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InsanityBringer
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Posts: 385
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The thing that makes a 100% accruate port difficult is that the source release isn't the DOS source as left by id. It's the linux code with some hacks done by Bernd Kreimeier, which despite being only somewhat different (when you exclude any sound-releated and system-specific stuff), is enough to make it different than the original doom. fraggle has come pretty close, but there are a few issues still there. As exp(x) pointed out though, you can draw attention to any large flaws via the bug tracker

Old Post 01-09-10 03:15 #
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Never_Again
knows his birth month


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Last edited by Never_Again on 06-13-10 at 17:12

Old Post 01-09-10 03:51 #
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myk
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Never_Again said:
Elucidation: technology is not what makes DOOM an engrossing game, which is why most ports are drifting farther and farther away from DOOM.
I agree, personally, but others also like to play with the existing code and see what they can add to it. The engines that push for advancement and the ones that port the game faithfully have been giving each other implementation feedback. Most notably, backwards compatibility with vanilla was started on an offshoot of Boom and MBF, once state of the art "new feature" engines. This community thrives best if both aspects are kept alive.

Old Post 01-09-10 04:49 #
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Kagemaru_H
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Posts: 422
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Back to vanilla DOOM:

I just created a vanilla compatible map (albeit simple in decoration). I may update the file and add more to the WAD(S). It's pretty much beta (it might be part of a old fashioned TC). I posted a link in Wads and Mods for those interested.

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