Wait, what's wrong with Romero gushing about Brutal DOOM?
Uh cause Brutal Doom ruins doom?
Just finished it. Good shit. Thanks for posting.https://www.youtube.com/user/ICARUSLIV3S/videos
I found this great channel that does a thorough job of showcasing and describing all kinds of Doom mods.
PrBoom doesn't support Doom 64.
In fact, nothing but Doom 64 EX supports Doom 64 at the moment. There's a branch for it in ZDoom, but it's not really complete.
You guys still insist on parroting this huh?
Think for yourself buddy, it ruins nothing, Classic Doom is still there.
I do hope G/ZDoom gets proper support for DOOM 64 one day. Just because I want it all in one place and don't want to have to boot Windows just to play. I don't want to play the TC either just because I want the real thing.
It runs fine for me in Parallels, but it's just too much overhead for just this game. I really want a native version. Only makes sense to add compatibility to the official ZDoom branches. Just keep the whole family together. ZDoom already plays every single other WAD-based FPS from that time. And 64 is WAD based. It's main difference is the ability to have scripts instead of just single triggers. The rest is all just standard DOOM engine stuff. ZDoom can already do scripts since Hexen uses them too. Not that they're exactly the same format or anything. I'm surprised it's taking this long. Strife should have been longer since they needed to reverse engineer it completely due to lack of source code. (Strife makes as many changes if not more to how the engine works than Hexen does.)I still haven't played Doom 64 because of this reason. I have a Mac and it's just too complicated to run EX as of now.
If i am playing doom 1 for the first time should i get the expanded and hi res texture mods or just dive in?
"vid_fps 1" in the console.
...apparently. I actually never knew about this feature.
You'll have to turn it on every time you boot the game up, though. You can get around that by adding it to a line in autoexec.cfg, at least.
Whoa. That's really nice. I like that they took liberties with the layouts of the levels instead of just recreating them with the flat grid structure of the original.Brutal Wolfenstein 4.5. It's awesome.
http://forum.zdoom.org/viewtopic.php?f=19&t=48035
Gggmanlives did a great review of it - https://www.youtube.com/watch?v=-8erThH8V7Q
Switch to GZDoom; it's literally ZDoom but with an (optional) OpenGL renderer, to the point that its dev was one of the lead ZDoom devs. If the renderer doesn't do it for ya, "vid_renderer 0" in the console and a reboot of the program will switch back to the software renderer you're used to.Earlier this year, zDoom stopped receiving further development, in case people weren't aware. It's been my personal source port of choice thus far, but I haven't had extensive time with the other source ports either.
Switch to GZDoom; it's literally ZDoom but with an (optional) OpenGL renderer, to the point that its dev was one of the lead ZDoom devs. If the renderer doesn't do it for ya, "vid_renderer 0" in the console and a reboot of the program will switch back to the software renderer you're used to.
Alternatively, try QZDoom. It's ZDoom, but its renderer is true-color.
I only recommend Zandronum for multiplayer, cuz it's a hassle to set up in GZDoom proper (and even when you do get it working, it's not quite as good as Zandronum's). Otherwise, having toyed with mod development for the source port myself I sorta feel like you're understating the gap between the two; GZDoom's waaaaay ahead of Zandro, and it's gonna take years for the latter to catch up.ZDoom development ended? That's a bummer, I wonder why. It's been a staple of the Doom scene for almost 2 decades, and pretty much the center of it as well. On the bright side, I guess, Zandronum will finally catch up, but I guess this means no more new features in a standardized, compatible manner between all the derivatives anymore.
I recommend Zandronum. It's ZDoom with GZDoom's features, but with advanced multiplayer features and netcode. It's a little behind in in terms of its base ZDoom version, but with the recent developments, it'll catch up soon enough.
Aww, I really want to try out Putrefier but when I try to open it in GZDoom it crashes without an error so I don't know what is causing it. Is it too big? I mean I know it has custom enemies and stuff but I've played mods with that stuff before. Is the levels too big? I dunno. But I've played WAD files with HUGE levels (And super low FPS) before like Brigandine.wad and Foursite.wad and it doesn't crash. However that one WAD file with the thousands of enemies all in a grid doesn't run for me either. (And if it did would be down to less than 1FPS) So I don't know what causes it.
I'm on macOS Sierra. I really wanted to play Putrefier. ICARUSLIV3S makes it look so fun:
https://www.youtube.com/watch?v=dCkLfoeLcF0
Likewise, I just finished up Back to Saturn X Episode 1 using the /idgames release. Skillsaw's a ridiculously good mapper there and elsewhere. It's crazy to think I have so many more maps, episodes, and megawads to clear.Just beat Ancient Aliens.
Best. Wad. Evar.