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ultrayoba

ultrayoba

Hello ross! This is same annoying guy again, but since the last game dungeon I become a girl. Well, anyway.

 

1.Sound pop may come from dosbox emulation, or what was set for music in your config? However I don't know myself as I not played the game much.

 

2.Thing with the walls is how their custom engine handles the collision. Looks like it has same issue as bethesda's xNgine, but sadly, it is a common thing of the time when you wanted to make REALLY LARGE levels.

 

3.Thing with mous aim is that someone did bind keyboard key option to the mouse movement in dosbox. There are similar patches for other games, but it is not a real mouselook obv. Broken physics might be the issue with emulation as well. Sometimes physics calculations may be ruined by too fast cpu. And dosbox cycle emulation is sort of janky thing even with tinkering. You may see similar things like that in many DOS games, which don't speed up like crazy with faster CPU like early ones, but still have issues. Again, bethesda's xNgine games physics, or speed of some scripted space ships in Star Wars TIE fighter. So be sure to check whatever in mid-high sys requrements of the game. Maybe changing cycles from auto to something else.

3.5.Sill, as a huge fan of 80-90s CRPGs, I feel so sad that you don't appretiare classic controls! C'mon, they add immersion, feeling of movement, and in games like SS1 and UU1-UU2 that "feel" of freedom of your head from arms. It is rare nowadays, besides some VR stuff.

 

4.I don't want to be that person recommending games again like "Ross, please, play my game!", I feel ashamed, but your video hit all marks:

-Mention of Daggerfal and landscapes
-Search for more "realistic enviroments in 90s FPS games"

-Search for obscure and ahead of their time games

-Game with maybe similar clipping issues

-Game where you have molotovs and a shotgun and use them a lot

-Game with actual mouselook and 3d render and configurable controls

 

let you present probably best game of old Bethesda Softworks, 1995 Terminator Future Shock and 1996 standalone addon SKYnet. Those games have plot, music, interiors with destructable items, progression feels and most advanced technologies at the time. Like c'mon, in SKYnet you have full 3d multiplayer in 640x480 with 3d vehicles! Interactivity, enviroment, little details! This is the game for which xNgine was made in the first place and was used for Daggerfall by other, more... messy bethesda sub team. If you want me tips on how to configure game, setup music etc, to have proper working physics, gmidi ost and 640x480 with far draw distance in original game, just ask! Since game is obscure enough to be not present on GOG or Steam

 

5.Now, I can go into rabbit hole of games like CyberMage (now that would've been a 100% nice Game Dungeon episode. Obscure figure of D.W.Bradely, its connection to system shock, weird comicbook style, attemt to plot delivery via in-game chatacters with voice and some scripted pseudo-scenes in 1995 is also spicy.) but I guess I annoyed you enough!

 

6.Oh and the last thing, modern doom ports are basically modern engines, even if they loosely originally based on og doom source code, there are probably 0 original code. They are like Source 2 to Quake World.

Happy haloween!

 

 

 

 

 

 

4.png

 

1.gif

2.png

ultrayoba

ultrayoba

Hello ross! This is same annoying guy again, but since the last game dungeon I become a girl. Well, anyway.

 

1.Sound pop may come from dosbox emulation, or what was set for music in your config? However I don't know myself as I not played the game much.

 

2.Thing with the walls is how their custom engine handles the collision. Looks like it has same issue as bethesda's xNgine, but sadly, it is a common thing of the time when you wanted to make REALLY LARGE levels.

 

3.Thing with mous aim is that someone did bind keyboard key option to the mouse movement in dosbox. There are similar patches for other games, but it is not a real mouselook obv. Broken physics might be the issue with emulation as well. Sometimes physics calculations may be ruined by too fast cpu. And dosbox cycle emulation is sort of janky thing even with tinkering. You may see similar things like that in many DOS games, which don't speed up like crazy with faster CPU like early ones, but still have issues. Again, bethesda's xNgine games physics, or speed of some scripted space ships in Star Wars TIE fighter. So be sure to check whatever in mid-high sys requrements of the game. Maybe changing cycles from auto to something else.

3.5.Sill, as a huge fan of 80-90s CRPGs, I feel so sad that you don't appretiare classic controls! C'mon, they add immersion, feeling of movement, and in games like SS1 and UU1-UU2 that "feel" of freedom of your head from arms. It is rare nowadays, besides some VR stuff.

 

4.I don't want to be that person recommending games again like "Ross, please, play my game!", I feel ashamed, but your video hit all marks:

-Mention of Daggerfal and landscapes
-Search for more "realistic enviroments in 90s FPS games"

-Search for obscure and ahead of their time games

-Game with maybe similar clipping issues

-Game where you have molotovs and a shotgun and use them a lot

-Game with actual mouselook and 3d render and configurable controls

 

let you present probably best game of old Bethesda Softworks, 1995 Terminator Future Shock and 1996 standalone addon SKYnet. Those games have plot, music, interiors with destructable items, progression feels and most advanced technologies at the time. Like c'mon, in SKYnet you have full 3d multiplayer in 640x480 with 3d vehicles! Interactivity, enviroment, little details! This is the game for which xNgine was made in the first place and was used for Daggerfall by other, more... messy bethesda sub team. If you want me tips on how to configure game, setup music etc, to have proper working physics, gmidi ost and 640x480 with far draw distance in original game, just ask!

 

5.Now, I can go into rabbit hole of games like CyberMage (now that would've been a 100% nice Game Dungeon episode. Obscure figure of D.W.Bradely, its connection to system shock, weird comicbook style, attemt to plot delivery via in-game chatacters with voice and some scripted pseudo-scenes in 1995 is also spicy.) but I guess I annoyed you enough!

 

6.Oh and the last thing, modern doom ports are basically modern engines, even if they loosely originally based on og doom source code, there are probably 0 original code. They are like Source 2 to Quake World.

Happy haloween!

 

 

 

 

 

 

4.png

 

1.gif

2.png

ultrayoba

ultrayoba

Hello ross! This is same annoying guy again, but since the last game dungeon I become a girl. Well, anyway.

 

1.Sound pop may come from dosbox emulation, or what was set for music in your config? However I don't know myself as I not played the game much.

 

2.Thing with the walls is how their custom engine handles the collision. Looks like it has same issue as bethesda's xNgine, but sadly, it is a common thing of the time when you wanted to make REALLY LARGE levels.

 

3.Thing with mous aim is that someone did bind keyboard key option to the mouse movement in dosbox. There are similar patches for other games, but it is not a real mouselook obv. Broken physics might be the issue with emulation as well. Sometimes physics calculations may be ruined by too fast cpu. And dosbox cycle emulation is sort of janky thing even with tinkering. You may see similar things like that in many DOS games, which don't speed up like crazy with faster CPU like early ones, but still have issues. Again, bethesda's xNgine games physics, or speed of some scripted space ships in Star Wars TIE fighter. So be sure to check whatever in mid-high sys requrements of the game. Maybe changing cycles from auto to something else.

3.5.Sill, as a huge fan of 80-90s CRPGs, I feel so sad that you don't appretiare classic controls! C'mon, they add immersion, feeling of movement, and in games like SS1 and UU1-UU2 that "feel" of freedom of your head from arms. It is rare nowadays, besides some VR stuff.

 

4.I don't want to be that person recommending games again like "Ross, please, play my game!", I feel ashamed, but your video hit all marks:

-Mention of Daggerfal and landscapes
-Search for more "realistic enviroments in 90s FPS games"

-Search for obscure and ahead of their time games

-Game with maybe similar clipping issues

-Game where you have molotovs and a shotgun and use them a lot

-Game with actual mouselook and 3d render and configurable controls

 

let you present probably best game of old Bethesda Softworks, 1995 Terminator Future Shock and 1996 standalone addon SKYnet. Those games have plot, music, interiors with destructable items, progression feels and most advanced technologies at the time. Like c'mon, in SKYnet you have full 3d multiplayer in 640x480 with 3d vehicles! Interactivity, enviroment, little details! This is the game for which xNgine was made in the first place and was used for Daggerfall by other, more... messy bethesda sub team. If you want me tips on how to configure game, setup music etc, to have proper working physics, gmidi ost and 640x480 with far draw distance in original game, just ask!

 

5.Now, I can go into rabbit hole of games like CyberMage (now that would've been a 100% nice Game Dungeon episode. Obscure figure of D.W.Bradely, its connection to system shock, weird comicbook style, attemt to plot delivery via in-game chatacters with voice and some scripted pseudo-scenes in 1995 is also spicy.) but I guess I annoyed you enough!

 

6.Oh and the last thing, modern doom ports are basically modern engines, even if they loosely originally based on og doom source code, there are probably 0 original code. They are like Source 2 to Quake World.

Happy haloween!

 

 

 

 

 

6.png

4.png

5.png

1.gif

2.png

ultrayoba

ultrayoba

Hello ross! This is same annoying guy again, but since the last game dungeon I become a girl. Well, anyway.

 

1.Sound pop may come from dosbox emulation, or what was set for music in your config? However I don't know myself as I not played the game much.

 

2.Thing with the walls is how their custom engine handles the collision. Looks like it has same issue as bethesda's xNgine, but sadly, it is a common thing of the time when you wanted to make REALLY LARGE levels.

 

3.Thing with mous aim is that someone did bind keyboard key option to the mouse movement in dosbox. There are similar patches for other games, but it is not a real mouselook obv. Broken physics might be the issue with emulation as well. Sometimes physics calculations may be ruined by too fast cpu. And dosbox cycle emulation is sort of janky thing even with tinkering. You may see similar things like that in many DOS games, which don't speed up like crazy with faster CPU like early ones, but still have issues. Again, bethesda's xNgine games physics, or speed of some scripted space ships in Star Wars TIE fighter. So be sure to check whatever in mid-high sys requrements of the game. Maybe changing cycles from auto to something else.

3.5.Sill, as a huge fan of 80-90s CRPGs, I feel so sad that you don't appretiare classic controls! C'mon, they add immersion, feeling of movement, and in games like SS1 and UU1-UU2 that "feel" of freedom of your head from arms. It is rare nowadays, besides some VR stuff.

 

4.I don't want to be that person recommending games again like "Ross, please, play my game!", I feel ashamed, but your video hit all marks:

-Mention of Daggerfal and landscapes
-Search for more "realistic enviroments in 90s FPS games"

-Search for obscure and ahead of their time games

-Game with maybe similar clipping issues

-Game where you have molotovs and a shotgun and use them a lot

-Game with actual mouselook and 3d render and configurable controls

 

let you present probably best game of old Bethesda Softworks, 1995 Terminator Future Shock and 1996 standalone addon SKYnet. Those games have plot, music, progression and most advanced technologies at the time. Like c'mon, in SKYnet you have full 3d multiplayer in 640x480 with 3d vehicles! Interactivity, enviroment, little details! This is the game for which xNgine was made in the first place and was used for Daggerfall by other, more... messy bethesda sub team. If you want me tips on how to configure game, setup music etc, to have proper working physics, gmidi ost and 640x480 with far draw distance in original game, just ask!

 

5.Now, I can go into rabbit hole of games like CyberMage (now that would've been a 100% nice Game Dungeon episode. Obscure figure of D.W.Bradely, its connection to system shock, weird comicbook style, attemt to plot delivery via in-game chatacters with voice and some scripted pseudo-scenes in 1995 is also spicy.) but I guess I annoyed you enough!

 

6.Oh and the last thing, modern doom ports are basically modern engines, even if they loosely originally based on og doom source code, there are probably 0 original code. They are like Source 2 to Quake World.

Happy haloween!

526393-cybermage-darklight-awakening-dos-screenshot-i-just-want-to.png

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115592-cybermage-darklight-awakening-dos-screenshot-main-menu.png

406377-skynet-dos-screenshot-another-example-of-level-interaction.png

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