Aunty Treats
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Post by Aunty Treats on Aug 9, 2024 14:54:08 GMT
Is it just a game feel thing? I never play with it on anyway
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Post by quadfather on Aug 9, 2024 14:59:57 GMT
The dev about mouse look given that there's D3D/Vulkan: I don't personally fully agree with their take tbh. DSDA doom has full mouse look and while it can cause some weirdness with vanilla format maps, I don't see an issue with having it as an option. Does mean I probably won't bother with this port version though; if I want a vanilla-close implementation with some QoL improvements that's Nugget Doom. If I want mouse look that's DSDA. Ah, that's a shame. I understand if it's a big overhaul but like you say, if things like gzdoom can do it off the bat, that makes me raise an eyebrow. Back to gzdoom it is then. Shame.
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Post by quadfather on Aug 9, 2024 15:02:50 GMT
Is it just a game feel thing? I never play with it on anyway It's because I started on keyboard only when it first came out. Then years later I went back to it after playing quake for years and immediately needed to use mouselook for the extra accuracy that I simply can't get without it. Not to mention all the fucking monsters on steps going up or down where you csnt even see something right in front of you, kicking fuck out of you. You're severely limited there. So, when a 3rd party front end came out with mouselook, I was in heaven again. And have been since. Then they bring this out that's awesome looking and sounding, but, sigh, no mouselook for whatever fucking reason. That's my itch
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wunty
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Post by wunty on Aug 9, 2024 15:08:45 GMT
I've never played Doom with mouselook. I'm just slumming it with my controller (like I have a choice) and it plays fine. I never consider Doom as a game that needs it anyway seeing as how it didn't originally (or did it? Did it? I can't remember).
Edit: Oh, didn't refresh before posting. Yeah that's fair enough quad.
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Aunty Treats
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Post by Aunty Treats on Aug 9, 2024 15:10:18 GMT
No, there's no up or down. If an enemy is in front of you, regardless of whether it's higher or lower, you'll hit it
It plays great on a controller, in part because of that
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Post by quadfather on Aug 9, 2024 15:11:48 GMT
No, it didn't have it originally. But in 2024 it's just nice to be able to physically see the monster ripping you a new arse imo!
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Post by quadfather on Aug 9, 2024 15:13:05 GMT
No, there's no up or down. If an enemy is in front of you, regardless of whether it's higher or lower, you'll hit it It plays great on a controller, in part because of that Unless your aim is 1mm off and you're trying to shoot a far away monster and there's one right by you. And you have the rocket launcher equipped. Have fun with that. I'm just bitching for a qol upgrade that I reckon should be fairly standard by now
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Post by Vandelay on Aug 9, 2024 16:01:38 GMT
Nah, I think it is fine to keep without. Can't recall when I last played Doom, but I played Dark Forces and Hexen keyboard only recently and still play great like that. QoL upgrades are nice to have, but re-releases like this should always stay authentic as much as possible and if they do add QoL features they should be optional. You should be able to play games as they were released, warts and all.
Not sure how anyone played original Doom with the normal mouse controls though. I only recently discovered that it was the developers' preferred control scheme, but pushing up to walk forward and down for back is madness. Would be ok if you could disable that, but not sure if the original release let you do that.
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malek86
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Post by malek86 on Aug 9, 2024 16:21:23 GMT
I've always been of the opinion that old shooters tend to be very easy if you know how to circle strafe, which makes me wonder if maybe devs at the time didn't consider mouse look as an option that most people would use. (even though circle strafing is outright shown in the Quake rolling demo)
Anyway... about this new remaster. There's something off about movement, feels a bit heavier somehow. Also the midi soundtrack needs to be higher volume. And yeah, kinda sucks there's no freelook like in GZDoom. Overall it seems to me people are generally better off with GZDoom. But that might be up to personal taste, and it is convenient to have these remastered versions, not to mention for free to existing owners.
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Post by Duffking on Aug 9, 2024 16:29:38 GMT
No, there's no up or down. If an enemy is in front of you, regardless of whether it's higher or lower, you'll hit it It plays great on a controller, in part because of that Indulge me in my Doom nerd-iness. Interestingly, Doom technically does have height, there is a z axis in the game that stuff accounts for - positions of actors etc are 3-dimensional co-ordinates. It's just very selective in what actually uses it. The Z height is generally only taken into account for attacks and actor vs geometry collisions - which is why monsters appear to be infinitely tall for monster v player or monster v monster collisions. It's how flying enemies are able to get through windows while walking ones are not, and why some monsters can be too tall to fit through doorways, etc. It's also why projectiles are able to pass over the heads of you and monsters despite you not physically being able to pass over their heads. The "if it's in front of you, it'll hit" is due to the game's auto aim which basically sets the height of the attack correctly. It strips out the z positions of stuff at that point and just checks if a line coming out forward from you touches an enemy. At that point, it puts the z back in to get the position your shot hit. On projectiles it makes them fly in a straight line toward the height it selected. That's why the plasma/rocket can be awkward against stuff on ledges if it doesn't adjust the target height high enough. But it's also why if you stand on one side of a drop, which has a wall further in the distance, your shot hits the wall in front of you rather than the bottom of the wall. Some engines actually let you disable the autoaim which is cool, lets you see that there is some 3D-ness baked into the engine. Of additional interest, there's also a new weapon in the episode which doesn't auto aim vertically for a few different tech reasons apparently, which can make it quite awkward to use. (Doom nerd mode off) The main reason to have mouselook really for me is it just tends to feel a bit more natural on a mouse and modern wads often use verticality quite a lot, so it's nice to be able to take in that scale a little better. Some stuff looks a bit ugly from above though. Most wads I don't bother though (hence why I use nugget doom as it only has a software renderer). Nice to have the option though.
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Aunty Treats
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Post by Aunty Treats on Aug 9, 2024 16:38:25 GMT
That was pretty nerdy
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Post by simple on Aug 9, 2024 17:37:04 GMT
Because PS1 Doom was the first version of Doom I played I don’t miss mouse look at all since the game doesn’t need it and playing with a pad feels so natural. I can understand from a pure muscle feel perspective that even though Doom never had it on PC originally that if I was doing mouse + keyboard now it would feel strange that my right hand wasn’t doing anything. Like when you see drivers use an automatic and still keep a hand ready to change gear. I’m pretty sure PS1 Doom did weird stuff like have triangle for shoot since it was before control standardisation. That’d probably feel awful to use now. I assume it’s the same on all consoles, but on Switch you get to keep your original Doom purchase too. This is true on Playstation. I now have Doom, Doom 2, and Doom & Doom 2 all installed and operational. (and all the others bar Eternal)
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Post by RadicalRex on Aug 9, 2024 17:38:36 GMT
I've always been of the opinion that old shooters tend to be very easy if you know how to circle strafe, which makes me wonder if maybe devs at the time didn't consider mouse look as an option that most people would use. (even though circle strafing is outright shown in the Quake rolling demo) Actually even the Doom 1 gameplay demos running behind the main menu use mouselook (turn speed gives it away). It's easily missed if one doesn't pay close attention, but I suspect it was more that the genre was just so new and people hadn't developed the skills yet, rather than not believing they'd use mouselook. edit: hmm, considering how some games got considerably harder even in the early years while still being super weak to circle strafing, probably what you said might be the better explanation after all.
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Post by Duffking on Aug 9, 2024 19:49:46 GMT
I think the first doom version I played was the GBA version. I bought it at the airport before a flight to new York in 2002 when I was... 11?
Dad had it on the pc but I remember getting ushered out of the room by my mum because I was too young, lol.
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Post by uiruki on Aug 9, 2024 19:51:58 GMT
One thing they added to this one is the crosshair changing colour when auto aim is active. I've been using it to spot enemies in the dark.
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hicksy
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Post by hicksy on Aug 9, 2024 19:55:36 GMT
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Post by quadfather on Aug 9, 2024 21:20:40 GMT
I just want to be able to see the enemy I am shooting at.
Thats it.
That's all I want.
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Aunty Treats
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Post by Aunty Treats on Aug 9, 2024 21:22:30 GMT
Only play maps with no stairs
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Post by RadicalRex on Aug 9, 2024 21:38:17 GMT
I first played Doom on my mum's 386, had to use low res mode (160x200) to get a halfway playable framerate. I just checked online for the resolution and it seems that in-game art--or at least some of it--wasn't actually optimised for quadratic pixels, but for vertically stretched ones. Because that's what you get when displaying a 320x200 (16:10) game on a 4:3 monitor. Which means that what you see today, including on screenshots, is squished because of quadratic pixels. The Doom wiki has an entry on it and there's an interesting picture showcasing this: Middle: box art Left: vertically stretched, as the original game appeared on 4:3 screens Right: with quadratic pixels on modern screens
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malek86
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Post by malek86 on Aug 10, 2024 6:51:55 GMT
I've always been of the opinion that old shooters tend to be very easy if you know how to circle strafe, which makes me wonder if maybe devs at the time didn't consider mouse look as an option that most people would use. (even though circle strafing is outright shown in the Quake rolling demo) Actually even the Doom 1 gameplay demos running behind the main menu use mouselook (turn speed gives it away). It's easily missed if one doesn't pay close attention, but I suspect it was more that the genre was just so new and people hadn't developed the skills yet, rather than not believing they'd use mouselook. edit: hmm, considering how some games got considerably harder even in the early years while still being super weak to circle strafing, probably what you said might be the better explanation after all. That or maybe what they thought people wouldn't use wasn't mouselook but the concept of strafing as basic movement. Wolfenstein 3D didn't even have dedicated strafe buttons iirc. I think by the time of Quake it was starting to become commonplace, but perhaps Doom was still expected to be mostly played with the arrow keys for turning and mouselook simply for turning faster. I remember for example that MDK does let you strafe but it's mapped to some awkward keys by default, like they didn't think people would ever use strafing outside of sniper mode. Mapping them to A and D makes the game more similar to a regular shooter, and a lot easier.
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Post by Duffking on Aug 10, 2024 10:16:46 GMT
I first played Doom on my mum's 386, had to use low res mode (160x200) to get a halfway playable framerate. I just checked online for the resolution and it seems that in-game art--or at least some of it--wasn't actually optimised for quadratic pixels, but for vertically stretched ones. Because that's what you get when displaying a 320x200 (16:10) game on a 4:3 monitor. Which means that what you see today, including on screenshots, is squished because of quadratic pixels. The Doom wiki has an entry on it and there's an interesting picture showcasing this: Middle: box art Left: vertically stretched, as the original game appeared on 4:3 screens Right: with quadratic pixels on modern screens Most modern ports do actually account for this already I believe. I think it was a sticking point of the Unity port where at first it didn't and everything looked squished.
I believe this new port is presented correctly though.
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Post by quadfather on Aug 10, 2024 10:44:32 GMT
Where's my facking mouselook
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Post by Duffking on Aug 10, 2024 10:48:41 GMT
Lets be honest quaddy if you're playing on PC you might as well use a source port, does everything the new one does and more. Mod browser is nice but is already a clusterfuck so you're better off with a launcher + source port for that one too.
Should give DSDA doom a go if you want something that's more vanilla than GZ but still has full 3D and mouselook.
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Post by quadfather on Aug 10, 2024 10:50:40 GMT
Yeah I suppose. I just wanted to play through this new version to check the music out really.
I'll spend my time seeing if I can locate the music instead. Probably be more productive than waiting for mouselook that probably won't happen
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apollo
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Post by apollo on Aug 10, 2024 11:23:18 GMT
I think the game shows how the gameplay is still good today. Found wolfenstien level in the level select and the room scale is way off!, its like you and the enemies are warwick davis size compared to walls and doors
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Post by quadfather on Aug 10, 2024 13:02:56 GMT
I think the game shows how the gameplay is still good today. Found wolfenstien level in the level select and the room scale is way off!, its like you and the enemies are warwick davis size compared to walls and doors My addled brain thinks that was the case in the original secret level too?
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Post by Bill in the rain on Aug 10, 2024 14:10:15 GMT
I wish they'd bundle Wolfenstein 3d in with it. And possibly Catacombs Abyss, although I have no idea who actually made or published that.
I remember persuading my parents I needed a PC for homework, just to play Wolf3d.
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Reviewer
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Post by Reviewer on Aug 10, 2024 14:16:51 GMT
I remember playing Doom on the school 486 during D&T. Given the age rating I guess the teacher shouldn’t have done that.
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Post by Bill in the rain on Aug 10, 2024 14:20:02 GMT
I remember playing wolfenstein 3d on the school 286s during computing class.
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Post by quadfather on Aug 10, 2024 14:26:31 GMT
I remember pressing an F key in doom whilst motionless so I could marvel at the higher quality graphics. Then press the same F key to turn it off and actually play
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