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/vr/ - Retro Games


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10026945 No.10026945 [Reply] [Original]

I enjoy playing The Ultimate DOOM on DOSBox with no HUD on my Windows 10 PC. Thank you.

>> No.10026948

Your welcome.

>> No.10026951

>RGBTQ+ "le gamer" PC

>> No.10026953

Looks good king

>> No.10026957

Not your blog, faggot

>> No.10026958

>>10026951
I didn't mean to upset you.

>> No.10026959

>>10026945
VGH... The SOVL is being sucked out of me...

>> No.10026961

>>10026957
Can you prove that it isn't?

>> No.10026964

>>10026945
I used to play with no hud and honestly it’s a different experience. There’s not exactly a lot to keep track of so it doesn’t pose any actual issue.

>> No.10026965

>>10026951
remember kids, it isn't soul unless it has a yellow patina and has 30 year old pubic hair particles on it

>> No.10026970

>>10026965
literally nothing in your picture could possibly be considered "soul" by anyone but a braindead contrarian

>> No.10026971

>>10026964
I just tab every once in awhile to check health but yeah it's basically the same and is way easier on the eyes. Also improves muh immersion.

>> No.10026973

>>10026970
Soul is the experience, man.

>> No.10026975

>>10026971
Muh immersion indeed lmao, I wouldn’t turn it off/on. I would just leave it off and go. I also didn’t even play on UV, like hurt me plenty I think. So it was easier to manage. Plutonian is really immersive honestly. I like the level design a lot. I could never beat it on Nightmare. It was difficult on UV even

>> No.10026983

>>10026975
Yep, I keep it off too. I'm a masochist though so I like to limit myself however I can. If I die, I restart the episode over and I don't use saves unless I just need to go somewhere and come back later. I always play on UV but I never touch Nightmare. It's a meme difficulty but even that aside, respawning enemies completely kills the satisfaction of clearing a level.

>> No.10026985

>>10026983
Just realized you prolly meant you don't even check health or use map which if so, hardcore bro. I only do it if I'm in a safe area though and I like to pretend I'm opening my backpack and checking my supplies so it doesn't feel dirty.

>> No.10026996

>>10026985
Yeah that’s what I mean, honestly on lower difficulties it isn’t bad and is a different experience. You can also be turbo autist and draw maps by hand. It’s more like a dungeon crawler like that and is pretty enjoyable. Especially in the maze levels. I may do this on my Retroid this weekend

>> No.10027007

>>10026970
i now think OP image is soul just to make you seethe

>> No.10027009
File: 1.78 MB, 3468x4301, 20220801_224645.jpg [View same] [iqdb] [saucenao] [google]
10027009

>>10026996
Definitely a different experience and a better one IMO. Drawing maps by hand for DOOM is actually a cool idea, though prolly unnecessary at least for DOOM 1 since I have most of it memorized. Would prolly be very helpful for HeXen though since the map in that game is fucked.
>Retroid
Kek, a man after my own heart. What version do you play on yours? PSX works pretty well for handheld.

>> No.10027038

>>10027009
Lol I was little when I would do that. As an adult? Maybe for like TNT or Plutonia. Or some other wads with winding maps. It’s about the SOVL. The PSX version is indeed the best for handheld. Do you have the modded version that added back in all the missing content? It’s on Doomworld somewhere. I may try to find a good sourceport this weekend. But afaik all the android ports kinda sucked

>> No.10027048

>>10027038
Nope, to be honest I've never even played a custom wad despite playing through the games hundreds of times, and I stay as far away from Poopworld as possible. That mod actually sounds interesting though. Does it also restore the enemy variety in each level or just add back shit like archvile to new spots?
>android ports
Yeah, that's why I stuck with PSX. I've never found a good android version of anything, except maybe Quake 3.

>> No.10027079

>>10026945
Nothing wrong with emulating, but good grief that PC is ugly. Putting RGB lighting vomit over everything is like a chav/trailer trash putting spinners and a racing stripe on their Ford focus.

>> No.10027082
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10027082

>>10027079
I like it.

>> No.10028512

>>10026945
The game screenshot is photoshopped into the picture

>> No.10028586

>>10026945
Why would anyone play doom in dosbox. It going to play like absolute garbage. Use a source port.

>> No.10028625

>>10028586
its basicaly the exact same as playing with chocolate doom if you are having dosbox set up right

>> No.10028636

>>10028586
What? It runs super smooth like it was programmed to. Unless you're one of those that need soulless enhancements like hd resolution, filtering, aiming up and down and so on that the original game never had.

>> No.10028638

>>10028636
im entirely bored of playing the old game that i played 100 times tho and just play my own custom games for zandronum cus of scripting u cant do without zdoom

>> No.10028649

>>10028636
I have always found dosbox to run choppy. As for enhancements, I agree that filtering or mouse aiming is bad. But an increased resolution, and frame rate are objectively better. Doom has pretty high resolution textures which look great, running at 320x200 is an insult to the artwork.

>> No.10028654

I will never understand what people see in the doom games, they are complete trash.

>> No.10028674

>>10028649
Hd resolutions make the textures look like blocky wallpapers instead of something coherent with the overall level of detail, the geometry, the sprites and the texture size
I think Crispy Doom's 640x400 is the best compromise if you want more, higher than that it gets too jarring.

>> No.10028691
File: 724 KB, 368x432, 1614356592196.gif [View same] [iqdb] [saucenao] [google]
10028691

>>10028638
You need to be at least 18 to post here

>> No.10028704

>>10028674
Odd, dooms textures always seemed pretty high resolution to me. It does not take much distance from the camera for the texture resolution to exceed screen resolution. I used to run doom at 1280x960@70, though I did use a CRT, one which with pretty terrible bandwidth, so maybe the soft pixels made it look a little smoother.

>> No.10028708

>>10028691
retard ive been playing doom for 20 years

>> No.10028797
File: 48 KB, 645x773, 1673035940976529.png [View same] [iqdb] [saucenao] [google]
10028797

>>10026945
Your computer looks kinda gay, dude.

>> No.10028802

>>10027009
Layne. Nice.

>> No.10028815

>>10026965
fucking kek

>> No.10028823

>>10027079
Problem is, a lot of that shit is now built in. If you buy anything above the "cheap office equipment" level of quality, there's is an almost guaranteed chance it has RGB on it.

>> No.10029960

>>10028512
no it isnt retard

>> No.10029994

>>10028802
i was watching AiC unplugged. great show.

>> No.10030191

>>10026945
Why DOSBox though? Surely Crispy or ChocolateDoom would be better if you want vanilla? Still based but there are better options.

>> No.10030215

>>10030191
My most charitable reading is he plays other DOS games and considers it bloat to install a sourceport just for Doom.

>> No.10030251

>>10030191
>>10030215
every source port comes with some nagging issue that you either can't change or is a chore to fix. gzdoom for example has all these bullshit features enabled by default. yeah, i could change all the settings individually and get the "original" experience, but then what would be the point? not to mention, there are usually differences in the code that, while subtle, can effect the feel of the game. playing it on DOSbox is about as authentic as you can get without period accurate hardware, so it suits me just fine.

>> No.10030671

>>10030251
>playing it on DOSbox is about as authentic as you can get without period accurate hardware,
Yeah no, ChocolateDoom is what you want. It's literally the most authentic source port of vanilla DOS Doom, down to replicating all the original bugs. It's even more authentic than using DOSBox. CrispyDoom is a branch off of Chocolate that's basically vanilla+, allowing for some qol features like higher resolutions + widescreen and getting rid of that weird forward mouse movement.

You're not entirely wrong about gzdoom but it's more than that. You literally can't change all the settings individually to get the original experience. The monster behavior is slightly different and that can cause some issues/is noticeable in some of the original levels. Although that is down to 'differences in the code that, while subtle, can effect the feel of the game,' as you said. Chocolate's got none of those issues though. It's literally as close to pure vanilla that you can get without actually buying a 486. Personally I prefer Crispy but that's just me (and I still use gzdoom for mods and to fuck around with cause mods are part of the fun of Doom. Crispy's just for the OG levels when I feel like a playthrough)

>> No.10030674

>>10030671
>The monster behavior is slightly different and that can cause some issues/is noticeable in some of the original levels.
As a GZDoom player, I'm interested to know why and how

>> No.10031178

>>10028636
Chocolate Doom is generally just easier because it emulates the original .exe very closely "out of the box," except you don't need to use novert to disable vertical mouse movement. If you're already set up and comfortable though, there's little point in changing.

On high resolutions, Doom and Doom 2 weren't strictly designed around that, but Final Doom sort of was, in that Doom 95 let you play in large resolutions. Of course, Doom 95 then fucks it up because Gaben forgot the proper aspect ratio, so instead of drawing the game with the originally intended 1/20th taller pixels, they're square pixels, and everything looks oddly squat and compressed.
Highres or not, the main appeal of sourceports is wider compatibility with mapsets, not just usermade ones, and I'm not talking about whatever flashy GzDoom mods, but I mean cool shit like Final Doom, No Rest For The Living, and Sigil, official or semi-official sets which are pretty damn good, and which the original .exe would struggle with or crash from trying to play.

>>10028674
Doom's textures and sprites always looked blocky and pixelated to me, you get right up to them all the time.

>> No.10031204

>>10028691
If he's into Doom and modding it, he's most likely in his late 20s at the least. You see zoomers here and there, but the vast majority of the classic Doom fandom is millennial, gen x, or older. About a decade back or so, one of the real old timers died of a heart attack in his late 60s.

>>10028823
True. Got myself a nice laptop for travelling, and there was no options for anything but a lightup RGB keyboard. I kind of just dealt with it, because when setting them to an orange glow it made me think of the old telephone my dad had installed in his car when I was a little kid, which had glowy orange buttons, but the novelty wears off, and so does the black paint on the clear plastic keys. Good thing I've got my muscle memory.

>> No.10031212

>>10029994
Nice.

>>10030251
Right, but most ports aren't absolutely loaded down with features like GzDoom is, a port of Doom which also doubles as a mod tinkering playground and indie game base.
Something like Crispy Doom is a million times more restrained in scope and doesn't take much longer at all to config than the original .exe (because it doesn't actually add all that much), even something like Woof is pretty quick.

>> No.10031235

>>10030671
>The monster behavior is slightly different and that can cause some issues/is noticeable in some of the original levels.
The monster behavior is subtly different, but I've never been able to actually tell the difference in all these years, the true RNG rolls which GzDoom does are at least to me indistinguishable from the old pRNG of the original.
You have stuff like completed monster collision (no "infinite height"), but that's a compat flag which you can toggle.
It doesn't allow the ghost monsters bug, though outside of certain levels designed for it, that's not one I particularly miss.

>> No.10032016

>>10026945
I enjoy playing it on my PS4 pro with a controller on a 55' OLED with the default HUD.

>> No.10032041

>>10026945
>On archive.org downloading various files and archives
>on a whim search doom wads
>sort by software
>overloaded with thousands of roms and tons of rom packs and compilations
Is zdoom still the easiest to just unzip and drop wads into? I just wanna get it up and running asap so once this cd of wads is done I can go play thru the wads all night.

>> No.10032102

>>10032041
its all the same really. zdoom -iwad DOOM2.WAD -file wateverwad.wad

chocolate-doom -iwad DOOM2.WAD -file wateverwad.wad

its the same command always

>> No.10032113

>>10032102
aight thanks anon i'll grab zdoom gzdoom and chocolate and see which one I like the most. thanks for the help

>> No.10032206

>>10030671
Chocolate Doom does let you disable vertical mouse movement, because people had made patches to disable it way back in the 90s. It also lets you disable the demo size limit and the savegame overflow crash. I only wish it let you disable the MAP08 sound bug.

>> No.10032605

>>10032041
GzDoom will work. It's not 100% authentic, but turn off the linear texture filter and you're basically good, it'll run +95% of all mapsets you'd want to play.
For handling a lot of .wads, I recommend the following:
>get DoomLauncher
>add the sourceport you want to use, point it to doom.wad, doom2.wad, plutonia.wad, etc
>make a folder where you put all the mapset .wads you want to play
>then make a folder where you move all the .wads you thought were so good that you'll play them again some day
>maybe also a folder for gameplay mods if you like that
Mods and special features worth trying out are the spritefix project, and then brightmaps (which make certain parts of some textures and sprites stand out in the dark slightly, stuff like lamps, computer monitors, switches, demon's eyes, etc). The Crispy Doom and Woof sourceports have faux brightmaps as a feature, which generally look about as good.

>> No.10032642

>>10032605
I was just thinking about asking about a launcher when I realized these downloads gave me hundreds of wads to go thru tonight. I'll check into doomlauncher and doing that folder stuff.

Also whats the best monster/gun wad? I know years ago there was some mod that added hundreds of monsters and weapons but I cant remember its name just I used it alot like 4-5yrs ago. Made playing thru the game super insanely hard at times due to the enemies having so many variaties and attacks.

>> No.10032754 [DELETED] 

>>10026951
>see a color
>b-but teh GAYS
stay mad

>> No.10032761

>>10028625
sounds like it would be easier and more convenient to use chocolate doom then

>> No.10033513

>>10026945
nothing wrong here except maybe favoring dosbox instead of Chocolate Doom but close enough?
such a weird bait...

>> No.10033516

>>10032041
doomworld is a better place to find wads

>> No.10034026 [DELETED] 

>>10026945
OK? It's a free country, everyone's free to have their own taste, even if it's shit taste.

>> No.10034097 [DELETED] 

>>10034026
>OK?
woman moment

>> No.10034127

Atleast its a better way of playing DOOM than playing it on GZDoom

>> No.10034276

>>10026945
>no aspect ratio correction
yikes

>> No.10035324

>>10026983
>If I die, I restart the episode over and I don't use saves unless I just need to go somewhere and come back later.
bruh i'm exactly the same
nice

>> No.10036089

>>10035324
Hell yeah dude, only way to play. Feels so cheap having to restart a level. It completely changes the dynamic of the game when your decisions actually have some weight and you know you have to make it through the entire episode in one shot.

>> No.10036193

>>10026945
Why DOSbox and not Chocolate Doom? Dosbox feels like shit to play in

>> No.10036773

>>10026957
Says who you fucking balding zoomie chode, you?

>> No.10036816

>>10028823
zip tie that shit tona milk crate

SOUL

>> No.10037052

>>10032642
Gee, there's so many different gameplay mods, it'd be tough to pick one to start with.


Smooth Doom is a mod which redoes stuff like weapon animations, and also monsters. Some people like this a lot, though many find that they don't like how the monsters are animated, that it changes how their behavior 'telegraphs,' so many just go for a weapons only version.

IMO, Doom's original monster animations are actually mostly very smooth already, but the offsets on many frames were sloppy in the shipped game so they end up looking jankier than they actually were meant to. The Spritefix project for Doom and Doom 2 fixes the offsets to make the animations look fully cohesive as Adrian Carmack, Kevin Cloud, and Greg Punchatz originally intended, while also cleaning up a couple of stray and missing pixels, also restoring some monster rotation sets which were cut from the game's original development. It really makes the game look better without detracting from its art direction, and I love how much more obvious the hard work that the artists put into the monsters from the beginning becomes. I think that even hardcore purists should check this one out, it'll work with virtually all ports, even Chocolate Doom.

Brutal Doom and Project Brutality are popular ones, though a lot of people find a lot to dislike about them, me included. John Romero never said that these mods are what Doom were meant to be all along, as sometimes claimed.

Final Doomer is an entire series of mods which redoes the weapons in a theme based on a mapset it's intended to pair with. Some are a little better than others.

>> No.10037061

>>10026945
>vanilla doom
That shit LCD better support 35 or 70 Hz, idiot.

>> No.10037065
File: 974 KB, 750x600, 1569576414505.gif [View same] [iqdb] [saucenao] [google]
10037065

Hideous Destructor is a total revamp that turns Doom into a realistic tactical shooter, just with Demons and magic, and set in Doom levels. Now, this is a lot better than it sounds, but it's very much an acquired taste, if you don't like managing injuries (stopping bleeding, dropping and rolling to put yourself out if you're on fire), managing inventory (including managing and filling individual magazines), frequently slowing or stopping movement and taking cover when there's shooting, then don't bother with it, there's very little else truly like it though. It has Rogue-ish elements with how items are spawned, and the demons are all cruel bastards playing dirty but you can play real dirty in return. There's a lot of depth to the gameplay and countless different viable approaches. Lots of submods too, and many, MANY options to tweak and config.

Colorful Hell is a monster mod which adds recolored/reskinned versions of existing monsters, and they have various different abilities to really shake things up. A high color tier zombieman or imp can be ridiculously hard. This mod can get stupidly mean, so you may very well want to pair it with an overpowered weapon mod to try to even the playing field, such as Russian Overdrive or one of Pillowblaster's various weapon mods.

>> No.10037094

>>10027009

based

>> No.10037095

>>10037065
>gif
why would you do this to me?

>> No.10037172

>>10037095
Always be wary of skeletons, they can hide wherever you least expect it.

>> No.10037221
File: 157 KB, 675x525, 1676597604204730.png [View same] [iqdb] [saucenao] [google]
10037221

>>10037172
even in my body?

>> No.10037343

>>10037061
Or what? You'll dilate again? Please, anything but that.

>> No.10037351

>>10037065
>Hideous Destructor is a total revamp that turns Doom into a realistic tactical shooter
> managing injuries
Sounds unplayable with Doom 2's layouts.

>> No.10037353

>>10037343
Or else enjoy your screen tearing, cockbreath.

>> No.10037359

>>10037221
Bowser sure loves to eat shit.

>> No.10037361

>>10037353
No screen tearing here. Looks like your sobbing, pooping and dilating was in vain.

>> No.10037364

>>10037361
Oh but it runs at 35FPS, you're just dealing with loss and mental distress or not running vanilla at all. Also there's trannies under the stairs, they're gonna steal your virginity.

>> No.10037367

>>10037364
You live under my stairs?

>> No.10037395

>the least RGBified PCs are chang mini PCs, which also make excellent retro game boxes

CHANG SOVL………..I KNEEL……..

>> No.10037397

>>10037395
what's it like being afraid of lights?

>> No.10037617

>>10037397
What’s it like being afraid of sex with women?

>> No.10037647

>>10037617
I have 3 kids

>> No.10037648

>>10026945
>IPS
Fuck no

>> No.10037715

>>10037351
Works a lot better than you'd think, though the mod has a disclaimer that some levels may become unreasonably difficult and outright unplayable. One of the levels in Thy Flesh Consumed, E4M3, is extremely difficult with Hideous Destructor, because the level starts with a bunch of zombies pointing guns at you (mostly rifles and shotguns), ergo your only hope in hell for that one is to dive down to a ledge where you can find the invisibility powerup, both to dodge violent perforation and to use its powerful magic to sneak towards the exit immediately. Not super easy to do. People have cleared Plutonia with the mod though, much hinges on your approach and planning.

For as cheap as the enemies are, you can be cheap on your own, as said. Grenades on trip wires, remote controlled guns which can tag switches if applied right, automated sentry guns, shooting through walls if they're thin enough or/and your gun is powerful enough, destroying dead monster bodies with crushers and your chainsaw so that it's harder for them to raise, etc. You can also mantle ledges and even breach doors, typically you'd need a powerful explosive to do that, like an anti-tank rocket, so you can weigh on saving on of those for a boss or if you want to skip a part of a level. There's also ropeladders, and much more rarely, jetpacks, the BFG has the ability to charge up empty energy cells for free, though this has consequences.
Mod used to be more savage in the past, because Arch-Viles basically noclipped around the map, stalking you.

>> No.10037778

>>10037648
better than what you've got