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QDoom Public Test


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Guest Anonymous User

EDGE does have basic OpenGL code, but it is too basic to release to the public so far, certainly for testing QDoom with. Completion time is unknown - Darkknight.

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Guest nitro

Personally, I thought that the whole idea was totally stupid from the beginning :) We already have a game called Quake so why do we want to play basically the same game with much worse graphics/gameplay and ugly enemies??? And Quake has great multiplayer, too. If you want to play Quake, play the original. IMHO it would have been a MUCH better idea to use the new features in a cool new TC that has nothing to do with Quake, and everything to do with Doom. So I have to agree with mystican on this one. But still, congrats to Marc for making some extremely cool stuff!

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Guest Firebrandt

One question Marc, why not use the original Quake palette/colormap? Wouldn't that have made things a lot easier than converting everything to the Doom palette? ...or would that have crossed the line between "acceptable" and "illegal".(?) --- about EDGE, the one thing I noticed straight away when I tried out EDGE was the mouselook. It behaves differently than in zdoom or legacy. I can only set the sensitivity to either too high or too low. The perfect setting for me is -1.3 but I can only put it to -1 or -2. Any chance of getting that fixed?

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Guest Anonymous User

Hmmm..... Well done job, that QDoom TC. Doesn't look bad, and the enhancements of the EDGE engine make it look quite pretty. Just... one thing. Working on all this graphics-galore, did you forget most of us are using low-end machines still? So far I was looking forward to playing QDoom... it was one of the things that made EDGE interesting... But with a framerate of 1fps (in words: ONE!) at 320x240 res, at a p200 system, I'll better forget about it again. o,O

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Guest Fanatic

Nitro: I've been asked that question a dozen times, I don't understand why some people don't understand it. People don't ask that of other TC's that replicate another newer game in DOOM, why QDOOM?

QDOOM is not Quake. QDOOM is "Quake done DOOM style", as it states in the readme file. I never said it is Quake in DOOM. If you want to play Quake, play it. If you want to play a unique DOOM source port TC, play QDOOM. It's that simple. If you have something positive to provide, like a bug report or a comment, please do so. There's nothing I can do about you not liking Quake stuff in DOOM.

Firebrandt: we had a lot of problems with changing the palette in HacX, and I didn't want to relive that. So I just converted everything to DOOM palette. It wasn't that much work one I got the process down. For the most part, things converted pretty well.

The mouse issue, that's something we are working on improving. It it a little too liquid-like for my tastes.

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Guest Omniverse

Cyrix M-2 333Mhz with 96MB of RAM and a Voodoo 3 3000 oc/ed to 190MHz Quake 2 at 1024x768x16 80FPS QDoom at 640x480x16 10FPS See the problem? That's just not right! Please add OpenGL support soon, that should speed things up quite a bit.

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I've experienced speed issues with old versions of DirectX and various games (particularly Quake 2, Half-Life and Ultima Ascension), make sure you're using the lastest version of Direct X (v7.0 I think). My machine, and Evergreen AMD 233 overdrive, with 96 megs RAM and a 16 meg Voodoo 3 2000 runs QDoom fine, although I have yet to try it on my parents' and my brother's computers.

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Guest Confusion

Everyone is right, it is somewhat alarmingly slow. However, I blame EDGE for this and not QDOOM. It's still a pretty amazing conversion.

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Guest DarkWing

Although Edge is still in its alpha form, and this is just a test of Qdoom, I would say that it is an excellent piece of programming. I'm pretty sure with all the "slow framerate" comments flying around the Qdoom and Edge team will optimize it in the next test release (I hope). I enjoyed playing it. I wish they would hurry and create a Multiplayer Beta. The only complaint I have about Qdoom is that the supershotgun should be like Doom's supershotgun, since this is Quake done Doom style right? :-P Thanks Qdoom team.

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Marc, Once I get the strength to D/L more stuff I'll try Qdoom out. But ATM i've D/Led ICQ,Zan zan, Skulltag and more shit. So not right now. Ok enough with this pointless crap. I'm off playing SoF.

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Guest Gorc

I enclose my comments on Qdoom. --Likes-- >The rain effects >The way the shells/nails eject from your weapon >The way that, when playing it in the dark with sound on full, I forgot I was playing DooM, and wondered why I couldn't look directly above me. >The way that, despite the above point, the game still felt like DooM. This was the point I remembered it wasn't Quake. >Mission Objectives at the start of the level, that don't interfere with the gameplay. You don't HAVE to carry them out, but it does give you hints. >The general atmosphere. >Cython of Cythulu: a monster done with style! --Dislikes-- >Monsters, although they feel Quakeish, don't seem quite right. They die too easy, and their attacks seem to do more damage than in Quake. >The over the top blood. When I first saw it, I thought "cool, blood everywhere, that wasn't in Quake!" But I have since found that it slows my computer to a crawl. >When you are on full heath/ammo/armor you can still pick up more. This causes you to sometimes accidently pick up health kits you were saving for later. --My ideas-- >A single player/deathmatch level kinda like Quakes 'Ziggurat Vertigo' >A (baby?) Cython that moves, and chases you. Some of the goofy sound effects from the Qtest1, for the sake of comedy. I still prefer the Qtests 'awwwww' pain sounds to Quakes 'arrrggg'.

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Guest Fanatic

Blood slows down gameplay: make sure you have the 'extra gore' setting to off/normal, if you put extra blood on, it WILL slow down gameplay. It's in the readme too. :)

Pickups when full: that's a know issue. Fix is planned.

Monsters too easy/hurt too much: this is one I don't think I can do anything about. Lots of people are pleased with how it is, a few people want more monsters that are harder to kill. And I like it the way it is, it's fun. I never liked having to shoot all the monsters forever just to get around a small section of a level. It slows things down too much.

But thanks for the good comments.

Oh, and did anyone notice the realistic raising shadow behind the door of the first map?

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Guest Baernoloth

First off, let me say I loved QDoom, for what its worth, but i'm dissapointed that you didn't use some of the sprite capabilities that EDGE had, i.e, the knights could've been in a higher resolution, and had more than just 4 animation frames. Also, I'm curious as to how you actually make those 3d sectors...the EDGE page has no information whatsoever on the matter it seems... I'm not sure what problems you had with the hacx palette issues, but I know Quake's palette works in doom, I once tried the same TC idea you're doing now, when quake test first came out... it fell through of course for lack of levels, but getting the palette IN doom was no problem whatsoever. Have you tried Inkworks?

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Guest Anonymous User

Why do they say it is a quake to doom conversion!!?? And why do they say Quake done doom style??

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Guest Psycho

Original question:

... Why do they say Quake done doom style??
Answer: Because it is!

Duh.

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