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blackthorn

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Posts posted by blackthorn


  1. Assuming we’re not counting Doom95, the first actual source port from the community I used was jDoom (Doomsday Engine for you younger folk), around the early-mid 2000s. At the time I was all about the graphical enhancements it brought to the table, plus mouselook etc. The fact there were also versions for Heretic and Hexen was a major selling point as well.

     

    I have vague memories of installing Doom Legacy at some point when I was younger, but at that time I was still just using the DOS executable and didn’t really understand or appreciate the benefits of a source port.

     

    These days my preference is for a much more vanilla-esque experience and I’ve not touched Doomsday for getting on twenty years.


  2. In terms of downloads I’m not sure, but the earliest PWADs I can remember playing were from the “Deathday” CD-ROM put out by Microforum, which I got from a rack of games in a branch of Staples (right next to the “Titanium Seal” shareware disks 🤘). This was several years before we had an internet connection at home.

     

    I spent hours trawling through the contents of that CD. At the time I only owned Doom 1.666. The main PWADs I can remember playing were classics like UAC_DEAD, Cleimos, Galaxia, the Trinity College map, and a something called “Yak World” which had some ridiculous custom sounds that were amazing to my 10-year-old self.


  3. 1 hour ago, D4NUK1 said:

     I never see comments like this, unless it's vídeo comparing multiple consoles port of Doom and well...PSX Doom it's the best.

    As far as the console ports go, fine, but I’ve definitely seen more than one YouTuber proclaim it to be the best version, including over the PC original (usually with some reasoning based around the soundtrack).


  4. Out of very old-fashioned habit I have each of my source ports located in their own folder in my root directory, and a folder (also in the root) for all my of WADs. This is subdivided into IWADs, PWADs, “official” PWADs for things like NRFTL and Deathkings of the Dark Citadel (I have no good explanation as to why I do this), and resource WADs like widescreen assets etc. The PWADs are all in their own subfolders within these. I then use a launcher and a load of saved configurations to pair WADs with source ports and play.


  5. 12 minutes ago, mikeday said:

     

    Do the replacement sprites display correctly if you set the aspect ratio to 4:3?

     

    If you could share your wad file it would definitely help me debug this issue.

    A very good point and I don't know why I didn't try it. I've just checked and the same issues are present when the aspect ratio is set to 4:3, so I guess there's no bug with the widescreen mode.

     

    Perhaps it is my WAD file after all? As I say, it works fine in other ports I've used it with, but maybe I've made a mistake somewhere. It's here if still of any interest: https://www.udrop.com/6pTW/HEXEN_WS.wad


  6. One thing I've noticed and can't seem to pin down a cause for is that I'm experiencing frequent (although seemingly random) microstuttering issues, particularly in Inter-Doom. I'm definitely not on a low-end PC by any means, and Inter-Doom is reporting pretty stable frame rates, but for some reason I'm getting pretty regular and very obvious split-second stutters during play. I've been experimenting with every possible combination of frame capping and v-sync, both in-game and in my graphics card settings, but nothing seems to make a difference. I usually cap at 60fps, but am able to achieve much higher rates than this with no issue. The stuttering persists whatever I set the cap to. I haven't experienced this with any other source ports and I'm at a bit of a loss now.


  7. Great to see Crispy Hexen back, and with widescreen support now too. Hoping uncapped framerate might be implemented at some point.

     

    One minor issue I've noticed: I have a small WAD I created containing the Hexen widescreen assets which I like to load in as the original sprites for certain weapons are otherwise massively cut off in widescreen mode. However, the fighter's axe and hammer, as well as the cleric's mace, don't display correctly when attacking for some reason (the axe and hammer are drawn too high up the screen for a frame or two, and the mace is glitchy for a frame or so). This WAD works correctly with DSDA-Doom and GZDoom, so I'm assuming the bug is with Crispy Hexen somewhere.


  8. It's difficult to decide. On the one had I'm tempted to say the Revenant because of the dreaded homing rockets, but at least they can be fun to fight in the right circumstances. Lost Souls on the other hand are just a complete ballache to deal with in any situation.


  9. I use the Rocket Launcher 2.0 frontend, which is fairly simple but has some nice features. The biggest advantage of this for me is that it allows you to save configs for all of your WAD/source port combinations (plus command line arguments) as a list within the program for easy loading. There are a couple of QoL improvements it could do with, but otherwise it's my preferred solution.


  10. 1 hour ago, Solmyr said:

    That's a pretty cool anecdote, never heard about that unreleased sequel before though. If you don't mind if i ask ¿What did Romero shared with you about Hecatomb? Did some of those ideas went onto other projects of his like Quake or Daikatana? 

    Sure, no problem. Romero has mentioned the game in passing here and there, and actually briefly touched on it during his talk as he was speaking about his involvement with Raven during the development of both Heretic and Hexen (which was more than you might realise). Hecatomb was intended to be the third game in a trilogy, but Romero left id before the project had really got off the ground, and at that point his involvement with Raven ended. As a massive fan of Heretic and Hexen I took the opportunity to speak to him after the talk to hear more about it.

     

    This information is taken from another source online but pretty much covers what he told me:

    Quote

    The player assumed a role of 3 different classes with 3 different types in each class. Similar to the Dungeons and Dragons Lawful/Neutral/Evil alignments each class had a good/bad side to it.

    Fighter: Good = Paladin / Neutral = Warrior / Evil = Berserker
    Mage: Good = Archmage / Neutral = Wizard / Evil = Necromancer
    Thief: Good = Rouge / Neutral = Thief / Evil = Assassin

    Depending on the players class/alignment and level of progress the game would randomly choose an automatic event to happen at certain points in levels.
    The world design surrounding Hecatomb would be explored like one massive area divided into hubs (for it to run properly on systems). The player had to explore around the surrounding areas of a giant ages old castle, the various areas (such as swamps, caves, etc.) would naturally connect to central parts of the castle. After exploring all the areas the player would be given access to the deep regions inside the castle, where a dragon is guarding a powerful relic and treasure horde. After defeating the dragon and the player acquiring what they were after the area caves in and exposes and even older extensive underground network of catacombs -- at the end of which is a very old and evil Demilich that the player had to kill to escape.

    He went into a bit more detail on the specifics, not all of which I can remember. I certainly remember him saying that there would be some dynamic shifting of the game world as you progressed to open up later areas underneath the main castle. It sounded fantastic and it's a real shame it never got made. As much as I enjoy Hexen II, Hecatomb sounded far more ambitious.


  11. I'd love to see a Blake Stone TC, using the assets and art from the original games (maybe combining Aliens of Gold and Planet Strike), but utilizing the Doom engine to make the environments way more interesting. Along the same lines of Doom-ifying older DOS games, the Hocus Pocus TC a few years back made me wish someone would make something similar based on Bio Menace.

     

    1 hour ago, Solmyr said:

    Hexen II as if it was released for the Doom Engine, it doesn't has to be 100% faithful to the original, some creative liberties should be taken such as using sprites based on the 3D models but adapted to look like they were digitized photos of models, more monsters that fit Thyrion's continents theme (i.e: wereeagles and aztec based warrior priests for Mazaera, Cyclops, Satyrs, and zombified legionaries for Septimus), better, challenging final boss fight with Eidolon, level design that fits Hexen but leans more towards Heretic as in more action oriented than puzzle oriented.

     

    A few years back I chatted with John Romero about Hecatomb, the game Raven were originally going to follow Hexen with, after a talk he gave here in the UK. The ideas they had for it sounded amazing and I'd love to see someone make it for real.


  12. If it's one of the IWADs or an oldschool PWAD, UV. For anything modern I have no shame in admitting that I always just go HMP as I automatically assume UV will be ridiculously tough. I just don't have enough free time these days to spend the parts I can devote to Doom-playing slogging through five million enemies per level.


  13. I suppose I'm a moderate purist in that I like to play things fairly faithfully (no mouselook, jumping etc.), and generally prefer vanilla or simple limit-removing type WADs that don't stray too far from the classic gameplay. I use DSDA-Doom pretty much exclusively at the moment, and stick to software rendering unless I'm playing a particularly detailed map filled with hundreds of enemies, in which case I'll switch to OpenGL with shader lighting. I do however like to play in an enhanced widescreen resolution (usually 1280x720) as I prefer the clarity and these days find gaming in 4:3 a bit limiting, especially for FPS games.

     

    I keep GZDoom installed as I don't mind using it (and all of its enhancements) to play things specifically designed for it, especially full-blown TCs. I'm not a fan of playing regular Doom content with crazy gameplay mods, though.


  14. I know the metal influences in Bobby Prince’s soundtrack are a bit more traditional, but for me the albums that give me the most Doom-esque feeling are the first couple of Deicide records. Hell, the first track on Legion is even titled “Satan Spawn, the Caco-Daemon”.

     

     


  15. Back in the early-mid '90s I was around 9 or 10, and despite being otherwise video-game-less (at least on the console front) my dad bought a PC running IBM DOS, ostensibly for "work" purposes. Like many in a similar position at that time I lived off the shareware scene and most of the games I owned were the first episodes of things. I had multiple friends at school who also had PCs, so we'd be constantly giving each other games, and at some point (although I don't remember specifically when - I would guess some time in 1994) I got the Doom shareware and played the hell out of it. I used to sit around imagining how episodes 2 and 3 looked, and what the plasma rifle and BFG were like, but there was no way my parents would have bought me the full game. Eventually a friend of mine acquired some copied disks of Doom v1.666, and lent them to me. I played that pirated version for a good many years until I eventually acquired that "Depths of Doom Trilogy" boxed set.

     

    So yes, shamefully (like a lot of others) I pirated the game back in the day, but I was a kid with no money and no other chance of playing the full game. Since then I've bought and re-bought Doom about seven times in various guises, so I don't feel too bad about it in retrospect.

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