Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

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So, I'm new to all the DOOM mod shenanigans. I know there's a DOOM thread in the Games subforum, but it seems to be more focused on the more modern DOOM games and isn't very active.

I got into this because a streamer I watch (Vinesauce) did a segment on DOOM mods and some of them looked amazing.

In particular, this one (which does appear to be a Doomworld exclusive):




I'm honestly thankful UZDoom is now a thing after reading up on how GZDoom's default settings turn the game's textures into a vaseline-smeared mess, particularly because I like putting together portable game packs for my friends to play. The less I have to actively fiddle with, the better.

I certainly don't like the project's inclusion of pride shit, but at least it seems to be contained to an optional parameter (for now). Plus, the person who committed it seems to be someone who has put in a ton of work in the project as a whole. So, whatever, I guess I can look past it until it becomes more egregious (and it no doubt will eventually).

On a brighter note, that same user also did this PR which adds a full list launch parameters, which has been incredibly useful to me already. It isn't in a release version yet though.



Just in case someone finds it useful, here's the output of -help-all from the latest preview:

Code:
Multiplayer options:

                   -altdeath Informs UZDoom that you will be playing a
                             deathmatch game and sets the dmflags CVAR so that
                             items other than invulnerability and invisibilty
                             respawn after being picked up. Only player 1 needs
                             to specify this.

                 -deathmatch Informs UZDoom that you will be playing a
                             deathmatch game and sets the dmflags CVAR so that
                             weapons stay behind when a player picks them up.
                             Only player 1 needs to specify this.

                        -dup x
                             Causes UZDoom to transmit fewer player movement
                             commands across the network. Valid values range
                             from 1–9. For example, -dup 2 would cause UZDoom
                             to send half as many movements as normal.

                   -extratic Causes UZDoom to send a backup copy of every
                             movement command across the network.

                       -host x
                             This machine will function as a host for a
                             multiplayer game with x players (including this
                             machine). It will wait for other machines to
                             connect using the -join. parameter and then start
                             the game when everyone is connected.

                       -join host's IP address[:host's port]
                             Connect to a host for a multiplayer game.

                       -port x
                             Specifies an alternate IP port for this machine to
                             use during a network game. By default, port 5029
                             is used.

Deprecated options:

 -allowdecoratecrossincludes This disables the check that normally prevents
                             external DECORATE lumps from overriding those with
                             the same name in the main .pk3

                    -devparm Prints a message telling you that you "useless
                             mode is activated". With the original Doom, using
                             -devparm was the only way to take screenshots.
                             With UZDoom, screenshot is just another command,
                             so -devparm serves no real purpose.

                     -noidle No longer has any effect. Used to reduce priority
                             class when window was in background.

Debug options:

                    +logfile log.txt
                             Copies output of console to file specified. File
                             saving is relative to working directory

                          -0 Resets the window position to the top-left corner
                             of the screen.

                    -dumpast Writes ZScript AST in a LISP-like format to a file

                 -dumpdisasm Dissembles compiled VM code and dumps output to
                             disasm.txt

                    -dumpjit Outputs a result of the ZScript JIT-compilation to
                             Assembler to the external file "dumpjit.txt".

                     -noblit Causes ZDoom not to update the display on the
                             screen, but it still draws everything to an
                             internal buffer. Only useful with -timedemo.

                     -nodraw Causes ZDoom not to draw anything at all. Only
                             useful with -timedemo.

                      -norun Quits the game just before video initialization.
                             To be used to check for errors in scripts without
                             actually running the game.

                     -stdout (Win32 only)
                             Sends all output to a system console. Unix and
                             MacOS builds of ZDoom will always do that.

                  -tracefile Invokes Lemon's debug tracer output to print
                             messages for every change of the parser state. See
                             https://sqlite.org/src/doc/trunk/doc/lemon.html

Play options:

                        -avg Stands for “Austin Virtual Gaming”.
                             Automatically advances to the next level after 20
                             minutes. This is equivalent to +set timelimit 20
                             or -timer 20.

                       -coop A convenient settings preset (not accurate to
                             vanilla Doom's Co-op). Enabling this ensures
                             deathmatch is off, doesn't spawn
                             multiplayer-tagged weapons, disables player
                             collisions and friendly fire, allows for key
                             sharing, disables item theft, and rememnbers your
                             last weapon upon death.

                       -fast Sets the dmflags CVAR to make the monsters as fast
                             as in Nightmare mode even if you are not playing
                             Nightmare.

                 -nomonsters Sets the dmflags CVAR so that monsters are not
                             spawned on levels.

                    -respawn Sets the dmflags CVAR so that monsters respawn
                             even if you are not playing at Nightmare
                             difficulty.

                      -timer x
                             Causes UZDoom to automatically advance to the next
                             level after x minutes. This is equivalent to +set
                             timelimit x.

                      -turbo x
                             Causes player movement to be x% as fast as normal.
                             Valid values are 10–255, with 100 being normal.
                             Values larger than 100 are considered cheating.
                             This is equivalent to +set turbo x.

Configuration options:

                   -blockmap Causes UZDoom to ignore all the BLOCKMAP
                             information a map provides and generate it
                             instead. This is equivalent to +set genblockmap 1.

                     -config configfile
                             Causes UZDoom to use an alternative configuration
                             file. If configfile does not exist, it will be
                             created.

                     -height y
                             Specifies the desired resolution of the screen. If
                             only one of -width or -height is specified, UZDoom
                             will try to guess the other one based on a
                             standard aspect ratio. If the specified resolution
                             is not supported by your SDL/DirectDraw drivers,
                             UZDoom will try various resolutions until it
                             either finds one that works, or it will finally
                             give up. To determine which resolutions UZDoom can
                             use, use the vid_describemodes command from the
                             console once you have started the game.

                       -iwad iwadfile[.wad]
                             The IWAD file specified after this parameter will
                             be used as the game IWAD file.
                             UZDoom will look for the IWAD in the current
                             directory, in the same directory as uzdoom.exe, in
                             the directory set in the DOOMWADDIR environment
                             variable, and in the directory set in the HOME
                             environment variable. (Verification needed)

                      -nojoy Disables joystick support. If you have an
                             old-fashioned gameport (non-USB) device attached,
                             it can slow down the game even if you do not
                             intend to use it. Use -nojoy to avoid the slowdown
                             that comes from polling it for input. Only the
                             Windows version supports a joystick.

                    -nomusic Prevents the playback of music.

                      -nosfx Prevents the playback of sound effects.

                    -nosound Disables both music and sound effects.

                  -nostartup Disables the startup screens used by Heretic,
                             Hexen and Strife, and use the Doom text-mode
                             startup instead.

                 -oldsprites Disables sprite renaming. Unless you are playing a
                             mod for Heretic, Hexen or Strife that replaced a
                             few select sprites, you do not need this.

                    -savedir path
                             Specifies an alternate directory to use for saved
                             files. If this is not specified, UZDoom stores
                             them in the directory indicated by the save_dir
                             CVAR.

                    -shotdir path
                             Specifies an alternate directory to use for
                             screenshots. If this is not specified, UZDoom
                             stores them in the directory indicated by the
                             screenshot_dir CVAR.

                      -width x
                             Specifies the desired resolution of the screen. If
                             only one of -width or -height is specified, UZDoom
                             will try to guess the other one based on a
                             standard aspect ratio. If the specified resolution
                             is not supported by your SDL/DirectDraw drivers,
                             UZDoom will try various resolutions until it
                             either finds one that works, or it will finally
                             give up. To determine which resolutions UZDoom can
                             use, use the vid_describemodes command from the
                             console once you have started the game.

Loading options:

                        +map MAP01
                             Similarly to -warp, this starts the game in a
                             certain map. However, it takes the map's lump
                             string, instead of a level number. Level number is
                             automatically set based on a combination of the
                             game and the map name, or it's manually set in
                             MAPINFO.

            -allowduplicates (Verification needed)
                             When loading files with -file, files with the same
                             name are discarded from the load list to prevent
                             potential errors as a result. This command allows
                             such files to be loaded regardless.

                        -bex bexfile[.bex]
                             This is the same as -deh, except the default file
                             extension is .bex.

                        -deh dehfile[.deh]
                             Causes UZDoom to apply a DeHackEd or .bex patch to
                             the game. This must be a text patch; binary
                             patches are not supported. (As far as I know, most
                             patches are text patches, so this should not be
                             too much of a problem.) Also, only patch format 6
                             is known to be supported. Other formats may or may
                             not work properly. If the .deh extension is
                             omitted, UZDoom will automatically add it.

                    -episode 1
                             Like -warp, bu starts the game on the first map of
                             the specified episode

                       -file file1[.wad] file2[.wad] ...
                             Used to load one or more PWAD files which
                             generally contain user-created levels. Files
                             listed further right take precedence to files
                             listed before them, so as an example, if both
                             file1.wad and file2.wad contain have a MAP01, the
                             MAP01 in file2.wad will be used instead of the one
                             in file1.wad. If the .wad extension is omitted,
                             UZDoom will automatically add it.
                             Using this parameter is no longer needed, uzdoom
                             file1.wad file2.wad file3.wad will work just as
                             well as uzdoom -file file1.wad file2.wad file3.wad.

                   -loadgame saveXX.[zds]
                             Automatically loads the specified savegame. To
                             find out a save's file name, press F1 while it is
                             highlighted in the save or load menu. If you do
                             not include the .zds extension, UZDoom will
                             automatically add it for you.

                 -noautoexec Disables the execution of the autoexec.cfg files.

                 -noautoload Prevents files from being autoloaded based on the
                             "AutoLoad" sections in the user's configuration
                             file. This flag also disables autoloading of
                             zvox.wad and the skins directory. This can be
                             useful if you use files which are autoloaded when
                             playing normally, but want to load without them
                             for debugging purposes or to play a mod which
                             might be incompatible with them.

               -nobrightmaps Forcefully disables loading of brightmaps.pk3,
                             which contains brightmaps and their definitions
                             for default graphics

                   -noextras Forcefully disables loading of lights.pk3,
                             brightmaps.pk3, and widescreen_gfx.pk3. These
                             contain definitions for adding dynamic lights to
                             default Actors, brightmaps and their definitions
                             for default graphics, and widescreen extensions
                             for default graphics that were designed for 4:3

                    -nointro If an intro video is defined, then it will play
                             before showing the title screen. Setting this
                             skips that behavior and always goes to the title
                             screen immediately.

                   -nolights Forcefully disables loading of lights.pk3, which
                             contains definitions for adding dynamic lights to
                             default Actors

               -nowidescreen Forcefully disables loading of widescreen_gfx.pk3,
                             which contains widescreen extensions for default
                             graphics that were designed for 4:3

                    -optfile file1[.wad] file2[.wad] ...
                             Same as -file, but it will ignore missing files
                             and not check them over the net for multiplayer
                             games

                   -playdemo demofile[.lmp]
                             UZDoom will automatically play the specified demo
                             when it starts. If the .lmp extension is omitted,
                             it will automatically be added.

                     -record demofile[.lmp]
                             Records a demo. The -warp parameter or +map
                             command should also be used if you do not want to
                             record the demo on MAP01 or E1M1. You may only
                             record from the start of a map. Loading a savegame
                             and recording from there is unsupported.
                             To stop the demo recording, use the "stop" console
                             command. If the .lmp extension is omitted, it will
                             automatically be added. Unlike vanilla Doom, only
                             one person in a multiplayer game needs to specify
                             the -record parameter if they want to record a
                             demo. However, if someone quits before the person
                             recording the demo does, the person recording will
                             automatically quit, too, because demos do not have
                             a way to record when a player leaves the game.

                      -skill x
                             Sets the initial skill level. This is overridden
                             if you start a new game from the New Game menu.
                             Note that this is different from the skill CVAR,
                             which ranges from 0-4.

                   -timedemo demofile[.lmp]
                             Plays back a demo faster than -playdemo and
                             displays a framerate when the demo is over. If the
                             .lmp extension is omitted, it will automatically
                             be added.

                       -warp [e] m
                             For Doom II, Final Doom, Hexen and Strife, starts
                             the game on map m. For Chex Quest, Doom and
                             Heretic, starts the game on episode e, map m. The
                             +map command can also be used to perform this
                             action, but it expects the actual name of the map
                             (e.g. MAP01, E1M1).

                   -warpwipe Forces a screen wipe to happen after loading a map
                             immediately at startup. Useless unless used in
                             conjunction with -warp or +map.

                       -xlat file
                             Specify a different default map translator to use
                             if one isn't specified in MAPINFO. The default
                             translators are xlat/doom.txt for Doom, Chex
                             Quest, Urban Brawl and Harmony; xlat/heretic.txt
                             for Heretic and Hexen (though Hexen maps normally
                             need no translator since only Doom-format maps are
                             translated) and xlat/strife.txt for Strife. For
                             playing an Eternity Engine mod, the
                             xlat/eternity.txt file can be used, though keep in
                             mind that many Eternity features are not
                             implemented in UZDoom and will not work even after
                             translation. You can specify your own custom
                             translator.

Launcher options:

                      -pride Show pride colors in launcher.

               -showlauncher Forces the startup launcher to show, even if
                             disabled through other means.

Other options:

                          -h Print help message and exit.

                       -help Print help message and exit.

                   -help-all Print full help message and exit.

                          -v Print version and exit.

                    -version Print version and exit.

                          /? Print help message and exit.

Zandronum specific options:

                       -exec Directory
                             Executes a script file that houses configurations
                             such as settings that can be used within the
                             virtual world and generalized game server specific
                             settings, such as how votes are managed. For
                             example of usage: -exec "..\..\My
                             Configurations\SpecialServer.cfg"

Unknown options:

                       -bots

                 -compatmode

                      -debug

                 -dumpjitmod

                   -errorlog

                  -glversion

               -nocustommenu

                   -password

                    -rngseed

Performance options:

               -numparticles Sets r_maxparticles on a per-run basis,
                             controlling the maximum number of particles that
                             are allowed to spawn at one time

Experimental options:

            -enablelightmaps

The help message for -exec isn't phrased very well, though. It runs cfg files)which essentially auto-input console commands in the same manner that autoexec.cfg will.



Anyway, I do have a couple gripes about the combat in these DOOM engine games/mods, and I'm hoping that someone here can provide some useful advice on that.

I feel a disconnect from the in-game environment because the positional audio feels like it's only barely there, and there don't seem to be any options to tweak how strong it is. I also don't feel like the game does a good job of communicating where you're taking damage from.

A lot of the time, I'll be taking damage or die while looking around in confusion trying to figure out what's hitting me, which is not a problem I usually have with FPS games.

If anyone knows of any tweaks or mods I can incorporate to make that more obvious (preferably ones compatible with "megamods" like the DIAMOND DRAGON mod posted above), I'd love to know.

Something that makes monster sprites more visually distinct from the surroundings (without direct edits to the sprites themselves) might help too.

Hell, even general recommendations of widely-compatible QoL mods would be nice to have.
 
I feel a disconnect from the in-game environment because the positional audio feels like it's only barely there, and there don't seem to be any options to tweak how strong it is. I also don't feel like the game does a good job of communicating where you're taking damage from.

A lot of the time, I'll be taking damage or die while looking around in confusion trying to figure out what's hitting me, which is not a problem I usually have with FPS games.
Did you check your settings? I literally had to remind one guy who played the game blindfolded to turn on stereo audio, because mono made him play like he didn't really know the maps, constantly running in the wrong direction. He thought the game would only support mono for whatever reason.

Other than that, Doom's audio often diminishes when enemies fire from far away. You won't hear bullets wizz by or ricochet because they are hitscans, not projectiles, but even as projectiles they would be rather quiet.

Also, boss monster activation sounds are full-volume.

It's a game from 1993/94, and the source ports retain most of its quirks by default. It originally couldn't play more than eight sounds at the same time, the pre-set default being just three (!), and it was all crunchy 8 bit, 11 kHz PCM waves, or, if you didn't have a sound card, the PC squeaker. The vanilla maps can be played without sound, the maps back then were designed in a way they would give you enough visual clues and room to move accordingly.
 
Did you check your settings? I literally had to remind one guy who played the game blindfolded to turn on stereo audio, because mono made him play like he didn't really know the maps, constantly running in the wrong direction. He thought the game would only support mono for whatever reason.

i thoroughly looked through the settings in uzdoom and i didn't even see anything that mentioned stereo/mono sound, though there is an EFX setting (environmental effects I assume?) and that's enabled, could you tell me exactly where to look? here's some places I've checked already:

1778505312155.png1778505380813.png1778505400373.png
1778505480885.png

also simple options menu is off so i don't think it's hiding anything:

1778505900706.png

i used the option search function quite a bit too and didn't see anything there either



here's a mod i think i might somehow incorporate, the dev created it to expand accessibility (like for deaf ppl and such), but it seems like it might just be just useful for anyone that wants a bit more environmental context: https://forum.zdoom.org/viewtopic.php?t=75335

1778506226230.png

i haven't tried it yet though
 
it seems they kinda did an improvement back in March since apparently having HRTF on for music is considered detrimental by some people, so someone made a PR that lets you separate the way music is handled from sound effects


this is only relevant if you want to use HRTF for sound effects though, and as i've just learned, that's total beans
 
Arch viles were a stupid monster in 1996. If you're at the point where the only way for you to feel anything in your blackened soul is to spam them on your map, you need a break from Doom. You're not actually having fun, and nobody who plays your maps is having fun.

That Ugly One's troll post got me thinking yesterday about all the basic, but still very important, mapping fundamentals found in Hangar, and how much you can learn just from that level alone.
It wasn't a troll post for the reason you described later. And I'll also add is that the reason it's a good map is it's fresh, designed for someone who has never played Doom. Most of the maps posted in here are maps by and for people who are completely jaded from having played far too much Doom. They remind me of those metal albums that are "everything up to 11" noise because they're for people who have become numb to everything, and because of that will never be as good as Paranoid.
 
Arch viles were a stupid monster in 1996.
Having a high threat monster that's not a boss is a workable idea. The issue is that viles do a bit too much. A fast, durable, long range, high damage hitscanner that shits on infighting and undoes combat progress is a difficult enemy to put in a position that is challenging without being frustrating.
Most of the maps posted in here are maps by and for people who are completely jaded from having played far too much Doom.
Fitting that troons who got to their position through fetish escalation enjoy cuck gameplay where the monsters do the brunt of the fighting for you.
 
Having 2-3 archviles in a proper arena with an appropriate number/type of monsters can work as a mini-boss fight/endwad boss fight.

Modern Megawads like Neon Overdrive having archviles as a common high tier enemy around every corner with minimal ammo/health pickups slows down the movement and shows that you don't know how to create an engaging flow and suck shit at level design in general.

If I have to turn on infinite ammo and bfg everything to remotely feel some enjoyment then you've lost.
 
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Having 2-3 archviles in a proper arena with an appropriate number of monsters can work as a mini-boss fight/endwad boss fight.
The thing is that the arch-vile is supposed to run straight along corridors instead of zig-zaging across larger areas, so that proper arena would have to be thoughtfully designed—a task slaughter lovers regularly fail at.
 
I know the My House guy got doxed, but I think he was a burger.

Jaska is Finnish.
That seriously fucks with me. Jaska seems like an extremely obvious match, his style of mapping, use of doomcute, fondness for abstract shit (especially with whatever the fuck Lost Civilization 2 is shaping up to be) and chiefly the way both he and myhouse's author used teleporters in an absolutely seamless way is a perfect match. If proven wrong then I will admit that I am a dumb motherfucker, though I might need a reminder so do me a solid if that comes to pass, but I played the fuck out of Lost Civilization and my experience with myhouse just screams that Jaska made it. It has become a personal 'tism of mine and I genuinely want to know who the fuck the author is if he ain't Jaska because because myhouse is on a technical level an extremely well made .wad and I would love to see what else the author had cooked up in the past as regardless of all the shit I am happy to give it aside, he is an extremely well talented mapper.
 
so someone bugged me a lot to try out this really autsy-lookin' mod

or https://dertimmy.itch.io/space-cats-saga to see some Web 1.0 goodness

it's actually p good for the most part but one thing i can't get over is that the music is actual fucking dogshit

just listen to this actual filth



is there an easy way to override the music in a one of these total conversion type mods? failing that, a way to batch replace all the midis inside of a wad with a selection of my own that i harvest from another wad?
 
is there an easy way to override the music in a one of these total conversion type mods?
No, you will have to do a bit of work to make that happen. All MIDIs and the ZMAPINFO lump containing the level music definitions referring to them are inside the WAD file.

Use the SLADE editor to either replace the MIDIs or delete them and their respective ZMAPINFO definitions (syntax: music = "SHITMUS2").
 
No, you will have to do a bit of work to make that happen. All MIDIs and the ZMAPINFO lump containing the level music definitions referring to them are inside the WAD file.

Use the SLADE editor to either replace the MIDIs or delete them and their respective ZMAPINFO definitions (syntax: music = "SHITMUS2").

what about using something CLI-based to automate the replacement, would that work? though im not sure what that would be yet.
 
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