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Doom corner  "for all Doom related discussion"

User is online   Ninety-Six 

  • 49

#2791

View PostMusicallyInspired, on 03 October 2018 - 06:26 PM, said:

That's one of the ones I need to get on the ball recording still.


I am a patient man.


Regardless I eagerly await it whenever it does come out.

This post has been edited by Ninety-Six: 03 October 2018 - 07:44 PM

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User is offline   Major Tom 

  • 116

#2792



What happens when your source port decides the Doom Guy doesn't need you pressing the Up key to make him move? You're about to find out....
1

User is offline   Zaxx 

  • 284

#2793

View PostMajor Tom, on 06 October 2018 - 11:48 AM, said:



You're clearly compensating for something with that crosshair. It's not the size that matters!
1

User is offline   fuegerstef 

  • 615

#2794

View PostZaxx, on 06 October 2018 - 08:22 PM, said:

You're clearly compensating for something with that crosshair. It's not the size that matters!


Nah, he is scared of the enemies, so he can hide them behind the crosshair.

A few free casual games by me: http://gamejolt.com/...uegerstef/2615/
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User is offline   Major Tom 

  • 116

#2795

View Postfuegerstef, on 07 October 2018 - 06:36 AM, said:

Nah, he is scared of the enemies, so he can hide them behind the crosshair.


In actuality, I was using the crosshair with Wild Weasel's Police Brutality: Terrorists mod, since the autoaim was being a pain in that....I just forgot to turn it off.
0

User is offline   Fantinaikos 

  • 276

#2796

There is no mention of Samsara 0.3666 + Extra Heroes and Monster Mixer?

Base Roster
Doomguy (Doom)
Corvus (Heretic)
Chex Warrior (Chex)
B.J. BlazKowicz (Wolfenstein 3D)
Parias (Hexen)
Duke Nukem (Duke Nukem 3D)
Security Officer (Marathon)
Ranger (Quake 2)

Extra Heroes addon Roster
Ian Paul Freeley (Rise of the Triad)
Blake Stone (Blake Stone)
Caleb (Blood)
Strife Player (Strife)
Doom 64 Guy (Doom 64)
Eleena (Eradicator)
Space Seal (Corridor 7)
Rebel Moon Commando (Rebel Moon Rising)
Kyle Katarn (Star Wars: Dark Forces)
Mooman (In Pursuit of Greed)
Jack (Disruptor)
Grondoval (Witchaven)
Gordon Freeman (Half-Life)
Lo Wang (Shadow Warrior)
Cybermage (Cybermage)
Jon (Powerslave/Exhumed)
Leonard (Redneck Rampage)
Bitterman (Quake 2)


Old outdated thread
Still has some useul informations.

SamsaraHold
Specific Samsara version for playing Stronghold sessions only.

Naraka
Counterpart of Samsara where the roster is composed by villians/bosses of the respective games, apparently Zandronum only and the development seems to have stopped at five villians. If you have difficulty in downloading go to the GitHub https://github.com/S...Devs/narakaJunk

Find other Samsara addons on Samsara wiki
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User is offline   Nancsi 

  • 340

#2797

Now, I've been playing lots of Doom lately, I found something that I actually might like even more than NRFTL or ROTS, unfortunately it's still not finished,

https://www.doomworl...map-early-beta/

The mapset is in beta stage with 5 levels in the opening post, but in the second page you can see an older alpha version with 7 maps (only 3 appears in both versions). The scale is amazing, and the design/texturing is clean, looks like official stuff despite the flaws in the gameplay. I especially love the maps in the beta, particularly Descent and Breach. There was a massive turnoff in the Cage level for me (like the 2 Hell Knights with and Archvile fight, or another AV teleporting in rectangular rooms), but the author said he will rework it later.

The guy also created "Dimension of the Boomed", a Quake like episode which is also in the beta stage. It also looks extremely well designed, alhough I have never been a fan of Quake's brownish textures.
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User is offline   Player Lin 

  • 245

#2798

Samsara, plays other FPS Heroes in DooM. :P

View PostFantinaikos, on 07 October 2018 - 11:24 AM, said:



I can't wait the new version of Extra Heroes mod.

Reminer: Please, do not download the current version of Extra Heroes mod and its patches if you want try and run it at latest GZDooM, it won't works(because it's for Zandronum right now and older versions of GZDooM[pre-3.x]), and the mod's GZDooM version still WIP right now, if you still want try that, wait or using Zandronum.

I'm the guy at 3DRealms Forum...

http://forums.3dreal...mber.php?u=3816

Sometimes, I act like a stupid asshole. I know, and I'm sorry about that. :(

This post has been edited by Player Lin: 09 October 2018 - 03:33 AM

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User is offline   X-Vector 

  • 409

#2799

The invisible sprites bug with GZDoom and recent AMD graphics drivers seems to have been fixed in Adrenalin 18.10.1.
I'll stay with 18.5.1 for the moment, as I've found some reports of Doom 2016 crashing with the new driver in Vulkan mode.
0

User is offline   Fantinaikos 

  • 276

#2800

DOOM 1 cover is one of the most iconic in gaming but like many others suffer of "This element is on the box/title screen but not inside/like this in the game" typical during the artistic license period in 80's-90's box covers. The only element graphically equal to the cover is the marine uniform apart for the black boots&gloves (if you also care about that detail you can avail of the Black Gloves Edition of PerK's smooth animations improvement mod by Nightfright or the optional Black gloves in SmoothDoom)

Boxart submachinegun + dual and pickup, the single is part of the Occultic Doom mod by Kontra Kommando
Posted Image

Another variant, with also some additional accessories
Posted Image
Posted Image

Unfinished sheet of boxart demons and "normal" sized cyberdemons from a concept of a mod by elsoazemelet
Posted Image

How a completely finished frame suppose to be like (someone would like to see the entire sheet
completed?)
Posted Image

A compatibility patch created by me for using Helmet Doomguy Mugshot by Immortal Destroyer under SmoothDoom. Also useful for play Compendium compilation with compen-play.pk3+SmoothDoom without visual conflicts.
Attached File  Smooth Helmet.zip (61.42K)
Number of downloads: 0
Perfectly work even as a stand-alone like SmoothDoom monsters-only version does, but for utilizing it with full SmoothDoom you have to copy the frames inside SPRITES/MUGSHOT in the respective SmoothDoom folder.
2

User is offline   Major Tom 

  • 116

#2801

View PostFantinaikos, on 12 October 2018 - 03:10 PM, said:

DOOM 1 cover is one of the most iconic in gaming but like many others suffer of "This element is on the box/title screen but not inside/like this in the game" typical during the artistic license period in 80's-90's box covers. The only element graphically equal to the cover is the marine uniform apart for the black boots&gloves (if you also care about that detail you can avail of the Black Gloves Edition of PerK's smooth animations improvement mod by Nightfright or the optional Black gloves in SmoothDoom)

Boxart submachinegun + dual and pickup, the single is part of the Occultic Doom mod by Kontra Kommando
Posted Image

Another variant, with also some additional accessories
Posted Image
Posted Image

Unfinished sheet of boxart demons and "normal" sized cyberdemons from a concept of a mod by elsoazemelet
Posted Image

How a completely finished frame suppose to be like (someone would like to see the entire sheet
completed?)
Posted Image

A compatibility patch created by me for using Helmet Doomguy Mugshot by Immortal Destroyer under SmoothDoom. Also useful for play Compendium compilation with compen-play.pk3+SmoothDoom without visual conflicts.
Smooth Helmet.zip
Perfectly work even as a stand-alone like SmoothDoom monsters-only version does, but for utilizing it with full SmoothDoom you have to copy the frames inside SPRITES/MUGSHOT in the respective SmoothDoom folder.


All very nice stuff...and yeah, that boxart demon sheet would definitely look great when/if complete. Consider me intrigued and interested!
0

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