Gustavo_Playz Posted July 28, 2021 So 1-2 days ago I made a video talking about how the unity engine doom was a downgrade, but in reality I basically fell victim to the same thing Gmanlives did and I was comparing things to gzdoom and the bfg edition, rather I could've just made a video on what I think could be expanded upon in unity doom and I think the reception would've been a hell of a lot better. So here take a look at these screenshots and tell me what you think and tell me if I should change or add anything. I also sorta wanna succeed where Gmanlives failed. 4 Quote Share this post Link to post
Murdoch Posted July 28, 2021 Us expert players who know the ins and outs of source ports, and many of whom have been messing with this stuff since the game first came out, are not the intended audience at all. We already know how to get these mods, and pair them with the right source port. Using the unity port except maybe save for convenience or console use instead of PC use, makes no sense. We already have better options. But for the casual player who has played and enjoyed the new games and wants to see where it all began they are a pretty solid choice without needing to get too technical. They are certainly leagues ahead of any official release of the classic games in years overall. So yes, I really do not understand the point of an expert player critiquing a product given it was clearly never intended for them. 6 Quote Share this post Link to post
roadworx Posted July 28, 2021 i just wanna say, having a search function for mods that links up to the /idgames archive probably isn't gonna happen, nor will the wads you mentioned being official add-ons happen. for the idgames archive, there's waaay too much copyrighted and offensive stuff on it (it's been around since the mid-90s, so...yeah lol), and every single wad that you mentioned, aside from brutal doom (i think?) uses stuff from other media that, if bethesda were to have in any official addon, would get them into deep legal shit. btw sunlust is boom-compatible, not limit-removing 1 Quote Share this post Link to post
omx32x Posted July 28, 2021 18 minutes ago, roadworx said: btw sunlust is boom-compatible, not limit-removing i knew i was going to mess something up these screenshots were me offering to help him on a possible third video so any bad information on them is entirely my fault 0 Quote Share this post Link to post
omx32x Posted July 28, 2021 29 minutes ago, Murdoch said: Us expert players who know the ins and outs of source ports, and many of whom have been messing with this stuff since the game first came out, are not the intended audience at all. We already know how to get these mods, and pair them with the right source port. Using the unity port except maybe save for convenience or console use instead of PC use, makes no sense. We already have better options. But for the casual player who has played and enjoyed the new games and wants to see where it all began they are a pretty solid choice without needing to get too technical. They are certainly leagues ahead of any official release of the classic games in years overall. So yes, I really do not understand the point of an expert player critiquing a product given it was clearly never intended for them. funny thing is that i really liked both bfg edition and unity version of classic doom i like how unity is faithful to the original with some quality of life and i find weirdly fascinating the changes that the bfg edition and i think having 2 game as a bonus to doom 3 was awesome (also no rest for the living) i could have gone more in depth when i talked about doom 3 bfg there are some changes i dont mind and some that i like but most of what i would say would end up as "it sucks" so i decided to be brief (and most people thinks its a bad port anyway) 0 Quote Share this post Link to post
xX_Lol6_Xx Posted July 28, 2021 (edited) Here are some advices from me, hope you find them useful. For comparison between the Unity Port and the original release I'd use Chocolate Doom, to showcase the improvements and the increased limits of the port over the original exe, using Si6il and No Rest For the Living as examples. Then I'd show PrBoom-plus or Dsda-Doom with the appropriate complevel to compare it with a more advanced engine Doom came with multiplayer, but it wasn't like Zandronum or ZDaemon, I think it was LAN, but I'm not sure, keep that in mind if you're going to talk about the multiplayer I'd also talk about the SC-55 music and the sound effects (including the sound pitch) (And, btw, scythe 2 is limit removing, scythe 1 runs in vanilla but with some issues on the later levels) Edited July 28, 2021 by Lol 6 2 Quote Share this post Link to post
Murdoch Posted July 28, 2021 23 minutes ago, Lol 6 said: Doom came with multiplayer, but it wasn't like Zandronum or ZDaemon, I think it was LAN, but I'm not sure, keep that in mind if you're going to talk about the multiplayer The original release had LAN play only. I believe it was later versions that added the ability to direct dial via modem. I summon the All Knowing, All Seeing Entity @Doomkid to clarify if my recollection is accurate. But yes, any kind of support for Internet play as we know it today was never a thing in the original engines. 2 Quote Share this post Link to post
VanaheimRanger Posted July 28, 2021 (edited) 3 hours ago, Murdoch said: Us expert players who know the ins and outs of source ports, and many of whom have been messing with this stuff since the game first came out, are not the intended audience at all. This, for real, even though I was one of the people who pointed out that you shouldn't be comparing it to GZDoom, I will say that I am not the intended audience at all. It might be best, when making videos like this, to just not post them here, as the majority of the people who are here on a daily basis are pretty knowledgable and will nitpick every factlet in the video, lol. Yes, I made up the word "factlet" deal with it. EDIT: I will also say, you handled this situation a lot better than Gman did. I wouldn't compare yourself to him in any way. He isn't worth being compared to. Edited July 28, 2021 by VanaheimRanger 2 Quote Share this post Link to post
Doomkid Posted July 28, 2021 Local and long-distance multiplayer were always in mind during Doom’s development (after all, the tales of John deathmatching during Doom’s development would be impossible otherwise) Serial multiplayer was added for public consumption after just 6 days, version 1.1 of Doom. Basically you had to wait less than a week for LAN games if you preordered Doom. (Dec 16th 1993) Modem support was added in February 1994 with version 1.2. This allowed long-distance multiplayer. Not as smooth and streamlined as we think of it today.. but it was there! (This is also when the engine was made to run natively on Windows). Networking support continued to improve up through version 1.666 (mid 1994) and DWANGO had also been launched under Romero’s direct guidance. It was the first lobby-based international network-gaming service. Players had ranks attached to their accounts and everything based on playtime n such, and there were known instances of players connecting to Houston Dwango all the way from Australia. While this was international network play, it was not over the internet - it was basically a long distance call. I kinda feel like this is splitting hairs though - point is there was people playing Doom with eachother cross country. In 1998, with the death of Dwango, services that allowed play on the internet sprung up quickly, like DoomServ, which was pretty much usurped by CsDoom in 2000 and from there things like Doom Connector in 2001, which supported all the then-new CsDoom forks like ZDaemon and Skulltag. There’s been lots of technical improvements and re-brands since 2000, but that’s pretty much when things had fully transitioned away from the old way, into the same stuff we use now (Doom Explorer or Doomseeker, Zand, ZDaemon, Odamex) That’s the technical history of Doom multiplayer in the smallest nutshell I can squeeze it into! EDIT: Guitardz, the word you’re looking for is factoid! (I know, I know.. it sounds like some little alien creature..) 5 Quote Share this post Link to post
Teo Slayer Posted July 28, 2021 If I wanted to compare BFG Edition port with the vanilla, I would go with the DOS version since it was the very first which came 1 Quote Share this post Link to post
VanaheimRanger Posted July 28, 2021 2 hours ago, Doomkid said: EDIT: Guitardz, the word you’re looking for is factoid! (I know, I know.. it sounds like some little alien creature..) That's nice, but I like my word ;p 1 Quote Share this post Link to post
Murdoch Posted July 28, 2021 3 hours ago, Doomkid said: Modem support was added in February 1994 with version 1.2. I had a feeling 1.2 was the first release with dialup support. 3 hours ago, Doomkid said: DWANGO had also been launched under Romero’s direct guidance. Ah yes, I had forgotten about Dwango. 1 hour ago, VanaheimRanger said: That's nice, but I like my word ;p It is much more adorable. 2 Quote Share this post Link to post
Boaby Kenobi Posted July 28, 2021 Consider creating a script or an outline for your video. Your last one was almost 40 odd minutes long and I think you could have edited it down to at least 25. 0 Quote Share this post Link to post
omx32x Posted July 28, 2021 8 hours ago, Lol 6 said: Here are some advices from me, hope you find them useful. For comparison between the Unity Port and the original release I'd use Chocolate Doom, to showcase the improvements and the increased limits of the port over the original exe, using Si6il and No Rest For the Living as examples. Then I'd show PrBoom-plus or Dsda-Doom with the appropriate complevel to compare it with a more advanced engine Doom came with multiplayer, but it wasn't like Zandronum or ZDaemon, I think it was LAN, but I'm not sure, keep that in mind if you're going to talk about the multiplayer I'd also talk about the SC-55 music and the sound effects (including the sound pitch) (And, btw, scythe 2 is limit removing, scythe 1 runs in vanilla but with some issues on the later levels) i said that because i played the entire of scythe 2 with vanilla settings now i had the all ghosts effect happen 2 times for me but i was still able to play trough the whole thing 0 Quote Share this post Link to post
Gez Posted July 28, 2021 Just gonna point out that, contrarily to what's written in the forum screenshot (why not copy-pasted text, btw?), the original Doom MIDIs were not written for a Roland MT-32. The MT-32 is a bit of an odd duck in MIDI circles because it was the first synth module that became a sort of a consumer standard thanks to video games (especially Sierra On Line and Lucasfilm Games, as they were known back then) but it predates the General MIDI standard. (MT-32: 1987; GM v1.0: 1991). So instrument mappings are not the same, special features differ, etc. Keep in mind the original aim of the MIDI standard was to make it simpler to connect digital musical instruments together to reduce hassles in mastering and recording music. Saving MIDI data to a file and then playing it back was originally meant to be a simple convenience for audio professionals. That it was embraced by video games thanks to its small filesize was sort of a surprise for Roland, Yamaha, and the other synth makers who devised the format. Anyways. Doom's music was written for the Roland SoundCanvas 55 (or SC-55 for short), which was Roland's first General MIDI synth module, released in 1991 just like the GM standard. Which is for the best, because as much as I love some of the MT-32 soundtracks out there, getting a real MT-32 is difficult (and/or expensive) and while there is emulator code available, it needs the ROMs from an actual MT-32 to work, so that's tricky. 0 Quote Share this post Link to post
omx32x Posted July 28, 2021 (edited) 1 hour ago, Gez said: Just gonna point out that, contrarily to what's written in the forum screenshot (why not copy-pasted text, btw?), the original Doom MIDIs were not written for a Roland MT-32. The MT-32 is a bit of an odd duck in MIDI circles because it was the first synth module that became a sort of a consumer standard thanks to video games (especially Sierra On Line and Lucasfilm Games, as they were known back then) but it predates the General MIDI standard. (MT-32: 1987; GM v1.0: 1991). So instrument mappings are not the same, special features differ, etc. Keep in mind the original aim of the MIDI standard was to make it simpler to connect digital musical instruments together to reduce hassles in mastering and recording music. Saving MIDI data to a file and then playing it back was originally meant to be a simple convenience for audio professionals. That it was embraced by video games thanks to its small filesize was sort of a surprise for Roland, Yamaha, and the other synth makers who devised the format. Anyways. Doom's music was written for the Roland SoundCanvas 55 (or SC-55 for short), which was Roland's first General MIDI synth module, released in 1991 just like the GM standard. Which is for the best, because as much as I love some of the MT-32 soundtracks out there, getting a real MT-32 is difficult (and/or expensive) and while there is emulator code available, it needs the ROMs from an actual MT-32 to work, so that's tricky. another mistake of mine but i swear i saw it somewhere on the doom wiki itself though i can easily be just confusing doom with another game since i browse gaming wikis and forums a lot Edited July 28, 2021 by omalefico32x 0 Quote Share this post Link to post
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