Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Dyterius

Favorite Source Port?

Recommended Posts

5 minutes ago, Eris Falling said:

ah this rings a bell. When you say you unchecked it, was there something I was missing? I always had acceleration set to 0 in PrBoom's mouse settings but even then the difference that a single "point" on the sliders would make for horizontal sensitivity was nuts. 4 from 0 was too little, 5 was too much >_<

 

It's not a huge deal since I rarely make levels, but when I do I'd like to be able to actually test them in Pr+, heh.

 

You might find 2.5.1.5 to offer a bit more control. Yeah, the steps in 2.5.1.4 and prior are quite big, and when I experimented with lower sensitivities I found the jumps between two values quite a lot. 2.5.1.5 switched to SDL2, and the steps are now half as big, iirc.

 

As far as the unchecking, I originally had 'Enchance pointer precision on' and like 8/11 in Windows (before I started playing any games). This graphic (from google) displays 'optimal' values for gaming.

 

Spoiler

litpYLk.png

 

Share this post


Link to post

- Crispy Doom for everything faithfully vanilla and limit-removing. It's the first port I've ever used and stayed with, exactly what I needed to run NRFTL and more, I have a soft spot for it.

- PrBoom+/GlBoom+ for everything boom compatible, MBF that should work with cl-11, or anything that claims to be "limit-removing" and doesn't work right with crispy, because of not actually being just "limit-removing". 

 

Those are my two favourites, I also use Chocolate Heretic and ZDoom for Heretic and other stuff. 

Share this post


Link to post
1 hour ago, galileo31dos01 said:

- Crispy Doom for everything faithfully vanilla and limit-removing. It's the first port I've ever used and stayed with, exactly what I needed to run NRFTL and more, I have a soft spot for it.

- PrBoom+/GlBoom+ for everything boom compatible, MBF that should work with cl-11, or anything that claims to be "limit-removing" and doesn't work right with crispy, because of not actually being just "limit-removing". 

 

Those are my two favourites, I also use Chocolate Heretic and ZDoom for Heretic and other stuff. 

 

You may be interested to know (or may already know, heh) that Crispy had support for Heretic, making it one of the few non-zDoom ports that supports limit-removing Heretic. While the more recent Crispies have discontinued Heretic support, if you look up some older versions you'll find Crispy Heretic :)

Share this post


Link to post

Because I spend far more time mapping than playing, I'm throwing my weight *thud* behind the GZDoom train.  I have too much fun playing with dynamic lights, 3D floors and the revelation that is UDMF. And I'm still discovering new tricks to play with so that love affair is likely to continue. I think I'd find it very hard to move away from UDMF in particular. That being said I do plan on giving Boom based ports a crack in mapping. I do appreciate the elegance of more vanilla game play (oh no I can't step up this 32 high wall. Curse your tiny fence!)

Share this post


Link to post

I generally prefer to stick to what works for me, and so my top vote goes to GZDoom, which is like my second vote (ZDoom), but better performing. Third for me is PrBoom+, but strictly for wads that are too resource intensive for GZDoom. I prefer GZDoom's features, options, and generally modernized/streamlined way of doing things. The mouse input always came off as unsatisfying to me in PrBoom+, although I haven't used it in a couple of years now. I should try the latest version.

Share this post


Link to post

prboom+  

  

I started in Skulltag, moved to Zandronum, then GZDoom, then prboom+.  Abysmal framerates on anything remotely detailed or large in zdoom-based ports is an instant no-go.  Flying monster physics and movement itself is something I don't want to go back to, I can always notice it if I test something in zdoom.

Share this post


Link to post
15 minutes ago, loveless said:

Flying monster physics and movement itself is something I don't want to go back to, I can always notice it if I test something in zdoom.

I didn't think the flying physics in ZDoom were any different than from vanilla. Not intentionally anyway. What do you notice that's different?

Share this post


Link to post

For vanilla wads, I typically prefer doom2-plus v1.9 or Crispy Doom depending on what mood I'm in. For Boom-compatible or other source port wads, QZDoom because of the resolution scaling. If Eternity ever supports 320x200 upscaling, I'll likely switch.

Share this post


Link to post
20 minutes ago, Edward850 said:

I didn't think the flying physics in ZDoom were any different than from vanilla. Not intentionally anyway. What do you notice that's different?

 

They slide when hit, much much further than in prb+ or vanilla ports.  Try playing sunlust map 25(infinitely tall actors on) and do the revenant/caco room first.  Sunder map 5 is also a good example since there's no obvious blocking lines or close borders in the map.

Share this post


Link to post
4 hours ago, Fonze said:

 

You may be interested to know (or may already know, heh) that Crispy had support for Heretic, making it one of the few non-zDoom ports that supports limit-removing Heretic. While the more recent Crispies have discontinued Heretic support, if you look up some older versions you'll find Crispy Heretic :)

 

The problem is that, being discontinued, some of the limits are still there, and is lacking tons of features that currently Crispy Doom have, as far as I know. For example, when I tried Heretic Treasure Chest (text file says "limit-removing") with Crispy Heretic 1.5 or 3.0, one of those, the second map had missing textures or whatever the bug is called, but in ZDoom it worked fine. Unless the text file specifies Crispy Heretic as one of the ports used for testing, I'll stick with ZDoom at the moment, which is, fine :/ 

Share this post


Link to post
9 hours ago, Edward850 said:

Update to 1803.

 

Thanks, will see what I can do. I've missed playing Doom 64 EX. Never ever want to go back to that awful N64 controller for it. 

 

EDIT: It worked, just having problems with the lighting textures on the key doors. EDIT again: I think I was wrong. It's the builder mode that works. The Doom64 application still loads and plays with extremely super slow FPS once you start a level.

Edited by DeadAstronaut

Share this post


Link to post

ZDoom. It's the source port I've been using for the longest time until its final official release. GZDoom comes a very, very close second, but that's only because that's being actively developed and more and more projects require that source port.

 

Skulltag/Zandronum due to my fond memories of my first experiences playing Doom online and being a clan for a very brief period of time.

Share this post


Link to post
8 hours ago, Edward850 said:

Update to 1803.

Yeah right. Update to 1803 to fuck your own PC. No thanks. 7-Zip isn't even working properly on my PC (mouse cursor goes to the bottom right corner of the screen whenever trying to select anything.)

Share this post


Link to post
1 hour ago, DeadAstronaut said:

The Doom64 application still loads and plays with extremely super slow FPS once you start a level.

Curious. What GPU do you have? Doom64 Ex uses a super old OpenGL spec that AMD does not play nice with.

 

51 minutes ago, Cacodemon345 said:

Yeah right. Update to 1803 to fuck your own PC. No thanks. 7-Zip isn't even working properly on my PC (mouse cursor goes to the bottom right corner of the screen whenever trying to select anything.)

1803 fixes legacy mouse support, even with 7-zip. I have given you the information, at one point you will have to accept it.

Share this post


Link to post

GZDoom for me. I occasionally try other source ports but always end up coming back to it. Second and third place to Crispy and Chocolate for some nostalgia. Also, if I must be honest, Doom Legacy gets a vote from me. It was my first advanced source port and still has a soft spot in my heart.

 

Down at the bottom are Doomsday and PRBoom+. Doomsday just feels like it prioritizes flashiness at the massive expense of functionality. And for PRBoom+, between the abysmal mouse support, confusing menus, and hipster status, I just can't warm to it as much as the other ports.

Share this post


Link to post
30 minutes ago, Edward850 said:

1803 fixes legacy mouse support, even with 7-zip. I have given you the information, at one point you will have to accept it.

I know. But it may fuck my PC in the other way.

Share this post


Link to post

GZDoom for me. It really is the only one delivering the whole package - modernized visuals, good editing features and overall the best content support.

 

As for the rest, some quick notes:

 

Doomsday looks nice but performance is far, far too bad to even be considered. Also, still no Boom support which is a big minus.

Chocolate, Retro, Crispy: No, I have no interest in stuff that pretends it's 1998.

Prboom+: Good for demos, but for actual playing I don't need it.
EDGE: It's getting good again. Here's some hope. At its current state I'd pass, though because it still seems a bit buggy.

ZDoom: Do people really still care? It's been abandoned and GZDoom has already made some significant improvements over it in the software rendering department.

Eternity: Two issues strike me: A) It's about features but makes absolutely no effort to run feature-rich maps made for other ports. As a result the offering of content is so limited that its advantage over PrBoom is entirely nullified. Over the last 5 years I have pulled it out twice to play some maps, to be immediately retired afterward. B) Of the feature centric ports it is the only one without a hardware renderer, and I think this limits its appeal even further. Which is sad because it actually could be so much more popular if it tried to step out of its sandbox.

 

 

 

Share this post


Link to post
2 minutes ago, Hell Theatre said:

It really is the only one delivering the whole package

[...]

I have no interest in stuff that pretends it's 1998

cmon gz don't be like that, we all know that gimped-ass multiplayer, no demo support and performance issues not present in ports like prboom =/= "the whole package", we all also know that "pretending it's 1998" is the only reason this game still has such a strong pulse. I will concede that it's the best port to show newcomers to Doom though what with the purdy visuals and abundance of super fancy mods.

Share this post


Link to post
6 minutes ago, Doomkid said:

cmon gz don't be like that, we all know that gimped-ass multiplayer,

 

Yopu know that most other ports have NO working multiplayer at all, right?

 

 

6 minutes ago, Doomkid said:

no demo support

 

It does have demo support - just not vanilla compatible demo support. The engine wouldn't even exist in its current form if it had to keep all the stuff that is needed for vanilla compatible demo support. I think it's entirely reasonable to use a separate engine that specializes in demo playback if demos are of interest, instead of insisting that every engine gets bogged down by the restrictions this imposes. If you want both at the same time you most likely end up with some ugly compromises along the way - or get held up for far too long by blending the new features with the needs of playing back vanilla demos. Have you ever looked at Eternity and all the code duplication it needs to support both its features and demo playback?

 

 

6 minutes ago, Doomkid said:

and performance issues not present in ports like prboom

 

You are aware that the complexity of those two engines cannot be compared, do you? If you want to get the same performance out of a feature rich port as you get out of a basic-level port, you would have to strip it down to that basic level. And what for? That I actually can run NUTS.wad at full frame rate?

 

 

6 minutes ago, Doomkid said:

=/= "the whole package", we all also know that "pretending it's 1998" is the only reason this game still has such a strong pulse. I will concede that it's the best port to show newcomers to Doom though what with the purdy visuals and abundance of super fancy mods.

 

So what? You are the "real" Doomer because you have "seen the light" and only use those ports which reenact what Doom would have been 20 years ago? And those who use GZDoom, its hardware renderer and possibly its fancy effects are yet to be converted?

Correct me if I am wrong, but that's the vibe I get from that statement.

Share this post


Link to post

I have like several GZdoom configs for the type of Doom I'm feeling, ranging from non-interpolated 320x200 paletted vanilla (or as close as GZdoom can get to it), to 1080p 60FPS free mouselook and jumping.

 

Though I usually like using Chocolate doom for things intended for Vanilla.

Share this post


Link to post
2 hours ago, Doomkid said:

cmon gz don't be like that, we all know that gimped-ass multiplayer, no demo support and performance issues not present in ports like prboom =/= "the whole package", we all also know that "pretending it's 1998" is the only reason this game still has such a strong pulse. I will concede that it's the best port to show newcomers to Doom though what with the purdy visuals and abundance of super fancy mods.

I think GZDoom's main problem is more to do with it being a more "jack of all trades" thing. It's not particularly good at playing any one Doom based game (except maybe Hexen? I'm not sure how accurate its Hexen is), and coupled with its default settings, results in a comparatively distant replication. If you wanted a Doom example, its default behavior for the invisibility sphere is of Hexen, not Doom, drastically changing its gameplay.

 

I also think its Strife Veteran Edition support could be far better than it currently is.

Edited by Edward850

Share this post


Link to post

#1 Doom2.exe, the original Dos port, version 1.9.

#2 Chocolate Doom.

#3 Eternity Engine.

Share this post


Link to post
1 hour ago, Hell Theatre said:

excuses for things gzdoom can't do

You said it has "the whole package" and I pointed out various important things it doesn't have, calm down

 

2 hours ago, Hell Theatre said:

So what? You are the "real" Doomer because you have "seen the light" and only use those ports which reenact what Doom would have been 20 years ago?

Don't try and turn your elitist snobbery around on me, you were the one who came in here shitting on ports like Chocolate Doom and Crispy Doom. Throw sophistry at me all you like though if it helps

Share this post


Link to post

Chocolate Doom/Crispy Doom for classic style PWADs, Boom for boom compatible stuff & GZDoom for any mods or technical advanced stuff.

Share this post


Link to post
21 hours ago, Fonze said:

heretic support. 

:'(


On topic: 
GZDoom :D

Share this post


Link to post
11 hours ago, Fonze said:

While the more recent Crispies have discontinued Heretic support,

Why did they choose to discontinue Heretic support? Anything from Heretic that slows down Crispy's development?

Edited by printz

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×