[QUOTE=Mining Bill;50733834]The only thing interesting that came out of nuclear winter was making a boss more akin to another player rather than another big beastie imo[/QUOTE]
[B][I][U]what, no milk and cookies for santa??????[/U][/I][/B]
[QUOTE=Tuskin;50733262]Now I want a TNO/TOB mod for Wolfenstein 3D :v:[/QUOTE]
I feel like that would work better on the Doom engine.
Still, it would be pretty funny to see someone squeeze all of BJ's existential monologues into the original Wolf3D engine.
[QUOTE=chipsnapper2;50734332]I have GZDoom and it isn't letting me aim up and down. Huh.[/QUOTE]
Might want to dig through the options, or double check if you don't have some sort of ancient version
[QUOTE=chipsnapper2;50734227]What Doom and Quake source ports do everyone use? I use GZDoom and QuakeSpasm for the most parts, but I'm getting tired of the faithfulness, really. I see some for Doom that allow up/down aim, and some for Quake with really nice visuals. What are they?[/QUOTE]
You're probably thinking of Darkplaces for Quake with it's RT lighting stuff that adds dynamic shadows. It's been my main source port since I started playing quake and really well made.
[QUOTE=Mining Bill;50734622]Might want to dig through the options, or double check if you don't have some sort of ancient version[/QUOTE]
Just turn off lookSpring and turn on alwaysMouseLook in game's Options->Mouse settings.
Lookspring is on by default which makes you go forward/backward if you move the mouse up/down.
[QUOTE=Mining Bill;50734622]Might want to dig through the options, or double check if you don't have some sort of ancient version[/QUOTE]
I'm pretty sure that any version of GZDoom allows mouselook, right to the very first one.
Really though I don't see how it's possible one doesn't realize there is mouselook unless you're not actually using GZDoom. It comes enabled by default and it's right in your face in the mouse options.
[QUOTE=comet1337;50715222]it's because there's a 0.l in the code that's supposed to be 0.1
yes, zero point lower case L
instead of zero point one
professional programming[/QUOTE]
so this bug was in both the monsters and the base brutal doom, which always annoyed me since like as ghost said, this doesn't happen on the stable release but the more recent ones stop immediately
and it happens twice in the programming, both times relatively right next to eachother. a simple pair of 0.1 to replace them and now the mod spontaneously works on the latest version
fucking sgt mark, how does he work
or, scratch that, how long has it been since he updated his gzdoom to not even notice the problem yet
[QUOTE=Doom64hunter;50739276]I'm pretty sure that any version of GZDoom allows mouselook, right to the very first one.
Really though I don't see how it's possible one doesn't realize there is mouselook unless you're not actually using GZDoom. It comes enabled by default and it's right in your face in the mouse options.[/QUOTE]
When I re-download it just recently, mouse look wasn't enabled by default. One would think they would have checked mouse settings though
[QUOTE=RikohZX;50739344]so this bug was in both the monsters and the base brutal doom, which always annoyed me since like as ghost said, this doesn't happen on the stable release but the more recent ones stop immediately
and it happens twice in the programming, both times relatively right next to eachother. a simple pair of 0.1 to replace them and now the mod spontaneously works on the latest version
fucking sgt mark, how does he work
or, scratch that, how long has it been since he updated his gzdoom to not even notice the problem yet[/QUOTE]
My roommate at college does this a lot in his programming homework, but that's mainly because he's dyslexic as fuck and can't tell the lowercase l apart from 1 in fonts commonly used in code examples. Although he usually is just retrofitting other's code together to get his assignments done, if sgt mark writes all his stuff on his own then I got no idea how he manages to make this mistake.
[QUOTE=AaronM202;50733335]Man, i saw a video on Duke Nukem recently and it really reminded me how every time i try to play Nuclear Winter i just cant help but notice how fucking dogshit the first level is and stop immediately.[/QUOTE]
Nuclear Winter is the game I play every time around December's finals week to get in the holiday mood and as penance for my sins against our lord and savior, Richard Gray.
Guys, is it okay if I share a doom map I made?
Sure, what format is it in?
[QUOTE=Breezeep;50744434]Sure, what format is it in?[/QUOTE]
UDMF, made in GZDoom Builder, so you might need a source-port for it.
It's a single map wad. The map is sort of like an abandoned mine, which was the theme I was going with until I realised that Doom II already had a similar map with the same name. So I refurbished it a bit and threw some bloodfalls around, hence the name Blood Mines.
It's not a very long map, probably only about 3-5 minutes long, and it has 4 secret areas. The only difficulty thus far is Ultra-Violence. I managed to complete the map in [del]1:01[/del] 0:52 when I tried to speed-run it, so if you're interested in beating my time you're welcome to try.
Here's the link (now updated): [URL]https://www.dropbox.com/s/l791qfaoqepcgp7/Bloodmines.wad?dl=0[/URL]
And here are some screenshots:
[t]http://i.imgur.com/ZyT1Err.jpg[/t]
[t]http://i.imgur.com/ZD5bvXt.jpg[/t]
[t]http://i.imgur.com/SFWMD3a.jpg[/t]
I'd appreciate some feedback!
[QUOTE=riki2cool;50744451]UDMF, made in GZDoom Builder, so you might need a source-port for it.
Here's the link: [URL]https://www.dropbox.com/s/hbohiapvkzq168s/Bloodmines.wad?dl=0[/URL][/QUOTE]
Well, It obviously looks like a newbie effort with a straightforward and cramped layout. I wasn't fond of the way you used some of the wall textures on the ceilings in some areas, and the gameplay was half decent as well. I hope I don't come off as rude about this, but Every mapper has to start somewhere.
Also, I found a little bug:
[thumb]http://i.imgur.com/HeaxiPc.png[/thumb]
If you're up for it, there is a newbie mapping session that will take place saturday 23rd at 9pm EST: [url=https://www.doomworld.com/vb/post/1646429]The Joy of Mapping[/url] hosted by Jimmy.
[QUOTE=Breezeep;50744716] I hope I don't come off as rude about this, but Every mapper has to start somewhere. [/QUOTE]
Haha, no worries! It's actually the second map I've ever finished (I think I posted my first one on FP some time ago) and I really appreciate the feedback! I feel happy enough with the map as is since it was never meant to be anything more than a fun testing ground, but I'll make sure to take what you said into consideration for my next map.
The bug you posted had me puzzled for a bit, but I managed to fix it. There were 2 issues, issue #1 was that because I added the button for the secret after I had made the trap, the floor would instead lower to the button instead of the lowest floor. Issue #2 was that texture bug you posted, which I believe was caused by me accidentally giving that sector the same tag as the trap, which made it lower down with the floor. The dropbox link has been updated to the fixed version, which also includes some minor texture changes.
I'll try and tune into the stream/discord thing if I can, however time-zones may intervene.
In my very first Doom map, I completely failed to make a simple door work. Instead of the door opening, the room went downwards for eternity :v:
I wish there was still an archive somewhere of the Facepunch Doom to Source map porting effort. I was quite happy with how my port of The Focus came out.
[QUOTE=RikohZX;50731154]So [url=http://forum.zdoom.org/viewtopic.php?f=19&t=52164]this[/url] released. It's fun so far, but it takes a while to build up credits for the weapon mods. A better solution than just random spawns plopping them in though, I suppose. A bit too ear-rapey with the 'killed all monsters' sound effect IMO.
[media]https://www.youtube.com/watch?v=Aww_OOsCGrI[/media][/QUOTE]
The animations looks so static
[QUOTE=KayoDuck;50745043]The animations looks so static[/QUOTE]
That's because, apart from some notable exceptions like the pistol or the SSG, the animations mostly consist of shifting a static weapon sprite around on the screen.
It's a problem inherent to the 'rips' / sprites that were released which kick-started the Doom 4 recreation mods entirely. I mean, the Gauss Cannon looks really fucking misangled.
Who knows, once there's better rips and recreations, maybe we'll see improvements.
[img]http://i.imgur.com/7TS9tH6.png[/img]
Blargh.
[QUOTE=bloboo;50745757]how the fuck do you make a circle are you using like an illegal russian program previously used to intercept american missiles or something or are you just jesus[/QUOTE]
GZDoom Builder 2 has polygon-drawing.
Also, you can just get square and curve its sides with fixed angle of 90 degrees ( preferring this since it makes setting concentric circles easier ).
[QUOTE=Sasupoika;50745774]
Also, you can just get square and curve its sides with fixed angle of 90 degrees ( preferring this since it makes setting concentric circles easier ).[/QUOTE]
A SECRET IS REVEALED!
I think I hit him too hard. :/ :/ :/
[vid]https://my.mixtape.moe/qpaamn.webm[/vid]
really liking those floor 'decals'
you should use a few of them without +flatsprite in the gibbing to give it a little more thickness/volume
and somehow prevent the giblets from doing the whole 'sink in the floor' thing, and maybe do a_setroll(90 * random(0, 1, 2, 3)) so you don't have skulls balancing 45 degrees on their jawbone
another thing that helps with chunkiness is using the normal xdeath anim, skipped a few frames ahead to leave a pile of red stuff behind
[editline]21st July 2016[/editline]
meanwhile: rollsprites AND flatsprites, oh my
[t]http://i.imgur.com/yAaIMbw.png[/t]
[QUOTE=comet1337;50748967]and somehow prevent the giblets from doing the whole 'sink in the floor' thing[/QUOTE]Already fixed.
floor and ceiling blood woo
[t]http://i.imgur.com/JLZs0B9.png[/t]
kinsie and i seem to currently share a similar interest
I am curious as to the implementation of that
GZDoom dev build, +flatsprite and a_warp
projectile checks if it hit the ceiling or floor (using Z, FloorZ and CeilingZ) and spawns the appropriate splat
[QUOTE=comet1337;50753036]GZDoom dev build, +flatsprite and a_warp
projectile checks if it hit the ceiling or floor (using Z, FloorZ and CeilingZ) and spawns the appropriate splat[/QUOTE]
So, it does check for maximum height, right?