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Quasar

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Everything posted by Quasar

  1. Quasar

    Doom 32X Resurrection

    Fair enough, just an idea.
  2. Quasar

    Do people actually hate the DLCs?

    Earlier you said it was designed for Doom fans. If somebody can't levy criticism against it because of its higher skill cap while being a Doom fan, who bought it because it said "Doom" on it, that seems like a contradiction to me. If you're trying to say you can't be a Doom fan without liking Eternal, that's just gatekeeping. I know so many Doom fans who like it a lot less than I do and won't ever play it again, while I have over 200 hours in it but feel that qualifies me to talk about its weaknesses, not just heap praise on it unconditionally. I play on ITYTD normally just because it's the most enjoyable to me. I have finished HMP without much problems, but UV was not even doable for me without farming extra lives through replays and that point it seemed like "what's the point?". I tried Nightmare for the hell of it because I do like to challenge myself, up to a point. I got to Cultist Base without dying once, and then burned 20 lives in a row on a single encounter where I just kept getting sniped out of the air by imps from all the way across the map. No amount of "learning experiences" are going to make me better at this game at this point, so that's my POV on it. It requires teenager reflexes to become that proficient and I'm 42, not 14. However at least id Software sees fit to provide these skill levels, which is what sets them apart from the competition. Otherwise I wouldn't have the overall positive opinion I do have of the game. I'm not sure why it bothers you that much if somebody has a negative opinion of it, though. It surely can't detract from your own enjoyment; it seems like there's this false idea that everybody has to agree something is good or else it's ruined for everybody.
  3. Quasar

    Do people actually hate the DLCs?

    I don't hate the game, I'm actually fairly positive about it on the whole, but I can certainly see why some people were very unhappy with it. It's not an evolution of 2016, it's just its own thing and the thing that it is requires hypervigilance over half a dozen cooldown timers and pressing chords of buttons on the keyboard to fire off every attack as soon as it's available; it requires crack shots with extremely narrow timing windows to break weakpoints or in some cases to even damage enemies at all. It requires knowledge about a large matrix of enemy weaknesses versus specific weapons which preclude someone from just casually walking into the game. Some of these things I don't find particularly enjoyable and I think the game could be better than it is if it were more relaxed or at least varied them more by skill level (for example making timing windows wider on low skills). The duty of the much-maligned game journalists covering the game was to play it like an average person would and then report on how their experience fared. That most of them didn't gel with the game means it clearly didn't meet that median threshold. How much the game sold is not a very good argument for anything, really, when probably 99% of the sales were pre-orders based on reputation of the series, especially because of how well received Doom '16 was. I'm sorry you feel my remark is out of line but it wasn't previously required to like Fromsoft-style "hard game" stuff to be a Doom fan. People who weren't expecting that to be part of Eternal and don't want it as part of the series in the future have the right to be disappointed by it and speak criticism against it.
  4. Quasar

    Do people actually hate the DLCs?

    Just here to say the idea you can't criticize a game for being too difficult is horse shit. "It's just not designed for you," well, why'd they make a Doom game that isn't designed for actual Doom fans then? This is not to say that I think DE is, in general, too hard. Only parts of it where it goes over the top and those are generally confined to optional portions like the World Spear Master Level and parts of Horde Mode. But Nightmare skill is, in general, a complete faff. It can get fucked as far as I'm concerned and all the cosmetic guff that's locked behind it is just a lost cause for more than a tiny handful of twitch streamers who have nothing else to do in their life but "practice" the game for months on end. But, I can criticize a work for choosing its audience too narrowly as much as I want. All that "git gud" shit from Dark Souls was not a part of the Doom community before Eternal hit.
  5. Quasar

    Doom 32X Resurrection

    I feel like it could/would be better served as something determined at ROM build time.
  6. Quasar

    The dark lord of the 4th age?

    The whole concept of there having been more than one Dark Lord seems to have either just been forgotten or was actively tossed out in Eternal, at least by the point TAG2 came out, because Davoth is stated to have been the creator god and thus he would have always been the Dark Lord. 2016's lore mentions two other Dark Lords. The first was called the Serpent (which is usually an epithet for Satan). If Hell was still meant to really be Hell at that point, and not some ex-heaven called "Jekkad", then this would probably be some primal age of reality. The Serpent held the order of Hell knights in high regard. The Serpent was defeated by the second Dark Lord mentioned, which was called the Guardian. The Guardian is also a boss in Doom 3, and in that game it was stated to be an ancient prehistoric demon that once terrorized the dinosaurs on Earth. It's of course not clear these are one and the same, but if so, that'd be during a prehistoric but geological age. The Guardian cast the Hell knights into Hell's battle pits and forced them to fight for the amusement of the higher demons as gladiators. The narrator in 2016 is referred to as the Nameless One, and is said to be the Dark Lord of the Fourth Age. Davoth uses the same voice actor, or at least somebody trying to imitate the same voice, so there seems to be some effort to equate Davoth with the Nameless One. But the game waffles on this, as the lore clearly wasn't thought about for more than a few minutes apparently - another similar voice occurs in Urdak screaming "NOOOOOO", and id themselves are so unsure and unfamiliar with the constantly changing whims of Hugo that the name in the caption for this one line of dialog changed TWO TIMES, from "Mysterious Voice" to "Dark Lord" and then back to "Mysterious Voice".
  7. Quasar

    Doom 64 Kexmaster Source Code?

    While Doom 64 would be up to Bethesda (and we'd have to strip out all the Bethesda.net stuff, which is really easy to do despite how much code it is), Kex itself has been designed to remain open sourcable, and some day or another we're likely to release something. No dates or promises but it's definitely more likely than it isn't, even if it has to be a slightly out of date version of the engine vs what we're holding onto for the bleeding edge. The way we do this is, unlike engines like id Tech, we have platform-specific stuff completely walled off behind git submodules, which the engine uses through abstract interface classes. So if you leave out, for example, the Switch submodule, then there's no Switch support, and there's no Nintendo-NDA-subjected code in the core engine. Same deal with every other system implementation.
  8. Quasar

    DOOM 64 PC Version - worth it

    Framerate, vsync, FOV, and the like can all definitely affect it. IF merely changing RHI backends resolved the issue, it'd be because it changed one of these other behaviors as a knock-on effect. Such as for example if your video card driver's "disable vsync" setting only works in D3D games then it would suddenly kick in.
  9. Granted, that's the lower quality version which misses such things as floor and ceiling textures, animated wall textures, and digital sound effects.
  10. Quasar

    Should Doom 64 Have its own category?

    One thing confusing me here is the constantly reoccuring assertion that Doom 64 "didn't sell well." Anybody got an actual citation for that? The devs' complaints about its reception were that it didn't review well due to reviewers dashing it on things like "dated" graphics and lack of multiplayer, and that 007 outperformed it. But I have never seen a single data point on actual sales figures, distribution numbers, total production run, etc. Unless you have this information you need to not speak about sales because it's never been some kind of foregone conclusion that Doom 64 didn't sell. It was being hyped up very heavily all the way from Dec '94 til its release in the game mags (some of which were not nearly so critical about it either). People were very much aware of it at the time; I remember hearing about it from inside the Doom community in 1997, but I was a broke HS student and didn't end up having enough money to buy it at the time.
  11. I let Jason Scott know about it the other day and he graciously took a moment out of his Switzerland vacation to tag them about this.
  12. If you mean Doom II RPG that's a completely different game on a much more advanced engine.
  13. Will you be releasing the source? I'd definitely be keen on comparing my own reverse engineering notes.
  14. Quasar

    Tartar (EE-fork, DOS) - Christmas jukebox special

    Only of the start of my changelogging ;) The first version of Eternity was a slightly modified Boom executable actually, back in 1998, so I would consider development to have started at that point. There's virtually nothing left of that in the SMMU lineage though because I rewrote most of it as I was bringing features over from MBF.
  15. Quasar

    Magazine Scans of PWAD screenshots

    This was a common trait among several early unofficial source ports. People didn't know why those were there and thought they were funny so they re-enabled them. There was also a false comment left in the code by Bernd Kreimeier that said "Final Doom?" above them, which may have fooled less knowledgeable programmers. Important to note the ADoom port being described here was not official. It was based on the public Linux Doom src release.
  16. Quasar

    GOG Has Released Doom 64

    I am not allowed to say very much about details of the development process due to NDAs, but one thing I think I can say without any trouble is that we, Nightdive, did pitch the project originally as a "new version" of Doom64EX, and that phrasing is in the original draft contract that was sent over describing the deliverables. So yeah they know about it. I believe they consider it to be covered under their umbrella of "fan works" / "fan art", but that's not legal advice.
  17. Quasar

    SNES Doom source released under GPLv3

    Thanks. I also just realized it looks like play134 has extracted and uploaded the data already so it should be trivial at this point.
  18. Quasar

    SNES Doom source released under GPLv3

    Is there anyone that would like to help work on a generic map extractor that puts levels into the PC map format? I have one that handles linedefs and sectors, but it critically does not support thing types and I need data on those for the Doom Wiki. I tried finding the information in the ROM and was only able to locate a couple of the maps' data manually. I do not understand how the segmented memory address calculation works after many hours spent on it. Let me be clear that anything I work with or especially on will be open sourced so that nobody has to deal with this issue again.
  19. What is the error message you get?
  20. All of the references to Doom 3 in Doom '16 that I'm aware of: You start at a location called Site 03 in '16; Site 3 was the location of Delta Labs and one of the Martian caverns in Doom 3. The lore entry for the Hell knight states that Hell was once ruled by a dark lord called the Guardian, who defeated the previous lord known as the Great Serpent. The Guardian is a boss in Doom 3, stated to be an ancient demon that once terrified and slaughtered dinosaurs on the pre-historic Earth. In Samuel Hayden's office there are Night Sentinel and Doomguy statues which state they were obtained from Site 1 and Site 3 (Doom 3 locations); the designation of the Praetor Suit statue is U9, which seems to be in line with the Doom 3 designation of the Soul Cube as U1. The Soul Cube itself can be found in Olivia Pierce's office. The Doomguy canonically takes it, and keeps it in his room on the Fortress of Doom in Doom Eternal, so he must have felt it was important. Mixom is a subcontractor company that exists in both Doom 3 and Doom '16/Eternal. The term "Z-Sec" occurs on many monitors in Doom '16. Z-Sec is a type of enemy in Doom 3 (short for Zombie Security). Most significantly, a carved relief occurs throughout the Necropolis and in Argent D'Nur which depicts a slightly different take on the battle of the ancient Martian hero with the demons using the Soul Cube, a battle previously depicted on one of the ancient Martian stone tablets in Doom 3. The arcade game "Super Turbo Turkey Puncher 3" occurs in both games. The song "Harbinger" contains an excerpt of the Doom 3 main theme. In Doom Eternal, the song used for the game's official release trailer is based on the background music for the "Arrival on Mars" opening cutscene of Doom 3. The same hook also occurs in the song "Meathook".
  21. You should note that the two are inter-related though, and that's why there tends to be confusion. If you halve the frequency of a sound wave, you also halve the pitch it sounds at. But, you also extend its duration by double. This is a lossless operation because the samples themselves remain unmodified; only the rate at which they're fed to the hardware is modified. The "pitch change" effect to which you often allude is lossy, and works by interpolating the samples instead. It also changes the pitch, but keeps duration constant.
  22. I am not aware of any floppy disk releases of either Final Doom or Master Levels. I firmly believe both were CD-ROM only.
  23. Quasar

    Why was there nothing new in doom 2?

    They were explaining that if you found such a copy (something purporting to be an officially licensed registered Doom), then it was unlicensed, as id didn't have any retail contracts for Doom in the US or Canada - they only offered the game by mail order or phone registration. Back in the day a lot of smaller software stores had their own home-grown piracy scenes. Slap some stuff onto floppies, put it in a jank-ass-looking box, and sell it for less than the MSRP so you're competitive. Probably wasn't unusual to walk into those and find registered Doom for sale. If you somehow found the Australian version in the US, then it would have been licensed. Whether or not selling it in the US was legal or not is a rabbit hole I'm not prepared to go down though.
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