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Brutal Doom is hilariously fun in Skulltag coop. It sucks when you die and respawn at the beginning of a sprawling level, but that's just an issue with 90's wads. Does Skulltag support checkpoint spawns for map makers like Sven Coop did?
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# ? Jul 10, 2011 02:21 |
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# ? May 15, 2024 16:37 |
I'm thinking of setting up a QuakeWorld server for goons, since it's most likely not very bandwidth-intensive. Any maps or mods that I should throw in? (I'm tempted to put Killer Quake Pack on, but that's kind of hilariously broken, so I won't do it without goon approval.)
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# ? Jul 10, 2011 02:35 |
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Zenith Nadir posted:Motherfucker, with the Brutal Doom wad my weapons are my paintbrush and demon guts are my palette. This is the coolest beans since the first time I played AEoD. Best of all, it makes the default pistol actually worth using after you find a chaingun. I love it!! Is it supposed to kill my ingame music though or am I missing something? (edit: i figured out what was wrong with the sound, nevermind it's fine now) Last page of this thread http://forums.somethingawful.com/showthread.php?threadid=3420594&pagenumber=1 I'm going to post a song with lyrics soon I'm making a CD thats almost done. I just got a budget to get CDs made and I wanna include a .wad made specifically for my music I can't make maps but I can do awesome textures and music, if I sent them to you could you make a wad that replaces the textures and junk? I'm trying to get oblige to make me a decently generated episode called Mockery Defeats Posterity.
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# ? Jul 10, 2011 03:34 |
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Cybermage Darklight Awakening. Has anyone mentioned that yet? All I've got is a half remembered fever dream of a big blue fist punching something
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# ? Jul 10, 2011 03:55 |
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RentACop posted:Cybermage Darklight Awakening. Has anyone mentioned that yet? All I've got is a half remembered fever dream of a big blue fist punching something I brought it up in the classic games thread, still have my CD sitting in a box somewhere. Also, Call of Doom. https://www.youtube.com/watch?v=uV0-Ik-vyOo&hd=1
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# ? Jul 10, 2011 03:59 |
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Huh. They seemed to have changed the default automap colors in the newer versions of Zdoom. I managed to change them back to green and white like I'm used to, but the game shows undiscovered parts of the map as well and I would rather turn that off somehow. Any idea how to do this? There isn't a "transparent" option in the automap colors, so I don't know what else to do. EDIT: Nevermind. I made this post completely forgetting that I picked up the map computer in the level. There's nothing wrong with my automap Mak0rz fucked around with this message at 06:06 on Jul 10, 2011 |
# ? Jul 10, 2011 04:13 |
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sniperchance posted:Brutal Doom is hilariously fun in Skulltag coop. It sucks when you die and respawn at the beginning of a sprawling level, but that's just an issue with 90's wads. Does Skulltag support checkpoint spawns for map makers like Sven Coop did? There should be a co-op dmflags setting 'spawn where died', that should cover what you need.
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# ? Jul 10, 2011 04:27 |
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Lemon King posted:I brought it up in the classic games thread, still have my CD sitting in a box somewhere. Looks like Real Guns Hardcore. I'm up for playing it coop any time!
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# ? Jul 10, 2011 05:01 |
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Man, I really wish zDoom would implement the netcode that Skulltag has. It's really getting on my nerves that Skulltag is based on such an old version and refuses to implement any of the significant changes in the code.
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# ? Jul 10, 2011 05:55 |
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It's less that they refuse to, more that they aren't allowed to. Their fault really, they could be completely open source if they wanted but they're not confident enough with the security of their netcode.
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# ? Jul 10, 2011 06:32 |
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SwissCM posted:It's less that they refuse to, more that they aren't allowed to. Their fault really, they could be completely open source if they wanted but they're not confident enough with the security of their netcode. They released the source to one version of Skulltag but good luck finding it since every link to it is broken. They're slowly porting features from zDoom into the Skulltag alphas but it seems like even the most minor ones have to be scrutinized and debated over. I mean, the expanded A_SeekerMissile functionality is something like 6 lines of code!
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# ? Jul 10, 2011 06:36 |
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How do I use 10x.wad and brutaldoom.pk3 with Skulltag co-op? I can host a server just fine, with IWAD DOOM.wad and additional wads/files set as 10x and brutal doom, but it doesn't seem to be working. edit: nevermind, had to use the latest SVN revisions of Skulltag but 10x and Brutal Doom work great, even if 10x makes the last level of Knee Deep unfinishable. Vita fucked around with this message at 08:31 on Jul 10, 2011 |
# ? Jul 10, 2011 06:40 |
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Vita posted:How do I use 10x.wad and brutaldoom.pk3 with Skulltag co-op? I can host a server just fine, with IWAD DOOM.wad and additional wads/files set as 10x and brutal doom, but it doesn't seem to be working. In what way is it not working? What is it doing? Any error messages? Just marathoned No Rest for the Living, absolutely great set of levels. Most fun I've had with Doom in a while.
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# ? Jul 10, 2011 08:27 |
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Is there a way to get Steam to track my playtime with Doom or Doom 2 without having to play the basic .exe files? I want to use the launcher from this (or the last) thread, but I feel I might have to add it as a "non-steam" game, in which case I don't think it'll track my time. Ideas? Also, I think it would be cool if I could find a list of goals for Doom (like achievements); sort of a "Doom 101". "Complete E1M5 (or whatever) with a pistol start." Beginner, intermediate, and advanced goals.
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# ? Jul 10, 2011 09:01 |
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Chinook posted:Also, I think it would be cool if I could find a list of goals for Doom (like achievements); sort of a "Doom 101". "Complete E1M5 (or whatever) with a pistol start." Beginner, intermediate, and advanced goals. Use the acheivements from the Xbox 360 Arcade version~! http://www.xbox360achievements.org/game/doom/achievements/ http://www.xbox360achievements.org/game/doom-ii/achievements/
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# ? Jul 10, 2011 09:06 |
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fishmech posted:Use the acheivements from the Xbox 360 Arcade version~! I already did those, haha. I mean a list of PC goals, using a certain mod perhaps, or a given famous fan-made map, and so on. I know it doesn't exist, but I wonder what it might consist of. I bet a lot of players would have a few 'achievements' that they are proud of. It'd be fun to see if I had any chance of repeating some of those.
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# ? Jul 10, 2011 09:27 |
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Chinook posted:Is there a way to get Steam to track my playtime with Doom or Doom 2 without having to play the basic .exe files? Don't think so. I believe that even if you use the Steam-standard versions it won't track your time. http://forums.steampowered.com/forums/showthread.php?t=1282769
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# ? Jul 10, 2011 09:27 |
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Quirk posted:Last page of this thread http://forums.somethingawful.com/showthread.php?threadid=3420594&pagenumber=1 I'm going to post a song with lyrics soon I'm making a CD thats almost done. I just got a budget to get CDs made and I wanna include a .wad made specifically for my music I can't make maps but I can do awesome textures and music, if I sent them to you could you make a wad that replaces the textures and junk? I'm trying to get oblige to make me a decently generated episode called Mockery Defeats Posterity. Thanks for the links for those mp3s, but I just meant I wanted the music files. I don't actually have any talent but I know what I like. I'll see if I can't make a file to auto-play these under GZDoom anyway (I hope that's OK with you). If not, it'll have to be ingame sound off + Foobar. update: I got it working ingame with Brutal Doom + NRFTL, that was some of the best Doom I've had in a while. I recommend it. If anyone else wants to do what I did all you need to do is put the mp3s in a zip file inside a /music folder, rename it to a pk3 (optional) and load it up in GZDoom or Skulltag or whatever sharts fucked around with this message at 17:02 on Jul 10, 2011 |
# ? Jul 10, 2011 12:42 |
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Man, I had forgotten how much unfun bullshit there is in the Q2 expansion packs. Getting to play around with the Phalanx Gun is not worth this. What do I need to try out Brutal Doom? Doom + Brutal Doom pk3 + gzDoom?
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# ? Jul 10, 2011 17:24 |
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Holy poo poo I had no idea about Brutal Doom until this thread, by god it's a lot of fun. Seeing all my old Doom monster friends eviscerated in such over the top ways followed with a smug gently caress YOURSELF is unbelievably satisfying. Shame it doesn't want to play ball with 10x Doom, I wanted to gib hordes of the fuckers.
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# ? Jul 10, 2011 17:40 |
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ToxicFrog posted:Man, I had forgotten how much unfun bullshit there is in the Q2 expansion packs. Getting to play around with the Phalanx Gun is not worth this. ...now talking about those add-on packs has made me sad though since we'll never receive anything like them again, just DLC that only has about a quarter of the cool stuff.
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# ? Jul 10, 2011 17:45 |
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Songbearer posted:Holy poo poo I had no idea about Brutal Doom until this thread, by god it's a lot of fun. Seeing all my old Doom monster friends eviscerated in such over the top ways followed with a smug gently caress YOURSELF is unbelievably satisfying. I haven't had any trouble using it with 10x. You might shift around your load order.
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# ? Jul 10, 2011 17:53 |
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tooooooo bad posted:I haven't had any trouble using it with 10x. You might shift around your load order. The enemies leave blood effects and the hit effects are the same, but all the cool kill animations (Headshots, guts leaking out etc) are replaced with the default animations. I'll keep playing around with it, this could be my next stressbuster game.
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# ? Jul 10, 2011 17:56 |
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Jblade posted:You're talking about the reskinned Gladiators and Tanks with shields so strong that they take several BFG blasts to kill, and are only difficult in the sense that they chew up all your loving ammunition right? Because yeah, those guys suck and are why I always remember why I don't replay The Reckoning pack more often. Ground Zero isn't as bad since at least all the new enemies look cool, but those loving turrets are almost as bad. Pretty much. I think I had a lot more patience for this poo poo back when I was playing Q2 for the first time (my first FPS, in fact). quote:...now talking about those add-on packs has made me sad though since we'll never receive anything like them again, just DLC that only has about a quarter of the cool stuff. You know what I really miss? All the crazy weapons. Quake 4 is the last FPS I remember playing with ridiculous over the top weapons. Even Singularity mostly just had generic bulletary weapons. I miss the railgun and BFG from Q2, and the spreadfire and fusion cannons from Descent, and the snarks and shockroach and acid spitting shoulder fish from Half-Life and Op4, and the Devastator and shrink beam from Duke3d, and the plasma rifle from System Shock... Hell, even interesting weapons seem to be thin on the ground these days. Duke3d had "mundane" weapons that could still be used in interesting ways, like the pipebombs and laser tripmines, but these days everything just seems to be "you point it at the enemy and damage comes out" with minor variations on accuracy and rate of fire. gently caress, now I need a cane and a lawn and some drat kids to yell at.
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# ? Jul 10, 2011 18:28 |
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Songbearer posted:The enemies leave blood effects and the hit effects are the same, but all the cool kill animations (Headshots, guts leaking out etc) are replaced with the default animations. I'll keep playing around with it, this could be my next stressbuster game. Oh you're right, I hadn't even noticed. 10x.wad itself isn't terribly complicated but I'm not anywhere near confident enough in my knowledge of this stuff to try and merge its actor spawn code into Brutal Doom.
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# ? Jul 10, 2011 18:28 |
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Is 10x supposed to make it so imp fireballs pass right through imps in their way? That's kind of annoying.
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# ? Jul 10, 2011 18:30 |
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fishmech posted:Is 10x supposed to make it so imp fireballs pass right through imps in their way? That's kind of annoying.
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# ? Jul 10, 2011 18:38 |
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How hard is it to make a texture replacement wad? I've never modded Doom before and I want to re-imagine the textures in a way that can be applied to any wad.
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# ? Jul 10, 2011 18:45 |
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What happens if you load up Brutal Doom with Heretic? Does it work at all?
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# ? Jul 10, 2011 19:06 |
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Nah it just gets a script error and dies. Shooting Monsters With Guns works in Heretic though.
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# ? Jul 10, 2011 20:33 |
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Chinook posted:I already did those, haha. I mean a list of PC goals, using a certain mod perhaps, or a given famous fan-made map, and so on. I know it doesn't exist, but I wonder what it might consist of. I bet a lot of players would have a few 'achievements' that they are proud of. It'd be fun to see if I had any chance of repeating some of those. It's not exactly the same, but you could make some up on achiev.es and share them in this thread.
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# ? Jul 10, 2011 22:40 |
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ToxicFrog posted:Hell, even interesting weapons seem to be thin on the ground these days. Duke3d had "mundane" weapons that could still be used in interesting ways, like the pipebombs and laser tripmines, but these days everything just seems to be "you point it at the enemy and damage comes out" with minor variations on accuracy and rate of fire.
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# ? Jul 10, 2011 23:33 |
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I've been playing airquake and horrorquake with friends recently, but one thing bugs me. The font of the menus and hud in Darkplaces is a gritty, washed out mess, and I can't find a way to edit it through options, documentation or google. I'd like to be able to change the colors and textures, and maybe even the font. It's incredibly difficult to read. Any help with this?
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# ? Jul 11, 2011 00:25 |
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Quirk posted:How hard is it to make a texture replacement wad? I've never modded Doom before and I want to re-imagine the textures in a way that can be applied to any wad. Don't see how it could be hard. Just make your textures, put them in your own wad and make sure they have the same name as the texture they are replacing, load it up and voila. At least in theory.
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# ? Jul 11, 2011 03:22 |
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So I'm showing appreciation for the classics but I have a screen warping/fisheye problem and changing the FOV or aspect ratio does not seem to solve it. I am playing ultimate doom and using zdoom. https://www.youtube.com/watch?v=2ZIwaweAdsA It's very disorienting and makes this game not enjoyable, please help.
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# ? Jul 11, 2011 03:36 |
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Cubemario posted:So I'm showing appreciation for the classics but I have a screen warping/fisheye problem and changing the FOV or aspect ratio does not seem to solve it. I am playing ultimate doom and using zdoom. Doom wasn't designed for you to look up/down, the core rendering engine can only handle it through hacks. Some source ports completely rewrite it to have proper looking tho.
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# ? Jul 11, 2011 03:39 |
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Cubemario posted:So I'm showing appreciation for the classics but I have a screen warping/fisheye problem and changing the FOV or aspect ratio does not seem to solve it. I am playing ultimate doom and using zdoom. That's just what happens with vertical mouse movement in a 2.5D engine. if it bothers you that much, turn off vertical movement or play in like Doomsday or some source port that has a proper 3D engine.
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# ? Jul 11, 2011 03:40 |
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Thanks for the lightning fast responses! I'll try and get used to it then - but do source ports work with mods? Anything I should know about them?
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# ? Jul 11, 2011 03:47 |
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Any source port can play level .wad files that are compatible with the base Doom game, I think. Many mods are made specifically for certain source ports, though, and ZDoom does seem to be the most popular source port to mod for. In any case, in the idgames level archive, they should say which source port any given level was made for (anything Doom or Boom-compatible should be fine with any source port, except, like, Chocolate Doom or something)
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# ? Jul 11, 2011 03:48 |
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# ? May 15, 2024 16:37 |
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Cubemario posted:So I'm showing appreciation for the classics but I have a screen warping/fisheye problem and changing the FOV or aspect ratio does not seem to solve it. I am playing ultimate doom and using zdoom. Use GZdoom and enable the OpenGL render. It renders levels in 3D and fixes that perspective problem. Or you can really go classic like I do and disable the Y-axis altogether
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# ? Jul 11, 2011 04:22 |