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Here ya go! 10x.wad for ReDoom and Brutal Doom. Enjoy!
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# ¿ Sep 10, 2011 08:34 |
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# ¿ May 16, 2024 00:45 |
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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.
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# ¿ Sep 14, 2011 13:37 |
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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.
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# ¿ Sep 17, 2011 16:25 |
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Here's a new mod for Duke 3D. It's two levels long and is called Crackdown. It seems alright.
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# ¿ Oct 3, 2011 07:07 |
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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?
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# ¿ Oct 5, 2011 09:47 |
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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 |
# ¿ Oct 5, 2011 11:07 |
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ZDoom is pretty flexible, yeah. https://www.youtube.com/watch?v=8Zw7VTW5Kgk
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# ¿ Oct 8, 2011 17:30 |
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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.
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# ¿ Oct 12, 2011 18:11 |
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THE HORSES rear end posted:What early FPS do you think had the best sprite work?
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# ¿ Oct 18, 2011 03:28 |
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trandorian posted:Plus hey, Doom was really just Wolf 3D with demons and non orthogonal rooms. And Wolf 3D was Castle Wolfenstein but 3D.
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# ¿ Oct 24, 2011 04:56 |
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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 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
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# ¿ Oct 26, 2011 06:26 |
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Kazvall posted:If you haven't been playing "No More Room in Hell", you have been missing out.
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# ¿ Nov 3, 2011 17:08 |
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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
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# ¿ Nov 5, 2011 17:41 |
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Brutal Doom hath updated!quote:- Added many extra fatalities for almost all monsters, including the Revenant, Cacodemon, and Demon.
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# ¿ Nov 8, 2011 07:02 |
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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.
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# ¿ Nov 12, 2011 17:02 |
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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
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# ¿ Nov 13, 2011 08:58 |
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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
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# ¿ Nov 13, 2011 14:25 |
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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! (EDIT: It was actually the Virtua Fighter PC demo. SEGA ) I'll give it another shot, though. The Kins fucked around with this message at 14:40 on Nov 13, 2011 |
# ¿ Nov 13, 2011 14:33 |
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Yodzilla posted:DOS IS DEAD I'm tempted, but I've grown attached to the Sector Effector avatar... choices choices.
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# ¿ Nov 13, 2011 15:38 |
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Mak0rz posted:What is this?
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# ¿ Nov 13, 2011 16:27 |
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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 |
# ¿ Nov 25, 2011 02:22 |
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Yeah, Russian Overkill seems to use some... interesting coding that conflicts with everything
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# ¿ Nov 25, 2011 17:32 |
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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.
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# ¿ Nov 28, 2011 06:44 |
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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.
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# ¿ Dec 1, 2011 07:01 |
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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?
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# ¿ Dec 6, 2011 14:25 |
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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.
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# ¿ Dec 8, 2011 15:39 |
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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)?
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# ¿ Dec 9, 2011 15:56 |
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Roobanguy posted:Jesus that is some awful music. 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
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# ¿ Dec 10, 2011 14:45 |
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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.
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# ¿ Dec 11, 2011 05:42 |
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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.
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# ¿ Dec 12, 2011 09:04 |
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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...).
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# ¿ Dec 14, 2011 09:59 |
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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.
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# ¿ Dec 15, 2011 03:55 |
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Aeons of Death version 6 has been released! https://www.youtube.com/watch?v=xjybZNV8Byw
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# ¿ Dec 19, 2011 13:36 |
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Guillermus posted:i have the latest GZDoom
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# ¿ Dec 20, 2011 13:45 |
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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.
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# ¿ Dec 24, 2011 21:29 |
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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.) 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. 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. 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. 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.
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# ¿ Dec 25, 2011 08:13 |
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And here's that changelog!quote:- New fatality for Pain Elemental. Remade Mancubus fatality.
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# ¿ Dec 26, 2011 12:39 |
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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 |
# ¿ Dec 26, 2011 17:42 |
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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. Dr Snofeld posted:I get the following error when I try to play Reelism with GZDoom: closeted republican posted:Here's something interesting recently released that's related to early FPS games:
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# ¿ Dec 27, 2011 04:18 |
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# ¿ May 16, 2024 00:45 |
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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:
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# ¿ Dec 29, 2011 07:57 |