing that CRT monitors would stretch the 320x200 output 20% upwards, and have never thought about if DOS or WinQuake were also made around this. The 2D menu elements do seem like they are on account of easier readability, but I'm not sure about the brushes and entities.

>> No.10595708

>>10594238
total yankee death

>> No.10595710

>>10595064
>Rosenburg
Rosenberg vanishes after Surface Call (because he has to go to Blue Shift), just so happens that's also where the DSM demo ends. There is Decay: Singularity if you want to see the whole mod in SP in its original PS2 form (minus the laser puzzle in the second-last chapter).

Of your white list, I've played The Trap, Field Intensity, Someplace Else, and Point of View.
POV is by the same guys who made Azure Sheep, except this time you play as a Vort. I've not played it in ages, but the comments on ModDB say it's better than Azure Sheep. Just remember to rebind the "show story" command, for some dumb reason it shares S with Backwards by default.
Someplace Else is short but pretty hard. It's loosely tied into MINERVA: Metastasis for HL2, but the two aren't necessary to understand one another. It's only one or two maps, so there's absolutely no downside to trying it out.
The Trap is very much a puzzle game, and can get quite hard in places if you have difficulty seeing the path forward.
Field Intensity is very good, no complaints about it from me.

>> No.10595728

>>10595696
A lot of world texture elements in Quake - namely circular windows and various bolts - are wider in pixels than they are talls, but look about correctly round when everything is stretched 20% vertically like Doom. I'm not sure how much of that was the artists just keeping old habits from Doom.

>> No.10595842
File: 360 KB, 1280x1024, qbs8_012.gif [View same] [iqdb] [saucenao] [google]
10595842

>>10595728
I'm seeing some arguments over it on VOGONS, with one camp saying that Quake had to have been designed this way with HUD elements being affected, and the other camp saying nay and citing that the engine renders the 3D world essentially the same regardless of resolution. The artists could've been doing it because that's what they did for Doom, or they could've been doing it deliberately with the expectations of it showing up differently.

Personally, it's growing on me. If I had to guess why, it's that:
Generally, information becomes a bit easier to process. Everything of note I'm looking at is pushed more towards the center of the screen, and not trailing off to the sides while getting distorted by the FOV. Probably helps that its 4:3.
Artistically, it works with what you've described - the big shootable window in E4M2 looks perfectly circular - but I also think that everything looks a bit more "mature," if that makes any sense. The enemies all become slender and eerie, with the humanoids looking more proportionally accurate, and the maps all look looming and evil (qbism's smoother lighting helps).

Wondering if I can emulate this look in the other ports.

>> No.10595856

>>10595842
>thin shambler
I now really want a model pack that just makes everything 20% thinner to match that ratio. How do knights look?

>> No.10595861

>>10595842
To throw more confusion into the mix, Quake is designed to support a whole bunch of resolutions. I guess the only real way to tell would be to switch vid mode on the fly and see if things squish up.

vid_describemodes

Lists all available video modes, built-in and VESA.

vid_mode #

Switches the video mode to mode #. Quake has 11 built-in modes:

0: 320x200
1: 320x200
2: 360x200
3: 320x240
4: 360x240
5: 320x350
6: 360x350
7: 320x400
8: 360x400
9: 320x480
10: 360x480

0 is the default mode. Modes above 10 are not built in, but are VESA
modes which may be supported by Quake and your hardware. Use
vid_describemodes to see the available VESA modes.

>> No.10595870

>>10586769
SO just one thing before we jump to the next thread
Vogons madlads did it and vQuake aka Rendition Veritage quake now works thanks to The now first Rendition Veritage Wrapper
https://www.vogons.org/viewtopic.php?f=9&t=95721

if anyone wants to try it out with a CRT shader or real, be /vr/'s guest

>> No.10595889

>>10595870
https://www.youtube.com/watch?v=qb1eYQ35iV0
The filtering here looks sharp at higher res than stock openGL and 3dfx

>> No.10595919
File: 7 KB, 66x256, HUUUUUUUH.gif [View same] [iqdb] [saucenao] [google]
10595919

>> No.10595923

>>10595889
hexen 2 looks crisp in fact rendition doesnt seem to use the shit and garbage bilinear, it looks sharp as fuck even on high res and not a fucking sore.
https://www.youtube.com/watch?v=w0hFT8umNQw

>> No.10596098
File: 366 KB, 1920x1080, ratio.png [View same] [iqdb] [saucenao] [google]
10596098

If anyone wants to try out Quake (or any other game where you can set a custom resolution) in Doom's 20% taller aspect ratio here's how:
>get a program called Lossless Scaling (it's paid software, but you can find it for free if you look hard enough)
>put the game in windowed mode
>set the game's vertical resolution to what you want x0.8 (i.e. instead of 1080 use 864)
>under scaling mode in Lossless Scaling, set it to fullscreen instead of aspect ratio
>optional: set scaling mode to nearest neighbor (seems to look best for this)
>activate scaling
I haven't tried other games, but it works pretty well in Quake, and you don't need a specific port like what that other anon was posting earlier. You can change vertical resolution in Ironwail and some other ports with vid_height followed by vid_restart.

>> No.10596123
File: 95 KB, 603x519, kniggers.png [View same] [iqdb] [saucenao] [google]
10596123

>>10595856
qbism comes with AD models by default for some reason, maybe because they play with the new lighting better. Here's a Doom 3 screenshot of it with the original.
>>10595861
I'll have to get around to testing this with Win/GL sometime tomorrow.

>> No.10596129

>>10595919
H
U
U
H

>> No.10596178

>>10594035
Was half life the first game where you miss the hitscanners? and the HECU were really fucking deadly already

>> No.10596380

>>10595348
Return To Castle Wolfenstein
Totenkopf SDL Edition

>> No.10596407

>>10595503
Woof and Nugget let you use the improved hit detection (though not with demos).

>> No.10596416

>>10595516
I can't remember crouching ever cockblocking monster aiming like that in ZDoom, so that must have been a very long time ago. They'll shift their aim up or down if you crouch or jump.

>> No.10596418

>>10595348
Day of Defeat

>> No.10596420

>>10596178
Guns are hitscan in Half-Life

>> No.10596426

>>10596418
God I loved DoD in its heyday. Goldsrc version, Source was fine but Goldsrc was untouchable.

>> No.10596439

>>10595532
The traps in Hexen probably don't vertically adjust their aim for the player (if they even aim at all), which is just how the maps and their scripts work.
I imagine that you could change this behavior with some ZScript work.

>>10596426
Agree.

>> No.10596446

>>10595438
That's just normal for Discord, the Project Brutality Discord got burned one time because the stupid admin fell for a free steam games phishing scam.

>> No.10596447

>>10595550
>for some reason
Demo compat, mainly, as there has never been a complevel with the improved hit detection. I hope there will be some day because the improved hit detection makes melee a LOT more fun in Doom, and it would encourage more chainsaw and fist usage, as well as people being more bold with modifying them for sets with non-vanilla weapons.

Someone might argue that it makes the game more easy, but if you've got it as a complevel you can design around it.

>> No.10596450

>>10596446
Hah what a dope. Shame because I really like PB.

>> No.10596465

>>10596439
From what I remember, they don't adjust at all. There's four cases of it happening in game that I remember.
First one is the the Guardian of Ice, second portal, a tiny little section of a corridor with three holes on each side that shoot out ice projectiles as you pass by. Very annoying cause I got lost and had to pass by it several times, after a point I just crouched. You can jump over it and that works but requires some extra precision.
Second is in Guardian of Fire, after one of the side doors opens. This one hurts a lot, but I think you can hug the wall and avoid them that way.
The other two in the expansion. One is in one of the bridges and I don't remember which one exactly. You could jump but there's gonna be a lot of projectiles and at least some of them would hit you. Last one is kind of bullshit and it's the last trap in Locus Requiescat, after completing all the map the structure in the centre opens, inside it is the key you need to progress but as soon as you grab it the walls close down and trap you in a tiny room where each wall shoots projectiles at you and there's no way to avoid damage without crouching. On higher difficulties you can only survive by chugging health potions, a chaos device or wasting and icon of the defender.

>> No.10596475

>>10596447
>and it would encourage more chainsaw and fist usage
It wouldn't change much really, tyson maps will always be a thing anyway and you'll always get the ones who refuse to use the chainsaw no matter what, just because of it's default slot number.

>> No.10596476

>>10596450
Gen Z is apparently the most vulnerable demographic to scams on average today, and I've definitely seen that myself.
You'd think it would be the actually elderly who don't tend to know tech or the web much, but even they were trained and warned by their elders to be wary of mail fraud and crooked salesmen in their own youth, so they tend to be able to smell a rat still. I've seen so many zoomers fall for the basic "We need your account name and password for security reasons." trick that it's kind of mindboggling.

Look out for your zoomer friends, because the education system really let them down.

>> No.10596479

>>10596476
The admin isn't the same as the project lead right? Because pa1nkiller is like 35-40 years old dude.

>> No.10596503

>>10596479
Then he has no excuse, goddamn.

>> No.10596531
File: 324 KB, 958x543, 1368493047233.jpg [View same] [iqdb] [saucenao] [google]
10596531

Nobody steals my chicks... and lives.

>> No.10596538

N-new thread?

>> No.10596552

>>10596550
>>10596550
>>10596550

>> No.10596554

>>10596552
Aw fuck the subject field should have read
>IT'S RAINING IT'S POURING

>> No.10596657

>>10594523
Sauce? Image search yielded no matching results.

>> No.10596762

>>10595919
why the long huh?