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 1 
 on: 2024-08-26, 05:31 
Started by Makou - Last post by Phoenix
I think GZDoom and Skulltag have spoiled us a bit.  I turned off the crosshair and I no longer feel the urge to aim vertically.  I also copied the .wad files from the base folders to re-release to get rid of the vermillion plus signs on the medkits.  Doing those two things it feels like classic Doom, but without the visually blockiness.  I just wish they would allow system midi as I like the Yamaha XG-GS synth chipset better than the "original" tracks, but eh, I'm still having fun running through to collect achievements.

One thing I do like is the code is actual Doom code and removes doesn't contain a lot of GZDoom's "fixes" that actually break some of the old idiosyncrasies from classic Doom, such as monster alert behaviors.  In classic Doom/Doom II, if  monsters infight and one kills the other, and the player is not in view the victor will play their alert sound again, provided the player fired a shot to wake the monsters.  If the player did not make a sound, the monster will go back to sleep.  GZDoom changed the behavior so that monsters stay alert 100% of the time, which I complained about back in the day (when it was still just Zdoom) and the answer I got was, well, disappointing as to why the programmer at the time didn't want to keep the classic behavior, especially considering the compatibility options PRBoom has at its disposal.  It was a convoluted techno-jargon way of saying "I don't feel like it so I'm not doing it".  Either way, just one of those quirks I loved in the original game and it's fun to play oldschool-style with newer graphics options.

 2 
 on: 2024-08-26, 03:25 
Started by Makou - Last post by Kajet
Ehh... Not bad by any means but for some reason I keep expecting source port stuff to work, like looking vertically or jumping.

Not sure if that's a failing on their part or mine to be honest.

 3 
 on: 2024-08-15, 16:46 
Started by Makou - Last post by Woodsman
But fair point they did good with the Quake remasters

 4 
 on: 2024-08-15, 16:43 
Started by Makou - Last post by Woodsman
Because they destroyed Wolfenstein with The New Colossus and Youngblood. Which is a pity because The New Order and old blood were so good.

 5 
 on: 2024-08-15, 06:39 
Started by Makou - Last post by Phoenix
I am curious... Why the hesitation for Machinegames?  I found the new Quake and Quake II content they did to be pretty good.

 6 
 on: 2024-08-15, 02:41 
Started by Makou - Last post by Woodsman
I'm digging this new episode. I have to say i was kind of skeptical when i heard machine games would be involved but its actually pretty good.

 7 
 on: 2024-08-09, 02:45 
Started by Makou - Last post by Woodsman
Official mod support. On the live stream they actually acknowledged that people had found a way to mod the game anyway, lol
What? people mod doom? i can't believe it!

 8 
 on: 2024-08-09, 02:26 
Started by Makou - Last post by Phoenix
Indeed.  Modders gonna mod!  Slipgate - Laugh

 9 
 on: 2024-08-09, 02:17 
Started by Makou - Last post by Makou
Official mod support. On the live stream they actually acknowledged that people had found a way to mod the game anyway, lol

 10 
 on: 2024-08-09, 00:54 
Started by Makou - Last post by Phoenix
Doom Eternal just announced mod support with a new update as well.  Doom - Thumbs Up!

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