lexyeevee

troublesome fox girl

hello i like to make video games and stuff and also have a good time on the computer. look @ my pinned for some of the video games and things. sometimes i am horny on @squishfox



a few days ago someone on doomworld asked about vertical mouselook and a nightdive employee said it was just plain impossible in the doom engine

which is fascinating because hexen, a doom engine game, managed it alright in 1995


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in reply to @lexyeevee's post:

i've been watching a friend play the new doom port and like... i know this is a bit of a grognard comment but it's not as good as gzdoom which is free. i genuinely think it's a worse experience than just pulling the wad and running it in gzdoom lmao

Honestly it’s interesting comparing this to, like. Recent official ports of the Lucasarts games that use ScummVM. Sometimes instead of not invented here syndrome you can just reach out to the fans who have been doing something for decades and work with them?

they did actually — and those fans made new assets and levels which are now commercial work and also present it as the latest compatibility level everyone can target

they got their new boom support by hiring a community person who just, rewrote it from scratch i guess. and that is gol? some of it? who the hell knows. there's documentation on a google drive with header files just sitting in a folder

vertical mouselook is a bit of a hack on these engines, I compiled a build of chocolate-hexen with the mouselook limits disabled and looking past a certain point begins referencing out-of-bounds memory and making all the interaction physics go weird

it is helpful to be able to see things shooting at you from above the screen though

oh it's a huge hack. it's non-perspective shearing, so it makes less sense the further from horizontal you look and it cannot look straight up. but it's vastly, vastly better than nothing. i played that way on software zdoom for years

and it was good enough for duke3d!!

Vertical Mouselook is theoretically a useful feature and is therefore is inauthentic.

Being unable to set the game up as Doom was at original release, or introducing sourceport bugs into the main game, aren't useful features. And are therefore authentic to the experience or something.

I swear I've seen that implemented in a homebrewed game before.

I believe it was a pseudo 6DOF shooter for something like a TI graphing calculator. While you could translate along any axis, it only allowed rotation around the vertical axis. Another oddity was that it used parallel projection, rather than perspective.

I remember that the author had perfectly reasonable explanations for both choices, but it definitely felt odd to play.