Cyberbaron2 Posted February 14, 2011 By the way, has anyone seen a port called ReMood before? It was extremely buggy and doesn't seem to have any development currently, but I found it interesting that the author is/was? attempting to make a multiplayer port based off of Doom Legacy. I remember playing Legacy back in 2001-2002, was such a cool port, too bad Legacy 2 will never see the light of day. 0 Share this post Link to post
Gez Posted February 14, 2011 The author of that is GhostlyDeath, who is still around. Doom Legacy started as a multiplayer-oriented port (that's why it got features like split-screen), by the way. 0 Share this post Link to post
DoomGater Posted February 14, 2011 DaniJ said:It wasn't me. As far as I know DOOM has never supported rocket jumping given the player can't jump to begin with. Are you saying there is a physics discrepancy with rocket explosions? 'Backward rocket jumping' is a doom specific movement required to get to the secret exit in E3M6. Of course it is not a _REAL_ jump, because -as we all know- the only way to jump in doom requires an angry archvile. DaniJ said:I don't know what you mean about E3M6. I can honestly say I've never needed to rocket propel my way to victory on this map. Maybe you missed the secret exit?: http://doom.wikia.com/wiki/E3M6:_Mt._Erebus_%28Doom%29 Anyway, years ago I created this small level to check out this 'Backward rocket jumping'. http://doomgate.de/content/files/dgtc/dgtc.zip (The download also has some demo lumps inside, which demonstrate what to do...) I found only very few doom ports, that offer the ability to jump over the last pit...Unfortunately, Doomsday (which is my favourite port!) is not among them. 0 Share this post Link to post
Catoptromancy Posted February 14, 2011 DoomGater said:Maybe you missed the secret exit?: Doesnt look missed without rockets. http://www.youtube.com/watch?v=KbK_RT5pKiQ Caption says it all. Really dont even need to do that. http://www.youtube.com/watch?v=nPtYG1MH3nQ&NR=1 0 Share this post Link to post
DaniJ Posted February 14, 2011 DoomGater said:'Backward rocket jumping' is a doom specific movement required to get to the secret exit in E3M6. Of course it is not a _REAL_ jump, because -as we all know- the only way to jump in doom requires an angry archvile. Maybe you missed the secret exit? On my first few play-throughs I did indeed miss the secret exit. However I eventually figured out how to strafe run my way in. I thought this was the norm.Anyway, years ago I created this small level to check out this 'Backward rocket jumping'... I found only very few doom ports, that offer the ability to jump over the last pit...Unfortunately, Doomsday (which is my favourite port!) is not among them. Thanks. Now that I'm aware of the issue (and even have a test map - cheers) I may be able to do something about it. 0 Share this post Link to post
AlysiumX Posted February 17, 2011 Now we all know that the doom95 is the best port ever... of all time! Seriously though, this is a pretty interesting topic. I think skulltag is becoming quite advanced, its got opengl, 3d floors, slopes, and a great multiplayer environment. Its great seeing the new features on its parent port though, zdoom especially now that zdoom will have 3d floors in software mode, which is quite impressive. Zdaemon to me seems a little lost in translation with the zdoom branch off. I think its mostly cause it seems to want to adopt certain features without taking the old school away, so alot of it hasn't really evolved the way other modern ports have. Some argue that zdaemons net code is much better than skulltags, but that a topic for another day. Gzdoom seemed decent, but I believe its no longer updated, and most of what you seen from it can be seen in skulltag. I messed with vavoom for a very short time. It does seem like an ok engine(even if its 3d floor support does seem somewhat destructive) and it has some good features, but again, i think i feel more comfortable with other engines. Never really got into jdoom, though the model support is intresting, I think its really falling behind due to other ports now having model support. I also never looked into edge, but it seems to have a good amount of flexibility especially with DDF. Edge is kind of funny, it seems like it had been the most advanced doom port for a while, but it was ahead of its time and thus somehow became one of the less popular ports. Lastly, I am kind of looking forward to the new legacy port. I'm curious to what features we'll see with that one. 0 Share this post Link to post
killer2 Posted February 17, 2011 AlysiumX said:Gzdoom seemed decent, but I believe its no longer updated, and most of what you seen from it can be seen in skulltag. You are dumb.Newest version of GZDoom has more advanced features than newest version of Skulltag (aside from the monsters and stuff,I'm talking about code here) 0 Share this post Link to post
Gez Posted February 17, 2011 AlysiumX said:Gzdoom seemed decent, but I believe its no longer updated http://mancubus.net/svn/gzdoom/?op=log 0 Share this post Link to post
killer2 Posted February 17, 2011 Gez said:http://mancubus.net/svn/gzdoom/?op=log Exactly my point :P 0 Share this post Link to post
Gez Posted February 17, 2011 Well, that was more about the "no longer updated" thing. For your points, features that GZDoom has but not Skulltag, we could list textured automap, free-roaming, 3D floors appearing on the automap, 3D floors in software mode, arbitrarily-shaped polyobjects, mouse navigation in menus, customizable menus, customizable intermissions, voxels, FraggleScript, many additional data formats, two additional software synthesizers, enhanced and easier to use Strife dialogue scripts, more accurate compatibility modes... 0 Share this post Link to post
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