4 ms·
This isn't an uncommon niche; it's not without reason that using meshes never really caught on in the Doom community, despite support for various formats having
by dleslie 5y ago
This isn't an uncommon niche; it's not without reason that using meshes never really caught on in the Doom community, despite support for various formats having been in common source ports for decades now.
Personally, I hate the look of bilinear filtered, over-bloomed, real-time shadowed Doom that some folks enjoy with GZDoom and similar.
Part of the charm of the design is because the lighting is _unreal_. The hard transitions between light levels, with the ability sharply transition light levels, led to some absolutely wild horror experiences.
FWIW, my favourite source port is Crispy Doom.
- anthk 5y ago>FWIW, my favourite source port is Crispy Doom. Ditto. I used to use Chocolate Doom, but I want to play Boom compatible PWADs which don't requiere ZDoom (old Celeron+Mobile 4 series user there, GL 2.1 it's a bitch). Also, the changes from Choco to Crispy are almost nil except liming removing support. Man, I love Doom, Slashem, IF gaming and some libre games which maybe not as graphical intensive as the current AAA games since... 2005? But they are crazy replayable.
- gentleman11 5y agoI find the movement in gzdoom feels slightly nicer than in chocolate for some reason. More slidy maybe
- andrewf 5y agoChocolate preserves Doom's framerate cap (35fps). GZDoom makes it configurable (I think uncapped is the default)