Sujet : Re: More Doom... that's a good thing, right?
De : wipnoah (at) *nospam* gmail.com (H1M3M)
Groupes : comp.sys.ibm.pc.games.actionDate : 20. Aug 2024, 11:37:13
Autres entêtes
Organisation : A noiseless patient Spider
Message-ID : <va1rkr$3bmr4$1@dont-email.me>
References : 1
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Spalls Hurgenson wrote:
But playing it... it doesn't really FEEL like Doom. It's too... I dunno, too smooth. The originals had a roughness to them that had nothing to do with pixels or framerate. (I'm pretty sure this is a result of the KEX engine; it always feels too slick for its own
good. I disliked this in their Quake port too). Honestly, I think you
get a much better experience using a source-port like zDoom or Boom
or whichever alternative you like most.
Except for the framerate, with interpolation and so far, no option to
cap it at 35fps, it's a lot more faithful than most source ports that
play more like Quake III than Doom.
If you want rough, you can make it rough:
- cap the framerate. If you want to go lower than 35, use the GPU settings
- Set it to 4:3, with the big old status bar
- Change the rendering resolution to 1X original for 320x200 with aspect
ratio correction
I play Chocolate Doom and Crispy doom because it's hard to find spares
for my Pentium MMX, but this nre version is great. People say that the
mouse feel off, but if they player the dos version with mouse it would
feel even weirder. It's being great playing multiplayer coop without
having to wait for 3 other doomguys before starting, and everybody has
to by traditional Doom behaviour. No jumping, no crouching, no freelook.
The dark side of everything is the EULA, the data collection and
requiring azure for online play, but it still has lan play, and compared
to the 2019 version, split screen local play is finally functional
compared to the 2019 version (id tech encapsulated in Unity).