> So in other words, when the player is moving northwards or eastwards with a XTAP / YTAP greater than 15, and has the initial movement check blocked by something, the engine has the potential to perform two full movements in a single tic! Note that this doesn’t actually change the TAP or anything - it’s just as if the player moves two tics’ worth of movement in a single tic.
2. DOOM also had deliberate rocket falls - like a rocket jump except you'd do it against a cliff and fall further away from the cliff as a result. This was used to clear a wall needed to get to the Episode 3 secret mission.
I hope, somewhere in DOOM 2016 single player, I turn a corner and see an up to date but recognisable E1M1.
This is just amazing. And what is more suprising is that Doom 1 and 2 are still thriving after >20 years. If you download zandronum you will learn that there are still people playing it online. of course those are some mods, but still very much resembling the original atmosphere and graphics of doom 1 and 2.
Edit: of course this probably would be different if the doom source code wasn't released at some point of time...
> still very much resembling the original atmosphere and graphics of doom 1 and 2.
If you haven't already, you should check out Brutal Doom[0]. It improves upon the graphics and gameplay a lot -- but still manages to keep much of the original atmosphere
That's really cool. Kotaku ran an article <a year ago about the licensing issues around No One Lives Forever and how it would probably never make it to Steam; I'm surprised they never mentioned that the source code has been available for 4 years, buildable by anyone.
I guess part of the problem is that most producers don't want to open-source a game until it's stopped making significant money, and most games are largely forgotten by that time, so there's less incentive to bother in the first place, and (perhaps more importantly) no press when it does happen. (That Wikipedia article is surprisingly long, but I haven't heard of most of the entries.)
This was by far the most hard to master, and most rewarding skill, once you can do laps around the maps you lost track of time, and find your self doing this for hours.
Wow, really fascinating and excellently explained! I can't help but wonder, how many of these were found solely through play and how many were found as a result of code diving? The conditions to trigger some of the, such as void skip, seem so intricate as to be unlikely to be found by chance.
Doom has been played for probably thousands of man-centuries at this point so all of them had been found through normal play. However, a lot of them had no real documentation explaining why they happened, since speedrunners tend to view bugs from a "how can this help me?" mindset rather than "why does this occur?" The elastic collisions bug in particular was considered a mystery before I researched it, but the rest were more or less understood.
If you insist on using your CD rather than using a GOG or Steam copy, you'll want to be able to get at a "doom.wad" file. Depending on the CD you have, it'll either be available as a regular file, or compressed as an LHA archive. In the latter case, you'll find either one file such as "RESOURCE.1" which you can extract directly with lhasa, or several files like "DOOM_SE.1", "DOOM_SE.2", etc, in which you'll want to cat them all together into a new "DOOM_SE.lha" file and then extract that.
For Quake 2, the most commonly used clients are R1Q2 and Q2PRO. I recommend starting with R1Q2 because it keeps the same look and feel of the original game but offers major behind-the-scenes improvements. You can get texture packs to make the game look more modern, but I don't like to use them.
A list of all active multiplayer servers can be found at http://q2servers.com/. You can usually find people playing action, ctf, deathmatch, and jump mods.
I'd say look into two different source ports: namely, ZDoom and GZDoom.
ZDoom is one of the most popular source ports capable of running all WADs and it's still being maintained. GZDoom is the OpenGL supported version of ZDoom with new scripting capabilities and GL lights.
For Quake 1 there's the DarkPlaces source port, and for Quake 2 there's Yamagi or Q2PRO.
(G)Zdoom can play all wads made for other ports but it's not backwards compatible with wads made for older version of zdoom. And that's a pity besides you have to change many default options to play "doom" like it was. In original doom monsters have infinite height, so you can't walk on monsters,pass under flying monsters. Looking up/down, jumping and making the bfg more powerfull are other changes. Great mods, wads and even indie games have been made with g/zdoom but the topic is the original doom movement. In that context people use mostly prboom + or chocolate doom.
Doomsday/jDoom was what I used the last time I tried to play it about five years ago. It modernizes the engine a bit so you can have modern niceties such as WASD movement and mouselook.
It even had an option to replace the sprites with 3D models, but I found I much preferred the sprites.
100% agreed. use the Doom high res texture pack for higher resolution walls and floors, but keep the sprite monsters - the 3D ones have a different art style.
High res textures really fall into the uncanny valley for me. The original low resolution textures let your brain fill in the gaps, and it's pretty good at that.
Heh, funny this should come up as just last weekend I discovered Doom Retro (doomretro.com).
It has a few odd non-retro options enabled by default (screen shake on impact and translucent firey projectiles being the main ones that annoyed me, but they're easy enough to disable) but other than this is probably the closest to a "pure" DOOM experience I've had on a modern OS - not counting DOSBOX of course.
There are a ton of quake clients, some that are very minimal (and just try to fix bugs and support new machines), and some that add or enhance new features or engine effects. There are also some that are built with competitive multiplayer in mind. My two favorite are Fitzquake and Fisheye Quake.
Also you might want to check out http://celephais.net/board/news.php which has a ton of very high quality user content for additional chapters, like mini expansion packs. Some really great level designers and artist who are making still making stuff for this game.
There are lots of alternative engines for the games as well. I have to re-research them every time I get an urge to play, so I, too, would be interested in anyone with an opinion one way or another to chime in with their preferred approach.
For ultra purity, there's basically only Chocolate Doom (or DOSbox and the original game). For modern features (but losing the Doom "feel"), (G)Zdoom or Doomsday; for stuff in the middle, Doomretro, Crispy Doom, Prboom+, Eternity.
I'd say Crispy Doom (or Doomretro on Windows) are good balances.
I tried the item-grab-through-a-solid-linedef trick in Zandronum on E4M1 (the same one as in the video on the post), but couldn't get it to work. Tried fudging around with the compatibility options (including "Doom" and "Doom (strict)") but still no dice.
Strafe-running definitely works though, and it's a trick I've used for some time, even in multiplayer.
(Also, if you're curious that Doom is still around, I highly recommend Zandronum[1]. An excellent port. And there are still mods coming out that are incredibly playable, which blows my mind.)
I found the multiplayer of the new DOOM to be full of strange design decisions.
It clearly wants to be an arena shooter, but it couldn't let go of loadouts from Call of Duty, nor the "modern" Halo roots the team had previously worked on. (see: Call of Duty)
The result is an amalgamation of everything wrong with modern multiplayer shooters, distilled through a DOOM filter and collected in a toilet. It wants rocket launchers, but it kills in two shots instead of one because you can just spawn with one.
It's a damn shame. Instead, I decided to go play the Unreal Tournament alpha.
Doom4 loadout system is really sad. The powerup mechanic is cool but minimally useful, the Revenant is just extremely unbalanced: He can fly, kill instantly and has 3x more HP than a normal player. If you get to play Doom4 multiplayer s with friends, all you need to do is camp the spawn (which is easy because its spawn is announced way ahead of time)
Unreal Tournament alpha is not much better, the netcode is weird, the new movements are extremely buggy and the weapons are unbalanced.
The only good thing about UTalpha is that they stick to the original vision: Fast paced, aim-skill game, with very little novelty (other than movements and like one weapon's behaviour has changed)
I am looking forward to overwatch, although its not a real FPS, at least I feel like Blizzard cares about the game they push out and are not blindly following trends.
I been playing UT since early 2000s when i was just a kid and I feel sad that so little importance has been given to this title.
I wasn't expecting Doom to be another QuakeLive, but at the same time not another "CoD12: Future Ops from Hell - Mom get the camera edition"
1. DOOM had wall running (by accident):
> So in other words, when the player is moving northwards or eastwards with a XTAP / YTAP greater than 15, and has the initial movement check blocked by something, the engine has the potential to perform two full movements in a single tic! Note that this doesn’t actually change the TAP or anything - it’s just as if the player moves two tics’ worth of movement in a single tic.
2. DOOM also had deliberate rocket falls - like a rocket jump except you'd do it against a cliff and fall further away from the cliff as a result. This was used to clear a wall needed to get to the Episode 3 secret mission.
I hope, somewhere in DOOM 2016 single player, I turn a corner and see an up to date but recognisable E1M1.