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I took a listen to the video, the hissing sounds (to me) like the noise you'd hear from low bit-depth audio. I also hear what sounds to me like a >10kHz whine when there are a lot of enemies on screen. I wanna say Odamex had an issue where SDL's resampling was poo-poo, does that sound like something that might be happening, or am I totally off-base? @AlexMax, I think we talked about this on the discord at one point?
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As someone who privately takes issue with GZDoom and the way Graf can behave. Yeah, I never thought I'd say it either: poor Graf.
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No one gets tired of old things quite like people on a forum dedicated to a game from 1994.
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Has the r/Doom threads been addressed? We had what felt like one a week a month ago.
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Those games are 21, 16, and 22 years old, respectively. I don't know what universe you are occupying where 3D modelling and scripting is easier than drawing lines in two dimensions and changing linedef/sector properties. I can promise you the reason you don't see mod tools on modern games is because it's more work, and is a gamble if there will ever be a return on it, because most of the time the only thing that ever comes out of it is nude mods. The PC gaming space is more massive and more diverse than it was twenty years ago. Even a commercially successful game like Doom Eternal doesn't have the ubiquity games like Doom, Quake, and Half-Life had back in the day. The days of there being one game everyone uses for modding are kind of a thing of the past. Nowadays, if you have an idea, you're more likely to pick up the Unity Engine and have a go at making a game yourself. If it were fifteen years ago, I could see something like Phasmophobia being a total conversion mod for Half Life 2, but we live in the era of highly accessible game engines. Hell, there's a Half-Life Episode 3 fan game in the works, and it's built in Unreal Engine 4.
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There is a command line option in "-vanilla" that allows the recording of Doom 2 1.9 demos, but Eternity does not support emulating the behavior of old .exe's the same way PrBoom+ does.
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I feel like this seldom gets mentioned whenever discussion of mod tools comes up with nuDoom. Modern games have reached a level of complexity that making custom content for them requires a level of time and talent that, I imagine, most people would rather put toward their own projects. And, not to discredit the immense talent and dedication of the Doom modding community, but Doom is extremely easy to mod, relatively speaking.
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Ah, yes. More Doom doomposting on the doomworld forums at doomworld dot com
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Practicality seems like a odd metric to measure modifications to a 26 year-old DOS game in a forum dedicated to said game.
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This take is not nearly as spicy as you may think it is.
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If this were to become its own port, the performance improvements would most benefit mapsets that use advanced editing features, so in addition to everything GooberMan already said, he'd probably have to do the work of implementing those features as well. It makes more sense to keep this the way it is.
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In before Disney takes down Doomworld.