While I love to have such things for GZDoom, trying to make sure everyone is using the same version of GZDoom is near impossible:
- User A: LZDoom
User B: GZDoom 3.2.5
User C: GZDoom 4.2.4
Mapper: GZDoom Devbuilds
While I would agree that I haven't seen much hostility towards GZDoom in mod threads, I do know exactly what Graf is talking about when it comes to attempts to standardize anything. Basically suggesting that other ports should adopt ZDoom's solution to a problem is always returned with a deliberate attempt to design something incompatible. Even if said feature came from Hexen originally. Although I don't keep track of who said what I know there's definitely been times where phrases like "ZDoom shouldn't get to have all the fun" get thrown around instead of making technical arguments on why the proposed solution (i.e. the one already implemented by at least one port and used in many mods) doesn't fit.TheMightyHeracross wrote:Who are these "Doomworld fanatics"? What's all this talk about Doomworld hating GZDoom or whatever? The worst consistent criticism I hear is that new ZDoom mappers tend to fall to feature creep in their maps, but that's about it.
Hellser wrote:PrBoom+ is also often used to share demos of people playing maps to give the mapper a view of someone playing the map for the first time. Which is much more valuable than someone giving a review.
While I love to have such things for GZDoom, trying to make sure everyone is using the same version of GZDoom is near impossible:
Guess what? No one can share demos. Making for these first time plays of maps or recordings of bugs in maps being impossible to share unless everyone is sure that they are on the latest version of GZDoom.
- User A: LZDoom
User B: GZDoom 3.2.5
User C: GZDoom 4.2.4
Mapper: GZDoom Devbuilds
The thing is a bit more complex.Blzut3 wrote: While I would agree that I haven't seen much hostility towards GZDoom in mod threads, I do know exactly what Graf is talking about when it comes to attempts to standardize anything. Basically suggesting that other ports should adopt ZDoom's solution to a problem is always returned with a deliberate attempt to design something incompatible. Even if said feature came from Hexen originally. Although I don't keep track of who said what I know there's definitely been times where phrases like "ZDoom shouldn't get to have all the fun" get thrown around instead of making technical arguments on why the proposed solution (i.e. the one already implemented by at least one port and used in many mods) doesn't fit.
As Graf already pointed out, this shows exactly the weird mentality over at Doomworld. Ideally, 99% of people using GZDoom for playing should be using the latest official version; the devbuilds are not needed, since the updates are frequent enough (this isn't ZDoom), and old builds shouldn't be used, but are because "All GZDoom versions after X.X.X suck". LZDoom is a legitimate one, but there are very little people using it, and the usual playtesters wouldn't be using it. Even so, all these cases are negated by the fact that getting a specific version of GZDoom isn't hard at all; in that respect, GZDoom is extremely well organized. It all ties into the mentality that PrBoom+ is the one true port, and other ports are an afterthought. While PrBoom+ is certainly a much better port for demo-recording (especially for speedrunning), that does not mean that GZDoom is automatically banned from being used for demos, especially for playtesting. Which is ridiculous, especially when you consider that stuff like Sunder was (initially) designed for non-infinite height! Though I suppose that provides a perfect argument for why playtesting is necessary in the first place...Hellser wrote: While I love to have such things for GZDoom, trying to make sure everyone is using the same version of GZDoom is near impossible:
Guess what? No one can share demos. Making for these first time plays of maps or recordings of bugs in maps being impossible to share unless everyone is sure that they are on the latest version of GZDoom.
- User A: LZDoom
User B: GZDoom 3.2.5
User C: GZDoom 4.2.4
Mapper: GZDoom Devbuilds
Now we're talking! That's the true authentic 386 experience right there. Now all you need is for it to catch fire.drfrag wrote:Truly the way it's NOT meant to be played, i've even added a slow ISA VGA simulation option (Trident 9000i).
Lol.SanyaWaffles wrote:Can we have a 386 emulator mode in RUDE drfrag? I want to run Doom slower than a snail with leprosy.
Still using the vanilla hack is weird, but besides that I would assume that most of the very advanced features are quite niche, which is why they are rarely used.Cacodemon345 wrote: Speaking of Doomworld, I am actually surprised by the amount of people wanting to map in Boom format, whilst using nearly none of the extra advanced mapping features that Boom introduced. One of those features is the deep water effect that was actually a feature arrived with Boom, and I have barely seen any Boom-compatible mapsets use it; I can only remember Community Chest 4 actually using it, and Disjunction, another Boom-compatible mapset, still uses the old vanilla "deep water" hack in a map if I remember correctly.
Don't forget pushing sectors. non-hacky voodoo closets are arguably one of the most powerful features that boom offers.TheMightyHeracross wrote:
Still using the vanilla hack is weird, but besides that I would assume that most of the very advanced features are quite niche, which is why they are rarely used.
The most used and most convenient Boom features are probably the less flashy ones that you probably don't notice- generalized linedefs (way more door customization), generalized sectors (sector effects on secret sectors!), codepointers on any DEH frame, removal of string length limits (map names can be longer than originals!), more customizable wall scrolling (scroll up, right, and down, and at different speeds), etc. These simpler additions make all the difference in choosing Boom over limit-removing, even if it might not look too different to the player.
Why? Did you own a 386? I had a SX and even with 4 screenblocks and low detail was still slow. But i had fun still.SanyaWaffles wrote:Can we have a 386 emulator mode in RUDE drfrag? I want to run Doom slower than a snail with leprosy.
drfrag wrote:I don't think many people actually play Chocolate and take the risk of meeting a crash or one of those game breaking bugs, people use it to create vanilla maps but then they are played on GZDoom. Crispy still contains game breaking bugs (they need to keep 100% demo compatibility) and now it's adding some MBF and Boom features, clearly PrBoom+ is the best of all those "faithful" ports by far and others are doing again what already was done long ago. Doom retro is more popular but it doesn't even have working multiplayer.
Not true. I got it to run acceptably quickly. It looked like this...drfrag wrote:On a 386 Doom ran like shit.
Spoiler: