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The Kins
Oct 2, 2004
Here ya go! 10x.wad for ReDoom and Brutal Doom. Enjoy!

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The Kins
Oct 2, 2004

Robolizard! posted:

How do I go about running brutal doom? I downloaded the gzdoom version (and gzdoom) but I didn't see it listed in the wad menu, and the readme didn't shed any light on this.
Just drag and drop the PK3 file onto gzdoom.exe. The WAD menu on startup only lists IWADs, or stand-alone games like Doom 2 or Heretic.

The Kins
Oct 2, 2004

Baron Bifford posted:

There was a Batman doom mod. If you're willing to overlook the fact that Batman was killing his foes with guns, it was the best Batman game of the 90s in my book.
Fun Fact: The guys who did Batman Doom are still around as a development team. They just released Rock of Ages!

The Kins
Oct 2, 2004
Here's a new mod for Duke 3D. It's two levels long and is called Crackdown. It seems alright.

The Kins
Oct 2, 2004

Hussar posted:

So I created a batch file to auto load Epic 2 and the Nazi pk3, like the ones in the video, when all the files were in one folder and everything worked great. Now that I made another batch file so that I can keep all my files organized it fails to load properly. Any clue what I'm dong wrong?

New batch: d:\games\doom\gzdoom\gzdoom.exe -iwad d:\games\doom\wads\doom2.wad -file d:\games\doom\epic2\epic2.wad -file d:\games\doom\nazi\ww-nazi.pk3

Old batch: gzdoom - iwad doom2.wad -file epic2.wad -file ww-nazis.pk3
You should only need to use -file once.

The Kins
Oct 2, 2004
There's also a Doom one! And a Quake one!

Rage has a lot of little Id shoutouts since this year's Id's 20th birthday.

The Kins fucked around with this message at 11:15 on Oct 5, 2011

The Kins
Oct 2, 2004
ZDoom is pretty flexible, yeah.

https://www.youtube.com/watch?v=8Zw7VTW5Kgk

The Kins
Oct 2, 2004

Dominic White posted:

All you need from Steam is Doom2.WAD - just drop that into your GZDoom directory (get the latest build from here) and that'll do all the work for you. Doom, Heretic, Hexen and Strife also work, but Doom 2 is the requirement for most mods.
You shouldn't even need to do that. ZDoom is smart and powered by science, and should auto-detect your Steam installs of those games and use the WADs from that.

The Kins
Oct 2, 2004

THE HORSES rear end posted:

What early FPS do you think had the best sprite work?

I always wondered if it would be possible for a sprite to have 32 sides instead of 8, and have cinema smooth animation. Would that require an entire engine rewrite of idTech1/Build?
It'd probably take a bit of engine modification, as Doom is optimised towards eight sides. More importantly, a 32-angle character with 30fps animation would eat up a lot of artist effort, disk space and RAM for no real benefit.

The Kins
Oct 2, 2004

trandorian posted:

Plus hey, Doom was really just Wolf 3D with demons and non orthogonal rooms. And Wolf 3D was Castle Wolfenstein but 3D.
Actually, Castle Wolfenstein had stealth elements. Wolf3d planned to imitate that but ended up as more arcadey.

The Kins
Oct 2, 2004

ToxicFrog posted:

Rumour has it that 3d hardware was added quite late in development (in response to rumours that the PlayStation and N64 would be 3d powerhouses and that the Saturn would be outdated on release if it only did 2d, no matter how good it looked); if true, this would make sense.
The graphical stuff was a daughterboard.

The system had what was effectively primitive dual-CPUs that couldn't communicate with each other without some horrible hackery.

The official development SDK was literally broken and would spit out corrupt binaries unless you used some arcane build configuration.

Someone once posted a lot more detail on how hosed up the Saturn was internally in YOSPOS, but it's vanished to the wind :(

The Kins
Oct 2, 2004

Kazvall posted:

If you haven't been playing "No More Room in Hell", you have been missing out.

No crosshairs, no health indicators, no loving heal kits. You sprint and get tired. Once you get bit there is a big chance you might become a zombie. You can only hold it off for so long if you have pills. This game is basically BrainBread, but 100x better. This is what an actual Zombie game is, not that pathetic Left for Dead.

Huge amount of guns and weapons. You hold reload to check your ammo. You have to shoot the zombies in their brains, not just their heads. You can hold your flashlight WITH your pistol out. It's dark, it's scary. There are no second chances.

PLAY THIS YOU FUCKS!

http://www.nomoreroominhell.com/
You appear to be lost. You're looking for the Modern FPS Megathread. :V

The Kins
Oct 2, 2004

nexus6 posted:

Is there a way to run Brutal Doom on the client side? I love it but it a lot of multiplayer servers don't use it. I don't like going back to regular gore now that I've tried Brutal Doom
If you mean using Brutal Doom while all the other players use normal Doom, than sorry, it's impossible - Brutal Doom changes a shitload more than the gore effects under the hood, and Skulltag doesn't really have a concept of clientside mods.

The Kins
Oct 2, 2004
Brutal Doom hath updated!

quote:

- Added many extra fatalities for almost all monsters, including the Revenant, Cacodemon, and Demon.
- Revenant Rocket Launcher is full working. Use a Chainsaw to rip the weapon from a dead body, or explode it's chest if you already gibed him with the Rocket Launcher or BFG.
- Flame Cannons can be ripped from the Mancubus corpse with the chainsaw (Only if the body was not burned with plasma)
- *** (Die Hard Bug Fixed) *** Fixed an old bug during fatalities that could make the camera script don't initialize during the execution animation
- *** (Die Hard Bug Fixed) *** Added a mini health regeneration that will never let the player's health fall to 1. So, the player has a minimum health of 2, to prevent deaths caused by blood on screen on effects.
- A new sprite for Chainsaw that looks like the original one, but much smoother.
- BFG got it's old splash damage radius from earlier versions restored, but this will only deal damage to player if it hits a wall or the ground or ceiling. Hiting enemies will only cause damage to the player if it's like 1 metter of distance from the monster. Plus, the weapon got a visual upgrade (Now you have a reason to call it the BIG loving Gun)
- Plasma splash damage will only harm the player when hitting a wall or floor/ceiling.
- New fire particles for torches, burning barrels, and other fire sources.
- New sprites for candles and candelabras.
- Polished the gently caress Yourself hand sprite.
- New flares.
- Many player death animations were polished.
- Now Revenants can perform fatalities on players. (by Gothic)
- Polished the sprites for zombieman and imp fatalities.
- New futuristic-looking sprites for Rifle and Shotgun (by Mike12)
- New Plasma Deaths to some monsters (by Mike12)
- *** (Die Hard Bug Fixed) *** Invulnerability Sphere will not loose it's effects after performing a fatality (Thanks to jpalomo for finding the solution.)
- Added new animations for players when jumping/falling from heights, or selecting the fists.
- Players will not keep looping the spawn animations when holding a barrel, or have health under 25.
- 3D models for water splashes that makes it look more realistic.
- Nerfed plasma headshots.
- Added a bit more blood to the Xdeath gibs, so it won't look too much clean like before.
- *** (Die Hard Bug Fixed) *** Fixed a bug with weapons reloading infinitely.

The Kins
Oct 2, 2004
Yeah, I don't want to cause any drama or anything, and it looks like a great mod, but this thread's just focusing on a certain time frame. Sorry.

I'm sort of tempted to let Deus Ex in since it uses a largely untouched UT99 engine, but it has enough activity for its own thread that pops up regularly enough.

The Kins
Oct 2, 2004
Here's a new mod called RUSSIAN OVERKILL. I do believe the name alone speaks volumes, but if not, here's a couple of videos explaining why it is named as such.

https://www.youtube.com/watch?v=FzaV82_e8Sw
https://www.youtube.com/watch?v=-mOEtbJyrjM

The Kins
Oct 2, 2004
Well, look what I found while cleaning!


An old demo disc from late 1996, with the original Quake demo! I think this is how I first got it... There's also a bunch of old Duke 3D levels on it, because loading mods off of FTPs onto CDs is how magazines and jerks made money in the internet's infancy.

It's old and scratched and covered in fingerprints and stuff, though, so surely it wouldn't still work? Right?





I remember a wonderful old YCS thread from back when YCS was good where they messed around with some CD WAD collection. I should upload this crap for you guys to play with.

Still not the oldest/coolest demo disc I have lying around, though! That honor goes to this:

WELCOME TO THE WINDOWS 95 GAME PLATFORM

The Kins
Oct 2, 2004

Convex posted:

drat this was the same disc I got the shareware from too. I remember seeing the magazine in WHSmith and staring at it for about 5 minutes as I slowly comprehended that this game was actually real and there was a playable version right in front of me. Good times!

Also, please upload this disc, I think I lost my old magazine CDs in a clearout years ago :(
I tried to rip it to an image, but ImgBurn just kind of sat confused for ten minutes before I put it out of its misery. I blame the Witchaven 2 demo. Who the gently caress puts CD audio in a game demo at the dawn of the Web?

(EDIT: It was actually the Virtua Fighter PC demo. SEGA :argh:)

I'll give it another shot, though.

The Kins fucked around with this message at 14:40 on Nov 13, 2011

The Kins
Oct 2, 2004

Yodzilla posted:

DOS IS DEAD

That's really awesome.

I'm tempted, but I've grown attached to the Sector Effector avatar... choices choices.

The Kins
Oct 2, 2004

Mak0rz posted:

What is this?
An old demo disc by Microsoft and Monolith called "Odyssey - Games For Windows 95". It had a bunch of game demos like Doom, Dogz and Beavis and Butthead, some info sheets on other games like Earthworm Jim, and some weird tech demos by Monolith. The menu was a 3D Doom-style engine where you wandered around a space station. It had some weird secrets in it!

The Kins
Oct 2, 2004
Here's a new mod: Brutal Doom Lite. Now you can mix BD and other mods together!
https://www.youtube.com/watch?v=7sd4l5EOFNk

The Kins fucked around with this message at 02:27 on Nov 25, 2011

The Kins
Oct 2, 2004
Yeah, Russian Overkill seems to use some... interesting coding that conflicts with everything :(

The Kins
Oct 2, 2004
Here's a new nine-level mod called The Phobos Directive. It seems to be causing roughly the same amount of idiotic, embarassing arguments as KDIZD and Stronghold did, and you guys seemed to dig those, so maybe you'll like this. Maybe. I'm not a mindreader for crying out loud.

The Kins
Oct 2, 2004
Fantastic stuff, Hippieman!

In other good news, Quake has been officially unbanned in Germany on the same "pretty much an antique" proviso as Doom a while back.

The Kins
Oct 2, 2004
Here it is. The most terrifying mod I've seen in ages.

MEMORIAL. It's all 32 levels of Doom 2 as a single, mammoth map, with some minor rearrangement, linking-up and a couple of extra monsters to fill in the blanks.

There's apparently some bugs that manifest in ZDoom because the authors are somewhat fetishists for PRBoom, but... there it sits. Dare you take it on?

The Kins
Oct 2, 2004
Well, if a mod has repetitive boring music (or worse, no new music at all! Running from Evil has gotten so old...), then I know a mod which will help!... which segues nicely into another of my semi-regular these-are-neat-mods posts.

Jimmy's Jukebox is exactly what it says - a in-game tool that lets you generate and control a playlist from a selection of 773 MIDIs from a variety of classic FPSes, classic megawads, and even a few new ones for the hell of it.

Vaporware Demo (Goon Made?) is one of those mods that requires something that ISN'T ZDoom. This is because Vaporware violently abuses Eternity Engine's portal system to create detailed architecture that would be, if not impossible, at least suicide-inducingly infuriating to build in GZDoom.

Plutonia 2 is a few years old now, but I don't remember posting about it. It's a fantastic megawad for Final Doom: The Plutonia Experiment, that follows along the visual themes of that mod.

The Kins
Oct 2, 2004

Minidust posted:

I'm gonna listen to a CD while playing Brutal Doom (GZDoom) tonight. Is there some more elegant way to do this besides running media player in the background and turning the in-game music off (although that seemed to work fine when I tested it)?
ZDoom did have CD audio support, but I think Randy nuked it for compatibility reasons (also nobody used it). Sorry :(

The Kins
Oct 2, 2004

Roobanguy posted:

Jesus that is some awful music. :psyduck:
It's Nine Inch Nails. It fits with the thread. :)

Speaking of sneak peaks, trailers and questionable soundtrack decisions, here's a few seconds of something REALLY dumb I've been working on for kicks lately. It involves... Birthday Parties.
https://www.youtube.com/watch?v=nIIxfwrWtdc

The Kins
Oct 2, 2004
Doom The Way Id Did is out! It's a full, three episode tribute to the original Doom, attempting to carefully emulate Id's mapping style as closely as possible.



Since it's all-Vanilla, it'll work with basically any gameplay mod you deign to throw at it, if you like mix-n-matching. :)

The Kins
Oct 2, 2004

victrix posted:

Is there some way to make GZDoom not so uh... unfriendly to multimonitor/alt tabbing? It basically sets my desktop to 640x480 or whatever, killing the second screen.
You can run it in Windowed mode.

The Kins
Oct 2, 2004
Hey! People with shiny phones that have no buttons! Marathon 2: Durandal is hitting the iOS App Store as a free download this Thursday, and Marathon 1 will be updated with all the nice extras added to this port (Universal support, Joypad support, nicer menus...).

The Kins
Oct 2, 2004

PROTOSTORM!!! posted:

What am I doing wrong that I can't play any of these wads, I got scythe1&2, Diaz, few others who are just acronyms so I don't know the names. I load em up on GZDoom using the appropriate IWAD (I assume if the splash screen image doesn't load i'm on the wrong doom) but its only the doom campaign.
Scythe 1 and 2 (and most custom campaigns) are for Doom 2. Diaz doesn't have any new levels, it replaces all the weapons and enemies instead.

The Kins
Oct 2, 2004
Aeons of Death version 6 has been released!
https://www.youtube.com/watch?v=xjybZNV8Byw

The Kins
Oct 2, 2004

Guillermus posted:

i have the latest GZDoom
No you don't. :)

The Kins
Oct 2, 2004
Merry Christmas, thread! I have two bits of nice news for you.

First, I've released a stupid new GZDoom mod! It's called Reelism and it's basically you versus a pissed off RNG. People seem to like it so far.
https://www.youtube.com/watch?v=PpSJ-sYtZ4c
Download!

Second thing, our beloved Brutal Doom is planning a new release for Christmas Day (Brazil time, presumably). Not much word on what's new, though.

The Kins
Oct 2, 2004
Thanks for the nice comments, guys!

Cream-of-Plenty posted:

1. The Wolf3D pistol is pretty much useless, especially when compared to the starting handgun. So all it really accomplishes is giving a nod to old-school shooters (and cluttering up the inventory.)
I tried to at least tip the hat to accuracy to the original Wolfenstein 3D (it would take a terrifying amount of hacky tricks to make it truly accurate!), which means that the pistol is more or less useless if you have the Machinegun or Chaingun. I'll probably remove it, because it looks like it's one of the sounds-good-on-paper things that I removed during development for not being fun (like the "you can't move but you can aim and shoot" rule... man that sucked.)

Cream-of-Plenty posted:

2. The flamethrower isn't really fun to use, and I don't quite know why. It looks good, but the projectiles move a lot slower than the player, making it an awkward weapon that I mostly avoid using.
I agree, the flamethrower could use a lot of tweaking. I'll have a bit of a play with it.

Cream-of-Plenty posted:

3. In the last ~2 hours of playing, I've had a lot of situations where I had no ammo and was unable to keep enough in stock through weapon pickups, alone. The fist is not really a great fallback weapon.
Enemies should drop ammo based off of what the current weapon rule is. Currently the weapon priorities are messed up so if you run out of ammo you switch back to your fists regardless of if you have a better weapon. As long as you're able to keep killing dudes, you should be able to have a decent chunk of ammo for something.

Cream-of-Plenty posted:

The game really shines when you're running around, blasting poo poo with the DB Shotgun or that ROTT Pipe-bomb-style launcher and strafing enemy fire like you're playing a Bullet Hell game. I think it would really kick some rear end if you got your hands on some Duke3D / Blood weapons. This game's clearly all about random mass mayhem, but it's currently lacking in the hardware department. If you're planning to continue working and expanding on it, I think Reelism's found a permanent place on my computer.
Yeah, I agree that the game could use more weapons. I want to keep adding new content, like new weapons, rules and maps. First, though, I want to do some bugfix-and-optimisation updates that make the game run better, because the Gutrot map tends to run very badly for some people by the end of the game with all the corpses and lasers everywhere.

Megadyptes posted:

This is awesome. The results of the roll could stay up a bit longer, though, half the time I'm too busy dodging/killing to read all the results before they disappear.
Thanks for the suggestion, I'm a bit of a fast reader so I can see how this is a problem.

The Kins
Oct 2, 2004
And here's that changelog!

quote:

- New fatality for Pain Elemental. Remade Mancubus fatality.
- Added a new animation for the Mancubus's death when killed by Minigun/Chainsaw made by Eriance.
- Awesome new realistic and nasty wall decals
- Better water effects
- Reverted the rifle sprite back to the original one, but with a few changes. Added new sound effect for it.
- Increased kick damage and range
- Reduced the damage of all Imp's attacks
- Increased damage in Demon's attacks
- Fixed a bug that could make blood decals spawn behind monsters near other monster that was shoot/gibbed.
- Added more counter-measures to prevent 3rd person camera of not initializing during a fatality.
- Fixed weird AI with Wolfenstein SS
- Increased the damage of Flame Cannon and Revenant Rockets.
- New "soft" death for Archvile when killed by low damage weapons
- Fixed a bug causing archviles deal no more than 15 damage per attack
- Better effects for the captured lost soul when you throw them
- New death animation for the player: Arm disembowment
- Fixed a bug that could allow the SSG alt fire to be used even if the player had no ammo.
- Fixed a bug that could allow the player to harvest a flame cannon from the same Mancubus body infinite times
- New sprites for Rockets
- Fixed a bug that could make barrels disapear if a player uses the alt fire button to drop them in the ground
- Chaingunguys were not droping their Miniguns when killed by a point-blank SSG Shot, or Smash Mode punch. Fixed.
- Trying to use an imp brutalized by minigun fire as meatshield would give the player a Sergeant meat shield. Fixed.
- Fixed a bug making the player punch right after selecting the fists with berserk in Smash mode.
- Improved shotgun sprites.
- Changed Plasma Gun and Shotgun sound effects.
- Fixed MP40's infinite reloading bug.
- Flame Cannon can now be harvested from a Mancubus that was killed by a Headshot, or Chainsaw or Minigun. Thanks to Devastator for creating to sprite.
- MUCH improved the blood pool sprites for Software Rendering users.
- Improved deaths when killing enemies with SSG/Smash Mode Berserk Punches
- Improved stealth kill detections. Now if you punch a non-alerted zombie or imp from behind, it will always perform the stealth kill.
I've been really enjoying going through Doom the Way Id Did with this.

The Kins
Oct 2, 2004
While all the cool kids are posting updates, Reelism v1.1 is ready to roll! Here be the fixes...

Corpse Cleanup System: Basically, if there's no way for you to possibly see a dead body, it will be removed from the map. This should help avoid having hundreds of corpses lowering framerate on lower-end systems.

Optimised Laser Effect: Lasers don't have as many trails left behind them anymore.

Flamethrower Improvements: On one hand, the flames move much faster and as such have a better range. On the other, they do less damage individually. Thanks to Snarboo and Cream-of-Plenty for the suggestion!

Skulltag Tags: Should Skulltag ever actually be able to play this pile of crap, weapons will display nice names when you select them instead of crap like "NewFlamethrower".

Spawners and Crates are Randomer: Item and weapon spawners and crate contents were unneccesarily weighted towards specfic results. Fixed! Thanks to InsanityBringer for the help.

Code Janitoring: Some fixes and improvements and reworking here and there. Nothing visible to the player for the most part, but they'll make my life easier.

Fire Death Effect: Oh, the hacks, the hacks... the player now has the same fancy fire death effect as the enemies. Perhaps a little buggy right now, but I'll see what I can't do...
Cheers to Edward850 and Minigunner for the suggestion!

Dynamic Lighting: GLDEFS are in! Now things actually cast light like they're supposed to! Well, more or less, anyway.

In-Game Changelog: Because lots of people are too lazy to read this post.

A Very Minor Fix To Gutrot Island: Just a small visual quirk from a last minute change. Nothing big.

...And A Little Something Extra: You'll know it when it kills you.

The Kins fucked around with this message at 17:44 on Dec 26, 2011

The Kins
Oct 2, 2004

Cream-of-Plenty posted:

The changes you have made to the flamethrower are sublime and I definitely find myself using it a lot more now. While I'm thinking about it, I've got some free time and was wondering if you'd be interested in me putting together a map and tossing it your way.
Go for it! Just use 7zip to pull splot.wad out of reelism_11.pk7 (it's just a renamed 7zip file) and use that as a resource in Doom Builder. Then all the special actors used will appear in the Things menu under the Reelism category. Check out mapmaking.txt for more things to keep in mind.

Dr Snofeld posted:

I get the following error when I try to play Reelism with GZDoom:
When in doubt, grab a SVN build.

closeted republican posted:

Here's something interesting recently released that's related to early FPS games:

Way back in 1996ish, Micropose was working on a FPS based on X-COM called X-COM: Alliance. It got cancelled in 2002, but someone managed to get their hands on a beta dated around 1998 that uses Unreal Engine 1 and put it up for download:

http://www.multiupload.com/9IS9KY2NFY

I figure this would be interesting for anyone interested in cancelled early 3D FPSes or remember Alliance back in the day.
There's also a bunch of ancient Unreal 1 data in this, apparently. Unfortunately the formats are subtly different so I can't see them. :(

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The Kins
Oct 2, 2004
Reelism v1.2 has peeled off the production line. Here's your changelog!

Safe For Widescreen: I went ahead and extended any cutoff sprites by hand, so now Reelism looks perfectly fine on widescreen resolutions!

Better Tanking: As well as being widescreen-friendly, the tank has had a few bugfixes relating to getting stuck in walls as well as a weaponry upgrade: The cannon now hits harder and faster, and the machinegun actually works.

Boss Smarts: Bosses are no longer stunlocked by fire, and will no longer credit your victory to anything other than you, fixing a variety of weird bugs involving victory. Oh, and the Imp Tank is a little less likely to kill you in a single shot. Which is nice.

Miscellaneous Bug Fixes: And some stuff I couldn't fit in any category:
  • Minor improvements to the baseball bat code
  • Fixed Flamethrower ammo staying around forever
  • Fixed a crash when burning alive during Bloody Screen So Real
  • Fixed auto-switching to fists no matter what
The next version will probably be a ways off, because I want to make it a big expansion-style update with new maps and stuff. Here's hoping there aren't any major new bugs that need fixing, anyway.

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