Classic Doom 1 & 2 chat

Yeah, you could get it off Steam. As to how we’d all be able to get a game going I’m hoping some of our more knowledgeable Doom guys would be able to figure out if we all need to be on the same source port etc.
I don't do multiplayer games, sorry. I think any of the source ports can do multiplayer, but I think a couple of them are specialized to that purpose (I believe Zandronum is the one you'd want). But setting up a personal server is an extra step you'd need to figure out.
 
So would there be any interest in trying to organize a friendly game of free for all death match among Sherdoggers that play on PC? I’m not sure how to go about doing that exactly, if we’d all need to be using the same source port to make it happen, but it could be fun. I haven’t played classic Doom death match in close to 25 years, because in the 90s I was always moving on to the next fps game:

Doom -> Heretic -> Hexen -> Duke Nukem 3D -> Quake - > Quake II - > Halflife-> Unreal Tournament - > Quake 3 - > Counterstrike

Could be a lot of fun, if not a little one sided as I’m sure our skill levels all vary greatly.

@Clippy
@Chubz @JBSchroeds @90 50
@Crimson Fury @Hyperglide @HHJ @WhiteMousse @Zer @Madmick @jefferz @Shoemaker @Gref @Dizzy

*just tagging Doom fans at random based on who I’ve seen post in this thread or the thread last year about Sigil. Not sure who’s actually on PC unfortunately*

Looking at the list of who I’ve tagged I think there’s a few people on that list who I’ve seen go to war with each other either in the Arcade or the War Room. Maybe a bit of death match would be therapeutic to chase the hate away. Maybe I should include @rob mafia too :D

I'd be down for this. I've played the shit outta Doom games over the years but never actually tried mp (Not with 2016 or Eternal either)
 
You mean spamming my wall with stupid shit.

You have a Bortus avatar and you don't even want to talk about it

I thought that we could share our love in the Oroville
 
So would there be any interest in trying to organize a friendly game of free for all death match among Sherdoggers that play on PC? I’m not sure how to go about doing that exactly, if we’d all need to be using the same source port to make it happen, but it could be fun. I haven’t played classic Doom death match in close to 25 years, because in the 90s I was always moving on to the next fps game:

Doom -> Heretic -> Hexen -> Duke Nukem 3D -> Quake - > Quake II - > Halflife-> Unreal Tournament - > Quake 3 - > Counterstrike

Could be a lot of fun, if not a little one sided as I’m sure our skill levels all vary greatly.

@Clippy
@Chubz @JBSchroeds @90 50
@Crimson Fury @Hyperglide @HHJ @WhiteMousse @Zer @Madmick @jefferz @Shoemaker @Gref @Dizzy

*just tagging Doom fans at random based on who I’ve seen post in this thread or the thread last year about Sigil. Not sure who’s actually on PC unfortunately*

Looking at the list of who I’ve tagged I think there’s a few people on that list who I’ve seen go to war with each other either in the Arcade or the War Room. Maybe a bit of death match would be therapeutic to chase the hate away. Maybe I should include @rob mafia too :D

What's the best source port for DM these days? Zdaemon? Doomseeker?
 
So would there be any interest in trying to organize a friendly game of free for all death match among Sherdoggers that play on PC? I’m not sure how to go about doing that exactly, if we’d all need to be using the same source port to make it happen, but it could be fun. I haven’t played classic Doom death match in close to 25 years, because in the 90s I was always moving on to the next fps game:

Doom -> Heretic -> Hexen -> Duke Nukem 3D -> Quake - > Quake II - > Halflife-> Unreal Tournament - > Quake 3 - > Counterstrike

Could be a lot of fun, if not a little one sided as I’m sure our skill levels all vary greatly.

@Clippy
@Chubz @JBSchroeds @90 50
@Crimson Fury @Hyperglide @HHJ @WhiteMousse @Zer @Madmick @jefferz @Shoemaker @Gref @Dizzy

*just tagging Doom fans at random based on who I’ve seen post in this thread or the thread last year about Sigil. Not sure who’s actually on PC unfortunately*

Looking at the list of who I’ve tagged I think there’s a few people on that list who I’ve seen go to war with each other either in the Arcade or the War Room. Maybe a bit of death match would be therapeutic to chase the hate away. Maybe I should include @rob mafia too :D

My PC isn't running and don't have it on Laptop but I could on XBONE.
 
My PC isn't running and don't have it on Laptop but I could on XBONE.
A while back in the doom group on xbone we were talking about getting an Og doom multiplayer going. I don’t know if they ever did as I never replaced my stolen xbone.

I can’t see my groups and shit on my 360 like on my one.
 
Well obviously it won’t be perfect. If say 75% of respondents express interest I’d expect only about 30% of those to actually put in the leg work to try to make it happen, and then when it’s finally ready to happen about only half of that 30% to actually be able to show up.

Invite 100 people expecting 8 to show up. In this case invite 16 expecting 2 to show up.

LMK. I keep Doom Explorer installed to play co-op and stuff so I should be able to play deathmatch.
 
Can anybody give me some help with this (@Chubz)? Part of my script isn't working and I don't know why. I'm trying to play a sound as part of a larger event sequence. Both of the following were copied directly out of an example WAD on the ZDOOM wiki and only changed to match my file names. The first one plays the sound while the second does not, so I know that the SNDINFO entry is correct.
ActivatorSound("ShatterGlass",127);
PlaySound ( LineID, "ShatterGlass", CHAN_5, 1.0, FALSE, 0);
So why in the world does the second one not work? It makes no sense to me, everything looks correct based on the syntax listed on the wiki entries and they work in the example file. But when I copy over the second one it fails to play.

Anyways, this comes as part of a larger project: a custom breaking glass script. The solution included in ZDOOM's library is a pain in the ass to setup and requires importing custom graphics to get it to work. My solution uses particles instead of projectiles so it runs natively without needing to add to your WAD.
 

Attachments

Can anybody give me some help with this (@Chubz)? Part of my script isn't working and I don't know why. I'm trying to play a sound as part of a larger event sequence. Both of the following were copied directly out of an example WAD on the ZDOOM wiki and only changed to match my file names. The first one plays the sound while the second does not, so I know that the SNDINFO entry is correct.
ActivatorSound("ShatterGlass",127);
PlaySound ( LineID, "ShatterGlass", CHAN_5, 1.0, FALSE, 0);
So why in the world does the second one not work? It makes no sense to me, everything looks correct based on the syntax listed on the wiki entries and they work in the example file. But when I copy over the second one it fails to play.

Anyways, this comes as part of a larger project: a custom breaking glass script. The solution included in ZDOOM's library is a pain in the ass to setup and requires importing custom graphics to get it to work. My solution uses particles instead of projectiles so it runs natively without needing to add to your WAD.
I just ran a few tests and it looks like it requires a Thing ID, so a Line ID won't work (those two sets of IDs are handled totally separately, similar to how Sector IDs are their own separate thing).

One solution for the PlaySound version would be to place a MapSpot right around the middle of the line, then give it a tag of 1 so that it matches up with the Line's ID for neatness' sake (that way you can keep using the same arguments/parameters).
 
I just ran a few tests and it looks like it requires a Thing ID, so a Line ID won't work (those two sets of IDs are handled totally separately, similar to how Sector IDs are their own separate thing).

One solution for the PlaySound version would be to place a MapSpot right around the middle of the line, then give it a tag of 1 so that it matches up with the Line's ID for neatness' sake (that way you can keep using the same arguments/parameters).
Ah, that would make total sense. It was driving me nuts. One of those differences that isn't obvious to a newb. Thanks!
 
Ah, that would make total sense. It was driving me nuts. One of those differences that isn't obvious to a newb. Thanks!
No prob! I was also really impressed with all the math in the glass-breaking script. I sure wish I could pull that kind of stuff off. That's always been one of my weakest areas by far.
 
No prob! I was also really impressed with all the math in the glass-breaking script. I sure wish I could pull that kind of stuff off. That's always been one of my weakest areas by far.
I actually have a mechanical engineering degree and went to grad school (but never finished) for fluid dynamics. Part of my (incomplete) grad project involved programming a monte carlo simulation of particle image velocimetry vector fields. So I've got a bit of experience with that type of thing. Did a metric fuckton of Matlab programming, so I'm just having to learn functions/syntax rather than starting from scratch.
 
I've got a new level. The purpose of this one was to learn more advanced mapping techniques (this one requires dynamic lighting to be able to play one of the sections). Thing I learned how to do for this level:
  • Slopes
  • 3D floors (buildings, bunkers, elevators, crisscrossing tunnels)
  • Vertex editing terrain
  • Polyobject doors
  • Bridges
  • Swimming
  • Fog
  • Dynamic lighting
  • Camera changing cut scenes
  • Sound importing
  • Sound environments
  • Map clusters with intermission text
  • Scripting
  • Particle effects (made my own glass breaking script)
  • Basic monster editing with Decorate
  • Actor patrolling
Lots of new stuff for this level. I also set a goal of trying to make an interesting level without any keys. Yup, not a single keycard in the whole thing but there are still obstacles to overcome in order to progress and you do revisit parts of the map. It's not the most challenging level you'll ever play but I'm happy with how it turned out and I learned a ton.

Oh yeah, if you play it: there are no difficulty levels setup at the moment, the monsters are always the same. Jumping and ducking are intended and actually necessary to get all the secrets.
 

Attachments

I've got a new level. The purpose of this one was to learn more advanced mapping techniques (this one requires dynamic lighting to be able to play one of the sections). Thing I learned how to do for this level:
  • Slopes
  • 3D floors (buildings, bunkers, elevators, crisscrossing tunnels)
  • Vertex editing terrain
  • Polyobject doors
  • Bridges
  • Swimming
  • Fog
  • Dynamic lighting
  • Camera changing cut scenes
  • Sound importing
  • Sound environments
  • Map clusters with intermission text
  • Scripting
  • Particle effects (made my own glass breaking script)
  • Basic monster editing with Decorate
  • Actor patrolling
Lots of new stuff for this level. I also set a goal of trying to make an interesting level without any keys. Yup, not a single keycard in the whole thing but there are still obstacles to overcome in order to progress and you do revisit parts of the map. It's not the most challenging level you'll ever play but I'm happy with how it turned out and I learned a ton.

Oh yeah, if you play it: there are no difficulty levels setup at the moment, the monsters are always the same. Jumping and ducking are intended and actually necessary to get all the secrets.

Good stuff bud

I just got my new laptop so I'll finally be able to play these levels properly

for my first recording I'm going to do a playthrough of my own map just to make sure everything's hunky-dory

And if that works out good I'll get to yours pretty soon and give you a first demo attempt, video thing
 

In case you didn't get it figured out, to fix the text size you want to go to Options>HUD Options>Scaling Options>User Interface Scale. I have mine set on 6, but it probably varies depending on your resolution so just open up the automap and then fiddle with the setting (it live-updates so you can see the change as you alter the scale).
 
In case you didn't get it figured out, to fix the text size you want to go to Options>HUD Options>Scaling Options>User Interface Scale. I have mine set on 6, but it probably varies depending on your resolution so just open up the automap and then fiddle with the setting (it live-updates so you can see the change as you alter the scale).


Thanks friend I did figure it out but it took a real long time

Hopefully I'll get to your map tonight buddy
 
Good stuff bud

I just got my new laptop so I'll finally be able to play these levels properly

for my first recording I'm going to do a playthrough of my own map just to make sure everything's hunky-dory

And if that works out good I'll get to yours pretty soon and give you a first demo attempt, video thing

You got a new computer? That’s awesome, now can you gzdoom it up in style?
 
Yep my last two vids have been gzdoom

Got any maps you want me to try haha

Shoutout to @weed who hooked me up

You paid for your new rig from the sale proceeds of dope? You maritimers are all the same.

trailer_park_boys_launch_cannabis_brand__SQUARE.jpg
 
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