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ff3616 No.13498607

No one has made a thread in a while, so talk about Doom and those Classic FPSs. Video related is a WIP Doom TC that recreates the first Castlevania in first person.

ff3616 No.13498623

File: d8034744caf246b⋯.png (1.63 MB, 1543x6138, 1543:6138, SO YOU WANT TO PLAY SOME F….png)

Obligatory Doom guide, and the iwads can be found here: http://doomgod.com/wads/iwads/


87c323 No.13498631

>decide to finally play brutal doom to see what all the hubbub is about

>recoil

Why would you ever want recoil in Doom?


d2fb1f No.13498637

>>13498631

It's designed for use with mouselook.


3f2a44 No.13498644

File: 7abc0a62f6d18a6⋯.jpeg (43.15 KB, 720x540, 4:3, ripandtear.jpeg)

>>13498631

For balance :^)


892d13 No.13498661

File: 0afa656aca0eed8⋯.png (90.19 KB, 256x318, 128:159, Descent_cover.png)

File: 18fdf28eb4135ab⋯.jpg (49.67 KB, 442x442, 1:1, Descent2.jpg)

Oh boy, that time again.

PREPARE FOR FUCKING DESCENT, FAGGOTS

https://mega.nz/#!J35W3I6Q!1cNH_A-9rg9CRTSLVfpDZz0ThegleUZhhV3cqh52z78 Descent 1 with DXRebirth

https://mega.nz/#!o6xHXCYT!Fat397TU6iq7mb-yp3J7RQgxTB2yi6F8X9Ru8vi-z0o Descent 2 with DXRebirth

>The fuck is Descent?

Its 6DOF baby. Think Doom but in every direction. It was made by Parallax (who half of which would split into Volition) and published by Interplay.

>Okay, what is DXRebirth?

A sourceport made for the two games that allow shit like a gentleman's resolution and support for modern gamepads as well as M+KB

>Is there multiplayer?

You bet your goddamn ass there is multiplayer. Not very lively now, so set up a server, get some anons, and get playing.

>Where can I buy this?

You can't. Interplay fucked up and didn't pay the right people when it was up on digital storefronts, so you pretty much can't anymore unless you hunt down an original copy, and then you gotta get shit working. Just use the links, faggot.

>I'm getting motion sick.

Stop being a fucking pussy.

>Okay, I've played em. Can I have some more?

Well, if you need more direct action, there's Descent 3. Its not as good, but its something if you need it. There's also the Freespace games which, while not the exact same, is by Volition, half the team that made these. There's also three 'spiritual successors' that are coming around so look out for those I guess.

>Spiritual successors you say?

Well there's three main ones. Descent: Underground, made by a bunch of fans who got the license from Interplay that's apparently recreating the multiplayer but its Early Access and apparently sucks dick. There's Overload, a more true single-player spiritual successor by some of the original Parallax devs that is closer to the originals with closed enviornments, lots of weapons, shit to shoot, and all that stuff, but its also in Early Access. Then there's Sol Contingency, a game by some former Interplay devs that was originally gonna be a remake of the original, but now seems to be a new affair with a multiplayer focus and a demo out there if you care http://sol-contingency.com/builds/Sol_Contingency_PG_Install_1.0.exe .

NOW ITS TIME TO PLAY SOME MOTHERFUCKIN' DESCENT


9ef75b No.13498790

>>13498607

Looks like an improved version of that minecraft map. Is it good?


f65c30 No.13499023

>>13498790

The Castlevania TC has not been released to the public yet so I don't know if it's good or shit.


b08270 No.13499289

>>13498790

I knew those painting textures looked familiar.


fe79b9 No.13499299

>>13498631

Skip brutal doom and play project brutality.

Brutal doom is pretty much a demo compared to it.


d4db28 No.13499978

What's the last wad/mod you played?

What'd you think of it?


9ef75b No.13500022

>>13499289

>I knew those painting textures looked familiar.

Maybe it was done by the same guy.


973708 No.13502213

>>13498661

I'd really like to know what a good recommended control scheme for the keyboard is.


c38d2d No.13504523

File: 94fbcec0d53866e⋯.gif (1.36 MB, 500x268, 125:67, 1466926935103.gif)

>>13498607

That whip looks like it might be the most satisfying melee weapon in a first-person game ever. I might have to make a first-person game with a whip as the main weapon now. Can't wait for this to release.


ec10a1 No.13505261

Is there any way to install GZDoom on Fedora other than compiling it from source?


eb1306 No.13505374

File: c9e1c437a2d2220⋯.jpg (66.73 KB, 1024x768, 4:3, Overload.jpg)

>>13498661

>Interplay fucked up and didn't pay the right people when it was up on digital storefronts, so you pretty much can't anymore unless you hunt down an original copy, and then you gotta get shit working.

Not sure if this is what you're alluding to, but when it was for sale on GOG, the original Descent developers weren't seeing a dime in royalties. Fuck Interplay.

If you want to support a couple of the original developers be sure to buy Overload when it's finished.


eb1306 No.13505381

>>13502213

I'm sure there are better ways (particularly with a mouse with lots of buttons), but here's my main setup: WASD + RF for all strafing motions, QE for rolling.


eb06d6 No.13505404

>>13502213

>W accelerate

>S reverse

>A/D slide left/right

>Space/LCTRL slide up/down

>Q/E Bank Left/Right

invert vertical axis


993d91 No.13505414

>>13498631

>Brutal doom

Project brutality is better.


30aef4 No.13505430

Where's the best place to learn how to make a Doom/Build mod?


d4db28 No.13505441

>>13505430

By just doing it, really.

Practice and messing up is the best teacher.


fc052f No.13505461

>>13498607

>no renamed difficulty levels

>music is slightly off the original tempo

7/10


30aef4 No.13505485

>>13505441

I guess I'm a brainlet, then. How do you even get started?


eb1306 No.13505502

>>13498661

What's the story on Descent II's music? I know Descent 1 had a cool redbook soundtrack that shipped with the Mac release. You can input those in dx1rebirth to replace the MIDI tunes. What are you options for Descent II?


c69f4d No.13505527

YouTube embed. Click thumbnail to play.

>>13505485

I don't think it's like actual programming where there are specific recommended guides to follow because it's important you get the basics right before you start or else you'll catch on bad habits.

There are many resources, even Youtube videos, if you just google it.


eb06d6 No.13505549

YouTube embed. Click thumbnail to play.

>>13505502

Descent 1's MIDI soundtrack was made by Interplay's team of in-house composers, which also got remade as a redbook soundtrack for release

For Descent 2 they hired a new guy as their MIDI composer, but given the short development time the guy could only crank out eight tracks, four of them being level themes which are heavily reused throughout the 25-or so levels. Descent 2 did also feature a redbook CD featuring more original tracks, though I think the MIDI songs are based on the redbook instead of the other way around

For Descent 1 the MIDI soundtrack is available through several audio card outputs, each of which feature their own take on the MIDI songs. I think some songs are the best in OPL3 Ad-Lib, but some I like more with the SB16 or SC-55. You're gonna have to look up for yourself which one you like most

Embed related is my favourite interpretation of the Lunar Scilab theme because it has that tempting lead-in at 0:23 which literally none of the other soundcards will produce


fc052f No.13505559

YouTube embed. Click thumbnail to play.

>>13505527

Here's one for some basic scripting.


e428a7 No.13505946

>>13505485

Get Slade for editing and Doom Builder for maps. Then read the Wiki for specifics. Most everything in ZDoom is handled with decorate's which are relatively easy to work with. Start by stealing Assets from other mods and making your own remixes with custom sprites. Eventually you start to understand just by messing around.

https://zdoom.org/wiki/DECORATE


eb1306 No.13505967

Strategy for shaking homing missiles in Descent 1? I've tried trichording before and it kinda works but it's pretty difficult to not run into shit.


55223a No.13506017

File: e58ab2480805f58⋯.png (327.61 KB, 487x510, 487:510, 1437726978868.png)

>>13498607

That looks pretty good. Far better than I would have thought.


892d13 No.13506592

>>13505374

Pretty much. Its why it isn't on sale on Steam anymore either. Overload is pretty fun. Shows what happens when a Kickstarter isn't extremely overfunded.


19d2c9 No.13506650

What's the best gore mod that doesn't effect gameplay? Ketchup doesn't work for shit anymore.


29b467 No.13506770

>>13498607

When is this cunt gonna finish Golden Souls 2?


29b467 No.13506771

>>13498607

When is this cunt gonna finish Golden Souls 2?


b3b647 No.13506919

>>13498607

>>13498607

That's a pretty awesome mod. :I'm impressed.


eb06d6 No.13507915

>>13505967

The best solution I've found is to trichord diagonally under or above them. Though this is only possible in large open spaces, in most other cases, you just have to hide behind corners.


72f3fd No.13507930

<serious sam 3 fusion is so fucking unbalanced it's not even funny, hundreds of kleers and all i got is a minigun and it shoots a wide projectile to the left or a projectile towards me.

i should've played serious sam 2.


d1721e No.13511613

File: 233772353c4cd01⋯.png (138.86 KB, 1071x750, 357:250, candle autist 1.png)

File: 3a6711c4dbde6fc⋯.png (158.17 KB, 815x871, 815:871, candle autist 2.png)

File: a244fe4e6293693⋯.png (124.77 KB, 803x823, 803:823, candle autist 3.png)

>>13498607

>you will never be this autistic to complain about candle placement in a Doom TC


e428a7 No.13511665

File: 4d2c53caf5d55ff⋯.gif (529.14 KB, 420x396, 35:33, Moondoom.gif)

>>13511613

I think they make a good argument. Sounds like you need to work on your shit WAD more.


4525ac No.13511962

>>13511613

>how DARE someone want the mod to be as good as it possibly can be


5ca8dc No.13514007

>>13511613

That guy is absolutely right. A couple of minutes into that video, and it looks like breaking candles to collect stuff gets super boring. Sure, the player isn't "forced" to, but there's also no reason not to take advantage of it. The only deterrent to not collect everything is that it gets tedious, and that's just bad form.

The number of candles should be cut by a significant portion, so that they actually have value AND doesn't kill the pacing.


ff3616 No.13524239

YouTube embed. Click thumbnail to play.

Are there any gameplay mods that are simply too overwhelming to play through?


76c9af No.13524347

File: 1a9ece203297573⋯.jpg (169.76 KB, 775x775, 1:1, 000a.jpg)

>>13524239

>Pistol uses "Clip"


761def No.13525587

YouTube embed. Click thumbnail to play.

Hey look, 320x200 video scaling.


fc052f No.13525730

File: ebe564cf62567eb⋯.png (543.43 KB, 1920x1080, 16:9, Screenshot_Doom_20171005_1….png)

I'm having an unusual problem with Doom RPG when using GZDoom 3.2. I can not see my health, armor, etc, just the Doom RPG exclusive stats.


fc052f No.13525741

>>13524239

I'm currently using Jimmy's Jukebox, Legendoom, Oblige, and Doom RPG. I'm drowning in keybinds.


e6f915 No.13526564

>>13505485

>>13505946

Do what this guy is saying. You will want to learn how to write DECORATE scripts. It's easy and fun, but I'm also an experienced programmer, so I might be somewhat biased.


5be4a2 No.13526875

File: 1a8f92fb6db5a38⋯.gif (973.92 KB, 750x600, 5:4, 1a8f92fb6db5a381f10d70b0fb….gif)

>>13505261

You play video games on your computer, not your hat, stupid


659055 No.13534495

File: bcb488c32695a80⋯.png (275.25 KB, 498x400, 249:200, Screenshot_2017-10-07_15-1….png)

>Playing through Ancient Aliens

>Revenants everywhere

>Cacorevenants everywhere

>Near every map drops an archvile in the middle of a pile of corpses the moment you're done with them, several times in the same map even


240820 No.13535564

File: 3282908562ff46b⋯.gif (1.95 MB, 320x240, 4:3, ComeOnSon.gif)

>>13534495

Archviles are shit enemies.

>No intuitive way to avoid or counter their attacks beside diving behind pillars/walls, which works inconsistently

>High damage, health and speed, no real weakness in any area

>Extremely short stutter times

Fighting them is about as much fun as trying to pull out a splinter.


df9204 No.13535635

quake 2 is the only game i've ever actually liked. anyone know of anything similar?


286922 No.13535647

File: 8153f182ac4cd58⋯.jpg (75.76 KB, 1280x720, 16:9, 0b39663a4cd701c076f60b026e….jpg)


de15e3 No.13535707

>>13498661

are you able to play these games with a flight stick. The footage I saw of this game looked like it'd be perfect for it.


6449a9 No.13535738

>>13524239

Hideous Destructor.

It's known to make people kill themselves with hot peppers

HD is a fucking bullshit unwieldy mess


4da30d No.13536080

I have an issue with getting super fun mods, but level packs that aren't at all balanced for them. I usually have the most fun using unbalanced mods with unbalanced level packs, but thats a different kind of fun.

How would someone know what mods mesh well with what levels? I've just been using smooth doom since most level mods that aren't total conversions are obviously not balanced for mods that change guns or mechanics in some way. Since that would require a crystal ball I guess.


4da30d No.13536142

I have an issue with getting super fun mods, but level packs that aren't at all balanced for them. I usually have the most fun using unbalanced mods with unbalanced level packs, but thats a different kind of fun.

How would someone know what mods mesh well with what levels? I've just been using smooth doom since most level mods that aren't total conversions are obviously not balanced for mods that change guns or mechanics in some way. Since that would require a crystal ball I guess.


4da30d No.13536150

I think something is wrong with the site. This thread keeps bumping, but I don't see my post.


0ee13a No.13536225

>>13534495

Ancient Aliens is a shit megawad. It's only good for the aesthetics and even then not much.


ff3616 No.13536263

>>13535738

The issue with Hideous Destructor is that it is meant to be played with the ARMA mindset, which doesn't mesh well with most of Doom and Doom 2's level design.


2b9876 No.13536272

>>13536150

>i think theres something wrong with the site

you got that right


cd5fa9 No.13536597

>>13498661

What about Forsaken?

https://github.com/ForsakenX/forsaken/wiki/Download-and-installation

Apparently it still works just fine.>>13498661


cd5fa9 No.13536603

File: 9fd8dbb9cd84d5a⋯.jpg (186.53 KB, 800x1035, 160:207, 2834-forsaken-windows-fron….jpg)

>>13536597

Forgot picture


eab97d No.13536688

File: e8b557b9bdd8a1e⋯.png (764.1 KB, 1920x1080, 16:9, Screenshot_Doom_20170924_2….png)

File: 2538a041f415ced⋯.png (990.3 KB, 1920x1080, 16:9, Screenshot_Doom_20170814_1….png)

File: 4f0af936aed2ab8⋯.png (1.25 MB, 1920x1080, 16:9, Screenshot_Doom_20170122_1….png)

>>13536080

>>13536142

Mutiny was really fun with SpaceHunter, should probably work well with any slaughterwad with a lot of crowds. Scythe 2 with High Noon Drifter got a bit obtuse near the end but was pretty fun. Generally you want to take a wad that would be too easy or too hard on its own and add gameplay modifiers to make it just right. Trailblazer's only for absurd horseshit and slaughterwads, and stuff like Rainbow Six Weapons only works if you got something that doesn't have a lot of hitscan, or ambushes. Just play wads and fuck around until you find a combination that works.


dfc1d6 No.13536718

>>13536597

>Forsaken

The gun sound from the sass gun alone was worth it, even if it had the accuracy of a shotgun at sniper range.


892d13 No.13536744

File: 34af3ade6d47cc8⋯.gif (32.17 KB, 256x192, 4:3, godot-sips.gif)

>>13536603

>>13536597

Had to look this game up. Shit looks really fuckin' fun. Will have to try it out.


cd5fa9 No.13536994

YouTube embed. Click thumbnail to play.

>>13536688

many thanks, will try out.

Are there any other weird mods that do graphical things like Solace Dreams, or Total Chaos? These always interest me.


3a0520 No.13537997

File: ca6787b4e3f77c9⋯.png (869.41 KB, 1920x1080, 16:9, Screenshot_Doom_20170126_2….png)

File: 2a610a9ad30a5d1⋯.png (824.44 KB, 1920x1080, 16:9, Screenshot_Doom_20170501_1….png)

File: a6b5b27fc6f8306⋯.png (1.01 MB, 1920x1080, 16:9, Screenshot_Doom_20170109_0….png)

File: 7b739ada0842a13⋯.png (264.23 KB, 1920x1080, 16:9, Screenshot_Doom_20170109_0….png)

>>13536994

Halo, Half Life and Quake have all had attempted recreations in Doom. None of them are actually fun to play. I forget what this wad was called, but it was some crazy unpolished third person action shit, and it had an in-game 2D-animated intro, which I thought was pretty neat.


d4db28 No.13538106

>>13537997

Black Warrior.


3a0520 No.13538168

>>13538106

ty mate


9eb834 No.13538367

>>13498607

About how long is that? I'm thinking about setting up doom again specifically to play it.


558554 No.13538382

>>13535564

That's what makes them a good enemy. Everything else can be circlestrafed ad infinitum.


ff3616 No.13538441

>>13538367

It's not released yet, but I assume it's going to be the original six levels when it finally gets released.


4ca78f No.13539147

File: 8918daa620450c8⋯.gif (25.05 KB, 258x258, 1:1, Untitled.gif)

File: 906cc0fa4eb763e⋯.gif (24.34 KB, 258x258, 1:1, Untitleda.gif)


6a2b66 No.13539362

>>13536225

>>13534495

>I'm bad at doom, help me!


659055 No.13540123

>>13539362

>Map17 or 18 of AAliens, I think

>There's this huge corridor room with no cover that you trasverse back and forth a few times as you gather keys and flip switches

>One of the last switches required to complete the level is in a side room at the far end of this corridor

>As you flip this switch a platform behind it quickly lowers revealing 2 archviles hidden in the ceiling

>The platform reaches ground level which is actually a teleporter that moves the archviles to the middle of the great corridor so they can promptly begin undoing your work

>The switch also releases half a dozen revenants in the side room opposite yours that keep you pinned long enough for the archvile to raise far too many nuisances

>It also releases a wall of barons to shield the archviles, for good measure

>You now have to punch a hole through all of this to get to the archviles and hope they don't decide to focus on you and fry you before that

It's not the first archvile fuckery one must endure to progress in the wad but certainly the first to stand out. It gets old fast.


558554 No.13540162

>>13539147

Hdoom is shit.


240820 No.13540197

>>13540162

>Hdoom is the shit.

Fixed it for 'ya.


1b06e5 No.13540322

>>13505549

So how far has modding for Descent come? Are models strictly limited to ships?


eb06d6 No.13540382

>>13540322

The Descent modding scene was quite active back in the day, but now you'll only see one or two new level packs per year or so. Though I don't have much experience with the custom mission packs.


47d1a7 No.13541011

>>13537997

>QDoom isn't fun

eat shit nigger, marc pullen's qdoom is more fun than the actual quake game


4cbab4 No.13541073

File: f9408acb9ee65ca⋯.jpg (Spoiler Image, 1.06 MB, 1702x1406, 23:19, 44b5f04ef79bca85605af84345….jpg)

>>13524239

Who is the most fuckble demon?>>13524239


3a0520 No.13541075

File: f4470f0ad6c1368⋯.png (3.49 MB, 1920x1080, 16:9, Screenshot_Doom_20171008_1….png)

File: 8eabf8aa5ad3bb9⋯.png (3.61 MB, 1920x1080, 16:9, Screenshot_Doom_20171008_1….png)

>>13541011

I was referring to Hunter's Moon, this barely playable horseshit. qdoom could be cool


fc052f No.13541099

>>13541073

Dude imps.


e6b97f No.13544300

Is hdoom dead?


76c9af No.13544717

File: 3a2fff78ad9ac68⋯.png (68.96 KB, 1555x315, 311:63, faggot.png)

>OpenGL 2.x is incompatible with modern rendering techniques

>Don't use anything from OpenGL 3.0 at all except to make it the minimum supported version.

Threadly reminder that Graf Zahl is a dumb nigger.


81abfb No.13544867

File: 75e1277bdb32f43⋯.jpg (8.53 KB, 275x142, 275:142, 897428189d0a7a1903bf9018fc….jpg)

>>13544717

"just upgrade your graphic card goy" is his way of saying he doesn't give a shit that his renderer is utter garbage and broken.

Seriously.

>I HAVE 20 YEARS EXPERIENCE IN THE PROGRAMMING INDUSTRY

>YOUR GRAPHIC CARD CAN RUN CRYSIS 3 AT 60 FPS BUT CANNOT RUN GZDOOM EVEN AT 20 FPS? TOO BAD, YOU NEED MORE MODERN GRAPHIC CARD

>2014 GRAPHIC CARDS ARE TOO OUTDATED FOR A GAME FROM 1993!

>IM GONNA WRITE VULKAN RENDERER AND REMOVE OPENGL RENDER IN THE FUTURE, PREPARE TO UPGRADE!


ff3616 No.13549506

>>13544717

>>13544867

Hopefully a more competent programmer works on a fork of ZDoom whose hardware renderer runs optimally on all forms of OpenGL and successfully runs all of the features of GZDoom and then some just to take the piss on Graf. But that's just wishful thinking as we are stuck with the Doom community's equivalent of EvaXephon.


76c9af No.13550189

File: 39d245da452675b⋯.jpg (17.11 KB, 400x449, 400:449, 1399407212433.jpg)

File: 2b4ccf70ce0626e⋯.jpeg (84.79 KB, 1280x720, 16:9, reflective water.jpeg)

>>13549506

Yeah that would be great instead of this damn OpenGL 3.0/Vulkan meme. I would rather see GZDoom have no maintainers at all then being stuck with a Sesame Street (((developer))), who apparently has no time for useful features but has time giving out useful protips what graphic cards are worth these days.

And lets assume GZDoom has Vulkan now instead of OpenGL because lol its not worth it anymore, then what? Players would be forced to ditch this program or basically be forced to fork over money for no net gain, but hey Graf then can brag about how he is the first guy who added Vulkan rendering for his Sourceport, and to make this matter worse some shitty android port has even reflective water out of the box.


fc052f No.13550747

>>13550189

Well it's not like we don't keep the 5 most recent GZDooms on hand just in case of stuff like this, right?


76c9af No.13551859

>>13550747

I play mostly on Zandronum only since it has at least a multiplayer function and a almost up to-date codebase to ZDoom, I don't bother looking up much on GZDoom since feature-wise it doesn't really offer anything new other than having obviously the most callpointers features. Though I am a bit worried if Zandro devs are going to use newer yet useless GZDoom OpenGL related code or not. At least those Zandro goys ditched carnevil since he is pretty much responsible for withholding the source code and causing codebase rot so to say.


4525ac No.13552490

>>13544867

>>13549506

>>13550189

>But that's just wishful thinking as we are stuck with the Doom community's equivalent of EvaXephon.

That's what makes me most mad. Not that we have an idiot developing GZDoom, but that no one else with the skills has taken up making a sane fork or independent equivalent. Things like this makes me wish I could switch timelines.


fc052f No.13552516

>>13552490

What would Doom look like in the best timeline?


e8e9b4 No.13552559

File: 0ee97113014a4e0⋯.png (1.03 MB, 1360x766, 680:383, moondoom.png)

To those that still care, the Moon Man Doom mod finally has its own repository on gitgud. We're still looking for spriters and maybe even mappers. https://gitgud.io/moon-men/moonman-doom


76c9af No.13552656

>>13552559

>and maybe even mappers.

I have some mapping skills with Slade but I am not very good of thinking up a good map layout.


f65c30 No.13552673

>>13552559

>>13552656

A campaign based off the Ethnic Cleansing games would be very fitting for MoonDoom.


76c9af No.13552703

>>13552673

hmm so mostly city maps with things like car parks, basketball area and what else is needed for a multicultural shithole free of hate?


22af53 No.13552754

>>13552703

Chinatown.


f65c30 No.13552768

>>13552703

A level that starts out as a seemingly inconspicuous pizzeria that soon devolves into an underground dungeon for a human/child trafficking ring.


76c9af No.13552859

>>13552673

>Ethnic Cleansing

From what I could see from a few videos it looks like it has just 1 map, set in a city where the player spawns in a apartment, has to go out in the city killing a few nogs and then going inside a underground train station to find a hidden boss jew room and well thats it. White Law and ZOG nightmare has a few more maps.

>>13552768

A level completely dedicated to pizzagate? mhmm I can imagine it as part of a level, with hidden tunnels and shieet because well its not out in the open.

man I wish I would be much more motivated, but I am already struggling to make the base layout for my second map from my other mod project


c4cfe7 No.13552898

AD shill here with your threadly reminder to play Arcane Dimensions: http://www.simonoc.com/pages/design/sp/ad.htm


5b10e3 No.13553015

File: f2efba36b7ff507⋯.jpg (216.41 KB, 800x1200, 2:3, alien queen.jpg)

After wasting my time for more than a year tinkering with this "Aliens The Ultimate Doom" mod so that it was more to my tastes I came to the conclusion that it is probably unsalvageable.

The random spawn system is badly thought out, makes 100% of maps unplayable and doesn't belong on Doom. Reducing the chance of monster spawning and then of items only makes it obvious how shit it is. I thought it would make the game more tense and it certainly does, but it doesn't change the fact when the closets do spawn, they're still unavoidably lethal anyway and only make everything boring/a chore. Reducing ammo/weapon spawn to scale with the monster spawn makes me have to give the player a decent ammount of supplies at the beginning so that RNG doesn't fuck him 9 out of 10 times, which not only makes death stop being an actual problem, it actually makes it a viable strategy.

>I'm running out of ammo and there's too many aliens in the next room, maybe I should kill myself so that next time I don't have to deal with them

A predator type enemy doesn't work without some serious zscript MacGyvering to make its behavior actually threatening and unpredictable. Also I can't seem to find a pulse rifle/smartgun firing sound that I really like.


4525ac No.13553147

>>13552516

We'd have at least one well-maintained, open-source sourceport that has every feature you want, from the ability to recreate an authentic OG Doom experience to all the fancy graphics and scripting you could want. It would also run on just about anything. The multiplayer community would be large and play a multitude of game types, from vanilla DM to crazy co-op. Mappers would be pumping out amazing shit that doesn't just devolve into slaughterwads, while game modders would put out a variety of mods that would put the entire FPS genre of this timeline to shame.


389dfb No.13553210

>>13499299

>>13505414

Project Brutality is a meme mod for faggots who can't admit they're playing Brutal Doom because it's too mainstream.

Daily reminder that Sargeant Mark IV was banned from the doomworld forums because he told a faggot to kill himself. That place is infested with socjus.


fc052f No.13553232

>>13553147

Hm, do be able to do all that within a single source port would be nice, despite me not really caring for multiplayer.


4525ac No.13553256

>>13553232

Oh, and there's a loader/client that automatically organizes all your wads/mods, while also scraping various data like authors and which iwad they're for from the internet, allowing you to keep a clean, organized library of maps and mods while having all the information you could want about them right at your fingertips. And nuDoom never happened. And 3 was an intense horror shooter that managed to keep the pace and action of Doom while being terrifying.


fc052f No.13553288

File: 3f3ab0874f4d190⋯.jpg (215.48 KB, 633x900, 211:300, Quan_Shang_-_RTKXIII.jpg)

>>13553256

>automatically organizes all your wads/mods

Whoa now hold on, I like my folders the way they are, although it is getting a little unwieldy. A metadata sort of system would be fantastic though, maybe an image preview system too for cases when I see a mod like "CK Blastmaster" and have no idea what it is or where it came from.


ff3616 No.13553593

>>13553210

>defending a huespic who threw an autistic fit at nuDoom having similar features to his meme mod

:^)


76c9af No.13553749

>>13553256

>>13553288 (checked)

Something like this would be awesome, I have like 1k wads in my unsorted folder and I have no idea what the fuck they all are. It doesn't help it that some of those wads even require other wads which is not obvious at all from their name alone.


2d8563 No.13553760

>>13553210

daily reminder sgt_mark_iv is a thief kike. redundant i know


e9c51b No.13553803

>>13553210

>>13553593

>>13553760

Daily reminder that everyone is sick and tired of stale Brutal Doom drama. We moved on, so should you.


1b06e5 No.13558390

>>13540382

Well that's a shame.


5e3771 No.13558566

File: 02e43710d33cf1a⋯.png (367.67 KB, 1024x768, 4:3, whatthefuckwherethefuckwho….png)

Are there any good WADS that are, for a lack of a better term, "weird"? I'm looking for something like the Nightmare level for Duke3D and Beyond Reality. There was one that someone made a webm out of that looked like a typical doom level but invisible doors would open up to a hell-scape with demons in them. Or if there's a better "mind-fuck" wad out there.


fc052f No.13558599

>>13558566

The Sky May Be is the go to for weird. Maybe we should make some as a means to hide beginner's level design.


d4db28 No.13558620


e9c51b No.13558654

>>13558566

Dead Air. The ending is bullshit though

The Void.

Bloody Steel.

A.L.T.

Impossible: A New Reality.


ff3616 No.13565538

>>13558566

I still don't know the origins of whatever this pic is or where it's from. Reverse image search leads to nowhere.


d4db28 No.13568114

>>13565538

It's from a strange Stalker-esque mod where you could play as different anime girls in a post apocalypse.

Never made it paste a one-map tech demo. The files have seemingly vanished off the internet. It's a strange mystery, all that we really have for proof that it exists are images of different anime girls looking at themselves in a mirror.


23d929 No.13568343

File: 53ef324bd353c18⋯.jpg (583.61 KB, 1080x1101, 360:367, 24bc5f934bfbb4b4ee9ccbec26….jpg)

>>13498607

>GZdoom

I wish people would stop making 3D maps and calling it DOOM because you're basically just playing quake at that point. If I can't load your wad in software mode in zdoom or chocolate doom then what's the point?


022ab8 No.13568534

>>13498607

I want this in a non shit engine


ff3616 No.13569613

>>13568343

As far as I know 3D floors do work in ZDoom's software mode, but even then I call foul on GZDoom requiring current top pc specs just to manage slightly more features than Quake at a stable framerate.


4cca44 No.13569741

>>13569613

How intense are the mods needed to even produce slowdown on modern computers?


ff3616 No.13569930

>>13569741

I don't know how intensive, but I do know that GZDoom hates rendering multiple decals on the same screen. Going up to a wall splattered with blood decals would cause noticeable framedrops to occur.


43b132 No.13569959

>>13498631

gay modern shooter effects


4cca44 No.13570316

>>13569930

I gotta try that in Brutal Doom/Project Brutality.


4d29e7 No.13570467

>>13568343

It's almost like it doesn't play anything like quake at all you homonigger


ee368c No.13570822

Don't know if nu/v/ considers swat 4 a "classic", but what the fuck is up with the retarded rules of engagement in this game? What is even the point of lethal weapons when you're heavily penalized for shooting someone running at you with a gun until you let them instantly snap into the shooting animation where they'll proceed to one-shot you in under a second? Why ever use anything other than the beanbag shotgun/paintball gun?

What a shit game, that's not at all how LEOs handle armed suspects who are failing to comply. This shit plays like a downgraded Rainbow Six 3.


4d29e7 No.13571044

>>13570822

>I'm committing multiple preplanned violent felonies that will put me in jail for life

>oh no someone hit me with a lil bit of pepper spray better softly put the gun down and wait for mr cop to handcuff

fucking stupid


76c9af No.13574971

File: f35245cda234f13⋯.png (1.31 MB, 1280x800, 8:5, intime.png)

>Finish intime.wad

>End map looks like this

how fitting.


4cca44 No.13574991

>>13574971

A vacation home in Hell?


76c9af No.13575009

>>13574991

Well I find it funny that I play as Waffen SS class and there is this Hitler picture hanging, you know what I think I am going to do the same for the Moonman map pack.


4cca44 No.13575019

>>13575009

Moonman seems like the type to hang his own portrait.

Even better would be if going into the portrait leads to a secret level


76c9af No.13575089

File: 0ace1a4347a120b⋯.png (174.96 KB, 600x600, 1:1, serveimage.png)

>>13575019

>Moonman seems like the type to hang his own portrait.

What a shame m8.

>Even better would be if going into the portrait leads to a secret level

hmmm in Doom 2 it was the Wolfenstein map, maybe the ID Software/Bethesda company office as a secret map? :^)


4cca44 No.13575107

>>13575089

A fitting idea.


ff3616 No.13575415

>>13575089

>Bethesda Headquarters as a secret map

>you fight Todd Howard in a bugged Wolfenstein mech as a boss


76c9af No.13577514

File: da59f6bf2223f7b⋯.jpg (8.63 KB, 225x225, 1:1, da59f6bf2223f7bc8374c4d3bf….jpg)

>>13575415

Yeah and add Graf Zahl to the mix and his attack is bad OpenGL code. It would be also funny to hear that Todd Howard is saying "WHY DINT YOU PRE-ORDERED FALLOUT 4?" "DID YOU PRE ORDER MY GAME YET"


bf9d77 No.13577608

>>13498607

How likely is it the nintenjew will shut this down before it even releases because the retard is promoting it to ecelebs?


892d13 No.13577612

>>13577608

0, because it belongs to Konami. Granted, I wouldn't put it past them either, but still.


bf9d77 No.13577624

>>13577612

Fuck, what was I thinking? Of course, yeah still though.


4cca44 No.13578127

>>13577608

>the nintenjew

I better stop importing Earthbound stuff as textures. Thanks for reminding me.


5e3771 No.13579483

File: 390214636c984e9⋯.png (1.32 MB, 1600x900, 16:9, Screenshot_Doom_20171014_1….png)

File: e611b29d44a3be9⋯.png (1.26 MB, 1600x900, 16:9, Screenshot_Doom_20171015_1….png)

>>13558620

Thanks. It starts out ok, then its a roller-coaster into shit. Everything is red. Everything explodes in a shitty burst of MSPaint red. The best enemy is the Doom Guy Spiders since everything else after that is just the mapmakers face. Its also like playing a bad map while using a Virtual Boy as your monitor. Unless you have a fetish for very very poor "gore" effects, and farts. Yes there is any enemy that has a fart as its attack.


7ff77d No.13579665

>>13577514

>Yeah and add Graf Zahl to the mix and his attack is bad OpenGL code.

That reminds me, has someone ever done a Terry.wad where the subject for ridicule is Graf Zahl, kind of like what many Terry.wads do for Skulltag's Carnevil?


76c9af No.13580730

>>13579665

Nope I haven't seen such wad at all. Its a good enough reason to change it soon.


c82386 No.13580792

>>13549506

>>13552490

There was a guy who offered to fix many of the issues, but Graf bitched and moaned about it, and the developer left. This was many years ago, but I believe his name was VortexCortex, and he was so competent that Graf deleted GZDoom over him. In short, if someone more competent than Graf should ever start making changes, Graf will have a huge temper tantrum and go "You know what? Fuck you guys, GZDoom's dead! *suicides*".

>>13553147

>We'd have at least one well-maintained, open-source sourceport that has every feature you want

We sort of had that since ZDoom for the longest time was the only serious port. Now we have Latest Hardware only autism, Eternity autism, Chocolate autism, and 3DGY 5ME tranny autism.


76c9af No.13581233

File: e0b55ce4d7844d6⋯.jpg (7.1 KB, 229x250, 229:250, 62e70b9658ce95306601bf2931….jpg)

>>13580792

The developer of the new EDGE port is a faggot and not a womyn?


c82386 No.13583684

>>13581233

Yes, he was named Corbin before, but became a tranny at some point. He writes about in a blog post I can't find.


76c9af No.13584188

>>13583684

rip there goes another source port.


3c9482 No.13584229

File: 4e8ad805d2f30f4⋯.png (169.23 KB, 1080x946, 540:473, Shambler2.png)

>>13538382

>Everything else can be circlestrafed ad infinitum.

That's actually a weakness of Doom's design. It's a holdover from its engine limitations and how it was born from top down games where you only had to pay attention to a single axis and where you primarily just circle strafed. Like in games like SmashTV. The gameplay of Doom is essentially just a top down game you play in first person.

It's one thing Quake did far better, enemies act differently based on what range the player is at and a lot have strategies that discourage circle strafing. Especially in tight corners.


95f7b4 No.13584947

File: a968494f40b1b8c⋯.jpg (45.47 KB, 500x511, 500:511, doc.jpg)

> go see what the new gzdoom is like for keks

> download latest for 10/17

> set it up in zdl

> generate new .ini

> recreate all my preferences from past versions

> notice mouse is weird and doesn't highlight selections until you click something

> go to mouse settings

> Enable Mouse In Menus is set to Touchscreen-Like by default

> alt-f4

I'll stick to gzdoom 1.9pre-628 like I have for the last 3 years I guess.


4cca44 No.13584974

>>13584947

>Enable Mouse In Menus is set to Touchscreen-Like by default

So disable it?


4c33ec No.13585110

>>13584947

>needing mouse in menus


2dc6d2 No.13585527

>>13580792

>There was a guy who offered to fix many of the issues, but Graf bitched and moaned about it, and the developer left. This was many years ago, but I believe his name was VortexCortex, and he was so competent that Graf deleted GZDoom over him.

Is the VortexCortex guy still active? Someone should invite him over and collaborate to make a far better GZDoom alternative like what those TF2V threads do for TF2/TF2C.


c82386 No.13593657

>>13585527

Not a clue. This happened in back in 2010. Here's a capture of the thread where Vortex hands Graf his ass on plate with all the trimmings: https://archive.fo/sAUJJ


02cc92 No.13596959

File: a1c31c3a2343e91⋯.jpg (4.53 MB, 2338x3311, 334:473, The Ultimate Doom poster .jpg)

Doom threads are the last good ones on this shitheap of a board. Any good level packs like Speed of Doom I should play? Extra bonus points for new music.

Slightly off topic: If you're really into Doom and want a poster you can get pic related printed in China for 5€ on Aliexpress with 24x36 inch dimensions, ordered mine a day ago.


a96716 No.13596995

>>13525730

You got fucked by Graf Zahl's constant mod-breaking updates, my friend.


a96716 No.13597026

>>13550189

>Graf Zahl wants to port GZDoom to Vulkan

>yet he still doesn't bother on improving the shitty lightning model that makes 3D models on GZDoom look like complete ass

The people behind EDuke32 should mantain GZDoom instead of this fucker, since they actually try making a more modern renderer with new features while properly mantaining the classic renderer at the same time.


eb06d6 No.13597045

>>13584229

That's why the better Doom levels aren't wide open arenas which allow you to circlestrafe everything to death, and why hitscan enemies do fit in Doom.


76c9af No.13597260

>>13597026

I have checked out the newest GZDoom version and it looks like they added some sort of a shadow map. And guess what? Lightning clipping sucks and has the same bleeding issue for ages, the only thing that seems to be improved is that lightning on models work a bit better now. What a surprise but hey it uses OpenGL 3.0 therefore his engine is modern now! Shadow of Chernobyl and I think FEAR 1 has better lightning system and are much older, SHoC is from 2007. Don't get me started on diffuse only textures

Also look here for proofs, he nuked his repository:

https://www.doomworld.com/forum/topic/50624-fastest-opengl-source-port-engine-for-wads/?page=2

http://archive.is/fToCU

>You know what?

>I just don't have the time to do this. And since everybody seems to believe that the current code is not good I decided to pull it.

>There you have it! No more GZDoom!

Oh Graf, if only you kept your words on that one.


c1e357 No.13597309

YouTube embed. Click thumbnail to play.

Castlevania mod got a new trailer, release date too.


8a840f No.13597336

>>13574971

>intime.wad

What weapon mod are you playing with?


ea879f No.13597337

>>13498661

There are newer version of DXRebirth.

>tfw made me hook up my flight stick


e133ad No.13597362

File: 125b423042f0d3b⋯.png (162.48 KB, 670x603, 10:9, 125b423042f0d3b14b2827b2d8….png)

>>13597336

Its the git/development version of moonman. It still has a few bugs here and there that will be fixed soon.

http://8agdg.wikidot.com/moonman-doom

https://mega.nz/#F!AFUBAYqS!vbipx7ds6IY_CHdQn4eOPQ


d13a5b No.13597373

File: 2fd93252bf463d3⋯.png (108.19 KB, 320x240, 4:3, 1452969113638-0.png)

>>13569613

>>13570467

I'm talking about the engine, it's basically the quake engine, not doom. Doom is not 3D. It's a first person top down shooter; it doesn't calculate z axis.


8a840f No.13597408

File: db4a5c8c0523e60⋯.png (58.13 KB, 670x628, 335:314, thing for moonman doom.png)

>tfw no proper postal mod

Super fug

>>13597362

I was seriously hoping antifa/commies would be added.


e133ad No.13597457

File: 3379be811177d8d⋯.jpg (49.77 KB, 957x621, 319:207, 0d386654b1b5d3ab81dcf0392d….jpg)

File: e43e082a4cba260⋯.png (2.85 KB, 144x154, 72:77, NAM.png)

>>13597408

I tried ripping those sprites via some sprite sheet decomposer program but either I am too stupid too use those or its actually some sort of a Wine bug. But yeah some sort of antifa/commie enemy's added to the random spawner would be great.

I have however a few chink/allied soldiers sprites from Duke 3D 'Nam mod, so I can add those later if I get off my ass.

t. loonix pro


8a840f No.13597534

YouTube embed. Click thumbnail to play.

>>13597457

Also, the MG42 needs to feel like it came straight out of Jin Roh; feel free to rip sprites from wolf3d mods like Castle Totenkopf.

Do put in those duke 3d 'nam enemies in, though.


e133ad No.13597604

File: 07c1a6a6e4c17ff⋯.png (766.29 KB, 1280x800, 8:5, Screenshot_Doom_20171018_1….png)

>>13597534

Wolf3D sprites resolution are even lower so it wouldn't fit with the other weapon sprites.

>the MG42 needs to feel like it came straight out of Jin Roh

So even more powerful "feeling" to it? Also here is how the current MG-42 looks like, I have a muzzle flash sheet but my ripping attempt didn't end so well since it doesn't look as detailed as it looked there due to black background so I had to edit it. For the firing sound I took it from gross deutschland mod. Sadly I cannot record audio with OBS since it doesn't accept ALSA for some reason


8a840f No.13597683

>>13597604

Yes, give it a more "powerful" feeling to it, and drop those silly tracers. They look too large and puffy and the gun shoots too slow. Try experimenting with the Heavy Carbine for example. the riot nerve gas launcher oughta be a welcome addition into the mod.

http://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/1858-riot-nerve-gas-launcher

http://realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/1827-heavy-carbine


8a840f No.13597720

>>13597683

Well, maybe not just solely 'powerful' so much as "bullet hose", "D-Day" feel with the MG42.


e133ad No.13597740

>>13597683

>and drop those silly tracers.

Well I was trying to balance this weapon a bit more since Hitler can get MG-42 from the Super Shotgun item. Also it shoots faster on alt firing which is a burst firing mode of up to 4 rounds instead of exactly 4 rounds and nothing less.

>Try experimenting with the Heavy Carbine for example.

I'll look into it then.

>the riot nerve gas launcher oughta be a welcome addition into the mod.

Hitler has already a Gas Grenade Launcher or has this one a different effect? When monsters are killed from Gas weapons they are coughing instead of playing regular death sound.


6d915f No.13597802

>>13596959

>Extra bonus points for new music.

Well I threw in the official F-Zero soundtracks into Jimmy's Jukebox. I need to slim down the file size and normalize the volume on a few of the soundtracks though, but they work kinda well with Doom.

https://mega.nz/#!ncxnnYRJ!T32yZXaSSTNdeDYIpptMvrUrkM3l5bGMjgH4zAXUApQ

>>13596995

Ah yeah, hadn't considered just running it in an older source port. I love keeping 10 of these things.


a53919 No.13600490

>>13597373

>it doesn't calculate z axis

It does for objects according to the code

https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c8d29e3ce2ab42ff54d20b/linuxdoom-1.10/p_mobj.c

Search for z and you will z.


b1594e No.13601587

File: 06ab4ddaa5bd75c⋯.jpg (225.79 KB, 1024x1448, 128:181, Kerberos - hunt_by_kontage….jpg)

File: b6deb68630d9111⋯.jpg (390.11 KB, 803x876, 11:12, Kerberos Panzer Soldier.jpg)

>>13597534

Dude, how fucking boss would it be to have Kerberos soldiers as enemies in Doom?


1d8b51 No.13602834

>>13597740

Well, maybe resprite Hitler's gas grenade launcher to look different from moonman and Benny G's?

Also, the gun's fire rate doesn't quite match up with the sound's fire rate.


6a5a01 No.13602946

>>13597260

Glad I'm not the only one who remembers the GZDoom is dead drama.

>>13596995

And it is Graf's fault. If he spent a shred of time updating the wiki he could come back and say "I wrote this in the Wiki, so really, you gotta fix your mod". Instead, when this problem occurred, it was because programmers unfamiliar with how everything worked in ZDoom would document it on the Wiki for them.

Randy, when a bug was found that broke shit would go "Shit, looks that did break it. That's okay, I'll add you to compat.txt!" because he understood that was the risk of letting people document features for him.

>>13597026

EDuke32 is great! It runs much faster than GZDoom because the developers know what they're doing.

I've always wanted to know though, is there a reason why it chews 100% of the CPU time? If I turn on Power Saver mode, I still get 100+ FPS, but it keeps my machine cooler. I have no other game that uses more than it needs to, just wondering if there is a reason why EDuke32 does this.


e133ad No.13602957

File: 5b10d610db8d664⋯.png (231.68 KB, 1071x306, 7:2, Screenshot_Doom_20171019_1….png)

>>13602834

The Grenade Launchers already have 3 different colors depending on the class/type. Yellow = Explosive, Green = Gas, Orange-Redish = Incendiary

>Also, the gun's fire rate doesn't quite match up with the sound's fire rate.

On what moon man version? Since I changed the gun fire sound of it.


3271d5 No.13602973

File: 026d230aa7f96e4⋯.png (68.76 KB, 934x518, 467:259, FEM8.png)

>>13597408

the SJW's is essentially antifa tbh


50e3cd No.13603417

>>13536603

>>13536597

>Forsaken

Hell fucking YES. So many hours spent fragging my friends in this game on the N64. Truly a wonderful gem of a shooter.


6d915f No.13603456

YouTube embed. Click thumbnail to play.

2478a0 No.13603579

File: 659b9a2b741d803⋯.jpg (168.64 KB, 632x346, 316:173, DeathFire02.jpg)

Been loving some GZDoom + Project Brutality as it's been like a decade since I played Doom. But I find that it heats my reliable old toaster up to almost 50 degrees, is there anything I can do about this? Aside from turning the graphic settings all the way down, which I already did.


6d915f No.13603824

File: c1c0c260734a6a0⋯.jpg (206.63 KB, 633x900, 211:300, Yin_Damu_-_RTKXIII.jpg)

>>13603579

Try running it on the earliest possible supporting version of GZDoom.

>think the GZDoom is slowing down computers is probably exaggerated

>fiddling with a FreeDoom Project Brutality pack

>notice slight lag when opening a door

Jesus Christ.


8a840f No.13604590

>>13602957

moontest.

>>13602973

Their uniform is too SS-waffen like, needs to be more communistic.


8a840f No.13604813

here's what I tried to fix on the MG42;

http://www.filedropper.com/moontest


8a840f No.13604848

Here's a little tip on easy headshot hitboxes too, do try these:

https://forum.zdoom.org/viewtopic.php?f=39&t=48967

ACTOR TestZombie : ZombieMan replaces ZombieMan
{
States
{
Spawn:
TNT1 AA 0 A_SpawnItemEx("HeadshotHitbox", 0,0,0, 0,0,0, 0, SXF_SETMASTER)
Goto Super::Spawn
Death.HeadShot:
POSS HHHHH 0 A_SpawnItemEx("Blood",0,0,45,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(1.5,5.0))
POSS H 2
POSS I 2 A_Scream
POSS J 2
POSS K 2
POSS L -1 A_NoBlocking
Stop
}
}

actor HeadshotZombie : Zombieman replaces Zombieman {
states {
Spawn:
TNT1 A 0 NoDelay A_SpawnItemEx ("HeadshotHitbox", 0, 0, 45, 0, 0, 0, 0, SXF_SetMaster)
goto Super::Spawn
Death.Headshot:
POSS HHHHH 0 A_SpawnItemEx ("Blood", 0, 0, 45, frandom (-2.0, 2.0), frandom (-2.0, 2.0), frandom (1.5, 5.0))
POSS H 2
POSS I 2 A_Scream
POSS J 2
POSS K 2
POSS L -1 A_NoBlocking
stop
}
}

actor HeadshotHitbox {
radius 21
health 0x7FFFFFFF
height 8
mass 0x7FFFFFFF
renderStyle Add
//alpha 0.0
damageFactor Explode, 0.0
damageFactor Drowning, 0.0
damageFactor BFGSplash, 0.0
damageFactor Telefrag, 0.0
damageFactor Massacre, 0.0
damageFactor InstantDeath, 0.0
+shootable +noGravity +noDamageThrust

var int user_oldHealth;
states {
Spawn:
TNT1 A 0
Idle:
BAL2 A 0 A_SetUserVar ("user_oldHealth", health)
BAL2 A 1 A_Warp (AAPTR_Master, 0, 0, 45, 0, WARPF_Interpolate | WARPF_NoCheckPosition)
BAL2 A 0 A_JumpIf ((user_oldHealth - health) < 1, "CheckMaster")
BAL2 A 0 A_DamageMaster ((user_oldHealth - health) * 4, "Headshot")
CheckMaster:
BAL2 A 0 A_SetHealth (0x7FFFFFFF)
BAL2 A 0 A_CheckFlag ("solid", "Spawn", AAPTR_Master)
RemoveActor:
BAL2 A 0 A_Remove (AAPTR_Default)
stop
}
}

Zandronum 3.x compatible version:

ACTOR HeadshotHitbox
{
Radius 21
Health 1
Height 8
Mass 0x7FFFFFFF
+SHOOTABLE
+NOGRAVITY
+NODAMAGETHRUST

States
{
Spawn:
TNT1 A 1 A_Warp(AAPTR_MASTER, 0,0,45, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_CheckFlag("SOLID", "Spawn", AAPTR_MASTER)
RemoveActor:
TNT1 A 0 A_Remove(AAPTR_DEFAULT)
Stop
Death:
TNT1 A 0 A_KillMaster("HeadShot")
Stop
}
}

actor HeadshotZombie : Zombieman replaces Zombieman {
states {
Spawn:
TNT1 A 0 NoDelay A_SpawnItemEx ("HeadshotHitbox", 0, 0, 45, 0, 0, 0, 0, SXF_SetMaster)
goto Super::Spawn
Death.Headshot:
POSS HHHHH 0 A_SpawnItemEx ("Blood", 0, 0, 45, frandom (-2.0, 2.0), frandom (-2.0, 2.0), frandom (1.5, 5.0))
POSS H 2
POSS I 2 A_Scream
POSS J 2
POSS K 2
POSS L -1 A_NoBlocking
stop
}
}

actor HeadshotHitbox {
radius 21
health 0x7FFFFFFF
height 8
mass 0x7FFFFFFF
renderStyle Add
//alpha 0.0
damageFactor Explode, 0.0
damageFactor Drowning, 0.0
damageFactor BFGSplash, 0.0
damageFactor Telefrag, 0.0
damageFactor Massacre, 0.0
damageFactor InstantDeath, 0.0
+shootable +noGravity +noDamageThrust +isMonster

var int user_oldHealth;
states {
Spawn:
BAL2 AA 0 A_ChangeFlag ("isMonster", 0)
Idle:
BAL2 A 0
BAL2 A 0 A_SetUserVar ("user_oldHealth", health)
BAL2 A 1 A_Warp (AAPTR_Master, 0, 0, 45, 0, WARPF_Interpolate | WARPF_NoCheckPosition)
BAL2 A 0 A_JumpIf ((user_oldHealth - health) < 1, "CheckMaster")
BAL2 A 0 A_DamageMaster ((user_oldHealth - health) * 4, "Headshot")
CheckMaster:
BAL2 A 0 A_CheckFlag ("solid", "Idle", AAPTR_Master)
RemoveActor:
BAL2 A 0
stop
}
}


e133ad No.13606979

>>13604848

>Headshot function on moonman mod

For what purpose? Enemy's by themselves are hardly a threat, Maybe the Arch-Vile is the biggest threat out of all Doom 2 enemy's. The Skaarj from Unreal 1 for example is far more treating since it actually dodges the projectile weapons all the time.

>>13604813

>>13602834

>Increased firing speed

Then what other balance proposal do you have for this weapon then? I think I am going to remove the tracer projectile and make it as a hitscan instead, admittedly it does look like ass and well inconsistent with other weapons. So far only the large shell ammo gives ammo for the MG-42 (20 rounds), I don't want to use A_SetPitch for recoil since it fucks up where the hitscan lands.

Also the different MG-42 sound isn't as loud as this one, though it does sound a bit better when it is played fast, hmmm.

https://gitgud.io/moon-men/moonman-doom/blob/c28bda13b74120dd6f5bdb1ed0faebed8530e4ac/PK3/sounds/Weapons/MG42/MG42SHT.wav


8a840f No.13608426

>>13606979

Perhaps switch altfire and mainfire. Having burst as your main with full auto on alt might be more ammo conserving.


e133ad No.13608622

>>13608426

Meh there is no complex firing mechanism behind the MG-42 so I am keeping the firing mode as it is.


48886d No.13609379

File: 82b57401dbdeb0c⋯.jpg (1.17 MB, 1918x1175, 1918:1175, UO0484.jpg)

File: 54bbaac783a9b0d⋯.jpg (181.9 KB, 800x600, 4:3, KAI_REVOL_61_PROTECT_GEAR.jpg)

File: 09114982b27e64b⋯.mp4 (13.99 MB, 640x360, 16:9, C Y B E R N ∆ Z I - Guardi….mp4)

>>13597362

>>13574971

>>13604590

You can download Moonman directly off the servers right now as well, my good latvian goy got his bunker wadhost back on the track.

Really needed that since moonman wads are banned on every other wadhost because muh rayyycissm.

>>13597534

Current MG42 is shit that needs lots of rework, it's true.

I planned on making sprite for power armor pickup based on Revoltech 61 but whenever it will make in depends on how good my sprite turns out.


e133ad No.13609491

>>13609379

>Really needed that since moonman wads are banned on every other wadhost because muh rayyycissm.

Those fucking leafs hoster actually didn't gave any reason why moonman mod is banned, and there are different version of it that got banned there with no stated reason why. Fuck them, I used their service before to host moonman mod.

>Current MG42 is shit that needs lots of rework, it's true.

Yeah I have to admit I don't know much else what I can do to make MG-42 feel more powerful without increasing its damage.


48886d No.13609564

>>13609491

Original 1.0/1.1 releases at BestWorst-Ever got blacklisted because of bugged decorate code making the server consume their whole 50mbits uplink with just a few players on the actual server. Everything related to that was completely addressed by 1.3.1 already.

On the other hand, you have TSPG, and faggot mods ban there anything that's offensive to them, including HDoom and Whatdafuck wad

https://allfearthesentinel.net/zandronum/bannedwads.php?filename=whatdafuck&md5=&user=

https://allfearthesentinel.net/zandronum/bannedwads.php?filename=wdf&md5=&user=

The irony of that is there is literally nothing racist in WDF and no one would consider 1993's most goresome game that was dood to be a safe for work, iirc it was first game to get widespread ban across many companies offices http://doom.wikia.com/wiki/Doom_in_workplaces


e133ad No.13609622

>>13609564

Yeah the "nsfw" and "stupid" as a ban reason is pretty retarded for them, first of all just because a hotpocket doesn't like a mod makes the ban reason "stupid" a valid opinion or what? And why is for example brutal dood a "safe for work" thing despite it has a lot of gory details on it? I also noticed they are shilling for their patreon page for some monthly bucks, is it because of that the rules are more strict and giving out retarded ban reason?


a4f55f No.13612055

>>13609622

Patreon is starting to ban everything related to porn from its site.

Though that has absolutely nothing to do with the Wad hosting service, as it's entirely detached from the whole server hosting deal. It's not even hosted in the same servers, it just fetches data and md5 checks from the other when needed.

It's quite likely that the admins are either oversensitive pussies or SJW infiltrators that are banking in on Best-Ever's downfall. The latter which was likely also caused by them as well because Jenova, best ever's hostfag, allegedy quit due to dramawhores feasting upon petty shit in the Zandronum forums.


8a840f No.13613094

>>13609379

Replace "wehrmacht" and "Waffen SS" with "Kerberos Unit", try that.

>>13609491

Make it a fucking bullet hose like the PPsH in wildweasel's "nazis!" mod, that's literally the entire point of an MG42. That, or make bullets pierce.

>>13609491

probably the loud chimp screeches that hit too close to home i'm guessing

fucking post


a3f5ea No.13613478

Help a dumbfaggot out.

I downloaded zDoom and I can't get any of the megawads to load.

>.wad

works

>.WAD

doesnt


a3f5ea No.13613537

>>13613478

nvm I figured it out


8a840f No.13613817

Say, where's that Dilbert 3 mod?


e133ad No.13615431

>>13612055 (checked)

>allegedy quit due to dramawhores feasting upon petty shit in the Zandronum forums.

What happened there? Jesus christ even SJW niggers on Zandro, as if it wasn't already bad enough that Graf is still here.

>>13613094

>Make it a fucking bullet hose like the PPsH in wildweasel's "nazis!" mod, that's literally the entire point of an MG42. That, or make bullets pierce.

The latest git commit already made the MG-42 firing rate pretty fast.

>Replace "wehrmacht" and "Waffen SS" with "Kerberos Unit", try that.

I don't have such sprites.


991086 No.13615943

>>13603579

I would kill to have an updated version of Brutal Doom Sperglord Edition. PB is bloated enough as it is but if they could somehow absorb BDSE into it, it would be perfect. Everything just feels better in BDSE. Everything from the headshots to the dismemberment. That's not to say that PB doesn't do some things better but using a PB/BDv20 shotgun is a reminder that it's not as good as the BDSE shotgun.


e809be No.13618344

>>13613537

What was it?


373ea4 No.13630287

File: beba56c4904a75f⋯.jpg (158.75 KB, 700x700, 1:1, beba56c4904a75f0c9ee77d174….jpg)

I want to make some shit on gzdoom with the UDMF format,what are some good tutorials that i can look up to know how to make good wads and stuff? im a beguinner


1f0c43 No.13641325

Hey mates, just finished making my first map: http://www.moddb.com/mods/thellas-first-map/stats

Give it a try or something.


6d915f No.13643054

>>13641325

Doesn't seem to be available to download.


da8318 No.13645634

>>13534495

Save up your cells, then when an archvile spawns get up in it's shit with the BFG to kill it instantly.


6d915f No.13647494

>>13615943

>Brutal Doom Sperglord Edition

>try it

>enemies will become black bars with red eyes

What.


991086 No.13647548

>>13647494

You're probably playing it with a later version of GZdoom. Outdated/unsupported mods need to be played with the closest matching version of GZdoom when it was made. BDSE was last updated at the end of 2013 so the version you're looking for in order to make it play well is GZdoom 1-8-04.

All of the "stable" versions of GZdoom ever made are dumped on this page:

https://zdoom.org/files/gzdoom/bin/


6d915f No.13647582

>>13647548

We seriously need some sorta metadata system for wads that tell you shit like this. A fistful of shortcuts and ZDL files isn't going to cut it.


1f0c43 No.13654299

>>13643054

>>13641325

Try now, i guess i just created the article and didnt upload the file before.


6d915f No.13654409

>>13654299

The map design is OK at best, the amount and difficulty of your monster placement is fucked though and feels entirely unfair.




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