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Path: ...!feeds.phibee-telecom.net!3.eu.feeder.erje.net!feeder.erje.net!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Borax Man <rotflol2@hotmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: More Doom... that's a good thing, right? Date: Fri, 16 Aug 2024 13:33:49 -0000 (UTC) Organization: A noiseless patient Spider Lines: 91 Message-ID: <slrnvbul9t.1t1.rotflol2@geidiprime.bvh> References: <skccbj9esa0kd2bpeg1lc005a8sr79kago@4ax.com> <gbfqbjp964upl10ptmscbb665mlr777hfd@4ax.com> <slrnvbrt2b.ma7.rotflol2@geidiprime.bvh> <kn2sbjdgvrf65bq0frpkdb3llhr970c3gp@4ax.com> Injection-Date: Fri, 16 Aug 2024 15:33:50 +0200 (CEST) Injection-Info: dont-email.me; posting-host="c2926fbf5c999eb03565ee68e937332b"; logging-data="1531524"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1/9/D9r5vCnppXGByjAwUvBF2ySjt9NoHk=" User-Agent: slrn/1.0.3 (Linux) Cancel-Lock: sha1:NGRfrj0WMCJ9WtV+74ngoN2PcaU= Bytes: 5522 On 2024-08-15, Spalls Hurgenson <spallshurgenson@gmail.com> wrote: > On Thu, 15 Aug 2024 12:27:55 -0000 (UTC), Borax Man ><rotflol2@hotmail.com> wrote: > >>On 2024-08-14, Spalls Hurgenson <spallshurgenson@gmail.com> wrote: >>> On Fri, 09 Aug 2024 11:49:03 -0400, Spalls Hurgenson >>><spallshurgenson@gmail.com> wrote: >>> >>>> >>>> >>>>Bethesda has just dropped an upgrade for the original "Doom" and "Doom >>>>II" (yes, the classic games from the 90s). Bethesda really knows how >>>>to milk their existing IPs; adding a few tiny upgrades, and then >>>>repackaging it under a slightly different name and reselling it to >>>>fans. >>> >>> Oh, Bethesda... >>> >>> So, this new "Doom + Doom II" release has, as mentioned, support for >>> mods. To use/play these mods, you need a Bethesda account before you >>> can access the 'workshop'. However, the mods themselves are just the >>> same mods as have been playable on Doom since time immemorial, just >>> made more accessible and easier to install/run. But how did those mods >>> get there? >>> >>> Why, end-users uploaded them, of course. The problem is that the >>> people who uploaded them - and are given credit for developing the >>> mods- aren't necessarily the same people who actually CREATED the darn >>> things. There's very little (or quite possibly) no moderation going on >>> in the unsorted mods list. >>> >>> Oops. >>> >>> There is a curated 'Featured mods' page which Bethesda has populated >>> with better known mods. But this selection is tiny compared to the >>> unsorted selection. That selection also has some very... erm, varied >>> material, including hentai-flavored material, stuff celebrating school >>> shootings, and stuff that blatantly violates copyright (such as MODS >>> that rip off Nintendo's IP. But I'm sure the notoriously litigious >>> Nintendo is fine with that). >>> >>> It's been described by some as a 'chum bucket of random shit'. >>> >> >>So like the shovelware Doom Add-on CD's of the 90s, where they scraped >>cdrom.com and threw everything on a disk? I do admit I purchased a >>couple of these, because it was easier to get WADs that way instead of >>downloading over slow dial up. > > At least the shovelware disks included the text files attributing the > WADs to the creator. It doesn't seem like Bethesda.net does even that > much. They just accept that if John Doe uploads > ThisWADWasMadeByBobPeterson.zip, they give John Doe credit for the > work. > > Or so it's been reported. I've never bothered to make a Bethesda.net > account, so I can't check for myself. Honestly, I uninstalled the > "Doom + Doom II" pack after less than an hour of playing it; it just > doesn't feel "Doom" to me. If I need another Doom-fix, I'll just fire > up GZDoom (a Doom sourceport) and play that instead. > > And if I want to add a mod, I'll just browse ModDB.com and download it > manually. Giving the right attribution is just the decent thing to do. Actually, just a few days ago I found a post on a BSD forum where someone claimed to write a script, but what he described, and showed in the screenshot was one I had written. It would have been a remarkable coincidence if he chose to write the same script, using the same language, to produce the same form, using the *same title* just one month after I wrote it (he claimed t have written it a year prior, but the post was after I wrote mine). Sheesh, I don't care if you plaster it around, just give credit. There are two reasons I'm interested in this new Doom release. The first is the new expansion, which really, I shouldn't be all that excited about, because there are many, many good WAD's out there already and new ones coming out. The second is that it seems it comes with a lot of historical game assets. Sounds, midis and graphics that were used during development which didn't make it into the final game, or even the early alphas. Stuff that wasn't even in Romero's Doom Dump. I saw a YouTube video where someone skimmed through it, and there were lots of graphics, alternative sprites for guns, for the DoomGuy face, skies and such that I've never seen before. That alone makes me want to get it. But I'm not sure what other advantage this release offers that GzDoom or Prboom+ (my source port of choice) doesn't offer already, except for perhaps making it easier to load mods, which I don't need at all.