|
Elliotw2 posted:Someone made a WAD to fix it, or you can make an ACS script to do the same thing. I was using Lovely Doom, which is incompatible with that WAD, but I did find an old Smooth Doom pistol start wad in buried in my folders. It's old, but it worked
|
# ? Oct 1, 2014 04:27 |
|
|
# ? May 14, 2024 15:15 |
|
Woolie Wool posted:This has been planned since 2012 at least, BTW. That reminds me, whatever happened to that project to recreate every official Wolf3D/Spear of Destiny level into Doom 2 (possibly Zdoom?) format?
|
# ? Oct 1, 2014 04:46 |
|
Segmentation Fault posted:I wonder if this wasn't actually the idea behind Doom 2 all along. The maps might've been included just so there's a full game present. It wouldn't be until 16 years after Doom 2 where Valve learned through Alien Swarm that you can't release a mere toolset for video game content without including actual content behind it. I'd rather play a good Doom 2 map than a great Doom map just because of the fantastic monster variety.
|
# ? Oct 1, 2014 04:50 |
|
Nintendo Kid posted:That reminds me, whatever happened to that project to recreate every official Wolf3D/Spear of Destiny level into Doom 2 (possibly Zdoom?) format? AFADoomer's TC has been pretty much feature complete for a long time. http://forum.zdoom.org/viewtopic.php?f=19&t=4608
|
# ? Oct 1, 2014 04:54 |
|
Mak0rz posted:I was using Lovely Doom, which is incompatible with that WAD, but I did find an old Smooth Doom pistol start wad in buried in my folders. It's old, but it worked You're welcome. It's really as easy as opening the custom WAD in Slade and finding out what the 'pistol' is called, and then changing the name in that pistol start wad.
|
# ? Oct 1, 2014 04:55 |
|
Bouchacha posted:You're welcome. I knew u got it from this thread, but couldn't remember who from. Thanks!
|
# ? Oct 1, 2014 05:42 |
|
titaniumone posted:The recent derail about mapmaking made me remember making some Quake maps a very long time ago, in QED or Quark.
|
# ? Oct 1, 2014 06:15 |
|
Does anyone have a recommendation for a Doom WAD with exploration-based gameplay? I loved the levels in the game that had low enemy counts but lots of stuff to check out and secrets to find.
|
# ? Oct 1, 2014 06:18 |
|
Try Suspended in Dusk.
|
# ? Oct 1, 2014 06:44 |
|
Rupert Buttermilk posted:Two things I maybe remember about Quake, maybe I've made them up: I used to think I was so clever in my youth because I discovered noclip in the console, and then used it to clip through the barriers that shut off the rest of the episodes. Standing on the telepads still did precisely gently caress-all. Nine year-old me was so loving crushed. My old man bought the full game eventually when I whined incessantly. I also remember moving forward by pushing the mouse forward.
|
# ? Oct 1, 2014 06:56 |
|
Mak0rz posted:Pistol starting in ZDoom ... you'd think there'd be an option for it It's a somewhat recently-popular request, as such, I have thrown together an experimental feature after working out the main problem: What the crap do you do with deferred scripts, globals and HUBs (the key reason why ZDoom never did pistol starts)? The answer: Provide All The Options™. This build has a new option in Miscellaneous Options, "Pistol restart on death", with 4 options: Never (default), Smart (Uses autosave if global script values or defers exist or in a HUB), Not in HUBs, and Restart Everything (Always, and regardless of consequences, so basically the "break things" mode). The setting isn't saved in the config, but is kept in saves, so you can have different settings between different games. Download the test build here. Tell me if there's any problems.
|
# ? Oct 1, 2014 07:19 |
|
I've got an issue with Doom multiplayer, if anyone has any solutions I would be super thankful. I'm trying to run Doomrpg with a friend but we keep getting the 'out of sync' error. I'm using the latest GZDoom and the latest DoomRPG release as well as the most recent Doomrpg launcher to start the game, the error comes up after about 15 seconds and the sync is so bad as to be unplayable. I checked and we both have the same version of all these files, originally I thought it might have been a problem with us trying to mix BrutalDoom (shut the hell up) and DoomRPG but after stopping BrutalDoom from loading it still happens. We have also tried using hamachi (which we had to use at first because I didn't port forward), but the same problem. So anyone know the fix to this problem? Also suggestions for a cool level set to play with doomrpg would be appreciated.
|
# ? Oct 1, 2014 07:32 |
|
There are some problems in pre-61-gee09f8c introduced when player prediction was moved around (the inventory bar broke; Thanks D_ProcessEvents()). Does the problem still occur when you use pre-24-g48da2f8 (or switch off player prediction)?
|
# ? Oct 1, 2014 07:36 |
|
Rocket Pan posted:There are some problems in pre-61-gee09f8c introduced when player prediction was moved around (the inventory bar broke; Thanks D_ProcessEvents()). Does the problem still occur when you use pre-24-g48da2f8 (or switch off player prediction)? Nah I tried all of those things and nothing worked, we are going to try again tomorrow so if anyone has some more solutions.
|
# ? Oct 1, 2014 07:51 |
|
Suppose I'll whip up a debug build to check common issues. Usually it helps to make sure you are loading all of the exact same things, but this is never checked by ZDoom itself, including the IWADs, however there is nothing stopping all this from being hashed and outputted at least, which honestly I should have done a long time ago. In the off chance that one of you have put in something silly and forgotten about it, add "-noautoload" on both ends (The DoomRPG launcher has an "additional commands" box). Rocket Pan fucked around with this message at 08:19 on Oct 1, 2014 |
# ? Oct 1, 2014 08:16 |
|
Elliotw2 posted:Those are are enemies in the sense that the exploding barrels and nukage in Doom are enemies. Those are both avoidable, static environmental hazards whereas all the wildlife in FC3 is AI-controlled and often hunts in packs. Just because they don't all have projectile attacks doesn't mean they're not genuine enemies.
|
# ? Oct 1, 2014 10:32 |
|
Convex posted:Those are both avoidable, static environmental hazards whereas all the wildlife in FC3 is AI-controlled and often hunts in packs. Just because they don't all have projectile attacks doesn't mean they're not genuine enemies. I was killed by loving cassowaries more than the human enemies.
|
# ? Oct 1, 2014 10:38 |
|
Woolie Wool posted:I'd install Aleph One just to play a map that went completely fuckballs insane with the 5D space, or any other early FPS map that does similar things. To hell with rational geometry, I want to see the eldritch architecture of R'lyeh in all its impossibly convoluted glory! It's used sparingly in singleplayer, but a bunch of multiplayer maps go nuts with it; the one with the highest density of impossible geometry is probably "5-D Space" itself. One thing Marathon has going for it is a large library of high quality full length fan campaigns, and some of those make more extensive use of it; Rubicon X and (I've heard) Marathon Evil both lean more heavily on it than the Bungie levels do. I don't know of any Lovecraft-inspired level sets - apart from the fact that Marathon itself has always had a bit of Lovecraft flavor - but now that you mention it, that's an odd lack. Of course, this still leaves you with the problem of A1 being poo poo and the developers turbogrognards. I've occasionally wondered how hard it would be to port it to another engine, especially since writing a map converter sounds like more fun than forking A1, but it would have to be something with robust support for overlapping sectors and I don't think even gzDoom is there yet. You could probably fake it really well in Unreal - I remember the wheel of time game doing things with portals that were indistinguishable from 5D - but automatic map conversion there might be intractable.
|
# ? Oct 1, 2014 12:44 |
|
ToxicFrog posted:You could probably fake it really well in Unreal - I remember the wheel of time game doing things with portals that were indistinguishable from 5D - but automatic map conversion there might be intractable. Marathon 1 actually was remade in Unreal Tournament: http://www.moddb.com/mods/marathon-resurrection Unfortunately development died after the first release so it's pretty unfinished and has a bunch of imbalances and bugs (the biggest being that the exit of one of the last levels is impossible to reach without cheats or exploits).
|
# ? Oct 1, 2014 13:41 |
|
They made a second release, I thought they hit most of those bugs in 2.0?
|
# ? Oct 1, 2014 13:45 |
|
Oh, looking at the news it seems the full release I played was 2.0, unfortunately it still has some major issues, like the one I mentioned. Another thing I recall is that the hitscan/fast projectile enemies go from mostly being annoyances to completely murdering you, which gets ridiculous when you mostly face them in the same numbers as the original game (where strength in numbers was all they really had).
|
# ? Oct 1, 2014 13:55 |
|
Stupid question but does anyone know off hand if Chocolate Doom plays some of the more modern mods like Brutal Doom?
|
# ? Oct 1, 2014 18:43 |
|
Anything in a pk3 or pk7 file basically requires Zdoom and friends. Many wad packaged mods will run in Chocolate Doom, but anything with major gameplay changes will require at the least Boom. Hell, some fancier levels won't work in Chocolate Doom, since it's not a limit removing port.
Karasu Tengu fucked around with this message at 18:49 on Oct 1, 2014 |
# ? Oct 1, 2014 18:47 |
|
Ahh thought so, thanks.
|
# ? Oct 1, 2014 18:49 |
|
Definitely a silly question, given the clashing mission statements - one sets out to change as much as possible to turn Doom the game into Doom the comic, the other sets out to change as little about the vanilla game as possible.
|
# ? Oct 1, 2014 19:48 |
Elliotw2 posted:Anything in a pk3 or pk7 file basically requires Zdoom and friends. Many wad packaged mods will run in Chocolate Doom, but anything with major gameplay changes will require at the least Boom. Hell, some fancier levels won't work in Chocolate Doom, since it's not a limit removing port. There's a couple Chocolate Doom branches like Strawberry Port and Doom Retro that have a similar goal as Chocolate Doom but have larger limits.
|
|
# ? Oct 1, 2014 19:51 |
|
Yeah I just got Chocolate Doom running on a little Raspberry Pi & LCD and was curious if it could do Brutal Doom too. I doubt zdoom or others would work, at least with this LCD since it doesn't work with GPU accelerated graphics.
|
# ? Oct 1, 2014 19:51 |
|
Hurt me plenty... at 2.8"
|
# ? Oct 1, 2014 19:52 |
|
Zdoom is actually a software renderer port still, and it does work on the Raspberry Pi; but you have to make a custom compiled version that replaces fmod with openAL.
|
# ? Oct 1, 2014 19:58 |
|
Speaking of source ports, a question: I've been using Zandronum so far since I like not rebooting into Windows to shoot imps, and it was the first port I saw an OS X version for. I poked at ZDoom a bit last night, and there are builds of it for OS X, but there are no GZDoom builds for OS X. Are there some WADs that use only GZDoom (say stuff like Winter's Edge or whatever it is with really big graphical emphasis), or GZDoom more of just a graphical upgrade with little game effects? And two more! 2) How do you find out what source ports a WAD is compatible with? Do they usually come with a readme or is it on their page or something? What about gameplay changes - like jumping or free aiming? I have to admit I'm growing to like the tight feel of Doom without jumping or vertical aiming, so I'd rather just keep it that way unless a WAD needs something else. 3) Was crouching part of the original controls for Doom? There was a dead-end passage in TNT's MAP31 I couldn't enter without crouching, so I wasn't sure if it was just for aesthetic purposes or an actual gameplay thing.
|
# ? Oct 1, 2014 20:19 |
|
Arivia posted:Speaking of source ports, a question: I've been using Zandronum so far since I like not rebooting into Windows to shoot imps, and it was the first port I saw an OS X version for. I poked at ZDoom a bit last night, and there are builds of it for OS X, but there are no GZDoom builds for OS X. Are there some WADs that use only GZDoom (say stuff like Winter's Edge or whatever it is with really big graphical emphasis), or GZDoom more of just a graphical upgrade with little game effects? Arivia posted:2) How do you find out what source ports a WAD is compatible with? Do they usually come with a readme or is it on their page or something? What about gameplay changes - like jumping or free aiming? I have to admit I'm growing to like the tight feel of Doom without jumping or vertical aiming, so I'd rather just keep it that way unless a WAD needs something else. Free aiming doesn't matter so much, since vanilla Doom already had vertical autoaim. Go berserk. Arivia posted:3) Was crouching part of the original controls for Doom? There was a dead-end passage in TNT's MAP31 I couldn't enter without crouching, so I wasn't sure if it was just for aesthetic purposes or an actual gameplay thing.
|
# ? Oct 1, 2014 20:29 |
|
Arivia posted:Speaking of source ports, a question: I've been using Zandronum so far since I like not rebooting into Windows to shoot imps, and it was the first port I saw an OS X version for. I poked at ZDoom a bit last night, and there are builds of it for OS X, but there are no GZDoom builds for OS X. Are there some WADs that use only GZDoom (say stuff like Winter's Edge or whatever it is with really big graphical emphasis), or GZDoom more of just a graphical upgrade with little game effects? I'm not 100% on if GZDoom and ZDoom maintain feature parity or not. 2. Usually the author will say what they tested on. Varies from author to author though. Gameplay changes are sourceport only and mods can enable it if they want. Most keep jumping disabled though G/ZDoom start with free aiming enabled I believe. 3. Crouching is a source port addition. Not intended to be used as I think most monsters can't handle it properly.
|
# ? Oct 1, 2014 20:29 |
|
The biggest and best change GZdoom has over regular ZDoom is that mouse look doesn't distort the screen and make me feel sick. For crouching and jumping, most maps aren't meant to be played with them and newer wads will include a mapinfo lump that tells ZDoom to turn jumping/crouching on or off. Mouselook is entirely a personal choice, though you can enable smart autoaim to duplicate the original behavior and still free look. It's worth mentioning as well that Zandronum is basically ZDoom with less garbage netcode.
|
# ? Oct 1, 2014 20:47 |
|
Arivia posted:3) Was crouching part of the original controls for Doom? There was a dead-end passage in TNT's MAP31 I couldn't enter without crouching, so I wasn't sure if it was just for aesthetic purposes or an actual gameplay thing. No. If there's no way to get through a low passage(and you're supposed to be able to get through it), you can use a rocket to kill yourself while sending your corpse through the low part into an exit sector. This does finish the level, but you're pistol starting for the next one.
|
# ? Oct 1, 2014 20:49 |
|
Arivia posted:but there are no GZDoom builds for OS X errr http://alexey-lysiuk.github.io/gzdoom/ is the first result for gzdoom os x for me. It lags a little behind the main GZDoom releases but it works fine for me. It's my main source of doomage on mac. EDIT: I should clarify that it's just the binary releases that lag - if you look on github you can see that the actual source is up to date with GZDoom's Elliotw2 posted:It's worth mentioning as well that Zandronum is basically ooooooooold ZDoom with less (but still very) garbage netcode. FTFY. SavageMessiah fucked around with this message at 20:56 on Oct 1, 2014 |
# ? Oct 1, 2014 20:52 |
|
Speaking of alternate OSes, are there still no good Linux launchers in the vein of ZDL?
|
# ? Oct 1, 2014 21:04 |
|
Mman posted:Marathon 1 actually was remade in Unreal Tournament: http://www.moddb.com/mods/marathon-resurrection Oh yeah, I remember reading about that shortly after it was announced and then reading it again once it was released and hearing it was a trainwreck and losing interest. It also looks like they were going more for a "light remake", whereas I was thinking more along the lines of a straight, ideally mostly automatically generated, port into another engine. None of this let's-do-models-for-everything feature creep, just "hey let's have Marathon in an engine with working mouselook".
|
# ? Oct 1, 2014 21:12 |
|
The Adventures of Square is better than Wrack and that's probably all you need to know. Edit: This is an aggressively un-fun game. Holy poo poo. Al Cu Ad Solte fucked around with this message at 23:24 on Oct 1, 2014 |
# ? Oct 1, 2014 23:08 |
|
ToxicFrog posted:Oh yeah, I remember reading about that shortly after it was announced and then reading it again once it was released and hearing it was a trainwreck and losing interest. I enjoyed it, but, yeah, I ran into those same problems described. I thought it was just me having zero sense of direction, but I eventually had to noclip out. http://forum.zdoom.org/viewtopic.php?f=19&t=46787 Demonsteele, TS13's newest project, finally has a ZDooM page. It's basically Shadow Warrior 2013, DMC, and Revegenance on cocaine, humping light gun games, especially that one arcade game that relied on a motion control katana. JackMackerel fucked around with this message at 01:37 on Oct 2, 2014 |
# ? Oct 1, 2014 23:32 |
|
|
# ? May 14, 2024 15:15 |
|
DemonSteele is pretty rad. Love the arcade style health system, the kill chains and the emphasis on raw, unchecked aggression. In some ways it makes slaughter-style scenarios easier than a handful of plinking little fodder enemies, which feeds into how it's a crazy power trip. Definitely want to see this one grow and evolve.
|
# ? Oct 2, 2014 00:28 |