DOOM THREAD

Some hot Doom modder drama this morning


tl;dr: Developer comes back to GZDoom after a hiatus, pushes a bunch of LLM-generated code without approval, told everyone to spin-off the project if they didn't like it, and so they did. Sounds like UZDoom might be the major Doom source port going forwards.
 
Who would win in a fight; Dood or Moom?
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I was originally introduced the legendary series via the OG Shareware Doom in the mid-90's..
Some years later I played through most of the PS1 port (before it was stolen)
Later on, I played & beaten the original Xbox port of Doom 3 (it, too, was stolen)

But now I'm (off & on) playing through OG Doom via the (PS3) 'BFG edition.' So far I've beaten the original 3 scenarios, and I'm about to tackle the 4th & final one, before moving on to the sequel(s)..
 
Some hot Doom modder drama this morning


tl;dr: Developer comes back to GZDoom after a hiatus, pushes a bunch of LLM-generated code without approval, told everyone to spin-off the project if they didn't like it, and so they did. Sounds like UZDoom might be the major Doom source port going forwards.
1000001940.jpg

1000001941.jpg
 
Some hot Doom modder drama this morning


tl;dr: Developer comes back to GZDoom after a hiatus, pushes a bunch of LLM-generated code without approval, told everyone to spin-off the project if they didn't like it, and so they did. Sounds like UZDoom might be the major Doom source port going forwards.
Lol!

Is this yet another of Le Salty No Chicken Graf Zahl's antics?

I don't really follow drama (especially since some are profiting from them to get popular) but damn, that dude has one of the most popular engine solely because of modders around using it as a base. Without mods like Brutal Doom (which sparked back interest towards Doom before the 2016 semi-reboot/revival came out) he would've faded into obscurity (outside of the "ZDoom but with OpenGL rendering" aspect).

In fact this dude got popular only because he has forked a source port he didn't even create (well, he joined subsequently to the team but still) so he's more like a hack than someone that got recognised because he has created something new from A to Z...

I hope we'll see an actually new Sourceport that would be as versatile as this one while being better optimised and if possible being able to replicate almost perfectly the original engine with its quirks...



@90snomad Mind explaining?
 
Lol!

Is this yet another of Le Salty No Chicken Graf Zahl's antics?

I don't really follow drama (especially since some are profiting from them to get popular) but damn, that dude has one of the most popular engine solely because of modders around using it as a base. Without mods like Brutal Doom (which sparked back interest towards Doom before the 2016 semi-reboot/revival came out) he would've faded into obscurity (outside of the "ZDoom but with OpenGL rendering" aspect).

In fact this dude got popular only because he has forked a source port he didn't even create (well, he joined subsequently to the team but still) so he's more like a hack than someone that got recognised because he has created something new from A to Z...

I hope we'll see an actually new Sourceport that would be as versatile as this one while being better optimised and if possible being able to replicate almost perfectly the original engine with its quirks...



@90snomad Mind explaining?
I'm just glad to see the new team has their priorities straight. /s
 
I'm replaying DOOM on my deck. Currently on Doom 2. Map: The Crusher. I came from the last map with low health I've ended up at pistol start.

Pistol start is a funny thing..it made me have to learn a secret close to the start!
 
I'm replaying DOOM on my deck. Currently on Doom 2. Map: The Crusher. I came from the last map with low health I've ended up at pistol start.
Thankfully (official) Doom maps are meant to be beatable with a pistol start.

The Crusher is an interesting map but the eponymous contraption is only in the first part of the map.

Pistol start is a funny thing... it made me have to learn a secret close to the start!
The Megasphere right?

I've been pondering to actually try a Pistol Start run of Doom 1 (or at least the first Episode in HMP).


PS: On a side note I'm wondering if Hurt Me Plenty is still good to play as since the Doom community has accepted Ultraviolence as the new normal mode (although Doom internally considers Hey, not too rough to be Easy, Hurt me plenty as Normal and Ultraviolence as hard while I'm too young to die and Nightmare are just variations of easy and normal respectively.
1760681427500.png

See how Things are just the same in there? Only the double ammo being given is the change.

I would try doing an "Ultraviolence+" run someday (UV but with multiplayer placement).
 
Thankfully (official) Doom maps are meant to be beatable with a pistol start.

The Crusher is an interesting map but the eponymous contraption is only in the first part of the map.


The Megasphere right?

I've been pondering to actually try a Pistol Start run of Doom 1 (or at least the first Episode in HMP).
I have officially beaten the level since posting. Pistol start makes it a whole different affair.

Also yep! That sphere in the pillar

I generally play og on UV but there is no wrong way to play doom
 
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I have officially beaten the level since posting. Pistol start makes it a whole different affair.

I like that launchers can do that


According to the Doom Wiki (the good one, not the Fandom version) said:
When the game is launched with the -pistolstart parameter, every level will be started with the pistol only (works on the sourceports: Woof!, Crispy Doom, Doom Retro, DSDA-Doom).

Edit: I prefer built-in launchers in wads but sadly not every have one (ie: Crispy Doom doesn't since it's vanilla).

I hope the next major update for DSDA will put the launcher by default.
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Having to emulate WinXp inside a VM just so you could play Doom95 without massive graphical glitches is quite something:


(No seriously, you'd better try Doom95 Portable or just go for Chocolate Doom instead)
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I love this theme
 
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Decent(-ish) port for the handheld but honestly you'd rather try a linker version of PrBoom+ over this since the soundtrack has been offset by one (the level two theme plays for the first level).
Doom 1 GBA.png


Taurus' Doom II port on the GBA is 10x better in many ways (including the music and visuals).
 
I legitimately wish some people could remix in better quality the mix of musics from Doom and Doom II on the GBA

Especially that one
this one

And perhaps
 
I've found the older builds of Brutal Doom
 
Took long enough.
I'm surprised there wasn't a fork already before.

But optimising the entire engine while still supporting Decorate/Z-Script and most mods would require rebuilding it from scratch...

I'd stick to Crispy and DSDA for non-advanced mods.
 
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Decent(-ish) port for the handheld but honestly you'd rather try a linker version of PrBoom+ over this since the soundtrack has been offset by one (the level two theme plays for the first level).
View attachment 121053

Taurus' Doom II port on the GBA is 10x better in many ways (including the music and visuals).
Finished Doom 2 on the GBA yesterday in the evening.

The port is much better indeed but also more frustrating in some parts because of how imps and lost souls are faster and how Revenants can do more damage with their always homing missiles.

Thankfully the Mancubus and the Arch-Vile have been nerfed to hell (less accuracy for the first and less damage for the second). I also abused their "aggro" being disabled when far enough from them
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(Ah damn, I cannot edit my comment)

It's harder to snipe the enemies because the shotgun now spreads like the Super one and the Chaingun stops having pinpoint accuracy for the first two bullets...

Anyway, the game is still impressive for early 2000's handheld but I'd recommend using the PrBoom+ based GBA port.

On a side note I plan on doing Plutonia 2 and TNT Revilution since I've already done these enough times
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