I have been playing the Final Doom wads (TNT and Plutonia) for nearly 20 years and have finally beaten TNT without cheats.
[t]http://i.imgur.com/EVSwYfl.png[/t]
Now to try to beat Plutonia without cheats.
[QUOTE=mcattack1092;45646377]Now to try to beat Plutonia without cheats.[/QUOTE]
GL;HF
[B][I][U]top secret Doom 4 gameplay leaked !!![/U][/I][/B]
[vid]https://dl.dropboxusercontent.com/u/87029207/1405773630387.webm[/vid]
[QUOTE=RockmanYoshi;45646422]GL;HF
[B][I][U]top secret Doom 4 gameplay leaked !!![/U][/I][/B]
[vid]https://dl.dropboxusercontent.com/u/87029207/1405773630387.webm[/vid][/QUOTE]
I have been waiting for someone to mod in flying Revenants since the info came out them having jetpacks in the next game.
[QUOTE=RockmanYoshi;45646422]GL;HF
[B][I][U]top secret Doom 4 gameplay leaked !!![/U][/I][/B]
[vid]https://dl.dropboxusercontent.com/u/87029207/1405773630387.webm[/vid][/QUOTE]
Now I'm just waiting for someone to make a WAD based on the Doom 4 demo, with those jetpack Revenants, arm-keys, and double-jumping.
[QUOTE=Kegan;45646664][IMG]https://31.media.tumblr.com/0a0e0528b4f0047032a9d3d862f3b96e/tumblr_inline_n9qz8dDOhJ1r95fgm.gif[/IMG][/QUOTE]
thank mr skeltal for good bones and calcium
[QUOTE=LTJGPliskin;45646630]Now I'm just waiting for someone to make a WAD based on the Doom 4 demo, with those jetpack Revenants, arm-keys, and double-jumping.[/QUOTE]
Besides threats from Zenimax, i'm surprised no one's tried even writing down or recreating what they've seen.
[QUOTE=Loofiloo;45646259]Uh... Define "working." Because that sounds like it could be disastrous. :v:[/QUOTE]
lights and sounds. plasma burns are something i'd rather not mess with.
also can someone help me install DoomRPG with the DRL? i've tried to follow the steps but aparently i cant run it for some odd reason.
[QUOTE=Metaru;45646750]lights and sounds. plasma burns are something i'd rather not mess with.
also can someone help me install DoomRPG with the DRL? i've tried to follow the steps but aparently i cant run it for some odd reason.[/QUOTE]
If you want you can try a bat file, put this in it:
[quote=]gzdoom.exe -file "DoomRL Arsenal Beta 7.9.wad" "DoomRL HUD.wad" DoomRPG\DoomRPG DoomRPG\DoomRPG-RLArsenal "insertrestofshithere.wad"[/quote]
And place it in the GZDoom folder. You'll probably need to change the filenames to match yours (as I haven't updated DRLA in a while) but it works.
[QUOTE=spekter;45643608]Are there any good WH40k mods out there?[/QUOTE]Space Hulk DOOM would be pretty boss
[editline]10th August 2014[/editline]
also, i'm a scrub. how am i supposed to use invisibility powerups?
[QUOTE=Kegan;45646664][IMG]https://31.media.tumblr.com/0a0e0528b4f0047032a9d3d862f3b96e/tumblr_inline_n9qz8dDOhJ1r95fgm.gif[/IMG][/QUOTE]
I didn't realize that revenants subsisted purely on chili and Mexican food.
or that they had two buttholes
[QUOTE=Metaru;45646202]though i was wondering if i should focus exclusively on recreating the original doom marine desing (with lime green armor and everything) or doing a mix between some of the existing desings of the doom marine (vainilla, quke3's and doom3)[/QUOTE]
I hate to be really late to the party, but I would focus on plain-Jane Doom or Quake III Arena's versions. They're much more recognizable than "generic sci-fi soldier with funny helmet" of Doom III.
[t]http://fc04.deviantart.net/fs71/f/2013/019/1/f/doom_guy_by_sonicblaster59-d5rzv1m.jpg[/t]
[img]http://i.imgur.com/WlNGGw3.jpg[/img]
Found this amusing, from the /vr/ general.
[QUOTE=John Madden;45649674][img]http://i.imgur.com/WlNGGw3.jpg[/img][/QUOTE]This is most certainly not correct. It's been long established that Doom Guy's pain and oof/noway sounds along with his diehi death scream are [url=http://www.perkristian.net/game_doom-sfx.shtml]stock sound effects[/url] (also used in Heretic and Hexen) while Bobby Prince performed the [url=http://www.bpmusic.com/Make%20Your%20Own%20SFX.html]normal death scream himself[/url].
A quick look into the origin of this misinformation reveals [url=http://en.wikipedia.org/w/index.php?title=Mike_Dopud&action=historysubmit&diff=284832179&oldid=282280137]this edit[/url] by a single user on Dopud's Wikipedia article. It looks like this was a bizarre attempt by this individual to fluff some resumes with obviously false video game voice acting jobs which also carried over to IMDB. This is most obvious when you check the IMDB entry for [url=http://www.imdb.com/title/tt0408173/reference]Serious Sam: The Second Encounter[/url] which also lists Dopud. Anyone who's played TSE can tell you the only voices in the game are Dick's and Croteam's.
[QUOTE=Metaru;45646202]a small heads up, this year's local zombiewalk theme around here will be "sci-fi" and i already have plans to attend as the Doom Marine, fully equipped with the shotgun, chainsaw and hopefully a working BFG9k prop. this both because i've planned to do this for a while and to hop on the hype behind the new doom announced this year.
though i was wondering if i should focus exclusively on recreating the original doom marine desing (with lime green armor and everything) or doing a mix between some of the existing desings of the doom marine (vainilla, quke3's and doom3)[/QUOTE]
im so gonna film you
[img]http://i.imgur.com/ZdsyesA.jpg[/img]
Not sure if this was posted before, but if so, it deserves a repost anyway.
Jesus christ how adorable.
So time for another small thing.
This has nothing to do with Doom, just like Duke3D; its just a little thing based on Blood.
I'm working on this as we speak, the hand placement isn't perfect and the shells aren't visible when he reloads, but; it looks good so far.
[img]http://puu.sh/aN6Y5/a74b8c8885.gif[/img]
Honestly all I did was move the game's frames around and edit a few parts, its surprising how it had so much to work with, but still made it incredibly choppy.
To be fair, even with 5-6 sprites, I made it around 12 frames; far more than it was in game.
[QUOTE=TheCombine;45646771]If you want you can try a bat file, put this in it:
And place it in the GZDoom folder. You'll probably need to change the filenames to match yours (as I haven't updated DRLA in a while) but it works.[/QUOTE]
every time i try to launch doom rpg with doomrl i get this
[IMG]http://i.imgur.com/6Q07RQP.png[/IMG]
[QUOTE=Metaru;45654321]every time i try to launch doom rpg with doomrl i get this
[IMG]http://i.imgur.com/6Q07RQP.png[/IMG][/QUOTE]
Are you using the latest GZDoom SVN version?
[QUOTE=doommarine23;45652766]So time for another small thing.
This has nothing to do with Doom, just like Duke3D; its just a little thing based on Blood.
I'm working on this as we speak, the hand placement isn't perfect and the shells aren't visible when he reloads, but; it looks good so far.
Honestly all I did was move the game's frames around and edit a few parts, its surprising how it had so much to work with, but still made it incredibly choppy.
To be fair, even with 5-6 sprites, I made it around 12 frames; far more than it was in game.[/QUOTE]
You should make the whole gun bounce when he puts the shells in, but other than that I love it
[highlight][B]GUYS[/B][/highlight]
[url=http://forum.zdoom.org/viewtopic.php?f=19&t=35879]pyroscourge just released a demo fo s.u.p.e.r. natural[/url]
prepare to get scared
Saw this over at the ZDoom forums. It's a work-in-progress avant-garde surrealism wad for GZDoom, along the lines of something like the LSD game:
[media]http://www.youtube.com/watch?v=TVmE1r1ay3E[/media]
Needless to say, I have no idea what the Hell is going on, but for some reason I want more.
[QUOTE=comet1337;45654558][highlight][B]GUYS[/B][/highlight]
[url=http://forum.zdoom.org/viewtopic.php?f=19&t=35879]pyroscourge just released a demo fo s.u.p.e.r. natural[/url]
prepare to get scared[/QUOTE]
Tried that, got bored of wandering around in low-light, pitch-black areas. Though it lit up considerably after hitting the power, actually doing anything was a chore, since you have no map of the damn place. Monsters weren't that scary, considering it takes them a damn age to actually do anything. That, and the fact that it's a combo of the leech from the zdoom community take2 wad, and a monster from an invasion, both of which I think are on realm667. After a point of having too many run-ins with them and wanting to progress, I remembered that you can bind commands to a key, such as (BIND Q "KILL MONSTERS"), which made progressing a trivial matter. It's kinda like typing freeze on slaughter maps just so you can actually look around and not die. Got to the lake, got lost, got bored, quit the game.
So disappointed. :(
I think I'll take a pass on this, and go play the Winter's Fury one that author did. Never did really care for hiding/wandering simulators anyway.
[QUOTE=Metaru;45654321]every time i try to launch doom rpg with doomrl i get this
[/QUOTE]
Download the latest build from [URL="http://devbuilds.drdteam.org/gzdoom/"]here[/URL] if google failed you or something.
It just occured to me: the new Doom better have a cover of E1M1's soundtrack playing somewhere in the first chapter. That would be beautiful.
I can't seem to get Brutal Doom v19 and DoomRPG to play together nicely...
I can run both seperately;
My .bat file for Brutal Doom looks like this:
[quote]gzdoom.exe -file "brutal19.pk3"[/quote]
Which works.
My .bat file for DoomRPG is this:
[quote]gzdoom.exe -file "DoomRPG\DoomRPG" "DoomRPG\DoomRPG-Extras" "DoomRPG\DoomRPG-Brightmaps" [/quote]
Which also works fine.
But when I combine the two and include the compatibility folder like this:
[quote]gzdoom.exe -file "brutal19.pk3" "DoomRPG\DoomRPG" "DoomRPG\DoomRPG-Brutal" "DoomRPG\DoomRPG-Extras" "DoomRPG\DoomRPG-Brightmaps" [/quote]
It doesn't work and I get the error:
[quote]
Bad hex number: no
Script error, ":actors/Brutal/Ammo.txt" line 1:
Parent type 'NewClip' not found in NewClip2
Script error, ":actors/Brutal/Ammo.txt" line 3:
"inventory.pickupsound" requires an actor of type "Inventory"
Execution could not continue.
Script error, ":actors/Brutal/Ammo.txt" line 3:
Unexpected 'items/clip' in definition of 'NewClip2'
[/quote]
Welp.
I love both, and I get the impression that they should be able to work together, since DoomRPG has a special compatibility mod for it...
DoomRPG is the latest from the Git page.
GZDoom is the latest from the Dev site: [url]http://devbuilds.drdteam.org/gzdoom/[/url]
Brutal Doom is v19, which seems to be the latest version.
Anyone know what I'm doing wrong here?
Try using a loader, such as [URL="https://github.com/qbasicer/qzdl/releases/tag/v3.2.2.2-stable"]ZDL[/URL], makes loading wads way easier than adding parameters. You can also drag n drop wads into this and it'll add them.
[QUOTE=John Madden;45657484]Try using a loader, such as [URL="https://github.com/qbasicer/qzdl/releases/tag/v3.2.2.2-stable"]ZDL[/URL], makes loading wads way easier than adding parameters. You can also drag n drop wads into this and it'll add them.[/QUOTE]
Just tried that. Didn't work.
It gives the exact same error and seems to refer to an problem with DoomRPG-Brutal's fix.
I don't know Doom's scripting language, but it seems like it's missing a parent actor which sounds like a load-order issue.
Currently my load-order is Doom2 IWAD with:
brutal19.pk3
DoomRPG
DoomRPG-Brutal
DoomRPG-Extras
DoomRPG-Brightmaps
I'm doing something wrong here, but I don't know enough about Doom modding to fix it myself...
If it seems like a load order issue, try loading rpg > brutal > rpg-brutal. If it still doesn't work, you can wait until someone with a fix replies or go to the zdoom forums thread and ask/see if someone else has your problem.
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