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About T-Squared
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Scythe?
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To me, Doom needs to be heard with a Adlib/Sound Blaster card to appreciate the deep, harsh, gritty tones that they intended for the game. What makes the music so flat-sounding is the poor samples in the wavetable versions.
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This is something I've thought about for a while. Some of them may be obvious, but I figure it's a good thing to think about how the engine was constructed. A few things come to mind for me, but may not necessarily be correct, and other ideas don't necessarily have to slow down the engine. Maybe they could break the precision involved in drawing the image to the screen. Some of these ideas are: 1. Thin, usually very long, isoceles-like angular sectors with very little distance between two linedefs. (not unlike the semi-hidden "sliver-like" teleporters in MAP20: Tenements, but worse.) Yes, I'm aware that very long walls already break their own scaling and placing. 2. Large open areas. (This one is probably obvious. Stuff like NUTS.wad) 3. Multiple sectors, like you would probably see with DoomCute designs, or just plain high-number-sectored maps. 4. Complex-shaped multi-lined sectors. (e.g. a +10-point star pattern)
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My dad used to play Doom II back in the 1990s. One distinct event I remember was around 1994/1995, I was only 3-4 years old and he would shut it off when I came into the computer room. (I complained, because I wanted to see the cool stuff on the screen.) Eventually, when I was 8 (I think), he let me play the game without monsters, when we stayed in Michigan with relatives one Christmas. (We had a laptop that ran Windows 95) That was the coolest thing for me. There were a lot of things in the game that went over my head. (Such as the various bloody decorations) It wasn't until I was 13 that I worked up the courage to play the game with monsters. (Hey, I was a bit sheltered.) 2005 was when I was introduced to the world of Doom mods, and later that year, I discovered Skulltag.
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(NOT MINE) Doom Animations by Korean Animator
T-Squared replied to T-Squared's topic in Creative Works
Oh, I didn't know he had a different name! -
I found these a while ago, starting with this one: The rest of them are here, but unfortunately, Jurgh hasn't organized them properly yet, so they're mixed in with other animations (mostly Pokémon and Animal Crossing): https://www.youtube.com/playlist?list=PLdZNwln_VKWgKvTaL96kOwAFOPE8T8cMz
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Really, all I was looking for was something similar in concept to the DOSBox IPX Tunneling utility, but instead of playing through DOSBox, I want to try playing multiplayer through Windows 98's MS-DOS Shell. Since you can't play Vanilla Doom multiplayer in pure DOS using over-the-internet/ethernet peer-to-peer communication with Doom's IPX Setup, and dial-up modems are all but obsolete, GIT seems to be the closest application to use.
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I've been working with computers for a long time, and even played Doom a few times over original LAN/TCP-IP. (I couldn't even begin to tell you how many times I've played on modern multiplayer.) I know Kali and Khan were popular choices back in the day, but what I'm looking for is similar to the IPX Tunneling utility included with DOSBox. What I've seen in most descriptions is to create a VPN, which matches what I did (create a WI-Fi server, then have all other relevant computers connect) to get multiplayer working through DOSBox. Are there utilities to do something similar to this, for Windows 98?
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Yes, I am using OPL music. Gerwin has already taken a look at the MBF 2.04 source code and fixed it. I KNEW I wasn't crazy!
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I think I have v2.04. Maybe I should upload a comparison recording of them to show the problem with the pitch-bend. Boom, at the very least, plays with proper pitch-bend. (albeit with personality-lacking instruments, unlike Id's sound engine and DMX)
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No, this is MBF.exe run on actual period hardware.