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Everything posted by cybdmn
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BuildGDX now supports Legend of the Seven Paladins 3D, with gameplay fixes
cybdmn replied to taufan99's topic in Everything Else
And i can hear Graf telling it isn't worth the effort. -
Does the soundtrack really running on the original hardware, and does it run while the game is actually played? Because from other "fixed 32x OST" videos, it wasn't clear if they use the actual hardware, or just limit other hardware to what the SEGA soundchip could do. In this video, gameplay is clearly not from the 32x, seems to be (G)ZDoom. It would be interesting to see the game on the actual hardware with this soundtrack.
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BuildGDX now supports Legend of the Seven Paladins 3D, with gameplay fixes
cybdmn replied to taufan99's topic in Everything Else
Yea, movement in WH was a big showstopper too. One thing which didn't work really was the melee fighting. WWII GI & NAM: Playable, yes, but not fun. :-D -
BuildGDX now supports Legend of the Seven Paladins 3D, with gameplay fixes
cybdmn replied to taufan99's topic in Everything Else
Witchaven was irritating, because you didn't really know what to do, and where to go. Part II was even worse. TekWar was just shit just for one simple reason, if you donn't holster your weapon, the police shot you down. If you holster your weapon, the enemies shot you down. Whoever created this logic was a complete idiot. WWII GI and NAM/Napalm where nice tries, but poorly executed. And Paladins was a bad joke. -
No, Carmack blamed himself, as shown in his twitter posting.
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Yea, and if i plug in two Ferrari engines into your car, you can fly with it. A game console or a computer isn't just the sum of the amount of hardware and memory you put in.
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BuildGDX now supports Legend of the Seven Paladins 3D, with gameplay fixes
cybdmn replied to taufan99's topic in Everything Else
just try both and judge for yourself. -
Yes, unoptimized, more or less. Programming for multiprocessor units wasn't as common as it is today.
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In my opinion it isn't. Cyberdemon and Spider Mastermind wouldn't make any sense in the early console ports. The controllers for these consoles doesn't fit FPSs. Fighting the bosses without proper strafing is only enjoyable for masochists. Thats part of the reason why Playstation and N64 ports are so much better, aside from the technical reasons.
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The Saturn had, as @taufan99 mentioned, much more complex hardware. The problems with that version where discussed before hundreds of times. John Carmack forced the developer to use a software renderer. And for the mid/good question, the Jaguar version was in the good category, until the Playstation version and Doom64 was released. Back then it was the best version, and was a system seller for the Jaguar, just like Alien vs. Predator.
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You know, it was as it is now. There is never enough time for development. For the SNES version was released a year after the 32x version, developed on a very well known system, while the 32x was unknown land, and had to be released when it was released. If you don't know, or remember, when the SNES version came out, the 32X was more or less dead. If you saw the video, you should have know there IS the BFG in the 32X, it is just not placed to pickup in any map. It wouldn't even make sense, because the toughest enemy are the two barons in e1m8, and you can perfectly deal with them with the rocket launcher. There isn't any BFG in DOS Doom until e3m3. So, why should it be included? And in the end, what would you prefer, the jaguar version with the 24 stripped down maps, with less texture variation, with missing enemies, or would you take a 3DO version with 100 maps, complete new soundtrack and other fancy stuff? In the end, playability is king, and this is the point where the 32X shines, and the SNES version failed completely. as i said, in my opinion, and i played them all, the SNES version is an impressive tech demo, but playwise its just a can of shit. it is as bad as the 3DO version.
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Even then, the 32X game are.... what? 4MB in size, while the DOS version had approx. 15MB. The crappy music is a point, that's SEGAs fault, because they always used shitty sound hardware. Yes, the DOS version is superior, who wouldn't wonder if it where the other way around. But it still is a damn good playable port for 1994, right less than a year after the release of the DOS version. That's my opinion, which is based on the fact, that i own every doom console port and the actual hardware from the 90ies, and i played them all, or at least tried to play them all. In fact, i even played the saturn port more seriously than the SNES port, which in my opinion is still a bad joke, if you play on the actual hardware.
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Problem is, nobody compare it to the DOS version anymore. Everyone compare it to the fancy source ports with high resolution on beefy machines. Back then 32X port wasn't as bad compared to the DOS version, especially, when you compare it running on low end PCs, on 486 cpus with less than 40 or 50 MHz. I found the SNES version always nearly as unplayable shit as the 3DO version. The 32X version was in fact playable und i enjoyed it much. The best version back then was the jaguar version, and besides 32x and jaguar versions, there where a long time no version for consoles worth playing, before the playstation version was released.
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[Source port] ZGloom - Gloom (Amiga) for Windows + Linux
cybdmn replied to Redneckerz's topic in Everything Else
I have a Amiga CD32, and some of the FPSs. From what i can say, of the early FPS on that system only Gloom and Alien Breed 3D are worth playing. Games like Fears and Death Mask aren't. Especially Death Mask, which didn't only have 90 degrees walls, like Wolfenstein 3D, you can turn the player in 90 degree steps only too, from what i remember. -
The concept sounds familiar. https://www.gog.com/game/nightmare_reaper
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Tim Willits Podcast Interview - Doom Legend Reveals All
cybdmn replied to arcadeadriano's topic in Doom General
Yes, that’s right. But Terminator is More comparable to Quake, plus both games came from studios owned by ZeniMax a long time now. -
Tim Willits Podcast Interview - Doom Legend Reveals All
cybdmn replied to arcadeadriano's topic in Doom General
He worked for quite some time under Zenimax now, which owns Bethesda too, and he still didn't get his facts together. Quake was NOT the first game with a "true" 3D engine. Bethesdas Terminator Future Shock was released in 1995, was running on Bethesdas XnGine, which was "true" 3D. In the year Quake was released, Bethesda released Terminator SkyNet and Elder Scrolls Daggerfall using the same engine. -
"Tremors" and Doom 2 to Quake Level Converter
cybdmn replied to JadingTsunami's topic in Doom General
From what i understand, there is one essential difference. If you create a simple boxed room in Doom, you have eight points which creates six planes, and the game runs inside of this box. For Quake you have to create six boxes, one for every ingame plane. This shouldn't be a problem, you could take the four vertices from the "Doom box", add four additional by adding the sector height, create six planes and extrude them. But now try to do that with more complex shapes, different sector heights and stuff. This adds much complexity. And then, you have just the source map geometry. Adding enemies and stuff may be easy, you have to map a a certain quake entity to every doom entity, read the coords from the doom map, and translate these to the quake coords. But then you have no lights, no triggers, no doors, no lifts. Many of that stuff works completely different on both engines. But if you can solve all these problems, you just have to compile the maps. bspe.exe, light.exe, vis.exe. -
As far as i can see, your robot is made of various different models. If you want to animate and use it in a game, you should make the whole robot into one model first. Another note: Don't use a photograph for texturizing a game model ever. Never, under no circumstances. They will look like shit ingame.
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"Tremors" and Doom 2 to Quake Level Converter
cybdmn replied to JadingTsunami's topic in Doom General
As far as I remember, they included Thred with Aftershock as well as with Tremor. Which was a rather basic Quake Map Editor, far from capable of converting anything. Maybe they included Wordcraft in Tremors too, I can not remember, for I haven’t looked at the contents of the disc for a very long time. -
Doom in the 90ies: Tom Hall was out, and everybody else at id don't give a shit about a story, etc. So it's just Doomguy. Doom in the 2000s: The fun was long gone from id, the new engine couldn't render as much enemies as the old Doom engine, so Doom3 was a much slower game, with a story, many cutscenes as in every other AAA-FPS at that time, and that boring space marine straight out of a mens health magazine. Doom in the 2010s: Doom have to be over the top in every way possible, to attract the younger audience. They think Brutal Doom is Doom like it was meant to be, so the newer Doom games have to be as brooooooodal as possible. And a simple Doomguy won't fit in there. It has to be a godlike bonecrushing Slaughtermachine, up to the point where the whole thing is a more like a caricature.
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Looking for / Want to buy: Registered Doom Mail Order (Approx Values, offers, etc)
cybdmn replied to TerminX's topic in Doom General
Are you sure? Last time i heard about them, it seems that id Software never released Doom on CD, and that this is in fact a pirated copy. -
Looking for / Want to buy: Registered Doom Mail Order (Approx Values, offers, etc)
cybdmn replied to TerminX's topic in Doom General
I don't know how rare they are today, but ten or fifteen years ago, there where tons of it at ebay. Those where sold shrinkwrapped together with the GTI release of Wolfenstein 3-D, and back then you got them rather cheap still shrinkwrapped. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
cybdmn replied to intacowetrust's topic in Source Ports
Yes, please.