Voros

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About Voros

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  1. Judging from the source code, it seems to do only packing and unpacking. Deutex has more features that makes easier to handle WADs. Graf's WADExt seems like a better choice over this one.
  2. Yessss. Updating Deutex has been on my mind for months now. I've really begun to appreciate the usefulness of Deutex, given how it can be used to manage big WADs easily. Like I said before, my coding skills aren't that great, and Deutex's code is pretty big. I wanted to add a small thing once: recognising MID files, because renaming music to MUS is strange. I initially thought that it would be easy enough, just need to find the code that checks for MUS files and add MID alongside it. But I gave up as the code kept going over my head. On Github, fabian (?) asked for a raw extract mode, meaning no conversion upon extracting. This code is kinda in there, via -get, but you can only extract one lump at a time. I thought a hacky solution would be a command that would run -get on each lump in the WAD would work, but damn that code is confusing. If anything, Deutex can be updated by anyone, although no one has much interest for it.
  3. TBQH, I thought the flashlight mechanic was a pretty cool addition. And it's not like the whole game is pitch black (Doom 64 should've had a flashlight :P). Or maybe I'm biased, as I've always been a fan of games that have something unique in them. An example I can think of is the blinking mechanic of SCP:CB, really cool. The flashlight is the same here. Most FPS games usually have the flashlight alongside the weapon. Pretty much kills the atmosphere some times. But since in Doom 3, it's a seperate item, I'm taking a big risk when I bring it out. That alone makes me a hell lot more cautious of the environment, which contributes to the fear factor. It just feels so real and exciting this way.
  4. IMO it passes as a standalone movie, but as a Doom movie, it doesn't work that well, hence why people say it's bad.
  5. Whenever I manage big WADs, I always use Deutex. Just saying.
  6. TBQH, I wouldn't change anything really. Doom 3 was a totally different look at Doom, and it does that well. We're looking at a world where you can't move at insane speeds, you need air to breathe outside, high jumps are fatal, demons are creatures from a strange world, etc. Everything about Doom 3 feels much more like a "if Doom was realistic" game. The scripted sequences (such as the jeep/vehicle appearing out of nowhere) and cutscenes (monster introductions) were well done and served their purpose. Most of the cutscenes were cool enough, save for the intro. The scripted sequences were just as good, some being interactive (remember the man trapped in this machine and you can choose between freeing him and killing him?) The flashlight is magnificent in establishing a fear of surprises. The world is dark, and you can only see a part of it at times. Because there's no duct tape on Mars, it only makes the situation even more harder. PDAs were definitely a nice addition. Their existence makes sense, and the way they function makes sense. If only those PDAs didn't lack a slider for fast forwarding/rewinding media :/ The game itself seems to take place after the invasion/breach. Would explain why enemies are lightly sprinkled on maps rather than filled with them. But in the end, it's just like Doom: Doomguy fights the demons, Doomguy wins. Only difference is Doomguy is shown to suffer trauma for what he went through, which makes sense. Who wouldn't suffer after going through all that? Point is Doom 3 was a game about patience. You had to wait in order to get what you want, to delve into the story, to take it one step at a time. It's what made Doom 3 unique. I still think Doom 64 is the real Doom 3 though.
  7. This all sounds very ambitious and very expensive for a project that runs Freedoom. But something about it sounds legit (and yet unbelievable). Let's hope this isn't some "multi-core Doom" thing, if you get what I mean ;)
  8. Strife kinda suffers from this too. It's story telling elements, multiple endings, character progression, all in first person, was pretty much ahead of its time. At least there's proper support for it now and can be legally bought too. As for Quake, I think I remember it running in software mode via dosbox, but at least the mouselook was comfortable to use.
  9. So... It's like Pokemon Go, but Doom Go? As in augmented reality? Sounds cool.
  10. Sometimes, a fresh start is all a man needs. It can help you clear your mind. There's is no time limit, so if you want to work on a map for months, then do so. If you share your first version of the map, people will point out bugs and tips for you, and basically make things easier (and reducing the time taken to finish it too). Just make sure it's good enough in the end. Wish I could help you out, but alas I'm powerless without a PC.
  11. Yes. Doom 2016 is basically a blank canvas. You can add a ridiculous story and it'll (most likely) sound sane enough. There could be a number of different plots: Plot 1: Plot 2: Anything's possible.
  12. The only reason I don't like Marathon, Duke Nukem 3D and Blood (not sure if the new gdxBlood fixes it) is because mouselook on a software renderer is fucking terrible. Last I played Marathon, it seemed to run on OpenGL, but fuck that limited mouselook. No. Fuck the terrible controls too. If mouselook doesn't work like mouselook, don't put it in at all. Doom could only look left and right, and it worked. Quake was completely free and it worked, given that it's a 3D engine with hardware rendering. Maybe sometime in the future (when I get rad coding skills, hopefully), I could have a look at Aleph One and see if I can implement some basic changes, and hopefully, if the talented community here and elsewhere give positive reception,the more advanced stuff will come from others bit by bit, or something like that.
  13. That... Was the strangest plot I've ever heard. Demonic enemies, Eggman/Robotnik being a typical thug/boss enemy, a girlfriend who is human... You would've gotten a totally different game and not the well-known Sonic we know today. Both Doom and Sonic seem to have similar development stories behind them. They both were originally meant to have so many rich details, but the end product was vastly different and a lot more simpler. Game development can be strange at times. Call of Doom is a good example.
  14. Huh. I never thought about time travel being the initial original intention for those Sonic games. It would explain why the zones change so much so randomly (kinda like Doom :P). Nevertheless, it's pretty cool to know this, and with luck, more stuff might show up soon.
  15. I also want to ask him on the reasoning behind Doom 64's music, when other games at that time (and today) typically use instrumental music. Paging @Aubrey Hodges