• Re: What Have You Been Playing... IN JULY 2025?

    From bill_wilson@bill_w@aol.com to comp.sys.ibm.pc.games.action on Thu Aug 7 00:27:08 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Been playing PW's "Put your tongue on the mule's anus"
    Its a documentary type game of what fishing guides really
    do in the backwater cuntry.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Thu Aug 7 10:48:11 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 06 Aug 2025 20:43:28 -0600, PW
    <iamnotusingonewithAgent@notinuse.com> wrote:

    I think just Oblivion Remastered, and a LOT! I wouldn't be playing it
    if Justisaur didn't give me a link to the lockpicking cheat!!!!!

    How annoying are they! They are everywhere in this game. Never ends!

    I admit, I did the same with my play through. I found a mod (I don't
    know if it was the same one that Justisaur linked to) that let me open
    locks automatically. It wasn't that I found the lockpicking mini-game
    that hard (or, at least, not any more difficult than in the original),
    but it got /really/ annoying having to do it over and over again. I
    think the original conceit was, of course, that some chests would just
    be beyond your ability to lock-pick until you leveled up, and that
    you'd come back to them later on after you improved your skill, but I
    knew that was never going to happen. So I used a mod instead.

    It's not like the rewards were ever worth the effort and I got better
    gear. You'd struggle with an extra-hard lock for ten minutes and get
    three bones, six gold and a potion of minor healing.

    While I can't remember exactly HOW, I do remember that this was one
    area Skyrim improved on Oblivion; they made the lockpicking less
    annoying (though whether this was by changing the mechanics, making
    the lockpicking more rewarding, or just changing the frequency, I
    don't really remember. Just that it was better in Skyrim).


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  • From PW@iamnotusingonewithAgent@notinuse.com to comp.sys.ibm.pc.games.action on Thu Aug 7 09:33:34 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 07 Aug 2025 10:48:11 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    On Wed, 06 Aug 2025 20:43:28 -0600, PW
    <iamnotusingonewithAgent@notinuse.com> wrote:

    I think just Oblivion Remastered, and a LOT! I wouldn't be playing it
    if Justisaur didn't give me a link to the lockpicking cheat!!!!!

    How annoying are they! They are everywhere in this game. Never ends!

    I admit, I did the same with my play through. I found a mod (I don't
    know if it was the same one that Justisaur linked to) that let me open
    locks automatically. It wasn't that I found the lockpicking mini-game
    that hard (or, at least, not any more difficult than in the original),
    but it got /really/ annoying having to do it over and over again. I
    think the original conceit was, of course, that some chests would just
    be beyond your ability to lock-pick until you leveled up, and that
    you'd come back to them later on after you improved your skill, but I
    knew that was never going to happen. So I used a mod instead.

    It's not like the rewards were ever worth the effort and I got better
    gear. You'd struggle with an extra-hard lock for ten minutes and get
    three bones, six gold and a potion of minor healing.

    ***--

    **EXACTLY*** I have found nothing of worth ever except for small
    amounts of gold coins in the chests and boxes. And, I don't find the lockpicking puzzles easy whatsoever. I have watched multiple videos on
    how to do it and they haven't helped. Simply annoying. Maybe if I was
    playing a theif character that would be relevent but as a
    fighter-class I should just be able to whack them and open them once I
    get to a certain level of strenght attribute! Like in the Wells Fargo stagecoach days in the west - just shoot the lock off for cripes
    sake!! :-)


    While I can't remember exactly HOW, I do remember that this was one
    area Skyrim improved on Oblivion; they made the lockpicking less
    annoying (though whether this was by changing the mechanics, making
    the lockpicking more rewarding, or just changing the frequency, I
    don't really remember. Just that it was better in Skyrim).

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  • From Rin Stowleigh@rstowleigh@x-nospam-x.com to comp.sys.ibm.pc.games.action on Thu Aug 7 18:52:54 2025
    From Newsgroup: comp.sys.ibm.pc.games.action


    I played Hunt Showdown a lot in July, and still, so far in August.

    As I mentioned in a prior post, it is difficult even for seasoned
    competitive MP gamers to get started in. It's worth it, I think to
    stick it out.... it's one of the crown jewels of the extraction
    shooter genre, and even for those who don't know or care what
    extraction shooters are, it's probably one of the best examples of
    in-game sound design I've seen, ever.... and once you understand HOW
    to play properly, it can be an incredibly immersive experience.

    There's another reason to know what this game is though:

    https://www.reddit.com/r/pcgaming/comments/1ino2cd/cryteks_sad_announcement_on_twitter/#lightbox
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  • From H1M3M@wipnoah@gmail.com to comp.sys.ibm.pc.games.action on Mon Aug 11 10:27:04 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    candycanearter07 wrote:

    - Final Doom:
    Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
    E-MU soundfonts makes for pure bliss for your ears. The levels
    difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed

    So is it a WAD for DOS Doom?

    It began as a community WAD, then ID Software licensed the work before
    it was finished and it became an official retail episode, along with The Plutonia Experiment. The Community OST is an addon WAD that needs to be
    added on the command line when launching the game.

    It's a WAD for any client, but I try to stick to as close to the DOS
    original as I can possibly tolerate. Other than the 2X rendering
    resolution (still pretty pixelated, but not as hard on the eyes as the original 320x200) and not having to load a custom mouse driver to
    disable the Y axis movement, it's nearly identical to the original, even keeping the 35fps limit (playing at 144fps gives me motion sickness).
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  • From H1M3M@wipnoah@gmail.com to comp.sys.ibm.pc.games.action on Mon Aug 11 11:31:51 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson wrote:

    As H1M3M specified, they are playing it using Chocolate Doom, an
    open-source port of the engine whose goal is to maximize compatibility
    with the original game while still getting it to run on modern
    hardware. It's been a while since I tried Chocolate, but as I recall
    it avoided all modern amenities such as (modern) mouse-look, and
    limited itself to all the original limitations of the 1994 game.
    Actually, I'm using Crispy. As much as i try to embrace chocolate,
    320x200 blown up to 24" was a bit too much, and it gets worse the bigger
    the maps and the detail are, specially with Hexen. But other than the 2x rendering and the limit removal / increase (for stuff like Legacy of
    Rust and Sigil), I'm staying as close to the source as possible. And at
    least the mouse feels right. With the KEX engine releases the mouse
    always feels messed with some weird acceleration and inertia, even if
    you disable them.

    Zdoom feels like something enterirely different that reuses maps and
    sprites, it was simply too weird for me.
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  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Mon Aug 11 19:50:03 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 21:34 this Wednesday (GMT):
    On Wed, 6 Aug 2025 19:30:03 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:


    - Final Doom:
    Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
    E-MU soundfonts makes for pure bliss for your ears. The levels
    difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed

    So is it a WAD for DOS Doom?

    Yes, and no.

    "Final Doom" was a commercially released product (as in, it had a box
    and disks and everything!) released in 1996 as an expansion for Doom
    II.

    But essentially it's just two .WAD files ("TNT: Evilution" and "The
    Plutionia Experiment") which added another 64 levels to the base game.
    The core gameplay was exactly the same, and while there may have been
    a few new textures, there were (IIRC, it's been 30 years) no new
    weapons, monsters or power-ups. There was, though, a new soundtrack.

    "Final Doom" was noticably harder than the original games. You'd often
    face off against multiple cyber-demons, for instance. I also remember
    a lot more platforming/navigating over narrow beams. It didn't have
    the same jump-in-and-play accessibility of the first game (at least as
    far as I was concerned), and was seemingly aimed at people who lived
    and breathed "Doom" and thought "Ultraviolence" difficulty was too
    easy.

    As H1M3M specified, they are playing it using Chocolate Doom, an
    open-source port of the engine whose goal is to maximize compatibility
    with the original game while still getting it to run on modern
    hardware. It's been a while since I tried Chocolate, but as I recall
    it avoided all modern amenities such as (modern) mouse-look, and
    limited itself to all the original limitations of the 1994 game. H1M3M
    did upgrade the music using an improved soundtrack/sound-fonts.

    ChocolateDoom is available here:
    https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom

    This seems to be the soundtrack update H1M3M used:
    https://www.doomworld.com/forum/topic/119301

    with the addition of the Audigy soundfonts, which you can pull from
    the SoundBlaster Audigy driver CD, available here:
    https://archive.org/details/cd-sb-audigy

    The WAD files themselves are still proprietary, but if you get pretty
    much any version of classic Doom as a digital download*, you'll get
    the Plutonia/Evilution files included. Just pull them from Steam or
    GOG and you can use them with Chocolate Doom.**

    Me, I'll just stick with ZDoom, the Brutal mod, and the original 1993
    game ;-)





    --- --- --- ---
    * including the "Doom + Doom II" remake on Steam; even though it uses
    a completely different engine (KEX) it still uses the original .wad
    files! https://www.gog.com/en/game/doom_doom_ii
    ** yaaarrrr, it's possible you may find the WAD files elsewhere on the Internet too, but I'm not providing any links for that option. But if
    you _do_ go that route, remember you'll also need the Doom2.wad file
    as well. ;-)


    I have ChocoDoom installed, I just barely use it

    did you say 64 levels??
    --
    user <candycane> is generated from /dev/urandom
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Mon Aug 11 17:23:39 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 11 Aug 2025 19:50:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 21:34 this Wednesday (GMT):
    On Wed, 6 Aug 2025 19:30:03 -0000 (UTC), candycanearter07 >><candycanearter07@candycanearter07.nomail.afraid> wrote:


    - Final Doom:
    Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
    E-MU soundfonts makes for pure bliss for your ears. The levels
    difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed >>
    So is it a WAD for DOS Doom?

    Yes, and no.

    "Final Doom" was a commercially released product (as in, it had a box
    and disks and everything!) released in 1996 as an expansion for Doom
    II.

    But essentially it's just two .WAD files ("TNT: Evilution" and "The
    Plutionia Experiment") which added another 64 levels to the base game.
    The core gameplay was exactly the same, and while there may have been
    a few new textures, there were (IIRC, it's been 30 years) no new
    weapons, monsters or power-ups. There was, though, a new soundtrack.


    did you say 64 levels??

    Yup. Each WAD is 32 levels long. This matches the length of the
    original Doom2.wad file. And since you get two WAD files, that's 64
    levels total.

    Each WAD has its own story too (well, as much as any of the classic
    Doom games had a story). IIRC, TNT Evilution has you sent to another
    UAC base where they are -once again- experimenting with teleportation technology and, once again, Bad Things come out. Meanwhile, Plutonia
    Experiment has the UAC doing experiments in order to try and stop
    future hell-invasions, and -whaddaya know- Bad Things come out of the
    portals again.

    (or maybe I have the plots and WADs reversed. It doesn't really
    matter; it all basically boils down to "portal open, demons come out, shooty-shooty time!")

    The levels, as noted, were noticeably more difficult, but not really
    BETTER... and in some cases, not very good at all. The whole thing was
    released in the early days of Doom modding, and while the levels
    weren't the worst, they weren't too much better than the stand-alone
    stuff you'd download from ftp sites. Often, the cleverest thing about
    them was shoving you into a room and launching 50 imps at you. I'm
    pretty sure that -had Id not made it an official product- these WAD
    files wouldn't have made any sort of mark on the industry. They're
    only remembered today because they were an official Id product.

    The TL;DR is that I don't think they're really worth seeking out and
    playing unless you're a die-hard Doomer... and even then there's
    probably better WAD files to spend your time on. Especially now; no
    longer limited to the DOS-engine's limitations, Doom modders are doing
    some really clever maps.

    IMHO, YMMV, and all the usual caveats, of course.


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  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Tue Aug 12 18:40:03 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    H1M3M <wipnoah@gmail.com> wrote at 08:27 this Monday (GMT):
    candycanearter07 wrote:

    - Final Doom:
    Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
    E-MU soundfonts makes for pure bliss for your ears. The levels
    difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed

    So is it a WAD for DOS Doom?

    It began as a community WAD, then ID Software licensed the work before
    it was finished and it became an official retail episode, along with The Plutonia Experiment. The Community OST is an addon WAD that needs to be added on the command line when launching the game.

    It's a WAD for any client, but I try to stick to as close to the DOS original as I can possibly tolerate. Other than the 2X rendering
    resolution (still pretty pixelated, but not as hard on the eyes as the original 320x200) and not having to load a custom mouse driver to
    disable the Y axis movement, it's nearly identical to the original, even keeping the 35fps limit (playing at 144fps gives me motion sickness).


    Nice of idsoftware to license it.
    --
    user <candycane> is generated from /dev/urandom
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Aug 13 09:47:03 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 12 Aug 2025 18:40:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    H1M3M <wipnoah@gmail.com> wrote at 08:27 this Monday (GMT):
    candycanearter07 wrote:

    - Final Doom:
    Chocolatey Doom + Community Midi OST + Sound Blaster Audigy with 90s
    E-MU soundfonts makes for pure bliss for your ears. The levels
    difficulty is absurd, and yet it feels more fair than Thy Flesh Consumed >>>
    So is it a WAD for DOS Doom?

    It began as a community WAD, then ID Software licensed the work before
    it was finished and it became an official retail episode, along with The
    Plutonia Experiment. The Community OST is an addon WAD that needs to be
    added on the command line when launching the game.

    It's a WAD for any client, but I try to stick to as close to the DOS
    original as I can possibly tolerate. Other than the 2X rendering
    resolution (still pretty pixelated, but not as hard on the eyes as the
    original 320x200) and not having to load a custom mouse driver to
    disable the Y axis movement, it's nearly identical to the original, even
    keeping the 35fps limit (playing at 144fps gives me motion sickness).


    Nice of idsoftware to license it.

    It was an interesting era. I'm not sure Id was doing it out of
    "niceness" though.

    Doom came out and modders immediately realized that -with some fairly
    simple tools- they could start creating new levels, weapons, etc. They
    uploaded their creations to various bulletin board and FTP sites to
    share with the world. Anyone could go to these boards and download
    dozens or hundreds of WAD-files. They were incredibly unpopular.

    The unscrupulous saw an opportunity for profit.

    They scooped up these WAD files en masse, burned them onto a CD-ROM,
    and sold them for $10-15 a pop. The actual creators of the mods didn't
    receive a penny (they'd be lucky if the text file they included with
    their mods were included on the disc!) and the quality of the mods was
    very iffy. These shovelware purveyors insisted that if they had to PAY
    everyone who made a mod they'd go out of business.

    Id software saw all this. They saw third-parties using their
    trademarks. They saw the value of the Doom IP dropping because people
    started associating it with shovelware mods. They saw their most
    dedicated fans getting annoyed / stop playing/ stop making new WADs,
    resulting in a potential lack of popularity with their most profitable
    brand.

    Id's "Final Doom" was, at least in part, an attempt to stomp on the
    shovelware WAD market. They were doing it as much to protect their IP
    as to reward the modders. (It also kept "Doom" on the market just a
    little bit longer; "Final Doom" came out almost three years after
    "Doom 2". It let Id eke out just a little bit more money from the
    original games, and at minimal cost to them.


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