Duke4.net Forums: Doom Corner - Duke4.net Forums

Jump to content

  • 160 Pages +
  • « First
  • 23
  • 24
  • 25
  • 26
  • 27
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Doom Corner  "for all Doom related discussion"

User is offline   MrBlackCat 

#721

View PostLunick, on 02 November 2015 - 08:49 PM, said:

...three? Are you referring to the Doom Guy and Pain Elemental plush? The Doom Guy didn't look as cool/cute but I did pickup a Pain Elemental too.
I agree the plush versions of the monsters has a certain out-of-character sort of attractiveness that the DooM Guy one doesn't have... to me. But the completist in me says they are a set. :)


View PostDuke of Hazzard, on 03 November 2015 - 02:53 PM, said:

I think I just found myself a new hero.

I mean, Carmack was already a hero of sorts to me, but now that I learned of this he jumped to god tier for me.

The thread also mentions Romero having a few of the red prancing horses... Fantastic stuff.
If you don't have it already, you should really read Masters of DooM. I really enjoyed that book. So much background/trivia about the whole Pre- id Software to Post id Software story.

MrBlackCat
0

User is offline   Lunick 

#722

So we had Tacodemon.... what about Cakeodemon? https://www.flickr.c...es/22070470304/

Posted Image
7

#723

View PostMrBlackCat, on 03 November 2015 - 04:45 PM, said:


If you don't have it already, you should really read Masters of DooM. I really enjoyed that book. So much background/trivia about the whole Pre- id Software to Post id Software story.

MrBlackCat



It's thanks to that book that I found this

Posted Image
4

User is offline   Anvil 

#724

Since I'm running out of Duke3D user maps, I've been playing many top Doom user wads recently.
These wads, although okay, are seriously outplayed by many Duke3D user maps imo, and aren't a proper replacement.
With conversion to Duke3D plus some changes, many wads would be great, imo.
Can anyone recommend a quality Doom mod that at least improves the lame graphics and fixes the slippery movement?
-2

User is offline   Striker 

  • Auramancer

#725

The movement in Doom is one of the best things about it. I don't find it to be slippery, but very fluid and easy to control, with a good feeling of momentum. Better than the instant stop/go crap in most modern games. Turn off auto-run if you want to have more control over your speed with the shift key.

Maps for Doom wouldn't be magically better if converted to Duke3D either. The maps have to be designed for Duke3D from the ground up. Ever tried any of the Doom to Duke3D conversions already out there? They all play like crap, because Duke3D doesn't have analogues for certain enemies, items, and behavior. The scale in map units is far different as well.

Try Deus Vult 2, PlasmaPlant, Suspended in Dusk, Monster Hunter Ltd, and Eternal DOOM IV: Return from Oblivion. They are all good. Back to Saturn X episodes 1 and 2 as well if you don't mind super maze-like levels that can take a long time to complete.

This post has been edited by StrikerMan780: 10 November 2015 - 10:51 AM

0

#726

View PostStrikerMan780, on 10 November 2015 - 10:40 AM, said:

Eternal DOOM IV: Return from Oblivion.


They released a number IV? I did play III but wasn't able to complete it because Doomsday crashed on me on MAP28 I think. I believe it's because I needed a port with Boom compatibility. It's also possible Doomsday broke certain things in some maps (and not only in Eternal Doom), because for some reason I wasn't able to activate the yellow lift in Silures despite having gotten the key, and I remember there being an invisible wall in Alien Vendetta's MAP21 (or was it 20?) which didn't make any sense and made it impossible to complete the level (and I tried literally EVERYTHING and didn't want to cheat with IDCLIP).

Speaking of Silures, that place was a madhouse. I dread to think how much harder MAP30 (the other one by Bob Evans) would be.

Overall I liked it but it was from a different time in my life when I'd spend the whole day playing Doom except for small breaks for food and bathroom.
0

#727

I love Doom, but I agree with him in that having played lots of Doom and Duke maps back to back lately, I prefer the movement in Duke 3D. And sure, in modern shooters too. It is kind of fun moving like a freight train that can't stop, but I prefer Duke 3D's movement where you're really fast but still have control. Where as with run off, you'd be too slow in Doom. I get used to it and don't mind it, but I prefer Duke's movement by far. And for me personally, Doom would be even better with Duke 3D's movement.

I think some mods do give Doom modern-ish movement, the problem is they also slow it down. (Which modern games do too of course, but not what I'm looking for in Doom)


View PostAnvil, on 10 November 2015 - 10:32 AM, said:

Can anyone recommend a quality Doom mod that at least improves the lame graphics and fixes the slippery movement?

Smooth Doom is a great mod, it gives all the monsters and your weapons much more frames of animation, and it looks terrific. Also has some optional extras, and includes the extra lighting thingies in GZDoom. I use the ZDL launcher also which is cool.

Also in console if you use GZDoom (or zdoom I assume), try lowering the movebob setting, I use movebob 0.12 for example.

This post has been edited by PsychoGoatee: 11 November 2015 - 08:55 AM

0

User is offline   Striker 

  • Auramancer

#728

View PostDuke of Hazzard, on 11 November 2015 - 05:45 AM, said:

They released a number IV? I did play III but wasn't able to complete it because Doomsday crashed on me on MAP28 I think. I believe it's because I needed a port with Boom compatibility. It's also possible Doomsday broke certain things in some maps (and not only in Eternal Doom), because for some reason I wasn't able to activate the yellow lift in Silures despite having gotten the key, and I remember there being an invisible wall in Alien Vendetta's MAP21 (or was it 20?) which didn't make any sense and made it impossible to complete the level (and I tried literally EVERYTHING and didn't want to cheat with IDCLIP).

Speaking of Silures, that place was a madhouse. I dread to think how much harder MAP30 (the other one by Bob Evans) would be.

Overall I liked it but it was from a different time in my life when I'd spend the whole day playing Doom except for small breaks for food and bathroom.


Use Zandronum or GZDoom. Doomsday isn't really that great of a port... may improve for 2.0, but we'll see.
0

User is offline   HulkNukem 

#729

I love the RetroDoom port as far as vanilla Doom ports; the thing I love the most though is you can turn your second monitor into an automap.
0

User is offline   Lunick 

#730

RetroDoom?
0

#731

I believe he meant Doom Retro, a newer source port that aims for vanilla-ish behavior and visuals with some unique features. However, as it is right now, it doesn't serve any particular niche or need as the port can be more accurately described as a collection of the author's arbitrary features largely added on a whim. Some are neat, but most are inconsequential and gimmicky. As a whole, Doom Retro sits between Chocolate Doom and PrBoom+ in terms of functionality but without the full benefits or desired compatibility of either.

This post has been edited by Marphy Black: 11 November 2015 - 08:37 PM

1

User is offline   Lunick 

#732

I was kinda hoping it wasn't Doom Retro, they're not really the most nicest of people
Posted Image
0

User is offline   Hank 

#733

View PostAnvil, on 10 November 2015 - 10:32 AM, said:

Since I'm running out of Duke3D user maps, I've been playing many top Doom user wads recently.
These wads, although okay, are seriously outplayed by many Duke3D user maps imo, and aren't a proper replacement.
With conversion to Duke3D plus some changes, many wads would be great, imo.
Can anyone recommend a quality Doom mod that at least improves the lame graphics and fixes the slippery movement?

Try, mentioned by PsychoGoatee also

http://zdoom.org/wiki/GZDoom
http://www.osnanet.d...doom/index.html
for at least better graphics, at the wiki are links to other mods that work with the source port.

None fix the slippery movement. Keep in mind when playing Doom, you are far away from earth, this universe and reality. Posted Image

This post has been edited by Hank: 11 November 2015 - 09:29 PM

0

User is offline   Player Lin 

#734

View PostDuke of Hazzard, on 11 November 2015 - 05:45 AM, said:

They released a number IV?


Of course they did, but only 7-maps demo and it's for ZDooM-based port.

Not sure if full version ever happens again since the community has been lost two guys(Esa 'Espi' Repo and Ty Halderman) related this project... :)

View PostHank, on 11 November 2015 - 09:26 PM, said:



Due Graf Zahl(owner of GZDooM) lose his website's password and unable to remove the outdated site at all, please get latest GZDooM from its official forum.

http://forum.drdteam...php?f=23&t=6482

For display cards can run on OpenGL 3.3+, please use 2.x series, if your graphic card can't run OpenGL 3.3 or above then should use the 1.8.x series. Some of newer GZDooM mod needed Development builds but only for user with OpenGL 3.3+ display card since they all are GZDooM 2.x series.

--

For mods needed GZDooM:
http://zdoom.org/wik...ory:GZDoom_mods

Well, ZDooM mod also working on GZDooM too of course. But if the mod needed ZDooM pre2.8 development build to work then you have to use GZDooM 2.0.05 or those dev. builds.

This post has been edited by Player Lin: 12 November 2015 - 04:01 AM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #735

View PostLunick, on 11 November 2015 - 08:52 PM, said:

I was kinda hoping it wasn't Doom Retro, they're not really the most nicest of people

Yeah. Doom Retro is babby's first source port. There is no separation of source port functionality and the author's personal built-in bugfix/improvement/"cool"-stuff-on-a-whim mod, including patches to the art.

For example:

commit 30c157b0874f9a766d15d9f9c898af8da8f6321e
Author: Brad Harding <brad@doomretro.com>
Date:   Tue Nov 10 04:57:25 2015 +1100

    Randomly color marine corpses
    
    Taken from a recent commit of Fabian Greffrath's Crispy DOOM, randomizes
    the color of marine corpses at map start to 1 of the 4 multiplayer
    colors (red, grey, green, brown). Controlled using a new r_corpses_color
    cvar.


This should not be baked into the exe, even with a toggle, like it has.

This post has been edited by Hendricks266: 12 November 2015 - 04:36 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#736

View PostPikaCommando, on 04 November 2015 - 09:03 PM, said:

It's thanks to that book that I found this

Posted Image

They used two photos of the same guy on the background?
0

User is offline   Jolteon 

#737

Doom is a fun classic game.When I first played it, I was like, Wow this game is cool, just like Duke Nukem.Back then, I would actually play doom pretty much everyday. Since my most favorite video game monster came from this game (the cacodemon), I created this silly sprite years ago.

Attached Image: cacolord.png
Behold the Cacodemon lord (or Cacolord) :)

I am looking forward to the new doom game. It looks fun. (Personally, I think it would be better than doom3)

View PostLunick, on 03 November 2015 - 07:09 PM, said:

So we had Tacodemon.... what about Cakeodemon? https://www.flickr.c...es/22070470304/

Posted Image


This gives me an idea for a birthday cake! :)
2

User is offline   Sixty Four 

  • Turok Nukem

#738

I personally think the cacodemon is somewhat unoriginal and a rip off of a different character.
0

User is offline   Jolteon 

#739

View PostSixty Four, on 12 November 2015 - 12:18 PM, said:

I personally think the cacodemon is somewhat unoriginal and a rip off of a different character.


I do understand what your talking about though (I know the origins of the cacodemon). I know there are other cool monsters in Doom like the Revenant, Pinky Demon, Baron of hell, and few others, but the cacodemon is just my favorite monster. (just my opinion though). :)
1

User is offline   Sixty Four 

  • Turok Nukem

#740

That's cool dood, just saying to me cacodemon gets a lot of attention for essentially not even being half of what its originator is. Hey guys lets rip this guys head off then boom. He is awesome looking but that's because he already was.
0

User is offline   HulkNukem 

#741

Well I still like Doom Retro :)
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#742

View PostHulkNukem, on 12 November 2015 - 02:25 PM, said:

Well I still like Doom Retro :)


As with Brutal Doom, you are not allowed to like it. :)
1

User is offline   HulkNukem 

#743

View PostSpastic Lagomorph, on 12 November 2015 - 02:26 PM, said:

As with Brutal Doom, you are not allowed to like it. :)


If I like Brutal Doom, will those two negatives cancel out and become positive again?
0

User is offline   Tea Monster 

  • Polymancer

#744

View PostSixty Four, on 12 November 2015 - 12:18 PM, said:

I personally think the cacodemon is somewhat unoriginal and a rip off of a different character.

Posted Image
0

User is offline   Sixty Four 

  • Turok Nukem

#745

Hey now Jiggly Puff is awesome(reminds me of Kirby a bit though lol) so is Jolteon but I like Flareon better :) Not saying cac isn't cool just saying never was one of my favorites
0

User is offline   Lunick 

#746

View PostSixty Four, on 12 November 2015 - 12:18 PM, said:

I personally think the cacodemon is somewhat unoriginal and a rip off of a different character.

We know
Posted Image

View PostHulkNukem, on 12 November 2015 - 02:28 PM, said:

If I like Brutal Doom, will those two negatives cancel out and become positive again?

Posted Image
I don't really mind as it's not my business as to what other people play their Doom wads on or with but I still don't like it!
3

User is offline   Sixty Four 

  • Turok Nukem

#747

So tell me again where I say nobody knows, just pointing out an obvious point about that character. Myself I don't think its to spectacular and I actually like the original is why I even said it.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#748

Posted Image
1

User is offline   Sixty Four 

  • Turok Nukem

#749

I love how I am in your signature it gives me tingles...

So tell me again how I am beating a dead horse...I wasn't even being mean to Lunick


lol



This post has been edited by Sixty Four: 12 November 2015 - 08:17 PM

0

User is offline   Striker 

  • Auramancer

#750

View PostHendricks266, on 12 November 2015 - 04:18 AM, said:

Yeah. Doom Retro is babby's first source port. There is no separation of source port functionality and the author's personal built-in bugfix/improvement/"cool"-stuff-on-a-whim mod, including patches to the art.

For example:

commit 30c157b0874f9a766d15d9f9c898af8da8f6321e
Author: Brad Harding <brad@doomretro.com>
Date:   Tue Nov 10 04:57:25 2015 +1100

    Randomly color marine corpses
    
    Taken from a recent commit of Fabian Greffrath's Crispy DOOM, randomizes
    the color of marine corpses at map start to 1 of the 4 multiplayer
    colors (red, grey, green, brown). Controlled using a new r_corpses_color
    cvar.


This should not be baked into the exe, even with a toggle, like it has.

Without DECORATE or some other scripting system (DEHACKED doesn't count, too limited.), you have no choice if you want to implement behavioral changes in most cases. Art changes on the other hand, should indeed be left out. I can make an exception for corpse color as it's using color translations in the same way as the game does it for players (which doesn't affect the game sim).

As for map-specific patches, something similar to ZDoom's Compatibility.txt file would be nice, as it'll keep the port's code from becoming a mess, but takes quite a bit of effort to implement AFAIK. (A worthy investment, however.)

This post has been edited by StrikerMan780: 12 November 2015 - 09:06 PM

2

Share this topic:


  • 160 Pages +
  • « First
  • 23
  • 24
  • 25
  • 26
  • 27
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options