joe-ilya
Never shuts up
Posts: 4,309
Member is Online
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Post by joe-ilya on 18 hours ago
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noisyvelvet
You're trying to say you like DOS better than me, right?
Posts: 1,228
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Post by noisyvelvet on 20 hours ago
i'm still around. i'm still kicking. much to yall's chagrin.
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ketmar
You're trying to say you like DOS better than me, right?
Posts: 1,137
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Post by ketmar on yesterday at 4:30pm
haven't we been there already? anyway, nudum lore is bullshit, and nudum itself is a mediocre arena shooter. id software is not idsoftware, and nudum is not doom. period.
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Post by 7e6 on yesterday at 4:21pm
No, it is too different. Anyone who says the new Dooms are basically Quake should've been a miscarriage, because they've either never played Quake or are just fucking retarded and think if there's even a single semblance of a comparison to be had with even the most minute detail that they must be the same fucking thing. Classic Doom isn't about pressing a pussy button to do some scripted "glory kill" nor should it follow a demi-godlike "slayer". All of this "rip and tear" bullshit that many people looked down upon for years due to the cringe that is the Doom comic have suddenly sucked the last ooze of cum from NuId to embrace this as deep lore that they can cure their ED with by typing long winded bullshit on a Wikia. This is the fate of Doom. The floodgate for the normies to enter and shit everything up with their lack of respect for the classics.
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Post by camper on yesterday at 5:07am
I looked at Doom 2016 from a distance. It's a completely different game, in my opinion. It's closer to Doom 3, but without the horror elements. I don't feel any drive in it.
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Post by camper on yesterday at 4:44am
Epic Game's Unreal engine faces little to no competition at this point and will dominate a gaming landscape of the future Even open-source FPS engines show clear favorites. Cube development is virtually nonexistent, though a few people play Sauerbraten and Assailt Cube. The Doom 1, ID1, 2, and 3 engines are actively used in many games. OpenX-Ray hasn't yet received official approval from GSC. Anything else?
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Post by thehockster on yesterday at 3:02am
I had the chance to play through this this morning. Really nice mostly casual set with some challenging bits. Map02 - The arch replacement almost got me haha Map03 - took me a couple of tries but nice. Map05 - Same as above, I ended up cheesing the cyber fight near the end. The credits map was a nice surprise, a work of art hahaha. Playthroughs of each map on UV: DUIaTheHocksterDemos.zip (81.78 KB)
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walterc
Doomer
Are you never heard of our lord and savior Telly?
Posts: 565
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Post by walterc on yesterday at 2:21am
You know that i thought of that fanart when i saw the thread?
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,501
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Post by SilverMiner on Jul 13, 2026 at 7:32pm
has not all quad damages and adrenalines. garbage
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Post by GokumothermalEnergyAdvocate on Jul 13, 2026 at 4:41am
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,501
Member is Online
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Random 2
Jul 13, 2026 at 4:00am
via mobile
Post by SilverMiner on Jul 13, 2026 at 4:00am
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Post by thundercunt on Jul 13, 2026 at 3:10am
Who?
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Post by GokumothermalEnergyAdvocate on Jul 13, 2026 at 1:21am
Sounds like Marty Stratton's Dork Ages wasn't very successful.
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Post by GokumothermalEnergyAdvocate on Jul 13, 2026 at 12:48am
He tragically suffered massive anal rupturing, and then choked to death before he could succumb to the initial problem, during a literal wangbang.
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Post by dr_st on Jul 13, 2026 at 12:20am
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Post by gavgav on Jul 12, 2026 at 11:30pm
She's AI, right? sic ... you are a very self-taught HUMAN... ... what HUMAN behavior that you learned or observed back then has stuck with you?
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Post by gavgav on Jul 12, 2026 at 9:53pm
60 is too smooth for me, lol. I see the config has this. Does the leading / comment it out? /framerate_limit "500"
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Lobo
Doomer
Posts: 625
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Post by Lobo on Jul 12, 2026 at 7:37pm
I usually just turn on vsynch which in my case limits to 60fps. There is a cvar though: framerate_limit from the console
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Post by gavgav on Jul 12, 2026 at 7:16pm
Cool, tried building it but couldn't find a make install. Runs from the build dir though, is there a way to limit fps?
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Post by beamydonut on Jul 12, 2026 at 7:12pm
Kill them off, who cares? Without Carmack nothing much will be done. This is not the id we used to know.
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Lobo
Doomer
Posts: 625
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Post by Lobo on Jul 12, 2026 at 6:43pm
EDGE-Classic 1.53 is now officially released!
This is a relatively minor update to the 1.5x series, with some general bugfixes, tweaks, and a couple of new DDF/RTS/LUA features. As usual, the example web player at edge-classic.github.io has been updated as well. New Features
* New LUA/COAL function: player.time() which will return how much time has elapsed on the current map * Bouncing objects with the IMMORTAL flag will not explode if they hit a thing. Not every bouncer is a grenade Compatibility Fixes BOOM
* Fixed an issue where single-activation Displace-type scrollers would continually apply their offset, effectively becoming Accelerate-type scrollers General Improvements/Changes
* Removed Tracy profiler integration; retained basic rendering status (set debug_fps to '3' to view) * Removed "EDGE_CLASSIC" CMake option; all features are unconditionally compiled and included * Removed Direct3D11 Sokol target; Sokol builds are now either GLES3 (Emscripten) or Core GL 3.3 (other platforms) * Moved Legacy of Rust to a wadfix to reduce startup warnings * RTS menus with only 1 option: pressing CANCEL will now behave as if USE was pressed. Both dismiss the menu * Ignore missing secret sfx on startup * Allow playsim to continue on camera-type Intermission screens * Rolled deathcam view on player death General Bugfixes
* Fixed dynamic light and floor/sector glow rendering artifacts where certain parameters conflicted with the "Max Dynamic Light Radius" performance setting * Footsteps SFX no longer continue playing when game is paused * Footsteps SFX no longer continue playing when player is dead * Walkable switches do not play the switch activation sound even though they have a switch texture assigned * Fixed potential crash at map start if a line action is triggered which causes a switch SFX to play i.e. a scroll sector or transfer brightness line action on a linedef which has a switch texture * LUA/COAL functions which accept an attack number as an argument did not recognize 3rd and 4th attacks * LUA/COAL: several of our text writing functions would not print text in certain combinations of font types and sizes. Fixed * Corrected several misnamed LOR SFX entries * Resolved FPS drop if the LIGHTING set via DDF was different to the Options->video->Lighting mode * Bouncing objects could very rarely cause an infinite loop * Suicide cheat was not setting health to zero * Fixed potential CTD involving usable/shootable teleport lines when mutliple "spechit" lines were in play * Fixed attempt to free garbage pointer when deleting images on shutdown * Fixed projectiles occasionally damaging a mobj without exploding (regular projectiles, not tunneling/boring ones for which this is expected) * Fixed Finale cast drawer not applying palette to recoloured monsters
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walterc
Doomer
Are you never heard of our lord and savior Telly?
Posts: 565
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Post by walterc on Jul 12, 2026 at 6:23pm
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,501
Member is Online
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Post by SilverMiner on Jul 12, 2026 at 4:48pm
Same
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Post by gavgav on Jul 12, 2026 at 4:33pm
Chad developer at id software, holding down the AI slop machines 8-)
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Post by gavgav on Jul 12, 2026 at 4:18pm
No idea, never played those.
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