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Doom Corner  "for all Doom related discussion"

User is offline   MrFlibble 

#241

View PostLunick, on 20 March 2015 - 02:24 AM, said:

Posted Image

There's a MP map in NAM that's kind of similar to this.
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User is offline   Cage 

#242

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#243

Looks Amazing. When did it come out?
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User is offline   faked 

#244

It didn't come out.I heard it was an April Fool's joke. :D

This post has been edited by faked: 03 April 2015 - 04:14 PM

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#245

I created a compilation of custom Doom II WADs (levels) and am wondering if I can legally include the ZDoom source port and files (zdoom.exe, zdoom.pk3, licenses.zip (a folder included with ZDoom that has the source port's documentation), and fmodel.dll) inside of the folder with my custom Doom II WADs. I tested them with DOSBox and version 1.9 of Doom II (the WADs I made aren't standalone) and the levels in my custom WADs had glitches when running in DOSBox (the glitches are not present when playing them with ZDoom).

This post has been edited by DavidTheDuke NukemDude: 07 April 2015 - 11:16 AM

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#246

View PostDavidTheDuke NukemDude, on 07 April 2015 - 11:14 AM, said:

I created a compilation of custom Doom II WADs (levels) and am wondering if I can legally include the ZDoom source port and files (zdoom.exe, zdoom.pk3, licenses.zip (a folder included with ZDoom that has the source port's documentation), and fmodel.dll) inside of the folder with my custom Doom II WADs. I tested them with DOSBox and version 1.9 of Doom II (the WADs I made aren't standalone) and the levels in my custom WADs had glitches when running in DOSBox (the glitches are not present when playing them with ZDoom).


You should read the ZDoom license, but I believe they don't allow it.

In the worst case, just add in the readme that the wads require ZDoom to run.
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User is offline   Lunick 

#247

The Doom community is weird...
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User is offline   Richard Shead 

  • "Dick Nasty"

#248

View PostLunick, on 08 April 2015 - 09:15 PM, said:

The Doom community is weird...



...but the Duke community is completely sane and normal. :D

This post has been edited by Duke Rocks: 09 April 2015 - 07:40 AM

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User is offline   Lunick 

#249

Oh... there's more
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User is offline   Richard Shead 

  • "Dick Nasty"

#250

^ Doom: Starring Chuck Norris.
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User is offline   brownfarted 

  • The Original Shitposter

#251

View PostDuke Rocks, on 09 April 2015 - 07:26 AM, said:


http://dookie.duke4.net/

Im Epileptic For The Septic

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This post has been edited by Deuce: 09 April 2015 - 08:20 AM

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User is offline   Richard Shead 

  • "Dick Nasty"

#252

Ah, yes....how could I have forgotten?
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User is offline   Gargoyle 

#253

View PostLunick, on 09 April 2015 - 07:38 AM, said:

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The Ballbreaker got a new reload animation.
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User is offline   zykov eddy 

#254

Reminds me of...

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User is offline   Richard Shead 

  • "Dick Nasty"

#255

^ The even more mighty foot feet?
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#256

The SSG reloading animation is probably my favorite thing about Doom 2.
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User is offline   xenoxols 

#257

Added a shop to my Duke-in-Doom mod.
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User is offline   xenoxols 

#258


My badly made video of my mod.
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User is offline   MrBlackCat 

#259

View Postxenoxols, on 17 April 2015 - 04:20 PM, said:

https://www.youtube....h?v=qXw4RLPJExM
My badly made video of my mod.
I like how the action is so frantic. :D

MrBlackCat
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#260

Aashitty!
2

User is offline   Micky C 

  • Honored Donor

#261

Looks like you've got a slightly modified version of the WGR2 Gatling cannon. Did you ask permission for that? IIRC all the weapon sprites for that TC are original and made by Cage.
1

User is offline   Lunick 

#262

Do you think the Doom community gets permission for the majority of its work? :D
3

#263

View PostLunick, on 18 April 2015 - 11:29 PM, said:

Do you think the Doom community gets permission for the majority of its work? :D


Indeed, Doomers put the O and the S on "open source".
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#264

View PostLunick, on 09 April 2015 - 07:38 AM, said:

Oh... there's more
-snip-

Sgt. Shivers really does make some pretty hilarious weapon animations

View PostLunick, on 18 April 2015 - 11:29 PM, said:

Do you think the Doom community gets permission for the majority of its work? :D

Those of us worth our salt do :D

This post has been edited by TheZombieKiller: 18 April 2015 - 11:43 PM

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User is offline   Lunick 

#265

Romero just released some old map files, the source to DoomED and some other tidbits like this Pistol sprite:
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Thread: http://www.doomworld...-we-had-doomed/ Romero posts on Page 2
E5M1
Posted Image Posted Image

Kinsie has a look at the maps here: http://facepunch.com...42#post47574442

This post has been edited by Lunick: 22 April 2015 - 01:56 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#266

That pistol sprite is way better than the one in the manual or SNES.

This post has been edited by Fox: 22 April 2015 - 03:12 AM

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User is offline   Lunick 

#267

Posted Image

:D
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User is offline   MrFlibble 

#268

View PostFox, on 22 April 2015 - 03:07 AM, said:

That pistol sprite is way better than the one in the manual or SNES.

It looks somewhat like the Wolfenstein 3-D pistol sprite that is used as the menu cursor. Perhaps there's a higher resolution that was included with the Mac port or its derivatives? After all, IIRC some pre-release Doom builds used assets from Wolfenstein 3-D (weapon sounds and maybe something else) from some port or other.
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User is offline   Lunick 

#269

http://www.doomworld...ofiles/mapgifs/ Animated gifs comparing the maps to final versions.

Map01, Map06, Map07, Map25, Map28 and Map29 seem to have the most significant changes.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#270

The old Map01 looks a bit like the DWANGO5 version of that map.
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