Sneezy McGlassface

Aro/Ace

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  • 26 Comments
Joined 1 year ago
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Cake day: July 4th, 2023

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  • Gzdoom can run voxels too. Here’s a video of voxel enemies, weapons and objects.
    https://youtu.be/71AXYp1X_SA

    BUT the thing is, there’s so much more than that. Comparing it to build, even with the improvements from ion fury isn’t fair because that’s still fundamentally build. Gzdoom has replaced even physics, movement and hitbox detection. There are so many changes and bugfixes present in the stock doom engine in gzdoom that speedrunners refuse to use it. Speedrunning requires accurate behaviour. But there are other engines for that.

    The original doom engine was open sourced pretty early on, and even before that, people were making maps and custom content very soon after release in 93. And maps are being released every day since then. As soon as the source code got out, a bunch of “source ports” aka custom engines started popping up. Some with aim to fix bugs, some to extend the feature set. And because it’s open, the community started to standardize. So most modern ports that focus on compatibility (unlike gzdoom) are compatible with behaviour of multiple other ports. What I mean is this.

    Dsda-doom is focused on speedrunning. So it has plenty QOL features for speedrunning, and is compatible with old ports that extended the feature set. Limit-removing is most common, there are hard limits in the stock engine, like number of enemies on screen at once, map size (block size), how many sectors are on screen at once, and many more. Exceeding many of those will straight up crash the game.
    Boom is an engine that removes all these limits and also extends the base feature set by adding new trigger actions, enhancing RNG calculations, and much more. That is the second most favourite. Speedrunners love it, and dsda-doom supports it so you don’t need to use the ancient executable. There is dozens if not hundreds of ports, and a lot of those are still in daily use. Thanks to compatibility settings, when somebody makes a new map, they can say “it’s boom compatible” and people get their modern port of choice, run it in boom compatibility mode, and the map/mod runs perfect for everybody.

    Gzdoom supports nearly all the ports, and feature sets throughout history, and has plenty extra of its own. Like portals, coloured lighting, advanced scripting with zscript and much more.

    That’s what I mean when I say it’s not fair to compare it to build. Doom in one way or another was worked on by the community for 3 decades, build didn’t see nearly as much attention. Gzdoom doesn’t aim to make doom better, it aims to make a good environment for old and new doom-like games. The active communities on doomworld and zdoom forums are in tens of thousands of people. It’s fast more active than many modern games’ communities. It’s a 30 year old game, just let that sink in.

    Oh, by the way, there are even people who make content that is vanilla-compatible, which means it would run perfectly on the original DOS executable from 93-94 on a 386 machine.


  • Though i agree it could be fun at first, conspiracies are legit dangerous. People are so desperate for meaning, 17% of Americans believe the government is lead by a kabaal of satanic lizard people eating babies and shit like that.
    My mom is deep into the rabbit hole of nonsense, and it genuinely consumes her. Nearly all her friends abandoned her, she almost lost her job, and that’s only reinforcing these convictions. If something like January 6th was happening in my country, I bet you, she’d be there. The time conspiracies were harmless fun are gone. They ruin people’s lives.


  • Nice write-up and good examples!

    I think it’s worth thinking of GZDoom as an sprite-based FPS engine with Doom legacy. It can work with 3d models but it works much better with sprites. Which gives it a certain aesthetic. And is much easier to work with than other engines in my experience.
    The Doom community goes incredibly strong on the old forums and many discords. Very vibrant and cheerful bunch of people, I wholeheartedly recommend checking in













  • You don’t need to make account on other instances. The whole point of fediverse is that the instances are all interconnected. You can talk to people from anywhere and post anywhere too, and it will propagate to all the other instances. Like your account is on programming.dev, this post is hosted on lemmy.world, and I’m on lemm.ee, see? It’s all interwoven together, that’s the main strength of it. So you can have communities (sub alternatives) all over. Some will be doubled (like most instances have Main) but you can always see where it’s hosted to know which is which. (sorry if I’m over-explaining it)

    That means if you want to make a community about, for example, 6502 assembly, you make it where you are, and people who are interested in the topic will come and discuss, no matter where their accounts are hosted. It would make sense to have a 6502 assembly community on programming-focused instance but it’s not mandatory. If I were to make a 6502 assembly community, I’d make an account on programming.dev and create the community there for consistency. And give my main account mod status.
    I don’t know if this is the “right” way to go about it but it makes sense to me. I’m happy to be corrected.