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banjiepixel

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Everything posted by banjiepixel

  1. The way I see that the actual gameplay, the enemies and weapons are what today make Doom most special. Build engine is more advanced and allows more complex maps but none of build engine games or even later id software games had the perfect gameplay that classic Doom had. Doom created first person version of classic shoot em up gameplay with majority of the enemies using slow projectiles to attack you. No other game has really done that. That what makes Doom most unique experience today. So would then Doom gameplay ported to Build engine be more acceptable to you? But it is still a Doom game and has much simpler levels, so demake using Wolf3d engine could still be Doom ported to more limited hardware. Also PSX Doom gamea are not as much ports as they strange remixes of the pc titles. Especially Final Doom that is mix of Master Levels and a very limited set of actual Final Doom levels. They could be easily seen as their own separate games too.
  2. But would Doom remade in Wolfenstein 3D engine be actually that bad port? Most of the actual basic gameplay is a already there, just add things like episode 1 monsters and shotgun/rocketlauncher and you got nice little demake of Doom gameplay. Also remember that Doom RPG used engine closer to Wolfenstein 3D.
  3. banjiepixel

    Doom 3 Demake

    Very cool idea to make Doom 3 Demake in similar style as Doom 64 for Doom 2.
  4. Primary device vs addon device. There must a decent ratio of the primary device doing the job vs. the addon device doing the work. More than 50% atleast should be done by the primary device. If addon device does more, it becomes the primary device.
  5. It is actually pretty complex issue to define what's a port what isn't. Ports can be often total remakes because source code isn't available or the hardware doesn't run the original engine. And a port also could technically use original engine but to have completely different levels for technical reasons. I would say that if it has Doom graphics ported to the platform and has the basic gameplay ported too, it's definitely a valid Doom port, especially when running on more limited hardware than 16 bit consoles. Without levels that would atleast imitate the original levels, it might be a bad port, but still a port if many of the other Doom stuff are in the port. But meme itself just sucks, just as much the Rip and Tear meme does, óriginally something pretty cool is ran to the ground and just won't die. People do many desperate things for memes.
  6. It was Complex Doom that pushed me to play much more efficient way. Learned alot of very good habits from that and vanilla challenge feel now much more fun and fair after getting used to some of the bs that you need to learn to deal with when playing Complex Doom.
  7. banjiepixel

    Doom VS. FreeDoom Enemies

    I think big chunky pixels looks very nice, especially combined with colorful sprite graphics. And it is even better in low internal game resolution because higher the resolution, more detail is needed to make it look natural. This includes things like animations that will just look worse when actual detail is being added to the frames in high resolution. So technically loss of detail can actually make animation look smoother too.
  8. banjiepixel

    Doom VS. FreeDoom Enemies

    Voxels would add alot of potential for to have bigger audience and I am pretty sure there would be actual demand for full set for open source freely usable voxel graphics to use with Doom based projects.
  9. banjiepixel

    Doom VS. FreeDoom Enemies

    Project like that could create their own fork of Freedoom so they wouldn't need care about if sprites get replaced in the main Freedoom. That way they could always make voxels for any enemy sprites they want instead trying to catch up with latest version of Freedoom. Only reason there could be wasted work because of changes would be if the voxel project decides to add new enemy sprite into their fork that already has been partially or fully voxelized.
  10. banjiepixel

    Doom VS. FreeDoom Enemies

    But then again, tall sprite is easier to identify the enemy to be revenant replacement if you're played the doom before. Also revenant being tall makes it more menacing enemy so it could be argued that engine defined height is the wrong value and it is just too late to fix it. I liked the older tall version of freedoom revenant sprite much more and always add it back into the newer versions. Current version looks like just a stronger imp variant because how short it is instead of actually much more dangerous enemy.
  11. banjiepixel

    Doom 32X Resurrection

    I am aware about source code being available, i just currently don't have the hdd space for the compiling setup and I am also bit hesitant because it isn't very familiar territory in general for me. Also the github is missing tags for couple of releases, atleast for version 1.3 and technically for 2.2b (and the original 1.2 release). And in general I just don't like when Doom projects don't archive their stuff well for historical purposes. For example it can be total nightmare researching developmental timelines of the certain mods because many older versions simply have vanished from the internet. And it's generally just fun to try older versions and actually get to experience how things have changed and that is just much easier with patching compared to compiling every version you want to try. Things of course could be so much worse and current situation is definitely very decent for someone looking for a older version. Even just a community member maintaining a zip file or a reliable upload service folder would be very nice extra for freaks like me that like to try old versions and often even prefer to even use them over the newer versions. I could really do that even myself atleast for the original RHDN uploaded xdelta files but it is bit hard to do without having access to them since latest 2.2b version was literally the first version I even got around downloading and trying. And I have to say that I regret it very much that I didn't do it sooner and not just because I could had stored the xdelta patches for many of the older releases for just in case anybody would want/need them. Thank you so much, seems to be the correct file. This patch has different checksum than xdelta than the one I extracted from prepatched rom but resulted in rom with a same checksum and I double checked by extracting xdelta from resulting rom which gave matching checksum with the previous extracted xdelta. This basically verifies it being the original 1.5 xdelta file so now I have it from much more reliable source. It does bother me bit that this one atleast seems to be a renamed and repacked version of the the original but atleast the xdelta file itself is exactly what I was looking for, very happy with this.
  12. banjiepixel

    Doom 32X Resurrection

    This may be odd request but would anybody happen to have the original 1.5 xdelta file still stored somewhere? While there is nothing wrong with latest version, it just kinda feels bit too advanced for my taste and I prefer to have none of the link cable stuff being present as a reminder of something I will never going to use. I also feel that it would be a good idea there to be an archive of the older xdelta files. I did manage to find one very sketchy source for 1.5 version but that was only a prepatched rom. Atleast I was able to extract xdelta from that but I would prefer to find the original xdelta file. Could somebody help me find the file I am looking for? It has been very disappointing to end up finding links only to the RHDN page that offers the xdelta just for latest version. Ideally I would like to see this project have better archiving for both source code and the binaries (xdelta). One good example of better archiving practices is the Freedoom project.
  13. Messy games become messy competitive games. One of the cleanest competitive video games are the fighting games, just you and your opponent on the same screen. Both have access to exact same characters with the same abilities. And none your previous experience or skills matter if your opponent plays the game in very unusual way and you are not able to adapt to it. Also paratext and it's effects to actual game have existed much longer in competitive fighting game community. To have being social within the game to be huge part of the game just promotes more toxic player behaviour. And game being clearly not designed or even been adapted to be competitive game just makes competitive play ruin the game in so many ways. And we all know that Blizzard is just very bad at competitive game design in general. Playing WoW competitively is just generally bad idea because it fits so badly for that gameplay style. And you just end up making the game worse for other players. Just stop it, there are so many much better games for competitive play. And if you care about WoW, just do not take it always so serious, accept that you should sometimes play more casually with noncompetitive people and this will teach you to adapt for unexpected things and give different type of a challenge. Other competitive players and speedrunners often give themselves handicaps and extra challenges instead going always for optimal play with optimal variables. Why try to be always a perfect WoW playing machine? And do that in a way that just hurts the game and it's overall community. That is totally just being selfish and not actually caring about the game you play and the community you are a part of.
  14. banjiepixel

    Should Doom have had a BFG-wielding enemy?

    Both rocket and bfg variants of zombies exist in Complex Doom and are generally fine as long as they are much more rare than more normal versions. Also the basic rifle zombie is replaced with plasmagun zombie with rifle zombie's attack pattern. These are generally the least problematic of the new monster variants, I would say that SSG zombies and Quad Barrel Shotgun zombies are much more nightmarish.
  15. banjiepixel

    Should Doom have had a BFG-wielding enemy?

    I feel that dual weapon setup and being even more of a damage sponge would be too much, especially if that secondary attack would be a hitscan attack. Keeping the rocket launcher as secondary attack or short bursts of plasmagun firing would be more fair and fun. Or maybe just the boss would switch between normal bfg attack and the beta bfg attack. And personally I really wouldn't give enhanced Cyberdemon with a bfg attack and a secondary attack any HP beyond 5000 HP. If anything, I would rather nerf it to have same amount of health as spiderdemon (3000 HP) and make the new boss have more dangerous attacks instead. Unless the secondary attack would be monster spawning, then having more HP would make much more sense and it would create fun loop of boss basically wiping it's helpers with bfg shot and then summoning more while recharging the bfg attack.
  16. banjiepixel

    So... Shotguns?

    Just like in a fighting game, it is more fun to use more powerful special attacks on your opponent than it is to jab them to death with normal attacks. Extra effort and extra risk makes just the extra reward feel more satisfying. Both types of attacks have their place in a well balanced game but more powerful attacks that need more precise timing are always more exciting than weak attacks that you need to spam alot to make any decent damage.
  17. banjiepixel

    So... Shotguns?

    Based on how many people want to turn the pistol into basically just slighty slower firing chaingun, I'd say that main conflict would had been with chaingun. I feel that the plan was at some point to include all original Wolfenstein 3D guns in Doom but then they realized that they can't have all three because they are so similar and eventually weakest (pistol) and strongest (chaingun) variants ended up in the final game. It does seem that Rifle was supposed to be the starting weapon at some point but for some reason they ended up making pistol the starting weapons. Maybe rifle was too good to be starting weapon or they just wanted to starting weapon be pistol, just like in Wolfenstein 3D. Alot of decisions made while developing Doom are continution from development of Wolfenstein 3D. Adding shotgun to Doom basically created problem of weapon roster being unbalanced. You can't have four guns in a game and three of them use bullet ammo and one to use shells. Final weapon roster balances this by having two bullet ammo weapons, two energy cell weapons and both shotgun/RL have their own unique ammo type. Shotgun was also probably the first new weapon they added that wasn't based on a Wolfenstein 3D and I am pretty sure that the scifi weaponry was added later in the development. Large portion of Doom's weapon roster being pretty old school makes sense since it probably used Wolfenstein 3D's roster heavily as it's base.
  18. banjiepixel

    So... Shotguns?

    Have been playing some Wolfenstein 3D lately and was reminded that all the guns in that game are basically just variations of the same weapon. As the main difference was that how fast those weapons fired, adding shotgun to Doom definitely seems like a very natural next step, a weapon that shoots bigger blast at once but has longer recovery time. Shotgun has very high risk and reward values and that makes it so fun to use. Chaingun is fine weapon but also very safe weapon to use and requires much less skill than effective use of a shotgun. Also it's the reload animation that does alot of work to make shotguns awesome. This is why Doom 64 and Quake 1 shotguns feel much worse to use than Doom 2 versions. Weapons not needing to reload does feel usually bit unnatural and because how old school shotguns work, it is easy add reloading animation to them that looks awesome, makes them feel more like the real world shotguns, works as way to balance the high damage output and still avoid adding actual reload mechanic to the game. Doom 1 shotgun was so awesome weapon that they decided the create even more powerful version for Doom 2 despite RL being basically the "high tier shotgun". SSG had bigger risk with reloading animation being longer but also it had much more bigger reward in damage output, making it basically work as both high and low tier weapon. Shotguns just work great as a FPS video game weapon. It is easy weapon to make very satisfying to use and is often good option for players with bad aim.
  19. banjiepixel

    gzdoom controller support

    No problem, glad to help another Chromebook user. You basically would need to install proper Linux and replace ChromeOS completely to get Linux GZDoom with controller support and that is something that even a more experienced Linux user like me doesn't really feel comfortable doing. ChromeOS has many limitations you need to just learn to live with. It's great for web stuff and running phone/tablet apps but not very useful for much else. And even the android stuff is more limited these days because it is now harder for android apps to access the ChromeOS filesystem and external storage devices than it used to be.
  20. banjiepixel

    gzdoom controller support

    I have a Chromebook and do have alot experience from the limitations of ChromeOS Linux environment and getting things like Doom run on it. So I had very quickly an idea what the problem was. But now did also some testing to make sure and I can confim, both Chocolate Doom and GZDoom just do not detect bluetooth controller in the Linux environment while android apps Delta Touch and Freedoom do detect the controller. it is something that is not supported by the ChromeOS Linux. And to be extra sure, I found also this: https://support.google.com/chromebook/thread/162177093/bluetooth-support-in-linux-environment-in-chromebook?hl=en Also, it does seem that the Linux Environment doesn't work even with wired usb controllers so literally only option on Chromebook is to use android app if you want to play GZDoom with a controller. So basically use the Freedoom app or Delta Touch.
  21. banjiepixel

    gzdoom controller support

    Knowing which Chromebook model shouldn't really matter. Knowing which controller or if they are using some kind of dongle isn't really useful because they are able to connect the controller to the Chromebook's bluetooth. GZDoom version may be relevant but it is way more likely that the Linux and GZDoom just has no access to the ChromeOS bluetooth. Best and probably only solutions are to use the bt controller as wired controller if possible or use android app based GZDoom like Delta Touch. For testing purposes, Freedoom app could also work.
  22. banjiepixel

    gzdoom controller support

    If your chromebook supports android apps, you probably will have much easier time getting the controller to work with Delta Touch.
  23. banjiepixel

    When did Old School FPS fans turn around on Halo?

    I hated Halo because slow and generic it was. My views have softened since and after playing Halo Reach, I can say atleast that there are much more worse FPS game series to play. But Halo games are pretty boring and have just this low energy feel to them. I however would rank them above the Call of Duty games, atleast Halo has some enemy variety.
  24. banjiepixel

    How do you launch your favorite source port?

    On Windows I usually just drag and drop and if I need to do something more complicated than that, I just make a simple .bat file. On Linux I just use terminal because it is used so often anyway and I like how launching Doom from terminal feels very retro.
  25. banjiepixel

    Help with mouse in Doom II?

    Based on quick search, it does seem that versions atleast up to 3.4 should run on Windows XP. And even something like vanilla PrBoom would be more natural replacement. Also if the final pre-UMAPINFO PrBoom+ would not work with Windows XP, it's not hard dig through the sourceforge page for version that works with XP. It should be pretty normal for somebody that has computer setup with old Windows to know how to search and test older versions of software to find one that works. There are so many other better options to suggest over ZDoom to work as a Doom95 replacement and that is what I mainly find to be strange.
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