myk
webbed digits

Posts: 14316
Registered: 04-02 |
CEOofAEP said:
I'd... probably eventually become an expert at DOOM FLATS from looking at the floor so much ^^;
LOL
So what, would you say, is the main reason to go "Vanilla" (Chocolate)? I mean- besides a die-hard love for the old days, keeping things real, et cetera? As far as I see it, it's the most sure-fire way to make sure it'll later on run on all ports, correct?
It'll run on anything, and even someone who's more casual or totally clueless about add-ons will be able to load it up by reading the readme or help file which comes with the game they bought, without needing to get extra stuff. Another reason is because the lack of extra features keeps the game playing in a classic and consistent manner. Some people want to see new things added to the game and say things like "whoo, we can finally jump in DOOM," while others start an engine or join a server with free look and jumping and say "if I wanted to play Quake I'd be firing up my QuakeWorld client." As you saw above, some of us record and share demos, too. One advantage of "vanilla" levels is that they can be recorded under the original game behavior, making a recording made 8 years ago pretty much comparable to one made today. Source ports make changes to add features, alter the way the engine behaves in subtle ways, and make all the demos recorded with (even their own) earlier versions obsolete. This kills sharing, comparisons and continuity. So, aside from universality, one chooses between versatility and new options or consistency in play. Some people stick to one or the other rather faithfully, others do a bit of both from time to time.
I do find the ability to exceed former engine limitiations somewhat tempting, even if it was a challenge back then (there it is again) to try and stay within them. Does Chocolate Doom lift those limits, too? or does it stay true to the original in this case, too? Visplanes, etc?
Chocolate doesn't. In fact, it was made precisely to retain the old limits in a portable manner. At one point it was getting awkward to play or test in true vanilla mode because the DOS executable doesn't work fine outside of DOS or Windows 9x, as it needs to access sound directly from the sound card, which newer Windows does not approve. Sound "works" but causes system lag. And also because the other option, Doom95, relies on a VXD (virtual extended driver) file for mouse input, and that is not supported by newer windows. Nowadays Chocolate Doom and DOSBox have solved this.
There are (level testing) options for raising the limits while keeping everything else in place. One is PrBoom and its more regularly updated offshoot, PrBoom+, that have the compatibility modes we talked about, optionally making the game behave just like the original except as far as limits are concerned (or else demos would go out of synch.) The PrBoom+ programmer is also a talented reverse engineer, and he hacked the DOS executable to raise the limits. With his Doom+ patch, the visplane limit is raised to 1024 (instead of the usual 128.) That means levels that are up to 8 times as complex, in the (hacked) DOS executable.
In addition, there's an "in between" option people also use. The source port Boom by TeamTNT was the first source port to become particularly popular. It introduced a series of extensions without changing the behavior of the game too much. It was also quickly discontinued after its release, yet remained popular. This has granted it a certain degree of consistency through the years, and many more modern source ports, especially the currently maintained ones, have adopted its feature set (with PrBoom even supporting its demos).
Oh- I've seen "bigger" skies in levels, even "back then" (argh)... I think that is achieved by replacing the SKY1 with a bigger version of "octal multiple" dimensions? like 512x128, etc?
The texture (the entry in TEXTUREx) is given bigger dimensions, either 512x128 or 1024x128. The latter would make one 360° sky. In this case you normally apply 2 or 4 256x128 patches to make that sky. I think wider patches will not work, except in some source ports. The Final DOOM IWADs have multi-patch skies.
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