leodoom85 Posted December 14, 2018 28 minutes ago, drfrag said: But we don't know what Romero will do yet. Famous last words... :D Well, let's see what will happen next then. 1 Quote Share this post Link to post
Linguica Posted December 14, 2018 21 hours ago, leodoom85 said: Still in this thing? Linguica made the whole point very clear. There's no need to discuss more... And, being discussed about compatibility to specific sourceports doesn't matter to me. I just want to play and enjoy it...it's not hard really... Just saw this, and: no I didn't? People can and should ask how they will be able to make demos for these maps. 2 Quote Share this post Link to post
DMPhobos Posted December 14, 2018 John has been streaming this wad lately, perhaps he's unaware of the demo/compatibility issues because of the e5m* naming scheme, i'm sure he could be told about that. Either way there's plenty of time for release and some changes are still possible, it's also great to hear that some sourceports could support that name scheme in the future 1 Quote Share this post Link to post
Deadwing Posted December 14, 2018 Could he name it something like E4M10 onwards? (and then use MAPINFO to join the maps into a new episode?) Would that work on PrBoom? 0 Quote Share this post Link to post
drfrag Posted December 14, 2018 Perhaps someone should contact Romero and suggest him to either use UMAPINFO or change the map numbering scheme. AFAIK it's working but there's no entry at the ZDoom wiki. 2 Quote Share this post Link to post
Jon Posted December 14, 2018 5 hours ago, drfrag said: But there's already UMAPINFO support in Graf's cleaned up PrBoom+ repo. It's in GZDoom and about Eternity i'm not sure. Fabian could add support to Crispy if necessary or myself to RUDE (with tutti frutti galore). But we don't know what Romero will do yet. The existing UMAPINFO implementation is written in C++. Prboom+ and Crispy Doom are C projects, so adopting UMAPINFO means changing the implementation language of the project. I have considered rewriting Graf's prboom+ UMAPINFO port into pure C but haven't (nor realistically the time) 0 Quote Share this post Link to post
drfrag Posted December 14, 2018 (edited) I thought that one was in C. https://github.com/coelckers/prboom-plus/commits/master Edit: there is a C version which was deleted and a C++ version. Edited December 14, 2018 by drfrag 0 Quote Share this post Link to post
Jon Posted December 14, 2018 (edited) 10 minutes ago, drfrag said: I thought that one was in C. https://github.com/coelckers/prboom-plus/commits/master That does look like C actually, yeah. I seem to be mistaken. Edited December 14, 2018 by Jon 0 Quote Share this post Link to post
Jon Posted December 14, 2018 (edited) . Edited December 14, 2018 by Jon 0 Quote Share this post Link to post
Gez Posted December 14, 2018 The file is named umapinfo.cpp, so confusion is understandable. 1 Quote Share this post Link to post
drfrag Posted December 14, 2018 According to the comment "the new UMAPINFO parser is written in C++" but it looks like C to me. 0 Quote Share this post Link to post
Amph Posted December 15, 2018 all good but no supershotgun is bad... 1 Quote Share this post Link to post
Nancsi Posted December 15, 2018 Cacos are the only D1 enemies where the lack of SSG hurts. That thing was created for the D2 specific badguys IMHO. 0 Quote Share this post Link to post
ketmar Posted December 15, 2018 tbh, i could never understood that SSG obsession. it is good when you run into group of monsters at point blank range, but 'cmon -- "i'll just close my eyes and run forward" is not how DooM meant to be played, i believe. ;-) otherwise, good old shotgun does its job Just Right. SSG was the only weapon i HATED in DooM II too: it always popped up when i wanted my shotgun, and it was like "fsck, not that shit again!" 0 Quote Share this post Link to post
ReaperAA Posted December 15, 2018 51 minutes ago, Nancsi said: Cacos and Barons are the only D1 enemies where the lack of SSG hurts. That thing was created for the D2 specific badguys IMHO. FTFY 44 minutes ago, ketmar said: SSG was the only weapon i HATED in DooM II Heresy. 3 Quote Share this post Link to post
ketmar Posted December 15, 2018 (edited) 44 minutes ago, ReaperAA said: Heresy sure. after all, i am die-hard DooM I fan. i don't like DooM II levels, i don't like new DooM II monsters, i don't like DooM II at all! p.s.: and DooM II final boss sux. Edited December 15, 2018 by ketmar 0 Quote Share this post Link to post
Nancsi Posted December 15, 2018 47 minutes ago, ReaperAA said: FTFY Barons are meant to be destroyed by weapon 5-6-7. 0 Quote Share this post Link to post
MrSkeltal Posted December 15, 2018 On 12/12/2018 at 10:47 PM, bioshockfan90 said: Quick question - Does Romero still make profit off of Doom sales on Steam? Not knocking you or anything, just curious. This is from a few pages ago, but since it still gets asked every now and then: Definitely not. Money off new Doom purchases goes to the current IP holder, in this case Bethesda/Zenimax, and of course any storefront (Steam, GOG, etc.) taking a cut of the profits. 1 Quote Share this post Link to post
DooM_RO Posted December 15, 2018 I gotta say, this screenshot looks very impressive. It seems Romero is more into the bizarre/nightmarish kind of Hell instead of the epic castle/cathedral kind of hell. I dig it. 5 Quote Share this post Link to post
Sparktimus Posted December 15, 2018 (edited) 2 hours ago, ketmar said: "i'll just close my eyes and run forward" is not how DooM meant to be played, i believe. ;-) Good thing the SSG doesn't actually work like that, then. It's more powerful than the regular shotgun, especially in close range, but it has more spread and takes more time to reload. Yeah, it mows through imps and zombiemen pretty easily, but it's not this "instant-win" gun that some people claim it to be. And I dunno about you, but chopping down Cacos or HKs at close range with the standard SG is the opposite of fun to me, let alone Barons. Edited December 15, 2018 by Sparktimus 5 Quote Share this post Link to post
jazzmaster9 Posted December 15, 2018 (edited) 7 hours ago, ketmar said: "i'll just close my eyes and run forward" is not how DooM meant to be played, i believe So you have no idea how the SSG is actually used... good to know you like boring fights with barons. good luck playing Plutonia with your pea shooter shotgun. 5 hours ago, ketmar said: i don't like new DooM II monsters And you also dont like variety in gameplay... more power i guess Edited December 15, 2018 by jazzmaster9 4 Quote Share this post Link to post
Jon Posted December 15, 2018 8 hours ago, Nancsi said: Cacos are the only D1 enemies where the lack of SSG hurts. That thing was created for the D2 specific badguys IMHO. I get most bored dispatching normal pinky demons with the regular SG. 6 Quote Share this post Link to post
TakenStew22 Posted December 15, 2018 (edited) The SSG is better than the normal SG in almost every single way besides range and reload time. There's a reason why it's become a fan favourite for many Doom fans including myself. Edited December 15, 2018 by TakenStew22 0 Quote Share this post Link to post
Nevander Posted December 15, 2018 Now we're arguing about shotguns? What has Doomworld come to? When will the madness end! 13 Quote Share this post Link to post
kmxexii Posted December 15, 2018 2 hours ago, jazzmaster9 said: So you have no idea how the SSG is actually used... good to know you like boring fights with barons. good luck playing Plutonia with your pea shooter shotgun. And you also dont like variety in gameplay... more power i guess Some people actually prefer the original Doom's slower pace! I doubt whether the person you are quoting has much if any interesting in The Plutonia Experiment. 5 Quote Share this post Link to post
seed Posted December 15, 2018 8 hours ago, ReaperAA said: FTFY But you're better using the RL, Plasma, and BFG on Barons instead when they come in larger numbers. 0 Quote Share this post Link to post
Gunstar Green Posted December 15, 2018 I absolutely love the Super Shotgun and Doom II's enemies but I don't mind a return to classic Doom once in a while and for the 25th anniversary it sort of feels right. 1 Quote Share this post Link to post
Nine Inch Heels Posted December 15, 2018 7 hours ago, DooM_RO said: this screenshot looks very impressive I like the visuals I'm seeing there. Not so fond of CG + Caco, but it looks striking. 1 Quote Share this post Link to post
TheMightyHeracross Posted December 15, 2018 41 minutes ago, Nine Inch Heels said: Not so fond of CG + Caco Huh? Can you elaborate on this because it seems like such an odd complaint... what's wrong with the chaingun? 0 Quote Share this post Link to post
Nine Inch Heels Posted December 15, 2018 (edited) 10 minutes ago, TheMightyHeracross said: Huh? Can you elaborate on this because it seems like such an odd complaint... what's wrong with the chaingun? Fighting cacos with CG is not so interesting to me personally. Chaingunning (singular) Cacos is a waiting room laden with pain states until the caco deflates, in my opinion. It's also what rubbed me the wrong way in the trailer and some other footage I've seen. Slower pace is fine for me at times, but when the odds of simply getting hit are so close to zero it seems "undercooked" to me. Edited December 15, 2018 by Nine Inch Heels 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.