[ / / / / / / / / / / / / / ] [ dir / baaa / choroy / dempart / jenny / lounge / marx / mewch / yuri ]

/v/ - Video Games

Vidya Gaems
Email
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: abb86f50a60f947⋯.png (89.08 KB, 615x300, 41:20, mtrdrdnt.png)

File: b014c697ed7f9bd⋯.png (730.53 KB, 1152x872, 144:109, gzdoom_KnVZNrbKXu.png)

6c0945  No.16131514

Been on a classic Doom mod kick lately, wanting to try the likes of Solace Dreams, and Metroid: Dreadnought. Problem is, my current rig is bottlenecked by a Radeon R7 250x made by XFX, so that makes the voxel and open-air sections of Solace Dreams take quite a hit to the framerate. Not to be deterred, I remembered there being a Metroid Prime mod back in 2014, and found someone made a small level pack to go with it. Unfortunately, no matter what I did, GZDoom wouldn't load the .RAR for it. So I tried to write a batch file that connects to both .PK3 files. While it allowed the HUD and main menu to load, it just took me into the standard Doom II levels. I'm not sure what I'm doing wrong here, but if anyone has an idea, I'm willing to listen.

I also have QZDoom and LZDoom on hand, and haven't tried them yet. If you wanna check out Metroid Dreadnought yourself, check here;

https://www.doomworld.com/forum/topic/102240-metroid-dreadnought-overhaul-15c-beta-21319/

7ea3fb  No.16131528

>doom mods

>that makes the voxel and open-air sections of Solace Dreams take quite a hit to the framerate

We truly do live in the worst timeline.


6c0945  No.16131564

>>16131528

I'm not sure what you're implying. But I will say that the dev for Solace Dreams recommends a 4GB GPU and a 4GHz CPU. A friend of mine ran it on his 3.6 GHz CPU, and said it was fine. It's all in the amount of cores, I guess.


6138d5  No.16131860

File: 74b37e641821c04⋯.png (142.46 KB, 416x540, 104:135, 864fa3ebcecf636411cd12db01….png)

>>16131564

>4GB GPU

>4GHz CPU

>For a fucking dood mod


6c0945  No.16131930

>>16131860

Voxels aren't exactly the most efficient graphics style ever.


6138d5  No.16131946

File: f7af270e803d4ee⋯.png (52.24 KB, 214x376, 107:188, f7af270e803d4eeb89ede6b277….png)

>>16131930

If you make niggerlicious coding like Graf does then of course it will run like shit, Ken Silverman made a Voxel engine and it runs on a fucking toaster machine.


6c0945  No.16131963

>>16131946

I guess that makes sense. Shame about the Solace Dreams dev focusing on GZDoom, then.


0ae50d  No.16132011

File: d9855d84b5e2660⋯.png (1.11 MB, 971x3685, 971:3685, Graf.png)


6c0945  No.16132027

Is it just me, or does QZDoom leak memory?


1c37da  No.16132079

Invidious embed. Click thumbnail to play.

Started Preacher today, it's pretty good, tough as nails too. You basically play as a cultist from Blood, and the sprites for the weapon replacements look really cool. I've only beaten the first map but so far it strikes a pretty good balance between actually good level design and slaughterwad. I usually hate slaughterwad faggotry (I hate Unloved for pulling that shit out of nowhere) but Preacher pulls off a large volume of enemies pretty well, largely because it's not just comprised of large, square rooms that are basically miniature nuts.wad. I'd say it's on par with Ancient Aliens in this regard.


1c37da  No.16132087

>>16132085

>Quake 1.5 is a great modpack

Been meaning to give that a try, it has minor changes to levels on top of the redone weapons right? Does it make the boss fights less shit?


a44efc  No.16132093

>>16132011

top kek


a627f2  No.16132099


9a59aa  No.16132103

>>16132011

>gets so mad and is such a primadonna he gets his title changed to "salty member" and stops posting therafter

Can't wait for graf to get ejected from the doom community, pull his sourceport as if the Doom scene will die without him, and get taken away by the waambulance never to be seen again.


1c37da  No.16132128

>>16132099

Good to know, I'll have to try it, even though I think all the graphical shit that darkplaces adds is kinda pointless

>>16132011

What a fucking faggot. The sheer amount of autism on display is staggering.


01969f  No.16132134

>>16132128

This repugnant form of autism is what happens when garden variety autism is not tempered by STEM classes in school, and is allowed to metastasize with identity politics, egoism, and other bullshit.


001f94  No.16132210

I wanna play some Doom and wads and shit, do I just go for Chocolate Doom and hope for the best or would I need to go for different sourceports if I want all the wads?

>>16132079

>Cultist voicelines

>but Caleb's maniacal laughs

Interesting.


5efe29  No.16132220

Play simon's destiny.


01969f  No.16132226

>>16132210

GZDooM, in spite of the faggotry behind it, is just "drag WADs onto gzdoom.exe, done". Unless a project calls for a specific source port, GZD should work fine. That said, even though I read about Aliens DooM in PC Gamer a billion years ago, the only conversion I've played is Contra DooM.


0ae50d  No.16132241

File: 7291ae4b67dc3d2⋯.mp4 (1.37 MB, 400x224, 25:14, Bird Peanut.mp4)

>>16132210

Graf is a huge faggot but GZDoom runs absolutely everything. In fact, when a WAD requires a specific sourceport, it's pretty much always GZDoom. There's nothing wrong with having multiple sourceports on your PC though, and I recommend downloading ZDL to make everything extremely easy to use if you have multiple sourceports, WADs and IWADs.


dc1e63  No.16132278

>>16132134

broski YES, you gotta have an outlet, might as well make it a good one


0f67ef  No.16132281

File: e48aeae4003d543⋯.png (32.37 KB, 655x252, 655:252, Monster cock.png)

>>16131946

This is indicative of a greater problem in software development, particularly among mobile and indie. Not only is the code unoptimized, it doesn't matter or occur to most people because even baseline computers are powerful. GZDoom is a massive project that takes, I'd have to benchmark it but feels like it takes about as long to compile as FFmpeg. This is the sort of PC he has, so if this is what he's testing the engine on, yeah, performance issues will never exist. Similarly, some modders test on overspecced computers and produce similar issues. Historically, Doom needed serious effort to cram onto something as humble as a 486. There was no such room for sloppy coding.

>>16132027

QZDoom is where they test new features. Don't be so surprised it's buggy.

>>16132210

Chocolate Doom should only be used with mods and maps intended for vanilla Doom since it doesn't handle more. PrBoom+ is the go-to if you need to play maps demanding higher limits, and mods typically need GZDoom.


a1452d  No.16132294

>>16132281

>on my work Mac

Just gas his and his whole family.


0f67ef  No.16132312

Oh and for comparison, the co-developer that maintains the vintage build takes 10 times that to build from scratch. That could explain why he's holding it up.

>>16132294

You generally don't get a say in a workplace unless you're the I.T. guy.


14ce68  No.16132315

>>16132011

I didn't know this, it's fantastic. Gonna try lilith.pk3 for sure, now.

These power users hunting down anyone who gets remotely any success, like Sargeant Mk.IV, are the cancer to the modding community.


a1452d  No.16132318

>>16132315

The Doom modding community has been cancer for a long time now. It's all primadonnas throwing tantrums, trannies, people that masturbate to trannies, leftists and liberals.

It's a miracle anything gets done, likely because most of the people doing good shit just mod and don't engage with the subhumans infesting the forums.


0f67ef  No.16132321

>>16132315

Note that you must run this with a particular version of ZDoom. It's actually a mod that more or less hacks the game to do things it shouldn't, and so it's dependent on certain code being as it is.

>>16132318

Fun story by the way. A certain well known Doom modder supposedly visited our Neptunia threads, and expressed at least interest in making a mod inspired from it.


ef4156  No.16132358

>>16131860

That's pretty fucked up, considering PrBoom+ runs perfectly on my little ARM board (dual Cortex-A7 @ 1 GHz with 2 GB RAM). And that's without any GPU drivers, just a simple framebuffer.

Anyway that's basically all I need as far as Doom ports go.


dce8fe  No.16132389

>>16131514

>he can't even play fuckin doom

just kill yourself


ae90fd  No.16132433

>>16132358

Some WADs are just straight up unplayable on gzDOOM, like Sunlust, the last level goes single digit on me and I don't exactly have a toaster either.


0f67ef  No.16132453

File: bbd1b44a76dd68d⋯.jpg (197.98 KB, 768x1114, 384:557, boatslutdoom.jpg)

>>16132433

To say one good thing they did for 3.7, though due to replacing a pretty core part of the engine it resulted in a lot of temporary breakage, is the scripting can now use a dynarec instead of an interpreter. How much of a difference it makes is CPU-dependent and mod-dependent though.


728217  No.16132459

File: 70a489ac8e5fdaf⋯.png (285.07 KB, 510x426, 85:71, Terry close.png)

>2019

>DOOM Still isnt ported to TempleOS


6c0945  No.16132877

File: c7fa470e83409fd⋯.png (354.94 KB, 1366x768, 683:384, gzdoom_viwUJTOcq7.png)

>>16132389

But I can.


7412c6  No.16132913

>>16132281

This is also an issue of hardware growth as well. When Doom came out, all computers were expensive and had much more similar specs. But these days, you can find someone still running an Athlon machine with 4GB RAM alongside a guy with a $1500 monster of a PC.

So now developers can pick and choose what hardware levels can play their games. Which leads to weird attitudes where people who can't even spell "good coding practices" are telling you that you don't deserve to play their spaghetti mess.


728217  No.16133085

File: abc888f73bd092a⋯.jpg (17.26 KB, 400x400, 1:1, WEW LAD.jpg)

>>16132877

>playing the sourceport and not the dos or 95 version

wew


adfcc2  No.16133181

File: a65cd95e982a874⋯.gif (1.23 MB, 256x189, 256:189, homo.gif)

>>16132011

I fucking hate the doom community nowadays.


18be57  No.16133204

My negros, is there any reason to migrate from ZDoom if I don't play mods?


01969f  No.16133227

>>16133204

Quality of life improvements, I suppose. Much easier to snipe annoying enemies if they're not being rendered at sub-pixel levels.


6c0945  No.16133416

>>16133085

Why would I go through all that trouble just for your approval?


885c6c  No.16133451

>>16133085

>the dos or 95 version

just use chocolate doom you posturing retard


ec0ce5  No.16133464

File: aea78da8fb7a004⋯.png (88.38 KB, 193x219, 193:219, aea78da8fb7a004afd3e544d31….png)

>>16132011

>the fucker that wanted to ditch compatibility with older hardware and remove support to older Opengl versions


6138d5  No.16133731

File: 5d7343fe73a72a7⋯.png (154.82 KB, 1425x830, 285:166, fixing the already existin….png)

File: 5ce979a0d241948⋯.png (290.42 KB, 1529x1897, 1529:1897, Assorted Graf Statements.png)

File: 5d7343fe73a72a7⋯.png (154.82 KB, 1425x830, 285:166, fixing the already existin….png)

File: 130c9cff757408c⋯.png (403.55 KB, 1528x1084, 382:271, "Great".png)

>>16133464

Well what can you except from this person that considers OpenGL 2.0 as a "fossil"?


ec0ce5  No.16133765

File: 192bcf327b5317a⋯.png (114.99 KB, 301x299, 301:299, THE FUCK.png)

>>16133731

>2nd pic

>performance has never being a issue with GZDoom, thats not my problem

Bullshit.

And i can already see him trying to implement Vulkan RTX in a few years, while leaving bugfixing and optimization behind.


6138d5  No.16133772

File: 4ae0a27fc521686⋯.png (7.88 KB, 641x562, 641:562, autistic doom guy.png)

File: 0de86958b24da95⋯.pdf (81.79 KB, output1.pdf)

File: f262c4db8724274⋯.pdf (84.62 KB, output2.pdf)

File: b293e2bfd9ed969⋯.webm (4.48 MB, 1280x720, 16:9, 20190125_(04).webm)

File: 765f10530e57ca8⋯.png (46.09 KB, 200x200, 1:1, quality Vulkan code.png)

>>16133731

>>16133765

But I'm not done yet!


728217  No.16133784

File: f736a4e8bfee44b⋯.mp4 (8.07 MB, 640x360, 16:9, DOOM JUST.mp4)

Now that The Doom Community is pozzed beyond repar, do you think any faggots will make another port that isnt ran by some turbosperg?


e575f1  No.16133810

>>16132877

>doom with a crosshair

What are you, casual?

>>16133731

This is always the dumbest thing ever. No one benefits from an upgrade to Vulkan. Graphics cards that support Vulkan don't have performance problems with GZDoom, it's pure retardation. Graf must think he's working on a AAA game engine and not a doom sourceport.


fd629b  No.16133975

>>16133731

>2017

Has he said anything retarded lately though?


25104d  No.16134021

File: 9ec936c4ad371d4⋯.png (226.76 KB, 786x754, 393:377, moorhuhn.PNG)

>>16133731

His avatar is from antiquated kraut shovelware, the niggerfaggot talks too much.


296a93  No.16134039

>>16133975

Aside from 3.7 being a giant shitshow? Idk.


d9c05c  No.16134221

>>16132011

>>16134039

GzDoom has been total shit ever since 3.x (especially the sound, because of some open source licensing autism), I only use 3.x when a mod absolutely requires it.

>>16132011

>Location: Germany

Well that explains a lot.


ff1af9  No.16134243

>>16133772

>rachael

Did anyone ever find out his real name? He's been a tranny for so long that even the wayback machine trick doesn't work.


296a93  No.16134258

>>16134221

I don't find the sounds bad on it's own, it's more that mods made for Zandronum never sound right on GZDoom now. The quality and everything is fine for me. I use 3.2.5 for most stuff since almost everything that isn't a zand mod needs ZS these days.


d9c05c  No.16134353

>>16134258

>I don't find the sounds bad on it's own, it's more that mods made for Zandronum never sound right on GZDoom now.

That's because the sound backend changed from 2.x to 3.x. It was an unnecessary change made solely because of GPL licensing autism, like I said.

I suppose you could get used to it, and might not even notice anything wrong if you never used 2.x or tried 3.x after a very long time without playing anything on Doom engine.

But to me the difference was clear as night and day, and not even on specific mods. Just try classic Doom and Doom 2 on, say, 2.2.x and then 3.x. Messing with advanced sound settings such as midi device and opl emu doesn't really improve things.


0ae50d  No.16134424

File: 2ed3f54e4fd61e1⋯.gif (8.66 MB, 715x397, 715:397, Truck Crash.gif)

>>16133204

>if I don't play mods

If you don't play mods that require GZDoom, there's no reason to use it unless you want OpenGL rendering for a more natural freelook (aiming up and down). If you don't play mods at all, I wouldn't even use ZDoom, I'd use Crispy Doom or PrBoom+


0ae50d  No.16134657

>>16134424

Actually, nevermind the part about OpenGL, I forgot that PrBoom+ also has an OpenGL mode.


ef4156  No.16134751

File: 0f295c86a6f92bd⋯.png (16.23 KB, 320x256, 5:4, Hired_Guns_1.png)

>>16132913

Actually in 1993 there were still a bunch of people with older computers like 386SX PCs, Amiga 500/600/1200, and Atari ST. Those could run quite a lot of nice games like LucasArts adventures, RPGs, strategy, flight sims, platformers, and so on. They just weren't good at 3D FPS like Doom. But there was still some stuff kinda similar that could run on them, like pic for example. I played the hell out of this one on my Amiga in 1993, often with a few buddies. The screen was split into quadrants, and you had to use either the mouse, joystick, or one side of the keyboard to control your dude.


728217  No.16134762

File: 33c01139c11a048⋯.png (65.73 KB, 1024x500, 256:125, DOOM texture.png)

>>16134751

>doom

>3d


ef4156  No.16134820

>>16134762

That's just the genre it's classified under. Anyone that's made a map knows it's not, but whatever.


18be57  No.16135020

>>16134751

>Hired Guns

Excellent taste, anon.


a70a71  No.16135648

File: 20cfb94d4f9dbd7⋯.png (154.5 KB, 960x720, 4:3, Graf gun.png)

>>16134353

>It was an unnecessary change

No. I have never seen bad sound compared to Chocolate Doom or any other source port, and removing Java traps is a good thing. The full GPL clean-up of GZDoom is one of the few things it did right.

>>16133810

Funny. There actually are ancient Doom mods that add a laser pointer. It's a sprite replacement so the neat thing is that the cross-hair bobs with the weapon. There's also this mod.

>>16132913

Somewhat. There was definitely a power gap between the different *86 computers but with the early home computer days it's nowhere near the level it is today.


a70a71  No.16135665

File: 8aa50ec4ec4447b⋯.png (254.44 KB, 1005x664, 1005:664, 62946552_p3 - よよよせあつめ.png)

>>16135648

Did not mean to sage that.


7ea3fb  No.16135739

>>16133784

Turbospergs are the only people interested in Doom enough to actually put in the effort to make source ports, Megaspergs the only people interested in Doom enough to actually make mods for it, and regular Spergs the only people interested in Doom enough to make custom maps for it.


6138d5  No.16136310

File: 44ec238ff147b6d⋯.jpg (213.88 KB, 1600x1500, 16:15, yoba kotlet.jpg)

>>16135648

>Graf Gun

Does this mod involve having to destroy ancient hardware and buying the latest goyvidia hardware to force upgrade to other other doomer or leaving them with no choice? Would be a fun wad to troll Graf with and releasing it on his forum :^)


a70a71  No.16136335

>>16136310

No that's a really old mod. Chicken Doom. Besides there's already >>16134021 which is all about shooting those dopey-looking chickens.


b53147  No.16136349

>>16133784

>pozzed beyond repar

And we never got a Wolfenstein mod where you play as a German soldier gunning down the ZOG in an effort to fix the timeline.

I had hopes that the parody NuWolfenstein would inspire someone to make a proper game out of it, but the modders would rather mod their gay shit in and sperg at each other.


421c27  No.16137629

>>16132459

RIP you magnificent bastard. That said, has anyone made sense of his gobbledygook coding yet?


e0c343  No.16137818

>>16132226

>>16132241

>>16132281

I'm liking this, I'm liking this a lot. Although I cannot see myself playing anything further than Doom 2. Heretic/Hexen/Dark Forces and wads might be out of the question.

Does Quake have as much a modding scene as Doom? Are Doom 3 or god help me and this thread nuDoom worth pirating?


1c37da  No.16137970

>>16137818

Dark Forces isn't a Doom engine game


e0c343  No.16138133

>>16137970

It isn't?

Whatever it is, I doubt it tops DF2


a2afd1  No.16138401

>>16138133

no for DF1 lucasarts used a homemade engine called jedi which was also used for outlaws, DF2 uses a different engine called sith

speaking of dark forces what happened to darkXL? is it still dead?


01969f  No.16140128

>>16137818

NuDoom, or DewM as I prefer to call it, is surprisingly not shit. The only annoying bit is being locked in boxes until you kill all of the demons, but you get weapon upgrade points for killing EVERYTHING, so I guess whatever. That said, I only paid $5 for the PS4 version when Redbox was dumping old games on the cheap. My ISP is like K9s when it comes to detecting large pirate downloads, and I'd rather not deal with compromised motherboards, so I leave my PC stuck pretty firmly in 2009.


14d14f  No.16140285

>>16140128

It would've been fine if they just had more demons and cut the fatality bullshit out.


01969f  No.16140389

>>16140285

At least it's more fun than DooM 3 was. I hate the shit out of Bethesda, but credit where credit is doom.


434c55  No.16140399

>>16140389

No reason to hate it for being associated with Beth since Beth is only publishing it, not developing it.


19bfe7  No.16141490

File: e2d2380a63cd65f⋯.png (626.11 KB, 1920x1080, 16:9, Screenshot_Doom_20170302_1….png)

Is there a mod for increasing the backpack size/amount of ammo you can carry without any other changes?


079fd6  No.16141588

File: 7de1d3f7a2bcc05⋯.png (213.83 KB, 840x643, 840:643, 63177461_p0.png)

File: 58721627a323d24⋯.png (119.48 KB, 794x532, 397:266, 72304254_p2.png)

File: f2968ff89ec25aa⋯.png (348.89 KB, 904x1114, 452:557, 68163059_p18.png)

File: 8e41c64f397466e⋯.png (112.21 KB, 461x542, 461:542, 62946552_p6.png)

>>16135665

I think this artist legitimately wants to fuck Doomguy and the Barons.

The name they posted on their Pixiv is a female name so I guess it's okay.


c89415  No.16141925

>>16141588

>Kurashiki

>Wanting to fuck Doomguy and the Barons

Don't twist the wantopus' intentions.

She just wants to make the doominati go insane when they stream and she just moans outta nowhere.


3f0a63  No.16143148

File: 91a44e7500485dc⋯.png (136.85 KB, 623x527, 623:527, 48704e4da08a202dcb80d44462….png)

>>16141925

>the doominati


2fb084  No.16143214

>>16132011

Wow, this is recent too. now what happens I wonder, maybe someone more talented at coding should man the helm.


2fb084  No.16143247

>>16133731

How about making it more fucking optimized for other people than your faggot ass, just because it's not a problem for you it isn't the same for everyone else. I shouldn't need a rig that runs battlefield v with rtx cancer on fucking ultra for fucking doom, dumb fucking nigger


875956  No.16143287

Anybody mess with this yet https://www.doomworld.com/forum/post/1934298? Literally just Doom 64: Retribution modified to work properly in zandronum for coop purposes instead of gormless zealot doom.


0ae50d  No.16143428

File: d2e34419cee5e60⋯.jpg (90.56 KB, 960x960, 1:1, Cat.jpg)

>>16143247

There's no hope for GZDoom, Graf will keep ruining it as long as he lives. In 20 years you'll need a $1,000,000 NASA quantum supercomputer to play a game that ran on 66MHz CPUs in 1993.


510cc1  No.16143439

>>16133085

>Doom95

>can't play MIDI only MUS

>The sound effects are played back at a slightly lower pitch than in regular Doom played under DOS

>Less of the player's weapon is shown on screen when compared to the MS-DOS version

>The screen is slightly stretched, horizontally

>rendering of the invisibility effect looks like hot garbage

>can't even use the mouse unless you're running windows9x

>numerous other unique bugs and compatibility issues

wew indeed


0ae50d  No.16143483

File: 5d03a0577ff8568⋯.png (3.41 KB, 542x97, 542:97, Screenshot_2019-02-19 Doom….png)

File: 180931baf14e35f⋯.png (14.67 KB, 697x582, 697:582, Screenshot_2019-02-19 Linu….png)

And it's closed source Microshit garbage. A shitty port with literally no use. Meanwhile the Linux port gave us everything we have today.


510cc1  No.16143490

>>16138401

>what happened to darkXL? is it still dead?

as a doornail


6c0945  No.16143577

So can we at least get a tally for what source port to use? I'd give my specs, but, y'know how it is about data collection.


079fd6  No.16143592

What's the most fun Doom wad?


200310  No.16143608

>>16143592

DOOM.wad


0ae50d  No.16143666

File: 7ed319e9f558744⋯.gif (42.39 KB, 160x220, 8:11, Bouncy Caco.gif)

>>16143577

From more vanilla ports to more modified ones:

Chocolate Doom

Crispy Doom

PrBoom+

ZDoom

GZDoom

Some wads require you to use ports that remove some engine limits from the original .exe (Chocolate Doom also has those limits because it's trying to be as faithful to the original .exe as possible) and other wads need Z/GZDoom for special features that simply don't exist in other ports. If you have a very shitty PC, it might struggle on some maps in GZDoom because Graf is a faggot and it's badly optimized.

For multiplayer most people use Zandronum.


18be57  No.16143706

>>16134424

>>16134657

Thanks anon, I missed your posts last time I was in this thread. I'm gonna try Crispy and see how it goes.

>>16143592

I'm having fun with No End in Sight


299a42  No.16143839

>>16143700

I myst getting a chance to play this game


e446f7  No.16144617

File: f4b294541d64307⋯.png (560.21 KB, 1920x1440, 4:3, doom_vr_chainsaw.png)

What are your top 10 .wad files that aren't just horde fighting maps? Stuff with a good balance of puzzles, exploration, AND combat?

I'm looking for high quality things to throw into GZDOOM and try out with motion controls.


a70a71  No.16144636

>>16144617

The Quirky Domain. It's a level that abuses portals to have the maps violate Euclidean geometry, and it's a real blast to try and find your way through. An older equivalent that does similar things but without the luxury of true portals, Impossible: A New Reality. Both maps are fairly long so save often.


2e83ef  No.16144824

>>16143666

Give me a rough guide of what mods I should be able to play on PrBoom+ and what would definitely need (G)ZDoom.


a70a71  No.16144843

File: 1302dad0c9fd7c3⋯.webm (10.4 MB, 1280x720, 16:9, 1302dad0c9fd7c367afe48701….webm)

File: ca802d075f44961⋯.webm (1.04 MB, 810x1300, 81:130, ca802d075f44961c2552cd82d….webm)

File: eb33856b122cf7e⋯.webm (765.19 KB, 811x1300, 811:1300, eb33856b122cf7ee50744f495….webm)

>>16144824

Assume GZDoom where any recent mod is concerned. Some may still work on ZDoom/Zandronum but less and less. If it uses ZScript, GZDoom-only. PrBoom+ is not a mod-oriented port, it's good though if you need something to allow bigger maps or Boom-compatibility and still plays fairly faithfully without going to the extremes Chocolate Doom does. Chocolate is recommended for the authentic gameplay experience but also nice for playing historic maps or mods.

Also someone needs to post that anon's Doom video and the guide in this thread.


2e83ef  No.16144879

File: b2335db7090efc7⋯.png (1.67 MB, 1543x6892, 1543:6892, how to doom.png)

>>16144843

What's the title of the video? I'll find it if I can.


a70a71  No.16144889

>>16144879

I don't know sorry. That's why I mentioned it because someone here will know. Also don't know what the latest Doom infographic is but there is an issue of stale ones that keep circulating.


926aea  No.16144895

>>16144843

>Also someone needs to post that anon's Doom video

This one?

https://www.youtube.com/watch?v=ietb4JwaaXA


2e83ef  No.16144902

>>16144889

This is the most updated one I've seen.


a70a71  No.16144905

>>16144895

That's the one.

>>16144902

I'll take your word.[/deusex]


e446f7  No.16150003

YouTube embed. Click thumbnail to play.

I've started following this youtuber for .wad recommendations


b71158  No.16150192

>>16150003

>Icarus "Hideous Destructor is too hard" Lives

>Icarus "Won't play it unless it can load ketchup" Lives

Lmao


e446f7  No.16150233

File: f5dc7798070be87⋯.png (1.13 MB, 907x1210, 907:1210, gee billy why does your mo….png)

>>16150192

dude I haven't played DOOM in 20 years, if you have better suggestions then give them instead of just being a cunt.


18be57  No.16150265

>>16150233

Beat Plutonia on UV before moving on to other wads.


b71158  No.16150268

>>16150233

Nearly any youtuber who plays Doom is better than Icarus "IFDA and call it a day" Lives. None of them are better than forming your own opinions. You'd be better off just googling names of wads and watching gameplay than taking any youtuber's opinion seriously.


01969f  No.16150279

>>16150265

Plutonia is fucking lazy garbage. "LOL let's make almost every linedef and switch open up a chaingunner or archvile trap!"

It gets really fucking old, really fucking fast. It's not hard, it's a chore and a waste of ammo.


0ae50d  No.16150321

>>16150279

>>16150265

Plutonia isn't very good. It's just talked about because it's a meme IWAD due to Revenants.


18be57  No.16150342

>>16150279

>>16150321

I agree but it's a solid benchmark for wad difficulty.


e446f7  No.16150359

File: 3994aca74acda38⋯.png (231.72 KB, 589x465, 19:15, nyoron.png)

>>16150268

There are ten BILLION mods ranging from gameplay to maps and I don't have the time or patience to sift through everything I've missed in the past TWENTY YEARS.

That's why curators exist. If I can get even the slightest bit of direction in terms of what mods to play first, then I'll take that as opposed to jumping into a ball pit and hoping.


b71158  No.16150367

>>16150359

Alright well keep being a pleb and letting literal retards do your thinking for you then.


18be57  No.16150403

>>16150359

Faggot that's what the cacowards are for. You can get up to scratch in under an hour.


e446f7  No.16150410

File: 649ae9834daef87⋯.jpg (30.93 KB, 400x500, 4:5, videl.jpg)

>>16150367

I form my opinion *after* playing the mod for myself, not before. But finding the mod in the first damn place is influenced by how easy it is to find, and the easiest mods to find are ones that are promoted.

If you want to promote your wad or one you really like, then promote it and let other people enjoy it. Don't just sit on your high horse and scoff at the peasants. I know that goes against "board culture," but surely you can put board culture aside for ONE productive thread?

>>16150403

Lilith won a cacoward, and The Golden Souls didn't.

I mean, it's a nice resource to check for names of wads to then look up on youtube for gameplay but that's about it. The descriptions they provide are fluffy bullshit and there's only ever one screenshot. Some of the mod forum posts don't have screenshots at all.


19ded8  No.16150523

File: 1329b4e761eb2f8⋯.webm (3.91 MB, 550x308, 25:14, BugHunt.webm)

Anyone playing the Alien VS Predator mod? I'm finding it much better than the alternatives for now.


58c289  No.16150859

>>16150410

Fuck off Graf, don't you have a useless Vulkan implementation to be making?


a70a71  No.16151332

>>16150342

Only shitty difficulty. It's the one Chaingunner trap in Doom 2 MAP09 turned up to 12 and repeated ad nauseam, plus Revenant hordes and sucky Arch-Vile traps. It's not good design. Why a sequel was deemed necessary, I cannot say.

>>16150367

He's trash when it comes to playing games but he's also chill and you get a much better impression of a mod seeing it being played. He's also decent when it comes to variety in what he shows off so for just discovering new mods he's fine.


e446f7  No.16152477

File: 6bb74635b3f1cf7⋯.png (2.69 MB, 1920x1080, 16:9, Screenshot_Doom_20190222_0….png)


c23c5d  No.16156149

YouTube embed. Click thumbnail to play.

Is it normal to get sick of doom by episode 3? There were plenty of levels I didn't enjoy and I ended up just blindly zerging through E3M7 and M8 because I got sick of it, and I didn't even give Episode 4 a shot. Gave Doom2 a shot, dropped it after E1M2. Surprisingly I'm digging Heretic a lot, that music is a big part of it.


01969f  No.16156461

>>16156149

You're probably not supposed to charge through DooM in one sitting. I played an episode every other day, but I haven't played DooM 2 since like three months after it came out.


c23c5d  No.16157428

>>16156461

I feel you, but I was already playing one episode per two days. Something about some E3 maps really made me get sick of it.


01969f  No.16158003

>>16157428

I don't disagree. It gets worse with E4, TNT, and Plutonia. Thank fuck for community megawads with some sense of design, and fun. Still, no shortage of faggots making stupid meme maps.


0ae50d  No.16162163

File: 647c7ec35bcb8a2⋯.webm (325.96 KB, 1280x720, 16:9, Glow.webm)


e446f7  No.16162170

YouTube embed. Click thumbnail to play.


dece77  No.16162180

YouTube embed. Click thumbnail to play.

No Total Chaos?


0ae50d  No.16162198

File: 94cc41c586af6fa⋯.jpg (115.1 KB, 1294x478, 647:239, Terry Comment.jpg)

>>16162180

I can't believe how retarded people are in the comments

>Amazing graphic. Cant believe it's a doom 2 mod.

>unbelievable graphic for the doom engine

This isn't the Doom engine you dumb niggers, it's GZDoom. Of course it can do shit like this.


9ca705  No.16162232

>sullying doom with metroid


26ded8  No.16163371

>>16162180

Seems a bit heavy. Good thing there is a retro mode.


b53147  No.16163524

>>16156149

I usually just zone out when a map designer forces me to go switch/key hunting all over the map, and the map is this fuckhuge, demented maze and monument to his autism. I just want to shoot demons in the face, not spend minutes wandering empty corridors trying to figure out what that switch on the other side of the map did.


a70a71  No.16163547

>>16162198

Very few actually do though because it turns out it's quite hard. What I enjoy about Doom mods is either that they're fun to play or creative, not the visuals, and most mods are pretty lazy in the latter category. Graf's off his rocker pushing so heavily for things most mods don't do, or if they can, will abuse for shitty eye candy.


c23c5d  No.16163586

>>16163524

That's part of why I like Heretic so far, and another thing is that some enemies in doom I felt slowed the pace down to a crawl. Spawning in like 7 or so cacodemons(Slough of Despair, or whatever that level that was shaped like a hand is) when I've only got pistol/shotgun is pure cancer since it takes quite a while to get through all of them and I just can't ignore them since they'll box me in later. I had the same problem with Blood, in which I found enemies like the Stone gargoyles, hellhounds or spider birthers to be as dangerous as regular cultists, except they take too much damage and follow you all over the place so I can't jump in like a mad man and fuck them up with as soon as possible. One of the worst blood levels is 4-5, where the game starts you off against two stone gargoyles, then two spider birthers, and ends on three spider birthers. What bullshit.

With heretic so far(episode 2 so I don't really doubt the enemies that slow down the pace to a crawl will come along soon) I find the enemies don't take too much damage to be done with and things get really intense with just enough tombs of power for me to start ripping and tearing.


b53147  No.16163619

>>16163586

I also dislike bullet-sponge enemies. I like it when they hit hard and die fast, and the same goes for the player, instead of the game being reduced to a battle of attrition.

Then again, I have less of a problem with enemy designs (though, fuck Pain Elementals) and more with maps that don't naturally guide the player from one section to the next. I feel the greatest weakness of old-school FPS was the hunt for switches and keys that tended to ruin the pace, especially if the map designer gets a little too enthusiastic.

And yes, most of the classics tend to get worse the further in you go. The first two or three episodes are usually fine, the maps aren't that big, they're tightly designed and flow well, but the further in you go the worse shit gets. I still vividly remember how godawful the later maps in Doom 2 got. Far, far too large for their own good and a bitch to navigate, forcing players to spend more time trying to puzzle out what the switch they pressed did than actually fighting enemies, and God help you if they decided to add platforming into the mix.


c23c5d  No.16163625

>>16163619

I'm guessing Hexen is the doom2 to Heretic?


28a1f1  No.16163638

>>16163625

I think so, but there is both a Hexen and Heretic 2- not sure what's up with that.


a70a71  No.16163804

>>16163625

Hexen's interesting. Its level flow is based on hubs where you traverse through the levels solving puzzles. Definitely worth a go.

>>16163638

Heretic 2 and Hexen 2 do this too. Hexen 2 is based on the Quake engine but even more insane for speedrunning. Expect some obtuse puzzles in Thysis (Egypt-based hub) and don't feel too bad if you need to resort to an FAQ. It's not a bad game and the expansion pack is solid. Heretic 2 is dramatically different from the original. Like Hexen it's based on hubs but is more linear, and also third-person with a heavier focus on story. Also worth looking into but sadly it's one of the odd Raven games without a source code release.


3f4fc0  No.16163868

>>16140389

>>16140128

it has absolutely no multiplayer to speak of, and le snapmap is a butchery that is put to shame by an average terry wad.

and making every enemy in the game an ammo pinata just made them cut down on balancing ammo and health pickups throughout


3f4fc0  No.16163871

>>16156149

don't even bother with Thy Flesh Consumed, and nobody can blame you for not completing the slogfest that is Inferno. Sure with tank controls it puts up a decent challenge but most of the time its just monster closets with dozens of cacos and souls and fuck that shit honestly


421c27  No.16164348

OP here, I have a Radeon RX 570 now, and I'm a faggot. Can run Solace Dreams just fine now. Can't get past voxel Iudex Gundyr though, so I'm a mega faggot.


c23c5d  No.16165459

>>16163871

Souls feel like a fuck you enemy that should go down in one or two shotgun shots but instead they don't and they're annoying. Honestly the only reason I don't outright hate them is using berserk punches to one shot them.


22f5be  No.16165484

>>16137629

Did he release the source code?

Or did it die with him?


fddbc2  No.16178735

File: 2d2ea5bab300b70⋯.jpg (34 KB, 640x480, 4:3, 1546786516084.jpg)

>>16141588

She has good taste if she does


97a57e  No.16178785

File: 853842157e896e8⋯.jpg (103.64 KB, 866x1280, 433:640, 853842157e896e8adc608947f2….jpg)


c23c5d  No.16179083

>>16163804

>Also worth looking into but sadly it's one of the odd Raven games without a source code release.

I just realized Heretic 2 is abandonware, that's a shame. I remember watching a video of it recently that made it look pretty good.

A question since I haven't finished episode 2 yet, does this enemy progression style remain? I really like how the enemies aren't bullet sponges and the higher tier enemies simply fuck you up faster than take longer to die. Even the iron liches die in a few shots compared to Barons/Gargoyles and offer some really dangerous attacks(tornados fucking with your view and control) and I'm digging this a lot. Is it the same for Hexen?


669afe  No.16179105

>>16179083

Heretic 2 still runs pretty good even on modern systems, with a few tweaks here and there. It's a really fun game too.


c23c5d  No.16179144

>>16179105

That's good to know, thanks.

Is E2M9 supposed to kick my ass so hard? I've been having some insane trouble with it.


a70a71  No.16184253

>>16179083

>Heretic II

It's not abandonware in the actual sense of the word. But it is a shame it has no source port. There was initial attempt at reversing one since it's based on the Quake 2 engine, but that went nowhere. In any case I'd have liked it to feel more fluid like most third-person action games, but nevertheless it's an interesting direction to take the series in and has some cool things I like. Make sure to play the tutorial mission. Start on normal difficulty though, hard is pretty rough. Easy is for elementary school kids.

>Hexen

There's one big "fuck you" enemy and it's the Centaurs. If they're shielding they cannot be damaged. But for the most part you don't get damage sponges there either, except for maybe one of the boss enemies.

Also there are some neat mods based on the games. Wrath of Cronos and Heretical Doom come to mind. It's also pretty fun going through Hexen with High Noon Drifter if you want something different. Vanilla first though.

>>16179144

It's a pretty tough level. But oh boy. Think the difficulty spike between most Doom maps and E4M1/E4M2. That's Heretic's episode 4 and 5. The opening levels have the episode 2 boss monster for example.


19bfe7  No.16184456

File: 87a97bd1044b7d9⋯.png (277.12 KB, 404x568, 101:142, 87a97bd1044b7d952593133a55….png)

Suggest me some fun mods/mapsets to play.

Preferably with lots of monsters and/or overpowered weapons.


c23c5d  No.16185144

YouTube embed. Click thumbnail to play.

Last time I jerk off heretic, I swear, but the music is still fantastic.

>>16184253

Thank you, I'll try both.


a70a71  No.16185172

File: f159c2736b88602⋯.webm (3.6 MB, 258x387, 2:3, e1m6.webm)

File: 561426f459fd8f4⋯.webm (6.82 MB, 288x335, 288:335, castle_of_grief.webm)

>>16184456

>lots of monsters

Maps of Chaos which re-spins the original Doom or Doom 2 maps with more monsters. Or of course any slaughtermap if you're into that. Optionally use Colourful Hell to simply have the existing monsters harder.

>Overpowered weapons

Russian Overkill should go without saying. Combined Arms is a decent starting point. Most mods that port weapons from other games are also not balanced in respect to Doom monsters. Hearts of Demons Baron is an interesting one that is basically Doom Rampage Edition done right.

>>16185144

That's a stand-out enough Hexen 2 uses a re-mix of it. Have the Sycraft version, and my favourite Hexen track, some of those are OK too.


8de1ab  No.16185184

File: e30e96edc12f215⋯.jpg (538.51 KB, 2560x2930, 256:293, 7ce9e433c31ae11e04e7f3a9df….jpg)

>>16132011

I don't understand why he got so asshurt over a single mod that had nothing to do with him, as far as I know it doesn't even mention him anywhere in it so why take it so personally?


a70a71  No.16185210

Oh two more monster recommendations: The mod Demon Counterstrike which spawns in items/monsters randomly but in waves, it's a simple but brilliant mod I always use to keep me going and on my toes. Also if really feeling ballsy, if you have Plutonia in faked co-op mode (start-up options -host 1 -warp 01 -skill 4) there's a lot more enemies, including ridiculously, a Spider Mastermind right in front of you at start. Even regular Plutonia is a bit nuts with enemies though.


ed0b6c  No.16185233

File: 7d9316aa9ddece7⋯.png (611.95 KB, 1280x1024, 5:4, Screenshot_Doom_20190122_0….png)

I suppose I'm just going to get banned again, but I figure what the hell, it's not like any diffrence will be made, Gotta accept that deterioration is my only outcome. I posted this on Jimmy's video, but it stands for everyone.

I suppose you're still ignoring, blocking and banning me in every way, source, and possible area. Oh well, can't say I don't deserve it, can do anything about it, that it's not pre-planned, or that it's not the way that things are meant to be. If you're more than I have taken you for, if you want to prove me wrong, if you're capable of seeing things from another perspective, there's a lot of writing below if you want to read it; But I still need direct help, and I guess I'm foolish for asking you to be my tutor in assisting with learning disabilities; despite my practical begging of trying to explain our cohorts that I can't learn unless it's via co-operation/collaboration/having others support me or to lean upon until I can manage on my own. They will continue to call it 'spoonfeeding', and while I'd rather not apply titles or attributes, that's pretty arogant and selfish of them when from my perspective, I asked for something that I perceived as mutually beneficial, that would allow for both parties to co-evolve and improve/be inspired by eachother. Guess I've let everyone else down, impediments, slights, obstacles, or whatever may have you. I know you and the others will never forgive me, but I'll still try to make it known that I only wanted the best for everybody, to help others out, to assist or be a mutual apprentice by managing some of the workload so that people could focus and be more efficient at the tasks at hand, so that both parties could gain from the partnership. I'm sorry for how I reacted, though the backlash at JOM4 still hurts, especially when I felt I had a duty to my people despite personal loss and emotional vulnerability, only to have my efforts in helping the other three with their maps, partially and knowingly at the lost of quality of my own works and then being scorned for it, but to me, giving them a hand up and teaching them things I wish I knew when I started out to help them learn was what was more important to me, and it sucks the community still thinks I'm asking for hand-outs and for them to do all the work, instead of a hand-up and me helping them work and refine their work so they can focus on other parts while I help with the tedious things, or them giving me assignments or tasks that they think would help me understand what I'm doing better so that I can help them with more complicated things, or vice-versa when they hit a roadblock or are out of ideas.


ed0b6c  No.16185234

>>16185233

So I don't get banned for blogposting/spam/"lurk moar", the full comment is here: https://www.youtube.com/watch?v=sjiyoxqIbLU


f9070c  No.16185466


6109dd  No.16185588

>>16134762

Please tell us how DOOM isn't 3D.


f9070c  No.16185621

>>16185588

Classic Doom uses flat 2D maps and runs an algorithm to render the walls and floors based on the data attached to each sector and line. Height is a property added to each sector, and vertical coordinates for the player and enemies are determined by similar properties. Later builds of the engine added support for simple polygonal objects, allowing things like swinging doors, but true 3D processing and rendering was only added after it went open source.


ed0b6c  No.16185625

>>16185466

It's just the xenofaggot screaming at his pre-determined place in the universe; Don't pay me any mind, it's not like this isn't exactly how things are supposed to be.


939b8c  No.16185645

>>16131930

They actually are, it's just that nobody bothered to refine them becuase 3D models with 2D textures were more detailed at the time. There was a turning point in the games industry in the mid to late 90s where graphics developers thought "Hmm, we could do 3D models with textures, or we could do voxels." There were a few notable games that used voxels but they had a more "untextured" look, something which is not a problem today. Likewise hardware has evolved to meet this standard and theoretically we would need a slightly different GPU card to handle voxels more efficiently.


939b8c  No.16185654

>>16185588

Jesus Christ, are you the most entry-level normalfaggot ever? Seriously, this is "recommended video on YouTube" level of knowledge we are discussing here.

If you want to see how Doom is 2D without anyone having to explain it to you, just open up or look up a screenshot of Doom Builder or any other map editor.


a70a71  No.16185683

>>16185588

I'd say read "Tricks of the Doom Gurus" but is this even archived or common knowledge nowadays?


939b8c  No.16185714

>>16185683

It's more expedient to look up the article for the rendering engine on the Doom wiki if I recall right.


a70a71  No.16185725

File: d8bd70424b0b83d⋯.jpg (2.88 MB, 1430x1500, 143:150, IMG_20190301_012321.jpg)

File: 5be8958ddd9ae4c⋯.jpg (2.57 MB, 1335x1500, 89:100, IMG_20190301_012338.jpg)

File: 19da2da4628d926⋯.jpg (2.11 MB, 1500x1291, 1500:1291, IMG_20190301_012406.jpg)

File: 55d572012bbd7db⋯.jpg (1.85 MB, 1500x1127, 1500:1127, IMG_20190301_012426.jpg)

File: 19ded54db429cd1⋯.jpg (1.78 MB, 1500x1128, 125:94, IMG_20190301_012446.jpg)

>>16185714

Probably now with the more modern knowledge, but seriously, is this older knowledge even archived?


939b8c  No.16185761

>>16185725

Most of the stuff you posted is common knowledge amongst Doom modders. The last page deals with using an editor which nobody uses anymore, so it is irrelevant. Modding Doom is pretty fucking easy and enjoyable nowadays.


a70a71  No.16185800

>>16185761

Yeah right. Most modders work to GZDoom or similar, and I cannot find anyone scanning such old works to preserve them. This was made around 1995.


939b8c  No.16185845

>>16185800

It's interesting from a historical perspective to be sure, but I highly doubt there will be anything in old publications that bring to light new information about Doom. The game is open source and the community has been picking it apart nonstop since that happened.


6109dd  No.16185899

>>16185621

>Height is a property added to each sector, and vertical coordinates for the player and enemies are determined by similar properties.

So it's 3D?

>>16185654

>>16185683

>>16185714

DOOM is and has always been a 3D game. It has supported heights and everything exists within 3D space. The fact that Cacodemons exist is proof that the game is 3D.


09d67f  No.16185915

>>16131514

I'm looking for something similar to pirate doom and golden souls. I guess just mods that are light in tone, have novel level ideas and are still doom. Any suggestions?


510cc1  No.16186022

>>16185899

>The fact that Cacodemons exist is proof that the game is 3D.

The fact that you cannot run under or over a Cacodemon in vanilla Doom is proof that the game is not 3D, and that you are a blithering moron.


939b8c  No.16186032

>>16185899

Look, I don't want to sound condescending but you're making it difficult with your misplaced arrogance. You are talking to a programmer who is writing a game with a raycasting engine (what DOOM uses). There are no 3D coordinates. There is no 3D space. Doom can be played entirely using the automap from top-down if only it showed where the enemies were. What you are seeing is the illusion of 3D space, made possible by a bunch of hacks and jury-rigging. If the Doom engine were a person, it would ask, "What the fuck is a Z coordinate? I only know about map sector 'heights,' whatever the fuck that is. Why do you care about those?"

To be fair, flying monsters are the most "3D" thing about Doom but they are still subject to the same hacks as the player. Monsters have infinite height because they have no height. You can group a bunch of pinkies or any other monster at the bottom of a cliff, shoot a rocket straight forward and it will explode in mid air and damage the pinkies. The illusion of depth in Doom maps is entirely a perspective trick, just like on a painting. The camera says "Alright, there's a texture on this wall and it's X units away horizontally. That means I should draw it as Y units tall to make it look like it's far away." In a real 3D game, the camera says "This thing is X units wide, Y units long and Z units high, so based on the angle I'm facing and the angle the thing is facing, I need to draw this." Distance doesn't even factor into it.


939b8c  No.16186072

>>16186056

Couldn't have summed it up better myself. Shit game, needs more voxels.


98d9db  No.16186076

>>16132241

>I recommend downloading ZDL to make everything extremely easy to use if you have multiple sourceports, WADs and IWADs.

Rocket Launcher PW is nice too.

https://github.com/paynworth/RocketLauncher2


6109dd  No.16186082

>>16186022

No, that's a (poor) design choice. The fact that you can shoot under a cacodemon proves it isn't 3D.

>>16186032

Doom has a Z-coordinate. Have you looked at the source code? How do you think an explosion to the bottom of a Cacodemon pushes it upwards? How do you think a player can fall gently off a cliff rather than abruptly running off it and hitting the bottom instantly?

>Monsters have infinite height because they have no height. You can group a bunch of pinkies or any other monster at the bottom of a cliff, shoot a rocket straight forward and it will explode in mid air and damage the pinkies.

No it doesn't.


510cc1  No.16186087

Invidious embed. Click thumbnail to play.

>>16186056

>if I can't understand it then it's shit

go back to fartnite kiddo


98d9db  No.16186090

>>16186087

Speaking of fortnite…

DUBG - Doom Battle Royale

https://www.moddb.com/mods/dubg-doom-battle-royale


6109dd  No.16186097

>>16186082

And just to clarify

>that's a (poor) design choice

It was a fine choice at a time. Carmack was creating one of the first 3D FPS engines with a lot of new features. What they accomplished was a monumental achievement for such a small team. Not wanting to deal with collision (something that even modern multi-million dollar games manage to still fuck up) is totally understandable. Rather than worry about AI problems, gameplay bugs, syncronization bugs in multiplayer, performance issues, etc for something that wasn't terribly important, they just optimized it out as "treat monsters as infinite height for certain collision detections". The fact that they chose to ignore the Z-axis in certain calculations does not change the fact that there is in fact a Z-axis.


510cc1  No.16186100

>>16186090

I'm holding out for Oregon Trail BR, myself


939b8c  No.16186103

>>16186082

>>16186097

Alright, so now you're just straight-up lying. What exactly did you hope to accomplish by entering a thread filled with Doom fanatics and spouting off a bunch of shit everyone knows isn't true? Are you baiting? If so, I urge you to reconsider your technique. You don't need to expend this much effort to bait in this board.


6109dd  No.16186132

>>16186103

Are you saying you can't shoot over or under a monster in doom?


939b8c  No.16186140

>>16186132

That is indeed how Doom works and everyone here knows it, so yes, that is what I'm saying. Would you care to explain how you were able to break the game's forced "vertical" autoaim so that you could shoot over a monster?


6109dd  No.16186154

File: 916e7a5ff4a03a2⋯.jpg (363.39 KB, 1916x1078, 958:539, DOOM.jpg)

>>16186140

IDCLEV 43.

I can shoot over the monsters below me and it doesn't hit them.


939b8c  No.16186159

>>16186154

I'm at work, so you'll either have to post a video or wait until I can confirm at home, because I don't believe you.


6109dd  No.16186162

>>16186154

>>16186140

Also

https://doom.fandom.com/wiki/Autoaim

>Since you can't look up or down in Doom or Doom II, the system compensates for you. Accuracy is not affected by the differences in the Z-axis co-ordinates of the player and target. However, vertical autoaim will only work against targets that are within a certain distance from the player; if the target is too far away, vertical autoaim will not take effect.

So:

>Z coordinates exist

>the game will deliberately not autoaim on far away targets causing you to never hit them

So obviously Z-coordinates and 3D space must exist. If your "weapons automatically hit anything regardless of height" hypothesis was true, how could vertical auto aim be turned off?


939b8c  No.16186165

>>16186162

Monsters have infinite height in Doom. This is an irrefutable fact. I mentioned the pinky example as just that, an example. You are putting words in my mouth, but fortunately for you I am interested to get to the bottom of this any way.

>a wiki used the phrase "Z coordinate," therefore 3D

Come on, now.


510cc1  No.16186169

>>16186162

>how could vertical auto aim be turned off?

show us the toggle in vanilla Doom's options menu to turn off autoaim

modern source ports allow for things like full mouselook, disabling autoaim, hell a port like 3DGE even allows for room-over-room, something impossible to do in the vanilla engine.

source port=/=Doom


6109dd  No.16186176

>>16186159

Go ahead and test yourself. I'm using Chocolate DOOM which is demo-compatible with the original 1.9 DOOM (supposedly, I don't use it normally).

If you want videos:

https://www.youtube.com/watch?v=CLRvPJppwsM

https://www.youtube.com/watch?v=4GJ-gzna_dE

Pick your poison between neckbeard and Brutal Doom gameplay.


6109dd  No.16186180

>>16186169

As the wiki says, vertical autoaim is turned off if the target is too far away. This is automatic in all versions of doom.


6109dd  No.16186187

>>16186165

They have infinite height for collision with other monsters. Not for collision with things like bullets or rockets (though rocket explosions specifically still ignore height, which is used for Icon of Sin. They still need to impact a wall or something else at the right Z-height in order to damage monsters above or below them though).

The reason being how would you deal with a situation where the player runs into an elevator shaft and ends up standing on top of monsters? The player would be stuck unable to shoot directly down. There's dozens of issues like this that would be quickly problematic, you can see why id went the easy way out of making monsters not able to stand on top of each other.


939b8c  No.16186211

>>16186187

So you're totally fine and dandy with "Oh yeah obviously monsters have infinite collision height, otherwise the player wouldn't be able to aim down at them. Duh." but you've never asked yourself "Wait, why can't I aim down?" Could it possibly be because the game isn't 3D, that floors and ceilings are literal holes in the map that the camera "patches in" textures to, and that skewing the camera up and down would completely ruin that illusion?


6109dd  No.16186238

>>16186211

No, it's because they optimized the renderer in such a way that it could render things much faster (necessary for people playing on a 386) but only looked good when looking at a flat plane.

The fact that things have a z-coordinate makes it 3D. This is what the definition of 3D is, 3-dimensional. Objects exist and interact with each other in 3 dimensions. Collision boxes that don't correspond to the visual representation of an enemy don't change any of this. To a certain extent every game ever has had collision boxes that don't directly correspond to the models.


510cc1  No.16186253

>>16186238

that the projectiles have a z-axis, does not make the entire game 3D. That's like saying that Ocarina of Time has menus that are flat 2D, therefore the entire game is 2D.


939b8c  No.16186255

>>16186238

>The fact that things have a Z-coordinate makes it 3D

The fact that they have no Z-dimension means they aren't. It doesn't matter if you perceive a game as 3D thanks to the tricks it employs, even if those tricks are good. When the computer reads the code and runs the game, it has no mathematical concept of a 3rd dimension within the game system. Whether you wish to believe that or not is up to you, but it is most obvious in the rendering engine and map definitions.


6109dd  No.16186275

>>16186253

>>16186255

The projectiles and the monsters have a z-dimension, otherwise the game wouldn't know if the projectile passed under, over, or hit a monster. Same for terrain, it has a z-dimension.

https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/p_mobj.h

// Map Object definition.

typedef struct mobj_s

{

// List: thinker links.

thinker_t thinker;

// Info for drawing: position.

fixed_t x;

fixed_t y;

fixed_t z;

// More list: links in sector (if needed)

struct mobj_s* snext;

struct mobj_s* sprev;

//More drawing info: to determine current sprite.

angle_t angle; // orientation

spritenum_t sprite; // used to find patch_t and flip value

int frame; // might be ORed with FF_FULLBRIGHT

// Interaction info, by BLOCKMAP.

// Links in blocks (if needed).

struct mobj_s* bnext;

struct mobj_s* bprev;

struct subsector_s* subsector;

// The closest interval over all contacted Sectors.

fixed_t floorz;

fixed_t ceilingz;

// For movement checking.

fixed_t radius;

fixed_t height;

// Momentums, used to update position.

fixed_t momx;

fixed_t momy;

fixed_t momz;

So, objects have both a z-position and a height. Problem?


939b8c  No.16186291

>>16186275

>Problem?

Not at all, because your lack of understanding of the subject matter is blatant and getting you nowhere. We are already retreading old ground. But keep fighting that good fight, I guess.


6109dd  No.16186295

>>16186291

So, to recap. I've proven

>you can shoot over and under monsters

>auto aim can be on or off

>there is literally a z-coordinate for objects right next to the x and y coordinate.

>objects have a height

Yet you still don't think it's 3D because some vague reason of being able to look up and down mattering?


939b8c  No.16186301

>>16186295

And again, you're ignorance and arrogance is stifling. I've been over this a few times already. It does not fucking matter because there is no 3D space. It is the difference between a Cartesian coordinate system with 3 dimensions and a 2D game board with miniatures that has those little plastic stands which make them look like they are flying. I've tried explaining it an out fifty different ways, but you insist a tomato is an apple because it is red and round.


98d9db  No.16186302

>>16184456

>Preferably with lots of monsters and/or overpowered weapons.

Clusterfuck, definitely Clusterfuck.


6109dd  No.16186303

File: 40066c360b6491b⋯.jpg (121.47 KB, 534x367, 534:367, DOOM end.jpg)


939b8c  No.16186307

>>16186303

Adorable. Do you have a pull string with catchphrases too?


510cc1  No.16186311

>>16186303

oh shit, Wolfenstein 3D was 3D this whole time and I never realized! I mean it says it right there!


6109dd  No.16186315

>>16186301

>Cartesian coordinate system with 3 dimensions

> // Info for drawing: position.

> fixed_t x;

> fixed_t y;

> fixed_t z;

It's literally right there in the code. It's uses a coordinate system with 3 dimensions. You can be any at any z-coordinate between -32768 and +32768 (I believe its an integer).


939b8c  No.16186322

>>16186315

I don't know why you think repeating the same information is going to get you anywhere.

Here's a fun one. If Doom is 3D, then why can't rooms exist above other rooms?


939b8c  No.16186329

>>16186322

Hang on, let me write up a .cpp file that contains a class with 3 integer fields. I just made a 3D game guys! My college degree is finally paying off!


6109dd  No.16186342

>>16186322

Maybe you don't understand how this works. 3D is defined by having a 3-coordinate system. DOOM has that, and enemies and objects can exist at different heights. This is the definition of the word. Having a restriction on how the world can be made does not make it not 3D.

Is Quake not a 3D game unless it has a map with a room atop another room?


939b8c  No.16186352

>>16186342

>Having a restriction on how the world can be made does not make it not 3D.

Well, when that restriction is "Sorry champ, I don't know how you can exist in a space above something else," yeah it does.

>Is Quake not a 3D game unless it has a map with a room atop another room?

Wow. You're finally getting it. I was beginning to think you were a lost cause, but you might finally wrap your brain around this yet.


6109dd  No.16186361

>>16186352

I can make a Quake map without rooms over another room. Is that now not 3D?


939b8c  No.16186368

>>16186361

I know you're being a disingenuous little shitheel with that question, but I'll make you a deal. As soon as you make a Doom map with a room on top of another room, you can call that game a 3D game. Deal?


6109dd  No.16186372

>>16186368

No, because that's not required for a game to be 3D. Please tell me what you think 3D means if not 3-dimensional?


6109dd  No.16186375

BTW, Hexen runs on the DOOM engine and allows both full player flight, proper z-collision on everything and looking up and down.

https://doomwiki.org/wiki/Free_look

https://doomwiki.org/wiki/Z-clipping

https://doom.fandom.com/wiki/Wings_of_Wrath


939b8c  No.16186380

>>16186372

>It's not required for a game to be able to comprehend a room existing above another room for it to be 3D

Did you even read your own post before you hit reply? I think I was wrong, you're hopeless.


939b8c  No.16186381

>>16186375

Yes, and the Build engine creates the illusion of room over room with teleportation. What is your point?


6109dd  No.16186395

>>16186380

No, it isn't. Are you an idiot? Do you not understand that a room above another room is a potential thing for 3D, but not required to be 3D?

No one said DOOM was fully able to represent any form of 3D space. Every engine has limitations, even if only limitations to how big a level can be. This does not make DOOM not a 3D engine. A 2D engine has characters interacting on a 2D plane, a 3D engine has characters interacting on a 3D space.

Are flight sims that don't allow for complex interior geometry not 3D games? Old games like X-Wing are clearly 3D games even as they are effectively just a bunch of spherical hitboxes in empty space. The fact that the engine doesn't support fully detailed 3D geometry doesn't mean the engines aren't 3D.

>>16186381

Build Engine is also 3D


510cc1  No.16186409

>>16186395

>Build Engine is also 3D

also Pilotwings for the SNES is very clearly taking place in 3 dimensions


0ecb9e  No.16186411

>>16186090

I'm not into fads, so to me mods are merely what they do. I'd be interested in a battle royale doom mod, just as much as in a jrpg doom mod. Just try new things and see what happens.

Siding with or against consensus by default is a sign of normalfaggotry.


939b8c  No.16186415

>>16186395

Alright, well, you can think that, but no one will agree with you, and I'm definitely not the first "idiot" who's going to tell you you're wrong. It's clear that you think you're right about this – why, I have absolutely no idea, because it seems clear from our discussion that not only are you not well-versed on this subject, you have never talked to anyone that is. Regardless, it is apparent I'm not going to convince you. So I'm going to leave you with this thought.

Think about what I said earlier, about there being no real 3D space in the game engine. About how everything which seems 3-dimensional is actually a carefully thought-out trick. Now think about what I said about map definitions, map editors, and there being no rooms over other rooms. Why is that? Is it possible that the game cannot generate a room over another room because it doesn't know how? Or does it sound more likely to you that the game engine is actually 3D, fundamentally, but the team at id placed this arbitrary restriction on their map design for no discernable reason?


5174ff  No.16186420

>>16186380

>Myth: The Doom environment is actually >2-dimensional (a horizontal plane). A

>vertical dimension, or "Z dimension", is >represented by the game's graphics,

>but is an illusion. A vertical dimension is not a >real factor in game physics

>or game play.

>Truth: Doom is not 3-dimensional to the extent >that Quake and similar games

>are; The Doom world is far less complex, and >much more restrictive. However,

>this does not mean that Doom is a >2-dimensional game. There are objects and

>events, calculations and variables throughout >Doom that deal with 3 spacial

>dimensions.

>Some examples: Projectiles may pass >above/below monsters or players; A player

>can run across a gap or pit without picking up >items on the ground directly

>below; A tunnel or doorway that's just tall >enough for a Sergeant to pass

>through may be too low for a Cyberdemon to >pass through; A player standing a

>few paces back from the edge of a tall cliff may >remain unseen by monsters on

>the ground near the base of the cliff, but may be >visible to monsters further

>away from the base.

>The heights of objects and obstacles, >projectiles, monsters, players, windows,

>crushing ceilings, and so on, all have a real >effect on what can happen, and

>what you can do, in the Doom environment.

http://classicdoom.com/doommyth.htm#01


0ecb9e  No.16186427

>>16186087

For a moment I had hoped Superdoom receive an update.


510cc1  No.16186428

>>16186420

>I'm 12 and what is 2.5D


939b8c  No.16186441

>>16186420

>Conflating colloquial definitions with industry terminology

The standard at the time and since forever is being able to render an unlimited number of objects, barred only by performance limitations, in any position absolutely in relation to one another. That is a true 3D simulation. The limitations discussed in your normalfag article are the same limitaitons that prevent it from being real 3D. Why is this so hard to comprehend?


939b8c  No.16186446

>>16186441

*absolutely and in relation


6109dd  No.16186454

>>16186428

2.5D is a made up name to distinguish something that doesn't have the full capabilities of representing 3D space yet is still 3D.

If I tell you to make a 3D engine, then I tell you to optimize it so that it runs 100% faster but you can't have a room on top of another, that's still a 3D engine. You can't take a 2D engine and just magically add in heights for terrain and objects and bullets along with movement and velocity and acceleration and elevators and vision checks and so on without literally adding a z-axis coordinate to track all of that.


939b8c  No.16186471

>>16186454

>You can't take a 2D engine and just magically add in heights for terrain and objects and bullets along with movement and velocity and acceleration and elevators and vision checks and so on without literally adding a z-axis coordinate to track all of that.

That is literally what Doom is. Vision for monsters works the same way it does for the player, it tracks 2D verticies along the 2D game map until it finds a wall closing off an enclosed space and checks if the player exists in that space. It is literally a 2D algorithm.


6109dd  No.16186503

File: 39ae43b66b716f2⋯.png (44.84 KB, 1280x1071, 1280:1071, 1280px-Coord_planes_color.….png)

File: ed93c068f807245⋯.png (143.03 KB, 1280x1071, 1280:1071, 1280px-Coord_planes_color2.png)

>>16186441

>The standard at the time and since forever is being able to render an unlimited number of objects, barred only by performance limitations, in any position absolutely in relation to one another.

Please tell me where you got this definition. You can't, because there is no such definition.

The fact is that you're an idiot who knows nothing about the game or what you are talking about. You constantly make up new "reasons" why doom isn't 3D and then when proven wrong you try to find a new reason. You have no "standard since forever", otherwise you would have started with that. Instead you started with/

>>16186032

>There are no 3D coordinates. There is no 3D space.

Proven wrong

>Doom can be played entirely using the automap from top-down if only it showed where the enemies were.

Literally can't, you need to watch the height to know whether you can hit things.

>Monsters have infinite height because they have no height. You can group a bunch of pinkies or any other monster at the bottom of a cliff, shoot a rocket straight forward and it will explode in mid air and damage the pinkies.

Proven wrong

>In a real 3D game, the camera says "This thing is X units wide, Y units long and Z units high, so based on the angle I'm facing and the angle the thing is facing, I need to draw this." Distance doesn't even factor into it.

Exactly what happens.

>>16186103

>claims to be a doom fanatic

>literally doesn't know simple fucking shit like how rockets can pass over monsters.

>>16186165

Again saying that monsters have infinite height, despite the fact that I literally posted the code saying that they have a height value.

>>16186211

Now after being proven all this wrong, you complain about being able to aim up or down. As if aiming up or down is what makes a game 3D. So your definition changed again.

>>16186255

>When the computer reads the code and runs the game, it has no mathematical concept of a 3rd dimension within the game system. Whether you wish to believe that or not is up to you, but it is most obvious in the rendering engine and map definitions.

>asks for code

>receives code

>apparently doesn't understand code or just refuses to acknowledge it

>>16186301

>says the game needs a cartesian coordinate system

>wow, the game has one.

>turns out there aren't little plastic stands making monsters fly, otherwise bullets couldn't pass under them.

>>16186375

Proven that the engine supports looking up and down, it's just ugly. Hence why it was disabled and auto aim was implemented.

>>16186381

Now says that the Build Engine isn't 3D, despite it very clearly being 3D.

>>16186441

Now pretends to be some kind of industry expert with a definition of 3D. Why he didn't start with this supposed definition of 3D, no one knows. He instead bumbled about like a retard spouting bullshit after bullshit that was disproven time and time again.

Here is the definition of 3D. And here is DOOM


5174ff  No.16186513

>>16186503

https://doom.fandom.com/wiki/Doom_rendering_engine

>It is not a true "3D" engine (as it is not possible to look up and down properly, and one sector cannot be placed above or beneath another), but is however a fairly elegant system which allows pseudo-3D rendering. When first published, Doom was revolutionary and almost unique in its ability to provide a fast texture-mapped 3D environment on contemporary hardware — late-model 386 and early 486 PCs, without specialised 3D graphics hardware, running at clock speeds of around 25-33MHz.


5174ff  No.16186516

>>16186513

I did slightly more research and am less retarded now, but only by the tiniest amount.


5174ff  No.16186520

>>16186516

Also a reminder to check ID's, I was a different dude from the one arguing vehemently that original Doom is 3D. I posted 1 thing that alleges it is actually 3D (it's not).


939b8c  No.16186537

>>16186503

You really replied to all of my posts a second time because you are that anally annihilated about being wrong? I'm sorry, anon.

Look, you're not going to convince me of anything. I'm a professional programmer, I've modded Doom even when I was a kid and I've made games in my spare time. Again, it's clear you have a totally different definition of "3D" than I do. That's something I really can't convince myself to give a shit about. I have never, in all my years, see anyone advocate the position that a non-3D engine is 3D because subsystems of that engine are handled in 3D, from a logical perspective. I appreciate your passion but there's no need to act so arrogant when you are obviously out of your depth.


6109dd  No.16186538

>>16186513

There's no definition of 3D requiring either of those things. In fact

>provide a fast texture-mapped 3D environment

That's all 3D is. Cutscenes in modern games don't let you look up or down during them, are they not 3D? Is a game that doesn't have rooms at all (like a space sim) not able to be 3D?


6109dd  No.16186544

>>16186537

I am a professional programmer as well and unlike you who merely claims to know about DOOM I actually know about DOOM, as evidenced by how every single claim you've made about the game has been shown to be utterly wrong time and again. Your stupidity and inability to understand simple concepts like "what is a 3-dimensional space" does not make a game that represents a 3-dimensional space not 3D


939b8c  No.16186572

>>16186544

>I am a professional programmer as well

I don't believe you, primarily because you had to reference wikis to prove your point and I was able to recite everything from memory.


6109dd  No.16186665

>>16186572

I stated all my facts from memory and when you disbelieved them I added examples. Your recitations from memory were incorrect, why would they lend any weight to your argument?


939b8c  No.16186692

>>16186665

How is anyone supposed to take anything you say seriously when you say things like "A 3D game does not need to be capable of rendering a room on top of another room?" How can you get so indignant when you say something so incredibly stupid on its face and pretend not to notice?

Let's try approaching that from a different angle. What differentiates Quake and Doom? What term would you use to differentiate Doom's engine, which renders by creating strips of textures of varying height to create the illusion of distance, to Quake's engine, which renders everything based on absolute coordinates in a 3D coordinate space and then maps textures to those 3D coordinates?

How am I supposed to believe you're a professional programmer when you say the illusion of 3D is all 3D is? Is a picture of a cube the same as a cube?


510cc1  No.16186733

>>16186544

>I am a professional programmer as well

Congratulations on learning to program your TI-83 but Doom still isn't 3D.

>Cutscenes in modern games don't let you look up or down during them, are they not 3D?

Quite possibly the dumbest thing you've said yet.

Play Quake or any modern FPS and note how you can move the mouse and fully look straight up or down, without the scenery warping unrealistically. Now load up Hexen and try to do the same thing. Note how your vertical field of view is blocked after a certain point, preventing you from looking straight up or down, also note how the floors and ceiling warp as you push the viewpoint to its vertical extremes.

That's the difference between a real 3D environment, and smoke-and-mirrors psuedo 3D.


939b8c  No.16186750

>>16186665

>>16186692

Actually, I've come up with a better analogy. If I'm not mistaken, you're making the argument that Doom is 3D because the engine is "mostly" 3D, correct? It doesn't matter that the map is 2D and that monsters and map props have infinite height, blah blah blah.

So would you fuck a tranny? They're like 95% girls right? Just gotta deal with that pesky penis. They're basically the same as girls right?


6109dd  No.16186803

>>16186733

>I don't like how the 3D is rendered, so it's not 3D

lolwut? So any game that you personally think is ugly is not 3D?

Games have rendering glitches and imperfections all the time. Rendering has absolutely nothing to do with whether DOOM is a 3D or 2D game. DOOM could have no visual display at all, if its tracking characters in memory in a 3D space and having them interact in a 3D space, it's still a 3D game.


6109dd  No.16186810

>>16186750

How is the map 2D if it has height?


2ab790  No.16187056

A question, is the Quake modding scene as vast as the doom one? If not, then why? I'm not terribly far into Quake because Heretic is fucking awesome and I really want to give Hexen a shot after it but the engine would allow for all sorts of neat advancements over the doom engine. It's not a matter of saying Doom doesn't deserve those mods, it's a matter of me saying that if Doom modding is at this level then what level would Quake modding be at?


939b8c  No.16187081

>>16186810

For the same reason that you can take a sheet of paper and write "This sheet of paper is ten feet tall." on it. Then you create a social contract with your buddies to pretend it's a 10 foot tall amazon anime girl. But to the universe and everyone outside of the system, it's still 2D.


939b8c  No.16187104

>>16186803

The reason the game is "ugly" is because it is not rendering real 3D. Do you know what Y-shearing is?


939b8c  No.16187141

>>16187056

Prepare for a game that is difficult to like with Hexen. I personally enjoy it, but there are parts that can be quite frustrating, mostly the key and switch hunting in the second episode. It is essentially "what if we made a nonlinear FPS using only switch and key hunting as the motivator for player progress?"


2ab790  No.16187161

>>16187141

I'm fine with it as long as the combat is as good as Heretics, I love the intense fights that are now the norm in every minute of episode 3 maps.

As for switch hunting that never really felt like a problem since, at least with Doom up to episode 3 I guess, how are Plutonia and E4 bad? I haven't really bothered playing either if I'm being honest and Heretic there is some sort of odd yet logical flow to levels that somehow makes it incredibly hard to get lost. I can't explain it.


19bfe7  No.16187162

>>16185172

Cool. I'll check Maps of Chaos and Colourful Hell out.

>Most mods that port weapons from other games are also not balanced in respect to Doom monsters.

Yeah, I've been balancing that by using slaughterwads and monster mods or setting enemies to respawn.

Been playing Trailblazer recently. Shit gets pretty ridiculous when you combine it with stuff like Speed of Doom, monsters set to respawn.


939b8c  No.16187178

>>16187161

>E4 and Plutonia

Mostly agreed to be shit. Plutonia is just a slog with tons of chaingunners and tough monsters like archviles placed in early levels in ways that make them more tedious than challenging.

Hexen does have some intense moments to be sure, but much of the game is spent running around the different levels and hubs trying to gather shit. Nothing respawns so a lot of that time is spent not fighting enemies. The secret levels are cool.


939b8c  No.16187183

>>16187178

>I forgot to shit on Thy Anus Ruptured

Stupid fucking level design mostly, like the one which just has you gathering 3 keys so you can use them all on a single door. I dislike this because it adds backtracking for no reason. You could have laid the key rooms out in a line from the beginning to the exit and it would have accomplished the same thing.


ce7a58  No.16187209

>>16187056

Quake has had plenty of great mods since the very beginning, like the original Team Fortress and Quake 1.5 today. But I don't think as many people are making mods today since, as far as I know, it's always used the same coding language which is harder to learn than what Doom source ports have.


6109dd  No.16187293

>>16187081

But the universe of DOOM recognizes floor height. That's why monsters below you can't see you if the floor obstructs them.

>>16187104

Are modern games with blurry full-screen filters not real 3D then? After all they aren't displaying the game world correctly and similarly look like shit. If not worse than DOOM.


939b8c  No.16187301

>>16187209

It's C, whereas Doom can be modded with the very easy DECORATE script language if you use modern source ports.

>>16187293

Only the part of the engine which processes player and monster position recognizes that height. To the map engine and the renderer, it is equivalent to a piece of ground marked out in chalk with "Height = 10" written in the center.


6109dd  No.16187334

>>16187301

>Only the part of the engine which processes player and monster position recognizes that height. To the map engine and the renderer, it is equivalent to a piece of ground marked out in chalk with "Height = 10" written in the center.

You mean like a piece of ground marked (5,20,10)? You realize every vertex in every game is marked with a "Height = x", right? The game just plays pretend and simulates a 3D world for your amusement based on these numbers.

The map engine obviously understands height since you can fall, just the top down view doesn't understand height. But its a top down map view, not the game. The renderer understands height, else how does it know not to render the monster behind a raised section of floor?


939b8c  No.16187368

>>16187334

See, this is why I'm pretty sure you're not a real programmer.

>You realize every vertex in every game is marked with a "Height = x", right?

This is a blatant fabrication that you just pulled out of your ass.

>The game just plays pretend and simulates a 3D world for your amusement based on these numbers.

Yes, but if we were to go by your loose "it looks like 3D, so it must be 3D" definiton, then vector games from the 80s would be 3D, too. That's not a useful definition. There was a specific point in time where games transitioned from rendering an image which looked like 3D, to rendering a simulation based on an absolute and consistent system of 3D coordinates. Doom is not consistent in this regard; it uses a different system of abstraction when it comes to sector height and monster/projectile position. This is "true 3D," it was a holy grail of gaming until it was finally achieved commercially in the mid-90s. The engine allows you to effortlessly render objects and discrete spaces above or below one another, with no tricks, shortcuts or caveats; it is a complete system. I know you can tell the difference, and I know you're pretending to be obtuse. I don't know why.


939b8c  No.16187376

>>16187368

Also, there is an extremely key point here, which shows you really don't understand Doom/raytracing on a fundamental level:

>But its a top down map view, not the game

Wrong. A thousand times wrong. You have it entirely backwards. The top down view IS the game map. Your FPS game screen is "just an FPS view." The "3D" view is extrapolated from a 2D system.


7fd20f  No.16187467

>>16187334

>>16187368

One more thing, with a courtesy sage.

>The renderer understands height, else how does it know not to render the monster behind a raised section of floor?

It does not understand height as you and I know it. It sees that a texture is a certain distance away on a 2D plane and has a height value. When it reads that height value it doesn't think, "Okay, I know exactly where to place and size this texture in 3D space," it says "I'm going to draw a shape on screen and scale it because the height value means I draw it bigger." It literally does not understand 3D position as you and I do.


510cc1  No.16187481

>>16187293

>Are modern games with blurry full-screen filters not real 3D then? After all they aren't displaying the game world correctly and similarly look like shit.

Filters and shaders are post-processing which occurs after the fact of the base graphics being rendered. Whether it looks pleasing or shit is subjective but it is entirely removed from how the gamespace is being computed, which I'm sure you understand perfectly well you contrarian baitlord. If you've dabbled with emulating the PSOne for example then there is a good possibility you've experimented with filters to make the graphics look better. Adding a postprocess filter does not magically change a 3D game to 2D or vice versa. Do you also want to argue that Donkey Kong Country and Vectorman are true 3D games, because you can pull up a video of the character models being rendered and rotated in 3 dimensions on SGI workstations so therefore it must be real 3D? Actually you probably would.


7fd20f  No.16187485

>>16187481

I can 100% gaurentee you that he thinks Final Fight is a 3D game because you can move up and down on the street.


6109dd  No.16187589

>>16187467

>It literally does not understand 3D position as you and I do.

By that metric no game does. Every 3D engine is just using a math transformation to place dots on a screen in the correct order.

>>16187481

It's almost like whether a game is 3D or not doesn't have to do with whether yyou like how it renders things.

>>16187485

The character moves within 3D space but the camera does not, it's fixed. DOOM is rendering 3D geometry while sidescrolling games render a flat background.


7fd20f  No.16187750

>>16187589

Do you really not understand the concept of a complete and consistent system? And have you ever met another person who believes a game which is partly 3D is 3D? You are a very special individual.

>By that metric no game does. Every 3D engine is just using a math transformation to place dots on a screen in the correct order

In true 3D games, the camera viewing space is a 3D shape called a frustum – a trapezoidal prism, basically. In raycasting games like Doom, the camera viewing space is mathematically represented by a triangle.


7fd20f  No.16187764

>>16187589

>>16187750

You know what, I'll take it a step further.

https://lodev.org/cgtutor/raycasting.html

This is perhaps the most prolific raycasting engine tutorial in existance. It's how I learned to write my own engine. If you read this article and still believe Doom is a 3D game, you're hopeless.


7fd20f  No.16187788

>>16187764

Also, I realize I have been using the terms raycasting and raytracing interchangeably, which was a dumb mistake on my part. Here's a link to my repo just to show I'm not full of shit.

https://gitgud.io/36poptarts/raycastinggame


6109dd  No.16187835

>>16187750

>>16187764

>>16187788

DOOM doesn't use raycasting you idiot. How are you this incompetent yet still pretending to know shit about the game? DOOM uses BSP trees.

Even if DOOM did use raycasting, that would change nothing about whether the game is 3D. You could write a raycasting renderer for Quake if you wanted. Would Quake be 2D if its rendered used raycasting?


608ae4  No.16187855

File: 08a59d9ec319bd5⋯.png (110.82 KB, 960x845, 192:169, ClipboardImage.png)

File: fd48dce6951d336⋯.png (194.55 KB, 1873x673, 1873:673, ClipboardImage.png)


5467e6  No.16187978

>people arguing with a redditor who read somewhere "the cool tru facts" that doom isnt 3d

Just stop arguing with redditors.


510cc1  No.16187994

File: 3f0210765612981⋯.png (122.27 KB, 230x464, 115:232, 230px-Y-shearing.png)

>>16187589

>DOOM is rendering 3D geometry

a facsimile of 3D geometry extrapolated from map data wherein the actual playspace is a 2D plane. Oldschool rendering tricks that convey the illusion of something more than what is really taking place under the hood, like how the mirrors in Duke3D or Deus Ex are not actually reflecting anything, but rather are cleverly disguised windows into a duplicate room complete with a dummy PC actor to be the player's 'reflection'.

Consider the following: in Quake, you can rocket jump. In a Doom engine port with a software renderer and jumping enabled, you can't. Why do you think that is? Certainly rocket boosting horizontally is a real thing in Doom used by speedrunners and even casually to get to places that would be otherwise difficult or impossible to reach. Yet you can't do a vertical rocket boost. How come? Another trick used by speedrunners is the archvile boost, and this DOES boost you vertically to reach places you couldn't normally access. So why is archvile boosting a thing in Doom but not rocket jumping? Because you have to be able to aim straight down to perform a rocket jump, and archvile boosting does not require aiming, only positioning. If the engine was really rendering a 3D space, what would prevent you from firing a rocket straight up at a cacodemon directly above you, or at the floor directly under your feet? The answer, again, is because it's not a real 3D space.

>Another drawback of this method is that since the projection remains horizontal, a 90° pitch from the horizontal is technically impossible. The sliding window position follows a tangent curve, thus increasingly more lines are needed for each new degree. This can be seen on this article's illustration, as the pixels on the floor texture becomes increasingly stretched the lower you look. The maximum upward angle in ZDoom is 32°, and the maximum downward angle is 56°. A 90° angle would require an infinite number of lines to be rendered.


6109dd  No.16188030

>>16187994

>a facsimile of 3D geometry extrapolated from map data wherein the actual playspace is a 2D plane.

If the "actual playspace" is a 2D plane how the hell do cacodemons work? How do stairs and elevators work? How is it that if a door is opening slowly there's a specific point at which you can move through it, roughly corresponding to a sort of "player height"?

>If the engine was really rendering a 3D space, what would prevent you from firing a rocket straight up at a cacodemon directly above you, or at the floor directly under your feet? The answer, again, is because it's not a real 3D space.

It's real 3D space, id just didn't want to let you look up or down. The concept of up and down still exist in the engine.


5467e6  No.16188054

>>16188030

Doesn't matter if a game is pseudo-3d or "true 3d" if any part of it uses 3d co-ordinates its 3d.


daa5cf  No.16188067

>>16187978

Despite the engine limitations with the game making rooms over rooms impossible, everything within the game is fully capable of moving in full 3D if programmed to. Hell, even Duke Nukem 3D and some the earlier fully polygonal games have to use tricks to give the illusion of one room being over another- but they're still widely considered to be 3D.

>>16188030

You have to remember that any physics in the game are incredibly basic as well. It's limited to an object being pushed in a single direction, something that was common even in games half a decade later- with the major exception of grenades. Not a competent programmer though, so it's based only on my observations of games I've played.


70f520  No.16188070

>>16188030

So many pseudo-intellectuals think they know how 'doom isn't really 3d!' because it used 2d sprites for the enemies, and make a fucking idiot of themselves because they never played the game at length.

>>16188067

How the fuck do you jump over gaps then you moron?


510cc1  No.16188095

File: e2a58086073af38⋯.jpg (6.43 KB, 174x289, 174:289, serveimage.jpg)

>>16188030

>id just didn't want to let you look up or down.

Why did they change their minds between Doom and Quake, then? Since you seem to have insight into the minds of the devs.


fd629b  No.16188187

>>16188067

>Why do you think that is?

Because the engine port is emulating Doom as faithfully as possible, GZDoom (and QZDoom to a lesser extent) is fully capable of 3D because of OpenGL. Indeed one guy did make a fully 3D doom game in GZDoom. The capabilities of ZDoom and it's two forks is beyond what the original Doom is capable of and therefore a terrible example to ever use.

Maybe you should study up on what Doom actually does instead of relying a source port that's far more capable then the original game.


fd629b  No.16188189


a70a71  No.16188192

File: 7771f9857d1bd1e⋯.jpg (85.93 KB, 706x455, 706:455, __cirno_touhou__488ef52b38….jpg)

>>16185845

Not new, but probably forgotten given the thread's just exploded over the 2D vs. 3D thing. There's actually a few places in that book that say Doom is not fully 3D, at least in terms of what defines its environments. Even with source ports like Doom Legacy that have 3D floors and similar trickery, the core Doom map format hasn't changed at all. Unsure how it is for ZDoom with its slope support and similar.


f68bdd  No.16188232

>>16188030

>>16188095

The Doom engine's wall rendering algorithm is designed to work with vertically oriented walls. With this constraint, the Z coordinate (depth) of the wall is constant across each column of pixels, so it can achieve perfect perspective correct wall texturing for cheap. If you could look up and down, walls would no longer be vertically oriented, and this algorithm wouldn't work, so they prevented you from doing that. As a result, the game ran fast (enough) on machines of the time, and really did render a perspective correct, accurate 3D view, just one with a number of restrictions to make it work.

Quake actually does something similar, but with arbitrary triangles. It renders triangles in columns a little like Doom, and iirc renders 8 pixels at a time using the same depth value for each when texture mapping. It was designed specifically to run on a Pentium, which had a floating point unit that ran simultaneously with the integer unit. This meant they could do the floating point perspective texture coordinate division "for free" while the integer unit did the texture mapping. I guess they timed the code and figured out that they could render 8 pixels in-between each perspective division with no discernible quality loss; any less and the texture mapping code would be stuck waiting for the division to finish, any more and the texture mapping code would be producing less accurate results than necessary.

Duke Nukem also did something similar to Doom, but instead of rendering columns, it could figure out arbitrary lines of constant depth across the surface of a polygon, and thus render sloped surfaces (and possibly look up and down, I don't remember) at a similarly low performance cost.

I gotta go so I'll be brief but in conclusion, I think it's more of a philosophical question than anything where you draw the line between "2.5D" and "real" 3D. There are so many vague ways you can say a particular engine is "faking it" or "real" that I don't see the point in angrily insisting it is one or the other.


510cc1  No.16188284

>>16188187

Substitute Hexen with its Wings of Wrath and the closest rocket launcher analogue then. Why can't you 'rocket' jump? Maybe you should study up on what Doom actually does if that's your best attempt at a counter argument.

>For instance, while yes, you can walk under a projectile, you can't walk under (or over, for that matter) an enemy.

>There's no Z axis check on melee or switch/door use either - you can punch a demon, or throw a switch, on a ledge 50 feet above you.

>It's also impossible for the vanilla engine to have one room above another, so when you show that cube and ask what the difference between it is and the polygonal one is, the answer is, the polygonal one has a bottom side. The one in doom can't. It can't float above the ground. Unless it's hollow, it can only have a max of 5 sides. The sixth has to be connected the floor or ceiling of neighboring sector.

>Projectiles use sort of a virtual coordinate system to draw and perform hit detection. Note that projectiles are also sprites which are occluded by BSP surfaces, the same occlusion calculation being used to detect hits against walls. This explains why you can't shoot through raised platforms as you demonstrated.

>In all, I liken the Doom engine to something like the SNES Mode 7 on steroids. What you see on-screen is a complicated system of drawing skewed surfaces basically like sprites, giving all appearances of being a 3D environment, with many small tricks regarding sprite positioning and an internal 3D coordinate system informing features like projectile hit detection and clipping. The fact that rendering is performed using a basically separate dataset (BSP nodes) from the game state information, rather than a unified 3D model of both the game state and level as with successors like Quake, makes the Doom engine a "pseudo-3D" system in my mind.

>Basically, Doom is "3D" in the same way Mario Kart is "3D", it's just much more convincing. The fact that we are still debating this 23 years later is a testament to how well Doom simulated a 3D environment, and how much of an awesome technical feat it was at the time.


fd629b  No.16188435

>>16188284

>Maybe you should study up on what Doom actually does if that's your best attempt at a counter argument.

>counter argument

That is not a counter argument to your main point, I am just annoyed that idiots like you look at ZDoom and think they can make any accurate analogies with it when the engine itself is capable of far more then what the original Doom is capable of. Even the 2D things ZDoom can do which Modders like to use frequently is beyond vanilla Doom's capabilities. It is not a valid comparison.


6138d5  No.16188660

File: 7152cff1a13c5ae⋯.png (205.01 KB, 1130x900, 113:90, 1466380716702.png)

>>16188187

>GZDoom

>Has a fully 3D map

>needing to use additional sectors out of the map as a very poor form of variable storage, just so that another sector can have additional heights

>or using even performance sucking portal method to "stack" several sectors

Bruh.


f9070c  No.16188742

>>16188660

>performance sucking portal method

This shit is why idtech 4 needs to be the codebase for enhanced source ports. The difficulty of supporting the classic data formats and modding methods would be offset by the excellent per-sector portal efficiency and overall performance boost compared to GZ.


a70a71  No.16188781

Invidious embed. Click thumbnail to play.

>>16188435

Case in point, I just discovered Lambda. It's Doom but with the Half-Life and Opposing Force weapons. The demo vid has the high-definition models from Opposing Force but it's presently only got the original ones. In any case it's a flawless re-creation.

>>16188742

Not sure I agree, because the majority of mods are sold on fun or creativity, not visuals. Great visuals are out of scope for the majority of modders, there's a reason so many "borrow" assets from other places. So again, I don't understand why Graf thinks catering to that is a good idea.


f9070c  No.16188910

>>16188781

I don't care about the grafics nearly so much as the efficiency. Even basic maps and mods can choke in GZDoom on my toaster, but Doom 3/Prey/Quake 4 run perfectly smooth while being enormously more detailed and complex. The render code in id tech 4 is great and I think it'd be a perfect replacement for other enhanced source ports if the game logic could be written in.


510cc1  No.16188945

>>16188435

I like how you completely missed earlier in the thread where I explicitly stated that source port=/=Doom, and you completely ignored where I said SOFTWARE RENDERER in the post you responded to so that you could screech incoherently about GZDoom and OpenGL. Not to mention your idiot ass has yet to even acknowledge whether the Hexen example is or is not a 'valid comparison'. You're out of your depth, son.


a70a71  No.16189012

>>16188910

I don't know how feasable it would be to actually do, but there is a clean-up port iodoom3, like ioquake3 is to idtech3. If we're talking basis for a Doom source port I'd probably prefer that.

The bigger problem though is displacing GZDoom is next to impossible. Like game consoles and operating systems, it's all down to running what people want, and most mods need GZDoom. It's a struggle to attract porting of mods, let alone new ones. Even the author of Lithium backed down on porting to Eternity Engine after ranting about how wretched GZDoom is as a platform, which is also why mod compatibility is out of the question. The whole ZDoom lineage is riddled with mis-design and implementation bugs, and changing anything is liable to break mods. Imagine when array indexing order is backwards. ZScript did.

>>16188945

>>16188813

>>16188794

Chill out tough guy, and go and play some fun mods.


f9070c  No.16189032

>>16189012

>backwards array indexing

You'd have to go out of your way to fuck up something like that.


a70a71  No.16189091

>>16189032

In fairness to that one it was resolved fairly elegantly without breaking anything. But it's indicative of a deeper problem in development of features. They are not adequately tested. A similar stupid inherited from ZDoom is that scripting for map markers has their visibility toggle reversed. Nobody obviously used the feature to figure this out until recently, chiefly the devs.


13dffd  No.16189175

>>16188910

I don't understand how or why GZDoom has vanilla doom or heretic chug on my toaster. Yeah it's a toaster, but still it's not like I'm playing a slaughter wad where 1000 or more enemies are being triggered at the same time.


8b85ec  No.16189282

File: 490dcd1965b5a4d⋯.jpg (87.86 KB, 566x800, 283:400, smash ultimate uncensored ….jpg)

I know this isn't a retro shooter thread, but I've been really impressed by Amid Evil. It really nails the Heretic/Hexen vibes, looks great, and doesn't play like hot garbage in a syrup mill.

I've been playing blind on the Evil difficulty with completely bare starts, and I've only got a few complaints:

>Early Access

>Soul Power and instant-use powerups suck. Backtracking for souls sucks.

>Weapons could be more satisfying to use (Whisper's Edge is slow as fuck, Celestial Claw's splash is nonexistant except when it's hitting you, Trident is weaksauce in later acts, etc).

>Enemies need way more feedback when hit, and their melee attacks need to be less omnidirectional.

>More shortcuts/elevators after secrets/platforming sections would help avoid endless quicksave spamming because god forbid I strafe off the three-meter-wide platform with angry sea mines gunning for my dick.

>Early Access

I look forward to buying this when it comes out. Thanks to whoever put it in the share thread.


a70a71  No.16189285

I just found a really cool easter egg in Lambda. If you have the Gluon Gun equipped and are under the effects of both double and quad damage, it becomes a Proton Pack. That's a cute nod to the original weapon obviously being based on it, and even named "weapon_egon" internally. It also becomes fucking insanely overpowered. Tap-firing normally does 80 damage. In this state it does 800. Sustained fire is about 33% more efficient too.

>>16189175

There is more it has to account for given all of the complex scripting and stuff behind the scenes, but for the most part it's plain inefficient coding. And plenty of mods make the problem even worse. Again, refer to >>16132281 for why they might have such a bogus coding methodology.


7fd20f  No.16189343

>>16187835

Uh, yeah because raycasting and BSP trees are both methods of extrapolating a 3D image from a 2D map, by definition. I was hoping you'd pick up on that considering its at the top of the article but apparently not.


7fd20f  No.16189350

>>16188054

>>16187978

>sheeit nigga, i aint gonna be lernin n shiet, u think u smart r sumthin

I didn't know Doom was so popular with such niggerlike attitudes.


7fd20f  No.16189354

>>16189282

Amid Evil is easily my favorite retroclone shooter. I hope the dev goes on to make other shooters afterwards.


a70a71  No.16192478

File: b253121b41ebc5a⋯.png (163.14 KB, 800x600, 4:3, HSG.png)

Ban golf from grafittin contests.


d27ae4  No.16193757

>Minotaurs are now regular enemies

>They take 20+ phoenix rod shots to take down and can oneshot you with the fire line attack

I take back all my dicksucking for Heretic. This blows ass.

It was great fun but I'm not going near E4 or E5.

Important question now, Preacher, Hexen, Heretical Doom or something else?


e446f7  No.16193887

File: 0c0a8ae48de52cb⋯.png (210.59 KB, 720x720, 1:1, bewbsBigger.png)

so for an end-user with a high-end PC, is GZDoom really that bad?


44af97  No.16194021

>>16193757

>>They take 20+ phoenix rod shots

Well there's your problem, maulotaurs are immune to splash damage, much like cyberdemons. You would be better off with the hellstaff, tomed phoenix rod, or tomed gauntlets, which allows you to out-heal their damage output.


d27ae4  No.16194395

>>16194021

Too late, already started Hexen. It's okay but I feel like the ranged enemies weren't thought out for the fighter class, at least on the highest skill. It's pretty gorgeous though.


0d73e7  No.16195225

>>16185184

German autism


a70a71  No.16197049

>>16193757

I warned you. But that said you aren't obligated to kill everything just because it's there, and I recall it being at least possible to 100% those levels with even vanilla weapons.

>>16194395

When ranged enemies really start being a problem he will have a solution. He's probably the best class too to be honest since his melee devastates most other melee enemies, and flechettes help a lot with ranged enemies. The other two classes are still viable though.

For Hexen 2, the expansion is probably better than the base game and you can start with either. You can viably use all classes too but I'd recommend either Crusader or Paladin (or with the expansion, Demoness). Necromancer suffers from high mana consumption and mediocre ultimate weapon, while Assassin doesn't fit into the gameplay and has weak first two weapons. God-tier ultimate weapon though.

>>16193887

It's mostly OK on high-end PCs. That's the problem though, it shouldn't need that.


489fe6  No.16197512

YouTube embed. Click thumbnail to play.

>>16197049

>Demoness

Oh yes.

>Ranged enemies

I just finished Hub 1, the secret level that I wasn't aware was a secret level was absurdly fun and intense, although some parts of Hub 1(that part where you spawn in with three wendigos against you, and then the walls drop and there are 5 others) was pure bullshit that required you to have stockpiled quartz flasks(thank god I did) and spam healing while bumrushing those wendigos. Otherwise I really like the game and it's probably the best looking one out of the Doom, 2, Heretic, Strife games I had played.


a70a71  No.16197550

Goodness. Mix Demon Counterstrike and Lambda, and play Maps of Chaos. It's intense. MoC is basically slaughtermap versions of the original Doom 2 levels. But it's amplified by surprise monster closets in MoC, random monsters/items spawning wherever, that most of the basic Half-Life weapons need to reload, and that the RPG can only be used sparingly. The tripmines are pretty fun to use though.

>>16197512

>pure bullshit

YUP. They are even more total bullshit if playing on max difficulty (fast monsters, no respawn thank god) but thankfully that's their only real encounter.

>the secret level

Make sure you find the secret map on hub 2 as well, and there will be a secret level in hub 4 you can visit. Otherwise it's barred.

>Oh yes.

She's powerful but stem your excitement a little because the Hexen 2 classes are similar in nature to Hexen ones. 4 weapons, last is in two pieces. The only addition is a basic stats system where you auto level up on killing enemies, and gradually do a bit more damage and gain max HP/mana and such. Also two class-specific abilities open up at level 3 and 6 respectively. The Crusader ones are particularly godly. If you're into speedrun stuff, he's also got the best movement tech.


489fe6  No.16207963

>>16197049

Hexen was fucking great. Thank you. Is the expac worth playing or should I just skip to Quake?


b117e6  No.16211460

File: dc8bfdbf055933a⋯.gif (1.52 MB, 635x457, 635:457, Thyhopeconsumed.gif)

>versions of Gzdoom newer than 3.5 crash on startup (opengl error)

>now the old versions stopped working too

Fuck Graf


82ff08  No.16211465

I want to play nu-Doom just because it's something different, but every time I see it's 100 niggerbytes and I immediately lose interest.


1c0581  No.16214483

What is wrong with brutal doom and it's creator?


b29679  No.16214518

>>16207963

I haven't actually played Deathkings sorry. It's been in my to-do list for a while. You'll be fine going to Quake though, and checking it out later.

>>16211460

What are your specs, and are you using the vintage build. Because I take a pretty low view of people who can't run it when even my dogshit laptop still somehow manages.

>>16214483

Community drama but fuck that noise. All you need to know is that Brütal Doom is not actually a bad mod in terms of playing it, but it's sub-pajeet in terms of programming, and its popularity and fanbase is rabid. Worse, people expect it to work with everything else, to the extent some mods have anti-BD checks.


444779  No.16214521

>>16214483

His mod is really popular. Also he wrote the word "nigger" in a comment once, pissing off the SJeWs.


608ae4  No.16214524

>>16132079

Could use the actual blood weapon set to be honest.


608ae4  No.16214533

YouTube embed. Click thumbnail to play.

Angst seems like it's got a pretty nice aesthetic to it.

https://mikestoybox.net/2019/01/13/angst/


e446f7  No.16214587

YouTube embed. Click thumbnail to play.

>>16214483

>>16214518

>>16214521

If you want some of the features of brutaldoom without the performance issues and more mod compatibility, go for BDLite

http://teamouse.net/games/doom/bdlite/index.php


b29679  No.16214829

>>16214587

I've been looking at that, but sadly, it doesn't have the magic that actual Brütal Doom does, not now at least. Specifically, it feels like a run-of-the-mill weapon mod. I am watching it though, and I am not someone who is invested in Brütal Doom, I primarily play more silly mods.


0bfec8  No.16215024

AMC TC Episode 3 is out.


116a97  No.16215044

File: 2c706629e2fce64⋯.jpg (529.49 KB, 1500x1058, 750:529, caa7f1858ee76751ba7698cfbd….jpg)

Are there any good 40k related ones?

Also, i recommend simon's destiny and the splatterhouse ones.


556d6f  No.16216940

>>16215044

Ignoring GWs recently silliness. This new chaos stuff they are showing has a strong doom vibe.


3fc282  No.16226846

>>16214518

>What are your specs

Intel HD 4000, core I5 3210m, 8gb RAM, 64 bit system

>vintage build

Tried it but didn't work either

Error is:

>Code: C0000005 (Access Violation - tried to write address 00000040)


e43071  No.16226877

Whats the best way to experience Doom64? Don't say "On an N64 hooked up to a CRT TV."


b29679  No.16226888

>>16226846

HD 4000 should be more than adequate. Most of the complaints of that particular error I've seen through searching though seem related to bad mods, or bad drivers, and Microsoft are known to gimp the ones they provide as far as OpenGL because what do you expect when they want to push DirectX? Embrace Extend Extinguish hasn't died out, and Intel directly may provide ones that actually work.

https://downloadcenter.intel.com/product/81499/Intel-HD-Graphics-4000

Failing that, check it's not an issue in the latest dev build, and if it is, try reporting it on the forum. Graf can be an idiot but I don't believe he's actively malicious, and the community in general do actually try to fix things. Guest posting is an option but otherwise just make a throwaway. Make sure to be as informative as you can though. At a minimum, the crash report, your operating system and version, your GPU and driver version, and whatever else you think will help.


e446f7  No.16226971

>>16226877

doom64ex


d5fd61  No.16226992

>>16214524

Quite frankly outside of the shotgun and dynamite I hated the blood weaponset. Something like the tesla gnu, voodoo doll and spraycan are pretty much situational for various weapons. The napalm lawnchair is good. Tommy gun is a solid meh. Life Leech sucked ass. I can't even remember if I'm forgetting a weapon or not.


b29679  No.16234470

>>16226992

>tommy gun

>meh

That's a crime. They're on par with bolt-action rifles as favorite video game weapons. Not enough Doom mods have them either, I think only Moon Man Doom has a BAR of any sort.


d5fd61  No.16234732

>>16234470

It's got great animation but at the same time you're never really that far away from cultists to require using it over the dynamite/napalm, and as far as I remember it wasn't really that good against bloater butchers/gargoyles/hellhounds.


6138d5  No.16234740

>>16234470

> I think only Moon Man Doom has a BAR of any sort.

You mean the FG-42? Yeah I added it in, even though strictly speaking the Wehrmacht was equipped with the MG-34/42 not the FG-42 at all, those were reserved for the Fallschirmjäger only, but I didn't really feel like it to make another class just for a single weapon. If anything I really would love to have a loadout system instead which depending on your class gives your more flexibility how your looted weapons are going to be. Much more flexible imho but I know jackshit about ACS ;_;.


743456  No.16234908

>>16234470

>>16234740

Speaking of Moonman, does anyone have the "latest" version.

Mine is like a hundred years old.


b29679  No.16234927

>>16234908

https://gitgud.io/moon-men/moonman-doom

Links on there but I just cloned the Git repo. GZDoom can accept folders as well as WAD/PK3, not sure about other ZDoom variants.


743456  No.16234941

File: ca6dd05161e1692⋯.gif (15.79 KB, 320x288, 10:9, 1464348770246.gif)

>>16234927

Thanks my man.


e446f7  No.16242209

File: 4a93225a90ba7e0⋯.jpg (7.97 KB, 284x177, 284:177, gib.jpg)


e446f7  No.16242661

>>16242209

for anyone curious as to what the fuck I was doing, I'm playing through a bunch of doom mods

this is my current loadout:

-iwad base/doom2.wad -file wad/visual/droplets.pk3 wad/gameplay/bulletz.pk3 wad/gameplay/immerse.pk3 wad/maps/eviternity.wad wad/weapons/latailorgirl.pk3 wad/gameplay/enhancedAI.pk3


0f68bd  No.16243296

>people itt hate Icarus Lives

I… didn't know he would elicit this much of hate. I thought, for a yter, he was alright since he actually reviews the game without poor narration.


0f68bd  No.16243299

>>16150192

>Hideous Destructor is too hard

Don't you tell me it's easy. The mod was meant to be difficult, after all.


0f68bd  No.16243309

Anyway, to contribute to the thread, I suggest a time-waster mod: REELism. I personally find it outshining from the rest as this mod has RNG, making each play session a different experience from the last. Besides, majority, and I mean 85% of Doom mods are just map and weapon changes.


0f68bd  No.16243324

File: 73e75040e3d19f5⋯.png (828.67 KB, 1280x720, 16:9, ClipboardImage.png)

>>16214524

I recommend you try Ultra Crispy, it's a slightly revamped version of the original weaponset. The one major change that I know of is that you have a pistol instead of the pitchfork.


4735ba  No.16247943

>>16243324

I'll second this one. It's ridiculous just how many mods there are to import weapons from other games, but even moreso that many of them feel exactly like in the base game and are fit naturally into Doom. Quake 3, Unreal Tournament, Blood, Half-Life. There's undoubtedly more.

>>16243309

That one's a fun one, along with that one survival mod whose name escapes me. Like the UT2004 game mode where you have to fight off waves of Unreal enemies but also focuses on defending something more than pure survival.


4f5f8a  No.16248540

File: 2371e9940c41843⋯.mp4 (5.95 MB, 720x364, 180:91, Brenton_Tarrant_-_DOOM_(Pi….mp4)

File: 9284d948e86d2e9⋯.jpg (631 B, 1x1, 1:1, bypass.jpg)

I like this total conversation.


9d0c1d  No.16249249

>>16243299

He literally didn't read the manual and bitched about basic shit. He's fucking retarded.


28daf1  No.16249292

>>16150192

Tell me about Hideous Destructor, anon.


2aea79  No.16249324

>>16248540

That guy is a CIA acceleration faggot.


e662d5  No.16249396

>>16249324

Mark, you may as well tripfag if you are gonna be this obvious. Please stop damaging what little PR you have left this is emberassing.


e446f7  No.16249548

File: 7085e09d7eb510a⋯.png (21.4 KB, 400x400, 1:1, lostsoul.png)

>>16243299

>>16249249

>>16249292

In MY retarded opinion, no game in the Doom engine should use more than ~7 keys/mouse buttons:

>Open/Use

>Fire

>Alt Fire

>Reload

>Jump

>Crouch

>Number row for weapon switching and mousewheel for relative weapon switching

WASD for movement and mouselook.

At best I would accept three more keybinds for inventory left/right and use, but the mod would have to use it frequently enough for the keybindings to be worth.


e446f7  No.16249653

YouTube embed. Click thumbnail to play.

28daf1  No.16249720

>>16249653

So it's tacticool doom? Looks nice, thanks anon.


e446f7  No.16249766

>>16249720

It's a little overly tacticool, imo.

A little advice, swallow your pride and start on one of the lower difficulties. Even in Vanilla Doom/Doom 2, the number of enemy spawns on Ultra Violence can be too much for you to possibly handle.


287711  No.16250814

https://forum.zdoom.org/viewtopic.php?t=37044

DoomRL Arsenal updated to 1.1 two day ago fucking finally Yholl, it only took you three and a half years.


e446f7  No.16250943

>>16250814

why the fuck does IDKFA draw a joke weapon and then crash? I just want to test the damn weapons. What a fucking meme.


9d0c1d  No.16250954

>>16250943

Because retards think that shit is funny, same as the "epic" intentional brutal doom troll code.


287711  No.16251249

>>16250943

It's to do with the weapon/armor pickup limits and going over it causing shit to break. If you want to try stuff out open up the console and type "give RL(weapon/armor name)pickup". You can do the same with modpacks as well.


e446f7  No.16251273

File: e342360146419c0⋯.jpg (186.96 KB, 565x564, 565:564, nothing_but_failure.jpg)

>>16251249

did he have to turn it into a meme though


ff1af9  No.16251295

File: e682f22033ca335⋯.png (92.61 KB, 449x337, 449:337, bb.png)

>>16250814

All that's needed now is for someone to update DoomRPG to work with it.


4735ba  No.16251365

File: c074fc3e494f3d5⋯.png (60.47 KB, 960x720, 4:3, Screenshot_Doom_20180714_1….png)

File: bf3106ed6af0e45⋯.png (63.3 KB, 960x720, 4:3, Screenshot_Doom_20180714_1….png)

File: 5e5f353b71134e3⋯.png (63.47 KB, 960x720, 4:3, Screenshot_Doom_20180714_1….png)

File: d7b6ee8aa7d7e52⋯.png (61.51 KB, 960x720, 4:3, Screenshot_Doom_20180714_1….png)

>>16249548

I generally dislike it too when mods need excessive binds, it's a mess juggling them. It's especially bad with ones like Brütal Doom that don't even use the dedicated reload button for reloading. I like my mods straightforward and similar in flow to Doom.

>>16250943

Where's your joy of discovery?

>>16250954

Brütal Doom troll code is out of necessity because that mod very rarely works with anything else because of how dogshit it is coded.


624b99  No.16251373

File: 73dea13ceba3827⋯.jpg (76.45 KB, 500x700, 5:7, FRWDJTWPFUTTULBPMOIUJXQNOU….jpg)

>>16248540

Mosque WAD when? :3


9d0c1d  No.16251387

File: 9bd5b97ea72619a⋯.png (191.27 KB, 402x402, 1:1, ___.png)

>>16251365

>Brütal Doom troll code is out of necessity

No, it's not. It's a retarded community meme that exists solely so that certain mod authors can feel superior to a buff BR who can't code for shit and looks like Robbie Rotten. They could just as easily let it crash and have a big banner in their mod thread saying "THIS DOES NOT SUPPORT BRUTAL DOOM", but they'd rather have their little circlejerk because it makes them feel special.


92ee41  No.16251420

>>16251387

>retards only play Doom with BD

>retards try playing other mods with BD, cry to mod authors when they obviously break

>mod authors try to make it clear BD is incompatible with most shit, retards don't listen

>mod authors stick in jokes making fun of casual retards who keep trying to use BD with everything, because nothing else gets the point across

Take a moment and really think about the fact you're so salty over something that hurts nobody and only affects idiots who refuse to play without BD. Are you saying that making fun of the casual masses is bad? We do it here, on this board, all the time, when it comes to the people who play CoD, ASSFAGGOTS, and other such games, yet a few modders making fun of the casuals who flocked to Brutal Doom is unacceptable?


9d0c1d  No.16251437

>>16251420

No, I'm telling you that the people who are so fucking mad that they deliberately include code to break mods are retarded. You think people like Terminus aren't pandering to those exact same casual masses? It's the modding equivalent of virtue signalling, they themselves are hardly better than what they're mocking, they're just slightly more up their own asses.

You don't have any knowledge of ZDoom's "culture", or you're deliberately ignoring it.


ff8907  No.16251442

One thing I've learned in my years, the vast majority of modders across all games are drama queen faggots.


4735ba  No.16251452

>>16251437

The mods are not deliberately broken. They were already incompatible by virtue of Brütal Doom being grossly incompatible and shitty code in general, and yet retards think loading mods that change the monsters and weapons onto a mod that changes the monsters and weapons is going to work out somehow. They deserve to have fun poked at them and it shows the modders have a sense of humour.

For reference, I know of 3 mods that have BD detection. Demonsteele, H-Doom, and Abort. All 3 of those replace weapons and monsters.


92ee41  No.16251472

>>16251437

>they deliberately include code to break mods are retarded

I thought handling errors, without just immediately crashing, was what programs were supposed to do. I guess every programming source I've learned from is wrong. These mods should just be allowed to crash clumsily when loaded with Brutal Doom.


287711  No.16251510


ff1af9  No.16251545

>>16251510

Oh thank fuck. I remember trying to update it myself a long time ago and just falling flat on my face the moment it came to actually fixing bugs. Hopefully it's fixed that one issue with hellstorm elementals crashing the game.


7bac9d  No.16262873

File: b0b7a4fd1eb73f9⋯.png (2.08 MB, 1200x2750, 24:55, 48565164_p7 - よせあつめ.wad.png)

Just found Hearts of Demons Revenant today. It's not finished yet but even in its current alpha it's pretty awesome. Like the Baron one it's got insane level of variety in what he can do, for better or worse, but centrally the shoulder cannons are different weapons similar to the regular Doom ones, while you can independently use melee or other weapons like shotguns, and also a few spells. Don't expect any challenge unless you're playing something with tougher enemies. Do expect satisfying weapons and AAAAAAAAAAAAAAAAAA.


7fa01b  No.16271709

YouTube embed. Click thumbnail to play.

So it's basically Quake?


30222e  No.16272766

>>16271709

Sure looks like it


798a55  No.16272983

Why would you use a first-person engine to simulate third-person games?


2fd140  No.16280536

>>16132103

anyone who tries to create a cult of personality around themself or act in such a manner deserves this, too many communities get destroyed by people like this


e446f7  No.16281516

File: 74bfb959546555c⋯.gif (390.52 KB, 160x224, 5:7, hu hu hu.gif)

if you don't like the politics, policies, or autism of the people currently handling gzdoom you can always make a fork of it you fucking manbaby retards

IT'S OPEN SOURCE


76a2cc  No.16281633

>>16131514

For people looking for the Project Brutality 3.0.

magnet:?xt=urn:btih:95a18d5bb823afda510c8d060f07f4857af258da&dn=Project%20Brutality%203.0%20Test%2001-21-18&tr=http%3a%2f%2fshare.camoe.cn%3a8080%2fannounce&tr=udp%3a%2f%2ftracker.justseed.it%3a1337%2fannounce&tr=http%3a%2f%2ftracker.electro-torrent.pl%3a80%2fannounce&tr=udp%3a%2f%2f9.rarbg.com%3a2710%2fannounce&tr=http%3a%2f%2ftracker2.itzmx.com%3a6961%2fannounce&tr=udp%3a%2f%2ftracker4.itzmx.com%3a2710%2fannounce&tr=udp%3a%2f%2fretracker.lanta-net.ru%3a2710%2fannounce&tr=http%3a%2f%2ftracker.torrentyorg.pl%3a80%2fannounce&tr=udp%3a%2f%2fbt.xxx-tracker.com%3a2710%2fannounce&tr=udp%3a%2f%2fopen.stealth.si%3a80%2fannounce&tr=udp%3a%2f%2ftracker.tiny-vps.com%3a6969%2fannounce&tr=udp%3a%2f%2fthetracker.org%3a80%2fannounce&tr=udp%3a%2f%2ftracker.cyberia.is%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.tvunderground.org.ru%3a3218%2fannounce&tr=udp%3a%2f%2ftracker.torrent.eu.org%3a451%2fannounce&tr=udp%3a%2f%2ftracker.uw0.xyz%3a6969%2fannounce&tr=udp%3a%2f%2fzephir.monocul.us%3a6969%2fannounce&tr=http%3a%2f%2ft.nyaatracker.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969%2fannounce&tr=http%3a%2f%2fretracker.mgts.by%3a80%2fannounce&tr=udp%3a%2f%2ftracker.internetwarriors.net%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.pirateparty.gr%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969%2fannounce&tr=udp%3a%2f%2fipv4.tracker.harry.lu%3a80%2fannounce&tr=http%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=udp%3a%2f%2fexplodie.org%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=http%3a%2f%2ftracker.videodrugproject.com%3a80%2fannounce&tr=udp%3a%2f%2fpublic.popcorn-tracker.org%3a6969%2fannounce&tr=udp%3a%2f%2ftracker2.christianbro.pw%3a6969%2fannounce&tr=udp%3a%2f%2ftracker1.xku.tv%3a6969%2fannounce&tr=udp%3a%2f%2fopen.facedatabg.net%3a6969%2fannounce&tr=udp%3a%2f%2fwambo.club%3a1337%2fannounce&tr=http%3a%2f%2fpt.lax.mx%3a80%2fannounce&tr=http%3a%2f%2fopen.acgtracker.com%3a1096%2fannounce&tr=http%3a%2f%2fp4p.arenabg.com%3a1337%2fannounce&tr=http%3a%2f%2ftracker1.wasabii.com.tw%3a6969%2fannounce&tr=http%3a%2f%2fipv4.tracker.harry.lu%3a80%2fannounce&tr=http%3a%2f%2ftracker.city9x.com%3a2710%2fannounce&tr=http%3a%2f%2fretracker.telecom.by%3a80%2fannounce&tr=http%3a%2f%2ftracker.vanitycore.co%3a6969%2fannounce&tr=http%3a%2f%2ftorrentsmd.me%3a8080%2fannounce&tr=http%3a%2f%2ftracker.tfile.me%3a80%2fannounce&tr=http%3a%2f%2fretracker.omsk.ru%3a2710%2fannounce&tr=http%3a%2f%2fagusiq-torrents.pl%3a6969%2fannounce&tr=http%3a%2f%2ffxtt.ru%3a80%2fannounce&tr=udp%3a%2f%2ftracker.piratepublic.com%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.skyts.net%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.safe.moe%3a6969%2fannounce&tr=udp%3a%2f%2fallesanddro.de%3a1337%2fannounce&tr=udp%3a%2f%2fp4p.arenabg.com%3a1337%2fannounce&tr=udp%3a%2f%2ftracker1.wasabii.com.tw%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.zer0day.to%3a1337%2fannounce&tr=udp%3a%2f%2fpeerfect.org%3a6969%2fannounce&tr=udp%3a%2f%2fz.crazyhd.com%3a2710%2fannounce&tr=udp%3a%2f%2ftrackerxyz.tk%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.vanitycore.co%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.swateam.org.uk%3a2710%2fannounce&tr=udp%3a%2f%2ftracker.kamigami.org%3a2710%2fannounce&tr=udp%3a%2f%2ftracker.halfchub.club%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.grepler.com%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.files.fm%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.dler.org%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.desu.sh%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.bluefrog.pw%3a2710%2fannounce&tr=udp%3a%2f%2fretracker.nts.su%3a2710%2fannounce&tr=udp%3a%2f%2foscar.reyesleon.xyz%3a6969%2fannounce&tr=udp%3a%2f%2finferno.demonoid.pw%3a3418%2fannounce&tr=udp%3a%2f%2f86.19.29.160%3a6969%2fannounce&tr=udp%3a%2f%2f208.67.16.113%3a8000%2fannounce&tr=udp%3a%2f%2fpackages.crunchbangplusplus.org%3a6969%2fannounce&tr=udp%3a%2f%2fmgtracker.org%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.mg64.net%3a6969%2fannounce&tr=http%3a%2f%2ftracker.mg64.net%3a6881%2fannounce&tr=http%3a%2f%2fmgtracker.org%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.dutchtracking.com%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.doko.moe%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.cypherpunks.ru%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.christianbro.pw%3a6969%2fannounce&tr=udp%3a%2f%2ftracker.acg.gg%3a2710%2fannounce&tr=udp%3a%2f%2fsantost12.xyz%3a6969%2fannounce&tr=udp%3a%2f%2fsandrotracker.biz%3a1337%2fannounce&tr=udp%3a%2f%2fbt.aoeex.com%3a8000%2fannounce&tr=udp%3a%2f%2ftracker.xku.tv%3a6969%2fannounce&tr=udp%3a%2f%2ftc.animereactor.ru%3a8082%2fannounce


e446f7  No.16281790

>>16281633

christ couldn't you pastebin it?


738e32  No.16283866


ebd266  No.16290732

>>16290665

thanks for letting us know, s'arais, it's extremely important and relevant


f27aac  No.16290739

File: 2dc2bfbbb6d558b⋯.png (4.74 KB, 256x256, 1:1, square.png)

>>16290732

You don't understand, man, it's all a conspiracy against him

They're all just jealous of his…poorly thought out, ugly, half-assed, unfinished maps


ed0b6c  No.16290752

>>16290739

That's funny because they're all better than anything pulled out of your miserable ass :)


f27aac  No.16290769

>>16290752

I'd wager that one of my turds has significantly more value that any of your "my first map" disasters, honestly.


ed0b6c  No.16290787

>>16290769

Except it doesn't and never will.

Anybody who thinks YOUR maps are good are your personal fuckbuddies.

No map made by the "veterans" these days is good. They're all unplayable clusterfucks.

90% of the shitposting against my works is just slander made by assblasted furfaggots (like you).

Shame that I am a literal god in this area.

Your attempts to suppress will be all for naught.


ebd266  No.16290856

>>16290787

i almost had hope that you would actually come to your senses for real this time

what a shame




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / baaa / choroy / dempart / jenny / lounge / marx / mewch / yuri ]