• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=ZenX2;40305851]I think you might need GZDoom for that. I personally use Zandronum because it's also singleplayer (not just multiplayer) and has lots of features.[/QUOTE] I tried GZDoom and there is no difference in-game from Zdoom (don't think its loading brutal doom?), so I will try Zandronum
[QUOTE=xianlee;40305789]Thanks all, I got zdoom & brutal doom but I can't see a option / guide to launch the game in OpenGL for brutal doom to work, any help on this? thanks again[/QUOTE] If brutal doom only works in OpenGL I believe you'll need GZDoom or Zandronum. I'd personally recommend Zandronum. The multiplayer is completely optional and the extra game modes in singleplayer can be a fun waste of time.
zandonum done the trick. All I can say is wow.. brutal doom is amazing, wish duke nukem 3d had something like this where they use original sprites etc instead of the polymer thing eduke has.
DukePlus has enhanced gore and it works fine in 8-bit mode with sprites only.
There are so many programs out like Skulltag, ZDoom, GZDoom, Doomsday, etc. Which is the best to use, and are there any high resolution texture packs out that are actually decent?
[QUOTE=Jedi_Rayne;40318236]There are so many programs out like Skulltag, ZDoom, GZDoom, Doomsday, etc. Which is the best to use, and are there any high resolution texture packs out that are actually decent?[/QUOTE] They all have their positives and negatives. I haven't messed with Doomsday though personally. ZDoom, GZDoom, and Skulltag/Zandronum are all based on the same thing. ZDoom has higher resolution support, anistotropic filtering, filters for things and such. GZDoom is based directly on ZDoom's codebase but it supports OpenGL as well. Skulltag/Zandronum is directly based on GZDoom's codebase but it is centered around multiplayer and has a handful of things that the others don't. Generally I'd recommend GZDoom. It falls behind ZDoom a bit but tends to support a lot more of the special effects newer wads like to use. Skulltag/Zandronum is what I normally use because I play multiplayer occasionally with friends but the biggest disadvantage to it is that the ZDoom/GZDoom codebases for it may end up going months without being updated to the latest version. If you're just looking to play Doom at higher resolutions and with mouselook though I'd say Chocolate Doom. It tries to keep everything feeling perfectly like the originals with as few changes as possible.
[QUOTE=Alice3173;40319270]They all have their positives and negatives. I haven't messed with Doomsday though personally. ZDoom, GZDoom, and Skulltag/Zandronum are all based on the same thing. ZDoom has higher resolution support, anistotropic filtering, filters for things and such. GZDoom is based directly on ZDoom's codebase but it supports OpenGL as well. Skulltag/Zandronum is directly based on GZDoom's codebase but it is centered around multiplayer and has a handful of things that the others don't. Generally I'd recommend GZDoom. It falls behind ZDoom a bit but tends to support a lot more of the special effects newer wads like to use. Skulltag/Zandronum is what I normally use because I play multiplayer occasionally with friends but the biggest disadvantage to it is that the ZDoom/GZDoom codebases for it may end up going months without being updated to the latest version. If you're just looking to play Doom at higher resolutions and with mouselook though I'd say Chocolate Doom. It tries to keep everything feeling perfectly like the originals with as few changes as possible.[/QUOTE] Thank you, that was a really in-depth and informative post. I have GZDoom downloaded and it seems to work very nice. I can't play any of the Doom or Hexen/Heretic games through Steam alone because of massive resolution issues, and GZDoom seemed to fix that for me.
[QUOTE=Alice3173;40319270]They all have their positives and negatives. I haven't messed with Doomsday though personally. ZDoom, GZDoom, and Skulltag/Zandronum are all based on the same thing. ZDoom has higher resolution support, anistotropic filtering, filters for things and such. GZDoom is based directly on ZDoom's codebase but it supports OpenGL as well. Skulltag/Zandronum is directly based on GZDoom's codebase but it is centered around multiplayer and has a handful of things that the others don't. Generally I'd recommend GZDoom. It falls behind ZDoom a bit but tends to support a lot more of the special effects newer wads like to use. Skulltag/Zandronum is what I normally use because I play multiplayer occasionally with friends but the biggest disadvantage to it is that the ZDoom/GZDoom codebases for it may end up going months without being updated to the latest version. If you're just looking to play Doom at higher resolutions and with mouselook though I'd say Chocolate Doom. It tries to keep everything feeling perfectly like the originals with as few changes as possible.[/QUOTE] Doomsday is the only one with support for 3d model replacement. I think. But it loads alot slower.
[QUOTE=smileykiller447;40320542]Doomsday is the only one with support for 3d model replacement. I think. But it loads alot slower.[/QUOTE] Actually GZDoom also supports models. There are many mods who requires GZDoom because it's uses 3D models.
[QUOTE=The Lone Spy;40320606]Actually GZDoom also supports models. There are many mods who requires GZDoom because it's uses 3D models.[/QUOTE] Whoops, I never noticed that, probably because I only play brutal doom on GZDoom.
[QUOTE=smileykiller447;40320542]Doomsday is the only one with support for 3d model replacement. I think. But it loads alot slower.[/QUOTE] I don't know about ZDoom but as The Lone Spy said, GZDoom and thus Zandronum also support 3d models. Although even one model makes levels take an extremely large amount of time to load in comparison to normal. I think that has to do with how the engine handles 3d models though. Rather than rendering a truly 3d model it actually takes the model and makes all the angle of view sprites from it.
Working on a DNF-2001 hires sprite pack for Duke3D, which will hopefully work with the DNF mod that's coming out on friday. Deagle (made from 2001 screenshot) [T]http://imageshack.us/a/img542/3189/eduke322013041718300336.png[/T] RPG (Combined 2001 and 2003 [URL="http://images2.wikia.nocookie.net/__cb20121111133046/dukenukem/images/thumb/2/2e/2002_RPG.JPG/1000px-2002_RPG.JPG"]screenshots[/URL]) [T]http://imageshack.us/a/img845/3521/eduke322013041718300062.png[/T] Shotgun (I actually [URL="http://imageshack.us/a/img221/7083/dnf2001wip.jpg"]modeled this in blender[/URL], took a render in what would be the normal position, then skewed pieces of the shotgun from the old 2001 [URL="http://www.duke4.net/images/screenshots/old/4.jpg"]screenshot[/URL] to make it) [T]http://imageshack.us/a/img138/77/eduke322013041715245998.png[/T] Firing [T]http://i.minus.com/ibbWQyvZmV9ZZ5.gif[/T] Shrink Ray (combination of HRP devastator and newly modeled parts) based on this [img]http://images1.wikia.nocookie.net/__cb20110601062118/dukenukem/images/f/f9/Shrinker_dnf2001.png[/img] [T]http://imageshack.us/a/img22/6730/eduke322013041802100160.png[/T] Firing [T]http://imageshack.us/a/img825/3947/eduke322013041802501353.png[/T]
Sorry for the bump, but this is the fucking Doom thread ffs. Also, I found two wads that replace the sfx and the music with the PSX version of Doom, which changes the atmosphere of the whole game. [url=http://crud.toshiba-3.com/doom/psxs.zip]Sound Effects[/url] [url=http://youfailit.net/pub/idgames/music/psxdoom.zip]Music[/url] Just drag and drop them into your skins folder.
Hey, anyone of you who made good doom models, I'm remaking doom 2 in UDK, did some stuff in Unity3D, But restarting it all in UDK cus in unity it was kinda my first models and i'm not so pleased with them, I'v already got somone who make's the music for me, and someone who made the first map ( EntryWay ) Which im going to upgrade with 3D models, I'm searching for a crew ( Without pay, just for fan, I'm not planing on making money of this ) . Here is my project page : [url]http://www.moddb.com/games/na21643[/url] Please PM me if you are interested .
well i made those GMod ones, but they're modelhacks put together from Doom 3/Duke Nukem Forever models and i'm not sure if it would be fair let alone legal to use them
Saw [url=http://doom3.gamebanana.com/gamefiles/3094]this[/url] on GameBanana earlier today and decided to give it a spin on Doom 3. Holy shit the Machinegun can mow down just about everything early on in a second. Yet the gun zombies can do the same to you. Also remembering just how damn repetitive Doom 3 could get early on.
[img]http://i.imgur.com/0ba0hn3.png[/img][img]http://i.imgur.com/Y7uwFll.png[/img][img]http://i.imgur.com/euhUTuI.png[/img][img]http://i.imgur.com/SbtTi38.png[/img][img]http://i.imgur.com/mvBikTc.png[/img]
This guy just keeps pumping out quality. (Latest WIP from the BrutalDoom creator) [media]http://www.youtube.com/watch?v=Tqbda1Zp2BY&feature=c4-overview&list=UU_NSOckDnuypJK_FpCO6ogA[/media]
Dunno why it still not posted here, but... [video=youtube;89iszJNcKQw]http://www.youtube.com/watch?v=89iszJNcKQw[/video] Soon.
Doom 2 with an actual final boss? Sick.
I'm more interested in those new looking levels in the trailer for the new version. Are those redos of original levels, or separate wads?
[QUOTE=Sgt Doom;41563635]I'm more interested in those new looking levels in the trailer for the new version. Are those redos of original levels, or separate wads?[/QUOTE] They're separate mods, I think he might have them in the description or comments.
What does everyone think of Marathon? I love the atmosphere and story but the level design is mediocre at best, and the texturing makes Sandy Petersen's Doom levels look good.
[QUOTE=Smug Bastard;41622268]What does everyone think of Marathon? I love the atmosphere and story but the level design is mediocre at best, and the texturing makes Sandy Petersen's Doom levels look good.[/QUOTE] I think the level designs are nightmarish at times, I tried marathoning (pah) through them one day and I could only complete Durandal after much struggling and boredom. It really doesn't help that they neither game has music in-game.
[QUOTE=Smug Bastard;41622268]What does everyone think of Marathon? I love the atmosphere and story but the level design is mediocre at best, and the texturing makes Sandy Petersen's Doom levels look good.[/QUOTE] I used to play Marathon 2 a bit when I was a kid, but I did my first full playthroughs on Marathon 1 & 2 a few months back. To sum it up, I really enjoyed the atmosphere, the weapons and the enemies (save for the suicide bomber imposters). The level design at points just gets irritating to navigate and becomes frustrating with some of the switch-hunting and puzzles. One level in the first game requires you to have to keep backtracking to find switches scattered across the map which increase the height of a bunch of individual lifts, which you then have to set them in an ascending stair pattern so you can climb them. It wouldn't be so bad if all the switches were set in the same room, but the fact that you have to backtrack so much and set them in perfect order just about made me give up. You also have vague instructions that are really easy to miss, a lot of the later levels in the game require you to stand in a certain area after you've completed your objective in order to complete the level, usually it's in front of a window facing the Marathon ship in the distance. I often found myself running in circles around a level wondering what to do after doing all the objectives, only to find out after re-reading the description that you're supposed to go back to the beginning of the map in order to finish the level. Most of the issues I listed were more of a problem with the first game than the second, yet I found the first to be more memorable for some reason. All things aside, the guns feel really good and I like the hand-drawn enemy sprites and their splattering death animations, but I don't think I'd ever do another playthrough of the series. [QUOTE=Hans-Gunther 3.;41622991]I think the level designs are nightmarish at times, I tried marathoning (pah) through them one day and I could only complete Durandal after much struggling and boredom. It really doesn't help that they neither game has music in-game.[/QUOTE] The first game does have background music if I recall correctly, it's actually pretty nice and relaxing and is probably the reason why I found the first to be more memorable.
[QUOTE=Synelor;41623516]is there an arena type map wad where monsters spawn infinitely in random order and you have to survive as long as possible? id like to try it with [b]aeons of death 6[/b][/QUOTE] I don't know of any such maps, but you're one insane person.
[QUOTE=Synelor;41623516]is there an arena type map wad where monsters spawn infinitely in random order and you have to survive as long as possible? id like to try it with aeons of death 6[/QUOTE] Zandorium (or w/e it is called, the new version of Skulltag) has a invasion game mode. But it's not infinite nor random and uses waves, so i'm not sure if it's exactly what you want.
[QUOTE=Zackin5;41628307]Zandorium (or w/e it is called, the new version of Skulltag) has a invasion game mode. But it's not infinite nor random and uses waves, so i'm not sure if it's exactly what you want.[/QUOTE] [url=http://zandronum.com/]Zandronum[/url]. And there's a chance there could be a custom map somewhere for invasion that would do more or less what Synelor wants.
Anyone heard about that new game [URL=http://www.doomworld.com/vb/wads-mods/65120-id-software-to-unleash-doom-on-the-pc]Doom[/url] that's coming out next year?
[img]http://i.imgur.com/duGJk6S.png[/img] sup
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