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About Bank
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maybe wallh4x
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@DoomguyButItalian GZdoom remains nearly the exclusive port for UDMF content and mods (meaning: with Zdoom features, scripting, 3D floors, etc) but much of the community output is targeted at more conservative or compatibility minded sourceports. GZdoom does not accurately emulate all Doom behavior by default and in many cases cannot be made to do so.
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I concur with @MFG38 about the capabilities of GZdoom as a game engine and think the nature of sourceports has drifted gradually over the past 20 years. I expect that GZdoom is probably the most used sourceport in the world (though the latest commercial release might change that) but within the Doom community itself there's been a fracture between Zdoom and Limit-Removing/conservative ports that has grown wider over the last decade or so-- to the extent that Zdoom derived stuff is almost a separate community. This is interesting to me because in the early 2000s and into 2010s a lot of projects that sat squarely at the center of the Doom community were Zdoom wads, but over time I think that the additions felt less like Doom and the subject of compatibility and standards became more important as speedrunning became a global phenomenon and introduced more people into the community. Wads like Void and Action Doom and the entire Skulltag era really captivated me back in the day and felt like the future of Doom, but nowadays I feel like Boom compatible and MBF21 stuff is what's really pushing the medium.
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@Captain J
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Why could you not jump in Doom Engine games before Hexen?
Bank replied to Verna's topic in Doom General Discussion
This question was asked recently on this very forum, but instead of chastising OP I'll try to answer in good faith. If you read the source code README by John Carmack, he was aware that these features could be added to the game in 1997. I don't have a source but I swear I've read an interview where he wished in retrospect he added jumping/look up and down soon after the game's release and had considered adding it during development. As to why, I think Doom was developed very quickly and has a certain "quick and dirty and elegant" design philosophy. Jump could certainly have been added (as in Hexen) and balanced and we would accept it as totally normal had that been the case, but id decided instead to design a game that didn't require a jump key. The designers were sufficiently aware of jumping enough to include it in the Doom II manual. -
¯\_(ツ)_/¯
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save scummers should be shot out of a cannon and into the sun
Bank replied to roadworx's topic in Doom General Discussion
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former egirl
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Thank you Ludi, much appreciated! Here's a quick PNGtuber I made for her. Maybe she'll start streaming... I wonder what other things she and her friends should get up to...maybe you know?
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Thank you for the kind words, here's a drawing to make you reconsider.
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What method do you use to launch your pwads?
Bank replied to Stupid Bunny's topic in Doom General Discussion
Doom Launcher by @hobomaster22 rules because it manages files nicely, has all sorts of easy and useful launch/demo configuration tools, pulls TITLEPIC art automatically for a pretty grid view, and has idgames integration. IMO it's the most developed Doom Library tool in addition to being a fantastic and customizable launcher. A cross-platform modern Doom Launcher would doubtless become the most used launcher if you ask me. On my funny linux laptop I use command line but only because it fits the leet hacker aesthetic of i3.